Spectral vs Generation/Jadou2: Difference between revisions

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His excellent ground speed and long forward/backward superjumps, along with a fireball that can help cover him from anti-air or low-profile angles allow him to pose a threat from anywhere given enough space.<br>
His excellent ground speed and long forward/backward superjumps, along with a fireball that can help cover him from anti-air or low-profile angles allow him to pose a threat from anywhere given enough space.<br>
Go fast, find a hit, keep applying pressure and you will find yourself being able to take rounds in as little as two combos.<br>
Go fast, find a hit, keep applying pressure and you will find yourself being able to take rounds in as little as two combos.<br>
'''Pros'''
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! Strengths !! Weaknesses
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*Can deal a lot of damage from very simple conversions with at least 1 meter
*Can deal a lot of damage from very simple conversions with at least 1 meter
*Fireball can cover anti-air, straight, and low-profile angles to maintain offensive momentum from a distance
*Fireball can cover anti-air, straight, and low-profile angles to maintain offensive momentum from a distance
*Has a small forward command dash that can be cancelled from normals and will cross through opponent
*Has a small forward command dash that can be cancelled from normals and the first input of his rekka series and will cross through opponent
*Back throw is fully air untechable and can start a juggle combo
*Back throw is fully air untechable and can start a juggle combo
*Can build more meter in a combo than the bar spent in his damaging rekka timeslow combo with corner juggle/loop
*Can build more meter in a combo than the bar spent in his damaging rekka timeslow combo with corner juggle/loop
*Cape super is great to check for damage, combos, pressure and the followup allows for screen carry + juggles
*Cape super is great to check for damage, combos, pressure and the followup allows for screen carry + juggles
'''Cons'''
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*Lowest health and guard health, and many characters can kill him from above his burst threshold because of it
*Shares the lowest health and guard health in the game with Hiro2, and many characters can kill him from above his burst threshold because of it
*Reversals are iffy and tend to trade, if not beaten outright
*Reversals are iffy and tend to trade, if not beaten outright
*Backdash does not travel far and somewhat slow,
*Backdash does not travel far and somewhat slow,
*Certain normals leave something to be desired in terms of range
*Certain normals leave something to be desired in terms of range
*Limited mixup and linear pressure strings
*Limited mixup and linear pressure strings
*Level 3 super though damaging has terrible reach making it difficult to land in a combo, or even raw
*Level 3 super though damaging has terrible reach making it difficult to land in a non corner combo, or even raw
|-
|}


==Normals==
==Normals==

Revision as of 12:26, 5 January 2021

Jadou 2
Spectral VS Generation Jadou2 Image.jpg
Health 420
Play Style All-Around, Rushdown
Dash Type Run

Character Background

Race: Demon
Motivation: Instinct
Weapon: Tentacle
Likes: Hate
Dislikes: Everything

Character Info

Jadou2 is about as far away as you can get from regular Jadou. A straightforward rushdown character with small normals, but capable of high damage from even his weakest combo starters.
His excellent ground speed and long forward/backward superjumps, along with a fireball that can help cover him from anti-air or low-profile angles allow him to pose a threat from anywhere given enough space.
Go fast, find a hit, keep applying pressure and you will find yourself being able to take rounds in as little as two combos.

Strengths Weaknesses
  • Can deal a lot of damage from very simple conversions with at least 1 meter
  • Fireball can cover anti-air, straight, and low-profile angles to maintain offensive momentum from a distance
  • Has a small forward command dash that can be cancelled from normals and the first input of his rekka series and will cross through opponent
  • Back throw is fully air untechable and can start a juggle combo
  • Can build more meter in a combo than the bar spent in his damaging rekka timeslow combo with corner juggle/loop
  • Cape super is great to check for damage, combos, pressure and the followup allows for screen carry + juggles
  • Shares the lowest health and guard health in the game with Hiro2, and many characters can kill him from above his burst threshold because of it
  • Reversals are iffy and tend to trade, if not beaten outright
  • Backdash does not travel far and somewhat slow,
  • Certain normals leave something to be desired in terms of range
  • Limited mixup and linear pressure strings
  • Level 3 super though damaging has terrible reach making it difficult to land in a non corner combo, or even raw

Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2