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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.
Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.
Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.
Recovery - The duration of frames in which the move is no longer active.
Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.
Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.
Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).
Invuln - Invulnerability properties will be described here.
5P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 2 | 3 | 4 | +2 | 8 | LH | - |
Standard jab. Quite fast, chains into roundhouse. |
4P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 3 | 5 | 7 | 0 | 22 | LH | - |
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. |
5K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 3 | 5 | 8 | -1 | 22 | LH | - |
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. |
4K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 1 | 6 | 12 | -4 | 35 | LH | - |
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, has mad 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. |
3P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 1 | 3 | 3 | +3 | 8 | LH | - |
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. |
2P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 3 | 5 | 7 | 0 | 22 | LH | - |
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. |
1P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 4 | 6 | 17 | -10 | 35 | LH | - |
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. |
3K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 1 | 4 | 3 | +2 | 10 | L | - |
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. |
2K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 2 | 7 | 6 | -1 | 22 | L | - |
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. |
1K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 5 | 4 | 16 | -7 | 32 | L | - |
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. |
j.P | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 4 | 10 | 3 | - | 25 | H | - |
Jag sticks his arm out at a moderate angle. Really generic. No reason to use or not use it. |
j.K | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 3 | 12 | 4 | - | 25 | H | - |
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. |
j.2P Overhead Throw | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 2 | 6 | 6 | - | 50 | H | - |
Overhead Throw. One of the best moves in the game, period. Invincible to high moves on startup1), 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. |
214P Concussion Cannon | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 6 | - | 14 | 0 | 26 | LH | - |
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.2) |
236P Jaguar Leap (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 1 | 1(4)10 | 5 | -7 | 30 | LH | 1-2 Full |
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 it3), but your key tool at midrange to threaten opponents who try and zone you. |
41236P Extended Jaguar Leap | Startup | Active | Recovery | Frame Adv. | Damage | Guard | Invuln |
| 1 | 1(4)11 | 18 | -16 | 30+30 | LH | 1-2 Full, 3-8 Projectile |
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. |