User Tools

Site Tools


omf2097:jaguar

Jaguar

Description

  • Creator: Ibrahim Hothe
  • Creation Date: December 4, 2070
  • Special Abilities: Jaguar Leap, Concussion Cannon, Overhead Throw

Manual

The Jaguar is the ultimate rich man's toy. Many companies hire full-time Jaguar pilots and 'bots as bodyguards. The speed of this robot is nearly unsurpassed in a unit of its size. Though it was the first ever security-intended HAR, it still holds weight as the most versatile.

Using its incredible speed and dexterity, the Jaguar is capable of leaping more than twice its height and delivering a blow strong enough to crush buildings. It has a Smith & Winston 100-Ton Concussion Cannon, which is primarily used for crowd control. Also, the unit can jump over any large enemy, grab it while upside down, and before the enemy has time to react throw it more than 100 meters doing amazing damage.


Matt's FAQ

Fast & fairly powerful, the Jaguar's a good basic choice for most players to learn on. All its Special Moves are very basic and easy to execute, and it's Scrap & Destruction are best to use for learning how the timing of most Scraps & Destructions work. It does, however, have slow recovery time from its Sweep and Uppercut, leaving it open to quick attacks by the enemy. A very all-around, but not specialized when unmodified, 'bot that's great to learn the mechanics of the game with. However, if you have a fully-rigged Jaguar with both Enhancements in Tournament mode, this rig rocks!

When playing with Rehit mode turned on, the Jaguar is my personal preference to beat the living cyber-shnot out of my opponents with. With a souped up Jag, you can take off nearly a third of your opponents energy with a single combo. However, should you be a little slow in the finger movement category, don't expect to reap too many benefits here. But seeing your friend gawk as you completely destroy their pride'n'joy in a matter of seconds makes it well worth your while to take a course in “Reflex Enhancement”.


Strategies

The ultimate beginner bot, easy to learn, and have several tricks that works excellent against the AI/CPU. Unfortunately it isn't as hot against human players. The Jaguar is adaptable and can work on near any range or position in the arena, relies on its special attacks. Jaguar's Throw attack is one of the better combo starters in the game, just remember that your bot have to change facing when attacking, so hold the right buttons.

VS CPU/AI

Besides the usual weaknesses of the CPU, the general tactic will be to land a jumping kick, and unleash the best combo you can. Jaguar really has a bunch of ways to exploit the weaknesses of the AI however:

  • Jump Kick, will almost never get blocked.
  • Heavy Kick (4K) at max distance, most AI will walk into it, repeatedly.
  • Sweep (1K) at max distance, most AI will walk into it.
  • Over Head Throw, Ai never blocks this.
  • Concussion Cannon AI almost always jumps over, distance properly and punish with Jaguar Leap or Overhead Throw.

(This actually make it harder for a Jaguar player to learn other bots later on, as they get so dependent on AI weaknesses.)

VS Human

Make use of all special attacks aggressively. Most basic attacks of the Jaguar are predictable, so you need to mix them up a lot. Many of the moves work well if you can block and time tings correctly in between opponents attacks to counter and pull a quick combo or a knock down. Over Head Throw is great for air control, use it enough to at least threaten the other player to consider before jumping. You really have to learn to use your second tier basic attacks, as you need to mix them up all the time, if you become predictable in your basic attacks, the opponent can/will punish you for it.


Upgrades

Tournament Upgrades

  • Arm Power: 6
  • Arm Speed: 7
  • Leg Power: 7
  • Leg Speed: 9
  • Armor….: 6
  • Stun Res.: 9

Enhancement Effects

  • First Enhancement:
    • Double Concussion Blast
    • Mid-Air Jaguar Leap
    • Double Jaguar Leap
    • Shadow Jaguar Leap “Safety” Kick
  • Second Enhancement:
    • Triple Concussion Blast
    • Mid-Air Jaguar Leap “Safety” Throw

Enhancement Localization

  • Jaguar Enhancement 1
    • Steel Claw.: North American Open
    • Bethany….: War Invitational
  • Jaguar Enhancement 2
    • Nicoli…..: World Championship
    • Bethany….: World Championship

Moves

Specials

  • Jaguar Leap: 2-3-6+P
  • Shadow Jaguar Leap: 4-1-2-3-6+P
  • Concussion Cannon: 2-1-4+P
  • Overhead Throw: (jump) 2+P

Scrap & Destruction

  • Scrap…………: 2,2,8+P
  • Destruction……: 2,8+K
  • Fire&Ice………: 8,2+K

Basic Attacks

Most of jaguar's basic attacks are decent, they work wonders against the CPU/AI, but becomes to obvious against a human opponent. Still there are some exceptions.

Bad:
  • 1P - To slow and to long recovery to be usable most of the time.
Good:
  • 4K - CPU/AI will almost always walk into it at the right range, still quick enough to catch humans.
  • JK - good angle and reach.
  • 4P - fairly good heavy, but you got to get used to the timing and when to use it.
  • 3P - Fast and can combo into itself

Combos

This assumes default setting with Rehit mode on.

Basic Combos

  • Throw (turn around), 6P, <Special> (4K, Concussion Cannon, Jaguar Leap, Overhear Throw, all work)
  • JK, Concussion Cannon, Jaguar Leap
  • JK, 2K, 4K

Fancy Combos

Placeholder.

Tournament Combos

  • JK, Concussion Cannon, Jaguar Leap (Works better the more enhancements you have, 8hit at max)
    • Enhancement 0 = JK (1hit), Concussion Cannon (2hit), Shadow Jag Leap (2hit)
    • Enhancement 1 = JK (1hit), Concussion Cannon (3hit), Shadow Jag Leap cancel into JK (3hit)
    • Enhancement 2 = JK (1hit), Concussion Cannon (4hit), Shadow Jag Leap cancel into JK (3hit)
    • Enhancement 2 = JK (1hit), Concussion Cannon (4hit), Jag Leap cancel into Air Jag Leap cancel into Overhead Throw (3hit)


Robyrt's FAQ

1. OVERVIEW

The Jaguar may be the starting bot, but he's not very good as an introduction to the game. He's heavily reliant on his special moves and comboing off his throw, so he requires a lot of precision to play properly. The strategy guide quotes him as being easy to learn, which is true: easy to learn but hard to master. He is, however, extremely annoying to fight against when done right, even doing fairly well against Gargoyle (use Overhead Throw to make Garg's anti-air whiff).


2. TECHNICAL INFO

MOVE NAME COMMAND DMG. TYPE
Jump Punch (air) P 12.5 Light Jump
Jump Kick (air) K 12.5 Medium Jump
Jab P 4 Light AR
Fierce b+P 11 Medium AR
Forward K 11 Medium AR
Roundhouse b+K 17.5 Heavy
Low Jab df+P 4 Light AR
Low Strong d+P 11 Medium AR
Low Fierce db+P 17.5 Medium KD
Low Short df+K 5 Low
Low Forward d+K 11 Low
Sweep db+K 17.5 Low KD
Jaguar Leap qcf+P 15 Medium KD
Shadow Jaguar Leap hcf+P 15+15 Medium (KD on 2nd hit)
Air Jaguar Leap (air) qcf+P 15 Medium KD E0
Concussion Cannon qcb+P 13 Medium
Super Concussion Cannon qcb+P 10+13+13 Medium E1
Overhead Throw (air) d+P 25 Heavy KD
Suplex (close) f+P 22.5 Light Throw
  • Scrap: d,d,u+P
  • Destruction: d,u+K before 1st hit
  • Fire & Ice: u,d+K during 1st hit

Notes: The Concussion Cannon can be directed with the arrow keys with Hyper Mode on. The Super Concussion Cannon hits once with Jag's head and twice with the projectiles. The 2nd enhancement adds an extra projectile to the Super Concussion Cannon. The Overhead Throw is invincible to high or jump attacks.

Stats:

  • Forward Speed: 5
  • Back Speed: 4
  • Jump Speed: 14.5
  • Fall Speed: 1.15
  • Armor: 100
  • Stun Res: 27.5

3. MOVE DETAILS

Normal Moves

  • P: Standard jab. Quite fast, chains into roundhouse.
  • b+P: Fierce. Jag sticks one arm way out. Misleading command, as this “fierce punch” is actually on par with anyone else's strong: medium speed, medium damage, and good range. It hits very high, making it useful as anti-air (especially early) or in combos.
  • K: Forward. Jag kicks the opponent in the stomach with his toe. Really quite useless, as there's nothing this move does that low strong doesn't do better. Doesn't combo into anything.
  • b+K: Roundhouse. Jag does a roundhouse kick to the opponent's head. The ultimate newbie move, it's a lot less useful than it looks. It's very fast, hasmad priority, and has good range against tall characters - but it's unsafe if it's blocked, whiffed, or even hits (except with the very tip). Thus, use only in tourny mode or to finish off someone.

Crouching Moves

  • df+P: Low jab. Jag's low jab hits higher than most, making it useful for stuffing an opponent's moves. It also links to jagleap or low kicks up close.
  • d+P: Low strong. Jag sticks his arm out straight forward. Standard poke, kind of slow but good priority compared to his other normals, plus very safe. Chains into low roundhouse.
  • db+P: Jag does a slow uppercut. Low fierce, useful for anti-air or weird combos. Does a lot of damage, hits fast, and stays low to the ground but has horrible recovery. Use only when you're sure it'll hit.
  • df+K: Low short, decent speed but not all that useful. Because its range is so bad, you can actually use it to whiff (the opponent blocks low) and walk up, throw.
  • d+K: Same animation as low short. Low forward, hard to connect with because it's slow and small but chains into a jagleap at close range. Your basic mixup with jagleap and throw.
  • db+K: Sweep, one of Jag's few really good moves. Chains into low jab or low strong for some weird reason, meaning it starts air juggles (Jag's only way to do damage) at close range. Fast for a sweep and knocks down, plus ducks low enough to go underneath most stuff. Unfortunately, wakeup games aren't all that great in this game, but at least it lets you establish your prime range.

Special Moves

  • qcf+P: Jag Leap. High priority, knocks down, doable in air, moves Jag forward quite a bit, but it DOES have some startup and lots of recovery. If it hits very late, it starts combos. Not a good move to use at close range, as random normals will stuff it, but your key tool at midrange to threaten opponents who try and zone you.
  • hcf+P: Shadow Jag Leap. Basically the leap, but twice. Passes through the opponent (and projectiles) at close range, but still has startup, so use it with caution. Mad range to punish those who jump away or fireball you.
  • qcb+P: Concussion Cannon. The best projectile outside of Katana's secret Fireball. You can control its speed so it always hits meaty on wakeup, its altitude so it can't be ducked, or both to beat jump-ins from long range. Throwing cannons over and over at full screen is a really ghetto tactic, but it works. Chains into any jagleap, links into roundhouse.
  • (close) f+P: Throw. Arguably the best throw in the game, it reverses position with the opponent and lets you juggle with literally anything. Abuse this move, especially when your back is to the wall. Ghetto setup: Empty jump (or whiff an attack) over the head of a cornered opponent and throw immediately upon landing if they don't walk or jump away. If they do, your leap will probably stuff anything they try.

Jumping Moves

  • P: Jag sticks his arm out at a moderate angle. Really generic. No reason to use or not use it.
  • K: Jag sticks a leg out, Ryu-style. Good angle, good range, decent speed. This is the jump-in Jag should be using. Combos at any range. Use it late in your jump to keep the threat of Overhead Throw open.
  • d+P: Overhead Throw. One of the best moves in the game, period. Invincible to high moves on startup, hits in a circle around him, always causes a wall hit, does plenty of damage. Use the threat of an Overhead Throw to prevent an opponent from trying to attack you in the air, as it'll beat basically anything they do. It even passes right through Gargoyle's Rising Talon if your timing is right! Plus, it's safe when blocked really low to the ground. Mix up the timing to prevent anti-airs.
  • qcf+P: Air Jag Leap. Good if it hits, not if it misses. You can often catch opponents by surprise by using it as air-to-air, since your opponents will likely be trying to air-to-air from out of Overhead Throw range.

4. COMBOS

Instant Kill Combo

  • (close, wall) f+P → d+K → d+P → df+P → P → b+P → K → db+P. Repeat.

Most Powerful Ground Combo

  • qcb+P → b+K (hcf+P if close)

Meaty Moves

  • db+P (late) → df+P → juggle
  • qcf+P (late) → df+P → juggle

Chain Combos and Special Move Cancels

  • (close) P → b+K
  • d/df+P → d/df+K
  • (close) d/df+K → qcf+P
  • (close) df+P → qcf+P
  • db+K → d/df+P
  • qcb+P → qcf/hcf+P
  • qcf+P → (air) qcf+P (E1)
  • hcf+P → (air) K (E1)
  • (air) qcf+P → (air) d+P (E2)

Basic Combos:

  • (air) K → d+K → qcf+P

Really basic. If you hit deep with the jump attack, add df+P before d+K.

  • (air) K → db+K → df+P → air juggle

At long range, the df+P won't connect, so chain into d+P instead, which is reasonably safe. If you want to get fancy, you can do db+K, d+P, df+P, juggle.

  • (air, late) K → qcb+P → hcf+P

Harder than it looks, doesn't work in the corner. Jumpkick not necessary for the shadow leap to connect. If you want to be an overachiever, do db+P instead of the last hit and juggle combo.

  • (close) f+P → df+P → uf,d+P

Basic throw combo. Add low short and standing jab as necessary, and as always, high jumping (d,uf,d+P) increases your chances of success against fast guys.

  • (close, wall) f+P → df+P → b+P → b+K

Basic wall throw combo. As usual, air juggles can be extended with more jabs, db+P, etc. under the right conditions.

  • (air) K → qcb+P → qcf+P → (air) qcf+P → (air) d+P

Standard 2-enhancement combo. If you're fast you can whiff the last hit, land, and juggle.

  • (air) K → qcb+P → hcf+P → (air) K

Standard 1-enhancement combo. Be sure to do the kick as early as possible. If you're fast you can connect df+P after the last hit and juggle.

  • (close) f+P → P → qcf+P

Standard tourny mode throw combo, since Overhead Throw doesn't power up with the rest of your stuff in tourny mode. Sometimes you can juggle afterwards. With enhancements, include your favorite modified Leap instead.

Tricky Combos:

  • (close) f+P → jabs → qcb+P → hcf+P

The opponent is supposed to recover after the jabs (adjust number and kind for your opponent) and then get smacked by a projectile, resetting damage scaling.

  • (air) d+P → d,uf,P → P → b+P → d,uf,d+P

Double Overhead Throw combo. Throw them with your back to the corner so you have time to jump after them.

  • (close) f+P → df+P → uf,d+P → uf,P → P → b+P → b+K

Style points AND massive damage: how's that for a great combo? Start with the opposite of a wall throw (the opponent is against the wall), follow up with a crouching jab and immediate Overhead Throw, then nail them with the punch just before they hit the wall. If you hit with the jump punch too soon, you'll backflip and end the combo. Fast pilot, slow opponent, speed turned way down… good luck!


Frame Data

omf2097/jaguar.txt · Last modified: 2023/05/05 07:10 by joneirik