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Juzoh

Started by jinxhand, March 19, 2011, 08:02:10 AM

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jinxhand



Notation
;a  = Light Slash
;b  = Heavy Slash
;c = Kick
;d = Deflection

* = Power version only
** = Speed version only
*** = EX version only
^ = Super Cancel able


Throw
;c + ;d


Overhead(Speed/EX)/Unblockable(Power)
;b + ;c


Ground Hit
;c / ;up + ;b / ;dp + ;a or ;dp + ;b / running over the opponent


Special Moves
Bopper - ;qcf + ;a / ;b ( ;b has a short hop delay)
Yasegaman - charge ;fd , ;bk + ;c
~Tetsu Atama (follow up from Yasegaman) - ;qcf + ;c (can be done 3 times)
Violent Quake (^) - ;dp + ;a / ;b ( ;b goes farther than ;a )
Mozuhana - ;qcb + ;c (can be charged by holding ;c)
Pile Driver Burial - (in close) ;hcb + ;a
~Suritsubushi (follow up from P.D.B.) - ;qcf + ;a
~Bokunaguri (follow up from P.D.B.) - ;qcf + ;b
~Ranmoku (follow up from P.D.B. & is a DM) - ;hcb ;hcb + ;a ;b
~Chougeki Dou Ja (follow up from P.D.B. & is a SDM) - ;qcf ;qcf + ;b
Hammer Whop - (in close) ;hcb + ;b
~Kattobashi (follow up from H.W.) - ;qcf + ;b
~Futtobashi (follow up from H.W.) - ;qcf + ;c
~Homerun! (follow up from H.W. & is a DM) - ;qcf + ;a ;b


Desperation Move
"Just Dandy" Invincible - ;qcf ;qcf + ;a ;b


Super Desperation Move
Ultra-Violent Eruption (*/***) - ;qcf ;qcf + ;b


Super Speed Combos
;a --> ;b --> ;c +--> ;a --> ;b --> ;c +--> ;a --> ;b --> ;qcf + ;c
                        |                             |               
                        |                             |
                        |                            +>> ;c --> ;qcf + ;b
                        |                           
                        |
                       +>> ;dn + ;c +>> ;dn + ;c --> ;fd + ;b ;c
                                            | 
                                            |
                                           +>> ;b ;c --> ;qcf + ;b
                                   
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jinxhand

Here are some notes for Juzoh:

* Keeping in mind that Juzoh is really the only "pure grappler" in the game, and he has tons of options from both his ground and air throws, using P-Juzoh would be the best option due to his strength boost... He doesn't benefit much from Speed mode, which decreases his damage from throws, and doesn't allow him access to his SDM... EX mode could be an option, since he has one of the highest hit points in the game, but its still a risky move to take...

* Anytime there's a knockdown and Juzoh is out of range, just simply run over the opponent. He can do enough damage simply by running, and sometimes this can be a better option than a simple ;up + ;b , since it can help Juzoh stay out of the corner.

* Utilizing Juzoh's command throws are very important, as it can train the opponent to fear getting in close. If trying to poke from afar, ;dn ;b and ;fd ;b are good to use, but keep in mind mid to close range is where Juzoh needs to be. Keep in mind that if standing ;b is to be used, always use it in the right range, and be ready to hit-check to connect a ;qcf ;a . A few of these and a good strong hit can easily win matches if used correctly. The same hit-check tactics work for ;dn ;b also.

* Anytime you can command throw, DO IT!!! Anytime there's a chance to use meter after a throw, or do a special throw, DO IT!!! Don't save the meter just for "that one moment"... Chances are that it can be built up, or even better, sometimes meter can almost instantly be available after doing a DM...

* (more to be updated)

* ;uf ;b is a good air attack, but the hitbox is weird at times. Depending on how close you are to the opponent, there is a chance to whiff, so using ;uf ;c can be a better option, especially when it comes to interrupting air attacks.

* Speaking of anti-air attacks, sometimes standing ;c can work as a good anti-air, but if it hits as an anti-air, there are several options to do... One of them could be a simple ;qcf ;b which has a slight hop delay and allows Juzoh to keep the pressure. ;hcf ;c can be used as well, since it gives temporary armor and can be canceled with another move. If the opponent decides to tech in the air, be mindful of the attacks that can be done in retaliation.  ;dp ;a / ;b also work as anti-airs if timed right, since the move can catch the opponent.

* ;qcf ;qcf ;b has temporary armor, and can catch opponents just like ;dp ;a / ;b can. Even though it might seem truly invincible, Juzoh can get hit out of the move, but still trade in his favor. 
I'm on FightCade!!!
www.soundcloud.com/jinxhand
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solidshark

I kind of like that deception; the fact that while he's big enough to be a brawler, the bat suggests that's all he'll use to do you in. Jinx's Juzoh surprised me a lot with the grabs.
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

jinxhand

Quote from: solidshark on March 19, 2011, 09:13:08 AM
I kind of like that deception; the fact that while he's big enough to be a brawler, the bat suggests that's all he'll use to do you in. Jinx's Juzoh surprised me a lot with the grabs.

There's tons of stuff that makes him very formidable that I didn't even get into just yet... Thing is, people have been calling him low tier because he "needs" his grabs... ;dn ;b /standing ;b to ;qcf ;a is just as powerful... Plus ;uf ;b if timed right can setup for either grabs or other things...
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand