If this would help, why should it replace Charged Shot instead of Knee Bash?
The arrow is so large that you canāt block or jump over it. But it takes awhile to charge up that you can walk up and throw them. Charging up to power level 9000 and all that.
Or you could just do what MJ said and rename it.
Because It would be nice if Jaina had more blocks.
I mean, āCharged Shot cannot be blocked or dodgedā is pretty parsimonious, word-wise. Leaving it as an attack would mean that it would beat faster throws (not sure if thatās a good thing), and win ties with equally sped throws (again, not sure if itās a good thing). Iām not sure if thereās anything else that hinges on the attack/throwness of the move.
EDIT: I guess the grapplers would be pretty unhappy about that, actually.
Assuming heās interested in sharing them, I would be very interested in @JonnyD sharing his thoughts on Jaina as a character as a whole and her easiest/toughest MUs. If he has specific changes he think would be helpful to the character, that would be rad too.
It would be helpful in general if the people in this thread with significant experience playing Jaina could do the MU discussion piece, because that would help focus peopleās attention/suggestions on what elements of her kit could be tweaked to cover the holes without giving her an accidental 9-1 somewhere.
Since itās on topic, this is @jonnydās big jaina post from a while ago (more than 650 posts since!)
Back then we had both suggested very similar things were wrong with Jaina and wanted very similar solutions (fast J to 2.4 speed, slow J slightly stronger and KD but slower, Knee Bash to 3CP starter, Q to 0.0 speed, innate to 2HP/rebuy for non-Q/A). Iām still of the mind that these changes would help her while keeping her mostly the same.
a huge post, be prepared
Awesome! It had indeed been so many posts ago that I forgot it happened. XD Sweet.
One thing thatās missing is a list of match-ups sheās advantaged in, if she has any, and why. Could you take a shot at a short set of paragraphs?
A very good post. I donāt think Charged Shot should KD, and I think giving her 90 HP is safer than reducing Burning Vigor to 2 damage/card (but that might still turn out to be a good idea.)
I also like that her Q isnāt 0.0 speed, to be honest, particularly since she has both Q and single A as reversal options. Iāve come to agree that it should deal more damage though. 9+6 maybe?
Changing her 7s one way or another seems to be gaining popularity.
To summarize ā if weāre going back to less drastic, more incremental changes to Jaina, here are the ones I favor:
- Increase HP to 90, Burning Desperation from 40. Maybe reduce Burning Vigor damage to 2.
- Knee Bash becomes a 3 CP starter.
- Move 7* to 9* (if sheās pinched on throws and blocks, letās make sure she can use her good ones.)
- Nudge up the stats on J and Q as follows.
J: Charged Shot 4.8 speed, 2 CP Starter, 9(8) damage.
Flame Arrow 2.4 speed, 1 CP Ender, 7(6) damage.
(I donāt think Charged Shot should knock down, but I think it should clash with grappler 4 attacks. Thatās also twice the speed of Flame Arrow which is good flavor. Conversely I think Flame Arrow should be a proper fireball. I donāt like Flame Trap as an ability, thatās Graveās trick.)
Q: Dragonheart 0.2 speed, +Any, 3 CP Ender, 9+6 (2) damage.
I would be willing to talk about making her 6 an A/B, rewriting 7* etc. but if weāre going to be conservative, I think the best way is to run with what she already has and just tune it a little higher.
Is there a reason we havenāt considered just making Jainaās K 2.2 speed? That alone would improve her match up against Geiger, Arg, and Setsuki, which @JonnyD says are 3 of her worst MUs.
Mostly just caution I think. Recurring a 2.2 combo starter has the potential to be really oppressive against a lot of the cast.
Iāll try at least, though she doesnāt have a lot of advantaged match-ups. The ones I think she does well in are the ones where she can use her normals in neutral and where her A stops the opponent doing what they need to do:
I think she has a good time vs Quince. She obviously outclasses him in attack speeds, she has an additional throw faster than K spin compared to a lot of characters, and if sheās standing she has 7* to guarantee breaking his vortex.
Valerie really hates Jainaās Q/A DP barrage. Probably more than any other character Jaina can consistently deny Val her 1.0 speed normal starters and aces.
Jaina can also abuse Q/A here to keep Gwen on the back foot. Gwen is the only character with potentially less life than Jaina so the advantage is definitely on Jainaās side.
Jainaās A can put a lot of work in denying Rock Armor, and J/5 are particularly brual at chipping away while periodically letting her combo if she catches a throw. Rook really needs to play hunker down and play Block/Special Block/AA/AAAA, hoping Jaina doesnāt undercut his AA with Q/AA.
I might be tempted to add to the list, because she can play her 2 and 3 in neutral and can option select his dK/dQ mixup. I suspect he has a lot more counter play than Iāve typically seen though, providing he plays for 10* and FDP mixups. Not played this one enough to be certain.
Interestingly is not on my list. Yes Jaina has the advantage vs normals heavy BBB, but his A and AA are super strong Vs Jaina and her low HP. I think itās fairly close to even just on account of those options.
Probably to stop her kerb stomping tbh. Giving Jaina all game access to a 2.2 speed attack would make her better at fast pokes than the poking character.
Iāve said this before but I think this mu is too close to even. It ends in draws like 30-40% of the time, lol.
Which is a pity, because if Flame Arrow could in good conscience be a 2.2 speed attack that would be a very elegant way to get a fireball spam character, in a way thatās notably different from Lightning Trap.
Because of vendetta, the best we could do with her existing innate would be to make it 2.4 speed and then give it an ability where it beats all other 2.4 speed attacks. Since 2.4 is fireball speed we would be making it the best āfireballā, but its kind of clunky and I donāt know that it really helps her that much. Certainly not against Zane or setsuki.
Yeah, I donāt think that would work.
I donāt think a sane grappler plays a 4 attack against Jaina no matter what speed it is, so long as she has the ability to buy back her attacks. Getting blown up by a fast normal or K is just too risky. Gameplan remains block and reversal until super, then try to dodge into super (or play special blocks, for Rook).
I am the guy who once played 8 attack on wakeup in the Troq mirror, so maybe I shouldnāt be talking about grappler valuationā¦