Tekken Tag Tournament 2/Jaycee

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Tekken Tag Tournament 2 Character Select


Contents


Introduction

Jaycee

Fighting Style: Xing Yi Based Kung Fu

Nationality: American

Background: After recovering her stolen data, Julia Chang completed her reforestation research. She was headed back to Arizona to meet with a party who had agreed to assist in the realization of her reforestation plans. Waiting for her there was a prominent Arizona land owner, an old woman who claimed to have the ability to hear the voice of spirits. With the help of the old woman, the reforestation plans were on track to be realized. However, when Julia got up to leave, the old woman made an ominous prediction. "Jin Kazama and Kazuya Mishima must not be allowed to clash. If they confront each other, a source of great evil will be resurrected and unleashed on the Earth".

Julia was skeptical of the old lady's prediction. However, after hearing news that the Mishima Zaibatsu has sponsored The King of Iron Fist Tournament 6 on the flight home, the danger seemed much more imminent. Julia decided that she would join the tournament. Thereafter, a new calling arose. Secretly versed in the style of Lucha libre, Julia dons the sacred mask to become Jaycee.

Character Data

Strategy Guides

Gameplay Summary

Writeup By St. George

Her juggles are very strong overall, with very good damage solo and consistent/damaging TA fillers and enders both on the wall and in open field. d/f+3+4 in particular can land after a lot of pre b! hits and a long TA filler and still do a chunk on its own. 1+2,4,b,f+2 (?) hits low enough to pick up after TA strings at the wall. Bridge bump deserves a mention too.

Elbow allows her to continue a launch:~5 combo, carry to the wall and take chunks of red life in many situations where other characters either can't get anything or are forced to b! early and take a crappy juggle.

Oki is fantastic in open field, I know MA was nerfed in this sense but her throw Oki is still a strength, and you are left in nasty positions after bow and arrow etc. Chunky ground hits with hitboxes to still hit ground rolls and of course elbow and 4~2 for pick ups.

wakes at the wall still scary, even with the bow and arrow nerf (which was sensible). df1 into w! for random duckers, 4~2>1 ouch and HCable, bow and arrow still hurts enough to consider making you duck so safe ws3 can nail you to the wall.

DejaVu is still an above average throw coming out quick hurting, and being fully bufferable. Her iSW is rather difficult to see too compared to the kings.

Her panic buttons are very intimidating, especially if you play a character that can't punish ss+3+4 or gets mediocre punishment on it. The evasiveness of it means it will even get out of the hurtbox of tracking moves on occasion, especially high ones. Against Lee for example, you only need to land 1/4 to be ahead on life taken. Magic 4 is still fantastic. Range, speed and damage mean you always have to be careful in that range. the nerf to make it unsafe is not as bad as people make out, its extremely difficult to punish. You need to be sharp to react consistently and even then it can outrange a lot of jabs or 12f punishment. I've had Jack's f+2 whiff. Hopkick tracks both ways and can be made safer by block confirming the 1 follow up. Great hail mary as it will beat crouch, throw, sidestep, lows etc and quite often has the range to catch.BD and outrange jabs and df1s. qcf2, fairly reliable high crush, safe, quick, good damage. Why not.

Block punishment pretty damn good with 2~b into the ass bump bringing a lot of pain for -12. Phantom range.for a 2 jab as well, reliably punishes jack df2 and wakeup 4s. ff3 into follow up does a LOT of damage and has the range to punish pushback stuff like Marshall b+1,2,2 etc. ff1,4 for anything -13 with pushback, sure there's something. standard 15f hopkick, df21 for extra damage at -16.

Some people state tracking as her big "weakness" but I don't think It's any worse than anyone else's. the ff motion makes elbow hard to step, and her tracking move whilst high is great on block (+1?) and the follow ups on hit hurt.


Strengths and Weaknesses

Strengths

• Good Throws

Weaknesses

• linear

Top Moves

• ff+1

• d, df+1

• df+3

• b+4

• qcf+2

• d+3

• b+2, 1+2

Punishers

Standing

• 10f - 1,2

• 11f - f+4 (range)

• 12f - 2~b, 2+3; ff+1,4 (range); d,df+1 (range)

• 13f - b+2,1+2; ff+4 (range)

• 15f - uf+4,3; qcf+2; fff+1 (range)

• 16f - df+2,1; d+1+2 (range)


Crouching

• 11f - ws+4

• 12f - df+2

• 13f - ff+1,4

• 14f - ff+3

• 15f - uf+4,3

• 16f - ws+1


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