Friday the 13th: The Game

Friday the 13th: The Game

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High Level Jason Guide (Updated 6/21 With Fear Mechanics)
By Nekra
In This guide, I will be doing a small walkthrough of how to be an effective Jason, and to not get bullied by the survivors, I am noticing there is a wide variety fo Survival guides being pushed out for the game, so I've decided to make a High Level Jason guide, to try and increase the amount of fun that is had in terms of competition(Not overly competitive) but a actual challenge to escape, I got sick of watching Jason's get stunned 16 times by the same old tricks! So sit back, relax, and take notes. Hope you enjoy the read!

Counselors, this guide is as much for you as it is for Jason, educate yourself on what he is capable of, and use the information to devise your own counter stratagem!
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1.0 Ability Overview
This will be a quick overview of your abilities, the order they unlock, and their uses.

Morph

Standard Cooldown Time: 30 Seconds
Rage Cooldown Time: 20 Seconds


Your First ability, it allows you to teleport across the map with inaccuracy, placing you near the position of your choice, but not necessarily on it, sometimes you are closer, or farther away from the location you chose. This ability is best used for pressuring objectives, zooming to trapped survivors, and sometimes even intercepting a fleeing survivor. However, Morph should be used with care, as messing it up and misusing it will lose you kills, and allow counselors to escape.

If you are too aggressive with your morph, and you use it, counselors now have X time to do what they need to elsewhere on the map that isn't within shifting range of you. Where X is Morph's cooldown time, which varies dependent on which part of Jason you play. Missing or Misusing morph can easily allow a vehicle to escape with little to no contest from your end.

If you are to use morph to intercept a vehicle, morph far ahead of its path, and even use stalk if you have to, that way the music is not indicating you are once again close, and it may allow you to sneak onto the vehicle and stop it. With the boat, it can only go one way, and that means you can zoom to the exit, and close in on the boat like a shark, no matter which Jason you're playing.

Always consider what survivors around you might have, and what they might be plotting if you have to morph away to contest another objective, you might be right back where you were soon enough.

Sense

Standard Cooldown (On Full use) : 20 Seconds
Rage Cooldown (Full Consumption): 12 Seconds


Your second ability. Contrary to popular belief, sense doesn't just magically identify counselors across the map, and allow Jason to teleport straight to you. (This is really only the case in rage mode, but I will cover this later.) Sense allows him to sense fear, which is what will highlight your character in red. Characters with less fear have a lower chance of being sensed, and is much harder for Jason to pinpoint of going off sound alone.

If your sense doesn't pick up anything noteworthy, toggle it off, and spare the cooldown so you can use it again after a short delay (I.E The time it takes you to go somewhere else.)

Sense is not a 'Lel I find everyone' method until 10 minutes pass, you can still miss survivors quite easily, even if they're inside buildings, outdoor camping tents, and if they just aren't making enough noise for you to sense.

Shift:

Standard Cooldown: 30 Seconds
Rage Cooldown: 20 Seconds


The most controversial ability in the game, you will unlock this third, and once you do, the game enters mid game, which is where it is much easier for you to secure kills if you use shift correctly. You should not use shift to cover map ground to pressure an objective unless its an absolute emergency.

This ability is best used to chase survivors that are running from you, but coming out of it can be tricky, as well as steering, be careful and avoid obstacles, as they will waste your shift time, and cost you valuable distance. Shift + Grab is a powerful tool when used properly, targetting survivors whom know how to combat standard shift and grab can be tricky sometimes, you just have to be tricky back. Instead of emerging from shift and grabbing as soon as you get close, try to get ahead of the survivor if you have time, or perhaps come at an angle that makes Zig zagging more of a straight line. Securing kills with every shift is necessary, as wasting it costs you valuable time, and makes you look like a noob. Shift grabbing and getting pocket knifed is far from a wasted opportunity, thats one less trap able to be disarmed, and one less pocket knife on the map.

Using grab off shift is useful for killing counselors whom run thick skin, as they are tough to kill in Melee, however, if these characters are carrying pocket knives, they are a nuisance no matter what method you choose, but ultimately, proper combat stance melee will slay them quickly with their cocky attitude. Their weapon will break before they make any real progress on you. Attacking off of a shift can be more reliable sometimes, as it can at least get you a hit in some cases.

Stalk:

Standard Cooldown (Full useage): 40 Seconds
Rage Cooldown (full usage): 25 Seconds


Stalk's Active timer will not decay if you are completely still.

An excellent complimentary ability to your morph and shift, this ability mutes your music so survivors can only tell your location by the noise you make. It allows you to make your warping unpredictable, and force mistakes by survivors. Stalk can be activated mid shift, and pre morph and can be toggled off early for a quicker recharge.

Stalk can also be used creatively to get intelligence from unsuspecting counselors, which may allow you to hunt other counselors whom are achieving progress, be careful you aren't fed false information, and if you do, be sure to know how to identify it based on the realism of the situation.

Stalk is also useful for surprising unaware counselors, just popping up, and grabbing them will catch most off guard when using shift + stalk. No music will warn them you are coming until they are in your grasp already, or you get a nice hefty couple hits in.


Rage Mode

This ability unlocks based on a number of factors, how much you've been hit (Build up is the same even if you block.), how much time has passed, and how much you've been stunned in general. This may warrant you to prolong encounters with survivors who dare to fight you hand to hand, especially if they have a wrench or another high durability weapon. Just for the sake of entering rage mode faster!

ALL Cooldowns Altered!

Your Sense can pick up people MUCH easier with MUCH lower fear levels, allowing you to find counselors to kill.


In addition to all these wonderful traits, Jason can now instantly break down any door or wall by simply pressing E. While incredibly useful, it will put you in a properly placed beartrap if one is present right behind the door.

The less objective work is done by the time you enter rage mode, the easier your hunting will be, survivors will be running, as your sense will constantly detect them, you can apply constant safe pressure if your objectives are barely pushed. No house, lodge, or location can truly keep them safe if you use your abilities correctly.






1.05 Fear
Fear is a tool you will be excercising as you hunt. Fear is what allows you too see the red silhouettes of survivors whom are across the map, or close to you, or in buildings nearby. Survivors can mitigate their fear through various sources, however, one thing remains very true.

The Higher a Survivors fear has risen, the slower than stamina regenerates, permanantly, this is an irrecoverable loss in Stamina. Be ruthless and efficient in raising fear if you can't kill someone immediately. Wound them, kill their power, be near them. Use the final hit on a door to actually break it down, if they witness you, their fear will spike. Dead bodies generate fear.

Rage mode enhances your senses to sense fear at a lower threshold, at longer distances. Survivors who fail to mitigate fear will be tracked down, period.

However, the biggest reason you build fear is so Survivors can't regenerate stamina quickly at all, even if they're standing still. The only way they regenerate stamina quickly in this scenario is to hit you, and break free of your grasp.

So What Does This Mean?!

It means that you should make your best efforts to raise fear, without giving up the kill, or spending too much time on the target. Fear adversely effects EVERYONE. Not just The speed characters, the stealth/repair characters, or the strong characters. It makes the game harder for everyone. Except you of course.

Fear also makes the car MUCH harder to stear. (Not sure if this is permanant like Stamina) It makes the driver swerve at even the slightest tap of A or D, meaning that simply impeding their progress can make them wreck.

Creating a Whistleblower

This is the act of instilling a ton of fear in someone, but then turning them loose back onto the world. Usually this is best done to characters whom have a poor composure, like Bugzy, or Chad. They are very fear vulnerable, and quickly become blips you can sense. If you think the player you've frightened is likely to run to other players then you can use them to find other players by proximity.

(Doing this to players like Bugzy is fine too, because his repair skill is ass.)
1.1 Finding the Jason That's Right For You
For the Sake of Simplicity, I will not be going over the Tom Savini Jason, as not everyone has it, I will go over what is available for everyone. The Order of Jasons will be in the order in which they appear in the jason selection screen.

Part 3 (Hatchet Jason)

Strengths:
- Can Run
- Weapon Strength
- Grip Strength

Weaknesses:
- Stun Resistance
- Sense duration and range
- Stalk duration

Part 3 Jason is overall a great starter Jason, and has a good balance of abilities that are great for getting into the Jason scene, his versatility and lack of weaknesses in his morph and shift ability allow him to be very versatile. In the hands of an experienced player, his stun resistance weakness is often nullified through use of blocking and smart, tactical play. He also has 5 traps, which is enough to place one trap at each battery, each gas placement, and the phone box. Of course trapping the boat on some maps can be a pain, as you can't place traps on the dock/pier.

He has an easier time chasing down survivors, and can easily cut down people whom have pocket knives daring you to grab them to buy time. Grip strength is good for scoring extra EXP through environmental kills.

Part 7 (Machete Jason)

Strengths:
- Water Speed
- Grip Strength
- Sense Range and Duration

Weaknesses:
- Shift Cooldown (40 Seconds Base)(26 Seconds Rage)
- Can't Run
- 3 Traps


Overall Part 7 Jason is pretty weak, his kit is very meh, and I don't reccomend playing as it unless you're just playing to have a good time. His strengths aren't very useful, water speed is only needed to stop the boat, and even then, as long as you morph ahead of the boats path, you can stop it even with Jasons whom have Water speed as a weakness. Grip strength scores you some style points, and sense range and recharge is okay, but the lack of speed, average morph cooldown, and slow shift cooldown, this Jason can have a destrimentally hard time pursuing, and killing survivors. In addition to having only 3 traps, he has a hard time pressuring objectives.


Part 2 (Pickaxe and Sack head)

Strengths:
- Can Run
- 7 Traps
- Morph Cooldown (20 Seconds Base)( 13 Seconds Rage)

Weaknesses:
- Shift Cooldown (40 Seconds Base)(26 Seconds Rage)
- Water Speed
- Defense


Overall Part 2 is a top tier Jason in my opinion, he starts with 7 traps, can morph at a very low cooldown, and can chase down survivors. He can place high pressure on any objective almost at will. He is easily one of the most dangerous Jason's in the game due to this, simply because he seems like he's everywhere at the same time.

His weaknesses aren't too terrible, a longer shift cooldown is easily made up for by more precise shifts, and more meaningful ones. Water speed is neglible, and the defense weakness he has can be mostly nullified by smart play. I.E Blocking, etc.


Part 6 (Spear Jason)

Strengths:
- Throwing Knives (Start with More? Gain 2 Knives Per Pick up)
- Sense Duration and Range
- Shift (20 Seconds Base) ( 13 Seconds Rage)

Weaknesses:
- Defense
- Can't Run
- Morph (40 Seconds Base) ( 26 Seconds Rage)


This Jason isn't bad either, but being able to have several throwing knives at the start of the game can be really strong for getting early councilor kills, sense is once again a pretty meh strength, however, + in shift is awesome, it allows you to be a bit more reckless in your pursuit of survivors, and accrue quick kills once you unlock shift.

Low defense can be mitigated by good play, the ability to not run can make some chases persist longer than they should, and the ability to not morph quickly can cost you clutch stops on objectives such as escaping cars and boats, missing a morph will cost you dearly, especially if the survivors push multiple traps at once.

Overall this Jason has incredible potential, however, a 40 Second Cooldown until you hit Rage mode on Morph is extremely destrimental until you get Rage.

Part 8 Jason (Fire Axe Jason)

Strengths:
- Destruction
- Stalk Duration
- Water Speed

Weaknesses:
- Grip Strength
- Can't Run
- Sense duration and range


Overall this Jason can be very strong, especially when using the advanced techniques discussed later in this guide, his ability to break down doors quickly and efficiently can be very beneficial. All of his abilities have standard cooldowns, similar to Part 3, meaning you should still be careful how you use them, as misuing them will lose you precious kills and time.

The weaknesses here are similar to the ones of part 6, however, sense range reduction isn't all that terrible once you enter rage mode. Morphing being averagecan jeopordize you if you miss your opportunities, it also means high pressure on multiple objectives can hurt your ability to stop counselors from escaping.

Part 9 (Battle Axe Jason)

Strengths:
- Stun Resistance
- Stalk Duration
- Shift cooldown (20 Seconds Base) (13 Seconds rage)

Weaknesses:
- Can't Run
- Lower Hit Points
- 3 Traps


This jason is pretty decent all around, high stun resistance makes him harder to bully by the high strength characters, and his low cooldowns on stalk and shift allow you to combine the two frequently for unsuspected ninja kills.

Weaknesses can be destrimental at times, lower top end speed lets you get kited easier, and lower hit points can be nullified by smart play. Having less traps means you need to apply more pressure personally. Which isn't a bad thing, as you can secure some easy kills from councelor's thinking

This all boils down to preference, after all.











1.15 Essential Knowledge
This section covers all of the need to knows of every Jason Player, in here, is what you should read, should you choose to read absolutely nothing else. What I am about to tell you will change your playstyle, your performance will increase, and you will harvest more counselor blood and tears.

COMBAT STANCE IS AMAZING AND YOU SHOULD ALWAYS UTILIZE IT WHEN NECESSARY

YES, Jason can enter combat stance, and can block with the right mouse button, and attack with the left.

What are the benefits of Combat stance you say? Let me give you the list.
- You can block Flare guns
- You can Block Fire crackers
- You can block all forms of melee, reducing their stun chances CRITICALLY, making 1v1s impossible for even characters like Bugzy, their weapon will break before they do any real damage to you. (You can enter rage mode QUICKLY from prolonging engagements with high durability weapons.)
-You can break down doors faster by entering combat stance to strike a door. (EVEN Faster as part 8) This also means you can block as soon as you break a door down, meaning counselor's hiding behind doors to try and get a cheeky stun on you will get countered, and destroyed.
-Breaking windows is way easier
- You can walk through bare traps while blocking and IGNORE THEM.
-You can pass any corner of a doorway safely while blocking, you will auto lock on to people camping a doorway, and you will block/destroy them.

-Unrelated to Combat stance, you can activate stalk in the midst of shifting.
-You can press M to view a map at any time, you don't have to have morph off cooldown, useful for keeping eyes on teh boat, as the boat makes no noise once started.
- Don't get tunnel visioned, wasting your time on one kill while one of your traps trip, you get a failed audio queue from a skill check , or even just in general is how you lose progress on objectives, and lose foothold. If you are killing the repair characters first, then the runners and interference will have a hard time escaping, as their repair is garbage.
-Sometimes stronger characters will defend the weaker repair characters, prioritize accordingly, pressure the repair character with damage, don't take hits from sharp weapons, if you have to absorb a hit, let it be from a blunt weapon. Make people hit each other, dodge, block, and counter effectively, always remember that their weapons will break eventually.
-You can hit counselors through doors, windows, and walls if they are close enough proximity to you, through door break down, smashing windows, etc.

The only con to combat stance is you can't grab while you're in it, however, effective strategies are block/counter, or even block/unlock/grab. However, if a character is bold enough to confront you in melee alone, they likely have a pocket knife, so hack away! Non Strenght based counselors will only fight you as a last resort, use this to your knowledge advantage when pursuing them. If you think someone has a knife, don't feel like a ♥♥♥♥ for hacking them down regular attacks.

The Shotgun is the only guaranteed stun in this game if it hits you. Blocking or not, you can use this to your advantage, and try to juke shotgunners, zig zag, walk unpredictably, if they miss, they're dead. Also, use shift and morph to try and bait the shot, if you shift, you are immune to stuns in the initial frames of shifting, and can even get a cheeky grab kill on those committing too much to aiming for where you pop up.

How to Counter Each Vehicular Escape

For Cars, all you need to do is place yourselfon the front or back of the car, dependent on what direction they are going, if they are going in the direction you are in, you will stop the car. Advanced players will try to juke you with lefts and rights, and even go forwards and backwards to get you to mess up, use shift to shift into the rear of the car, or the front respectively, use stalk while shifting for extra surprise, and to not allow your music to telegraph which end of the car you're going to. (If you get pocket knifed, after withdrawing the knife, simply walk in front of the end of the car that they would drive in to make progress towards an exit, if they run into you, the car will be stopped. This will allow you to recover from pocket knife stun, and be able to stop the car once more.)

The boat is easy, just morph in water ahead of where the boat as to go, flip it, and drown people, the boat is way easier to stop, however, it doesn't make an ignition noise, meaning you won't hear it start, so check your map regularly (Even when not using morph)

Counselor Provided Intelligence:
If you are within a game full of microphone enabled counselors, use this to your advantage, use stalk to mute your music, so that you can gain intelligence on what is being done, and what needs to be done. Who has what, where are they.

This can be risky, however, as counselors can feed you false(Sometimes even true) information to lead you away from them. Throwing their team mates under the bus. (Or just flat out lying to you) in order to live a few minutes longer. If you are an aware Jason, bluffs will not fool you unless there is reasonable doubt.

1.75 Hunting Tips
If you are hunting counselors, there are a few factors to keep in mind.

-You have to lead longer range throwing knife throws, making zig zaggers very hard to hit.

-When breaking into a cabin, and you suspect there is more than one counselor, make sure you see them all leave, one could have hidden to fool you into thinking there was only one.

-If you think a set of cabins will be high traffic, break the doors before they are barricaded, it is much faster.

-Use that noggin of yours, no need to sense when you know they are in the house, if you feel the need to break windows, before you break the door down, activate sense so you know when they leave, or if they leave, and always be aware of ALL escape routes, sometimes they'll tank the damage from a broken window, or just leave out the other door way.

-Be mindful, if you juke a survivor into 'jumping through a window', you can shift to them and get an easy kill most of the time, unless they have a pocket knife.

-Survivors fighting you head to head likely have a pocket knife, melee attack away, and block as necessary. (Also, you can milk these people for Rage meter if they just keep swinging)

-Unless you're playing a Jason with + Traps, don't use more than 2 traps on windows that you REALLY want to guarantee a kill from, if they don't get you a kill, they are wasted, but the ideal number of traps is 3 minimum, 1 for each battery, and 1 for the phone box.

-While trapping objectives, remember where you have to stand to put the part in, and trap where the counselor is forced to stand. Your right side of car hoods is where the battery goes in. And the gas panel is on the passenger side.

- Walk near hiding spots if you suspect a counselor is there, they will ask you not to come over there, indicating their position (Most of the time.)

-Killing generators will stop Tommy from being called if you break the right one before he is called, it can also generate fear in counselors hiding in nearby cabins, often forfeiting cries or screams that identify they are indeed hiding in there, if your sense doesn't pick them up.

-Counselor Fear impacts their stamina regeneration permanently, in an irrecoverable way. Keep this in mind in the later game when you are chasing down the faster, dumber characters that can't repair anything.

-Be aware of what objectives get dropped when you kill people, as well as if any pocket knives get dropped if you decide to hack someone down. That way you are conscious the items are there, and that they can still be a threat.

This is misc, but if you are playing to win everytime you play as Jason, feel free to assign an assortment of grab kills based on speed or flare, the head punch is the fastest kill in the game, and will allow you to pressure an objective someone might be trying to repair while you kill someone, making them your next decapitation!
1.2 Preparation/The Early Game
While in the match lobby, examine what counselors you'll be up against, is their party consistent of strength characters determined to kill you? Harass you? Outrun you? Or are they a full stealth build aiming to get out before you notice their presence. Listen to lobby and in game chat as well, use credible intelligence to your advantage before the game ever starts.

Now that you've discovered you're Jason, first, always pick up the two throwing knives, unless you're part 6 Jason. They can be useful in securing very early kills before you have shift. Your first morph should always be to the phone box, as you can trap it early, and prevent an early police calling that results in a pre-rage/stalk escape. And if you're quick enough, you might even be able to secure an early kill. Two hits with the throwing knives will slow someone down enough to easily run them down and kill them.

After your trip to the phone, visit the cars/boat next, as they will be your next traps/pressures. Now that you've placed necessary wards for lone survivors, now you can start hunting for kills, don't ignore any throwing knives unless a kill is easily achieved. Accurate throwing knives will lead to easy kills early on survivors, unless they are running thick skin, or already have first aid spray. Your goal is to kill as many survivors as possible, while defending objectives, before you acquire shift, apply necessary pressure when needed. Don't spend your entire early game chasing Bugzy, Vanessa, Or any high speed/high stamina character. They can't repair anything efficiently without (usually) warning you. Target AJs, KImberlys, Lachapas, etc. The first minutes are precious as they can often decide the outcome of the game based on how much progress you've made before you get shift.

While building early rage is great, don't spend too much time farming rage meter against people that are feeling brave with a wrench, unless all your bases are covered, then let the poor sod feed your rage meter, as the Wrench is the most durable stunning weapon in the game, and will easily feed you a great deal of your rage mode.

If there's evidence this is one of those 'kill Jason' lobbies, full of people determined to kill you, then hope you pop up next to Tommy Jarvis's radio network, and kill the power for that building grid, and you deny Tommy Jarvis until they fix the generator, which you can also trap. If they can't call Tommy, they can't kill you. Keep in mind too, you should trap your Cabin door if you have reason to suspect the counselor's will go there. It is important to note that you should attack them BEFORE they trip your trap if possible, to force them in a pickle where they don't even have your sweater, or the hatchet thats inside, if you block correctly, and force them to hit each other or break their weapons, they become sheep. ANd will scatter, or die. Never go for grabs in these group fights, its a bad idea. You will get stunned, demasked, and killed. Even thick skinned survivors can't outlast a Jason whom defends himself properly. However, if the situation ever gets TOO hairy, you can always morph out.

If they already have your sweater, and tommy hasn't arrived yet apply pressure to the sweater wearer, chop that ♥♥♥♥♥ down, force her to use it, don't grab her she's got a pocket knife. Slap her until she drops or uses your sweater, defend yourself properly and you'll nullify their only means of killing you. The more resources they dedicate to your defeat, only to fail, the better.
1.3 Mid-Game
This is where play gets interesting, as you have shift, sense, and morph, a lot of the tools you need to make kills happen, once again, continue to target the stealth/repair characters, if there are none left, now you start pursuing the annoying, high speed, high stamina characters. They can't repair quickly, and unless an objective is already ready for them, fat chance they'll fix it without your knowledge.

It is your choice what you do with your shift, bare in mind, roughly 5 minutes have passed, and that means a lot of looting has been done, people are bound to have pocket knives and first aid. Your traps can consume pocket knives, and so can early aggression on careless counselors wielding knives. Always check your map regularly, as it will indicate if a trap has been disarmed.


YOUR OBJECTIVES ARE NOT UNPUSHABLE BECAUSE YOU HAVE TRAPS DOWN

You should continued to apply pressure as needed to objectives you suspect are being pushed, because if you give the counselors free reign of the situation, they will eventually solve the puzzle, whether they decide to multi push objectives to trigger multiple traps, or to just gather a party and overwhelm you once you arrive. Time is always the key, the more time an objective is left alone, the more plotting is done for it. Always keep this in mind, Jason's arrival often foils plans in the making, and will get you easy kills, and keep you swell on the clock.

If multiple objective pushes are made, prioritize. The phone will secure a timer for the police, while the cars can be a constant threat of escape, what has parts in it already? Is the Four seater the realistic option? Always look at the realism of the situation. But sometimes sacrifices have to be made, try to decide which objective to do based on how much time has passed, if it helps you, set up a stopwatch on your smart phone to start as soon as you can move as Jason, this will let you prioritize based on time remaining. You can break the phone box if they repair it, interrupting the phone call if its in progress. Always try to keep morph available if you are going to chase people for kills, you never know what will get pushed unexpectadly.
1.4 Mid -> Late Game
Transitioning into Late game means all your powers are available, you can use this to your great advantage if you use your shift/stalk combo to catch survivors unaware, and to kill them using this deadly combo. If you use these two, they can't hear your music when you are next to them using shift, meaning they won't be zig zagging or moving very quickly, which is an easy grab/hit for you.

People also tend to think that they can window juke and loop you, while its an amusing thought, they can't. Just stalk and shift, if they jump out of the window, you travel out of the house, and grab them, and kill them. If they stay inside, you grab them, and kill them. Or hack them down if you think they have a pocket knife for you. Block the window so they can't just jump out on you, body block, be a ♥♥♥♥.

Always use your better judgment on these situations, who do you think has a PK, etc.

Emphasizing the slaying of slower characters before you transition into End game.

1.5 End Game
This is the last 10 minutes of the game, or from the moment you enter rage mode. Your senses become absurdly strong, and your powers gain faster cooldown times, as well as length (in regards to shift, sense, and stalk.)(Needs testing). YOu are now also able to break down doors, walls, etc INSTANTLY with E. No need to bash it 6 times as non Destruction + Jasons. Rage will allow you to sense people much easier, and to track them down and kill them quickly. After entering rage, the police box becomes more irrelevant, because 5 minutes is half of the remaining game time. (Assuming the caller doesn't have my dad's a cop.) But it should still be defended, especially if it results in an easy kill.

The more people who are dead, the more dedicated to each counselor you can be, but once again, don't be careless, one only needs a few minutes alone to fix and escape with an objective, especially the boat as it does not make a sound when it starts, unlike the car.

Use all the knowledge and intelligence you have accrued throughout the game to make these last kills quick, so these results don't happen, if you're playing right, there should only be a handful of survivors left, usually 2-3 tops. If the police have been called, try to find people camping near the roads. You want to kill them before they arrive, not try to face them at the exit. Once again, time is everything, every minute you waste trying to kill someone, is another minute of progress another player makes, or a group of players make, playing as Jason requires you to look at the bigger picture if you want to consistently kill everyone, becoming tunnel visioned will lose you valuable points, time, and delicious survivors to kill.



Thank you for your Time (Closing Comments.)
I hope you learned something from this guide, and that you become a better Jason player as a result. Jason requires a lot more skill and brains than most people give credit for, Survivors dying to horrible jasons is usually the result of bad survivors, not 'shift grab OP' or 'Jason OP pls nerf'

This is the first guide I have ever written, I apologize for lack of pictures/video demonstrations.

Happy Hunting!
90 Comments
Dan 15 Jul, 2021 @ 11:06am 
To address some of the comments here, all Jasons have the same reach, and Part 7 Jason does NOT break down doors any faster than any other non-Destruction+ Jason. The differences come from the weapons. Some have slightly faster animations, such as the machete, and some have greater reach, such as the spear. Equip the machete on, say, Part 3 Jason and you'll notice that you can break down doors and recover from attacks *slightly* faster, but this is ONLY due to the weapon, not the Jason.
twitch.tv/Mattikush 28 Nov, 2017 @ 3:09pm 
i feel like jason is limited in the ways he can kill a bit too much, he should have access to more dynamic kills, with a skill bsed mechanism involved. io dont think the game will add anything like that tho
BRIMStone 28 Jul, 2017 @ 12:17pm 
If hiding, counselors get stamina quickly
R34LM 1 Jul, 2017 @ 10:29pm 
I'd like to say that Part 7 seems break down doors a tad faster than other Jasons with no dustruction buff, which is noted by the fact he is the only one that uses a one hand animation. Not sure if it is guide worthy, but it is something to be aware of.
OSMOSISJONES 21 Jun, 2017 @ 7:27pm 
Ok thanks
Nekra  [author] 21 Jun, 2017 @ 7:26pm 
I've updated the guide to include details regarding Counselor fear, and how it can benefit you!
Nekra  [author] 16 Jun, 2017 @ 4:41am 
I do believe that each Jason's weapon has a different amount of reach, but I'd need some testing, I know that some Jason's have a way easier time hitting people at range *Part 3)(Part 6)(Tom Savini), however, a lot of these also struggle in combat stance.
R34LM 15 Jun, 2017 @ 3:19pm 
Does each Jason's weapon have a particular reach to them? I was playing part 8 Jason the other night and it seemed that he kept missing shots that should have hit.
Ghoul Blaster (Wu-Tang) 15 Jun, 2017 @ 11:25am 
Excuse me? No idea what you're on about
OSMOSISJONES 15 Jun, 2017 @ 11:23am 
"what gender is jason?" - xXx_Girl_Gamer__2003_xXx 2017