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==Special Moves== | ==Special Moves== | ||
-- [ Juggernaut Punch: B,DB,D,DF,F+P ] -- | |||
A very powerful attack that does alot of damage and it can be used as a | |||
powerful counter attack and it has alot of range. It can be comboed and | |||
thanks to Juggernaut's super armor, its rather hard to knock him out of it. | |||
Just make sure this move connects, why? Simply because the recovery time is | |||
rediculous and opponent has loads of time to counter. Avoid using this move | |||
unless against a missed attack like a Proton Cannon, Pis-Thrust, or Maximum | |||
Spider. | |||
-- [ Earthquake: F,DF,D+P ] -- | |||
An excellent move to use overall, you can probably call this his projectile. | |||
This move does excellent damage and a ton of block damage and best of all if | |||
blocked it pushes your opponent away leaving them in a difficult position to | |||
counter. Use this after the opponent has blocked your launcher or after you | |||
have knocked down your opponent. The recovery time is bad, but its not nearly | |||
as bad as his other moves. | |||
-- [ Juggernaut Splash: B,DB,D,DF,F+K ] -- | |||
Well this is no longer a regular attack like it was in the previous X-COTA | |||
game. This move is an excellent attack if used properly and can also be used | |||
as an AC Finisher. This move is his anti-crouch counter and will do a ton of | |||
damage if it connects. The only problem with this move is that the recovery | |||
time is horrible. Even Spider-Man can counter with a Maximum Spider or Iron | |||
Man can counter with a Proton Cannon. Its sort of a dead give away when | |||
Juggernaut launches himself in the air awkwardly so use at your own | |||
discretion. | |||
-- [ Power-Up: F,D,DF+2P, then P or K ] -- | |||
Well this move can be used as many times as Juggernaut wishes. He'll go into | |||
a short pose and exclaim "Power-Up." and then starts flashing red. Here's | |||
where he gets one crack at his opponent to deal some serious damage, if he | |||
misses with this move that mean the effects go away, if he connects it also | |||
goes away. But then again he can do this as much as he wants, try not to pull | |||
this off to often otherwise your opponent will counter while Juggernaut is in | |||
his pose. | |||
-- [ (lift): D,D+3P(over object) ] -- | |||
This is basically a pretty useless move. There are only certain objects he | |||
can lift up like the horses on the carousel in Hulk's stage. This move does | |||
good damage, but the start up delay is horrible since its a dead give away | |||
when he picks up the object. The recovery time is almost non-existant. | |||
-- [ (forward fist: F+FP ] -- | |||
Well this move is his launcher and you can follow up while you are in the | |||
corner otherwise cancel immediately into his Juggernaut Body Splash. It has a | |||
ton of range, even more than Hulk's standing fierce. The recovery time is | |||
bad, but you can cancel into a Juggernaut Earthquake to avoid retaliation. | |||
==Super Moves== | ==Super Moves== | ||
Revision as of 12:11, 5 January 2017
Introduction
Moves List
Normal Moves
Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag
Throws
Standing
LP:
MP:
HP:
LK:
MK:
f.MK:
HK:
f.HK (hold):
b.HK:
Crouching
c.LP:
c.MP:
c.HP:
c.LK:
c.MK:
c.HK:
Jumping
j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
u.j.HK:
Special Moves
-- [ Juggernaut Punch: B,DB,D,DF,F+P ] --
A very powerful attack that does alot of damage and it can be used as a powerful counter attack and it has alot of range. It can be comboed and thanks to Juggernaut's super armor, its rather hard to knock him out of it. Just make sure this move connects, why? Simply because the recovery time is rediculous and opponent has loads of time to counter. Avoid using this move unless against a missed attack like a Proton Cannon, Pis-Thrust, or Maximum Spider.
-- [ Earthquake: F,DF,D+P ] --
An excellent move to use overall, you can probably call this his projectile. This move does excellent damage and a ton of block damage and best of all if blocked it pushes your opponent away leaving them in a difficult position to counter. Use this after the opponent has blocked your launcher or after you have knocked down your opponent. The recovery time is bad, but its not nearly as bad as his other moves.
-- [ Juggernaut Splash: B,DB,D,DF,F+K ] --
Well this is no longer a regular attack like it was in the previous X-COTA game. This move is an excellent attack if used properly and can also be used as an AC Finisher. This move is his anti-crouch counter and will do a ton of damage if it connects. The only problem with this move is that the recovery time is horrible. Even Spider-Man can counter with a Maximum Spider or Iron Man can counter with a Proton Cannon. Its sort of a dead give away when Juggernaut launches himself in the air awkwardly so use at your own discretion.
-- [ Power-Up: F,D,DF+2P, then P or K ] --
Well this move can be used as many times as Juggernaut wishes. He'll go into a short pose and exclaim "Power-Up." and then starts flashing red. Here's where he gets one crack at his opponent to deal some serious damage, if he misses with this move that mean the effects go away, if he connects it also goes away. But then again he can do this as much as he wants, try not to pull this off to often otherwise your opponent will counter while Juggernaut is in his pose.
-- [ (lift): D,D+3P(over object) ] --
This is basically a pretty useless move. There are only certain objects he can lift up like the horses on the carousel in Hulk's stage. This move does good damage, but the start up delay is horrible since its a dead give away when he picks up the object. The recovery time is almost non-existant.
-- [ (forward fist: F+FP ] --
Well this move is his launcher and you can follow up while you are in the corner otherwise cancel immediately into his Juggernaut Body Splash. It has a ton of range, even more than Hulk's standing fierce. The recovery time is bad, but you can cancel into a Juggernaut Earthquake to avoid retaliation.