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joneirik:jaguara

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Jaguar Data

Legend

Explanation of terms:

Legend:

  1. AC: Animation Cancel, when you can activate a move inside another move, to cancel out the recovery frames, and move straight into another move. Not enough to guarantee a combo, but most combos uses these.
  2. FA: Frame Advantage, If you gain an advantage or disadvantage in frames if hit/blocked opponent. Negative numbers is good in my chart. The second aspect/way to get combos.
  3. Rehit: If enabled in Advanced Options, allows to hit airborne enemies, thus enabling Air-Combos. Won't go much into detail about this here.
  • Typ: Attack type (High, Medium, Low, Jumping, Close, Projectile).
  • C-AC: Combo Animation Cancel, which type of moves can be used to cancel out of animation.
  • T-AC: Tested Animation Cancels: tested which actually makes combos, the rest aren't fast enough.
  • C-FA: Combo Frame Advantage: Moves that gives a combo without AC.
  • Dmg: Base Damage of move, modified by Power, and tournament upgrades.
  • Poi: Points: I've already calculated in the modifiers, so they are as they appear in game.
  • Scr: Scrap/Stun, used for calculating Frame Advantage.
  • Tot: Total Frames, pretty straight forward.
  • Sta: Startup Frames, The first few frames in animation before it can do damage.
  • Act: Active Frames, the frames that actually does damage.
  • Rec: Recovery Frames, no damage frames as the end of move, usually what we can AC out off.

' Str: Animation String, this is just slightly cleaned up versions of the animation strings if you want to see details.

Tags

  • cp: Collision Pause, enables “hit pause”.
  • n: Disables collision, aka damage.

' c: Unknown

' b: Unknown/typo
' jp: Unknown
' 

Jaguar specifics:

  • Enhacement1: CC - Removes n tags in animation, letting you headbutt with the jag
  • Enhacement1: JL → aJL
  • Enhacement1: JLS → jK
  • Enhancement2: aJL → aOHT
  • jK/jP: can effectively combo into anything, because when you touch ground you AC into standing neutral position, thus forcing a lot of hit/block stun on the opponent while you yourself instantly breaks out of animation. Some exceptions might apply.

Base Stats

Health 200
Stun 55
Move Forward 5
Move Backward 4
Jump Speed -14.5
Fall Speed 1.1484375

DataTable A

Move Typ C-AC T-AC C-FA Dmg Poi Scr Tot Sta Act Rec FA
1P H M - Rehit 3P 35 2800 13 27 4 6 17 10
2P M L,CC 2K 3K - 22 1600 12 15 3 5 7 0
3P M L 2K 3K 3P 4K 8 800 9 7 1 3 3 -3
4P H - - - 22 2400 12 15 3 5 7 0
5P H H,CC 5P 4K JL - 8 800 9 9 2 3 4 -2
1K L M - Rehit 2P 3P 4K 5K 32 2400 13 25 5 4 16 7
2K L H 5P 4K JL - 22 1600 12 15 2 7 6 1
3K L - - - 10 800 9 8 1 4 3 -2
4K H - - - 35 2800 14 19 1 6 12 4
5K M M 3P - 22 1600 12 16 3 5 8 1
Throw C - - Rehit * 4000 14 0 - - - -
aP J - * - 2400 12 17 4 10 3 1
aK J - * - 2400 12 19 3 12 4 4
aOHT J - - - 7200 3 14 2 6 6 0
aJL J - - - 4800 13 21 1 1-4-10 5 7
JL H - - - 4800 13 27 1 1-4-10 11 13
JLS H - - - 4800 13 32 1 1-4-13 13 18
CC H H 1P 4P 5P 4K JL - 0 8 20 6 14 6
CC-M P - - - 4000 0

DataTable B

Move Str
1P A2 B2 C3 cpD3 cpE2 nE4 nD4 nC3 nB2 nA2
2P A1 B2 C2 cpD3 nC3 nB2 nA2
3P A1 B1 cpC2 nB2 nA1
4P A1 B2 C2 cpD3 nC3 nB2 nA2
5P A1 B1 C1 cpD2 nC1 nB2 nA1
1K A1 B2 C2 D2 cpE2 cpF3 cG3 H3 I3 J2 K2
2K A2 B3 cpC4 nB3 bA3
3K A1 B2 cpC2 nB2 nA1
4K A1 B2 cpC2 cpD2 cpE3 F3 G3 H3
5K A1 B2 C2 cpD3 nC3 nB3 nA2
Throw A4 B4 C4 D4 cpE4 D1 C2 B1
aP A2 B2 cpC10 nB2 nA1
aK A1 B2 cpC2 cpD10 nC2 nB1 nA1
aOHT A2 B2 C2 D2 E2 F2 G2
aJL A1 B1 C2 D2 E2 F1 F5 F2 nE1 nE2 nD2
JL A1 B1 C2 D2 E2 cpF5 cpF2 nE1 nD3 nB7
JLS A1 B1 C2 D2 E2 cpF7 cpF2 E2 D4 nB9
CC nA2 nB1 nC1 nD2 nD1 nE5 nD4 C4
CC-M

wip

joneirik/jaguara.1682757481.txt.gz · Last modified: 2023/04/29 02:38 by joneirik