Spectral vs Generation/Jadou2: Difference between revisions
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|Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown. | |Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown. | ||
|- | |- | ||
|2A -> 2B -> 2C > 214C ~> D SoT >> 66 >> 5C > | |2A -> 2B -> 2C > 214C ~> D SoT >> 66 >> 5C > {23D ~> 6D}x3 | ||
|241 | |241 | ||
|Combo that resets you to neutral from being in the corner. The amount of time you want to be dashing for will vary due to spacing, and the final 623D will be reversed as at that point they will go over your head. | |Combo that resets you to neutral from being in the corner. The amount of time you want to be dashing for will vary due to spacing, and the final 623D will be reversed as at that point they will go over your head. | ||
Line 747: | Line 747: | ||
|Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then do 214A instead of 214B/C. | |Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then do 214A instead of 214B/C. | ||
|- | |- | ||
|2A -> 2B -> 2C > 214C ~> D > SoT >> 66 >> 5C > 623D ~> 6D | |2A -> 2B -> 2C > 214C ~> D > SoT >> 66 >> 5C > {623D ~> 6D}x2 >> 623D > SoT >> j.C > j.236D | ||
|257 | |257 | ||
|Variation of your non burst meter dumb combo. Will refund almost a whole bar and does respectable dmg. | |Variation of your non burst meter dumb combo. Will refund almost a whole bar and does respectable dmg. |
Revision as of 20:21, 7 March 2021
Jadou 2 | |
---|---|
Health | 420 |
Pre-Jump Frames | 2 |
Play Style | Rushdown, Mixup |
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
Far Standing Normals
f.5A
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f.5B
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f.5C
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f.5D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
|
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2C
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2D
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Jumping Normals
j.A
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j.B
|
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j.C
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j.D
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Chain Specific Normals
Any A/B/D Normal -> 5C
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Throws
A/B+D
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Dust (Sword Series Slash)
5B+C
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2B+C
|
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Parry (Chaos Breaking)
A+B
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Special Moves
Evil Ghost
236A/B/C |
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Dancing Wolf
214A/B/C |
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Flying Tendrils
Dancing Wolf ~> A/B/C |
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P Thunder
Dancing Wolf ~> D |
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Snake Kick
P Thunder ~> D |
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Evil Dragon
623D |
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Evil Dragon Claws
Evil Dragon ~> 6D |
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Evil Fang
j.236D |
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Hidden Devil
236D |
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Super Moves
Level 1 Supers
Energy Roar
236236A/B/C |
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Energy Roar Evil Shadow
236D During Energy Roar |
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Ultimate Devil Black Ghost Circle
236236D |
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Aerial Ultimate Devil Black Ghost Circle
j.236236D |
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Level 3 Super
Dead Spirits Dance
214214D |
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Strategy
Combos
BnB Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
2A -> 2B -> 2C > 214C ~> D ~> D | 139 | Standard BnB when you lack meter. Ends in a hard knockdown still so you get to run your oki mixups. | |||
Back Throw >> {623D ~> D}x3 | 143 | Standard back throw combo that will work on everyone. Requires you to be near the corner | |||
One Bar BnB | |||||
2A -> 2B -> 2C > 214C ~> D > 236236A/B/C ~> 236D >> 214B ~> D ~> D | 243 | Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown. | |||
2A -> 2B -> 2C > 214C ~> D SoT >> 66 >> 5C > {23D ~> 6D}x3 | 241 | Combo that resets you to neutral from being in the corner. The amount of time you want to be dashing for will vary due to spacing, and the final 623D will be reversed as at that point they will go over your head. | |||
Back Throw >> 214A ~> D > 236236A/B/C ~> 236D >> 214B ~> D ~> D | 176 | Character specific back throw combo that works anywhere. Will not work on Roze, Earth, Jadou, Mayura, or Hiro2. Hiro2 the 214A ~> D will hit but it will hit too low to actually continue the combo. | |||
Two Bar BnB | |||||
2A -> 2B -> 2C > 214C > 236236A/B/C ~> 236D >> 214C ~> D > SoT >> B+C (AAABBBCCCD 236D) | 245 | Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then do 214A instead of 214B/C. | |||
2A -> 2B -> 2C > 214C ~> D > SoT >> 66 >> 5C > {623D ~> 6D}x2 >> 623D > SoT >> j.C > j.236D | 257 | Variation of your non burst meter dumb combo. Will refund almost a whole bar and does respectable dmg. | |||
Three Bar BnB | |||||
2A -> 2B -> 2C > 214C ~> D > SoT >> 66 >> 214A ~> D > Sot >> 5C >623D > SoT >> j.C > j.236D | 300 | Non burst meter dump combo. Bring the opponent into the corner from almost any range but you cannot be directly in the corner to do this. They can be in the corner no issue however if you have them trapped, and this combo will be just as effective. This is due to the fact that in the corner you can get an extra 5C before the 214A, but due to scaling it will still deal 300 dmg overall. | |||
2A -> 2B -> 2C > 214C ~> D > SoT (Whiff) Burst >> 214B ~> D > Sot >> 5C > 214A ~> D > Sot >> 214B > 214-214D | 379 | Burst Combo. Requires precise timings and mid combo alterations depending on variables like spacing and delays. |