~~ Uses and Strategies ~~
{{{7}}}
AE ver. 2012 Changes
Focus Attack
Adjusted position of hitbox to ease hitting of short opponents.
Close Standing Medium Punch
Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
Jaguar Revolver
Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close.
Increased the 3rd hit’s knockdown distance when fighting airborne opponents.
Rising Jaguar
Made super-canceling possible on 2nd active frame of first hit for strong version.
Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus→Dash.
Jaguar Kick
Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles.
Changed heavy version’s damage from 140 to 130.
The Basics
Combos
Strategy
Matchups
Frame Data
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
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Gain
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Cancel Ability
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Startup
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Active
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Recovery
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On Guard
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On Hit
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Notes
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Close
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HL
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30
|
50
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20
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ch/sp/su
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4
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3
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5
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+3
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+6
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|
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Close
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HL
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70
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100
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40
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sp/su
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5
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5
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15
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-4
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+6
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|
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Close
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HL
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90
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200
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60
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sp/su
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8
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4
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15
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-1
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+4
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Forces Stand
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Close
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HL
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35
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50
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20
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sp/su
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5
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3
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7
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+1
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+4
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|
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Close
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HL
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75
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100
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40
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sp/su
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5
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6
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9
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-1
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+5
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Forces Stand
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Close
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HL
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120
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200
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60
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-
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7
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3
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21
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-6
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-2
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Can juggle
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Far
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HL
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30
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50
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20
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ch/sp/su
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3
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3
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6
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+2
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+5
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Far
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HL
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80
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100
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40
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su
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7
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4
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13
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-3
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0
|
|
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Far
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HL
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120
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200
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60
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-
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8
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3
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14
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+1
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+5
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|
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Far
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HL
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40
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50
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20
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sp/su
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5
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3
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8
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0
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+3
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|
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Far
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HL
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75
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100
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40
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-
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8
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4
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13
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-3
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0
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Far
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HL
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40*80
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100*100
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40*40
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-
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9
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2*4
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17
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-3
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+1
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crouch
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HL
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30
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50
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20
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sp/su
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3
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3
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6
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+2
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+5
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crouch
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HL
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60
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100
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40
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sp/su
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5
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2
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11
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+1
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+4
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crouch
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HL
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100
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200
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60
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su
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9
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3
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16
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-1
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+4
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Forces stand
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crouch
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L
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40
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50
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20
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sp/su
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4
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2
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7
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+2
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+5
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crouch
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L
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70
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100
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40
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sp/su
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6
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2
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14
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-2
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+1
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crouch
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L
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110
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200
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60
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-
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9
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2
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21
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-5
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-
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Untechable knockdown
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Jump up
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H
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40
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50
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20
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-
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4
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10
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump up
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H
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80
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100
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40
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-
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6
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7
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump up
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H
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100
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200
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60
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-
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7
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3
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump up
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H
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45
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50
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20
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-
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4
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16
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump up
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H
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85
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100
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40
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sp
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5
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8
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump up
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H
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110
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200
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60
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-
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5
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6
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
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40
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50
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20
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-
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4
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9
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
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80
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100
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40
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-
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6
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7
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
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100
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200
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60
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-
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8
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5
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
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45
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50
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20
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-
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4
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12
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
|
85
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100
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40
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-
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7
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4
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jump forward
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H
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110
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200
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60
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-
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10
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3
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-
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-
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-
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Legs are immune to projectiles until end of startup frames
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Jaguar Crunch ( + )
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H
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30*50
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50*50
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40*20
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-
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23
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2*2
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13
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-2
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+4
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+2 Hit advantage on crouching opponent
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Focus Attack LVL1
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HL
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60
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100
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20
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-
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10+11
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2
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39
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-25
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-25
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Focus Attack LVL2
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HL
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80
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150
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40
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-
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18+11
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2
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39
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-19
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-
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Focus Attack LVL3
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-
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140
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200
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60
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-
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61
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2
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44
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-
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-
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Forward Throw
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0.93
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130
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140
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40
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-
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3
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2
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20
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-
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-
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Untechable knockdown
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Back Throw
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1.05
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130
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120
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40
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-
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3
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2
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20
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-
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-
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Untechable knockdown
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Jaguar Kick
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HL
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140
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180
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20/40
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-
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20
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6
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21
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-3
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-2
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5~25f airborne, armor break
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Jaguar Kick
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HL
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140
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180
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20/40
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-
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21
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7
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20
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-3
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-2
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6~27f airborne, armor break
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Jaguar Kick
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HL
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130
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180
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20/40
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-
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22
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8
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20
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-4
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-2
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7~29f airborne, armor break, frame advantage assumes 2nd hit
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Jaguar Kick
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H
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80*70
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90*110
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-250/0
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-
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20
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2*3
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1+21
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-2
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-
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1~24f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, armor break, can juggle
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Air Jaguar Kick
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HL
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80
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160
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10/20
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-
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14
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7
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After landing 12
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-
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-
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Air Jaguar Kick
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HL
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80
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160
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10/20
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-
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15
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5
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After landing 12
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-
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-
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Air Jaguar Kick
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HL
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80
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160
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10/20
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-
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16
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3
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After landing 12
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-
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-
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Air Jaguar Kick
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HL
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90*70
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110*90
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-250/0
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-
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11
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5*2
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After landing 12
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-
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-
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1~17f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, can juggle
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Rising Jaguar
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HL
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50*80
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100*70
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30/20*20
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su
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4
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2(6)4
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17+13
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-13
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-
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1~5f feet immune to strikes and projectiles, 6f~ airborne, knockdown, can juggle
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Rising Jaguar
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HL
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90*50
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110*70
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30/20*20
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su
|
5
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2(6)5
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22+13
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-19
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-
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1~6f upper body immune to strikes and projectiles, 1~5f unthrowable, 7f~ airborne, knockdown, can juggle
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Rising Jaguar
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HL
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50*100
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70*120
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30/20*20
|
su
|
5
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2(6)9
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22+13
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-23
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-
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1~6f Invincible, 6f~ airborne, knockdown, can juggle
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Rising Jaguar
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HL
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80*40*40
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100*60*60
|
-250/0
|
su
|
5
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4(8)2*6
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24+10
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-33
|
-
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1~8f Invincible, 6f~ airborne, knockdown, can juggle, guard advantage based on 1st hit only
|
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Jaguar Tooth
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HL
|
120
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150
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10/40
|
-
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From wall 12
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4
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After landing 20
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-4
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+1
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22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
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Jaguar Tooth
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HL
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120
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150
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10/40
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-
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From wall 13
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5
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After landing 17
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-1
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+3
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22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
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Jaguar Tooth
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HL
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120
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150
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10/40
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-
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From wall 14
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7
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After landing 18
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-2
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0
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22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
|
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Jaguar Tooth
|
HL
|
120
|
200
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-250/0
|
-
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From wall 7
|
7
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After landing 20
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-5
|
-
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22f to wall, 1f~ until landing immune to projectiles, 7f~ airborne towards wall, [air hit] knockdown, armor break
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Jaguar Varied Assault
|
HL
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50x5*70
|
0
|
-1000/0
|
-
|
1+7
|
3(9)2(11)2(11)2(18)3(39)3
|
40
|
-64
|
-
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1~11f Invincible, 89~135f airborne, [2nd ground hit] forces stand (translate), [5th hit] knockdown, [6th hit] untechable knockdown, [1st-4th air hit] knockdown, can juggle, 4th hit is cancellable, frame advantage based on 5th hit
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Thousand Jaguar
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HL
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30*12xN
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0
|
0/0
|
-
|
20
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3(14)1(2)2(2)1(3)1(2)2
|
31
|
-12
|
-
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[1st ground hit] forces stand, untechable knockdown, can juggle, press buttons to extend damage
|
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Assassin Jaguar
|
HL
|
30x3*60
|
0
|
0/0
|
-
|
19
|
3(17)4(6)3(8)5
|
41+27
|
-83
|
-
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2nd hit onwards airborne, knockdown, can juggle, frame advantage based on 1st hit
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Ultra Combo 1
|
HL
|
60x3*330
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0
|
0/0
|
-
|
0+12
|
7(18)4(18)4
|
34
|
-17
|
-
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1~3f Invincible, 4~11f immune to strikes and projectiles, 2~18f/23~40f/45~62f airborne, [air hit] knockdown, armor break, can juggle, 3rd ground hit goes into animation, distance can be adjusted by joystick
|
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Ultra Combo 2
|
HL
|
60x2*45*265
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0
|
0/0
|
-
|
0+10
|
4(6)5(23)2
|
25+38
|
-82
|
-
|
1~11f Invincible, 8f~ airborne, knockdown, armor break, can juggle, 3rd hit goes into animation
|
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
|
Gain
|
Cancel Ability
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Startup
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Active
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Recovery
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On Guard
|
On Hit
|
Notes
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Notes:
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