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    Juggernaut by Jack9

    Version: 2.2 | Updated: 10/05/00 | Printable Version | Search Guide | Bookmark Guide

    Author: Jack9
    Marvel Vs Capcom 2 FAQ:Juggernaut v2.2
    October 5, 2000
    Juggernaut Experts and FAQ contributors:
    Mr. MacDonald   - cmd@hooked.net   (glitch & err correction)
    Sir "O"mega Red - Sir0rion@aol.com (Xmen, not Marvel, vs Streetfighter DOH!)
                    - LilFado@aol.com  (Combo)
    "That kid at Camelot" - I wish I knew your name. (Juggernaut Glitch testing)
    Mr. Greer       - mgreer@artic.edu (Combo, Alpha Counter->Super)
    Maxcaty         - maxcaty@home.com (Spiral Assist Combo[s])
    I.    Introduction
          -My Experience
    II.   Legend
          -Assist codes
          -"The Glitch"
    III.   Moves
          -Arial Raves
    IV.    Strategy
          -General Strategy
          -Problem Opponents
    V.    Character Info
          -Specific Damage Values
    VI.   Coming Soon
    VII.  Credits
    VIII. Legal Stuff
    IX.   Version History
    I. Introduction
    Okay, this FAQ was created for all of you powerplayers out there who want to
    win and/or want to use Juggernaut for tournament play. You know who you are.
    Juggernaut will now be referred to as 'Jugg' for brevity.
    I first started using Juggernaut in the original Marvel (COTA), before
    switching to Omega Red. Rogue and Jugg were my faves in X-men vs
    Streetfighter. I always loved how quickly this big dude could end a match
    (especially against all those quick chun-li, spiderman, and all them shotokan
    boys). I loved bein able to punish such a small mistake with half a life bar. I
    have switched to Magneto as a starting character, Dr. Doom, and Juggernaut has
    been relegated to a second-class assist character (if my normal team isnt 
    working, Magneto/Cable/Juggernaut is my backup).
    Jugg's attacks do massive damage. Averaging 2 or 3 combos before defeating an
    opponent (remember that damage is increased by about 50% if a character is hit
    while they are flying in from a tag-in). Some people find the powered up mode
    to give him a signifigant boost in damage. Powering up is actually a tricky
    thing (as I will explain later). His counterattack capability is very good. In
    the older Marvel vs Streetfighter, you could punish just about anything
    stronger than a jab. In the fairness of balance that is no longer
    true...excepting your ability to Headcrush when any hit (even your jab!)
    connects ^^.
    On a high note, Jugg's high priority seems to be even higher! Jugg's throws are
    great. Throw throw throw. Few supers come out as fast as the headcrush. Most
    supers that come out before a Headcrush just slow Jugg down on his way in. The
    Headcrush STOPS time for a short amount of time upon startup...if a character
    starts a walking animation and you are within 1/4 in, start a headcrush and it
    will connect. Jugg's still got his armor, although it's arguably worse than The
    Hulk's in MvC2! Jugg only takes 85% damage from attacks. Yay.
    Jugg has super armor. This translates into increased priority. Jugg will not be
    stunned by most non-sweep moves and can continue to act while absorbing up to 4
    non-fierce moves, in some instances. During his assists he has even more armor
    (more like mega-zangeif). The nature of the additional armor is still a matter
    of debate although it is a common misconception that the glitch in the arcade
    translates into additional armor during an assist...this widespread belief is
    simply a testament to the fact that when assisting, the Jugg has additional
    armor and it is simply misunderstood.
    Jugg's slow. I mean his actual horizontal movement is slow. Most of his moves
    are fairly quick. The best way for this guy to get from one side of the screen
    to the other, is either low jump pressure, superjump, Headcrush (his super), or
    (NOT RECOMMENDED) Juggernaught Punch.
    Jugg is foremost a turtler, so you will always be looking for ways to perform
    moves, just to build the supermeter.
    II. Legend
    WOW. After not putting a legend, enough people emailed me using differing
    nomeclature and correcting me after I changed to someone else's
    nomenclature...here's all a 6 year old needs to know...
    F = joystick pushing toward your opponent
    B = joystick pushing away from your opponent
    U = joystick pushing up
    D = joystick pushing down
    (Combinations allowed, i.e. UF = diagonally up and forward)
    DP = Dragon punch (*sigh* F D DF F)
    PP = Both punches
    HP/HK = fierce punch/roundhouse
    d.* = ducking 'whatever' (i.e. d.short)
    s.* = standing 'whatever'
    j.* = jumping 'whatever'
    sj.* = super jumping 'whatever'
    Whenever a jab or short is referenced, the button is being referenced unless
    otherwise needed for clarity (i.e. Arial Rave jab->short->jab->short does not
    come out as jab short jab short but it is described that by button because of
    air-infinites for other characters...hmm does jugg have any air infinites???
    I will however introduce something that many MvC2 FAQs are lacking...
    Non-comprehensive list of examples provided in ()
    AFA = Assist full-screen attack. (Magneto's and Cyclops' projectile)
    AFT = Assist full-screen throw. (Omega Red and Anakaris throw)
    ACV = Assist close variable attack. (Jin and Akuma's expansion).
    ACT = Assist close throw. (Zangeif's throw)
    AH  = Assist heal. (Sonson heal)
    AE  = Assist enhancement. (Amingo enhance)
    APA = Assist projectile attack. The projectile's nature makes a huge tactical
    difference. (Guile and Marrow's projectile)
    FAA = Full-screen anti-air. (Marrow expansion)
    CAA = Close anti-air. (Hayato and Ryu's anti-air)
    FCA = Full-screen capture assist. (Spider-man and Magneto's capture)
    ACA = Above Close Attack. (Strider's variable, Jugg's Gamma)
    etc. etc. etc. (make them up as needed)
    I realize that there are some overlapping assists. Doom's variable attack could
    be considered AFA or APA or FAA...however people do (or should I say should) be
    using assists for specific purposes in any given situation; opposed to randomly
    pushing the assist buttons from time to time.
    After some exhaustive testing (that noone else seems to do), I verified that it
    exists for both DC and Arcade.
    Power up before you tag out. Until you switch characters (including switching
    to the other non-jugg character) or switch to Jugg and perform the power up
    again., you are in "Glitch" mode. You do additional permanent damage and leave
    even less of that, red.
    III. Moves
    JAB- a quick short attack. Decent damage for a jab. Good priority and a nice
    lead in for low jump pressure to keep them from air throwing you. Probably one
    of my most used attacks. Usually the scariest because after this connects, the
    follow up is STRONG or Headcrush.
    STRONG- This is the second jab hit. Has a slightly shorter range but and
    doesn't do much damage (read: would be considered plenty of damage for any
    other character).
    FIERCE- Standing fierce will launch an enemy and stun anything else possible.
    While crouching, fierce is your primary launcher. Trying to launch someone is
    rarely a good idea. You can either jump up after this and combo away (ending
    with this same punch for very nice damage) or body splash (the fierce version
    does almost as much damage as his arial rave).
    SHORT- A quick short kick. It looks kinda silly if you are standing, that's how
    pathetic it is. It's part of the arial rave combo of course, but I use it a lot
    while ducking to chain into a FORWARD sweep combo.
    FORWARD- This causes jugg to turn 1/4 away from you and stomp. No range and big
    recovery time. While ducking, it's longer than the short and if you follow up a
    d.forward, it sweeps them (the d.forward hits twice; the second hit is the
    sweep). If the victim blocks the intitial SHORT, nothing you do will push them
    back, so call in a AFA while the second half of the FORWARD comes out.
    ROUNDHOUSE- The standing version is a pretty powerful, high, slow kick. Decent
    range and nice damage and launcher that you can't follow up (except in a
    corner?). The d.fierce is slow and not useful. On a successful hit, this move
    will stun any opponent it does not launch.
    AIR-THROW (F-HP in air)- If you are coming UP to meet them, it seems to have
    better priority.
    HEAD-BASH (F-HP)- You grab them and beat their bodies against your head a
    couple times. Great damage, GREAT priority.
    GROUND-SMASH (F-HK)- You grab them and throw their body against the ground
    (launcher). I finish this off with a FIERCE GRIP or Headcrush if in a corner.
    The priority is poor.
    JUGGERNAUT PUNCH (D, DF, F, P)- Juggernaut rushes forward and lands a downwards
    punch that goes into the ground, launching the opponent across the screen. 
    This move does hellacious damage and comes out fairly quick. The jab version
    has a short range but recovers (as compared to the fierce version). The fierce
    version goes just about the full screen, is used as a combo finisher, and has
    so much recovery...you might as well be dizzy'd. Can hit bodies on the ground.
    EARTHQUAKE (F, DF, D + P)- Juggernaut hits the ground in front of him and sends
    a small shockwave along the ground, hitting multiple times if it hits even
    once. Hits mid->low...low for duration of groundwave. Can hit bodies on the
    BODY SPLASH a.k.a. Body Press (D, DF, F, K)- Juggernaut does a short jump
    forward and bellyflops onto the opponent. If you miss, it leaves Jugg wide open
    for a world of damage (see Fierce Juggernaut Punch recovery). This move comes
    out quick and is good for mandatory (block) damage since the only way to avoid
    being hit by it is via - connecting with one of the highest priority launching
    moves, where only the collision detection between the Jugg and your
    charactacter is the farthest endpoint of your character (a la Dragon Punch,
    Omega Strike). This is not a hard-an-fast rule, it just fits as a loose
    definition of the kinds of moves that can stuff it...you get the idea. Useable
    in midair. Fierce version goes higher, does more damage (maybe has higher
    POWER UP (DP-PP)- The powerup is supposed to give you additional power for the
    next connecting/blocked hit. Unfortunately this is more often a leading weak
    attack or throw (read:waste). Much more on this later.
    FIERCE GRIP a.k.a. Double Fist Punch (F-HP)- Juggernaught extends both arms
    straight out in front of him (his longest reaching stationary attack). If a
    stunned body is falling after a super or throw in a corner, catch them with
    this on the way down. It does great damage and the opponent's body will recover
    instantly afterwards while in the air, as they fall straight down. On a
    successful hit, this move will stun any opponent it does not launch across the
    screen (not combo friendly).
    SUPERS (*cough* Super)
    HEADCRUSH (D, DF, F, PP)/(Hold PP, D, DF, F) - This move is Jugg's only super
    (8-hit max). This move will hit through most projectiles (some started supers)
    and during any opponent's move/dash/non-blocking-jump if you can hit them
    before their animation ends. Can be used to cross the screen offensively when
    an opponent is pressuring you from far away (like Dr. Doom in the air or Spider
    Man throwing web balls at you) or to run away from Strider, for example. Can be
    chained from any successful Jugg attack that places a stunned body (falling) in
    front of the Jugg. Careful when mashing buttons...it's comedy to see someone
    start a headcrush and in their zeal they end up cancelling into another
    character's super before it even connects. Cancel into another character's
    super before the 4th hit because if the 4th hit is the final one, you cannot
    cancel into another super when it registers.
    I *STILL* do not know how to get the full 8 hits. I believe it has to do with
    mashing the Jab,Short,Fierce,Roundhouse as each hit occurs, or something.
    Um, according to buttons...
    Jab->Short->Jab->Fierce->Roundhouse(in corner)
    (still looking for reliable raves ending in air throws or body splashes)
    Alpha) Earthquake (LP)            AFA
    Beta)  Juggernaut Punch           APA (Preferred)
    Gamma) Body Splash                ACA
    Alpha) Earthquake (FP)            AFA
    Beta)  Juggernaut Punch           APA
    Gamma) Body Splash                ACA
    *) Headcrush
    IV. Strategy
    Some people feel Juggernaut's best role is as an assist character. I used to
    disagree, but I can now make an informed comment on his assists. His moves are
    very hard to interrupt (his armor is increased) and as you should know by
    now...any hit by the Juggernaught will stun a victim without super-armor. The
    Alpha is the key to protecting primary characters. The Alpha assist keeps him
    on the screen the longest and puts Jugg on top of the primary giving them
    access to Jugg as a wall (if you're initially blocking) plus it gives them
    access to any stun that occurs from his assist attack. The Alpha assist also 
    starts as a mid attack and ends as a traveling low. The Beta is the strongest
    choice for Jugg. His purpose is to deal damage and survive. Period. As a
    tertiary character you can be sure that he will be healing the whole game. His
    Juggernaut Punch assist is almost truly unstoppable (and homing). I have seen
    him punch through an arctic blast. Beta is like giving your primary an extra
    super-attack. Whenever you do a move that has a high recovery or has no
    follow-up; summon Jugg. Even if the punch (which does block damage) whiffs you
    will be in a position to protect him. If the opponent tries to launch a
    taunting Jugg it's going to take an extra hit, at least. While the opponent
    begins to launch Jugg you have plenty of time to counter. You can
    off-the-ground any opponent hit by a Beta assist that does not roll to safety
    afterwards (fast characters like Magneto can capitalize on this regardless of
    whether they land in a corner or not). Remember that even as an assistant Jugg
    only takes 85% damage which he can completely heal back while offscreen. With 
    2 superbars, the chance of an alpha counter->headcrush is something your 
    opponents will have to learn to fear. It does a TON of guaranteed damage vs 
    someone who throws out an idle beam attack or any non-superjump move in 
    general. Learn to alpha counter.
    Get next to the opponent before the fight then try one of these...
    1) Jab->Strong->Headcrush
    2) jab (get stuffed by psylocke or some other nimble character)
    3) (skip the whole getting stuffed part) Headcrush from the get-go
    4) block AFA
    5) block until you can d.short->d.forward (if they are blocking
       call in AFA). Dont fierce earthquake, they may roll behind you.
    Any combo with a +HC means that you can Headcrush afterwards for additional
    innumerable 1->2's...
    1) (in corner)throw,OTG d.short->d.fierce->arial rave (end with air throw)
    2) d.short->d.forward->short Jugg Punch->Headcrush
    3) d.short->d.forward->Earthquake->Headcrush
    3) s.jab->s.strong (even in the air, even if they block)->Headcrush
    4) s.jab->s.fierce->Headcrush
    5) s.short->s.fierce->Headcrush
    6) back up when a new character comes in, fierce grip (if they block and try to
    capitalize, cancel into headcrush)
    7) (in corner) throw->d.jab
    8) (near corner) fierce grip (wait) Headcrush
    9) d.short->d.forward->short bodysplash
    10) d.short->d.forward->Spiral Assist->Headcrush (OW! There must be a LOT of 
    ways to chain off of Spiral's punch assist, but that's the only one I know)
    11) Alpha Counter (Jugg)->Headcrush
    12)(opponent in corner) d.Fierce/\sj.jab->sj.short->sj.strong->sj.forward->
    mgreer@artic.edu states -
    non glitched it (12) does about 60% and glitched it practically kills a lot of 
    characters. The OTG is completely safe because your opponent cannot roll 
    after a flying screen (which the sj.fierce created.) The standing fierce 
    will launch the opponent, but you can't pursue with another air combo since 
    you are not allowed to superjump after a flying screen. the fierce and 
    roundhouse are essential as they set up Jugg's falling to match his 
    opponent's so he can then do the OTG (not to mention they are the meat of 
    the damage.) 
    Way good.
    Jugg's best thing to do when he's fighting is to capitalize on 2 things.
    Positioning and assists. Since you cannot move horizontally (basically), you
    will either be chasing an opponent or bringing him to you. Strider has to come
    to you, as does the Hulk, and Marrow, etc etc etc. This is the ideal situation
    (although Zangief and The Hulk are exceptions). Characters coming at you are
    vulnerable to your counterattacks and your assitants. I typically walk forward
    while calling in a AFA or AFT which they block (or hopefully dont as they rush
    to meet me ^^) and jump at me. I happily jump up and throw them down. If they
    block, I still have done more damage and controlled positioning. If you havent
    figured it out by now, MvC2 is about keep-away, not combos. Dr. Doom is almost
    PURE keep-away. As Juggernaught you should be perfectly happy headcrushing an
    assistant  as the primary opponent jumps at you (you will happily end the crush
    far away from the primary ^^). All the good players I play force you to kill
    their assistants before the primary so get used to a non-stop use of
    assistants. Jugg is a great shield, granted. Most importantly he has the best
    follow-ups if the assistant stuns your opponent or the opponent foolishly tries
    to attack your assistant.
    A common situation is for you to call in an assist as your opponent is trying
    to start a combo. The opponent lands behind you, causing your assistant to
    attack the wrong direction. In this case I simply grab the opponent with the
    insanely good HP throw. If they stuff that with anything stronger than a jab
    (because frankly, only a non-jab can inturrupt the throw), I Headcrush. Make a
    note, when close enough to touch the opponent (and a little ways away) your
    throw has more priority than any move other than Zangeif's pile driver.
    As far as the Jugg's launcher(1) and powering up(2), lets look at the tactical
    advantages and disadvantages.
    1)Jugg needs 1-3 hits to be stunned and his high-slow launcher with not very
    good priority, makes any failed launch attempt (blocked/inturrupted) too
    dangerous to think about. Strider can ALWAYS inturrupt your launcher when he
    jumps in because his cipher is not part of the collision detection fellas.
    Everyone knows how fast Strider can deal hits on his way down. Let's also
    acknowledge that about 50% of the time that you will be unable to begin an
    arial rave or Body Slam follow up because the opponent's body/your d.fierce
    punch will connect late (top of the fist). The launcher is almost always a bad
    idea. When the punch connects late and they are blocking it's over for you.
    2)You have to decide early on using the glitch. Powering up takes positioning
    time and prevents you from blocking. If you want to use the glitch, use it by
    STARTING with Juggernaut. Being smart about it is important. You can power up
    safely if you have JUST finished someone off, the opponent is superjumping, the
    opponent is on the opposite end of the screen, the opponent is flying, or any
    such situation that has a safe delay. A great choice is to begin the match with
    an assist that takes awhile to finish, like Doctor Doom's Ant-Air. You have
    plenty of time to power up there. Since you cant blow the powered up state
    by attacking, you must look for a situation to switch safely (I have not
    tried countering out, do you stay glitched?). Do not pass up an opportunity to
    do considerable damage for the opportunity to go into glitch mode and dont
    sacrifice your second character when they switch in. A couple strong combos to
    the new character and Jugg will have to switch in (because the character that
    switches out take the place of the one that switches in). Remember to always
    lead with the Jugg assist and try to predict moves. Dont be afraid of using the
    metagame (listen/watch for them pressing buttons ^^).
    Other big and throw happy types (and you know who you are cuz I'm like that
    too). Zangeif especially. Zangeif can air-block your launcher and throw you
    quicker than anything. If Zangeif elbow drops he stuffs anything you do other
    than stand-blocking...after which he will throw you. I often play an elaborate
    game of keep away, jumping at/away from Zangeif while throwing air jabs and
    using assistants to hopefully stun him. Like The Hulk, most of Zangeif's moves
    will inturrupt you in 1 hit! AND do lots more damage than you are used to.
    Zangeif and Hulk assists are also very damaging.
    The airborne keep-away players. Spiderman, Dr. Doom, to an extent Cyclops,
    Akuma...anyone who is more comfortable doing blocking damage rather than
    attacking you close up (either because they know how to defeat the Jugg or they
    are just better at the airborne keep-away tactics). You want to
    counter-tag-out/tag-out ASAP. Jugg just doesnt have the airborne faculties
    necessary to defeat this simple tactic and no assist will really help. A nimble
    character like wolverine, sonson, etc. or an air-superiority character like
    Storm, Ruby Heart, or Dr. Doom should always be used to balance out the Jugg on
    your team.
    V. Character Info
    Brief History     - http://www.jlwc.com/x/juggernaut.html
    LP - Brown/Red
    HP - Orange/Lt. Orange
    LK - Rose/Lt. Brown
    HK - Red/Lt. Orange
    A1 - Dk. Grey/Brown
    A2 - Dull Green/Brown
    Here are exact damages and stats. against a character who takes average
    damage (i.e. Cable):
    attack name            normal         power-up        glitch
    standing  p / k       7  10  17      10  --  25      10  15  25
    crouching p / k*      7  10  17      10  --  25      10  15  25
    jumping   p / k       5   8  15       7  --  22       7  12  22
    juggernaut punch       20 / 28         30 / 42         30 / 42
    earthquake punch&      19 / 25         23 / 29         29 / 38
    juggy body press       18 / 22         27 / 33         27 / 33
    juggy head crush         58              63              87
    f + HP attack            20              30              30
    df+HP launcher           18              27              27
    all throws               16              16              24
    snapback attack          10              10              15
    tag in (same P+K)        10              10              15
    delayed hc headcrush#    49              49              75
    * For his crouching MP, it's 7 points, then 3 points, since
      it hits twice. Using the glitch, it's 10 points, then 4 points (14 total).
    & No data on traveling low attacks from earthquake punch
    # Combo into Super Headcrush
    VI. Coming Soon (or Eventually, according to how you look at it)
     - How to get more hits out of Juggernaut's super.
     - Dr. Doom MvC2 FAQ/Move list
     - Remy SF III : 3rd Impact FAQ/Move list
    VII. Credits
     - Capcom
     - GameFAQs
     - Jack9 (aka Me)
     - Camelot and Sunny-Hills Golfland in SouthernCalifornia USA
       Thanx for the 15 years of good times.
     - http://www.jlwc.com/x/juggernaut.html for the character
     - All the FAQ contributors. My life is sad and I love mail.
    Questions, corrections, comments, submissions, anything? Send it in.
    If you have input, more combos, urls, exact damages, glitch info (DC or ARC),
    VIII. Legal Stuff
    This document is Public Domain, free for duplication in-part or in-total within any number of 
    formats. FAQs should, and will always, be used for educational and entertainment purposes.
    IX. Version History
    1.1 Spelling errors fixed.
        Combo corrections (Short->Forward->Forward not Short->Fierce->Fierce)
        RDP - P changed to RDP - PP for Power Up
    1.2 Juggernaut assist information updated.
        Super max hit increased.
        Body Splash can be performed in air.
        Juggernaut mose effective as tertiary assist character.
        New format.
        Costume colors and character info link.
    1.3 I just cant seem to get moves right, changed many of them again.
        Grammatical updates for clarity.
        Changed all references to forward->forward combos to forward.
        More specificity on BODY SPLASH priority and Beta Assist info.
        Added variable counter info.
        Added quantified damage stats.
        Added The Glitch section
        Added combos
    1.4 Standardized almost all references to how to perform moves
        Added 2 to the title of the FAQ (was Marvel vs Capcom Juggernaut FAQ). Doh.
    2.0 Glitch info added. Glitch/Power up strategy changed.
    2.1 Legal Stuff, updated.
        Contact info, updated.
        Coming Soon, updated.
        Corrected spelling and grammatical errors.
    2.2 Added to general strategy.
        Added opening assist/power up tip.
        Added 3 to combo section.
        Revised meaning of # in the key
    For internet news, faster than you can read, visit http://www.jack9.org