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Scrappy Mechanic / Jump Force

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  • A number of them left over from the beta, and here is a list of them which may or may not be patched in the future:
    • The tracking is very wonky in this game compared to the more comprehensive J-Stars and Burning Blood, which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have Super Armor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in J-Stars, there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if Scratch Damage from blocking is a thing. On the flipside however, normal attacks have too much tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.
      • On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in Jump Force instead, make up for this by having too much forward range instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string or when you're just up in their face, meaning it's near impossible to try and mix them up with throws used.
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    • While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
    • Special moves are much more spam-friendly, especially since a majority of them have super armor (mainly the supers), and above all, have plus frames on block, leading to many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being just as strong, setplay and zoning are much harder to counter than in the other two games.
    • The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay.
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    • While both J-Stars and Burning Blood were designed in a way that allowed for intricate combo discovery in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), Jump Force seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative with utilizing hit effects.
    • Just like in Burning Blood and other recent One Piece games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women, but basically makes his guard-breaking offense against them quite limited outside of trying to go for setplay or wakeup offense/okizeme.
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