Jump Force Gameplay, Tips and Tricks

Introduction

Welcome. In this guide, you will learn many Tips and Tricks, such as the basics of Jump Force. You will learn how to play Jump Force. This is a guide for beginners, experts and all.

You can use this for knowing a bit more about the game so you can use what is said here every day.

Hope you have fun.

MOVEMENT GAUGE CIRCLE

f you take a look carefully at the bottom-left corner of this screenshot, you will notice a blue circle. This is your movement gauge circle, which will be consumed via dodging or escaping.

  1. DODGING AND CHASING

RB is the button you click/press in order to block. To sidestep, or in simpler terms, dodge (or evade), simply do so by pressing RB and leaning LS (Left Stick) Left, Right, or Down at the same time (RB + LS Left, RB + LS Right, and RB + LS Down)! This will allow you to dodge left, right, below, and will help you avoid hits or approach your opponent in a more defensive manner!

RB + LS Up or LB standalone, however, will allow you to chase your opponent. This is a powerful approach to boost! It can be used to follow-up into an X or Y attack!

 

 

2. ESCAPING COMBOS AND COUNTERATTACKING

You can escape a combo by pressing LB while you are being attacked and/or combo’d! As depicted by this screenshot, you will have known to have escaped a combo when your character flashes a pink outline, instantly warping you away from your opponent, turning your movement gauge circle red, telling you that you are out of movement gauge. No matter how much your movement gauge is filled, remember that escaping once will consume your WHOLE gauge, so use it wisely!

You can also counterattack by pressing LB, X, or Y IMMEDIATELY before the opponent’s next move hits you, allowing you to either counterstrike or warp away for a counterstrike! Timing is very heavy for this mechanic, but worthwhile!

 

Combos, Part 1: Basic Combos; Let the Fun Begin!

Now that you’ve learned the gist of what Weekly Shonen Jump is, what the game’s purpose is, and how the game is played.

LET’S DIVE INTO THE COMBOS, SHALL WE?!

WHAT IS A COMBO?!

Wait. You’re telling me you’ve never played a fighter or brawler before?! Oh wait, that’s why I have a controls section, that’s right! My apologies.

The definition of a combo is rather simple:

A combo is a set of multiple hits chained together! That’s it, I cannot be more straightforward!

STARTER COMBOS

Obviously, we should start with the basic combos.

For starters. (I’m sorry for this lame joke.)

Mashing X or Y 4 times in itself is a combo.

You can also combine one of these buttons into another button or a super!:

X Combo > Y Combo

Y Combo > X Combo

X Combo > Super (X, X, X, RT + X/Y/B)

X Combo > Ultimate (X, X, X, RT + A)

Y Combo > Super (Y, Y, Y, RT + X/Y/B)

Y Combo > Ultimate (Y, Y, Y, RT + A)

X Combo > Y Combo > Super

X Combo > Y Combo > Ultimate

Y Combo > X Combo > Super

Y Combo > X Combo > Ultimate

(REMEMBER: At the beginning of the combo, if you press X or Y 4 times in a row instead of three, you will end your combo instead of starting them! There are various different supers in the game, and each work differently! Also, remember that each super costs 1-3 meters (depending on super)!)

Oh, just a fun fact:

Chapter 4 – Combos, Part 2: Harder Combos!

Before this chapter teaches you the harder combos, let this guide explain things that are important to learning these combos:

There are some supers that have knockback, while there are others that knock down your opponents.

Knockback is a term used to describe you or your opponent being launched across the stage.

Knockdown, however, is a term used to describe you or your opponent falling/tumbling down on the same point you or your opponents were either grabbed and thrown or received damage impact.

Now, are you ready to take on THESE combos?!

THE HARDER COMBOS: YOU ASKED FOR THEM!
– X Combo > Super with knockdown instead of knockback > Y Combo > Super
– X Combo > Super with knockdown instead of knockback > Y Combo > Ultimate
– X Combo > Super with knockdown instead of knockback > X Combo > Super
– X Combo > Super with knockdown instead of knockback > X Combo > Ultimate
– Y Combo > Super with knockdown instead of knockback > X Combo > Super
– Y Combo > Super with knockdown instead of knockback > X Combo > Ultimate
– Y Combo > Super with knockdown instead of knockback > Y Combo > Super
– Y Combo > Super with knockdown instead of knockback > Y Combo > Ultimate
– X Combo > Change Character and immediately X or Y Combo > Super
– X Combo > Change Character and immediately X or Y Combo > Ultimate
– Y Combo > Change Character and immediately X or Y Combo > Super
– Y Combo > Change Character and immediately X or Y Combo > Ultimate
– X Combo > Super with Knockback > Change Character and immediately X or Y Combo > Super
– X Combo > Super with Knockback > Change Character and immediately X or Y Combo > -Ultimate
– Y Combo > Super with Knockback > Change Character and immediately X or Y Combo > Super
– Y Combo > Super with Knockback > Change Character and immediately X or Y Combo > Ultimate
– Air Y > X Combo > Super with knockdown instead of knockback > Y Combo > Super
– Air Y > X Combo > Super with knockdown instead of knockback > Y Combo > Ultimate
– Air Y > X Combo > Super with knockdown instead of knockback > X Combo > Super
– Air Y > X Combo > Super with knockdown instead of knockback > X Combo > Ultimate
– Air Y > X Combo > Change Character and immediately X or Y Combo > Super
– Air Y > X Combo > Change Character and immediately X or Y Combo > Ultimate
– Air Y > X Combo > Super with Knockback > Change Character and immediately X or Y Combo > Super
– Air Y > X Combo > Super with Knockback > Change Character and immediately X or Y Combo > -Ultimate

Epilogue

Jump Force may be looked at as just another simplistic, unbalanced 3D anime arena fighter. But whether you think that or not, I hope that this mechanics/combos manual helped. I don’t expect too many people to look at this game at a different light just because people found this manual hopefully useful and found out this game has more depth than expected.

This game has many flaws, sure, but I hope this manual helped. On top of that, I want to congratulate Weekly Shonen Jump and all of its franchises for making it this far, and just make sure to have fun with this game, above all else!

 

Similar Posts:


Leave a Reply

Your email address will not be published.