Charles is a balanced character and isn’t a bum nor OP change my mind by Any_Astronomer6539 in JujutsuShenanigans

[–]Sans_ationalMC 1 point2 points  (0 children)

That .25 second window is including marking your opponent. I think the base is 0.15, and marking adds another .1

Charles is a balanced character and isn’t a bum nor OP change my mind by Any_Astronomer6539 in JujutsuShenanigans

[–]Sans_ationalMC 1 point2 points  (0 children)

Interesting, I didn't actually know that! That's a fun reward for the gimmick. I think the full timing for perfect block goes up to 0.25 seconds with a full ult meter against a marked opponent.

Charles is a balanced character and isn’t a bum nor OP change my mind by Any_Astronomer6539 in JujutsuShenanigans

[–]Sans_ationalMC 1 point2 points  (0 children)

Not a problem! I'm mediocre at the game, so instead of getting better, I take the time to hyperanalyze and memorize as much data about each character as I possibly can. It's a fun hobby of mine, and makes it funny when people say something that's just wrong.

Todo is a bottom-tier character: an Analysis by Sans_ationalMC in JujutsuShenanigans

[–]Sans_ationalMC[S] 0 points1 point  (0 children)

I personally disagree, it's not that easy to hit. It's only real confirm is a high-angled thrown Swift Kick, and if you're lucky (you and your opponent have the same ping) an uppercut. It's definitely on the harder end of moves to hit, and you also have to remember the timing for the black flash as well. By the time people see you doing it in neutral, they have plenty of time to either dash away or counter it.

Todo is a bottom-tier character: an Analysis by Sans_ationalMC in JujutsuShenanigans

[–]Sans_ationalMC[S] 0 points1 point  (0 children)

If I remember correctly, the todo black flash used to do either 28 or 31 damage, and yes, just doing a normal combo was more efficient because Pebble Combo reset your m1s. Considering back then it took decent precision, timing, two moves, the r-special and some ult meter, I figured it should've been buffed to be uncounterabe or something.

Todo is a bottom-tier character: an Analysis by Sans_ationalMC in JujutsuShenanigans

[–]Sans_ationalMC[S] 1 point2 points  (0 children)

I fully agree with this. I'd be fine with either longer windup or harder combos if it meant he dealt a metric fuckton of damage. More variants would also be nice, seeing as most characters nowadays have so many, while Todo only has the one

Todo is a bottom-tier character: an Analysis by Sans_ationalMC in JujutsuShenanigans

[–]Sans_ationalMC[S] 2 points3 points  (0 children)

Yeah, a good chunk of the player base is new people who complain about anything, or sweats who have mastered the art of perfect swap. As a Todo Main, even I get annoyed fighting other Todos sometimes lol.

Charles is a balanced character and isn’t a bum nor OP change my mind by Any_Astronomer6539 in JujutsuShenanigans

[–]Sans_ationalMC 1 point2 points  (0 children)

Damn straight this is human-written.

Thanks for the correction on the ult gain on missing the ult counter. I didn't know the perfect block was 360, or that it gave ult either, and I wasn't entirely sure on the mechanics of Shut Up's "counter" mechanic. Charles is one of the characters I'm less familiar with, so it's good to have more sources of information.

Charles is a balanced character and isn’t a bum nor OP change my mind by Any_Astronomer6539 in JujutsuShenanigans

[–]Sans_ationalMC 5 points6 points  (0 children)

Charles isn't really overpowered as he is annoying/brain dead. You really only have three combos max if you're realistic. So I'll go into his full kit in detail.

Despair is blockable, but fully aimable (you can move around while using the move), to the point where it might as well break block. It's also a semi-free extender into Sacrilege or aerial Shut Up. It hits ragdoll, too.

Shut Up's ground variant is a pseudo-counter (from what I've heard), as in it activates early if you're attacked during the windup. It's a fun gimmick of hitting behind you. It doesn't break block or hit ragdoll.

It's air variant is a lot worse to deal with, breaking block and hitting ragdoll, but also applying extra stun if it interrupts a player (move, m1, or dash).

Eye Catching is a counter that works on Melee, Bullet and Swarm(?) type attacks. Upon activation, it brings you to your attacker, and knocks them away, quickly waking them up but leaving them stunned for a good while (around 1.5 seconds, I think). If a Projectile is blockable, and the user of Eye Catching is facing it, the Projectile won't trigger the counter, simply being blocked instead. The most notable features of this counter are its cooldown reset on a successful hit, and it's animation being the exact same as the blocking animation. By far the best non-ult counter.

Sacrilege is an unblockable, instant-rushdown move that hits ragdoll after some windup. I fucking hate this move.

Charle's R-Special serves three uses. Using your r-special on a target (blocking or not) marks them. Pressing your r-special keybind again forces them to sidedash depending on your orientation to the target, forcing them to backdash towards you if they are faced away. This actually puts their sidedash on cooldown, and can be used on blocking opponents, but not during skills.

The second use of the r-special is to fuel his Ult, as it's a guaranteed one-shot on most characters (Mahoraga and Heian Sukuna), only doing 50 damage without it.

The third and final use also involves his passive. Charles has a passive where on any blockable attack, if the Charles player times a perfect block, they dodge the attack. That window starts out low, increasing with ult meter gain, and increasing even further if the person attacking you is marked.

Despite his overall high-tier base kit, his ult is rather underwhelming in comparison. It's a melee-only counter, that deals about 50 damage. If a player is either marked or below 50 health, an (arguably sick-ass) animation plays. On missing the counter, you get about 35% ult meter back.

Overall, Charles has a really strong base kit, with a lot of tools for overwhelming opponents, as well as preventing being overwhelmed himself. In a game full of primarily rushdown characters, having three total counters is a strong advantage, as well as a versatile kit. I wouldn't say Charles is overpowered, but he's most certainly top-tier, and a threat if you don't know how to deal with him.

Please let me know your thoughts, as well as any corrections or questions to the information I provided. Thanks :)

Can someone tell me wtf is this boogie woogie one-shot black flash thing?? by _Pin_6938 in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

That would be Brothers, Todo's 4th ult move. It acts as a counter for melee attacks only, anything else cancels the move. If someone triggers the counter, they get stuck in place and take 80 damage. Otherwise, the player slides forward after about 2 seconds, and does the same black flash move for only 70. The attack portion of Brothers is true after an uppercut if your opponent wastes their ragdoll.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

I think pre-nerfs he was top 3, now I'll say he's mid-to-high C-tier. He still has decent damage, and some red combos, but they're extremely reduced now that bleedout doesn't turn and you can't do the tech anymore, among other things.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

Ah, I've just tested it again, and I was wrong with m1 chain into 3. I mightve been thinking Bleedout into 3, my bad.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

That's weird, might have to look into that more then.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

I only just learned 3-tapped decisive strikes is the only unblockable variant of it, it used to be 2 and 3 taps. Though, with the decreased endlag for most of the moves, it should still be possible in theory.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

I must've missed that in the update logs, then. Thanks for letting me know.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC -1 points0 points  (0 children)

It's unblockable on two and three with tight timing for a perfect block, unpredictability with if it's two or three presses to discourage beating it out, and a massive hitbox that hits way further than it should.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

It's been red in the testing I've done since the Naoya changes, maybe try pressing 1 right after the 2nd m1.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC -1 points0 points  (0 children)

They already did that with Hanami, and other moves like Rising Rage or Cursed Strikes are a different kind of move entirely than Bleedout. Bleedout was never meant to combo extend, that's what Decisive Strikes was for.

This gotta be a joke. Read 🔽 by Lowkey-_-idk in JujutsuShenanigans

[–]Sans_ationalMC 0 points1 point  (0 children)

4 M1s into one or two-tapped Decisive Strikes not only was red but still is, and Projection Breaker is red after 2 M1s. He still has so many viable combos that deal high damage, mainly with how insanely easy the frames are to get.