Marvel Super Heroes/Juggernaut: Difference between revisions

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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.

Super Moves

The Basics

Advanced Strategy

Match-Ups