Spectral vs Generation/Jadou2: Difference between revisions

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! align="center" colspan="2" | Jadou 2
! align="center" colspan="2" | Jadou 2
|-
|-
| align="center" colspan="2" |[[File:Spectral VS Generation Jadou2 Image.jpg|frameless|center|600x600px]]
| align="center" colspan="2" |[[File:Spectral VS Generation Jadou2 Image.png|400px|frameless|center|600x500px]]
|-
|-
| '''Health''' || 420
| '''Health''' || 420
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'''Likes''': Hate<br>
'''Likes''': Hate<br>
'''Dislikes''': Everything
'''Dislikes''': Everything
== Character Info ==
==Gameplay Overview==
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.<br>
{{StrengthsAndWeaknesses
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>
| intro = {{SUBPAGENAME}} 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. Currently accepted in the community as the second best character, 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.
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>
 
{|
'''Jadou2 is a character who makes up for his poor defense with one of the best offensive playstyles in the game'''
|-style="text-align:left;"
| pros=
! Strengths !! Weaknesses
* '''Tremendous Damage Output''': Jadou2 consistently deals a lot of damage from very simple conversions with at least 1 bar of meter. To make things better for him, a lot of his BNB options are very cost-efficient, leading to him building more meter than he spends.
|- style="vertical-align:top;text-align:left"
* '''Crazy Offence Everywhere...''': Jadou2 has strong presence in any part of the stage, whether it's fullscreen or in his opponent's face. At fullscreen, he has access to a fireball that can cover different angles and lets him hide behind it, and at close range, he has one of the best mixups in the game with powerful left-right mixups thanks to his command dash and his comboable back throw giving him strong strike/throw potential.
| style="width: 50%;"|
* '''Energy Roar''': Jadou2's Cape super (236236A/B/C) is one of the best supers in the game in a lot of aspects. Great at checking your opponent on hit, powerful corner carry and juggle potential in combos, and unwinnable scenarios for your opponent while you're in burst.
*Can deal a lot of damage from very simple conversions with at least 1 meter
| cons=
*Fireball can cover anti-air, straight, and low-profile angles to maintain offensive momentum from a distance
* '''...And Bad Defense Everywhere''': Jadou shares the lowest health in the game along with Hiro2, and despite having meterless options, they are very inconsistent and tend to be beaten outright by his opponents. His buttons are very stubby which leads to bad abare, and his backdash is short and slow, leading to Jadou2 always being put at the risk of being killed above his burst threshold and makes him have less room for error than most characters.
*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 if close enough
* '''Unsafe Mix''': All of Jadou2 mixups, while spectacular, are mostly unsafe without spending meter to SOT.
*Can build more meter in a combo than the bar spent in his damaging rekka timeslow combo with corner juggle/loop
* '''False Advertising?''': Despite looking completely different in the character select screen, said form does not appear outside of idle animations and during Level 3, making Jadou2 looking like regular Jadou but with a different color palette for the majority of the time.
*Cape super is great to check for damage, combos, pressure and the followup allows for screen carry + juggles
}}
*Has an untechable backthrow that you can combo off of, making his Strike/Throw game all the more dangrous
| style="width: 50%;"|
*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==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
{{MoveData
{{MoveData
|name=5A
|name=f.5A
|image=Spectral_VS_Generation_Jadou2Far5A_Image.png
|image=Spectral_VS_Generation_Jadou2Far5A_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 15
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 67: Line 57:


{{MoveData
{{MoveData
|name=5B
|name=f.5B
|image=Spectral_VS_Generation_Jadou25B_Image.png
|image=Spectral_VS_Generation_Jadou25B_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 35
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 5
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 84: Line 74:


{{MoveData
{{MoveData
|name=5C
|name=f.5C
|image=Spectral_VS_Generation_Jadou25C_Image.png
|image=Spectral_VS_Generation_Jadou25C_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 60
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
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{{MoveData
{{MoveData
|name=5D
|name=f.5D
|image=Spectral_VS_Generation_Jadou25D_Image.png
|image=Spectral_VS_Generation_Jadou25D_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 20
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 7
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
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===Close Standing Normals===
===Close Standing Normals===
{{MoveData
{{MoveData
|name=5A
|name=cl.5A
|image=Spectral_VS_Generation_Jadou2Close5A_Image.png
|image=Spectral_VS_Generation_Jadou2Close5A_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 15
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 4
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description = Will be the same Close/Far
   | description =  
   }}
   }}
}}
}}
Line 133: Line 123:


{{MoveData
{{MoveData
|name=5B
|name=cl.5B
|image=Spectral_VS_Generation_Jadou25B_Image.png
|image=Spectral_VS_Generation_Jadou25B_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 35
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 5
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 150: Line 140:


{{MoveData
{{MoveData
|name=5C
|name=cl.5C
|image=Spectral_VS_Generation_Jadou25C_Image.png
|image=Spectral_VS_Generation_Jadou25C_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 60
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 167: Line 157:


{{MoveData
{{MoveData
|name=5D
|name=cl.5D
|image=Spectral_VS_Generation_Jadou25D_Image.png
|image=Spectral_VS_Generation_Jadou25D_Image.png
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 20
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 7
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 180: Line 170:
   }}
   }}
}}
}}
===Crouching Normals===
===Crouching Normals===
{{MoveData
{{MoveData
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|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 15
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 4
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 203: Line 194:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 35
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 5
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 220: Line 211:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 60
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 237: Line 228:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 20
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 5
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 255: Line 246:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 15
  | guard = High/Low
  | cancel =
  | startup = 4
  | advHit =
  | advBlock =
  | description =
  }}
  {{AttackData-SVG
  | damage = 15
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 4
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 272: Line 272:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 36
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description =  
   | description = Is essentially 2 hits of 7/9j.A
   }}
   }}
}}
}}
Line 289: Line 289:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 60
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 10
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 306: Line 306:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 20
   | guard = High/Low
   | guard = High/Low
   | cancel =
   | cancel =
   | startup =  
   | startup = 5
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 322: Line 322:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 28-32
   | guard = Hight/Low
   | guard = Hight/Low
   | cancel =  
   | cancel =  
Line 341: Line 341:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 60
  | guard = Throw
  | cancel = N/A
  | startup = 4
  | advHit =
  | advBlock =
  | description = Forward Throw<br>Animation for both throws is the same.
  }}
  {{AttackData-SVG
  | damage = 70
   | guard = Throw
   | guard = Throw
   | cancel = N/A
   | cancel = N/A
   | startup =
   | startup = 4
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description = Animation for both throws is the same.<br> Back throw is fully untechable
   | description = Back throw is fully untechable<br>Animation for both throws is the same.
   }}
   }}
}}
}}
Line 358: Line 367:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 150
   | guard = High
   | guard = High
   | cancel = N/A
   | cancel = N/A
   | startup =
   | startup = 30
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 374: Line 383:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 150
   | guard = Low
   | guard = Low
   | cancel = N/A
   | cancel = N/A
   | startup =
   | startup = 30
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 405: Line 414:
   }}
   }}
}}
}}
==Special Moves==
==Special Moves==
{{MoveData
{{MoveData
Line 417: Line 427:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
  | version = A
  | damage = 30
  | guard = High/Low
  | cancel = N/A
  | startup = 12
  | advHit =
  | advBlock =
  | description = Anti Air Angle
  }}
  {{AttackData-SVG
  | version = B
   | damage = 30
   | guard = High/Low
   | guard = High/Low
   | cancel = N/A
   | cancel = N/A
   | startup =  
   | startup = 12
  | advHit =
  | advBlock =
  | description = Straight Forward
  }}
  {{AttackData-SVG
  | version = C
  | damage = 30
  | guard = Low
  | cancel = N/A
  | startup = 12
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description =  
   | description = Skims the ground and hits low. Can hit OTG
   }}
   }}
}}
}}
Line 435: Line 466:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
  | version = A
  | damage = 30
  | guard = High/Low
  | cancel = Flying Tendrils, P Thunder, Super
  | startup = 8
  | advHit =
  | advBlock =
  | description = Goes the shortest and has the least start up
  }}
  {{AttackData-SVG
  | version = B
   | damage = 33
   | guard = High/Low
   | guard = High/Low
   | cancel = Flying Tendrils, P Thunder, Super
   | cancel = Flying Tendrils, P Thunder, Super
   | startup =  
   | startup = 13
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description =  
   | description =  
  }}
  {{AttackData-SVG
  | version = C
  | damage = 35
  | guard = High/Low
  | cancel = Flying Tendrils, P Thunder, Super
  | startup = 15
  | advHit =
  | advBlock =
  | description = Goes the farthest and has the most start up. Will pop airborne opponents up a bit on hit.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name=Flying Tendrils
|name=Flying Tendrils
Line 453: Line 502:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 50
   | guard = High
   | guard = High
   | cancel =N/A
   | cancel =N/A
   | startup =  
   | startup = 30
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 462: Line 511:
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name=P Thunder
|name=P Thunder
Line 471: Line 517:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 30
   | guard = High/Low
   | guard = High/Low
   | cancel = Snake Kick, SoT, Super
   | cancel = Snake Kick, SoT, Super
   | startup =  
   | startup = 10
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 480: Line 526:
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name=Snake Kick
|name=Snake Kick
Line 489: Line 532:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 48
   | guard = High
   | guard = High
   | cancel = N/A
   | cancel = N/A
   | startup =  
   | startup = 18
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 508: Line 551:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 50
   | guard = High/Low
   | guard = High/Low
   | cancel = Evil Dragon Claws, Sot, Super
   | cancel = Evil Dragon Claws, Sot, Super
   | startup =  
   | startup = 3
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 517: Line 560:
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name=Evil Dragon Claws
|name=Evil Dragon Claws
Line 527: Line 567:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 24
   | guard = N/A
   | guard = N/A
   | cancel = N/A
   | cancel = N/A
   | startup =  
   | startup = 6
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 546: Line 586:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 50
   | guard = High, N/A for Air to Air
   | guard = High, N/A for Air to Air
   | cancel = N/A
   | cancel = N/A
   | startup =  
   | startup = 7
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
Line 561: Line 601:
|name=Hidden Devil
|name=Hidden Devil
|image=Spectral_VS_Generation_Jadou2236D_Image.png
|image=Spectral_VS_Generation_Jadou2236D_Image.png
|caption= Haa
|caption= ''Haa''
|input=236D
|input=236D
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = N/A
   | guard = N/A
   | guard = N/A
   | cancel = N/A
   | cancel = N/A
   | startup =  
   | startup = 1
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | description = Jadou2 dashes forwards while moving his hitbox quite low, allowing him to dodge quite alot of attacks, although he is in no way invulnerable during the dash<br>Can go through the opponent, thus causeing a side swap depending on spacing<br>Due to the sheer amount of moves that you can cancel into Hidden Devil, its quick recovery, and ability to side swap, Hidden Devil is vital to Jadou2's pressure game
   | description = Jadou2 dashes forwards while moving his hitbox quite low, allowing him to dodge quite alot of attacks, although he is in no way invulnerable during the dash<br>Can go through the opponent, thus causeing a side swap depending on spacing<br>Due to the sheer amount of moves that you can cancel into Hidden Devil, its quick recovery, and ability to side swap, Hidden Devil is vital to Jadou2's pressure game<br>Total Length: 23 frames<br>
Upper Body invincibility: 1-18
   }}
   }}
}}
}}
Line 581: Line 622:
|image=Spectral_VS_Generation_Jadou2236236X_Image.png
|image=Spectral_VS_Generation_Jadou2236236X_Image.png
|caption=  
|caption=  
|input=236-236A/B/C
|input=236236A/B/C
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 146
   | guard = High/Low
   | guard = High/Low
   | cancel = Energy Roar Evil Shadow
   | cancel = Energy Roar Evil Shadow
Line 593: Line 634:
   }}
   }}
}}
}}
{{MoveData
{{MoveData
|name=Energy Roar Evil Shadow
|name=Energy Roar Evil Shadow
Line 603: Line 641:
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 100
   | guard = High/Low
   | guard = High/Low
   | cancel = N/A
   | cancel = N/A
Line 619: Line 657:
|image=Spectral_VS_Generation_Jadou2236236D_Image.png
|image=Spectral_VS_Generation_Jadou2236236D_Image.png
|caption=  
|caption=  
|input=236-236D
|input=236236D
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 158
   | guard = High/Low
   | guard = High/Low
   | cancel = N/A
   | cancel = N/A
Line 638: Line 676:
|image=Spectral_VS_Generation_Jadou2j.236236D_Image.png
|image=Spectral_VS_Generation_Jadou2j.236236D_Image.png
|caption=  
|caption=  
|input=j.236-236D
|input=j.236236D
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 165
   | guard = High/Low, N/A for Air to Air
   | guard = High/Low, N/A for Air to Air
   | cancel = N/A
   | cancel = N/A
Line 656: Line 694:
|image=Spectral_VS_Generation_Jadou2214214D_Image.png
|image=Spectral_VS_Generation_Jadou2214214D_Image.png
|caption= No joke for this one. Just a real bad hitbox
|caption= No joke for this one. Just a real bad hitbox
|input=214-214D
|input=214214D
|data=
|data=
   {{AttackData-SVG
   {{AttackData-SVG
   | damage =  
   | damage = 349
   | guard = High/Low
   | guard = High/Low
   | cancel = N/A
   | cancel = N/A
Line 669: Line 707:
}}
}}
==Strategy==
==Strategy==
===Neutral===
Jadou2 has a multitude of tools to allow him to surprisingly play an actual neutral game. Though he will normally be trying to advance Jadou2 can play a keep away game due to his fireball having variations that are able to anti-air and deal with low profile moves, as well as have some good range on some his normals, notably his j.C for air to air and air to ground control, and 2C for ground interactions. In terms of dealing with your opponents air approach Evil Dragon is your best bet due to being only 3 frames of startup, and will usually trade at worst.
===Offence (On Hit)===
On hit Jadou2 will do one of two things, go for a reset with Hidden Devil, or more normally do a combo. Combo wise Jadou2 is quite straight forward, with his combo game being a question of how much meter do you want to spend for extra damage before you get a HKD with your Dancing Wolf ender. Alternatively, with proper spacing near the corner you can loop Evil Dragon ~> Evil Dragon Claws up to three times meterless in the corner, which builds more meter and does more damage then your standard HKD ender. You will unfortunately give up corner and HKD with this ender but it is still an option for more damage.
====HKD OKI====
After a HKD you have a multitude of options to open the opponent up, but there never is a straight forward "correct" answer, and you will have to implement some free form mixups and conditioning to properly open the opponent up.<br> Nonetheless, here are a few standard options to consider.
*Meaty Normal
*Meaty Dancing Wolf A into follow up of choice
*Jump over IAD back j.C
*TK Evil Fang
*Hidden Devil cross-up, afterwards you can Hidden Devil again for a re cross-up, or you can do one of the above
*Back throw
This isnt the be all end all for Oki as there are a multitude of other options. For example, in burst your Energy Roar ~> Energy Roar Evil Shadow is a catch 22 meaty with proper delay of the follow-up, as if they block they will be guard broken and subsequently will eat a combo, and if they parry to dodge the Energy Roar a delayed Energy Roar Evil Shadow will catch their recovery, again leading to a combo.
===Offence (On Block)===
On Block, like his HKD Oki, is entirely free form with is usually consisting of a 2D -> 2B -> 2C > 214A/B/C ~> Follow up, with the mixup of Hidden Devil at any point during these 4 hits for a reset in pressure, and depending on when you use it it can either cross-up of remain on the same side. You also have Flying Tendrils and P Thunder after Dancing Wolf, with Flying Tendrils being safe on block, and P Thunder having a SoT cancel, allowing you to restart your pressure. You can also use Evil Ghost to end your pressure if you want to reset back to neutral.
===Defense===
Jadou2 unfortunately dosen't have much more then anyone else for defense. While you have Hidden Devil it has no invincibility, and Evil Dragon, while only 3 frames of startup, will lose to a parry, and anything with invincibility like a backdash, though due to Evil Dragon being invulnerable during start-up, it will more often then not trade with an opponents hitbox at worst. Your backdash is also too slow to see any real defensive usage with the same going for Ultimate Devil Black Ghost Circle, your only reversal super. Thankfully you still have your standard guard cancel to get out of pressure, though this still costs 1 bar of meter.
==Combos==
==Combos==
===Advanced Combos===
:Need help reading the combos? Check out the [[Spectral_vs_Generation/Glossary|'''Glossary''']] for explanations on notation and game specific terms! All damage values tested against Hiro.
===BnB Combos===
{| border="1em" cellpadding="3" cellspacing="0"
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Combo'''
| align="center" style="background:#f0f0f0;"|'''Combo'''
Line 676: Line 734:
| align="center" style="background:#f0f0f0;"|'''Notes'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
|-
|2A -> 2B -> 2C > 214C ~> D > SoT (Whiff) Burst >> 214B ~> D > Sot >> 5C > 214A ~> D > Sot >> 214B > 214-214D
| colspan="6" align="center" | '''As a rule of thumb, all Jadou2 combos, throw combos exempt, can be started with j.C >> 2D or if close enough j.C >> 5/2C for better damage'''
|396
|-
|Burst Combo. Requires precise timings and mid combo alterations depending on variables like spacing and delays
| colspan="6" align="center" | '''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 >> 66 >> 5/2C > 236B
|121
|Standard back throw combo that will work on everyone. you wont get the 5/2C link depending on where you throw and which you have to do is character dependent. Damage does not count the 236B as that is purely for continued pressure after.
|-
|Back Throw >> 214A ~> D ~> D
|112
|Better Back Throw combo that does less damage then the above but grants a hard knockdown. Does not work on Hiro2, Roze, Eartj, Jadou, or Mayura.
|-
|Back Throw >> {623D ~> D}x3
|143
|Standard back throw combo that will work on everyone. Requires you to be near the corner. Builds a full bar of meter should the full combo connect.
|-
| colspan="6" align="center" | '''One Bar BnB'''
|-
|2D -> 2B -> 2C > 214C ~> D > 236236A/B/C ~> 236D >> 5C > 214A ~> D ~> D
|256
|Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown.
|-
|Back Throw >> 214A ~> D > 236236A/B/C ~> 236D >> 5C > 214A ~> D ~> D
|184
|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.
|-
|Back Throw >> 623D > Delayed SoT >> 214B ~> D ~> D
|137
|Seal of Time extension that guarantees a hard knock down on every character.
|-
| colspan="6" align="center" | '''Two Bar BnB'''
|-
|2D -> 2B -> 2C > 214C ~> D > SoT >> 66/236D >> 5C > 623D > Delayed Sot >> 5C > {623D ~> 6D}x2 >> 623D > Delayed Sot >> 66(side swap) >> 214B ~> D ~> D
|300
|Your main 2 bar BnB. Deals great damage, gets a hard knock down, and will let you get corner from anywhere on the screen. This combo requires extremely specific spacings and depending on where you start the combo you will have to heavily alter how much space you walk and when to side swap and when not to.
|-
|2D -> 2B -> 2C > 214C > 236236A/B/C ~> 236D >> 5C > 623D > SoT >> B+C (AAABBBCCCD 236D)  
|264
|Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then you have to micro dash after the 236236A/B/C ~> 236D for the 5C to connect. Will leave you with about 2 2/3 of meter.
|-
|2D -> 2B -> 2C > 214C ~> D > SoT > Whiffed Burst >> 66 >> { 5C > 623D > Delayed Sot }x3 >> 214214D
|403
|Alt Route Burst Combo. Requires 2 bars by the time you do the first Sot.
|-
| colspan="6" align="center" | '''Three Bar BnB'''
|-
|2D -> 2B -> 2C > 214C ~> D > SoT >> 66 or 236D >> { 5C > 623D > Delayed Sot }x2 >> 5C > { 623D ~> 6D }x2 >> 623D > Delayed Sot >> 214B ~> D ~> D
|328
|Non burst meter dump combo. Requires extremely specific spacing from corner to work. The choice between walking, dashing, or using 236D after the first Sot entirely depends on where you are on the screen
|-
|2D -> 2B -> 2C > 214C ~> D > SoT >> 5C > 623D > Delayed Sot > Whiffed Burst > { 5C > 623D > Delayed Sot }x3 >> 214214D
|406
|Burst Combo. Requires 3 bars for this route.
|-
|-
|}
|}
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Latest revision as of 10:28, 5 April 2024

Jadou 2
Spectral VS Generation Jadou2 Image.png
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

Gameplay Overview

Playstyle

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. Currently accepted in the community as the second best character, 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.

Jadou2 is a character who makes up for his poor defense with one of the best offensive playstyles in the game
Pros Cons
  • Tremendous Damage Output: Jadou2 consistently deals a lot of damage from very simple conversions with at least 1 bar of meter. To make things better for him, a lot of his BNB options are very cost-efficient, leading to him building more meter than he spends.
  • Crazy Offence Everywhere...: Jadou2 has strong presence in any part of the stage, whether it's fullscreen or in his opponent's face. At fullscreen, he has access to a fireball that can cover different angles and lets him hide behind it, and at close range, he has one of the best mixups in the game with powerful left-right mixups thanks to his command dash and his comboable back throw giving him strong strike/throw potential.
  • Energy Roar: Jadou2's Cape super (236236A/B/C) is one of the best supers in the game in a lot of aspects. Great at checking your opponent on hit, powerful corner carry and juggle potential in combos, and unwinnable scenarios for your opponent while you're in burst.
  • ...And Bad Defense Everywhere: Jadou shares the lowest health in the game along with Hiro2, and despite having meterless options, they are very inconsistent and tend to be beaten outright by his opponents. His buttons are very stubby which leads to bad abare, and his backdash is short and slow, leading to Jadou2 always being put at the risk of being killed above his burst threshold and makes him have less room for error than most characters.
  • Unsafe Mix: All of Jadou2 mixups, while spectacular, are mostly unsafe without spending meter to SOT.
  • False Advertising?: Despite looking completely different in the character select screen, said form does not appear outside of idle animations and during Level 3, making Jadou2 looking like regular Jadou but with a different color palette for the majority of the time.

Normals

Far Standing Normals

f.5A
Spectral VS Generation Jadou2Far5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 6 - - -


f.5B
Spectral VS Generation Jadou25B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low - 5 - - -

Will be the same Close/Far


f.5C
Spectral VS Generation Jadou25C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 High/Low - 6 - - -

Will be the same Close/Far


f.5D
Spectral VS Generation Jadou25D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 7 - - -

Will be the same Close/Far
Jadou2 hops above the ground and will dodge anything with a low enough hitbox

Close Standing Normals

cl.5A
Spectral VS Generation Jadou2Close5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 4 - - -


cl.5B
Spectral VS Generation Jadou25B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low - 5 - - -

Will be the same Close/Far


cl.5C
Spectral VS Generation Jadou25C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 High/Low - 6 - - -

Will be the same Close/Far


cl.5D
Spectral VS Generation Jadou25D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 7 - - -

Will be the same Close/Far
Jadou2 hops above the ground and will dodge anything with a low enough hitbox

Crouching Normals

2A
Spectral VS Generation Jadou22A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 4 - - -


2B
Spectral VS Generation Jadou22B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low - 5 - - -


2C
Spectral VS Generation Jadou22C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 High/Low - 6 - - -


2D
Spectral VS Generation Jadou22D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 5 - - -

Jumping Normals

j.A
Spectral VS Generation Jadou2j.A Image.png
8A
8A
Spectral VS Generation Jadou2j.B Image.png
7/9A
7/9A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 4 - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 4 - - -


j.B
Spectral VS Generation Jadou2j.B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
36 High/Low - 6 - - -

Is essentially 2 hits of 7/9j.A


j.C
Spectral VS Generation Jadou2j.C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 High/Low - 10 - - -


j.D
Spectral VS Generation Jadou2214X FollowUp2 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 5 - - -

Shares the same animation as Snake Kick

Chain Specific Normals

Any A/B/D Normal -> 5C
Spectral VS Generation Jadou2ChainC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
28-32 Hight/Low - - - - -

Throws

A/B+D
Spectral VS Generation Jadou2Grab Image.png
Hand over your vibes
Hand over your vibes
Spectral VS Generation Jadou2Throw Image.png
Vibe check
Vibe check
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A 4 - - -

Forward Throw
Animation for both throws is the same.

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A 4 - - -

Back throw is fully untechable
Animation for both throws is the same.

Dust (Sword Series Slash)

5B+C
Spectral VS Generation Jadou2Dust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High N/A 30 - - -

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


2B+C
Spectral VS Generation Jadou2LowDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 Low N/A 30 - - -

Same as standing Dust 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
Spectral VS Generation Jadou2Parry Image.png
Standing Parry
Standing Parry
Spectral VS Generation Jadou2LowParry Image.png
Crouching Parry
Crouching Parry
Spectral VS Generation Jadou2j.Parry Image.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
Spectral VS Generation Jadou2236A Image.png
236A
236A
Spectral VS Generation Jadou2236B Image.png
236B
236B
Spectral VS Generation Jadou2236C Image.png
236C
236C
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 30 High/Low N/A 12 - - -

Anti Air Angle

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 30 High/Low N/A 12 - - -

Straight Forward

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 30 Low N/A 12 - - -

Skims the ground and hits low. Can hit OTG


Dancing Wolf
214A/B/C
Spectral VS Generation Jadou2214X Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 30 High/Low Flying Tendrils, P Thunder, Super 8 - - -

Goes the shortest and has the least start up

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 33 High/Low Flying Tendrils, P Thunder, Super 13 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 35 High/Low Flying Tendrils, P Thunder, Super 15 - - -

Goes the farthest and has the most start up. Will pop airborne opponents up a bit on hit.

Flying Tendrils
Dancing Wolf ~> A/B/C
Spectral VS Generation Jadou2214X AltFollowUp1 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High N/A 30 - - -

Hits Overhead and causes a hard knockdown on hit
Dancing Wolf must connect in order to cancel into this

P Thunder
Dancing Wolf ~> D
Spectral VS Generation Jadou2214X FollowUp1 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low Snake Kick, SoT, Super 10 - - -

Can be canceled into from Dancing Wolf even if it whiffs

Snake Kick
P Thunder ~> D
Spectral VS Generation Jadou2214X FollowUp2 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
48 High N/A 18 - - -

Hits overhead and will cause a hard knockdown on hit
Shares the same animation as j.D


Evil Dragon
623D
Spectral VS Generation Jadou2623D FollowUp andj.236D Image.png
Genocide Cutta!
Genocide Cutta!
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High/Low Evil Dragon Claws, Sot, Super 3 - - -

Jadou2 Knee's the opponent while rising in the air, hits twice
Second hit shares the same animation as Evil Dragon Claws and Evil Fang

Evil Dragon Claws
Evil Dragon ~> 6D
Spectral VS Generation Jadou2623D FollowUp andj.236D Image.png
Follow up Genocide Cutta!
Follow up Genocide Cutta!
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24 N/A N/A 6 - - -

Shares the same animation as Evil Dragon's second hit and Evil Fang


Evil Fang
j.236D
Spectral VS Generation Jadou2623D FollowUp andj.236D Image.png
Aerial Genocide Cutta!
Aerial Genocide Cutta!
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High, N/A for Air to Air N/A 7 - - -

Can be tk'ed for an instant overhead as it will still hit crouchers
Shares the same animation as Evil Dragon's second hit and Evil Dragon Fang


Hidden Devil
236D
Spectral VS Generation Jadou2236D Image.png
Haa
Haa
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
N/A N/A N/A 1 - - -

Jadou2 dashes forwards while moving his hitbox quite low, allowing him to dodge quite alot of attacks, although he is in no way invulnerable during the dash
Can go through the opponent, thus causeing a side swap depending on spacing
Due to the sheer amount of moves that you can cancel into Hidden Devil, its quick recovery, and ability to side swap, Hidden Devil is vital to Jadou2's pressure game
Total Length: 23 frames
Upper Body invincibility: 1-18

Super Moves

Level 1 Supers

Energy Roar
236236A/B/C
Spectral VS Generation Jadou2236236X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
146 High/Low Energy Roar Evil Shadow - - - -
Energy Roar Evil Shadow
236D During Energy Roar
Spectral VS Generation Jadou2236236X FollowUp Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
100 High/Low N/A - - - -


Ultimate Devil Black Ghost Circle
236236D
Spectral VS Generation Jadou2236236D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
158 High/Low N/A - - - -


Aerial Ultimate Devil Black Ghost Circle
j.236236D
Spectral VS Generation Jadou2j.236236D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
165 High/Low, N/A for Air to Air N/A - - - -

Level 3 Super

Dead Spirits Dance
214214D
Spectral VS Generation Jadou2214214D Image.png
No joke for this one. Just a real bad hitbox
No joke for this one. Just a real bad hitbox
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
349 High/Low N/A - - - -

Strategy

Neutral

Jadou2 has a multitude of tools to allow him to surprisingly play an actual neutral game. Though he will normally be trying to advance Jadou2 can play a keep away game due to his fireball having variations that are able to anti-air and deal with low profile moves, as well as have some good range on some his normals, notably his j.C for air to air and air to ground control, and 2C for ground interactions. In terms of dealing with your opponents air approach Evil Dragon is your best bet due to being only 3 frames of startup, and will usually trade at worst.

Offence (On Hit)

On hit Jadou2 will do one of two things, go for a reset with Hidden Devil, or more normally do a combo. Combo wise Jadou2 is quite straight forward, with his combo game being a question of how much meter do you want to spend for extra damage before you get a HKD with your Dancing Wolf ender. Alternatively, with proper spacing near the corner you can loop Evil Dragon ~> Evil Dragon Claws up to three times meterless in the corner, which builds more meter and does more damage then your standard HKD ender. You will unfortunately give up corner and HKD with this ender but it is still an option for more damage.

HKD OKI

After a HKD you have a multitude of options to open the opponent up, but there never is a straight forward "correct" answer, and you will have to implement some free form mixups and conditioning to properly open the opponent up.
Nonetheless, here are a few standard options to consider.

  • Meaty Normal
  • Meaty Dancing Wolf A into follow up of choice
  • Jump over IAD back j.C
  • TK Evil Fang
  • Hidden Devil cross-up, afterwards you can Hidden Devil again for a re cross-up, or you can do one of the above
  • Back throw

This isnt the be all end all for Oki as there are a multitude of other options. For example, in burst your Energy Roar ~> Energy Roar Evil Shadow is a catch 22 meaty with proper delay of the follow-up, as if they block they will be guard broken and subsequently will eat a combo, and if they parry to dodge the Energy Roar a delayed Energy Roar Evil Shadow will catch their recovery, again leading to a combo.

Offence (On Block)

On Block, like his HKD Oki, is entirely free form with is usually consisting of a 2D -> 2B -> 2C > 214A/B/C ~> Follow up, with the mixup of Hidden Devil at any point during these 4 hits for a reset in pressure, and depending on when you use it it can either cross-up of remain on the same side. You also have Flying Tendrils and P Thunder after Dancing Wolf, with Flying Tendrils being safe on block, and P Thunder having a SoT cancel, allowing you to restart your pressure. You can also use Evil Ghost to end your pressure if you want to reset back to neutral.

Defense

Jadou2 unfortunately dosen't have much more then anyone else for defense. While you have Hidden Devil it has no invincibility, and Evil Dragon, while only 3 frames of startup, will lose to a parry, and anything with invincibility like a backdash, though due to Evil Dragon being invulnerable during start-up, it will more often then not trade with an opponents hitbox at worst. Your backdash is also too slow to see any real defensive usage with the same going for Ultimate Devil Black Ghost Circle, your only reversal super. Thankfully you still have your standard guard cancel to get out of pressure, though this still costs 1 bar of meter.

Combos

Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms! All damage values tested against Hiro.

BnB Combos

Combo Total Damage Notes
As a rule of thumb, all Jadou2 combos, throw combos exempt, can be started with j.C >> 2D or if close enough j.C >> 5/2C for better damage
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 >> 66 >> 5/2C > 236B 121 Standard back throw combo that will work on everyone. you wont get the 5/2C link depending on where you throw and which you have to do is character dependent. Damage does not count the 236B as that is purely for continued pressure after.
Back Throw >> 214A ~> D ~> D 112 Better Back Throw combo that does less damage then the above but grants a hard knockdown. Does not work on Hiro2, Roze, Eartj, Jadou, or Mayura.
Back Throw >> {623D ~> D}x3 143 Standard back throw combo that will work on everyone. Requires you to be near the corner. Builds a full bar of meter should the full combo connect.
One Bar BnB
2D -> 2B -> 2C > 214C ~> D > 236236A/B/C ~> 236D >> 5C > 214A ~> D ~> D 256 Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown.
Back Throw >> 214A ~> D > 236236A/B/C ~> 236D >> 5C > 214A ~> D ~> D 184 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.
Back Throw >> 623D > Delayed SoT >> 214B ~> D ~> D 137 Seal of Time extension that guarantees a hard knock down on every character.
Two Bar BnB
2D -> 2B -> 2C > 214C ~> D > SoT >> 66/236D >> 5C > 623D > Delayed Sot >> 5C > {623D ~> 6D}x2 >> 623D > Delayed Sot >> 66(side swap) >> 214B ~> D ~> D 300 Your main 2 bar BnB. Deals great damage, gets a hard knock down, and will let you get corner from anywhere on the screen. This combo requires extremely specific spacings and depending on where you start the combo you will have to heavily alter how much space you walk and when to side swap and when not to.
2D -> 2B -> 2C > 214C > 236236A/B/C ~> 236D >> 5C > 623D > SoT >> B+C (AAABBBCCCD 236D) 264 Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then you have to micro dash after the 236236A/B/C ~> 236D for the 5C to connect. Will leave you with about 2 2/3 of meter.
2D -> 2B -> 2C > 214C ~> D > SoT > Whiffed Burst >> 66 >> { 5C > 623D > Delayed Sot }x3 >> 214214D 403 Alt Route Burst Combo. Requires 2 bars by the time you do the first Sot.
Three Bar BnB
2D -> 2B -> 2C > 214C ~> D > SoT >> 66 or 236D >> { 5C > 623D > Delayed Sot }x2 >> 5C > { 623D ~> 6D }x2 >> 623D > Delayed Sot >> 214B ~> D ~> D 328 Non burst meter dump combo. Requires extremely specific spacing from corner to work. The choice between walking, dashing, or using 236D after the first Sot entirely depends on where you are on the screen
2D -> 2B -> 2C > 214C ~> D > SoT >> 5C > 623D > Delayed Sot > Whiffed Burst > { 5C > 623D > Delayed Sot }x3 >> 214214D 406 Burst Combo. Requires 3 bars for this route.
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2