User:Pythmere/VSAV/Jedah: Difference between revisions
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* '''(H Version)''' Low to the ground. | * '''(H Version)''' Low to the ground. | ||
* '''(ES Version)''' Highs more times, persists once it leaves Jedah's hands and forms the wheel. | * '''(ES Version)''' Highs more times, persists once it leaves Jedah's hands and forms the wheel. | ||
}} | }} | ||
Revision as of 03:52, 13 April 2023
General Characteristics
Stand | Stand (Hitstun) |
Crouch | Jump (Start Up) |
Jump Back (Peak) |
Jump Up (Peak) |
Jump Forward (Peak) |
Ground Dash (Start Up) |
Ground Dash (Peak) |
---|---|---|---|---|---|---|---|---|
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Stand: Incredibly tall as second tallest standing character in the game. His height opens him up to some extra pressure that's difficult to deal with; particularly from characters that don't jump very high and can spam air normals during the jump's ascent and descent. Three hit air chains on the way down are not uncommon.
His height gives him two benefits. One is that, like the other two tallest standing characters, while in standing hitstun Jedah's hurtbox becomes much shorter, causing certain jumping chain combos to miss that otherwise wouldn't (this actually makes several potential infinites not work, thankfully). The other is that not only is he tall, he's thin, making it difficult to not only hit a cross-up, but to combo on the ground afterwards if one does happen to hit.
Walk: Average walk speed. Typically, Jedah will not walk long distances and will mostly do it for slight positional adjustments to anti-air or while pressuring. He doesn't really feel like he's walking through mud though, and sometimes it's better to keep your feet on the ground so don't be afraid of taking a stroll.
Crouch: The fourth tallest crouching character in the game. Jedah is forced to block a few extra attacks that shorter characters wouldn't, but the situation isn't nearly as bad as it is for the tallest two crouchers, Bishamon and Victor. He's a bit fat in the rear while crouching, making it easier to get hit with a cross-up while crouching, so be careful.
Jump: Jedah's jump is one of the two highest reaching in the game, which is both good and bad, but mostly good. His jump normals are well positioned to deal with his jump height, and once he is in the air, it can be very difficult to bring him down. In addition, to make such a huge jump less predictable, he has several options for changing his aerial momentum, including an air-dash. The main downside to his jump is that his hurtbox becomes very fat.
- Jump Start Up — The image above is when Jedah's feet initially leave the ground 6 frames after pressing up. His jump start-up is extremely good, as he is already well into the air soon after pressing up. If the opponent's low attack meaties are off, Jedah may become very hard to pin down.
- Jump Back — The highest reaching of his jumps, but it travels less distance than his forward jump; which is probably a good thing or else he'd corner himself even faster. This can be seen as a quick escape, but the potential to corner yourself is still serious.
- Jump Up — Just a tiny bit shorter than his jump back. A well spaced neutral jump can position Jedah above most opponents that are jumping at him, potentially avoiding their attack while coming down on them with a j. MK.
- Jump Forward — The shortest of his jumps, but the distance on it is outrageous. Jumping forward launches Jedah by about 3/4ths of the screen, and combined with his huge jumping normals lets him attack from nearly a full screen distance away. The danger here is that as that such a huge jump is easily telegraphed, potentially making it an easy anti-air.
Dash: jet-like dash, similar to Morrigan's. This is a ground-to-air dash, and what makes Jedah's high/low game possible. Dashing is a commitment, as Jedah is unable to block until he lands. It is possible to cancel the ground dash into the-air dash, granted you don't attack first. The rules regarding jump attacks completely change when ground dashing or air dashing, so be sure to take in the following:
- Air chain combos are not possible when dashing.
- Linking air normals is possible, however the links are difficult and limited.
- The speed of Jedah's descent after dashing is much slower than his jump's descent, which lets him (or should I say "forces") him to do pressure strings with his jump normals as he falls.
- All air normals become special cancelable at any point, even if they completely whiff.
- The meter gained from medium and hard normals attacks that hit or are blocked is reduced, and whiffing them results in no meter gain.
- Air throws are not possible when dashing.
Normal Moves
Standing Normals
5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 3 | 10 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 8 | 3 | H: 6 G: 3 W: 0 |
5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 3 | 19 | -1 | -2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
Between 5.MP and 5.HP, this is Jedah's superior throw button. It recovers much faster, is safe on hit and block, and there is a chance of hitting certain characters trying to jump away when attempting a throw.
It has some decent potential as a poke, but mostly against the six characters who cannot crouch it. Against those who cannot duck it, it has an excellent hitbox that covers a large part of the screen, and will most likely hit them if they try to jump out. The problem is the awful hurtbox before the the attack is active, so to make it safe you may want to mix it in while staggering 2.LK so you have some frame advantage going into it.
If you happen to air reset an opponent with this, your ability to apply meaty pressure afterwards is somewhat limited. If you hit them high up in the air you can probably go for a dash j.LP/LK or j.MK, but otherwise you'll have to settle for inching forward and hitting with a 2.LK.
This move will only hit crouching: Anakaris, Aulbath, Bishamon, Demitri, Jedah, Victor5HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 2(5)2(5)2 | 38 | -13 | -14 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8x3 | 3x3 | H: 12+6x2 G: 9+3x2 W: 6 |
Though this button is an option for when attempting Jedah's Punch Throw, it is an extremely bad choice since from up close it's unsafe on whiff, block, and hit. This attack does not have much use outside of an ender for certain chain combos — and even then it's typically not the best option.
- • The first hit of this move will only hit crouching: Aulbath, Bishamon, Demitri, Jedah, Victor
- • The second hit whiffs on all crouching characters.
- • The second hit of this move will not hit standing: Aulbath, Felicia, Gallon Lei-Lei
- • This move will not hit crouching: Q-Bee
- Variable Frame Advantage
- • If only the first hit connects: H:-27/G:-28
- • If it does not hit past the second hit: H:-20/G:-21
- • If the third hit connects: H:-13/G:-14
5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 7 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8 | 3 | H: 6 G: 3 W: 0 |
This isn't a bad attack, but it just doesn't end up seeing much play typically. Primarly used in chains to get a specific spacing, with 5LK being canceled into a Dio Sega.
This attack has the shortest total frame count out of all of Jedah's normals, and the quickest recovery — meaning there may be some potential use in using it to bait out guard cancels, but this would need to be tested.5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 5 | 26 | 1 | 0 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 17 | 6 | H: 15 G: 9 W: 3 |
An excellent normal, and the typical ender for most of Jedah's chain combos. Jedah's frame advantage on his Hard Attacks is poor, and he can't chain into a knockdown, resulting in many of his chains simply ending on Standing Medium Kick. With a Hit Advantage of +1, you can attempt to pressure after ending your chain on one of these.
In the neutral game, this attack looks really strong. It has a great hitbox (reaches even further than 2LK), and a fast start-up with a lot of active frames — the only problem is that on whiff this move just hangs out there, leaving Jedah stuck with a fat and tall recovery hurtbox. If you whiff this attack and the opponent is already jumping at you, expect to eat a beefy combo. You should primarily use 5MK to poke when your opponent is already at some sort of frame disadvantage, making it less likely to get jumped in on.5HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
35 | 6 | 36 | - | -7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 20,16 | 7,6 | H: 24 G: 15 W: 6 |
A scythe attack that must be blocked standing. It's primary use is getting you killed by coming out on accident when you're attempting a Dash j.HK.
This is Jedah's only normal attack that can knock the opponent down, however it is far to slow to combo into. It's so slow that it is incredibly easy to block high on reaction after seeing it just a few times.
That said, this does get some specialized use in the corner, where it's a bit better since the opponents movement is limited. From this position it's primarily useful for opponents who keep jumping up-back, since this has excellent anti-air capabilities and great range. You want to hit 5HK's max range, so with proper spacing do either a 2MK or 2.HP and then chain cancel it into a 5HK, if the opponent attempts to jump or presses a button after recovering from the initial attack they'll get hit with the scythe and be knockdown.Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 2 | 10 | 7 | 6 | H: 10 G: 9 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 8 | 3 | H: 6 G: 3 W: 0 |
Crouch jab. Pretty standard for a crouching jab, hits mid, good speed, rewards the most frame advantage out of any of his light attacks, chains into it self. Useful
for ticking and keeping people off of you.2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 5 | 16 | 1 | 0 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 16 | 7 | H: 15 G: 9 W: 3 |
2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 2(5)2(5)2 | 44 | -18 | -19 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 8x3 | 3x3 | H: 12+6x2 G: 9+3x2 W: 6 |
An extremely unsafe normal, even more so than 5.HP since 2.HP has even worse frame advantage. This is only to be used as the ender to chain combos when you're too far away for 2.HK to hit, but even then it's inadvisable unless it will kill.
- • The second hit of this move will not hit crouching: Gallon, Lei-Lei, Lilith, Morrigan, Q-Bee
- Variable Frame Advantage
- • If only the first hit connects: H:-32/G:-33
- • If it does not hit past the second hit: H:-25/G:-26
- • If the third hit connects: H:-18/G:-19
2LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 8 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 8 | 4 | H: 6 G: 3 W: 0 |
One of the longest reaching light attacks in the game, this is an incredible normal and a core part of Jedah's game. Because of the length, it can be difficult for many characters to counter poke Jedah when he's abusing this from max range.
2.LK has a lot of uses. Virtually all of his chain combos will start with this normal, since it's his only light attack that must be blocked low. Because of it's range and ability to rapid cancel, this is what you'll be typically special canceling with. When used at max distance it can bait out certain guard cancels.
In Jedah's high/low game, 2.LK is very important since it hits low and has excellent frame advantage. You want to be able to hit a quick 2.LK low and immediately dash the frame after recovering into an overhead attack.2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 7 | 14 | 1 | 0 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 17 | 7 | H: 15 G: 9 W: 3 |
Blood spout. Arguably Jedah's best anti-air. This move also hits low, despite not looking like it should. It's also deceptively safe on block/hit. The only down
side is the startup speed, but in general this is one of Jedah's most valuable moves.2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
18 | 9 | 34 | -6 | -7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 21 | 8 | H: 24 G: 15 W: 6 |
Blood pool. This also hits low, but does not cause a knockdown on hit. It's disadvantageous on hit/block but not nearly as bad as HP/c.HP, thus when hitting with a
chain this is the ideal ender. On block you may want to forgo the c.HK in order to maintain neutral/advantage.Air Normals
J.LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 4 | 8 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 9 | 4 | H: 6 G: 3 W: 0 |
Jumping jab. Useful in air strings and rushdown pressure.
- • From a normal jump, this move will not hit crouching: Q-Bee
J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 3 | 11 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 2(3)2(3)2 | 27 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 8x3 | 3x3 | H: 12+6x2 G: 9+3x2 W: 6 |
Jumping hands. This is significantly more useful than the standing or crouching versions because while it retains the range, the recovery is neutralized by landing.
Thus, backdash j.HP and backdash airdash j.HP and whiff j.HK j.HP become a lot more useful than the standing or crouching version.J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 6 | 3 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 9 | 4 | H: 6 G: 3 W: 0 |
High wing. The hitbox on this is quite high, making it whiff air to ground a lot. But, the recovery is also good so it's still useful for rushdown and mix-up sequences, perhaps more so simply because it whiffs.
- • From a normal jump, this move will only hit crouching: Anakaris, Aulbath, Bishamon, Demitri, Jedah, Victor
J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 4 | 9 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 17 | 7 | H: 15 G: 9 W: 3 |
J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 2,4 | 9 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 13+10 | 5+4 | H: 15+9 G: 10+4 W: 6 |
Command Air Normals
J.66
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 21 | landing + 1 | - | 2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 14 | 6 | H: 12 G: 6 W: 0 |
Throws
6MP or 6HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 98 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-96 whole body | 23 (11) | 8 (4) | H: 9 G: 0 W: 0 |
J.6P or J.4P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 103 +38 + landing 2 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-96 whole body | 23 (11) | 8 (4) | H: 9 G: 0 W: 0 |
Special Moves
Dio Sega
236P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
46 | 65 | 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8x3 | 4x3 | H: 15+3x2 G: 13+1x2 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
46 | 65 | 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8x5 | 4x5 | H: 0 G: 0 W: 0 |
Grounded:
- (L Version) Low to the ground.
- (M Version) Mid level.
- (H Version) High.
- (ES Version) Hits more times, persists once it leaves Jedah's hands and forms the wheel. Somewhat useful for rushdown strings.
Air:
- (L Version) High in the air.
- (M Version) Mid level.
- (H Version) Low to the ground.
- (ES Version) Highs more times, persists once it leaves Jedah's hands and forms the wheel.
Nero Fatica
214P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 15 | 36 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 12+17 | 4+6 | H: 29 G: 0 W: 14 |
214PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 15 | 36 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 12+5+5+4+4+16 | 4+2+2+1+1+3 | H: 0 G: 0 W: 0 |
Ira Spinta
J.632[4]K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
47 | until landing | 2 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 6x5 | 2x5 | H: 22 G: 0 W: 12 |
J.632[4]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
47 | until landing | 2 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 7x6 | 2x6 | H: 0 G: 0 W: 0 |
Ira Piano
J.632[4]K~P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
62 | until landing + 10 | 8 + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 27 | 10 | H: 30 G: 21 W: 12 |
J.632[4]K~PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
62 | until landing + 10 | 8 + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 10x5 | 4x5 | H: 0 G: 0 W: 0 |
Guard Cancel
623P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3 | 54 | - | -30 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-13 whole body | 13 | 5 | H: 21 G: 16 W: 12 |
623PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3x3 | 72 | - | -42 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-13 whole body | 8x3 | 3x3 | H: 0 G: 0 W: 0 |
San Bassale
632[4]K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 1 | 24 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5+5+24 | 2+2+8 | H: 21 G: 0 W: 12 |
Pursuits
8P or 8K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | 9 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-6 lower body | 7 | 7 | H: 24 G: 0 W: 6 |
8PP or 8KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | 9 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-6 lower body | 4x5 | 4x5 | H: 0 G: 0 W: 0 |
Ex Moves
412[6]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 6 | 67 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5x6+18 | 2x6+4 | H: 0 G: 0 W: 0 |
22PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
42 | 19 | 57 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
unblockable | no | - | 3x13+5 | 1x14 | H: 0 G: 0 W: 0 |