The things I do for MYM...
#479
JALORDA
THE ROYAL POKEMON
Jalorda is one of the new Pokémon from the 5th generation, the final form of the grass starter
Smugleaf Snivy. After that ABOMINATION of a second form, Snivy thankfully becomes awesome again for his final stage. Jalorda is a pure grass-type that absorbs sunlight through basking and then amplifies it within its body. I think you know what that means (smirk2). It has a rather pretentious personality, not fighting seriously unless it deems its opponent worthy. It can stop opponents in their tracks with its gaze, but for some reason can only learn Glare as an egg move (hippo).
Like many grass types, Jalorda can conjure vines from its body as weapons, but it’s a non-venomous snake, learning no poisoning moves besides the obligatory Toxic. Its appearance is based off French Emperors as well as the banana snake, quite fitting for such a pompous a-hole. Jalorda currently resides in the UU tier of the metagame, spreading chaos and anarchy with its unique ability Antagonistic (Perversity in Japan), which reverses the effects of all stat-changing moves…and he learns Leaf Storm, a 140 power move that normally halves his special attack on use, but with Antagonistic it DOUBLES with each use (h). There is much to like about our latest grass starter.
STATS
Ground Movement: It’s below average when walking, as Jalorda does not feel the need to exert much energy on menial tasks, but when dashing Jalorda is quite fast, approaching Fox’s speed,
Traction: Above average
Ground Jump: Once again, Jalorda does not put much effort into such a basic command, only going as high as Ganondorf’s meager jump.
Midair: Jalorda actually tries this time, but as the air is not his affinity, it’s still below average.
Air Control: Average
Falling Speed: Being a grass type, Jalorda has some leaf-inspired wind resistance, allowing him to fall at a just below-average speed.
Size: At 10 feet, Jalorda is quite large, and even coiling up in his idle pose doesn’t help that much as he keeps his front third upright like in
this picture. When "walking", he still maintains his posture, but when dashing he finally gets low to the ground to maximize his slithering potential, but now he’s an extremely wide target.
Weight: A bit above average.
TAUNTS
Taunt Up: Jalorda looks away as he turns his nose upright with a “humph!”
Taunt Down: Jalorda chortles as he covers his mouth with his tail.
Taunt Side: Jalorda licks the air in typical snake fashion, but he quickly stops with a look of disgust on his face. The smell of these Smash Peasants is not a pleasant one.
SPECIALS
Neutral Special: Solar Beam
Jalorda’s eyes glow an intense orange as a bright beam of solar energy radiates from his head, shooting infinitely horizontal, even going through walls! You can even see little heat-waves emitting from the point of impact with the beam. The beam lasts for .4 seconds, dealing 10% to anything struck and KOing at 160%. It also has transcendent priority, but the move has above average startup lag, though below average end lag.
As time goes on, Jalorda will automatically gather solar energy into his body to power up this attack. It takes him a minute to reach full power, which not only increases the damage up to 20%, but the knockback also peaks at a 90% KO range, making this a good KO move. To bolster its damage potential even further, the energy Jalorda collects to power this move also ensures that it does not weaken through stale-move negation, but you can still use it to un-stale other moves. You can tell Jalorda is fully charged because he will flashe white periodically like so many other charge moves in Brawl.
Side Special: Leer
Jalorda rears its head back with a glint its eyes before harshly leaning forwards as its eyes glow with an eerie green light. This has above average startup lag and moderate end lag, and deals no damage. However, it has massive range, hitting any opponents who look into his eyes; the range that qualifies as this is infinitely horizontal and Bowser’s height vertically in front of the grass snake. Being struck by Jalorda’s piercing gaze deals no knockback a good deal of hit-stun, and it cannot be blocked or dodged as long as you are in its range. You CAN roll towards Jalorda to avoid it as your character will turn around during their forwards roll, however.
Up Special: Leaf Storm
Jalorda coils up and closes his eyes as a massive amount of leaves fly out of his body and swirl around him in a tornado-like fashion. The twister is the same size as Mach Tornado and carries Jalorda upwards as high as Luigi’s Up-B, making this an ok vertical recovery but a poor horizontal recovery. The whirlwind of leaves deals up to 6 hits of 3% each, the last hit dealing horizontal knockback that KOs at 190%. Moderate startup lag, below average end lag.
What’s really nice about this move is that after the recovery phase is completed, the leaves take a more compact form and continue to swirl around Jarlorda’s front-end, around where the crest on his chest appears. They will last for up to 6 hits minus how many was dealt during the recovery phase, with less and less leaves appearing as Jalorda’s “shield” takes damage. Making contact with this focused torrent of leaves deals 6% and set horizontal knockback for 1/4 of battlefield. This is an excellent shield seeing as it deals damage and allows you to attack during it, but as it only protects a specific area of Jalorda’s body (it does NOT protect his head btw!) you can’t rely on it to block everything your opponent throws at you. Using this move again will replenish any lost leaves in Jalorda’s shield.
His royal highness duly apologizes if you were expecting some special mechanic that referenced Antagonistic where every use of this move magically increased his KO power or something similar. He kindly asks that you shall, as you say, “suck it”.
Down Special: Leaf Blade
En garde! Jalorda learned this attack as a Snivy while training under the late, great Sir Sceptile. Jalorda pulls backs his tail as the tip straightens into a blade-like shape before thrusting it forwards, fencing-style. This has good range as you might imagine, and it deals 12% with horizontal knockback which KOs at 145%. This has moderate startup and end lag. With a smash input, Jalorda feints the attack, performing the startup animation but instantly ending the attack afterwards with no lag whatsoever, allowing him to punish anybody who tried to block or spot-dodge the attack. Finally, if Jalorda’s blow clashes with another melee attack, he swings his tail to the side to parry it, sending the opponent stumbling back 1/5 of battlefield. This has “counter-move priority” so it can still clash with transcendent melee hitboxes such as Meta Knight’s sword.
This is a pretty nifty tool in our ruler’s arsenal. If your opponent shields or dodges the attack, they can potentially punish your end lag, but you can always feint the attack to punish them instead. The feint in turn can be countered by the opponent attacking to interrupt you, but if they do attack they risk being parried and having more distance created between themselves and Jalorda. Of course, I don’t see how all these savages in the roster can even hope to outwit the king.
STANDARDS
Jab: Sandbagging
This is a 2-part jab, something rarely seen in MYM despite Sakurai using it liberally in his own movesets. Jalorda flicks his tail forwards, dealing 4%. Then, he does a shoving-motion, putting more of his tail into this attack, dealing 5% and light horizontal knockback. While this is a pretty safe move, it deals below average damage, has low range, and it doesn’t exactly get the enemy out of Jalorda’s face. His Excellency generally uses this to toy around with his opponent to see if they find a way around it before using other close-range moves to actually fight-off the enemy.
Forward Tilt: Vine Whip
Jalorda extends a vine from himself and lashes out with it, reaching 1/3 of battlefield horizontally. The tip of the whip deals 13% and KOs at 125%, but anywhere else on the vine deals 7% and KOs at 180%. In either case, the base knockback of the move is actually quite good, sending opponents horizontally 1/4 of battlefield. In addition to the move’s amazing range for a melee attack, it also has below average startup lag, but it has above average end lag so opponents can close some distance if they shield it. Also, as the vine is a part of Jalorda’s body, it can be struck to inflict damage on Jalorda himself, but hitting Jalorda’s vines only deals flinching knockback. All thing considered, this is a nice horizontal poke or zoning tool, but don’t use it at close range unless you can ensure it will succeed.
Up Tilt: Bramble Line
Jalorda procures a thorny vine from his backside and after above average startup lag whips it forwards in a downwards arc, reaching twice as high as Bowser at its apex and hitting the ground ¾ of Battlefield away. Anyone struck by the vine is spiked and takes 9%. If the vine should hit a solid platform at time on its journey, or a drop-through past the halfway point, the vine shall latch onto the platform and remain rooted there until Jalorda takes 17%, he uses this input again, or he moves battlefield’s entire platform in distance away from the anchor point of the vine. Jalorda is free to move around and perform any other attack while the vine is anchored.
The vine is a hitbox while anchored, dealing the same damage and spiking effect as before. This also “deals” 1% to the vine; this doesn’t actually add damage to Jalorda’s counter, but it does prevent him from performing any infinite pop-ups into the vine. If you manually retract the vine, it takes a second to do so and does not have a hitbox during this time, but the moment it’s fully retracted Jalorda can release it again.
Down Tilt: Sneaky Snake
Even powerful monarchs like Jalorda enjoyed playing pranks and generally being sneaky *******s in their youth. Jalorda decides to use a trick from his days as a Janovy in this attack, sending a vine straight into the ground, only to poke back up about 1/5 of battlefield in front of him. The vine reaches about Mario’s height upwards, dealing 9% and tripping opponents on the ground and lightly knocking back airborne foes. Additionally, the move has below average startup and end lag, allowing Jalorda to easily perform follow-ups on his opponent, including combing into another use of this move! Hitting a tripped opponent doesn’t re-trip them, but instead launches them upwards as high as Luigi is tall.
To increase the move’s versatility, you have some control over where the vine emerges with the control stick. Tilting the stick down and forwards has the vines emerge ½ of battlefield ahead, and a down+back combination has the vine attack directly in front of Jalorda. If there is not enough room on the platform for the vines to go the full distance, they will strike at the edge of the platform. The damage and lag of the move is not affected by the position of the attack, making any of the possible locations of the attack into danger zones for an opponent. Sure, the opponent can roll past the positions this move controls, but that leaves them vulnerable to other attacks to punish the roll such as FTilt or Solarbeam, and if they jump over it they risk hitting Jalorda’s UTilt vine.
Dash Attack: Wrap
Jalorda stops his dash as he uses the momentum from it to swing his body clock-wise while quickly curling his tail in the direction he is swinging. This has a grab hitbox, and he will wrap his tail around the first opponent he catches, throwing them to the ground as he turns a full 180 degrees. This deals a decent 10% and knocks the opponent about 1/3 of battlefield away. The move has moderate startup lad and while it has below average end lag, Jalorda finishes the move turned around even if he misses. Of course, assuming you have Leaf Storm active, you might catch the opponent with a leaf assuming you end up close enough to them. This move is mainly used on the rare occasion Jalorda is compelled to approach, penetrating defenses of his opponent, while leaving them just close enough for Jalorda to continue his “rushdown” while still having the option to go back to his primary zoning playstyle.
SMASHES
Forward Smash: Cut
Jalorda snaps its head forwards, swiftly biting the opponent and dealing 13-24% and KOing at 115-80%. It’s so fast (a scant 2 frames of startup) that you don’t even get to bear witness to his majesty’s magnificent fangs! On the downside, this move has above average end lag, and as it’s strictly a close-range move, one must be careful not to put oneself in jeopardy by becoming overly reliant on this attack. Besides, using brute-force to solve all your problems isn’t very becoming of a member of the royal court.
Up Smash: Rock Smash
In an impressive display of strength, after moderate startup lag Jalorda thrusts a rather thick vine into the ground that then erupts from the earth Ike’s height directly in front of himself in the background. The vine can be seen holding a Kirby-size chunk of earth, and after 2 seconds of preparation, the vine heaves the rock forwards, becoming a hitbox at this time as it travels across the sky in an arc, hitting the ground ½ of battlefield away. The rock breaks on impact, dealing 14-37% and KOing horizontally at 90-70%. The vine responsible for this attack retracts 1 second after throwing the rock.
Now, while this attack is quite powerful, the move does appear quite unusable due to being so darn slow. However, the sheer brilliance of our great ruler has led him to keeping this boulder-throwing vine on an automated schedule, allowing him to focus on other attacks in the meantime. In other words, once Jalorda has successfully implanted the vine, he can perform any other action besides jump or roll while this attack goes on! And since the vine is in the background, there’s no way to interrupt the boulder toss besides performing an attack that sends Jalorda over ¾ of battlefield away from the vine! If Jalorda uses Leaf Storm while this move is going on, the attack still happens but he will not rise during the “recovery phase”. Finally, do note that Jalorda can only have one vine performing this move at a time, not able to summon another until the current vine retracts. He’s not Roopushin, you know, he doesn’t have over 9000 attack, physical feats such as this do put some strain on him.
Down Smash: Vine Spike
Jalorda plunges 2 thick vines from his shoulders into the ground behind him, which then curl around underground and erupt from the ground a short distance in front of Jalorda at a 60 degree angle, extending Marth’s height out of the soil. If you are wondering why he doesn’t shoot the vines upwards to begin with, first you shall be sent to the guillotine for question our omnipotent ruler, then I shall explain to you that even the segment of the vine behind Jalorda has a hitbox. It deals 9-19% and KOs at 200-175%, but at least it provides some protection from opponents who attack from behind. The vines are much more potent when they re-emerge in front Jalorda, dealing 12-26% and horizontal knockback which KOs at 135-105%. With below average startup lag this is Jalorda’s primary anti-air move, but it has moderate end lag and since it’s mainly a close range move Jalorda can be punished if he uses this attack improperly.
AERIALS
Neutral Aerial: Grass Mixer
Jalorda closes his eyes as he conjures another minor whirlwind. Unlike his infamous Leaf Storm this one only covers his front end including his head, and it doesn’t extend very far from his body, nor does it create any leaves. The wind lasts for .5 seconds, dealing 5 hits of 2% over that time and the last hit deals light horizontal knockback. With below average startup and end lag, this is a pretty nice defensive aerial to try and adjust your spacing or get any enemy off your back.
If Jalorda has a shield of leaves in play, then the leaves will mix in with the tornado, enhancing the strength of the attack. The leaf-infused hitbox deals a boosted 4% per hit, increasing the damage potential of the move to a frightening 20%! On the downside, these hits count towards the leaf-shield’s HP count, so you’re trading the defensive prowess of it for a single offensive blitz. If you’re leaf-shield is at full health and you land all of the hits of this move you actually still end up with 1 hit left on the shield, but it’s not likely you’ll encounter this situation often.
Forward Aerial: Slam
Jalorda prepares 2 vines before quickly whipping each of them in succession at a 20 degree downward angle. The vines are as long as ¼ of Battlefield. The first fine deals 6% and flinching knockback, while the second vine deals 7% and spiking knockback on the tip and 6% and horizontal knockback that KOs at 175% anywhere else (the second vine has a spiky tip which explains why it has a sweetspot and not the first one). Naturally, the first hit combos into the second. There is moderate startup and end lag to the whole move, but it can auto-cancel if Jalorda hits the ground in the brief moment between the 2 vines attacking. This is a pretty nice move, adding another ranged melee attack to Jalorda’s already impressive toolset, the slight downward angle of the move allows him to more easily aim for opponents who aren’t jumping as high if they are caught under Jalorda’s UTilt, and the auto-cancel allows you to use it as a good pressure/zoning tool while going for both hits deals good damage.
Back Aerial: Iron Tail
Unfortunately, Jalorda doesn’t have a fist, so we’ll have to go with the next best iron-encased limb with which he rules. Jalorda’s tail takes on a metallic coloration as he harshly swings it backwards, dealing 13% and KOing at 125%. A pretty nice aerial attack as it has nice range…but turning his tail into its metallic form causes Jalorda’s fall-speed to double, so he’ll probably hit the ground before the hitbox comes out despite it “only” having moderate startup lag. Thankfully, Jalorda creates a small shockwave upon impact with the ground that works just like a single use of DK’s down special. The attack has moderate end lag as well, but his tail loses its iron covering during the end lag.
Up Aerial: Upper Vine
Jalorda extends another of his almighty vines, this one reaching as far as Ike’s sword (Ironically, while Ike has the best overall melee range in standard Brawl, this is on the low end of Jalorda’s attacks). It’s angled about 50 degrees upwards and comes out with low startup lag. Striking the opponent deals 8% and vertical knockback which KOs at 180%, but the base knockback is as high as Yoshi. As the move is already best used to strike opponents coming in from above, there’s a good chance that you might send a hit opponent flying straight into Jalorda’s UTilt, dealing a total of 17% and sending the opponent back into the ground. This move has moderate end lag, a small price to pay for the delicious zoning and punishment you can deal out with this move.
Down Aerial: Escape Passage
Jalorda quickly extends 2 vines straight downwards Ike’s height, hoping to catch the ground. These vines deal 3% and flinching knockback, which potentially sets-up the opponent for part of the move. If the vines do reach the ground, they will anchor themselves as Jalorda quickly pulls himself to the ground, his body dealing 9% and horizontal knockback that KOs at 160%. It seems that the feast of ratattas before the fight did not do not much to our lord’s weight. Strange, it WAS rated among the top percentile of feasts…
With below average startup lag, this is a pretty nice way to catch anybody who tries to escape Jalorda’s bramble cage, and it even knocks them back into the cage while pulling Jalorda to the ground to close up the former gap! Or you can use it when another airborne character moves in for an attack, evading the attack while your opponent heads straight into the thorny vine now in their way. On the other hand the move has moderate end lag whether or not you can pull yourself to the ground, and it doesn’t have a lot of horizontal range until Jalorda himself comes crashing down, giving the opponent a chance to shield and punish it if they can anticipate it.
THROWS
Grab: Magical Leaf
Jalorda’s eyes shine multiple colors as several neon-colored leaves suddenly fly out of his body and hit the ground directly in front of himself. This happens pretty quickly but has moderate end lag. If the leaves hit an opponent while flying out, they will suddenly whirl around the opponent and catch them in a mini-tornado to hold them place, signifying they are “grabbed”. After successfully grabbing an opponent Jalorda rests his head against his tail as he decides what to do with the wretch who dared to attack him.
If the leaves DON’T catch anyone, they will remain on the ground for 10 seconds, spread out over an area as wide as Mario. If Jalroda uses his grab input during this time, rather than make new leaves he will “activate” the leaves on the stage as they spring up a short distance from the ground to attempt to “grab” a victim, with the same lag as before, and if they catch someone they will promptly carry the victim to Jalorda before either player can take action. Note that when used in this trap-like state the leaves don’t have the special priority of regular grabs, and will always be out-prioritized by other attacks. Still, unblockable traps nicely supplement Jalorda’s zoning game, such as covering the blind spots of DTilt. While this comes at the expense of not having your grab available for close-range defense, the leaves end up right in front of Jalorda initially so you have the choice on how to utilize them.
Pummel: Wring Out
The whirlwind of leaves constricts around the foe, dealing 2%. Jalorda can be seen to have a slight smirk on his face as he watches the torturing of his prisoner.
Back Throw: TO THE DUNGEON!
Perhaps the most merciful of the great one’s sentencing, Jalorda points his tail behind himself as the leaves carry the opponent just past 1/2 of battlefield past Jalorda before tossing the opponent to the ground, dealing 5% and light knockback. The leaves will not carry the opponent past the edge of platforms unless there would be solid ground at the end-point of the trip. Jalorda turns around at the end of the throw to face his opponent, with himself and the enemy controllable at the same time. The main use of this throw is if you grab an opponent outside of your UTilt “cage”, so you can immediately get them back INside.
Up Throw: GET OUT OF MY SIGHT!
Jalorda looks away and covers his face with his tail, not able to look at this disgusting vermin any longer. The end of his tail swishes in a dismissive manner as the magical leaves hastily carry the opponent to the furthest part of the current platform from Jalorda before dropping them off. In their haste, they forget to deal damage, but at least the opponent won’t be bothering our ruler any more. Jalorda is completely invincible during the throw animation, so this is actually a good crowd-control move in a FFA game. Send anybody you don’t want to face to the other side of the stage together so they kill each other while you focus on the remaining player. In a walk-off stage, the opponent is dropped off Bowser’s width from the blast zone.
Down Throw: DISPOSE OF THIS TRASH!
Jalorda scowls as he points the tip of his tail straight down, as to give a thumbs-down. In ancient Rome, the emperor would give a thumbs-down if he was not pleased with the performance of the gladiators. Normally they’d be thrown to the lions, or in cartoons have a trap-door comically open from underneath them. Jalorda enjoys a good laugh every so often so this throw “commands” the leaves to do a variation of the latter. The leaves will start to carry the opponent to the nearest pit and if they make it, they will simply drop the opponent in, not wanting to touch the garbage any more than they have to. I don’t quite know how magically-controlled leaves even have sentient thought, but surely his magnificence knows the answer! (please don’t kill me)
Anways, the opponent takes enough hit-stun from being deposited in the makeshift trash-compactor that they end up just under the edge of the platform, which means they have to go through a ledge-grab before returning to the fight. Jalorda can start to move at the same time as the opponent, giving him time to guarantee setting-up something, be it a Leaf Storm, his Utilt, his USmash, a pile of magical leaves for the next grab attempt....surprising versitality for a non-damaging throw, yes? While he doesn’t get any invincibility time, this is another useful throw in a multiplayer battle, as the thrown character does have a weak spiking hitbox during their short fall, so you can use your adversary as a makeshift edge-guarding tool.
As for using this move when there aren’t any pits around, such as Shadow Moses Island? The opponent is dropped off Bowser’s width from the blast zone, just like with the UThrow. Our lord is a consistent one.
Forward Throw: OFF WITH HIS HEAD!
Jalorda acquires a devilish grin as he performs the classic cut-throat motion with his tail. One of the leaves leaves (olololol) the whirlwind and stiffens to become razor-sharp before slicing right through the opponent, dealing 12% and KOing at 90%! However, during the 1 second of prep time before the opponent is executed, they are still capable of escaping the grab. Of course, by the time the move can hit, the opponent will probably be in KO range for it…
FINAL SMASH – FRENZY PLANT
In the ultimate demonstration of his supreme might, Jalorda hisses and bears his fangs. Pants still dry? After hissing, Jalorda thrusts his tail into the ground, moments before a massive thorned vine erupts from the ground, traveling in and out of the soil in Bowser-sized arcs. Being caught in the vine as it travels downwards deals 16% and knocks you into the next location the vine will emerge, and being hit as a vine emerges deals 20% and vertical knockback which KOs at 55%. Touching the vine where it has already traveled deals 12% and vertical knockback that KOs at 80%. The vine travels very quickly through the ground until it reaches the end of the platform, and Jalorda is invincible for the entire duration of the attack.
PLAYSTYLE
As you may gathered from reading this set of moves, Jalorda greatly prefers long range combat. After all, why should he dignify these Smash Peasants with an approach? You’ll have to earn your epic close-range combat. Even more impressive is that Jalorda maintains all this zoning ability with only 2 true projectiles!
While it may not seem like it, Jalorda’s patented Leer is easily one of the centerpieces of this concoction we’ve brewed. The sheer threat of becoming set-up bait is going to make the opponent very cautious as to how they approach Jalorda; they can either use rolls to approach from the ground, or jump backwards to attack from the air. Needles to say, Jalorda loves it when opponents become so predictable out of fear. It allows him to weed out the unworthy.
While your opponent approaches, perhaps you want to set-up an USmash or a Leaf Storm while you wait. It’s not like your opponent will be on top of you with the time it takes to traverse by rolling, and getting either of these in play will only make your opponent stumble even more. However, the scariest move Jalorda has besides Leer is none other than his DTilt! If you are at any point caught vulnerable in the areas DTilt can strike, say hello to 18% tacked onto your damage counter if you are on the ground. If you are in KO range, USmash and FSmash both strike areas that overlap with DTilt. While it’s primarily appears to be a zoning move, DTilt is also an amazing pressure and mix-up tool. If you’re opponent tries to dash towards Jalorda and shield in anticipation of a DTilt, you can use Leer. If they try to roll past DTilt’s hit zones to also keep themselves immune to Leer, if they don’t space themselves properly they can roll right into one of your other ranged melee attacks such as FTilt or DSmash. If they go airborne to stay above DTilt, you have several great anti-air tools such as DSmash and USmash. And of course, while they’re approaching they also have to think parries and feints with Leaf Blade and Solar Beam to punish dodges from any range, it’s maddening for Jalorda’s foe to try and consider all of Jalorda’s options at any one time, and we haven’t even gotten to his air or grab game yet!
When the opponent finally proves themselves and gets into close range, Jalorda still has plenty of options, even if they aren’t as scary as his long range attacks. FSmash outspeeds 99% of the attacks in the game (MK’s DSmash is outsped!) and has both damage and KO potential, but it has punishable end lag. Jab is a quick, safe move, but it has below average damage and doesn’t really provide enough spacing to return to your zoning game. A common weakness between FSmash and Jab is that neither one takes advantage of Leaf Storm. A DTilt retains its scary damage potential on top of setting up for an FSmash for a KO, but it has poor horizontal range and only the point-black position will hope to hit the opponent. Jalorda’s grab is, well, a grab, and while it is punishable and doesn’t offer much in the way of damage, it does provide unique spacing and set-up benefits to take advantage of. In particular, UThrow may deal no damage but if performed in the main platform of the stage can usually buy his majesty time to set-up an UTilt. As you’ve seen throughout the moveset, having a bramble ceiling provides indirect buffs to many moves and allows Jalorda to further limit the enemy’s approaching options. Alternatively, you may wish to use Jalorda’s grab for its trap-like alternate function in order to have that much more danger zones for the opponent on the ground.
While Jalroda prefers to fight on the ground, his aerial provides plenty of unique tools to compliment the rest of his playstyle. FAir and UAir are additional zoning attacks, and FAir in particular assists our ruler when he is forced to be the aggressor. DAir and BAir provide our lord with ways to return to the ground. NAir is a particularly exotic option, providing either a defensive shield or a chance to use up your defenses in a burst of offense.
While this may not be as long as some other playstyle sections, the great Jalorda trusts you to use this as a starting point to come up with your own zoning tactics. Jalorda’s ability to funnel his enemy’s advances is only matched by his ability to punish any poorly-conceived attempts to attack when he drives his opponent to desperation. Only those who have proven themselves of making it through the gauntlet of attacks Jalorda throws at you will find themselves with the distinctive honor of engaging him at close combat, and even then his options can be intimidating.