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Mach131

notjolt

Jun 7th, 2018
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  1. Jolt - fast rushdown
  2. Ability: Charge
  3. Has a charge meter that fills up over time; spend super meter to become Electrified, and the meter drains until it empties/you cancel it. While Electrified, Jolt has faster dashes and enhanced heavy normals (C moves) and special moves.
  4.  
  5.  
  6. Normals
  7. sA: very fast jab; low range, low damage, low recovery
  8. fA: relatively quick punch; more range, slightly stronger/slower
  9. cA: crouching punch, hits low; similar to sA, maybe slightly more startup
  10. jA: holds out small spark diagonally down-forward (high); short range, active for longer
  11.  
  12. sB: advancing punch; longer startup but still fairly safe (can't combo into itself), range somewhere between sA and fA without accounting for movement
  13. fB: makes a small shockwave (around midsection); more range than fA but not as much as a sword would have, slower recovery but more hitstun (not safe on block)
  14. cB: low kick, hits low; is to cA as fA is to sA, but a bit slower
  15. jB: air kick, hits high; more horizontal range, less active frames, still fairly fast
  16.  
  17. sC: uppercut, launches opponent, can jump-cancel on hit; decent startup but longer recovery
  18. enhanced: electric uppercut; does more hits/damage
  19. fC: forward-flip kick, hits high; reactable but not terribly slow, long recovery (can't normally follow up without a special/super)
  20. enhanced: flip kick with lightning, can dash cancel; starts up faster, but has more knockback (so you can't infinite with dash cancels unless you're in the corner rip)
  21. cC: hits the ground to make a shockwave (around feet), hits low and sweeps; fairly fast startup and has slightly more range than fB, but punishable/can't follow up without specials
  22. enhanced: m o r e shockwave; has more range and travels faster
  23. jC: surrounds body in an electric ball thing briefly, hits high; long hitstun, less safe on block
  24. enhanced: shocks self for longer, can jump cancel; knockback has more of an upwards component to make comboing off of the jump cancel easier (you only get one double jump tho)
  25.  
  26.  
  27. Specials
  28. 236 A/B/C (Air OK) - Quick Attack: dash fowards with lightning powers, attack button affects distance/number of hits but has more startup/recovery, has generally slow-ish startup but A and B can follow up on most heavy normals
  29. enhanced: more lightning; slightly less startup, increased number of hits/hitstun, B and C versions pass through the opponent (even on block)
  30. 214 A/B/C - Electroweb: shoot out lightning web ball that has very high hitstun if it lands, attack button affects initial height and distance (ball affected by gravity), very open if it doesn't hit
  31. enhanced: stickier balls; if they hit the ground they spread out and stay active for a while, and either way of hitting gives more hitstun
  32. 623 A/B/C - Star Shock: DP lightning uppercut with a star-shaped spark at the top, attack button affects damage of spark and speed, A version is harder to punish but B/C are invincible before the spark and knockdown (C can't be air-recovered from)
  33. enhanced: the star spark is larger and stays active for a while (diagonally above and in front of Jolt) if it misses initially, slowly falling down (speed depends on attack button); this has a lot of hitstun
  34.  
  35.  
  36. Unique Moves
  37. B+C - Electrify: Spend some super meter (25%?) to enter an enhanced state, until either the charge meter is emptied or you cancel it by pressing B+C again.
  38. B+C in hitstun/blockstun (Air OK) - Discharge: Spend a larger amount of meter (50%?) to electrify yourself while being hit, bursting out of pressure and knocking back the opponent very far if it hits them. Very vulnerable if it misses, and immediately reduces charge by some amount (50% of current fullness?)
  39.  
  40. Supers
  41. 236 A+C (Air OK) - Imprison: Shoot two narrowing rays of lightning-lasers fowards (diagonally down-fowards in the air) before rushing towards the opponent and punching them. Average cost (50%?), medium damage but easy to combo into, punishable on block (the punch doesn't happen on miss)
  42. 623 A+C - Shining Star: Creates a large star spark directly above Jolt that hits many times; invincible startup and hard to punish on block, but vulnerable on miss. Average cost (50%), higher damage but more of an anti-air.
  43. 63214 A+C - Flash: Creates a nearly instant fullscreen shockwave; deals significantly more damage the closer the opponent is to Jolt. High cost (75%?), more damage than shining star at point blank but can be hit out of it if the opponent isn't stunned; hard to punish if blocked.
  44.  
  45. 41236 B+C - Royal Labyrinth: Traps opponent in an enclosing matrix of lightning that probably explodes at the end. Confirms off of an arc of lightning in front of Jolt that is unblockable; requires full super meter and full charge. Fast startup and decent range, very long recovery if missed (and temporarily disables charge meter), very likely to kill if landed
  46.  
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  48. Combos maybe (e. = enhanced)
  49. sA sB sC 9 jB jC j236B [j236A+C]
  50. basic combo (everyone probably has something similar to this, ground hits > launcher > air hits > special)
  51. (B+C) cA cB e.fC 66 A B e.C 9 jB e.jC 9 jB e.jC e.j236C [j236A+C]
  52. fancy combo while electrified. dash-cancelling e.fC gives an extension on the ground but it ideally bounces them too far/high to start over with crouching hits. e.jC can be jump cancelled, and its different knockback together with the faster startup of e.236C lets you use that instead of 236B. note that this costs like 75% super meter to do with the imprison finisher and probably needs near-full charge for it to last long enough
  53. (B+C) e.623C(star only) 8 jA jB e.jC (land) 63214A+C
  54. between the stun of enhanced Star Shock and e.jC the opponent is basically stuck in place, making it possible to get point-blank flash; need a full super meter to pull off though (maybe make flash cost less? might use a multiple of 10 super meter instead)
  55.  
  56. note that i was considering having some sort of smash-like DI thing so there's some counterplay to getting comboed; in this case you'd have to switch up what you're doing on offense to react
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