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{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow | L|Standing Light|Amazing normal, this move will play neutral for you. Use it offensively, use it defensively, use it as an anti-air, the move to press when you don't know what to do.}} | {{CBMoveListRow | L|Standing Light|Amazing normal, this move will play neutral for you. Use it offensively, use it defensively, use it as an anti-air, the move to press when you don't know what to do.}} | ||
{{CBMoveListRow | d + L|Crouching Light|For when they're too close but not close enough to throw.}} | {{CBMoveListRow | {{d}} + L|Crouching Light|For when they're too close but not close enough to throw.}} | ||
{{CBMoveListRow | f f + L|Dashing Light|The move you get by mistake trying to dash slide.}} | {{CBMoveListRow | {{f}} f + L|Dashing Light|The move you get by mistake trying to dash slide.}} | ||
{{CBMoveListRow | H|Standing Heavy|Use d + H}} | {{CBMoveListRow | H|Standing Heavy|Use {{d}} + H}} | ||
{{CBMoveListRow | d + H|Crouching Heavy|low Sweep, long range and small hurtbox but slow to come out. Cancel it as the recovery is huge}} | {{CBMoveListRow | {{d}} + H|Crouching Heavy|low Sweep, long range and small hurtbox but slow to come out. Cancel it as the recovery is huge}} | ||
{{CBMoveListRow | f f + H|Dashing Heavy|More useful f f + L}} | {{CBMoveListRow | {{f}} f + H|Dashing Heavy|More useful {{f}} f + L}} | ||
{{CBMoveListRow | Air + L|Jumping Light|Air to air}} | {{CBMoveListRow | Air + L|Jumping Light|Air to air}} | ||
{{CBMoveListRow | Air + H|Jumping Heavy|Slow jump-in}} | {{CBMoveListRow | Air + H|Jumping Heavy|Slow jump-in}} | ||
{{CBMoveListRow | Air d + H|Crouching Heavy|OTG Not much use}} | {{CBMoveListRow | Air {{d}} + H|Crouching Heavy|OTG Not much use}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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=====Target Combos===== | =====Target Combos===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow | L > L|One-Two|Useful for optimal combos but the range is shorter than where you would usually throw out standing L so do not rely on it}} | {{CBMoveListRow | L > L|One-Two|Useful for optimal combos but the range is shorter than where you would usually {{throw}} out standing L so do not rely on it}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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=====Throws===== | =====Throws===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow |b or f + Atk|Light & Heavy Throws|Throw}} | {{CBMoveListRow |b or {{f}} + Atk|Light & Heavy Throws|Throw}} | ||
{{CBMoveListRow |b or f + Atk|Pickup Throw|Throw | {{CBMoveListRow |b or {{f}} + Atk|Pickup Throw|Throw {{otg}}}} | ||
{{CBMoveListRow |[[image:qcfd.png]] + Atk|Disassemble|Throw Armed opponent only}} | {{CBMoveListRow |[[image:qcfd.png]] + Atk|Disassemble|Throw Armed opponent only}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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{{CBMoveListRow |qcf + Atk|Heat Grapple|cptr L version can be used to punish blocked or whiffed moves}} | {{CBMoveListRow |qcf + Atk|Heat Grapple|cptr L version can be used to punish blocked or whiffed moves}} | ||
{{CBMoveListRow |qcb + Atk|Dizzy Boomerang|airok L version is what you combo into, air versions can be used for crossups. Chip kill tool}} | {{CBMoveListRow |qcb + Atk|Dizzy Boomerang|airok L version is what you combo into, air versions can be used for crossups. Chip kill tool}} | ||
{{CBMoveListRow |d (ch) u + Atk|Jackal Stamp|High | {{CBMoveListRow |d (ch) {{u}} + Atk|Jackal Stamp|High {{otg}} It's not safe}} | ||
{{CBMoveListRow | Atk Repeatedly|Whip Sting|Too slow to be of any use}} | {{CBMoveListRow | Atk Repeatedly|Whip Sting|Too slow to be of any use}} | ||
{{CBMoveListRow |qcf + [[image:W.png]]|Laser Screen High|Deals chip}} | {{CBMoveListRow |qcf + [[image:W.png]]|Laser Screen High|Deals chip}} | ||
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=====Cyber-EX Moves===== | =====Cyber-EX Moves===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow |qcf qcf + Atk|Assault Bits|OTG Fast enough to be used as a punish}} | {{CBMoveListRow |qcf {{qcf}} + Atk|Assault Bits|OTG Fast enough to be used as a punish}} | ||
{{CBMoveListRow | L H|Giga Rain|OTG}} | {{CBMoveListRow | L H|Giga Rain|OTG}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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*2L>214L | *2L>214L | ||
*2H>236L | *2H>236L | ||
[[Category: Cyberbots: Fullmetal Madness]] | [[Category:Cyberbots: Fullmetal Madness]] |
Latest revision as of 00:06, 9 December 2020
RF-027 Jackal
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RF-027 Jackal | |
Weapon: | Assault Satellite |
Arm Part: | Heat Rod |
Leg Part: | Insectroid |
Defense Modifier: | 1.03 |
Boost Type: | Jump |
Boost Count: | 4 |
Summary
Jackal is a well equipped rushdown VA who has exceptional air mobility among VAs with the jump-type boost. His Dizzy Boomerang offers him a relatively safe jump-in option, a move to special cancel into from air moves during pressure, and a cross-up tool when used midscreen. As with all insectroid-legged models, Jackal Stamp allows him to close distance quickly and be in the place where he is most dangerous. Heat Grapple and Whip Sting both cover a range which is slightly further than most VAs' normals so it may be rewarding to stay about 1 character width away from your opponent as Jackal.
Pros:
- Long range moves
- Fast
- Low crouch hitbox
Cons:
- Heavy normals are slow
- Can't reliably knock down
- Needs to be grounded to beat attacks coming from above
Move List
Normals
Command | Name | Notes |
L | Standing Light | Amazing normal, this move will play neutral for you. Use it offensively, use it defensively, use it as an anti-air, the move to press when you don't know what to do. |
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Crouching Light | For when they're too close but not close enough to throw. |
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Dashing Light | The move you get by mistake trying to dash slide. |
H | Standing Heavy | Use ![]() |
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Crouching Heavy | low Sweep, long range and small hurtbox but slow to come out. Cancel it as the recovery is huge |
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Dashing Heavy | More useful ![]() |
Air + L | Jumping Light | Air to air |
Air + H | Jumping Heavy | Slow jump-in |
Air ![]() |
Crouching Heavy | OTG Not much use |
Target Combos
Command | Name | Notes |
L > L | One-Two | Useful for optimal combos but the range is shorter than where you would usually ![]() |
Throws
Command | Name | Notes |
b or ![]() |
Light & Heavy Throws | Throw |
b or ![]() |
Pickup Throw | Throw ![]() |
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Disassemble | Throw Armed opponent only |
Special Moves
Cyber-EX Moves
Command | Name | Notes |
qcf ![]() |
Assault Bits | OTG Fast enough to be used as a punish |
L H | Giga Rain | OTG |
Combos
Midscreen
cc: charge cancel
- 5L>5LL>214L
- 2L>214L
- 2H>236L