Vampire Savior/Jedah/Matchups: Difference between revisions

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===[[Vampire Savior/Zabel|Zabel]] (2-8)===
===[[Vampire Savior/Zabel|Zabel]] (2-8)===
[[Image:portrait-zabel.gif|frame|left|Zabel]]  
[[Image:portrait-zabel.gif|frame|left|Zabel]]  
In this matchup you will notice your normals get out prioritized every time. Also that Zabel is fast and vicious. His combos are also very high damaging, and you have a risk of getting unblockable'd every time after one. Your Dark Force isn't as great here because he can Death Voltage your airdashes and it comes out fast enough to counter just about all of your normals. You won't find yourself dashing or airdashing as often as in other matchups because of his Death Voltage as well. He can do it in the air, off a dash, an airdash, and of course standing, so he can pretty much react and do it. IADing back or forward with j.MP takes a lot away from Jedah.


Now to go over some strategies to overcome this matchup. First off, you can't wait around for too long before he starts going on a rampage and rushes you down. Jedah is tall and doesn't like those long jump in strings. You don't have a reliable anti air against them, at all. 2.MK goes too far forward, 5.Lp is too low to use, and the claw move is way too slow to use on reaction. So what you do here is chicken guard and mount an offense when he has to guard.
This is a very bad matchup, it might not seem like it’s that bad once you play it against the very few Zabel’s that go around because they probably lack experience vs a good Jedah, but you can trust me that it is very very bad.


Also remember that you can chicken with Jedah's airdash, so you can go around the other side and hit him as well. Later on when they see you are jumping and chicken guarding a lot, 5.HP and 2.HP becomes a problem. They will start to empty jump then do those moves which will hit you out of the air. Zabel's 5.hp goes about to the top of the screen so there isn't much you can
In every situation, Jedah has a worst kit and RVR, he cannot contest buttons such as jHP and jMP from Zabel in A2A (Air 2 Air, Air to Air) situations, which severely incapacitates Jedah’s game as he’s a character that really needs to be in the air to make things happen. He cannot compensate for this limitation via playing more patient/zoner-like in the ground, as Zabel is incredibly fast in the ground as well, his far range pokes via 6LP and 6MP will pester Jedah in the mid range, a range that Zabel can position himself to stay very easily, Jedah would like to throw segas and 2MKs to attempt to create a defensive wall, only to then pounce and make his own plans happen, these plans are unfortunately too slow and ineffective.
do about that.


When they do start to empty jump in though, it's time to go to air block strings into 5.LP. Meet him in the air with j.LP, j.MP, j.MK, jHP, land, then 5.LP. From there, start your offense. Your 5.lp will always beat anything he tries to chicken guard with. Just  remember to make use of the HP, and 5.LP right away when you land. The matchup breaks down to if you happened to use the right move when your opportunity to mix up arises. From a neutral position, you are very disadvantaged.
As Jedah, you want to sit just a bit outside the mid range against Zabel and keep in mind that his IADs can be cut off by 5LP and anti-aired by 2MK, backdash jHP is important  to attempt to control some space in front of Jedah, but can prove to be very risky when extending your limbs out, use carefully! Jumping in with chicken block is an interesting attempt in this matchup, you can react to A2A situations via guard breaker strings, fall down with jHP to snipe IAD attempts by Zabel and also air dash at any point in your jump to throw off timings and threaten double overheads and Nero-Bassale OS even, these should be exploited, but are very dangerous as well.


Here is a link to an example of the matchup.
TL;DR: Keep your wits about you, never give up and exploit your few openings ferociously.  


http://www.youtube.com/watch?v=jz4z1twnB40
===[[Vampire Savior/Demitri|Demitri]] (3-7)===
[[Image:portrait-demitri.gif|frame|left|Demitri]]
This is Jedah’s own personal Makai. In this matchup, Jedah is stripped out of every neutral tool he has because of one very simple tool by Demitri: late jump HP fireball. If Demitri jumps, waits a tad bit and then throws out a fireball, he can hit standing Jedah, this takes away: early jump attempts, punishes standing sega attempts, punishes dash attempts, forces Jedah into blocking which makes him a sitting duck. All of these make Jedah extremely easy to mix, bully and control in neutral, a prime target for the most basic mixes Demitri has in fact.


===[[Vampire Savior/Sasquatch|Sasquatch]] (3-7)===
Jedah also lacks any good answer to DPs both offensively and deffensively. On offense, Demitri can do IDDCs (Instant Dash Demon Craddles) and not have to worry about Zabel/Bishamon level punishes, as the best Jedah can get is a 5MK or 5MP, which deal pretty laughable damage and can only cause resets, creating yet another situation where Jedah has to work around guess-GCs, this will make you go absolutely insane. Defensively, Jedah’s style of pressure is very similar to Q-Bee’s but much weaker, meaning he has many, and i mean MANY, gaps in pressure for Demitri to guess-GC high, coupled with Jedah’s IMMENSE limbs, this will make your offense feel... somehow disadvantageous for you, very cool!
[[Image:portrait-sasquatch.gif|frame|left|Sasquatch]]


You can't do a whole lot in this matchup either. But that's Jedah, so
As Jedah, you want to react to late jump fireballs with either a low profile 2MK to go underneath it (and if DE has been doing them too high, you can even walk underneath them, but be careful!) or you can jump forward, chicken block and study your opponent from far away, if they like aggressing after the chicken block then you throw an HP fireball to stop dashes and jumps, if they sit patiently then you airdash afterwards with either jMP or jHP. If you jump in and they don’t fireball, then you can risk jMPHP jump in combo, an airdash, or chicken block a DP into jMP or other attempts at holding “advantage.” On pressure you have to be weary of DPs and GCs EVERY. SINGLE. TIME. Never sleep on it, make DE forget he has DP from how many times it whiffs until you can truly go nuts with pressure. Use 2LK2HK and 2LK5HK for GC safe strings, throw meaty segas if they’ve been going a little too ham on wakeup DPs and reset DPs, when you hit them on block, use a pressuring “OS” with backdash jMP/backdash into air dash jHK/jHP, the latter will IOH and the former will stay safe from whiffed DPs.
you'll be seeing this a lot. A big problem here is Sasquatch's j.LK and j.MK. They outprioritize anything you have in the air, or on the ground unless you hit them with 2.MK from a distance. The only reason why this isn't a 2-8 matchup is because Jedah has a few tools that can hit Sasquatch to start some momentum.


ES ice tower hits a lot of your air moves and there's only one way to airdash around it. And even then, they can delay it and ES
TL;DR: This is a blow for blow matchup where every situation has a really bad RVR for Jedah, good luck out there, soldier!
tower you out the sky anyway.


Spin scything isn't typical in this matchup, you can get hit out of them very easily, making them useless and not in your favor in a neutral position. If you want to throw one, you'll have to be a good distance away, or cancel it from 2.LK when
===[[Vampire Savior/Felicia|Felicia]] (3-7)===
they are trying to tech or block your strings.
[[Image:portrait-felicia.gif|frame|left|Felicia]]


Definitely control your space. Sasquatch has an insane advantage in the corner and this could cost you the game from a good player. Don't be a hero and try and GC him, he can make it whiff with his normals or dash overheads.
This one is much simpler, Felicia’s strenghts in having really great normals in neutral is an obvious mortal counter to Jedah’s weakness in having really shitty normals in neutral. The only time Jedah can, arguably, have an advantageous state vs Felicia is on A2A situations, where he is very competent with guard break strings... Too bad cat guard exists! Very sad! No guard breaker for you! Cat guard is a bug where Felicia can defend standing normals during her jump, something unique to her and Zabel, but hers is much more powerful. What does Jedah have going on for him? He can at least enjoy full screen space to zone out a little bit, he can up back and throw sega to attempt to create mixups and advantageous situations, this is a very very good relief in this matchup as the previous matchups could all snipe you full screen. Although Felicia can interrupt Jedah in neutral very well, his pounces are still effective if he has the comfort of a sega in front of him or knows he can sneak his way through, and once he does, Felicia is a pretty standard character in terms of how you pressure her as Jedah. The biggest struggle for Jedah is footsies range, where Felicia can threaten a long range low with 2HK, extremely strong jump ins and dashes, her pressure is outstanding vs Jedah, given that he is very tall and lacks good reversals, and his DF is very risky and hard to use since he doesn’t have a great way of coming down to pressure Felicia in view of her extremely strong normals.


Dark Force is very useful, but you need to be careful that he doesn't predict it and j.LK into j.MK you
As Jedah, you want to stand just outside of footsies range and get good projectiles on the screen to make your plays, your approaches must ALWAYS be extremely fast, as bad jump ins and full screen airdashes will be 5LK’d and will consequently kill you, fending off Felicia aggression comes down to not being in a bad position in the first place, but if you are then here are a few tips: Nero fatica will eat dashes and jump ins like hot cakes, but can be mortally punished, 2MK isn’t a trust worthy AA in this matchup, it will lose to jumps! Anti-aired got aired! Cool! Don’t mash on defense, do proper PBs and use DF DEFENSIVELY, don’t try to push it against Felicia, it will not work out.
out of it.


Your initial hits to start mixing up are gonna come from 2.MK, and 5.LP. Both have high priority and are used to take him out of jumps or dashes. A patient Sasquatch that knows the matchup, however, is an even bigger problem to deal with, because now he knows not to run into those and can be explosive when he lands a hit.
TL;DR: pretty bad matchup that you’ll need a lot of experience to improve at.


You can't really jump in or dash in on him, but you're gonna have to take risks at that point. Do your usual thing once you have the chance, and then follow up and don't let up on him.
===[[Vampire Savior/Gallon|Gallon]] (3-7)===
[[Image:portrait-gallon.gif|frame|left|Gallon]]
Where as Felicia beats Jedah really well by keeping her ground and beating him there, Gallon beats Jedah in the air. Gallon’s air normals as simply fantastic against Jedah, neutral jumps go miles at stopping incoming pressure, 2MK is a great long range fast poke and Gallon’s dashes compliment his full screen ESBC/BC options extremely well, all getting interrupted in different timings that can punish each other. That being said, this is a pretty optimistic matchup, Jedah has great opportunities on this one, coupled with the fact Gallon is a very wide character with low health and no reversals, you will have a lot of good spots to put in work. If you’re playing a beast cannon heavy Gallon then you should be more patient, do backdash ES segas, backdash jHP and react to your opponent’s options. Grounded BCs can be punished on the ground and ES BCs can be punished on their way up via PB 5LP from Jedah, this is something we often take for granted as most characters either have to suck the ESBCs up or 1 hit GC it. If you play a more patient and reactive Gallon then you can slow play it with low airdashes, walks into pokes and playing around dio segas more. Although Gallon’s air normals are outstanding, Jedah can sometimes challenge them with a high airdash jHP, standing jab and walk up 2MK, this is also a good break as it will set you up very well for a mixup! You might be asking then, why is this such a bad matchup then, Mendy? Because these plans usually don’t work and being cornered is an actual death sentence, if you figure out a way to defend in the corner consistently, then maybe you can update this part of the wiki yourself!


66.MP is the safest poke you can get against Sasquatch that will put you in an advantage.
TL;DR: Adapt to your opponent actively, get your PBs in check and strike viciously when given the chance, and you will get a chance.


The main thing to do in this matchup is to gain momentum and take advantage of it, because that's where you're going to land big damage and hits. Try to contain him when you have him where you want him.
===[[Vampire Savior/Sasquatch|Sasquatch]] (4-6)===
[[Image:portrait-sasquatch.gif|frame|left|Sasquatch]]


You should also remember to air-chain j.LP, j.MP, j.MK and j.HP to meet Sasquatch in the air, then land and 5.LP to start an offense.
I once said that this matchup is awful on paper, but even on the streets, what did i mean by this? I believe this one borders on 4-6, but is realistically a 3-7. Jedah’s strenghts can really shine vs Sasquatch, the main issue in this matchup is that Sasquatch’s strenghts shine really well vs Jedah, and his neutral tools often place him perfectly to exploit them. Sasquatch has strong pounces with dashing normals, can do a great job at punishing jump attempts and has vortex style pressure, this really grinds Jedah down. That being said! Sasquatch lacks a good enough anti-air to contest Jedah’s pressure! He’s also very wide! His reversal kinda goofy! He gets SLAUGHTERED by DF! These are fantastic news for Jedah, because it actually grants him solid advantage on pressure for guessing right, Jedah’s combos will hit on the correct timing to maintain control after a combo and loop pressure himself, his projectiles are hard to contest as Sasquatch and will go a long way in neutral as well, DF can be contest either by ES Ice Towers or neutral jumps, these can all be punished with either a reset or a falling combo which grants DF mixup opportunities, EXTREMELY dangerous for Sasquatch! Because of this, the matchup rating mostly comes down to the sort of RVR we’re dealing with, the RVR is skewed towards Sasquatch of course, but Jedah’s offense is very very tricky to deal with.
As for neutral, you want to contest dashes with 2MKs, sometimes 5LPs and airdash jHPs, and enjoy space advantage with backdash/up back MP segas in neutral, use these to create your standard mixes. Be weary of a Sasquatch with meter! He will punish full screen projectiles!


===[[Vampire Savior/Q-Bee|Q-Bee]] (3-7~4-6)===
As Jedah you must mix your offense and pressure all the time, bring out the secret spells from an old forgotten book of curses, squeeze every ounce of juice from this character and you will be rewarded.
 
TL;DR: You can do it! Trust yourself! PB his offense, AA his normals, and fight fiercely!
 
===[[Vampire Savior/Q-Bee|Q-Bee]] (4-6)===
[[Image:portrait-qb.gif|frame|left|Q-Bee]]  
[[Image:portrait-qb.gif|frame|left|Q-Bee]]  


There are only a few Jedahs and a few Q-bees that can alter the outcome
Just barely missing out a 3-7 score, if SA vs JE is even on the streets, then this is an even matchup! As Jedah mains we must cling to every bit of advantage, if there’s hope then we can make it work, every single time, no matter the opponent, no matter the matchup. Q-Bee has great advantage vs Jedah, but not where she expects, she can’t “bully the low tier” by just spamming IADs, this plan will not work. She cannot “bully the low tier” by spamming grounded normals, this will also not work. Her advantage lies on how amazing chicken block float is as an approaching tool, as she gets hit too high by guard break strings to be properly guard broken, instead reversing the game by doing airdash jLP after blocking mid air, creating her own offense out of what should be a disadvantageous state. Once she’s in, she’s in. She can put in work. Jedah’s hopes here are the fact he has a great projectile to keep her away, he’s a mostly airborne character which makes it difficult for her to IAD in from neutral for free, 2MK and 5LP are great normals for contesting her aireal approaches (especially the most predictable kind) and because Jedah doesn’t get oki, he doesn’t even feel her annoying wake up timings! This is kind of an odd plus since not getting a knockdown is much worse, but if you play other characters vs Q-Bee, you’ll learn to appreciate this. Though guard breaking is risky, Jedah is pretty much the only character that can properly guard break a floating Bee, if you hit it just right then you can snipe her with 5LP on your way down. She’s extremely wide, extremely weak and lacks good enough reversals to always threaten na interrupt to Jedah’s pressure. My best tip, use 5MP as an anti jump to make her respect you! Then go to town. Remember that DF combos only work as jMPMKHK, don’t start with jLP! It will whiff!
of this match. Whether the match is 3-7 or 4-6 really depends on the player, even in Japan. As far as the matchup goes, it's still leaned towards Q-bee's favor. The bad news is, she hits faster and stronger than you. The good news is, you can still hit her hard.


Sadly, your Dark Force here is nerfed yet again (don't worry it gets better after these 3 match-ups). She can duck your high series combo, and she avoids spin scythes easily. You can use that to your advantage and knick a few hits off of her though.
TL;DR: If they’re slow with IADs, then poke them out with 5LP, take away their defensive jumps with 5MP and do lots of up back segas in neutral, use falling airdash jHPs to contest neutral IADs and these will sometimes grant you guard breaking opportunities. If they aren’t using float chicken blocks, then you should be winning this!


Something that will give you a hard time is being a tall easy target when she's in the air. She can chain j.MP into j.HK and float IAD and mix up a lot of things when she goes to the air. Your best bet against that is to keep in 5.LP and 2.MK distance so that she doesn't gain that opportunity. If you're too close you can dash back, then airdash, or jump back and airdash, or just walk back.
===[[Vampire Savior/Aulbath|Aulbath]] (4-6)===
[[Image:portrait-aulbath.gif|frame|left|Aulbath]]


A lot of the time you can meet her in the air by chaining j.MP, j.MK and j.HP, then land and 5.LP.
This is a pretty good matchup for both characters. For Aulbath it’s good because... well, because he’s a better character! But for Jedah it feels good because he enjoys some great neutral space control, a low to the ground sega will prevent Fish from just dashing at him and will force him to either jump in if he wants to be aggressive, or sit patiently and neutral jump or throw out a sonic or gas, these can be exploited. In fact, there are many spots where Fish is vulnerable and can be targeted! You can chicken block sonics and gasses by jumping at them, following up with a jMP to punish, although this is risky. Because Fish has a lot of multi hit normals and is pretty preditable with his dashes, your GC will shine very bright against him. DF can be extremely clutch! Fish will default to throwing gaps in pressure to cancel light attacks into charge specials, you can DF between the lights and the specials for a DF + punish, guaranteeing a mixup on the ground, a very deadly mixup, just be careful because if you misinput the DF, you die! Very nice! Death!


Q-bee is pretty straight-forward, and if you happen to lose, your opponent isn't exactly a genius. Anyone who can IAD properly can get wins. Realistically, you won't be block all of her hits in the corner, so you will lose chunks of life
You want to sit at the very limit of the midrange vs Fish, where lights and medium versions of sonic and gas won’t hit you and Fish can’t directly dash or jump in, in this range you want to keep jump ins and backdash airdashes in the back of your mind for approaching, as you wait to see what option Fish picks, when they throw out a charge move, they like to approach, so be ready with a GC or an anti-air! Remember that Fish is a pretty bad character defensively, when you’re already in, so don’t be scared to push it a little further against him.
and you need to guess right in order to get out. Jump out when you think she will IAD again, and 2.MK if you think she will use 5.MP to stop you from jumping.


66.HK will save you a  lot since it's easy to cross her up when dashing with that. You can do it a few times and
TL;DR: Exploit the gaps Aulbath provides in neutral and on his offense, play patiently in grounded neutral.
usually she won't have an answer to it.


===[[Vampire Savior/Bulleta|Bulleta]] (3-7)===
===[[Vampire Savior/Bulleta|Bulleta]] (4-6)===
[[Image:portrait-bulleta.gif|frame|left|Bulleta]]  
[[Image:portrait-bulleta.gif|frame|left|Bulleta]]  


Like in any bad matchup, a lot of things stop you here.
Mostly the same as fighting Aulbath, Bulleta has convenient gaps in neutral to exploit because of her missile game, jumping patterns and her need to dash in. Jedah has plenty of space to throw out projectiles, but can often struggle at approaching safely, Bulleta will enjoy full screen space for throwing out missiles and slow playing neutral, picking her spots for approaching, P missiles vs K missiles will create interesting mixes as well, as P missiles can be low profiled with 2MK and K missiles can be airdashed over, this will make “yomi” levels of gameplay which are fun to keep track off. Bulleta lacks proper anti-airs outside of LP missile, so you will see her use the very rare molotov special because of how annoying Jedah’s approaching angles are, if they don’t use this then you have a clearcut advantage on air approaching, if they do use it then be aware you can chicken block jMP it or, sometimes, go around it with airdashing. To deal with Bulleta’s dashing pressure, you must get good PBs and then make a decision. Poke her out of dashes, interrupt jumps with 5LP or 2MK them on their way down, IAD for a quick counter attack, DF to catch her dashing as well, all of these require experience and careful adaptation against your opponent. In pressure, you should keep 5MP as an anti-jump option in mind as well as getting your jump in guard breaks in check, this will serve as a pseudo-OS that can guard break if they jump, punish missile attempts and maintain pressure if you land on them blocking, this has it’s weaknesses as well, as it can be molotov’d (possibly on reaction) and simply walked/dashed under.


LP missile is a big problem here, as it limits a lot of your air game. When your air game is limited like that, you tend to stay on the ground some more.
TL;DR: Get good PBs, IOH sequences can be interrupted by 5LP (except jMPHP) be decisive and pounce quickly, prevent her from jumping defensively for free.


Another problem is her dashing around 5.LP. It beats all of your air moves and even when she's turned around, when she 5.LP's it turns her around and anti airs you.
===[[Vampire Savior/Victor|Victor]] (4.5-5.5)===
 
[[Image:portrait-victor.gif|frame|left|Victor]]
Her useless moves are good against you, but that's only if you're not playing smart. Don't do any full screen airdashes and you shouldn't get hit by that wine bottle fire move, or the gun super.
 
Her rushdown game is good on you and it's easy to get command grabbed because of your wide box.


She can play both offensively and defensively and have a good advantage. The scarier one is her offense because that's where
I’ve always felt like this one was either even or better for Jedah, but i respect the case for Victor having the very slight upper hand. Victor is a monster once you’re cornered, and his strong beefy normals that eat through everthing in his path are very scary, as they can set up his offense... somewhat, he’s extremely slow so it depends on where he is on the stage. Jedah has advantage once he’s in and he can control the pace of the game well, his DF is extremely oppressing and goes a long way at getting him out of disadvantageous positions like being cornered or being reset. Empty airdashes into ES sega are good at baiting out 2HP by Vic, you can also jump in Ira Spinta them, but use this very sparingly. Dashing pounces are outstanding when placed correctly, and with proper conditioning, as 66jHP in specific is god awful to deal with as Victor, it’s a massive jumping normal that hits three times and leaves Jedah very very plus. Being very tall, Victor can be DF looped, get hit by IAD double overheads very consistently and get sniped by jump-ins + jMP IOH sequences. In Victor’s advantage, he has massive normals in neutral, can really destroy Jedah once he corners him and has the biggest health bar in the game.
you take the most damage. The defense compliments this as she can play it when she has a comfortable lead.


Here are some little things you can do to her though. If you're close, you can crouch under her high missile and 2.LK, 2.LK into 2.HP. It's not much damage, but again, it's what you have to settle for.
TL;DR: You will find this matchup feels very nice, just be careful not to run in head first into heavy charged normals.


What you're aiming for here is a blocking jump to get close. When you're around on top of her head, dash around and j.MK, j.HK or j.MK, j.MP. That's how you gain momentum and get close here.
===[[Vampire Savior/Lilith|Lilith]] (4.5-5.5)===
[[Image:portrait-lilith.gif|frame|left|Lilith]]


A very good move to use is 2.LK. It stops her dash, goes under high missiles, and just makes her gameplay change a little so you don't have to play her game at all times.
There’s a case for this matchup being worst than this rating, i personally believe it’s 4-6 in Lilith’s favor, but the more responsible score is 4.5-5.5. Mostly a neutral game cold war for the most part, Lilith has pretty telegraphed approaches with superjumps and dashes, Jedah has solid tools to combat that, Lilith does however have TK LP fireball, this works like a jumping low fireball by Demitri, but a little weaker. WIth TK fireball, she halts any possibility of Jedah jumping in, dashing in, airdashing in and, sometimes, his ability to poke her out of it entirely. What Jedah can do against this is, sometimes, close the space by walking and trying to counter poke or set up a mix up, he can also just back off and throw an MP sega, making an argument for “haha, i have an annoying projectile too” and, funnily enough, Lilith can’t get past MP sega the same way Jedah can’t get past TK fireball. Both characters want to be approached, none of them want to approach, Lilith has LI confirms which grants her much better bang for her buck than Jedah and she has superior defense simply for the fact that she has a proper DP. These two details are what set Lilith at a clear advantage, even if it isn’t a massive one.


Another good move is 2.MK. While it can anti air, it's good as a low poke too. As you may have noticed, it's the only low poke that anti airs, early anti airs, has decent reach, and hits low. So stick that move out because it's better than doing nothing if
As Jedah, you want to Nero fatica super jumps on reaction, beat the bad super jumps out of her. You can check her dashes with 2LKs and 2MKs, backdash jHPs as well. On offense you should stay safe of DPs via the backdash OS mentioned on JE vs DE and keep up pressure, as getting back in is very annoying, plus Lilith has low health.
she's severely rushing you.


You can ground spin scythe to buy some time and room if you need to, but watch out for ES missiles. Don't throw too many of the air ones, that can get you hit by the gun super.
TL;DR: Boring even matchup, don’t get hit by LI and you should be better.
 
Bulleta is small and that means she can get crossed by 66.HK easily. When you're in this position, mix it up with uncrouchable command grab, ES claw move, whatever. Just get your damage off while you can.
 
While there is more to the matchup than this, if Jedah is standing he is forced to block Bulleta's Cool Hunting EX Move and cannot crouch. If you happen to be already crouching when it comes out, you can punish with Jedah's Finale Rosso (Pit) EX Move. However, since the input for that attack is 22.PP, you'll invariably have to return to 5 (neutral, standing) to execute it, getting you hit by her attack. To properly punish, you must whiff a crouching normal such as 2.MP, buffer the 22 input during it, and press KK when you recovery, letting you grab Bulleta and punish the Cool Hunting.
 
===[[Vampire Savior/Gallon|Gallon]] (3.5-6.5)===
[[Image:portrait-gallon.gif|frame|left|Gallon]]
 
This matchup is bad, but you can turn things around quick if given the
opportunity. Otherwise, you're really going to have to work hard on this one.
 
The first thing you will notice is that Gallon out prioritizes you in the air. His combos are very easy, high damaging, and not hard to come around by. It's not very hard for him to close in on you either, which is the last place you want to be against him. It doesn't sound like much, but he can ride those things to victory.
 
First of all, you want to have a good method of AGing. LK-LP-MP-HP is preferred. This way, if he pauses for tick throw too long, you can 2.LK him, and if he does grab you, you can tech hit in time. If he jumps, you will whiff your 2.LK, but you can recover to block on time and AG again.
 
The next best thing you can do is Dark Force out of his option selects, but don't get too predictable and don't do it unless
you're gonna get damage off of it, because escaping one situation isn't worth a whole bar (in Jedah's case, since meter is hard to come around).
 
The good news about this matchup is, Gallon takes damage worse than average. Which is great because it takes less mixups to kill,
which will prove to be important once you see how hard the matchup is.
 
Another thing is his relatively poor defense. His GC is very situational, and more often than not useless. The Gallon player will usually resort to chicken guarding, which will will learn to counter in a bit. His anti air options are somewhat lacking, but are still useable against Jedah. Thankfully, you can alter your jump timings with a whiff j.HK.
 
Here is a technique I learned from Oouchi: j.LK, j.MP, j.MK, j.HP, land, and 5.LP. What this does is stop Gallon's jump spamming, fairly effectively. It takes good timing to land this proper, but it can go in your favor.
 
Grabbing him is also an effective tactic because he will be trying to block a lot of your stuff, trying not to eat the big damaging combos that Jedah can occassionally pull. Overall, you're going to have to play safe and be patient for your
damage. Get good positioning and don't let him sit comfortably.  


===[[Vampire Savior/Bishamon|Bishamon]] (5-5)===
===[[Vampire Savior/Bishamon|Bishamon]] (5-5)===
[[Image:portrait-bishamon.gif|frame|left|Bishamon]]  
[[Image:portrait-bishamon.gif|frame|left|Bishamon]]  


Both characters in this matchup can rush vigorously. I think this is more of a momentum 5-5 type matchup, as opposed to a stalemate 5-5 matchup. You have to be careful about a few things here.
There’s a case for this matchup being better for Jedah! This matchup would be a clear 6-4 for Jedah were it not for Bishamon’s amazing mixups and pressure. This one is very unique in that Jedah can freely play in the air and throw segas, completely setting the pace and can punish Bishamon for trying to push too hard and being impatient. Jedah’s jump ins are lethal, his DFs are extremely scary and can be placed on places where Bishamon will have no good answer to other than a GC, this can be heavily exploited. A sega in the middle of the stage halts Bishamon completely, he has no good answer to it, a careful approach to opening up this character is very necessary tho, as being air reset for a bad jump in will cause you to be UB’d by ESKD, into a Hayate Togakubi Sarashi. This really really hurts, i do not like this.


First off he's gonna be coming in charging like a bull. You can try to poke him with 5.MK at your risk, and 5.LP is a decent option with a less risk factor. You can poke with 66. MP, but be careful not to run into a fireball. If he likes to fireball, jump over and j.MP into jHP, then dash jMP, land, and 2.LK, 5.LK, and finish it with a 5.MK (you can do that from full screen, since Jedah's jump arc is so huge).
This matchup is very very complex and a good Jedah will show his talents in it, you have opportunities for flashy DF loops, for flashy dashlinks, Nero fatica punishes and San Bassale OS, perfect segas into supers and ES Spinta, all your tools are here, and because Jedah is so used to playing without half his kit, having everything avaiable will feel like you’re playing an 8-2 matchup, Bishamon mains will tell you the matchup certainly feels that way.
 
As Jedah, you should be threatening with your air game, make them fearful of throwing karame damas in neutral by threatening jump ins and high airdashes, once you gain their respect in that sense, you can get neutral dashes on and enjoy the space advantage. Remember not to do combos ending in 2HP too much, as these are punishable on hit by low Iaai Giri.
Also, don't jump when you're too close to him. He can 6.HP you and 66.MP. Also don't airdash into his 5.HP. It goes to the top of the screen and he can dash with it. You can poke him in the air with 66.MP. It beats most of his ground stuff, even when dashing.
 
Bishamon's rush is really really good, so if you need to you can Dark Force to try and get away. You want to get some damage for your meter though, so don't get GC'd and mix it up well.
 
There are a lot of tools Jedah can use in this match. One of them is 66.HP. It's really good because Bishamon still takes 2-3 hits while crouching. It isn't the easiest thing to GC either if you use it smart. You can infinite with this, but I highly don't recommend it, instead I advise you to go for the guarenteed damage with 66.HP, 66.MP, land, and 2.LK into 5.MK into 2.HK (if you're too far, trade 2.HK for 2.HP).
 
If you don't get hit out of your dashes, you can block string by dashing up to his head,j.MK, j.LK and then j.LP, or 66.LK, into j.LP into j.MP, or dash around and j.MK into j.HK. Dashing mixups are important against Bishamon, and you can mix up with your other stuff from there.
 
Don't forget about ES spin scythe either. You can use that when they get excited and try to hit you out of your strings, then they end up taking hits from the ES spin scythe. The normal ones I don't recommend as much in this matchup. Mainly because of his j.MP, ES fireball, and fast pokes. They usually hit you a lot, but the jumping ones are safe from a distance and could buy you some time.
 
The main part of this matchup is to mix up your dashing and get in, while keeping him outside where he doesn't have as much threats as an option.
 
===[[Vampire Savior/Aulbath|Aulbath]] (5-5)===
[[Image:portrait-aulbath.gif|frame|left|Aulbath]]
 
This is more of a stalemate 5-5 matchup. Jedah covers the air, Aulbath covers the ground.
 
They don't meet each other too often in their places. They each have some tools against each other in opposite territory though. Aulbath's j.LP and j.MP have excellent priority and will knock you out of a lot of almost everything. It's not too much of a big deal since it's not that damaging. But it can put you in bad situations which is why it deserves a mention.
 
To escape the bubble trap, just Dark Force and hold up/back and block at the top corner of the screen. You can chicken guard airdash, or just take the air throw if they're smart enough.
 
You can use dash back, then airdash and poke with j.MP, j.HP, or j.HK. But you need to be careful for ES sonic waves, or smoke. Aulbath here is trying to look to control space with his dashing game, and good jumping normal priority. So if you see you're getting back into the corner, try and push him out a little with some 2.LK's and 5.MK's. When he gets used to you doing that, jump over
to make him start the pressure all over again.
 
66. MP is a good poke to use, but again, you need to be at a distance and then watch out for his special moves. If you jump over him, you can fake it with j.HK (whiff) and come down with j.MK or j.MP depending on the distance. If he's right below you, j.MK is great. If he's a little further in front, use j.MP.
 
One more thing: his standing LP. It beats your dashes and has high priority. Play around it and poke him also, and just time your dashes when he isn't expecting it. You do that by using your other safe options then switching to the riskier ones once they think you aren't gonna use it.
 
This matchup can go so many ways, it's up to you however you wanna play it.
 
===[[Vampire Savior/Demitri|Demitri]] (4-6~3-7)===
[[Image:portrait-demitri.gif|frame|left|Demitri]]
 
I asked Oouchi for his opinion on this matchup. He tells me that his Jedah is 4-6 in this matchup, but for other Jedahs it will be 3-7. He also told me other matchups are like that too, but I mainly agreed with his initial opinion. Air fireball controls a lot of your movement. Even at some points, you can't walk forward safely. Demon Cradle
also control a lot of what you do on mixup and affects what you can and cannot do.
 
The easiest way to counter demon cradle is a delayed 2.MK. It's safe and best used from it's max
distance for you to always come out on top. You can also avoid GC's with a far ranged 2.LK xx spin scythe. If you happen to block a drill kick, use 5.MK into 2.HK to punish: don't dash. If you do it right, the 5.MK into 2.HK trip guards and he can't block it.
 
As for air fireballs, Oouchi told me to avoid one, then jump and LP spin scythe to match his fireball. You can also chicken guard a fireball but that isn't recommended often. You want to start out baiting his GC's and letting him know he can't do it often, and then start to attack with your normal game. It's not the easiest match, and you will be in for a long game. Play safe, smart, and block a lot.


===[[Vampire Savior/Lei-Lei|Lei-Lei]] (5-5)===
===[[Vampire Savior/Lei-Lei|Lei-Lei]] (5-5)===
[[Image:Leilei-portrait.gif|frame|left|Lei-Lei]]  
[[Image:Leilei-portrait.gif|frame|left|Lei-Lei]]  


Lei Lei has a lot of options from a distance. Very good zoning and can kill you once you're in the corner.
Unlike vs Bishamon, where an even matchup feels brutally winning, this feels brutally losing. Jedah has decent answers for every neutral option Lei-Lei has. She’s throwing pesky MP projectiles? You can walk forward or dash at her from full screen. She’s throwing pesky LP projectiles? Jump in chicken block OS. She’s airdashing full screen? 2MK. She’s airdashing in my face? 5LP. She’s camping with pendulum on top of the screen? Airdash jHP. Jedah has good answers for everything, but these options are often risky and finnicky, the main disadvantage for Jedah is that defending against Lei-Lei is hell, but that goes for everyone vs her, so who cares, right? Lei-Lei also struggles at defending against Jedah... but she struggles defending vs everyone, so who cares, right? She’s wide, weak and lacks any good reversal, employ a Q-Bee style pressure against her with occasional jump ins you’d use against Bulleta.
 
Jedah stays in this matchup because he can end the matchup anywhere on the screen. Lei Lei has really poor defensive mechanism against Jedah. She can be hit out of her GC (when invincibility ends), her stamina is one of the lowest in the game, and she doesn't have a really fast anti air to knock Jedah out of dashes.
 
What she can do to Jedah though, is a big combo. Watch out for air-chains into land, chain combo, sweep xx Tenraiha. That could end the game if you're in the corner.
 
If you tick a 2LK or something like that, go crazy with mixups. Lei-Lei crouches fairly small, so you can 66HK and cross her up pretty easily.
 
Since her defense is lacking, you can ES claw her if she tries to jump out (which at times
is her best option).
 
In this matchup, use j.LP, j.MP, j.MK, j.HK into j. HP as an air-chain meet her in the air.
 
Don't airdash from full screen, because her MP projectile covers a lot of Jedah's movement. Also, don't try and jump in on her withot airdashing around at the peak of your jump: her 2.HK anti-air is very good.
 
There isn't too much limiting you in this matchup, so do your usual mixup thing and kill her, while maintaining what you know to avoid along with your gameplan.
 
===[[Vampire Savior/Felicia|Felicia]] (4-6)===
[[Image:portrait-felicia.gif|frame|left|Felicia]]
 
In this matchup, Jedah has to really work for his damage. You want to make it so that it's hard for both of you to hit each other, rather than just being hard for you to hit her.


If the Felicia player knows what he's doing, you can get cornered very fast, and that isn't comfortable at all versus Felicia. Her mixup becomes a lot more of a threat in the corner, and you can get 5MK locked.
TL;DR: Don’t jump at projectiles, get your PBs on and don’t get approached for free, punish blocked TRH with 5MK.


At the peak of your jump is where her 5LK, 2HP, and 2MP miss, so you can airdash out of the corner (but don't be predictable, or else she will jump back and j. HK you).
The neutral game can be really hard for you as well. She can play the ground game with her anti airs if you try to attack her, and she can also jump in on you at an angle where you can't anti air her at all. The best way to defeat her is to take your hits with small shots and stack up on them.
It's hard to create your own opportunities on Felicia because her game is overall solid and she
doesn't have many weak points you can exploit. But, if you opportunities do arise, use them
and make them count.
Careful when rushing though, her GC is pretty good and gives her the upper hand. You definitely don't want to get knocked down by Felicia, so just don't do anything too risky that will put you in bad situations.
66MP is, as always, a good poke. Poking with 2LK is also good, since it gives Jedah some options afterwards.
If she's dashing a lot, poke her out with 5LP.
ES spin scythes do really well here. If she jumps in on one of them, she has no air moves so you can always claw, or ES claw her.
If you need some room, you can grab her when the opportunity arises.
You're disadvantaged, but this matchup is surely winnable if you make the least amount of mistakes as possible.
===[[Vampire Savior/Lilith|Lilith]] (4-6)===
[[Image:portrait-lilith.gif|frame|left|Lilith]]
This matchup is a little even, but leaned towards Lilith's side.
Her air fireballs zoning is very good and limit your movement. Her shiney blade isn't a warm welcome to your dashing and mixups either. Her jumping in can lock you down and put you in bad
situations, especially if you're in the corner.
The good news is that it's easy to kill her while playing patiently, and you can keep her out for enough time to do damage. Play this matchup like you would do against Demitri, but here you have a little more freedom.
You can meet her in the air with j. LK, j. MP, j. MP, j. MK, into j. HP, and then land and 5LP. Also, remember to use your GC baits as explained in the Demitri section.
When you decide to Dark force, try and chicken block first to see if she shiney bladed or
not. Or you could go around and j. MK xx ES spin scythe. You will get huge amounts of damage
off of her because she has low stamina.
If she likes to jump a lot, and you predict one, 5MP her out of the air for an early anti air. 2MK is a good anti air from a distance, but don't do it if she superjumps on top of you because you could eat a big combo.
Just play some good zoning, pick her apart, take your hits and don't take too much damage from her
stuff. It's not too hard to avoid damage against her because she doesn't have high/low mixups: her
main mixups are just strings and jumping mixups, and the occassional throw.
The matchup will take a while to win.
===[[Vampire Savior/Victor|Victor]] (5-5)===
[[Image:portrait-victor.gif|frame|left|Victor]]
Against Victor, you want to avoid the corner at all costs. You need to be able control your space. because in the corner, a good Victor player is vicious.
66HP can zone pretty well, but careful to not get GC'd: a knockdown puts you in a bad position
of either being mixed up, or rolling towards the corner. Victor isn't the fastest at cornering, but when he does get the chance, he won't be letting you out soon.
Make use of him being big and use your 66MP, 66HP, j. MP into whiffed j. MK into 5MK (this is very useful), and dashing over and around him with j. MK then j. HK, j. HP, or j. MP.
The hardest thing about this matchup is Victor's stamina, the best in the whole game. It might take a few more opportunities than normal to take him down. It's not too hard since he's so big and your number of options during mixups increases.
If you want to use spin  scythes, use the ground LP one, or the air HP one. The idea is to put it low so that he can't cancel it out with his electric moves.
Since Victor is big, you can GC him if you want to, but don't abuse it.
5MP can poke him out of a lot of things and it can early anti air a jump when you expect one. Don't try and anti air him, his j. HP has too much priority. Instead, either chicken guard airdash or just chicken guard with j. MP, then dash up and mix it from there.
Dark Force is ok here, just don't get GC'd and you should be fine.
In general, you want to keep him out while maintaining your space and distance from the corner. If you need to, throw him back into your corner after a spin scythe mixup or dash mixup.


===[[Vampire Savior/Morrigan|Morrigan]] (5-5)===
===[[Vampire Savior/Morrigan|Morrigan]] (5-5)===
[[Image:portrait-morrigan.gif|frame|left|Morrigan]]  
[[Image:portrait-morrigan.gif|frame|left|Morrigan]]  


Here, Morrigan is at an advantage when up close, and Jedah has the upperhand at about a character distance away. From full screen, the match is neutral.
Borderline not winning for Jedah, Morrigan will be vulnerable at similar places where Fish would, if you see her projectile as a sort of bad sonic by Fish. You can challenge her air fireballs nicely with rising jMPs, these can be very dangerous tho. Her grounded zoning is very risky, as exposing herself to the longest jump-in in the game isn’t a good idea usually. What keeps MO from being clearly worst vs JE is the fact she can do DI confirms and has the second best DP in the game, this makes offense pretty daunting for Jedah. To compensate, she does really badly at approaching. Direct approaches with grounded dashes are pretty predictable and lose very clearly to 5LP and 2MK, coupled with not presenting much of a mixup  behind them to begin with, even when opened up, Jedah gets hit by a chain combo at most. Her superjump/super jetdash is also pretty telegraphed and can be avoided entirely if you can react fast enough, literally just leave the situation.
 
Morrigan will either be very close or farther than where you want her. This is more of a positioning match if anything and can take a while to get used to.
 
You can apply the same general tactics against Demitri and Lilith about their GC's.
 
When you're at a character space away, you can 5LP her out of her dashes and pokes.
 
Another good normal is 2MK, it serves the same purpose but it is a bit more valuable because you can early anti air her with it too.
 
In the air, you want to jump around where her DP will whiff hitting you. From that distance you can
throw spin scythes.
 
When using Dark Force, include baiting her shadow blade as a mixup.
 
She is also small, so you can crossover 66HK easily.
 
Other alternatives are the usual 2LK xx ES spin scythe, or empty dash into 2MK and 2HK.
 
If you want to meet her in the air, use j. LP, j. MP, j. MK, j. HO, then land and 5LP.


Since she has some tools like ES shadow blade, and ES soul fist, it will test out your more basic Jedah skills, since you can't resort to your usual mixup dashing and airdashing.
TL;DR: Don’t let her approach for free, AA attempted dashes, throw projectiles for free and challenge her in the air when you’re confident about it.


This matchup is like the one vs Demitri, but a little easier, and slightly different because she has a hovering dash.


Play safely, stay in your 'sweet spot' distance, and get your hits and momentum from there.
===[[Vampire Savior/Anakaris|Anakaris]] (6-4)===
 
===[[Vampire Savior/Anakaris|Anakaris]] (8-2)===
[[Image:portrait-anakaris.gif|frame|left|Anakaris]]  
[[Image:portrait-anakaris.gif|frame|left|Anakaris]]  


This matchup is so free in so many ways I don't know where to start.
Finally a winning matchup! ...and it’s the only one. The previous matchup descriptions described this matchup as, and i quote “ This matchup is so free in so many ways I don't know where to start. Well, I guess I'll go over the one thing he can do before we proceed to learn how to make him a wrapped cloth punching bag mummy pinyata” Spelling piñata as “pinyata” is only more absurd than calling this matchup free.  Do not underestimate Anakaris! Jedah has uncontested offense, amazing DF spots, free DF pressure and great hitboxes by his side for an advantage, but Anakaris has some of the best anti-air normals in the game and this really grinds Jedah down. Anakaris can pounce with dashes extremely well, in ranges where Jedah will like to sit to threaten dashes, Anakaris has very real, solid and mean mixups with pyramid dives and Jedah will eat them all day if he isn’t careful. The mummy is not to be underestimated.
 
Well, I guess I'll go over the one thing he can do before we proceed to learn how to make him a
wrapped cloth punching bag mummy pinyata: the one thing he can do is get lucky with a few
mixups, but he shouldn't even really be given that opportunity.
 
Ok to start off, HP of all kinds out prioritize his moves. 66HP is really good to spam on him, he can't to too much about it.
 
Another one is MP. On the ground it early anti airs him, in the air it is even better.
 
You can stop his dashing with 5MK pokes.
 
Your 5LP can knock him out of his little pyrimid tri jumps.
 
Another great normal is 2MK as it usually is for other matchups, and even better here.
 
Pretty much all your normals beat his. Even Jedah's j. HK is good and beats a lot of Anakaris' stuff.


To make matters better for you, he can't shake you off with an AG. So pretty much, you're free to use whatever tools you want to use in this matchup.
As Jedah, you want to PB the first hit in neutral of Anakaris if you must, but attempt to get a sega on the screen to set the pace of the matchup. Jumping in against Anakaris is extremely finnicky and requires a lot of mixups behind it (i.e using Ira Spinta, jump in MP/ES sega) and only then can he properly jump in without getting hit by: 2HP, 5MP, 2MP, up back chicken block. Do not just jump against Anakaris, being AA’d and mixed afterwards can turn the game around completely. Anakaris can be annoying with moves like 5HP, waiting for dashes with 2MP, standing still and 2HP’ing jump ins and full screen ES curse. You can 2MK low profile 5HP and cobra blow, 2MPs can be baited by doing dash interrupt then whiff punishing, at certain ranges Jedah’s dashes are unreactable as well. Patient 2HP’ers can be hit with ES Ira Spinta or jump in ES sega’d for an easy neutral game win. ES curse can be chicken blocked into an airdash to punish Anakaris. If you DF against Anakaris, BE QUICK TO COME DOWN, he will start spamming 5MP to swat you down and this is very annoying to counter, do not give him time!


Go wild and freestyle. It's all a good tactic here, not many ways you could go wrong.
TL;DR: Mix you approaches properly, DF decisively, PB him out of mixup opportunities and enjoy your only winning matchup!


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[[Category:Vampire Savior]]
[[Category:Vampire Savior]]

Revision as of 11:49, 23 August 2023

Matchups

Zabel (2-8)

Zabel

This is a very bad matchup, it might not seem like it’s that bad once you play it against the very few Zabel’s that go around because they probably lack experience vs a good Jedah, but you can trust me that it is very very bad.

In every situation, Jedah has a worst kit and RVR, he cannot contest buttons such as jHP and jMP from Zabel in A2A (Air 2 Air, Air to Air) situations, which severely incapacitates Jedah’s game as he’s a character that really needs to be in the air to make things happen. He cannot compensate for this limitation via playing more patient/zoner-like in the ground, as Zabel is incredibly fast in the ground as well, his far range pokes via 6LP and 6MP will pester Jedah in the mid range, a range that Zabel can position himself to stay very easily, Jedah would like to throw segas and 2MKs to attempt to create a defensive wall, only to then pounce and make his own plans happen, these plans are unfortunately too slow and ineffective.

As Jedah, you want to sit just a bit outside the mid range against Zabel and keep in mind that his IADs can be cut off by 5LP and anti-aired by 2MK, backdash jHP is important to attempt to control some space in front of Jedah, but can prove to be very risky when extending your limbs out, use carefully! Jumping in with chicken block is an interesting attempt in this matchup, you can react to A2A situations via guard breaker strings, fall down with jHP to snipe IAD attempts by Zabel and also air dash at any point in your jump to throw off timings and threaten double overheads and Nero-Bassale OS even, these should be exploited, but are very dangerous as well.

TL;DR: Keep your wits about you, never give up and exploit your few openings ferociously.

Demitri (3-7)

Demitri

This is Jedah’s own personal Makai. In this matchup, Jedah is stripped out of every neutral tool he has because of one very simple tool by Demitri: late jump HP fireball. If Demitri jumps, waits a tad bit and then throws out a fireball, he can hit standing Jedah, this takes away: early jump attempts, punishes standing sega attempts, punishes dash attempts, forces Jedah into blocking which makes him a sitting duck. All of these make Jedah extremely easy to mix, bully and control in neutral, a prime target for the most basic mixes Demitri has in fact.

Jedah also lacks any good answer to DPs both offensively and deffensively. On offense, Demitri can do IDDCs (Instant Dash Demon Craddles) and not have to worry about Zabel/Bishamon level punishes, as the best Jedah can get is a 5MK or 5MP, which deal pretty laughable damage and can only cause resets, creating yet another situation where Jedah has to work around guess-GCs, this will make you go absolutely insane. Defensively, Jedah’s style of pressure is very similar to Q-Bee’s but much weaker, meaning he has many, and i mean MANY, gaps in pressure for Demitri to guess-GC high, coupled with Jedah’s IMMENSE limbs, this will make your offense feel... somehow disadvantageous for you, very cool!

As Jedah, you want to react to late jump fireballs with either a low profile 2MK to go underneath it (and if DE has been doing them too high, you can even walk underneath them, but be careful!) or you can jump forward, chicken block and study your opponent from far away, if they like aggressing after the chicken block then you throw an HP fireball to stop dashes and jumps, if they sit patiently then you airdash afterwards with either jMP or jHP. If you jump in and they don’t fireball, then you can risk jMPHP jump in combo, an airdash, or chicken block a DP into jMP or other attempts at holding “advantage.” On pressure you have to be weary of DPs and GCs EVERY. SINGLE. TIME. Never sleep on it, make DE forget he has DP from how many times it whiffs until you can truly go nuts with pressure. Use 2LK2HK and 2LK5HK for GC safe strings, throw meaty segas if they’ve been going a little too ham on wakeup DPs and reset DPs, when you hit them on block, use a pressuring “OS” with backdash jMP/backdash into air dash jHK/jHP, the latter will IOH and the former will stay safe from whiffed DPs.

TL;DR: This is a blow for blow matchup where every situation has a really bad RVR for Jedah, good luck out there, soldier!

Felicia (3-7)

Felicia

This one is much simpler, Felicia’s strenghts in having really great normals in neutral is an obvious mortal counter to Jedah’s weakness in having really shitty normals in neutral. The only time Jedah can, arguably, have an advantageous state vs Felicia is on A2A situations, where he is very competent with guard break strings... Too bad cat guard exists! Very sad! No guard breaker for you! Cat guard is a bug where Felicia can defend standing normals during her jump, something unique to her and Zabel, but hers is much more powerful. What does Jedah have going on for him? He can at least enjoy full screen space to zone out a little bit, he can up back and throw sega to attempt to create mixups and advantageous situations, this is a very very good relief in this matchup as the previous matchups could all snipe you full screen. Although Felicia can interrupt Jedah in neutral very well, his pounces are still effective if he has the comfort of a sega in front of him or knows he can sneak his way through, and once he does, Felicia is a pretty standard character in terms of how you pressure her as Jedah. The biggest struggle for Jedah is footsies range, where Felicia can threaten a long range low with 2HK, extremely strong jump ins and dashes, her pressure is outstanding vs Jedah, given that he is very tall and lacks good reversals, and his DF is very risky and hard to use since he doesn’t have a great way of coming down to pressure Felicia in view of her extremely strong normals.

As Jedah, you want to stand just outside of footsies range and get good projectiles on the screen to make your plays, your approaches must ALWAYS be extremely fast, as bad jump ins and full screen airdashes will be 5LK’d and will consequently kill you, fending off Felicia aggression comes down to not being in a bad position in the first place, but if you are then here are a few tips: Nero fatica will eat dashes and jump ins like hot cakes, but can be mortally punished, 2MK isn’t a trust worthy AA in this matchup, it will lose to jumps! Anti-aired got aired! Cool! Don’t mash on defense, do proper PBs and use DF DEFENSIVELY, don’t try to push it against Felicia, it will not work out.

TL;DR: pretty bad matchup that you’ll need a lot of experience to improve at.

Gallon (3-7)

Gallon

Where as Felicia beats Jedah really well by keeping her ground and beating him there, Gallon beats Jedah in the air. Gallon’s air normals as simply fantastic against Jedah, neutral jumps go miles at stopping incoming pressure, 2MK is a great long range fast poke and Gallon’s dashes compliment his full screen ESBC/BC options extremely well, all getting interrupted in different timings that can punish each other. That being said, this is a pretty optimistic matchup, Jedah has great opportunities on this one, coupled with the fact Gallon is a very wide character with low health and no reversals, you will have a lot of good spots to put in work. If you’re playing a beast cannon heavy Gallon then you should be more patient, do backdash ES segas, backdash jHP and react to your opponent’s options. Grounded BCs can be punished on the ground and ES BCs can be punished on their way up via PB 5LP from Jedah, this is something we often take for granted as most characters either have to suck the ESBCs up or 1 hit GC it. If you play a more patient and reactive Gallon then you can slow play it with low airdashes, walks into pokes and playing around dio segas more. Although Gallon’s air normals are outstanding, Jedah can sometimes challenge them with a high airdash jHP, standing jab and walk up 2MK, this is also a good break as it will set you up very well for a mixup! You might be asking then, why is this such a bad matchup then, Mendy? Because these plans usually don’t work and being cornered is an actual death sentence, if you figure out a way to defend in the corner consistently, then maybe you can update this part of the wiki yourself!

TL;DR: Adapt to your opponent actively, get your PBs in check and strike viciously when given the chance, and you will get a chance.

Sasquatch (4-6)

Sasquatch

I once said that this matchup is awful on paper, but even on the streets, what did i mean by this? I believe this one borders on 4-6, but is realistically a 3-7. Jedah’s strenghts can really shine vs Sasquatch, the main issue in this matchup is that Sasquatch’s strenghts shine really well vs Jedah, and his neutral tools often place him perfectly to exploit them. Sasquatch has strong pounces with dashing normals, can do a great job at punishing jump attempts and has vortex style pressure, this really grinds Jedah down. That being said! Sasquatch lacks a good enough anti-air to contest Jedah’s pressure! He’s also very wide! His reversal kinda goofy! He gets SLAUGHTERED by DF! These are fantastic news for Jedah, because it actually grants him solid advantage on pressure for guessing right, Jedah’s combos will hit on the correct timing to maintain control after a combo and loop pressure himself, his projectiles are hard to contest as Sasquatch and will go a long way in neutral as well, DF can be contest either by ES Ice Towers or neutral jumps, these can all be punished with either a reset or a falling combo which grants DF mixup opportunities, EXTREMELY dangerous for Sasquatch! Because of this, the matchup rating mostly comes down to the sort of RVR we’re dealing with, the RVR is skewed towards Sasquatch of course, but Jedah’s offense is very very tricky to deal with. As for neutral, you want to contest dashes with 2MKs, sometimes 5LPs and airdash jHPs, and enjoy space advantage with backdash/up back MP segas in neutral, use these to create your standard mixes. Be weary of a Sasquatch with meter! He will punish full screen projectiles!

As Jedah you must mix your offense and pressure all the time, bring out the secret spells from an old forgotten book of curses, squeeze every ounce of juice from this character and you will be rewarded.

TL;DR: You can do it! Trust yourself! PB his offense, AA his normals, and fight fiercely!

Q-Bee (4-6)

Q-Bee

Just barely missing out a 3-7 score, if SA vs JE is even on the streets, then this is an even matchup! As Jedah mains we must cling to every bit of advantage, if there’s hope then we can make it work, every single time, no matter the opponent, no matter the matchup. Q-Bee has great advantage vs Jedah, but not where she expects, she can’t “bully the low tier” by just spamming IADs, this plan will not work. She cannot “bully the low tier” by spamming grounded normals, this will also not work. Her advantage lies on how amazing chicken block float is as an approaching tool, as she gets hit too high by guard break strings to be properly guard broken, instead reversing the game by doing airdash jLP after blocking mid air, creating her own offense out of what should be a disadvantageous state. Once she’s in, she’s in. She can put in work. Jedah’s hopes here are the fact he has a great projectile to keep her away, he’s a mostly airborne character which makes it difficult for her to IAD in from neutral for free, 2MK and 5LP are great normals for contesting her aireal approaches (especially the most predictable kind) and because Jedah doesn’t get oki, he doesn’t even feel her annoying wake up timings! This is kind of an odd plus since not getting a knockdown is much worse, but if you play other characters vs Q-Bee, you’ll learn to appreciate this. Though guard breaking is risky, Jedah is pretty much the only character that can properly guard break a floating Bee, if you hit it just right then you can snipe her with 5LP on your way down. She’s extremely wide, extremely weak and lacks good enough reversals to always threaten na interrupt to Jedah’s pressure. My best tip, use 5MP as an anti jump to make her respect you! Then go to town. Remember that DF combos only work as jMPMKHK, don’t start with jLP! It will whiff!

TL;DR: If they’re slow with IADs, then poke them out with 5LP, take away their defensive jumps with 5MP and do lots of up back segas in neutral, use falling airdash jHPs to contest neutral IADs and these will sometimes grant you guard breaking opportunities. If they aren’t using float chicken blocks, then you should be winning this!

Aulbath (4-6)

Aulbath

This is a pretty good matchup for both characters. For Aulbath it’s good because... well, because he’s a better character! But for Jedah it feels good because he enjoys some great neutral space control, a low to the ground sega will prevent Fish from just dashing at him and will force him to either jump in if he wants to be aggressive, or sit patiently and neutral jump or throw out a sonic or gas, these can be exploited. In fact, there are many spots where Fish is vulnerable and can be targeted! You can chicken block sonics and gasses by jumping at them, following up with a jMP to punish, although this is risky. Because Fish has a lot of multi hit normals and is pretty preditable with his dashes, your GC will shine very bright against him. DF can be extremely clutch! Fish will default to throwing gaps in pressure to cancel light attacks into charge specials, you can DF between the lights and the specials for a DF + punish, guaranteeing a mixup on the ground, a very deadly mixup, just be careful because if you misinput the DF, you die! Very nice! Death!

You want to sit at the very limit of the midrange vs Fish, where lights and medium versions of sonic and gas won’t hit you and Fish can’t directly dash or jump in, in this range you want to keep jump ins and backdash airdashes in the back of your mind for approaching, as you wait to see what option Fish picks, when they throw out a charge move, they like to approach, so be ready with a GC or an anti-air! Remember that Fish is a pretty bad character defensively, when you’re already in, so don’t be scared to push it a little further against him.

TL;DR: Exploit the gaps Aulbath provides in neutral and on his offense, play patiently in grounded neutral.

Bulleta (4-6)

Bulleta

Mostly the same as fighting Aulbath, Bulleta has convenient gaps in neutral to exploit because of her missile game, jumping patterns and her need to dash in. Jedah has plenty of space to throw out projectiles, but can often struggle at approaching safely, Bulleta will enjoy full screen space for throwing out missiles and slow playing neutral, picking her spots for approaching, P missiles vs K missiles will create interesting mixes as well, as P missiles can be low profiled with 2MK and K missiles can be airdashed over, this will make “yomi” levels of gameplay which are fun to keep track off. Bulleta lacks proper anti-airs outside of LP missile, so you will see her use the very rare molotov special because of how annoying Jedah’s approaching angles are, if they don’t use this then you have a clearcut advantage on air approaching, if they do use it then be aware you can chicken block jMP it or, sometimes, go around it with airdashing. To deal with Bulleta’s dashing pressure, you must get good PBs and then make a decision. Poke her out of dashes, interrupt jumps with 5LP or 2MK them on their way down, IAD for a quick counter attack, DF to catch her dashing as well, all of these require experience and careful adaptation against your opponent. In pressure, you should keep 5MP as an anti-jump option in mind as well as getting your jump in guard breaks in check, this will serve as a pseudo-OS that can guard break if they jump, punish missile attempts and maintain pressure if you land on them blocking, this has it’s weaknesses as well, as it can be molotov’d (possibly on reaction) and simply walked/dashed under.

TL;DR: Get good PBs, IOH sequences can be interrupted by 5LP (except jMPHP) be decisive and pounce quickly, prevent her from jumping defensively for free.

Victor (4.5-5.5)

Victor

I’ve always felt like this one was either even or better for Jedah, but i respect the case for Victor having the very slight upper hand. Victor is a monster once you’re cornered, and his strong beefy normals that eat through everthing in his path are very scary, as they can set up his offense... somewhat, he’s extremely slow so it depends on where he is on the stage. Jedah has advantage once he’s in and he can control the pace of the game well, his DF is extremely oppressing and goes a long way at getting him out of disadvantageous positions like being cornered or being reset. Empty airdashes into ES sega are good at baiting out 2HP by Vic, you can also jump in Ira Spinta them, but use this very sparingly. Dashing pounces are outstanding when placed correctly, and with proper conditioning, as 66jHP in specific is god awful to deal with as Victor, it’s a massive jumping normal that hits three times and leaves Jedah very very plus. Being very tall, Victor can be DF looped, get hit by IAD double overheads very consistently and get sniped by jump-ins + jMP IOH sequences. In Victor’s advantage, he has massive normals in neutral, can really destroy Jedah once he corners him and has the biggest health bar in the game.

TL;DR: You will find this matchup feels very nice, just be careful not to run in head first into heavy charged normals.

Lilith (4.5-5.5)

Lilith

There’s a case for this matchup being worst than this rating, i personally believe it’s 4-6 in Lilith’s favor, but the more responsible score is 4.5-5.5. Mostly a neutral game cold war for the most part, Lilith has pretty telegraphed approaches with superjumps and dashes, Jedah has solid tools to combat that, Lilith does however have TK LP fireball, this works like a jumping low fireball by Demitri, but a little weaker. WIth TK fireball, she halts any possibility of Jedah jumping in, dashing in, airdashing in and, sometimes, his ability to poke her out of it entirely. What Jedah can do against this is, sometimes, close the space by walking and trying to counter poke or set up a mix up, he can also just back off and throw an MP sega, making an argument for “haha, i have an annoying projectile too” and, funnily enough, Lilith can’t get past MP sega the same way Jedah can’t get past TK fireball. Both characters want to be approached, none of them want to approach, Lilith has LI confirms which grants her much better bang for her buck than Jedah and she has superior defense simply for the fact that she has a proper DP. These two details are what set Lilith at a clear advantage, even if it isn’t a massive one.

As Jedah, you want to Nero fatica super jumps on reaction, beat the bad super jumps out of her. You can check her dashes with 2LKs and 2MKs, backdash jHPs as well. On offense you should stay safe of DPs via the backdash OS mentioned on JE vs DE and keep up pressure, as getting back in is very annoying, plus Lilith has low health.

TL;DR: Boring even matchup, don’t get hit by LI and you should be better.

Bishamon (5-5)

Bishamon

There’s a case for this matchup being better for Jedah! This matchup would be a clear 6-4 for Jedah were it not for Bishamon’s amazing mixups and pressure. This one is very unique in that Jedah can freely play in the air and throw segas, completely setting the pace and can punish Bishamon for trying to push too hard and being impatient. Jedah’s jump ins are lethal, his DFs are extremely scary and can be placed on places where Bishamon will have no good answer to other than a GC, this can be heavily exploited. A sega in the middle of the stage halts Bishamon completely, he has no good answer to it, a careful approach to opening up this character is very necessary tho, as being air reset for a bad jump in will cause you to be UB’d by ESKD, into a Hayate Togakubi Sarashi. This really really hurts, i do not like this.

This matchup is very very complex and a good Jedah will show his talents in it, you have opportunities for flashy DF loops, for flashy dashlinks, Nero fatica punishes and San Bassale OS, perfect segas into supers and ES Spinta, all your tools are here, and because Jedah is so used to playing without half his kit, having everything avaiable will feel like you’re playing an 8-2 matchup, Bishamon mains will tell you the matchup certainly feels that way. As Jedah, you should be threatening with your air game, make them fearful of throwing karame damas in neutral by threatening jump ins and high airdashes, once you gain their respect in that sense, you can get neutral dashes on and enjoy the space advantage. Remember not to do combos ending in 2HP too much, as these are punishable on hit by low Iaai Giri.

Lei-Lei (5-5)

Lei-Lei

Unlike vs Bishamon, where an even matchup feels brutally winning, this feels brutally losing. Jedah has decent answers for every neutral option Lei-Lei has. She’s throwing pesky MP projectiles? You can walk forward or dash at her from full screen. She’s throwing pesky LP projectiles? Jump in chicken block OS. She’s airdashing full screen? 2MK. She’s airdashing in my face? 5LP. She’s camping with pendulum on top of the screen? Airdash jHP. Jedah has good answers for everything, but these options are often risky and finnicky, the main disadvantage for Jedah is that defending against Lei-Lei is hell, but that goes for everyone vs her, so who cares, right? Lei-Lei also struggles at defending against Jedah... but she struggles defending vs everyone, so who cares, right? She’s wide, weak and lacks any good reversal, employ a Q-Bee style pressure against her with occasional jump ins you’d use against Bulleta.

TL;DR: Don’t jump at projectiles, get your PBs on and don’t get approached for free, punish blocked TRH with 5MK.


Morrigan (5-5)

Morrigan

Borderline not winning for Jedah, Morrigan will be vulnerable at similar places where Fish would, if you see her projectile as a sort of bad sonic by Fish. You can challenge her air fireballs nicely with rising jMPs, these can be very dangerous tho. Her grounded zoning is very risky, as exposing herself to the longest jump-in in the game isn’t a good idea usually. What keeps MO from being clearly worst vs JE is the fact she can do DI confirms and has the second best DP in the game, this makes offense pretty daunting for Jedah. To compensate, she does really badly at approaching. Direct approaches with grounded dashes are pretty predictable and lose very clearly to 5LP and 2MK, coupled with not presenting much of a mixup behind them to begin with, even when opened up, Jedah gets hit by a chain combo at most. Her superjump/super jetdash is also pretty telegraphed and can be avoided entirely if you can react fast enough, literally just leave the situation.

TL;DR: Don’t let her approach for free, AA attempted dashes, throw projectiles for free and challenge her in the air when you’re confident about it.


Anakaris (6-4)

Anakaris

Finally a winning matchup! ...and it’s the only one. The previous matchup descriptions described this matchup as, and i quote “ This matchup is so free in so many ways I don't know where to start. Well, I guess I'll go over the one thing he can do before we proceed to learn how to make him a wrapped cloth punching bag mummy pinyata” Spelling piñata as “pinyata” is only more absurd than calling this matchup free. Do not underestimate Anakaris! Jedah has uncontested offense, amazing DF spots, free DF pressure and great hitboxes by his side for an advantage, but Anakaris has some of the best anti-air normals in the game and this really grinds Jedah down. Anakaris can pounce with dashes extremely well, in ranges where Jedah will like to sit to threaten dashes, Anakaris has very real, solid and mean mixups with pyramid dives and Jedah will eat them all day if he isn’t careful. The mummy is not to be underestimated.

As Jedah, you want to PB the first hit in neutral of Anakaris if you must, but attempt to get a sega on the screen to set the pace of the matchup. Jumping in against Anakaris is extremely finnicky and requires a lot of mixups behind it (i.e using Ira Spinta, jump in MP/ES sega) and only then can he properly jump in without getting hit by: 2HP, 5MP, 2MP, up back chicken block. Do not just jump against Anakaris, being AA’d and mixed afterwards can turn the game around completely. Anakaris can be annoying with moves like 5HP, waiting for dashes with 2MP, standing still and 2HP’ing jump ins and full screen ES curse. You can 2MK low profile 5HP and cobra blow, 2MPs can be baited by doing dash interrupt then whiff punishing, at certain ranges Jedah’s dashes are unreactable as well. Patient 2HP’ers can be hit with ES Ira Spinta or jump in ES sega’d for an easy neutral game win. ES curse can be chicken blocked into an airdash to punish Anakaris. If you DF against Anakaris, BE QUICK TO COME DOWN, he will start spamming 5MP to swat you down and this is very annoying to counter, do not give him time!

TL;DR: Mix you approaches properly, DF decisively, PB him out of mixup opportunities and enjoy your only winning matchup!


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