Marvel vs Capcom 2/Juggernaut

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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.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
Toggles increased 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.

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 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. In this exact situation, the only way to be sure you're correctly performing the glitch is to remove the original flashing effect by using any other attacks and Power-Up from scratch.

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
Beta.png Hp.png Juggernaut Punch
Juggernaut Headcrush
Hp.png Juggernaut Punch
Gamma.png Hk.png Body Press
Juggernaut Headcrush
Hk.png Body Press

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

Select 'B' type assist. Power-Up Juggernaut, switch him out. Now everytime he hits he'll do about 1/4 life damage to your opponent. When he comes back in, a fully mashed Headcrush will do 87 points of damage(!). Since they will have to be afraid of you, bait them out with jabs, jab Punches, and other things you can cancel into the Headcrush.

Generally you can badly rush them down with jump jab , fp.

Advanced Strategy

Game Navigation

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