Cyberbots/RF-027 Jackal: Difference between revisions

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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 OTG}}
{{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 OTG It's not safe}}
{{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

Cb-jackal.gif
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.
D.png + L Crouching Light For when they're too close but not close enough to throw.
F.png f + L Dashing Light The move you get by mistake trying to dash slide.
  H Standing Heavy Use D.png + H
D.png + H Crouching Heavy low Sweep, long range and small hurtbox but slow to come out. Cancel it as the recovery is huge
F.png f + H Dashing Heavy More useful F.png f + L
  Air + L Jumping Light Air to air
  Air + H Jumping Heavy Slow jump-in
  Air D.png + H 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 Throw.png out standing L so do not rely on it


Throws
Command Name Notes
b or F.png + Atk Light & Heavy Throws Throw
b or F.png + Atk Pickup Throw Throw Otg.png
Qcfd.png + Atk Disassemble Throw Armed opponent only


Special Moves
Command Name Notes
qcf + Atk Heat Grapple cptr L version can be used to punish blocked or whiffed moves
qcb + Atk Dizzy Boomerang airok L version is what you combo into, air versions can be used for crossups. Chip kill tool
d (ch) U.png + Atk Jackal Stamp High Otg.png It's not safe
  Atk Repeatedly Whip Sting Too slow to be of any use
qcf + W.png Laser Screen High Deals chip
Qcfd.png + W.png Laser Screen Low Deals chip


Cyber-EX Moves
Command Name Notes
qcf Qcf.png + Atk 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