Difference between revisions of "Jump Wars Characters And Stages"
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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− | ! Character !! Origin !! Move 1 !! Move 2 !! Weight !! Health !! Speed !! Run !! Jump !! Bounce !! Stomp !! Notes | + | ! Character !! Origin !! Move 1 !! Move 2 !! Weight !! Health !! Speed !! Run !! Jump !! Bounce !! Stomp !! Notes |
|- | |- | ||
− | | [[Ballsy]]<br />[[File:JWBallsyPreview.png|center|frameless|50px]] || [[Sky Balls]] || Dunk (DMG 1): | + | | <div style='text-align: center;'>[[Ballsy]]</div><br />[[File:JWBallsyPreview.png|center|frameless|50px]] |
+ | || [[Sky Balls]] || Dunk (DMG 1): | ||
Ballsy dunks forward with a green aura. If it hits an opponent, it sends them flying downwards. | Ballsy dunks forward with a green aura. If it hits an opponent, it sends them flying downwards. | ||
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Ballsy plants a spike below him. The spike will rotate based on if it hits flat or slanted ground. It will stay for 6 seconds before despawning. Ballsy can only spawn 2 spikes at a time. | Ballsy plants a spike below him. The spike will rotate based on if it hits flat or slanted ground. It will stay for 6 seconds before despawning. Ballsy can only spawn 2 spikes at a time. | ||
− | || Very light || 5 || 160 || 300 || 900 || 500 || 1 || N/A | + | || Very light || 5 || 160 || 300 || 900 || 500 || 1 || N/A |
|- | |- | ||
− | | [[Bever]] || [[Guppy's Quest]] || Hands of Time (DMG 1): | + | | <div style='text-align: center;'>[[Bever]]</div><br />[[File:JWBeverPreview.png|center|frameless|50px]] |
+ | || [[Guppy's Quest]] || Hands of Time (DMG 1): | ||
Bever summons a portal in one of eight directions (direction is chosen right after attack input) and stick his hand through it. Another portal will appear further along that direction with his enlarged arm coming out, spiking the enemy in the direction it was cast. | Bever summons a portal in one of eight directions (direction is chosen right after attack input) and stick his hand through it. Another portal will appear further along that direction with his enlarged arm coming out, spiking the enemy in the direction it was cast. | ||
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Bever releases the spikes on his arms and swings his arm downwards, spiking the opponent he hits. | Bever releases the spikes on his arms and swings his arm downwards, spiking the opponent he hits. | ||
− | || Medium Heavy || 5 || 200 || 240 || 800 || 300 || 1 || N/A | + | || Medium Heavy || 5 || 200 || 240 || 800 || 300 || 1 || N/A |
|- | |- | ||
− | | [[Dan Backslide]] || The Dover Boys (1942) || Runabout (DMG 1): | + | | <div style='text-align: center;'>[[Dan Backslide]]</div><br />[[File:JWDanPreview.png|center|frameless|50px]] |
+ | || The Dover Boys (1942) || Runabout (DMG 1): | ||
Dan dresses up and hops on his stolen runabout. He has a limited jump but increased speed, and the front of his car deals damage to and rams opponents. If the special move is released, Dan will hop out, and the Runabout will keep going for the next 3 seconds until despawning. Only one runabout from each Dan can be summoned at a time. | Dan dresses up and hops on his stolen runabout. He has a limited jump but increased speed, and the front of his car deals damage to and rams opponents. If the special move is released, Dan will hop out, and the Runabout will keep going for the next 3 seconds until despawning. Only one runabout from each Dan can be summoned at a time. | ||
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Dan was the first guest character in the game. His availability was only possible due to his status in the public domain. | Dan was the first guest character in the game. His availability was only possible due to his status in the public domain. | ||
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|- | |- | ||
− | | [[Evo]] || Star Cross || Sunni Toss (DMG 1): | + | |<div style='text-align: center;'>[[Evo]]</div><br />[[File:JWEvoPreview.png|center|frameless|50px]] |
+ | || Star Cross || Sunni Toss (DMG 1): | ||
Evo throws a Sunni upwards and slightly forwards. Upon collision with an opponent or solid ground, the Sunni will summon an explosion that will turn into a black hole, sucking in nearby opponents and dealing damage on collision. The blackhole despawns as soon as the animation is done. | Evo throws a Sunni upwards and slightly forwards. Upon collision with an opponent or solid ground, the Sunni will summon an explosion that will turn into a black hole, sucking in nearby opponents and dealing damage on collision. The blackhole despawns as soon as the animation is done. | ||
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Evo whips out his sword which drags him infinitely in the direction he is facing until the user lets go of the special 2 button. The sword does damage to opponents on collision. | Evo whips out his sword which drags him infinitely in the direction he is facing until the user lets go of the special 2 button. The sword does damage to opponents on collision. | ||
− | || Medium light || 5 || 200|| 240 || 800 || 300 || 1 || N/A | + | || Medium light || 5 || 200|| 240 || 800 || 300 || 1 || N/A |
|- | |- | ||
− | | [[Gontaper]] || [[Gon Ball Rally]] || Roll (DMG 1): | + | |<div style='text-align: center;'>[[Gontaper]]</div><br />[[File:JWGontaperPreview.png|center|frameless|50px]] |
+ | || [[Gon Ball Rally]] || Roll (DMG 1): | ||
Gontaper rolls in a ball in the direction he is facing. He does damage with his body, but can also be damaged with a projectile or a long enough ranged attack. This roll also greatly increases his speed. | Gontaper rolls in a ball in the direction he is facing. He does damage with his body, but can also be damaged with a projectile or a long enough ranged attack. This roll also greatly increases his speed. | ||
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Gontaper throws a ball of water forwards and upwards. | Gontaper throws a ball of water forwards and upwards. | ||
− | || Light || 5 || 240 || 320 || 800 || 400 || 1 || N/A | + | || Light || 5 || 240 || 320 || 800 || 400 || 1 || N/A |
|- | |- | ||
− | | [[Guppy]] || [[Guppy's Quest]] || Electric Shield (DMG 1): | + | | <div style='text-align: center;'>[[Guppy]]</div><br />[[File:JWGuppyPreview.png|center|frameless|50px]] |
+ | || [[Guppy's Quest]] || Electric Shield (DMG 1): | ||
Guppy shields himself, making him invulnerable from all attacks for about 2 seconds. If hit with a projectile attack, the projectile will be reflected back with the opposite direction, potentially hurting the user that originally sent the projectile. Startup and end are vulnerable frames. | Guppy shields himself, making him invulnerable from all attacks for about 2 seconds. If hit with a projectile attack, the projectile will be reflected back with the opposite direction, potentially hurting the user that originally sent the projectile. Startup and end are vulnerable frames. | ||
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Guppy does his signature charge which propels him forward at a great speed, dealing damage with the front of his arm. | Guppy does his signature charge which propels him forward at a great speed, dealing damage with the front of his arm. | ||
− | || Medium || 5 || 200 || 240 || 800 || 300 || 1 || N/A | + | || Medium || 5 || 200 || 240 || 800 || 300 || 1 || N/A |
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− | | [[Kvarol]] || [[Royal Squared Color]] || Charge (DMG 1): | + | |<div style='text-align: center;'>[[Kvarol]]</div><br />[[File:JWKvarolPreview.png|center|frameless|50px]] |
+ | || [[Royal Squared Color]] || Charge (DMG 1): | ||
Kvarol charges just like he does in his game, building up a lot of speed. If performed correctly, the speed can even be slightly stacked. | Kvarol charges just like he does in his game, building up a lot of speed. If performed correctly, the speed can even be slightly stacked. | ||
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Kvarol throws a [[Rone]] forwards and upwards. | Kvarol throws a [[Rone]] forwards and upwards. | ||
− | || Light || 5 || 120 || 240 || 800 || 300 || 1 || N/A | + | || Light || 5 || 120 || 240 || 800 || 300 || 1 || N/A |
|- | |- | ||
− | | [[Pico]] || Pico's School (1999) || Extinguish (DMG 1): | + | |<div style='text-align: center;'>[[Pico]]</div><br />[[File:JWPicoPreview.png|center|frameless|50px]] |
+ | || Pico's School (1999) || Extinguish (DMG 1): | ||
Pico pulls out his fire extinguisher and blasts his opponent with a gas cloud. It also has strong knockback. | Pico pulls out his fire extinguisher and blasts his opponent with a gas cloud. It also has strong knockback. | ||
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Pico pulls out a machine gun and shoots three bullets. Holding run increases the rate of fire. | Pico pulls out a machine gun and shoots three bullets. Holding run increases the rate of fire. | ||
− | || Medium || 5 || 220 || 280 || 800 || 400 || 1 || Pico belongs to Tom Fulp | + | || Medium || 5 || 220 || 280 || 800 || 400 || 1 || Pico belongs to Tom Fulp |
|- | |- | ||
− | | Pink Stickman || [[Jump Wars]] || Head Explode (DMG 2): | + | | <div style='text-align: center;'>Pink Stickman</div><br />[[File:JWPinkStickmanPreview.png|center|frameless|50px]] |
+ | || [[Jump Wars]] || Head Explode (DMG 2): | ||
Very close range move. Pink Stickman's head will explode, dealing good damage to nearby opponents. | Very close range move. Pink Stickman's head will explode, dealing good damage to nearby opponents. | ||
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This was the first character made for the game, as a test character before any real sprites were made. | This was the first character made for the game, as a test character before any real sprites were made. | ||
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|- | |- | ||
− | | [[Sonsh]] || [[Jump Wars]] || Bubble (DMG 1): | + | |<div style='text-align: center;'>[[Sonsh]]</div><br />[[File:JWSonshPreview.png|center|frameless|50px]] |
+ | || [[Jump Wars]] || Bubble (DMG 1): | ||
Sonsh shoots a bubble out of his mouth that goes slightly forwards and floats upwards. Despawns after a few seconds. | Sonsh shoots a bubble out of his mouth that goes slightly forwards and floats upwards. Despawns after a few seconds. | ||
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Sonsh is the mascot of the game. | Sonsh is the mascot of the game. | ||
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Revision as of 14:59, 7 August 2023
Jump Wars has an expanding roster of characters and stages..
This list is meant to be expanded in the future, but here is what is available for now:
Characters
Character | Origin | Move 1 | Move 2 | Weight | Health | Speed | Run | Jump | Bounce | Stomp | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Sky Balls | Dunk (DMG 1):
Ballsy dunks forward with a green aura. If it hits an opponent, it sends them flying downwards. |
Plant spike (DMG 1):
Ballsy plants a spike below him. The spike will rotate based on if it hits flat or slanted ground. It will stay for 6 seconds before despawning. Ballsy can only spawn 2 spikes at a time. |
Very light | 5 | 160 | 300 | 900 | 500 | 1 | N/A | |
Guppy's Quest | Hands of Time (DMG 1):
Bever summons a portal in one of eight directions (direction is chosen right after attack input) and stick his hand through it. Another portal will appear further along that direction with his enlarged arm coming out, spiking the enemy in the direction it was cast. |
Spike (DMG 1):
Bever releases the spikes on his arms and swings his arm downwards, spiking the opponent he hits. |
Medium Heavy | 5 | 200 | 240 | 800 | 300 | 1 | N/A | |
The Dover Boys (1942) | Runabout (DMG 1):
Dan dresses up and hops on his stolen runabout. He has a limited jump but increased speed, and the front of his car deals damage to and rams opponents. If the special move is released, Dan will hop out, and the Runabout will keep going for the next 3 seconds until despawning. Only one runabout from each Dan can be summoned at a time. |
Hark (DMG 1):
Dan releases a smoke cloud that spells out Hark. It despawns pretty quickly, but travels a bit forward and then floats up, and goes through solid objects. |
Medium light | 5 | 200 | 240 | 800 | 300 | 1 |
Dan was the first guest character in the game. His availability was only possible due to his status in the public domain. | |
Star Cross | Sunni Toss (DMG 1):
Evo throws a Sunni upwards and slightly forwards. Upon collision with an opponent or solid ground, the Sunni will summon an explosion that will turn into a black hole, sucking in nearby opponents and dealing damage on collision. The blackhole despawns as soon as the animation is done. |
Sword Charge (DMG 1):
Evo whips out his sword which drags him infinitely in the direction he is facing until the user lets go of the special 2 button. The sword does damage to opponents on collision. |
Medium light | 5 | 200 | 240 | 800 | 300 | 1 | N/A | |
Gon Ball Rally | Roll (DMG 1):
Gontaper rolls in a ball in the direction he is facing. He does damage with his body, but can also be damaged with a projectile or a long enough ranged attack. This roll also greatly increases his speed. |
Water Ball (DMG 1):
Gontaper throws a ball of water forwards and upwards. |
Light | 5 | 240 | 320 | 800 | 400 | 1 | N/A | |
Guppy's Quest | Electric Shield (DMG 1):
Guppy shields himself, making him invulnerable from all attacks for about 2 seconds. If hit with a projectile attack, the projectile will be reflected back with the opposite direction, potentially hurting the user that originally sent the projectile. Startup and end are vulnerable frames. |
Aurelic Charge (DMG 1):
Guppy does his signature charge which propels him forward at a great speed, dealing damage with the front of his arm. |
Medium | 5 | 200 | 240 | 800 | 300 | 1 | N/A | |
Royal Squared Color | Charge (DMG 1):
Kvarol charges just like he does in his game, building up a lot of speed. If performed correctly, the speed can even be slightly stacked. |
Rone toss (DMG 1):
Kvarol throws a Rone forwards and upwards. |
Light | 5 | 120 | 240 | 800 | 300 | 1 | N/A | |
Pico's School (1999) | Extinguish (DMG 1):
Pico pulls out his fire extinguisher and blasts his opponent with a gas cloud. It also has strong knockback. |
Shoot (DMG 1):
Pico pulls out a machine gun and shoots three bullets. Holding run increases the rate of fire. |
Medium | 5 | 220 | 280 | 800 | 400 | 1 | Pico belongs to Tom Fulp | |
Pink Stickman |
Jump Wars | Head Explode (DMG 2):
Very close range move. Pink Stickman's head will explode, dealing good damage to nearby opponents. |
Fireball (DMG 1):
Pink Stickman will shoot a fireball that will go in a straight motion out of his mouth. Despawns upon collision with an opponent or solid. |
Medium | 5 | 120 | 240 | 800 | 300 | 1 |
This was the first character made for the game, as a test character before any real sprites were made. |
Jump Wars | Bubble (DMG 1):
Sonsh shoots a bubble out of his mouth that goes slightly forwards and floats upwards. Despawns after a few seconds. |
Homing Dart (DMG 1):
Sonsh shoots a dart of purple spit that aims for the furthest opponent from himself. If the opponent is behind Sonsh, the spit will just go forwards without aiming. It despawns after a few seconds, or after hitting a solid. |
Medium | 5 | 120 | 200 | 950 | 600 | 1 |
Sonsh is the mascot of the game. |
Stages
Stage | Origin | Preview (variation 1) | Preview (variation 2) |
---|---|---|---|
Endless Forest | Royal Squared Color | ||
Gavnell's Lament (Agony) | Guppy's Quest | ||
Lava Lake | Royal Squared Color | ||
Shikabok Frostlands | Sky Balls | ||
Sunset Hill | Guppy's Quest | ||
Vrolota | Jump Wars | ||
Aria's Garden | Kewtia Crystallite Hunt | ||
Matt Destination | Kewtia Crystallite Hunt | _ | |
Tavern | The Dover Boys 1942 | _ |