Marvel vs Capcom 2/Juggernaut: Difference between revisions

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==== Unblockable THC ====
==== Unblockable THC ====
Having Juggernaut on your team grants you access to the THC Headcrush, even when he's an assist, abuse it if you have the meter and your team allows for it. With Juggernaut as an assist you can THC and his Headcrush has a chance to be unblockable as long as your opponent isn't already in blockstun and you are relatively close to them. This works because THC Headcrush will reach the opponent before the super freeze signals that the opponent can block, but frame skip is what ultimately decides if the Headcrush will connect.
Having Juggernaut on your team grants you access to the THC Headcrush, even when he's an assist, abuse it if you have the meter and your team allows for it. With Juggernaut as an assist you can THC and his Headcrush has a chance to be unblockable as long as your opponent isn't already in blockstun and you are relatively close to them. This works because THC Headcrush will reach the opponent before the super freeze signals that the opponent can block, but frame skip is what ultimately decides if the Headcrush will connect.
Popular teammate choices for maximizing the potential of your Unblockable THC or THC assist punish:
* B.B.Hood
* Captain Commando
* Gambit
* Hulk
* Thanos
* Iron-Man
* Cable


= Advanced Strategy =
= Advanced Strategy =

Revision as of 00:33, 17 May 2021

MVC2Juggernaut.gif
MvC2juggernaut.png

Introduction

Real Name: Cain Marko
Height: 6 ft. 10 in.
Weight: 900 lbs.
Eyes: Blue
Hair: red brown
Occupation: professional criminal
Identity: secret
Legal Status: American citizen with no criminal record as yet
Other Aliases: none
Place of Birth: Berkeley, Calif.
Marital Status: single
Known Relatives: Kurt Marko (father, a deceased), Marjorie Marko (mother, deceased), Sharon Xavier (stepmother, deceased), Charles F. Xavier (stepbrother)


Strength Level: The Juggernaut possesses Class 100 strength, enabling him to lift (press) over 100 tons. The Juggernaut is said to be unstoppable, and the upper limit to his strength is not known.


Marko and was serving together in the same U.S. military unit as his stepbrother Xavier in Asia. Marko ended up in a cave that housed the lost secret temple of Cyttorak, a powerful mystical entity. Marko impulsively grabbed a glowing ruby from the lap of an idol and read the inscription (which mystically appeared to his mind to be in English): "Whosoever touches this gem shall possess the power of the Crimson Bands of Cyttorak. Henceforth, you who read these words shall become forevermore a human juggernaut." The gem's mystical power transformed Marko into a larger, superhuman being. Just then high, explosive bombardment from the enemy caused a cave-in, and Marko was buried under several thousand tons of rock.

Like The Hulk Juggernaut posses great strength and armor. He is however slow and bulky to move around he is often over looked but given time to learn his specials he can be a great asset to any team

Origins: Marvel Super Heroes

Other Appearances: X-Men Vs. Street Fighter, Marvel Vs. Capcom 2

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-juggernaut.png

Moves List

Normal Moves

Frames Advantage Cancel Block Hitbox Notes
Standing
Lp.png 9/3/20 C High.png
Low.png
Juggernaut s.lp.png
Mp.png 10/6/29 C High.png
Low.png
Juggernaut s.mp.png Juggernaut s.mp 2.png Juggernaut s.mp 3.png
Hp.png 8/8/41 C High.png
Low.png
Juggernaut s.hp.png Juggernaut s.hp 2.png Juggernaut s.hp 3.png
Lk.png 6/1/21 C High.png
Low.png
Juggernaut s.lk.png
Mk.png 6/24/22 C High.png
Low.png
Juggernaut s.mk.png Juggernaut s.mk 2.png
Hk.png 14/3/40 C High.png
Low.png
Juggernaut s.hk.png Juggernaut s.hk 2.png
F.png + Hp.png 20/8/28 C High.png
Low.png
Center
Crouching
Lp.png 9/3/11 C High.png
Low.png
Juggernaut c.lp.png
Otg.png
Mp.png 13/6/32 C High.png
Low.png
Juggernaut c.mp.png Juggernaut c.mp 2.png
Hp.png 12/6/39 C High.png
Low.png
Juggernaut c.hp.png Juggernaut c.hp 2.png
Lk.png 6/5/14 C Low.png
Juggernaut c.lk.png
Otg.png
Mk.png 10/3/35 C Low.png
Juggernaut c.mk.png
Sweep.png
Hk.png 14/5/44 C High.png
Low.png
Juggernaut c.hk.png Juggernaut c.hk 2.png
Otg.png
Jump
Lp.png 6/14/8 C High.png Juggernaut j.lp.png Juggernaut j.lp 2.png
Mp.png 9/5/24 C High.png Juggernaut j.mp.png Juggernaut j.mp 2.png
Hp.png 12/5/32 C High.png Juggernaut j.hp.png Juggernaut j.hp 2.png Aircombofinisher.png
Lk.png 6/12/8 C High.png Juggernaut j.lk.png Juggernaut j.lk 2.png
Mk.png 11/5/16 C High.png
Juggernaut j.mk.png
Hk.png 12/6/18 C High.png Juggernaut j.hk.png Juggernaut j.hk 2.png Aircombofinisher.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Juggernaut Punch
Qcf.png + P.png
20 Lp.png, 28 Hp.png
30 Lp.png, 42 Hp.png
30 Lp.png, 42 Hp.png
Juggernaut Body Press
Hcf.png + K.png
19 Lk.png, 25 Hk.png
23 Lk.png, 29 Hk.png
29 Lk.png, 38 Hk.png
Airok.pngHigh.png
Earthquake Punch
Qcfd.png + P.png
18 Lp.png, 22 Hp.png
27 Lp.png, 33 Hp.png
27 Lp.png, 33 Hp.png
Cyttorak Power-Up
Dp.png + Pp.png
Increases damage for Juggernaut's next attack. The effect is normally canceled whether the attack connects or not.

First set of damage is for normal. Second set of damage is for Power-Up. Third set of damage is with Power-Up glitch applied.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Juggernaut Headcrush
Qcf.png + Pp.png
58
63
87
Mash.png Maximum of 8 hits

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Lp.png Earthquake Punch
Juggernaut Headcrush
Lp.png Earthquake Punch
Very easy to use when extending an opening hit into a full combo. Does a decent amount of chip. Not very much range or damage potential but provides a lot of pressure once you're in.
Beta.png Hp.png Juggernaut Punch
Juggernaut Headcrush
Hp.png Juggernaut Punch
Very popular assist because of the damage potential. Sends the point character flying, which typically ends your combo unless you're in the corner. The super armor can help blow through your opponent's offense.
Gamma.png Hk.png Body Press
Juggernaut Headcrush
Hk.png Body Press
High.png One of the only assists in the entire game that has to be blocked high. Can be used as an anti-air or to create an unblockable mixup. Very long recovery so Juggernaut needs a little extra protection compared to his other assists. Has no super armor once Juggernaut is in the air.

The Basics

Combos

-d.s.LK > s.LP XX hcb + HP

-d.s.LK > s.HP XX hcf + LP

-Corner When close, f + HP /\ Jump LP > LP XX hcf + LK

-Jump LK > LP \/ d.s.LK > c.LK XX hcf + LP

-Jump LK > LP \/ d.c.HP XX hcf + HK

-Jump HP/HK \/ d.s.HK XX hcf + LP

-Corner Jump HK \/ c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK \/ d.c.LK > f + HP

-Jump LK > LP \/ d.s.LK > c.LK XX hcb + HP XX qcf + PP

-When close, f + HP, hcf + HP XX qcf + PP

-Jump HP \/ d.s.LK > s.LP XX hcb + HP XX qcf + PP

-Jump HK \/ d.s.LK > s.HP XX hcf + LP, d.c.LK XX qcf + PP

Strategies

Juggernaut offers the most utility as an assist. With no real options for dealing with runaway a lot of matchups are going to feel like a struggle. Juggernaut is slow, easy to cross-up and combo, uses meter far better than he builds it, everything he does is relatively unsafe and expensive to protect, and he has no super armor in the air. However, Juggernaut has one thing that changes him from an annoyance into a problem, the Power-Up glitch.


Your first goal with Juggernaut is to activate his Power-Up glitch as soon as possible. The fewer bars of meter the opponent has when you change to another character, the harder it will be for them to punish you, especially if you change to a character with high vitality. Once glitched, your assists offers game-changing amounts of damage and your Headcrush threatens to one-shot many popular assists.


Your second goal with Juggernaut is to land his assist as many times as possible. Juggernaut has a lot of health but he's not invincible, his large size means it's going to be harder for him to avoid damage so be ready to protect him when your opponent retaliates. A glitched Juggernaut Punch can kill any assist in 3-5 hits instead of 5-7 hits which makes counter-calling your opponent's assists a powerful, meterless threat.


Your third goal with Juggernaut is to land his Headcrush as many times as possible. Headcrush is pretty easy to combo into from most of Juggernaut's normal buttons, but landing that initial hit can sometimes be difficult. The best buttons to approach an opponent with are probably going to be jumping Lk.png and jumping Hp.png. A throw when near the corner often turns into a guaranteed Headcrush and a potential touch of death with the right assist. The THC Headcrush is unmashable but has a faster startup than a normal Headcrush allowing for monstrous whiff punishes. A DHC from a better point character into Headcrush can turn a stray hit into a potentially favorable match.


Cyttorak Power-Up Glitch

The Power-Up glitch increases the damage for Juggernaut on every attack, not just the very next one. The glitch only needs to be performed once per match unless you accidentally deactivate it later. To activate the glitch Juggernaut needs to Power-Up, then change to a different character without finishing an attack or otherwise canceling the effect. If Juggernaut isn't flashing when he leaves the screen then the glitch probably wasn't executed correctly.

When Juggernaut is brought back into play and uses Power-Up again the glitch is deactivated.


When attempting to setup the glitch, the following moves can be whiffed without removing any of the Power-Up effect:

  • Df.png + Hp.png
  • Qcf.png + A1.png
  • Qcf.png + A2.png

Juggernaut will remain flashing if any of these moves hit, but he will not have the increased damage. Also, performing an additional Power-Up in this state will not give the increased damage back. In this exact situation, the only way to be sure you're gaining the damage increase is to remove the original flashing effect by using any other attacks, then performing another Power-Up.


THC Headcrush

The normal Headcrush is one of Juggernaut's most consistent and punishing threats. The THC Headcrush, on the other hand, has some interesting differences that bring some much needed depth to the table. THC Headcrush is unmashable which might mean less damage up-front, but is Juggernaut's fastest attack by a huge margin. This extra speed allows it to punish basically everything your grounded opponent might consider safe and has the added benefit of being unblockable in certain situations.


Unblockable THC

Having Juggernaut on your team grants you access to the THC Headcrush, even when he's an assist, abuse it if you have the meter and your team allows for it. With Juggernaut as an assist you can THC and his Headcrush has a chance to be unblockable as long as your opponent isn't already in blockstun and you are relatively close to them. This works because THC Headcrush will reach the opponent before the super freeze signals that the opponent can block, but frame skip is what ultimately decides if the Headcrush will connect.

Advanced Strategy

Game Navigation

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