Spectral vs Generation/Jadou

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Jadou
Spectral VS Generation Jadou Image.jpg
Health 500
Pre-Jump Frames 3
Play Style All-Around, Zoning
Dash Type Run

Character Background

Race: Demon
Motivation: To become the Demon King and destroy the world
Weapon: Tentacle
Likes: Destruction, Faces filled with despair
Dislikes: Humans

Character Overview

Playstyle

Jadou is a zoning-like character that focuses on mid to long-screen pressure with a get-in-get-out playstyle. He has plenty of options to support his zoning and playstyle. Jadou struggles to defend against any pressure due to his lack of defensive options. Be prepared to spend a meter for a guard cancel to escape pressure.

Jadou is a tricky zoner who relies on mid to full-screen pressure and has plenty of options at his disposal.
Pros Cons
  • Zoning Master: Jadou can put up to 3 projectiles on the screen at a time. With the use of the Tiger Knee technique, he can keep opponents on the other side of the screen, preventing air dashes.
  • Great Keep Away Tools: Jadou's toolset compliments his playstyle well, from knocking the opponent back full screen with a fireball wall bounce or even catching an opponent a full screen away to confirm into a combo. He's got the tools to keep your opponent away.
  • Tricks N' Gimmicks: Jadou has the most amount of tricks, tech, gimmicks or "options" in the roster, allowing you to vary your playstyle and try for something cheeky.
  • Teleporting Guard Cancel: Jadou's guard cancel doesn't knock the opponent away, he teleports behind them. This is very useful since it allows you to punish moves if you time your guard cancel correctly.
  • No Defensive Options: Jadou lacks any meterless defensive options. When the opponent gets close, it is almost impossible for Jadou to escape pressure outside of spending meter for a guard cancel.
  • Meter Hungry Combos: Jadou's damage relies on his meter usage. If he's out of meter, there's not much he can do in terms of combo damage or utility.
  • Corner Dependant Damage: A good 90% of Jadou's combos rely on him doing a corner carry. Anything done midscreen is limited on damage and utility.
  • Supers Are Awful: All of Jadou's supers are awful. Half of his supers can be ignored and can be considered gimmicks when in use.


Normals

Far Standing Normals

f.5A
Jadou 5a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials 5 - - -

Jadou whips one of his tentacles


f.5B
Jadou 5b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid Specials 8 - - -

Jadou pokes with both of his tentacles
Great mid-screen confirm off a fireball or dashing.


f.5C
Jadou 5c.png
"No Air Dashing!"
"No Air Dashing!"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Mid Specials 13 - - -

pokes the air with both tentacles. Good mid-screen anti-air.


f.5D
Jadou 5d.png
This won't be the last time you see this sprite.
This won't be the last time you see this sprite.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Mid Specials 20 - - -

invulnerable to lows.Jadou jumps in the air and kicks. Use 2d.

Close Normals

cl.5A
Jadou cl5a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 mid Specials 4 - - -

Another quick tentacle whip. Average chain starter.


cl.5D
Jadou cl5d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 low Specials 8 - - -

quick kick that hits low. Better chain starter.

Crouching Normals

2A
Jadou 2a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid - 5 - - -

quick low jab. Inferior to 2D.


2B
Jadou 2b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid - 9 - - -

Jadou fully extends one of his tentacles forward
Good mid-screen confirm.


2C
Jadou 2c.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Low - 9 - - -

Jadou sweeps the ground with one of his tentacles.
Avoid like a plague. Hits OTG but you never use this.


2D
Jadou 2d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low - 6 - - -

fast low kick. The best boy.

Jumping Normals

j.5A
Jadou ja.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 high - 4 - - -

Air jab. Use 7/9a instead for air to airs.


j.7/9A
Jadou ja2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 high - 4 - - -

Air jab but cooler.
This is your goto air-to-air and IAD pressure check.


j.5B
Jadou jb.png
The G.O.A.T Normal
The G.O.A.T Normal
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 high - 12 - - -

Yes, the hitbox matches the hurtbox.
This is your best reaching normal, great for using in IADs to confirm into combos. Only use when in mid-full screen. Whiffs in close range most of the time, so use j.C.


j.5C
Jadou jc.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 high - 9 - - -

The Cinnamon Twist
This is your close-up jump-in / IAD normal to start combos.


j.5D
Jadou jd.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 high - 6 - - -

Use j.7/9A

Command Normals

j.2A/B/C
Jadou j2abc.png
Emergency IAD Brake
Emergency IAD Brake
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 high - 9 - - -

Not much use outside of canceling your IAD early. Use the A version, B and C versions are unsafe on hit.


4C
Jadou 4c.png
"The Reset Button"
"The Reset Button"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid - 6 - - -

Jadou extends one of his tentacles straight upwards.
Do not use as an anti-air, too slow. Good to restand opponents.

Chain Specific Normals

5A / D ~> 2C
Jadou 2c2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
36 Low - 13 - - -

Fullscreen sweep ground pound. Very minus on block and no combo game.


5A / D ~> 2B
Jadou 2b2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
17 Low - 8 - - -

Accessed by doing any grounded D or A normal then this normal.
This little shorty requires you to dash before your combo starter so keep that in mind.


5A / D ~> 2B ~> 2C
Jadou 2b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24 Low - 8 - - -

Accessed by doing any grounded D or A normal then this normal.
The G.O.A.T of combo chains.

Throws

A+D
Forward Throw
Jadou fthrow.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A - - - -

visually identical to 5c. Not a bad option to set up an air tech chase.


B+D
Back Throw
Jadou bthrow.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A - - - -

Throw them vertically and cause a soft knockdown.

Dust (Sword Series Slash)

5B+C
Standing SSS
Jadou dust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
155 High - - - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
Jadou down dust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
155 Low - - - - -

Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Parry (Chaos Breaking)

A+B
Jadou parry.png
Standing Parry
Standing Parry
Jadou down parry.png
Crouching Parry
Crouching Parry
Jadou air parry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

Evil Ghost
236A/B/C
Jadou 5d.png
Ground version
Ground version
Jadou air 236a.png
Air version
Air version
Jadou 236a.png
the projectile
the projectile
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid - 20 / 21 / 22 - - -

The Fireball speed varies depending on the strength of the button. A is slower, B is moderate, C is fast.
This is your Best Friend Forever, Jadou! This is your main zoning tool. Point blank, the kick causes a wall bounce. You can also use the Tiger Knee technique to do it quickly in the air.


Gale Stride
236D/j.236D
Jadou 236d.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Ground 52 (20, 32) Mid 1st hit Super, 2nd hit SoT 16 - - -

grounded or aerial special where Jadou hovers forward a short distance and uses the move on contact
Only good for combos.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Air 44 (20, 24) Mid 1st hit Super, 2nd hit SoT 16 - - -

grounded or aerial special where Jadou hovers forward a short distance and uses the move on contact
Only good for combos, in the air!


Earth Horn
214A/B/C/D
Jadou 214a pose.png
Jadou's Animation
Jadou's Animation
Jadou 214a tentacle.png
The Attack
The Attack
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Low SoT 16 - - -

Low-hitting locational tentacles. You can use button strength to determine the distance. A is in front of Jadou, B is 1/4th of a screen away from Jadou, C is 3/4ths away and D is full-screen.
This is your main combo tool for grounded BnB combos. It's also terrific for grounded punishes or catching someone air-dashing in. Be wary that it can be parried.


Hidden Devil
421D
Jadou 421D.png
Maximum Evil
Maximum Evil
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- N/A - 42 - - -

Go invisible, simple as. Lasts for 5 in-game seconds or until you get hit, block an attack, or auto-block.
This move has invincibility when Jadou fades into invisibility. Jadou's location flashes during dust and parry. This move still shows effects like dash plumes.

Super Moves

Level 1 Supers

Thosand Fangs Circle
214214A/B/C
Jadou 214214a.png
more Consecutive Normal Punches
more Consecutive Normal Punches
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
156 Mid N/A 65 - - -

Jadou punches the opponent with his tentacles 11 times.
This move is an OK reversal with no invincibility. If the opponent isn't grounded when it hits, you get next to no damage.


Energy Roar
236236A/B/C ~> A/B/C ~> A/B/C/D
Jadou 236236a.png
I swear, this is the 3rd time I've seen this sprite..
I swear, this is the 3rd time I've seen this sprite..
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
135 (50, 50, 35) Mid N/A 66 - - -

Fireballs but faster. You can kick a fireball higher into the air on the 3rd rekka using D instead of A,B or C.
This super isn't very useful in terms of practicality. The best use is in the corner where you can loop it.


Devil Black Ghost Circle
236236D
236236dcircle.png
Command Grab
Command Grab
236236dskull.png
Appears on hit
Appears on hit
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
169 Jump N/A 82 - - -

Ground-based command grab that tracks the opponent with a slight delay.
This super is very deceptively attractive to use. You can use it for some tricky resets but due to it's start-up lag and short active frames, it's simply reduced to a knowledge check.


Evil Fang
j.236236D
Jadou 236d.png
Jadou j236236d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
162 High/Low, Air N/A N/A - - - -

Three diet genocide cutters..
Avoid this waste of meter, opponent can air tech afterwards. Can also be done off of 236D.

Level 3 Super

Devil Dust: Crystal Tree
214214dpose.png
"Kousor's Love Letter"
"Kousor's Love Letter"
214214dprojectile.png
The Projectile
The Projectile
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
363 Mid N/A 69 - - -

Jadou chucks a heart-shaped piece of frozen blood at the opponent.
This super is best used for combo enders. If it makes contact with an opponent on block, it guard breaks them. HOWEVER, his recovery is so long that they can still punish him. Don't do this super raw, please..

Combos

Chain Combos

NOTE: You can interchange the A and D buttons for Jadou's chains.

Chain Combo Damage Per Hit Notes
5A ~> 2C See Chain Specific Normals. Avoid using.
5A ~> 2B Shorty. Finish the chain.
5A ~> 2B ~> 2C This is your BnB chain.

Basic Combos

NOTE: Most Combo starters can be done from an IAD. 9C starters are also optional.

Combo Total Damage Notes
Meterless BnB
9C > 2D > 2B > 2C > 236A Leaves opponent standing with fireball hurling toward them.
9C > 2D > 2B > 2C > 214B Use 214A when in corner. The opponent can air tech afterward.
One Bar BnB
9C > 2D > 2B > 2C > 214B (SOT) > B+C (AAABBBCCCDD > 236D) Make sure to dash up to connect dust.
(Corner Only) 9C > 2D > 2B > 2C > 214A > 236A > 5C xx 4C > 236A Forces a re-stand, and immediately puts a fireball on your opponent. If it lands, combo.
Two Bar BnB
9C > 2D > 2B > 2C > 214B SOT > j.9C > 236D SOT > 5C > 236A Forces a restand. Fireball adds pressure.
(Corner Only) 9C > 2D > 2b > 2C > 214A SOT > 236A > 5C xx 4C > 236236D Tricky reset using command grab. Only use when opponent is out of meter, if they have meter they can super through the command grab.
(Corner Only) 9C > 2D > 2b > 2C > 214A SOT > 236A > 236D SOT > 236A > 5C xx 4C > 236A Burn an extra bar for a little more damage.
Three Bar BnB
2D > 2B > 2C > 214214D Doesn't work with jump-in midscreen, only in the corner.
9C > 2D > 2B > 2C > 214B SOT > j.9C > j.236D SOT > j.9C > j.236D SOT > 236A > 5C xx 4C > 236A Corner carries from full screen. Great damage + restand.
Burst Combos
9C > 2D > 2B > 2C > 214C SOT > BURST > [j.9C > j.236D SOT]x3 > 236C > 214-214D Requires 2 meter. Uses 1 bar burst timer. You can get an additional loop if you use a 2-bar burst.
(Corner Only)9C > 2D > 2B > 2C > 214A SOT > BURST > 236A > [236236A ~> A ~> D]x4 > 214-214D Be careful not to let bursts hit the opponent. Stagger your super fireballs so you juggle your opponent.
Requires 3 meters. Uses a 2-bar burst timer.




General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2