Jadou 2
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|
Health |
420
|
Pre-Jump Frames |
2
|
Play Style |
Rushdown, Mixup
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Dash Type |
Run
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Character Background
Race: Demon
Motivation: Instinct
Weapon: Tentacle
Likes: Hate
Dislikes: Everything
Character Info
Jadou2 is about as far away as you can get from regular Jadou. A straightforward rushdown character with small normals, but capable of high damage from even his weakest combo starters.
His excellent ground speed and long forward/backward superjumps, along with a fireball that can help cover him from anti-air or low-profile angles allow him to pose a threat from anywhere given enough space.
Go fast, find a hit, keep applying pressure and you will find yourself being able to take rounds in as little as two combos.
Strengths |
Weaknesses
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- Can deal a lot of damage from very simple conversions with at least 1 meter
- Fireball can cover anti-air, straight, and low-profile angles to maintain offensive momentum from a distance
- Has a small forward command dash that can be cancelled from normals and the first input of his rekka series and will cross through opponent if close enough
- Can build more meter in a combo than the bar spent in his damaging rekka timeslow combo with corner juggle/loop
- Cape super is great to check for damage, combos, pressure and the followup allows for screen carry + juggles. In burst it also create unwinnable scenarios where the opponent gets guard broken by the cape, or dodges it with a parry and gets hit by the follow up, both outcomes lead to a combo
- Has an untechable backthrow that you can combo off of, making his Strike/Throw game all the more dangerous
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- Shares the lowest health and guard health in the game with Hiro2, and many characters can kill him from above his burst threshold because of it
- Reversals are iffy and tend to trade, if not beaten outright
- Backdash does not travel far and somewhat slow,
- Certain normals leave something to be desired in terms of range
- Mixup game, while spectacular, can be unsafe without spending meter
- Level 3 super though damaging has terrible reach making it difficult to land in a non corner combo, or even raw
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Normals
Far Standing Normals
f.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High/Low
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-
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6
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-
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-
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-
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f.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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35
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High/Low
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-
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5
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-
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-
|
-
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Will be the same Close/Far
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f.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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High/Low
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-
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6
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-
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-
|
-
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Will be the same Close/Far
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|
f.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20
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High/Low
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-
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7
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-
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-
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-
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Will be the same Close/Far Jadou2 hops above the ground and will dodge anything with a low enough hitbox
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|
Close Standing Normals
cl.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High/Low
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-
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4
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-
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-
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-
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cl.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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35
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High/Low
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-
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5
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-
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-
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-
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Will be the same Close/Far
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cl.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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High/Low
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-
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6
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-
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-
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-
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Will be the same Close/Far
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|
cl.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20
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High/Low
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-
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7
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-
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-
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-
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Will be the same Close/Far Jadou2 hops above the ground and will dodge anything with a low enough hitbox
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High/Low
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-
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4
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-
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-
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-
|
|
2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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35
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High/Low
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-
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5
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-
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-
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-
|
|
2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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High/Low
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-
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6
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-
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-
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-
|
|
2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20
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High/Low
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-
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5
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-
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-
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-
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Jumping Normals
j.A 8A 8A 7/9A 7/9A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High/Low
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-
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4
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-
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-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High/Low
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-
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4
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-
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-
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-
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j.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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36
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High/Low
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-
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6
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-
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-
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-
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Is essentially 2 hits of 7/9j.A
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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High/Low
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-
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10
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-
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-
|
-
|
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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20
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High/Low
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-
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5
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-
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-
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-
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Shares the same animation as Snake Kick
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Chain Specific Normals
Any A/B/D Normal -> 5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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28-32
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Hight/Low
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-
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-
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-
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-
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-
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Throws
A/B+D Hand over your vibes Hand over your vibes Vibe check Vibe check
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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Throw
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N/A
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4
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-
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-
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-
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Forward Throw Animation for both throws is the same.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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70
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Throw
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N/A
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4
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-
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-
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-
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Back throw is fully untechable Animation for both throws is the same.
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Dust (Sword Series Slash)
5B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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150
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High
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N/A
|
30
|
-
|
-
|
-
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Is an overhead. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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2B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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150
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Low
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N/A
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30
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-
|
-
|
-
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Same as standing Dust but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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Parry (Chaos Breaking)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
|
-
|
-
|
-
|
-
|
-
|
-
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Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
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Special Moves
Evil Ghost 236A/B/C 236A 236A 236B 236B 236C 236C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/Low
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N/A
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12
|
-
|
-
|
-
|
|
Damage
|
Guard
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Cancel
|
Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
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30
|
High/Low
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N/A
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12
|
-
|
-
|
-
|
|
Damage
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Guard
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Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
|
30
|
Low
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N/A
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12
|
-
|
-
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-
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Skims the ground and hits low. Can hit OTG
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Dancing Wolf 214A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/Low
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Flying Tendrils, P Thunder, Super
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8
|
-
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-
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-
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Goes the shortest and has the least start up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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33
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High/Low
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Flying Tendrils, P Thunder, Super
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-
|
-
|
-
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-
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
|
35
|
High/Low
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Flying Tendrils, P Thunder, Super
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-
|
-
|
-
|
-
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Goes the farthest and has the most start up. Will pop airborne opponents up a bit on hit.
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Flying Tendrils Dancing Wolf ~> A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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50
|
High
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N/A
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30
|
-
|
-
|
-
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Hits Overhead and causes a hard knockdown on hit Dancing Wolf must connect in order to cancel into this
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P Thunder Dancing Wolf ~> D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/Low
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Snake Kick, SoT, Super
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10
|
-
|
-
|
-
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Can be canceled into from Dancing Wolf even if it whiffs
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Snake Kick P Thunder ~> D
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Damage
|
Guard
|
Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
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48
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High
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N/A
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18
|
-
|
-
|
-
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Hits overhead and will cause a hard knockdown on hit Shares the same animation as j.D
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Evil Dragon 623D Genocide Cutta! Genocide Cutta!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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50
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High/Low
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Evil Dragon Claws, Sot, Super
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-
|
-
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-
|
-
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Jadou2 Knee's the opponent while rising in the air, hits twice Second hit shares the same animation as Evil Dragon Claws and Evil Fang
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Evil Dragon Claws Evil Dragon ~> 6D Follow up Genocide Cutta! Follow up Genocide Cutta!
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Damage
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Guard
|
Cancel
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Startup
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Adv Hit
|
Adv Block
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Chain Adv Block
|
24
|
N/A
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N/A
|
-
|
-
|
-
|
-
|
Shares the same animation as Evil Dragon's second hit and Evil Fang
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|
Evil Fang j.236D Aerial Genocide Cutta! Aerial Genocide Cutta!
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High, N/A for Air to Air
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N/A
|
-
|
-
|
-
|
-
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Can be tk'ed for an instant overhead as it will still hit crouchers Shares the same animation as Evil Dragon's second hit and Evil Dragon Fang
|
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Hidden Devil 236D Haa Haa
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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N/A
|
N/A
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N/A
|
1
|
-
|
-
|
-
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Jadou2 dashes forwards while moving his hitbox quite low, allowing him to dodge quite alot of attacks, although he is in no way invulnerable during the dash Can go through the opponent, thus causeing a side swap depending on spacing Due to the sheer amount of moves that you can cancel into Hidden Devil, its quick recovery, and ability to side swap, Hidden Devil is vital to Jadou2's pressure game Total Length: 23 frames
Upper Body invincibility: 1-18
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Super Moves
Level 1 Supers
Energy Roar 236236A/B/C
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
146
|
High/Low
|
Energy Roar Evil Shadow
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-
|
-
|
-
|
-
|
|
Energy Roar Evil Shadow 236D During Energy Roar
|
Damage
|
Guard
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Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
|
100
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Ultimate Devil Black Ghost Circle 236236D
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
158
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Aerial Ultimate Devil Black Ghost Circle j.236236D
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
165
|
High/Low, N/A for Air to Air
|
N/A
|
-
|
-
|
-
|
-
|
|
Level 3 Super
Dead Spirits Dance 214214D No joke for this one. Just a real bad hitbox No joke for this one. Just a real bad hitbox
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
349
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
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Strategy
Combos
BnB Combos
Combo
|
Total Damage
|
Notes
|
As a rule of thumb, all Jadou2 combos, throw combos exempt, can be started with j.C >> 2D or if close enough j.C >> 5/2C for better damage
|
Meterless BnB
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2A -> 2B -> 2C > 214C ~> D ~> D
|
139
|
Standard BnB when you lack meter. Ends in a hard knockdown still so you get to run your oki mixups.
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Back Throw >> 623D ~> D
|
101
|
Standard back throw combo that will work on everyone.
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Back Throw >> 214A ~> D ~> D
|
112
|
Better Back Throw combo that does more damage then the above and grants a hard knockdown. Does not work on Hiro2, Roze, Eartj, Jadou, or Mayura.
|
Back Throw >> {623D ~> D}x3
|
143
|
Standard back throw combo that will work on everyone. Requires you to be near the corner. Builds a full bar of meter should the full combo connect.
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One Bar BnB
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2D -> 2B -> 2C > 214C ~> D > 236236A/B/C ~> 236D >> 5C > 214A ~> D ~> D
|
256
|
Your standard 1 bar BnB combo. Works anywhere, deals good damage, and ends in a hard knockdown.
|
2D -> 2B -> 2C > 214C ~> D > 236236A/B/C ~> 236D >> 5C > 623D ~> D >> 623D ~> D
|
259
|
Combo that looks cool but isnt as practical when compared to the above combo as you give up a hard knock down for literally 3 more points of damage.
|
Back Throw >> 214A ~> D > 236236A/B/C ~> 236D >> 214B ~> D ~> D
|
176
|
Character specific back throw combo that works anywhere. Will not work on Roze, Earth, Jadou, Mayura, or Hiro2. Hiro2 the 214A ~> D will hit but it will hit too low to actually continue the combo.
|
Back Throw >> 623D > Delayed SoT >> 214B ~> D ~> D
|
137
|
Seal of Time extension that guarantees a hard knock down on every character.
|
Two Bar BnB
|
2D -> 2B -> 2C > 214C ~> D > SoT >> 66 >> 5C > 623D > Delayed Sot >> 5C > 214A ~> D ~> D
|
278
|
Your main 2 bar BnB. Deals great damage, gets a hard knock down, and will let you get corner from anywhere on the screen. If you are in the corner at the start you must dash after the 214C ~> D > Sot and 5c before the Sot runs out.
|
2D -> 2B -> 2C > 214C > 236236A/B/C ~> 236D >> 5C > 623D > SoT >> B+C (AAABBBCCCD 236D)
|
264
|
Dust ender combo. Wont work if the opponent is too close to the corner after the 236236A/B/C ~> 236D. If they are then you have to micro dash after the 236236A/B/C ~> 236D for the 5C to connect. Will leave you with about 2 2/3 of meter.
|
2D -> 2B -> 2C > 214C ~> D > SoT > Whiffed Burst >> 66 >> { 5C > 623D > Delayed Sot }x3 >> 214214D
|
406
|
Alt Route Burst Combo. Requires 2 bars by the time you do the first Sot.
|
Three Bar BnB
|
2D -> 2B -> 2C > 214C ~> D > SoT >> 66 >> { 5C > 623D > Delayed Sot }x2 >> 5C > 623D ~> 6D >> 623D ~> D
|
317
|
Non burst meter dump combo. Brings the opponent into the corner from any range. After loop, ender can be substituted with a 214B ~> D ~> D for less damage(295) but gets a hard knockdown.
|
2D -> 2B -> 2C > 214C ~> D > SoT >> 5C > 623D > Delayed Sot > Whiffed Burst > { 5C > 623D > Delayed Sot }x3 >> 214214D
|
406
|
Burst Combo. Requires 3 bars for this route.
|