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> | ||
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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 | ||
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* | *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 | ||
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==Normals== | ==Normals== |
Revision as of 12:26, 5 January 2021
Jadou 2 | |
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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 |
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Normals
5A
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