"The Unstoppable One" - MvC2 Juggernaut FAQ v1.2 By: Schemes http://npg.4mg.com/juggernaut.htm I_am_Juggernaut@hotmail.com -------------------------------------------------------------------------------- Introduction: (About me an my style) Call me Schemes. I've decided to write this FAQ when I saw there aren't alot of Juggernaut FAQ's out there. You'll notice later on that I might call moves by names I give them. Thats because this is my FAQ an if I wanna call a Double Fist Punch a "Wrigley's fist" I have the right to. I was too humble in the last version. I'm good. I'm nice. I also wanted another Juggernaut FAQ up. He's an excellent character. He deserves FAQs. My team: Iron Man (Alpha), Juggernaut (Beta), and Amingo (Alpha) Iron Man selected with A2 Juggernaut with A1 Amingo with A1 My style is simple, catch you when you get your guard down. First things first, Iron Man comes out. Juggernaut comes out with assist and Punches Now if it lands, I follow up with a Proton Cannon Now if it doesn't land, I have five choices 1) See if they swing at Juggernaut, and Shoot Proton Cannon 2) If they swing at Juggernaut, Unibeam 'em 2) If they don't swing, Unibeam 3) If they unblock, but don't swing, give 'em a wake up call with Proton Cannon 4) If they unblock but don't swing, Unibeam Normally I use Juggernaut for Assist, and then Unibeam. This normally pisses people off, and they jump at me Repulsor Blast into Proton Cannon or ground retaliation I take Iron man out, and do the glitch manuever procedures. Use Juggernaut to back up Amingo when going in for the 15 hit arial rave OR I glitch up Juggernaut and release his true potential. Many jabs Many head crushes Many screams Many numbers for the score Many assist partners who were just in the wrong place... Many quarters go in Many quarters are lost Many levels are charged Many levels are used and in the end, a big boot and the infamous "ARGH!!!" -------------------------------------------------------------------------------- Overview Juggernaut is a character that normally gets overlooked or ridiculed. Because of his slow vertical speed, and slow dash, not to mention a sad arial combo list, he's normally underestimated. But the thing with juggernaut is linking his specials and using him correctly as an assist partner. He is a very strong ground player if used correctly, and if you know the glitch, then your a threat to any opponent you might face. + He has superarmor, nuff said + His Headcrush stops the clock for a short period + Can link in super from almost any hit (especially jab) + Massive Damage (especially in "glitch mode") + His throws are better - Slow - Not an "arial combo" kinda guy - He doesn't come in blue --------------------------------------------------------------------------------- Contents I. Moves - Abbreviations and History - Movelist - Special Movelist - Super - Combos - Damage List II. Strategy - Assists and Colors - The "GLITCH" - Strategies - Ending Poses - Supers he can and can't CANCEL with his own III. More stuff - Thanks - Behind the Schemes - Whats been changed in this version - Legal copyright stuff (G-14 classified) --------------------------------------------------------------------------------- I. MOVES /=========================\ |Abbreviations and History| \=========================/ Abbreviations ------------- LP = Light punch MP = Medium punch (LP twice) HP = Hard punch LK = Light kick MK = Medium kick (LK twice) HK = Hard kick QCF = Quater Circle Forward QCB = Quater Circle Back HCB = Half Circle Back HCF = Half Circle Forward b = back f = forward d = down u = up DP = Dragon Punch Motion (Forward, Down, Down-Forward) PP = Two Punch Buttons KK = Two Kick Buttons P = Punch K = Kick History ------- Name: Juggernaut True Identity: Cain Marko Height: 6'10" Weight: 900 lbs Eyes: Blue Hair: Red Juggernaut is a powerhouse. His incredible size and strength makes up for his lack of speed. He is the step brother of Professor Charles Xavier, leader of the X-Men. Although he has no weapons or projectiles, his strength and durability are the key. Able to take out more than half a characters lifebar in a single air combo, he is a dangerous foe. His disadvantages, no projectiles. Since he has none, you have to go in to fight your opponent, which means you have to play smart with him considering he's not fast enough to be comboing and cheesy enough to beam you to death --------------------------------------------------------------------------------- /========\ |Movelist| \========/ LP: A straight solid jab. Does good damage for a jab. You'll have to use this alot to play with him. This is the holy button, no matter how many arial combos you can do with Juggernaut, the secret lies in his jab. MP: (LP Twice) A straight solid jab with the other hand. Normally after this comes out, the follow up can be his super in a combo I like to call "Two Jabs an a Head Crush". HP: This punch is ridiculous. An uppercut with his body weight behind it. Imagine. This normally pops up your lightweights or stuns the heavyweights. Use this while crouching as a launcher into a rave. This is the only functioning launcher he has, and normally, it's not a good idea to use it, unless you have that golden opportunity. LK: A quick kick. It looks funny, but when ducking it can be used effectively. MK: (LK twice) The stomp! I don't recommend this move unless you've already won your opponent. HK: This right here is a good manuever to kick that pesty War Machine who's just flying in your face throwing smartbombs everywhere. It's also a good sweep when your crouching. --------------------------------------------------------------------------------- /================\ |Special Movelist| \================/ -Juggernaut Punch (QCF+P) Juggernaut runs forward an swings with all his might. This swing goes from the top of his head to the bottom of his Smith Boots, so he can hit someone while on the ground. Kinda dirty huh? This move sends people flying away from him. Even though the Fierce version has barely any recovery, I'd still recommend it for it's damage. -Earthquake (HCB+P) Juggernaut covers one clenched fist with his hand and pounds down into the ground. A shockwave comes out that normally does around 6 hits with fierce. It's an estimation, I don't have time to count the hits during a match. Again another dirty move cuz it hits people while they're layed out. -LATERAL PRESS (HCF+K) He jumps at the person the way you would do a belly flop in a pool. It's not a recommended move cuz it has no recovery time and has to be used just right. In other words, this move HAS to land, or you'll be up in the air for a while... -POWER UP (DP+PP) This will make Juggernaut power up and his next hit will do double the damage. I don't recommend this unless your planning on taking him out after you do it. In that case, I highly recommend it. WRIGLEY'S PUNCH (Forward and Punch at same time) Juggernaut swings both his fists in front of him. It's a Double the Flavor, Double the Fun kinda move, so I call it the WRIGLEY'S PUNCH. This move is a wake up call. It'll launch the lighter ones, and those it doesn't launch, it will stun. --------------------------------------------------------------------------------- /=====\ |Super| \=====/ JUGGERNAUT HEAD CRUSH (QCF+PP) The almighty head crush. Too bad this is his only super. This is normally 4 hits but when the LP, HP, LK, and HK buttons are mashed instantaneously, it can go up to 8. The highest I've gotten it was 8. you have to mash like crazy. This super can be linked in from almost any standard hit, and does incredible damage. It pauses time, so if you caught someone swinging, then it's over. --------------------------------------------------------------------------------- /======\ |Combos| \======/ Here are the almight ARIAL RAVE combo's for Juggernaut starting with the most powerful. If opponent is in a corner, launch up, and hit... LP -> LK -> MP -> HP -> HK that only works when opponent is stuck in a corner. 6 hit rave and the rest that don't have to be in a corner... LP -> LK -> MP -> HP LP -> LK -> MP -> HK LP -> LK -> MP -> MK enough of the arial's. It's time for the ground combos... LP, MP, cancelled into Juggernaut Head Crush (Two Jabs and a Headcrush) this combo is a total of 6 hits averagely LP, MP, Earthquake, and after fist lands, cancel into Juggernaut Head crush this combo ranges from 7 to 11 hits, depending on how accurately it was cancelled (this can also be a 100% damage combo if the buttons are mashed and the head crush does more than 4 hits, regardless if he's glitched or not) ducking LK, ducking MK, Earthquake, and after fist lands, cancel into Juggernaut Head crush this combo is averagely 9 hits, but can be stopped when the other character rolls out the other way. ducking LK, ducking MK, Juggernaut Punch 3 hits, but has to be timed correctly to land if you mix these up enough, it'll get dirty. --------------------------------------------------------------------------------- /===========\ |Damage List| \===========/ (All testing done on Cable) Some of this may not apply to larger characters with advanced armor, etc etc And on another note, total life bar = 143 Damage on Two of Four Bars: ---------------------------- attack name Normal Glitched ------------ ------ -------- Standing LP 7 10 Standing LK 7 10 Standing MP 10 15 Standing MK 10 15 Standing HP 17 25 Standing HK 17 25 Crouching LP 7 10 Crouching LK 7 10 Crouching MP 10 15 Crouching MK 10 15 Crouching HP 17 25 Crouching HK 17 25 Jumping LP 5 7 Jumping LK 5 7 Jumping MP 8 12 Jumping MK 5 12 Jumping HP 15 22 Jumping HK 15 22 LP Juggernaut Punch 20 30 HP Juggernaut Punch 28 42 LP Earthquake 19 total 29 HP Earthquake 25 total 34 Wrigleys Punch 20 30 LK Lateral Press 18 27 HK Lateral Press 22 33 Snapback 10 15 HP Throw 16 total 23 total HK Throw 16 24 Tag In 10 15 Assist A 19 (4 hits) 29 (4 hits) Assist B 24 42 Assist C 22 33 Head Crush 58 (4 hits) 87 (4 hits) 85 (7 hits) 128 (7 hits) Combos LP -> LK -> MP -> HP -> HK 59 87 LP -> LK -> MP -> HP 47 69 LP -> LK -> MP -> HK 47 69 LP -> LK -> MP -> MK 41 60 Damage on Four of Four Bars: ----------------------------- attack name Normal Glitched ------------ ------ -------- Standing LP 14 21 Standing LK 14 21 Standing MP 20 30 Standing MK 20 30 Standing HP 34 51 Standing HK 34 51 Crouching LP 14 21 Crouching LK 14 21 Crouching MP 20 30 Crouching MK 20 30 Crouching HP 34 51 Crouching HK 34 51 Jumping LP 10 15 Jumping LK 10 15 Jumping MP 16 24 Jumping MK 16 24 Jumping HP 30 45 Jumping HK 30 45 LP Juggernaut Punch 40 60 HP Juggernaut Punch 56 84 LP Earthquake 39 total 59 total HP Earthquake 52 total 78 total Wrigleys Punch 40 60 LK Lateral Press 36 54 HK Lateral Press 44 66 Snapback 20 30 HP Throw 32 48 HK Throw 32 48 Tag In 23 30 Assist A 39 (4 hits) 59 (4 hits) Assist B 66 84 Assist C 44 66 Head Crush 116 (4 hits) 143+ (4 hits) 143+ (7 hits) 143+ (7 hits) Combos LP -> LK -> MP -> HP -> HK 119 143 LP -> LK -> MP -> HP 95 142 LP -> LK -> MP -> HK 95 142 LP -> LK -> MP -> MK 83 124 --------------------------------------------------------------------------------- II. Strategy /==================\ |Assists and Colors| \==================/ Juggernaut's Moves under certain assist types --------------------------------------------- Alpha: Earthquake Beta: Juggernaut Punch (Recommended) Gamma: Body Splash (leave it alone) Armor Colors: ------------- LP: Brown and Red (standard) LK: Dark Grey and Brown (Loc, a good selection) HP: Rose and Light Brown (weak) HK: Light Green and Brown (alright) A1: Orange and Light Orange (Los Hombres 'Orange', a good selection) A2: Red and Light Orange (Danu, a good selection) --------------------------------------------------------------------------------- /==========\ |The GLITCH| \==========/ The Almighty Glitch. In order to get the full effect of this glitch, you must do the following.... Bring Juggernaut in to start off the match Do his Power Up special Switch him with any other character on your team Bring him for an assist when needed after he leaves, choose a safe time to switch him with primary character After he's switched in, he hits do anywhere from 30% to 50% more damage +His headcrush normally kills characters with full life bars +His juggernaut punch takes half a health bar the only negative of having him glitched is: -When he steps in for assist while glitched, and is hit, he is injured more That is my theory, but he seems to get hurt more while glitched in. When he is glitched, please note that if you Power Up again, he will LOSE his glitch mode, and will return BACK to his normal strength. --------------------------------------------------------------------------------- /==========\ |Strategies| \==========/ Juggernaut Himself Try to combo alot on the ground, and don't play arial games. Your not built for it. Link in a super whenever you can! Linking in his super is the key. Headcrush 'em all. Juggernaut as an assist The best thing to do is have him Beta assist, where he comes out with the Juggernaut Punch. Try to cover him with a beam character. I find Ironman a good choice, as well as my personal choice. Normally after he's swung at his opponent, they see it as a time for revenge. Remind them that Iron Man is your primary character with a proton cannon. This works alot of the time because for some unknown reason, people are attracted to hitting juggernaut when he's vunerable, because why? It's rare to see him vunerable. Cable also works, but Cable is also a severe cheese. Every cable player I ever went up against shot 4 times, viper beamed, and continued. Juggernaut Vs Combo Character With Combo characters it's always good to block low when they're standing. When they jump remember to block high, then low. Remember that your special stops the clock, so if Psylocke tries to Uppercut you and misses, headcrush her. Done quickly, your special will land and prove to a combo player that he's not easy. Also, on the offensive look, try ducking LK your opponent into a earthquake. Combo characters are often aggresive towards larger characters, seeing that they have to get in to keep you trapped. Prove 'em wrong. Do 'em dirty. Juggernaut Vs KeepAway Characters Iron Man, Cable, Ice Man, and Megaman are examples of some keepaway characters. In the hands of a noble person, these characters can become dangerous on a combo front, but most people who play with them in the arcade either know UNIBEAM, VIPERBEAM, ICEBEAM, or "A!". Not everyone who plays with these characters will just cheese you, because I use Iron Man and mix it up with him. Use him specifically for his ability of good combo's plus a good keep away game. So watch out when you play one of these characters. If it does lead to a cheesy keep away, in which nothing else is being done but what keeps you away, then jump in at them. Watch it specifically with characters like Ice Man who can Icebeam you out the sky, cheap... Land in on them with either the "two jabs an a head crush" or a LK -> MK -> Earthquake -> Head Crush Super. --------------------------------------------------------------------------------- /============\ |ENDING POSES| \============/ and taunts too pose 1 (taunt): He stands proudly, crosses his hands and proclaims "I'm JUGGERNAUT" pose 2: He lifts his hands in the air and says "I'm Unstoppable" pose 3: He walks over to his fallen enemy, and stomps down wit a MK. He also does his infamous grunt. (my favorite) pose 4: He raises both his hands in the air and goes ARGH! --------------------------------------------------------------------------------- /=========================================\ |SUPERS HE CAN AND CAN'T CANCEL ON HIS OWN| \=========================================/ Not all specials are mentioned and this is without him in glitch mode although I don't think it matters These are the specials that he can cancel out when the character does it towards him and he delivers the headcrush special right after it's been done. P.S. By cancel, I mean go thru the special and hit the character doing it Cable - QCF+PP If he does it before the beam comes out, yes, otherwise no Cable - QCF+KK Yes Marrow - QCF+PP No. No no no Marrow - QCB+PP No Cyclops - QCF+PP No Cyclops - QCF+KK No Metal Wolverine - QCF+PP YES, Whoa Yes Metal Wolverine - DP+PP YES. Remember, this all has to be done as soon as his special is done Metal Wolverine - DP+KK No. Can't cancel the fatal claw Captain America - QCF+PP Yes, although only one hit from his headcrush will most likely connect, it will still cancel out his special. Captain America - QCF+KK And you thought nothing stopped the Charging Star. Bwahaha! Captain America - DP+PP Umm. Stars and Stripes is what the Cap would be seeing if he pulls this on Juggernaut. Juggernaut can cancel this special. Doctor Doom - QCF+PP No. Don't try to. Doctor Doom - QCF+KK Ground to Ground, if that special is done while your on the ground, and you were too far and it misses, bye bye Doom. Rogue - Assist A+B Super (Hyper Punches) Can be cancelled. Rogue - QCF+PP Whoa. Rogue, Where'd ya go? Ohh... Over the head.. This special can be cancelled out when done correctly Psylocke - QCF+PP Yes. Cancelled out. Psylocke - QCB+KK No Psylocke - QCF+KK If your on the ground and it's done, no need to do yours, because it's too fast Guile - QCF+PP No Guile - QCB+KK Depends. If it's timed right, yes, otherwise no Jill - QCF+PP Battle of the Dash. Juggernaut wins. Jill - QCF+KK No Jill - QCB+KK If this misses or you can special yours fast enough, it is over! Juggernaut will cancel this out. Ryu - QCF+PP No Ryu - DP+PP Yes if you can catch him either before he jumps, or before he lands Ryu - QCB+KK Yes, but it has to be timed correctly, otherwise no, and you can't get caught in it. It has to miss in order for you to have a CHANCE to cancel. Megaman - QCF+PP Yes, oh yes. If you do it before he finishes growing, while he's still metamophosizing an what not, he's done. Megaman - QCF+KK No. He's protected in there. No need because the most he'll do is drill your ass. Megaman - QCB+KK Yes. Oh Yes. Beat plane this little man. Magneto - QCF+PP No oh no. Don't do it Magneto - QCF+KK Depends on distance, you might make it from close, but from far no. I'd try it from close if i was about one juggernaut body away from him. Use juggernaut's body to determine that distance there. Cammy - QCF+KK Although it will only hit about one or twice, it does cancel the super so, yes. Cammy - QCB+PP No. Her version of the Maximum spider is too quick and plus he jumps out of reach. Juggernaut - QCF+PP Yes. If you do yours after he does his, you will overcome the other head crush Iron Man - QCF+PP No. Not worth an attempt, just jump and block Amingo - QCF+KK Yes, if this misses and your not caught in it blocking. Amingo - QCB+PP No. Oh my god no. How? I don't know. the little plant snatches you out your head crush and does La Bamba with you. Iceman - QCF+PP No Gambit - QCF+PP Don't do it unless your really close, cuz as soon as them cards leave his hand, they snatch you right out your head crush Gambit - QCB+KK and QCF+KK You can hit him off the wall, just make sure those cards don't leave his hand, as before try to do it close, or don't do it at all Blackheart - QCF+PP The rock rain stops Juggernaut, so no Blackheart - QCF+KK Yes. If you do it right after he does this super, you can stop him and take him out of the air. Blackheart - QCB+PP No Sentinel - QCF+KK Yes. the Missles even miss Juggernaut. Sentinel - QCF+PP Yes and no. It will cancel it, but sentinels super will also cancel juggernaut. Better to wait it out. Sometimes it won't even cancel at all. You'll just be screwed. Sentinel - in air QCF+PP Yes this can be cancelled. Headcrush eats right thru this air dash thing Sentinel tries to pull War Machine - QCF+PP Yes and no. Close enough cancels this evilily, otherwise you'll just be eatin missiles. War Machine - QCF+KK Oh I love this one. War Machine is completely vunerable to Juggernaut's special. Even though War Machine is my favorite character, this is a very open move. Kobun - QCF+PP (assist A) The lego man is at it again. This super really gets you done unless you throw yours in at close range. Kobun - QCF+PP (assist B) No! Stop these guys! They're raining on Juggernauts HEAD. Don't try it. Kobun - QCF+PP (assist C) Oh god. Looks like none of the QCF can be cancelled well enough. Kobun - QCF+KK The King Kobun Special. You will probably land your head crush, BUT it will NOT cancel the ongoing special, you'll just get slinky hammered. Kobun - Assist A+B Super (assist B) Ohh hell no. Unless you want to be viciously beaten to death. Hayato - QCF+PP Yes. Definitely. Plasma vs Cyttorak? Come on now. Hayato - QCB+PP Yes. If you don't get caught, this is just a begging to be head crushed. Hayato - LP -> HP -> Back -> LK -> HK Hayato's raging demon look alike, can be blocked, but can also be head crushed Captain Commando - QCF+PP no Captain Commando - QCF+KK Yes, do it right and captain commando will catch a migraine. Akuma - QCF+PP If the first swing is nowhere near you, you had the chance to destroy him with a headcrush. Akuma - QCF+KK No need to do it if it misses, wait till he's near landing to super back. Akuma - QCB+PP Don't do it. He'll destroy you. Akuma - LP -> LP -> Forward -> LK -> HP Raging demon can be cancelled. Ken - QCF+PP Same as Akuma's QCF+PP. If he misses the first loop, destroy him Ken - QCF+KK No need to attempt, wait till he's near landing. Ken - QCB+KK If he's at a distance, destroy him. You can cancel him. Dan - QCF+PP CANCEL THIS NOW. An embarrassment to the Gadoken. Dan - QCB+KK Cancel this badly if it misses. You'll go right thru him. Dan - HP -> LK -> Back -> LP -> LP Dan's reverse raging demon. Although it does leave him with one hit left you don't want to get caught in this. Especially is Juggernaut is your last character. Eat right thru this with a head crush. Spiderman - QCF+PP Don't do it, it'll either be a waste of a level, or an injury to Juggernaut. Spiderman - QCF+KK Yes. Show him a real assault. Spiderman - QCB+PP No. He'll web you out the headcrush and you'll be injured. Venom - QCF+PP Yes as long as you catch him before he shoots the web. Venom - QCF+KK no Colossus - QCF+PP No, he'll just fly over your head. Waste of a level. Colossus - QCB+KK Catch him while he's powering up, and damage him. Zangeif - 360 rotation + KK If this misses, your allowed a small window of opportunity. Sonson - QCF+PP Whoa. Head Crush time. This leaves her wide open when she throws the staff up. Sonson - QCB+PP After he she finishes transforming, a headcrush can land, but before she transforms you'll just get popped out your super. Sonson - QCF+KK no. you'll be eaten alive. Charlie - QCF+PP There's a delay in this super, so if you can throw a headcrush before the super takes place, then it will land, but when he throws those sonic discs at you, your caught. Charlie - QCB+KK Same as Guiles, Must be timed correctly, or don't do it Morrigan - QCF+PP You can get her while the bats are around her, but as soon as the gun comes out your erased. Morrigan - DP+PP No Morrigan - QCF+KK Yes Ruby Heart - QCF+PP Yes. Show her a real dash. Ruby Heart - QCF+KK My opinion, don't do unless real close. Ruby Heart - QCB+KK Do before Ghosts come out or else Thanos - QCF+PP no Thanos - QCF+KK no Thanos - QCB+PP no Thanos - QCB+KK no Felicia - QCF+PP yes Felicia - QCF+KK yes most of the time Felicia - QCB+KK no Dhalsim - QCF+PP no Dhalsim - QCF+KK Yes if it's done on the ground by accident, catch him before he lands. Bison - QCF+PP They cancel each other out Bison - QCF+KK Yes Shuma-Gorath - QCF+KK They will either cancel each other out, or juggernaut will cancel him out Shuma-Gorath - QCF+PP Yes if you do it at near same time that it's done. But watch it for him grabbing you. Sakura - QCF+PP Yes Sakura - QCF+KK Might as well wait for her to come down like Ken and Akuma Sakura - QCB+PP Depends how close. You can either cancel her out all the way, or get caught. Sakura - LP -> LP -> Forward -> LK -> HP Her raging demon can be cancelled. Tron Bonne - QCF+PP yes as long as she don't catch you first Tron Boone - QCB+PP no Silver Samurai - Assist A+B (Hyper Hundred Slashes) Yes. Can be cancelled. Silver Samurai - QCF+PP Yes if your close enough, otherwise no Silver Samurai - QCB+LP Yes, catch him when he becomes Electric Silver Samurai - QCB+LK Catch him Iced Silver Samurai - QCB+HK Catch Him Flame-on Silver Samurai - QCF+KK while normal or in Electric Mode NO Silver Samurai - QCF+KK while Iced Not a good idea, you will land, but you will also be frozen Silver Samurai - QCF+KK while Flame-on If he misses, eat him, but wait for the flames to decend upwards a bit. Sabretooth - QCF+PP Timed correctly, this can be cancelled out with a head crush Sabretooth - DP+PP Don't. He jumps to do this Weapon X lookalike. And he'll snatch you out your head crush with it. Sabretooth - HCB+KK Oh my god, don't try. You'll get LIT UP! Spiral - QCF+PP Don't. You'll both cancel each other or depending on the timing and distance, one will cancel another. Spiral - QCF+KK Catch her when she powers up Spiral - QCB+PP Watch this now. Don't even try to cancel it. Just wait it out, and be sure to stay away Spiral - QCB+KK Cancel this. Hulk - QCF+PP no Hulk - QCF+KK no, but wait for the last rock to drop, window of opportunity opens. Hulk - QCB+PP if you do it when he's up in the air, you'll either just go to the other side or get caught. Best thing to do it wait for him to hit you while you block then before he lands headcrush. Omega Red - QCB+PP no Jin - QCF+PP Yes. Blodia is no match for Juggernaut. Jin - QCF+KK no. you'll just be spinnin' Jin - QCB+PP no. You'll be gatted. Roll - QCF+PP before the transformation, hit her. Roll - QCB+KK yes Roll - QCF+KK no. Just like Megaman Strider - QCF+PP you'll land the head crush for a couple hits, and then be cancelled out by the orbs Strider - QCF+KK no Storm - QCB+PP you can knock her out the air, but best if blocked. Anakaris - B, F, PP no Anakaris - D, D, PP Wait for the 3rd coffin to hit the floor, then stop blocking and head crush. Retaliation! Anakaris - HK, LP, d, LK, HP No, or you'll just be a grease spot under a giant coffin. Anakaris - LP, LP, f, LK, HP The answer to this. Don't do it when he goes straight up. Wait for an opening if you can. He can be cancelled out of this, but it's dangerous with his hands swinging around. Zangief - Assist A+B Super Can be cancelled out Zangief - 360 degree rotation + PP No, he grabs you out your head crush and busters yo ass ---------------------------------------------------------------------------------- III. More Stuff /======\ |Thanks| \======/ -Rus, who taught me the meaning of block -Nado, who taught me the meaning of blocking low, and also got me into the game -Vito, who taught me you can't block throws and grabs -Jack9, author of the Juggernaut v2.2 FAQ -Ben wit the tattoos that first informed me of the "glitch" -Will who played at the tournaments and now plays me every sunday at 2:30pm -Murda, big shouts to my boy. You gave me that push to go up a level, an thats why I'm writin this now. One. -Quinn, for annoying me with his Psylocke and Jill. Improved my skills. -Shouts to the Spoon War Family. Playing for the gold spoon every sunday improved what skill I had. I may not have infinites but I got 100% damage combo's... Is it still good enough? --------------------------------------------------------------------------------- /==================\ |Behind the Schemes| \==================/ Juggernaut is a good player, but not for everyone. If you prefer to air combo into supers, dash in, and not jump, he pretty much ain't for you. If you prefer to push your weight around, run on pure strength, and bully smaller characters, he is YOUR GUY! Playing with him, you have to play smart. Don't just think because he's large, he can take hits. His armor takes one hit, and after that, if it's combo'd, Juggernaut is vunerable. Play it safe with him, but most of all play it smart. Play the offense on smaller characters, let Psylocke, Jill, an even Guile know that even though you can't play their arial games, you got games of your own. I'm a real good Juggernaut player, probably play to his best potential considering he has no cheesy infinite. I've beaten many people, sometimes so bad they either... A: Punched the machine and left B: Bitched about it like "I DIDN'T DO THAT, AHH MAN! HOW DID THAT GO THRU THAT?!" C: Wanted to fight over it D: They selected Juggernaut and tried my own tactics against me. Come on people. Take a loss or take a beating. It's your choice. Good sportsmanship earns my respect, which is why I play against who I do. We're all one big MVC2 family who gets down, shows each other the ropes, learns new tricks, combo's, glitches, etc.. And a friendly tip. Once you've lost over 5 dollars to one person, stop playing against him. There's no point to lose money. Understand that there are people you can whip out and people that can whip you out. --------------------------------------------------------------------------------- /=================================\ |Whats been changed in this verion| \=================================/ -Fixed up the combo's section. I had forgotten to put ducking this and ducking that... -Added more supers into the SUPERS TO CANCEL section -Added a WHATS BEEN CHANGED IN THIS VERION section. bwahahaha -Edited various sections --------------------------------------------------------------------------------- /===========\ |Legal stuff| \===========/ What else can I say? WRIGLEY's is a copyright of WRIGLEY's Doublemint Gum MVC2 is a copyright of their respective owners (haha. Like that one, don't ya?) "TWO JABS AN A HEAD CRUSH" is a copyright of me, Schemes And I don't care what you do wit this FAQ. If you distribute this without my name an I find out an know where you live, and pass by, I'll challenge you to a match, and also if I lose, I'll challenge you to a real match. If you use information in this FAQ, an write another FAQ, good for you. It's not like I can stop you. No one ever enforces this because no one ever can. But remember kids... ARGH!