Jump Wars Characters And Stages
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 |
---|---|---|---|---|---|---|---|---|---|---|---|
Jump Wars | Side Slap (DMG 1):
Antibiotah slaps his hand in front of him, covering a long melee range. Reflects. |
Air Slap (DMG 1):
Antibiotah claps his hands above him, covering a long vertical melee range. Reflects. |
Medium | 5 | 220 | 300 | 750, 450 | 450 | 1 | N/A | |
Jump Wars | Stalk Burst (DMG 1):
Babko grows a bean stalk slightly in front of him. It can push him up if he is going towards him, and also pushes up projectiles. |
Fusion (DMG 1):
Babko throws a star forward that explodes upon contact with an enemy or ground. |
Medium | 5 | 200 | 240 | 580, 375 | 300 | 1 | N/A | |
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 | 4 | 160 | 300 | 700, 515 | 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 | 625, 400 | 300 | 1 | N/A | |
Chicken Man (comic series) | Nuclear Constipation (DMG 1):
Chicken Man grunts for a second before releasing a radioactive fart cloud that lasts around three seconds. After farting, Chicken Man is free to move, and anyone that touches the cloud gets damaged. Only one cloud can be active at a time. |
Cleaver (DMG 1):
Chicken Man throws a backwards cleaver at his opponent. There is very little delay between each throw. |
Medium light | 5 | 240 | 290 | 625, 400 | 350 | 1 |
Chicken Man is from a comic series by FunPix. | |
Guppy's Quest | Scratch (DMG 1):
Guppy scratches in front of him. Holding up will make Guppy scratch up with slightly more vertical range. |
Charge (DMG 1):
Guppy charges towards the opponent, gaining temporary invulnerabitly. |
Medium | 5 | 200 | 240 | 625, 400 | 300 | 1 | This character was initially planned for April Fools. It is a representation of Guppy almost exactly how he appeared in the very old Java version of Guppy's Quest | |
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 | 625, 400 | 300 | 1 |
Dan was the first guest character in the game. His availability was only possible due to his status in the public domain. | |
Digby |
Root and Digby | Digby Ghoul (DMG 1):
Digby turns into his ghoul form from the show and homes towards the nearest opponent for a short bit. |
Fake Snakes (DMG 1 / DMG 2):
Digby launches a fake snake that goes really far. There is a 1/5 chance he throws a real snake that does 2 damage, but doesn't go far. |
Very light | 4 | 160 | 300 | 470, 300 | 300 | 1 | This character is from the Root and Digby show by JerbJPG |
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 | 625, 400 | 300 | 1 | N/A | |
Guppy's Quest | Water Propel (DMG 1):
This move is a charge. Feron can hold his pre-charge pose before activating this attack, making him vulnerable but allowing him to control exactly when the charge happens. When activated, a stream of water shoots from his back, and for about three frames he has an active charge that also doubles as a reflector. During the charge frames, he is also invincible. |
Body Slam (DMG 1):
Feron spreads out and starts falling down towards the ground. He is heavier during this attack and falls quicker; his stomach becomes a hitbox but everything else is vulnerable during this move. If he lands on a player he bounces, but once he hits solid ground, two rocks fly out from his sides and deal 1 damage each. |
Heavy | 6 | 160 | 200 | 505, 325 | 300 | 1 |
Feron has less gravity than the average amount, making him floatier. | |
Flow |
N/A | Whirlpool (DMG 1):
Flow dashes forward a small distance, hitting whatever opponent is close enough to him. If a hit lands, a whirlpool spawns and lasts for a short while that can also launch other opponents and damage them. |
Slam (DMG 1):
Flow flies towards the ground and slams. If done on the ground, he will do a short leap before going down. |
Medium | 5 | 210 | 250 | 585, 375 | 300 | 1 | Flow is by SkyCrafter1234 |
Floyd |
Root and Digby | Orange Juice (DMG 1):
Floyd drinks orange juice until the attack button is released, which is when he trips forward and sends a carton of juice towards the opponent. |
Triffany (DMG 1):
Floyd pulls out Triffany, who has a shouting hitbox. Opponents get hurt if they stand in it, while projectiles get reflected. She goes away when the attack button is released. |
Medium | 5 | 200 | 240 | 500, 350 | 300 | 1 | This character is from the Root and Digby show by JerbJPG |
Jump Wars | Thunderball 1 (DMG 1):
Fushy throws forward an electric ball that slows down at first, and then starts accelerating towards the nearest opponent. Explodes on collision. |
Electroshove (DMG 1):
Fushy starts floating forwards with his hands in front of him, zapping with electricity. He damages anyone he touches with his hands, and pushes back projectiles. |
Medium | 4 | 220 | 260 | 585, 375 | 300 | 1 | N/A | |
Guppy's Quest | Forest Tornado (DMG 1):
Geron summons a tornado by swiping his arm, and the tornado projectile hits things and carries them forward. He can hold his arm before swiping and releasing the tornado. |
Thorn (DMG 1):
Geron thrusts a piercing thorn from his arm. It's on the longer range of melee attacks. |
Heavy | 6 | 160 | 200 | 505, 325 | 300 | 1 |
Geron has less gravity than the average amount, making him floatier. | |
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 | 4 | 240 | 320 | 625, 400 | 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 | 625, 400 | 300 | 1 | N/A | |
Jump Wars | Crystal (DMG 1):
Kamotork spits a long ranged crystal projectile that cracks into four upon contact with anything, and splits into four smaller projectiles. |
Magma Punch (DMG 2):
Kamotork charges up a powerful punch. |
Very Heavy | 4 | 200 | 240 | 700, 450 | 300 | 1 | N/A | |
Kitimek |
N/A | Freeze (DMG 1):
Kitimek lets out a close range blast. If the opponent gets caught in the blast, they get damaged but also frozen for a few seconds in a crystal corresponding to Kitimek's gem color. |
Pocket (DMG 1):
Kitimek swipes his paw. This move is quick but hits opponents if they are nearby. However, doing this to a pocketable projectile will result in Kitimek stashing it, and being able to unleash it by using the move again. Upon unleashing the caught projectile, Kitimek becomes the owner of it, and gets any score related to the item damaging someone else. |
Medium Light | 4 | 210 | 280 | 625, 400 | 300 | 1 | Kitimek is by SkyCrafter1234 |
Klayman |
Klay World | Shotgun Snipper Launcher (DMG 1 / DMG 2):
The Klayman starts thinking as a piece of lined paper appears above his head and starts cycling weapons. When the attack button is released, the weapon drawn on the paper gets summoned and he shoots. In order, the first weapon is a shotgun (slower bullet, one damage point), the second one is the "Snipper Rifle" (faster bullet, one damage point), and the last weapon is the launcher (medium speed, two damage points). The player has to get the correct timing to get the weapon they want. |
Pancake Mines (DMG 1):
The Klayman puts down a thin pancake mine. He can only lay out three at a time. |
Medium | 5 | 195 | 235 | 625, 375 | 300 | 1 | The Klayman is from the Klay World series by Robert Benfer. This is the first character to feature a multi-animator system, where the skin/costume you select determines which animator is used for the character. This allows for special skins like Dr Bob, Rick the Prick, and other Klay World characters to be acheived. In addition to this, some skins also feature unique sound effects, which is also a new feature that came along with this character. |
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 | 625, 400 | 300 | 1 | N/A | |
Little Devil |
Bubble Struggle | Harpoon (DMG 1):
Little Devil whips out his harpoon. Taking out the harpoon has a small windowed hitbox that can smack a nearby opponent in front of him. Continuing to hold the attack button will release the harpoon, which can hurt players but also pop Little Devil's bubbles. Tapping the attack button however without holding it causes him to shoot a fast moving raygun like projectile from Bubble Struggle 1. |
Bubble Toss (DMG 1):
Little Devil throws a big bubble forward. He can only have one big bubble out at a time. The big bubble will hurt opponents if it touches them, but will also split into two smaller bubbles that can also hurt the opponent. However smaller bubbles do not divide more, and just pop for good. A big bubble will despawn after around ten seconds, and all bubbles bounce off the sides of the stage and warp vertically. |
Medium | 5 | 200 | 240 | 580, 375 | 300 | 1 | Little Devil is from the Bubble Struggle game series by Kreso Cvitanovic. |
Star Cross | Screech of Terror (DMG 1):
Lum opens his mouth wide to let out an ear grating screech. While he can't move and is still vulnerable during this screech, the area of effect is large and also has the capacity to reflect projectiles. |
Crimson Flick (DMG 2):
Lum launches a large ghostly red hand that flicks his opponent. It doesn't do damage until the flick, and has a small area of effect, but has large knockback, damage, and also reflects. |
Very light | 4 | 200 | 240 | 505, 325 | 300 | 1 |
Lum was the first character sprited entirely by Spicy Coffee/Emily | |
Jump Wars | Laser (DMG 1):
Octopus58 starts charging up a laser. If let go before full charge, a smaller laser projectile will come out. If held long enough, a screen wide laser comes out. |
Machine Gun (DMG 1):
Octopus58 leaps backwards while shooting three rapid bullets forward with his machine gun. |
Medium | 5 | 200 | 240 | 625, 375 | 300 | 1 | N/A | |
Jump Wars | Sting (DMG 1):
Pepperspring slightly gets out of his boot and stings the opponent in front of him. |
Rollout (DMG 1 / DMG 2):
Multi-hit move. Pepperspring begins to roll forward which can damage the opponent, and then leaps forward with his shoe, flying downwards later. In this state, collision with his shoe does 2 damage. |
Medium | 5 | 200 | 240 | 605, 387.5 | 350 | 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 | 4 | 220 | 280 | 625, 400 | 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 | 625, 400 | 300 | 1 |
This was the first character made for the game, as a test character before any real sprites were made. |
Guppy's Quest | Flame Cartwheel (DMG 1):
Psytork starts rapidly spinning his limbs in a circle and dashes towards his opponent. He is momentarily invulnerable, and collision with the front of his body both reflects and deals damage. |
Teal Toss (DMG 1):
Psytork shoots a teal flame projectile that goes through walls. |
Very light | 4 | 200 | 240 | 505, 325 | 300 | 1 | N/A | |
Root |
Root and Digby | Smelly Marker (DMG 1):
Root takes out her smelly marker and starts running. The marker leaves behind a trail that deals damage on collision. |
Rock Throw (DMG 1 / DMG 2):
Root throws one of six possible projectiles. A rock with little distance and big knockback, a shoe with long range and little knockback, a tennis ball with average knockback and distance, a bird that goes up, or bothersome orange who has no gravity and just goes straight. The last possibility is throwing a phantom bothersome orange, who goes through anything and chases the closest opponent at the time of summoning around, dealing 2 damage. |
Medium | 5 | 200 | 240 | 625, 400 | 300 | 1 | This character is from the Root and Digby show by JerbJPG |
Jump Wars | Stomp and Cairn (DMG 1):
Sinik stomps on the ground summoning a rock pillar that does damage on contact, and then cracks into three smaller projectiles. If performed in the air, he will fly downwards towards ground. |
Pierce and Smash (DMG 1):
Multi-hit. Sinik partially turns into his blue death form, swings his spike tail towards the opponent, and dashes forward with his horns. |
Heavy | 5 | 200 | 230 | 570, 375 | 200 | 1 | N/A | |
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 | 740, 475 | 600 | 1 |
Sonsh is the mascot of the game. | |
Super Gear Quest | Comet Blaster (DMG 1):
Starter can hold his comet blaster gun, and when he releases it, a powerful and fast projectile comes out that explodes on collision. |
Plasma Plunch (DMG 1 / DMG 2):
Starter gets a slight boost as he dashes forward with his plasma punch. A punch projectile comes out and explodes shortly after, and that projectile deals 1 damage point. However, if Starter manages to land his actual fist on a player before the projectile hits, he deals 2 damage points. |
Heavy | 6 | 150 | 200 | 570, 370 | 300 | 1 |
Starter was the first FelixBlobDev character added to the game, and is from Super Gear Quest. | |
Ice And Fire Tower Defence | Fireball (DMG 1):
Susli shoots a fireball from his mouth. |
Flamethrower (DMG 1):
Susli starts breathing fire and pushing everything away that doesn't get hurt. |
Light | 4 | 180 | 220 | 575, 370 | 300 | 1 | N/A | |
Jump Wars | Backload (DMG 1):
Vulpashka stands on his front legs and shoots a big ball of magma forward. Collision with the projectile deals one damage point. |
Hot Fountain (DMG 1):
Vulpashka stomps on the ground and makes two magma balls fly out like a fountain from the volcano on his back. If performed in the air, Vulpashka will dash downwards very quickly. |
Heavy | 5 | 190 | 220 | 570, 375 | 300 | 1 | Vulpashka as a character/creature was created after Octopus58 (Developer) had a dream of him being made for Jump Wars. Before that dream, he did not exist! |
Stages
Stage | Origin | Preview (variation 1) | Preview (variation 2) | Notes |
---|---|---|---|---|
Caved in Caverns | Guppy's Quest | |||
Endless Forest | Royal Squared Color | |||
Gavnell's Lament (Agony) | Guppy's Quest | |||
Lava Lake | Royal Squared Color | |||
PreOS | Jump Wars | Error boxes being present (as well as their content) are randomized. | ||
Shikabok Frostlands | Sky Balls | |||
Shroom Gardens | Gon Ball Rally | The second variation of the stage has a rolling spike cylinder obstacle, as well as a stomping Gribchok obstacle | ||
Sleepy Bridge | Star Cross | Variation 1 has moving islands. | ||
Squared Palace | Guppy's Quest | The second variation of the stage has respawnable loose bricks that fall when you step on them. | ||
Sunset Hill | Guppy's Quest | |||
Vrolota | Jump Wars | |||
Aria's Garden | Kewtia Crystallite Hunt | |||
Matt Destination | Kewtia Crystallite Hunt | |||
Tavern | The Dover Boys 1942 |