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.
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”.
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.
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:
(This actually make it harder for a Jaguar player to learn other bots later on, as they get so dependent on AI weaknesses.)
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.
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:
Good:
This assumes default setting with Rehit mode on.
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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).
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 |
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:
Normal Moves
Crouching Moves
Special Moves
Jumping Moves
Instant Kill Combo
Most Powerful Ground Combo
Meaty Moves
Chain Combos and Special Move Cancels
Basic Combos:
Really basic. If you hit deep with the jump attack, add df+P before d+K.
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.
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.
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.
Basic wall throw combo. As usual, air juggles can be extended with more jabs, db+P, etc. under the right conditions.
Standard 2-enhancement combo. If you're fast you can whiff the last hit, land, and juggle.
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.
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:
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.
Double Overhead Throw combo. Throw them with your back to the corner so you have time to jump after them.
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!