User:Pythmere/VSAV/Jedah

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/Data

standing normal

5LP
5 LP
5LP
Vsav-JE-5-lp.png
Vsav-JE-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
Jab, whiffs on all crouching characters except for Bishamon and Victor
5MP
5 MP
5MP
Vsav-JE-5-mp.png
Vsav-JE-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
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, Victor
5HP
5 HP
5HP
Vsav-JE-5-hp.png
Vsav-JE-5-hp-1-hitbox.png
Hitboxes Off
Hitboxes On
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
5 LK
5LK
Vsav-JE-5-lk.png
Vsav-JE-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
5 MK
5MK
Vsav-JE-5-mk.png
Vsav-JE-5-mk-1-hitbox.png
Hitboxes Off
Hitboxes On
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
5 HK
5HK
Vsav-JE-5-hk.png
Vsav-JE-5-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
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 normal

2LP
2 LK
2LP
Vsav-JE-2-lp.png
Vsav-JE-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
2 MP
2MP
Vsav-JE-2-mp.png
Vsav-JE-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
This has great range and an alright hitbox, but the exceedingly long start up time and poor hurtbox before the attack becomes active makes this an awful normal to use outside of chain combos. The frame advantage is the same as Jedah's 5MK, so it has similar follow-ups to that if used as the ender in a chain combo.
2HP
2 HP
2HP
Vsav-JE-2-hp.png
Vsav-JE-2-hp-1-hitbox.png
Hitboxes Off
Hitboxes On
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
2 LK
2LK
Vsav-JE-2-lk.png
Vsav-JE-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
2 MK
2MK
Vsav-JE-2-mk.png
Vsav-JE-2-mk-1-hitbox.png
Hitboxes Off
Hitboxes On
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
2 HK
2HK
Vsav-JE-2-hk.png
Vsav-JE-2-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
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.

jumping normal

J.LP
J LP
J.LP
Vsav-JE-j-lp.png
Vsav-JE-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
J MP
J.MP
Vsav-JE-j-mp.png
Vsav-JE-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
Jumping claw. Huge hitbox, though unfortunately huge hittable box as well, making it less useful than it initially seems. Despite that, it's still quite good.
J.HP
J HP
J.HP
Vsav-JE-j-hp.png
Vsav-JE-j-hp-1-hitbox.png
Hitboxes Off
Hitboxes On
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
J LK
J.LK
Vsav-JE-j-lk.png
Vsav-JE-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
J MK
J.MK
Vsav-JE-j-mk.png
Vsav-JE-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
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
Downward wing. Exceptionally good hitbox for a jump-in attack. Extremely useful for general purpose air to ground. Works well for air-to-air if the opponent has a lower jump height than Jedah.
J.HK
J HK
J.HK
Vsav-JE-j-hk.png
Vsav-JE-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
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
Blood sprites. This move is one of Jedah's main gimmicks. It will halt his air trajectory which is very useful for aerial footsies and general positioning. It also hits all around his knees, which is great for left/right mixups. It also doesn't inflict much (if any) hit-stop which makes it also extremely good at high/low mixups. By far one of his best mixup tools and general purpose moves.

jumping command normal

J.66
FLY
J.66
Vsav-JE-air-dash.png
Vsav-JE-air-dash-hitbox.png
Hitboxes Off
Hitboxes On
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

A 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.

special projectile

236P
DIO SEGA
236P
Vsav-JE-dio-sega.png
Vsav-JE-lp-dio-sega-hitbox.png
Hitboxes Off
Hitboxes On
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

es special projectile

236PP
ES DIO SEGA
236PP
Vsav-JE-es-dio-sega.png
Vsav-JE-es-dio-sega-hitbox.png
Hitboxes Off
Hitboxes On
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

command throw

214P
NERO FATICA
214P
Vsav-JE-nero-fatica.png
Vsav-JE-nero-fatica-hitbox-1.png
Hitboxes Off
Hitboxes On
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

es command throw

214PP
ES NERO FATICA
214PP
Vsav-JE-es-nero-fatica.png
Vsav-JE-es-nero-fatica-hitbox-1.png
Hitboxes Off
Hitboxes On
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

command throw

J.632[4]K
IRA SPINTA
J.632[4]K
Vsav-JE-ira-spinta.png
Vsav-JE-ira-spinta-hitbox.png
Hitboxes Off
Hitboxes On
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

es command throw

J.632[4]KK
ES IRA SPINTA
J.632[4]KK
Vsav-JE-es-ira-spinta.png
Vsav-JE-es-ira-spinta-hitbox.png
Hitboxes Off
Hitboxes On
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

special projectile

J.632[4]K~P
IRA PIANO
J.632[4]K~P
Vsav-JE-ira-piano.png
Vsav-JE-ira-piano-hitbox.png
Hitboxes Off
Hitboxes On
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

es special

J.632[4]K~PP
ES IRA PINO
J.632[4]K~PP
Vsav-JE-es-ira-piano.png
Vsav-JE-es-ira-piano-hitbox.png
Hitboxes Off
Hitboxes On
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

special GC

623P
SPLECIO
623P
Vsav-JE-splecio.png
Vsav-JE-splecio-hitbox.png
Hitboxes Off
Hitboxes On
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

es special GC

623PP
ES SPLECIO
623PP
Vsav-JE-es-splecio.png
Vsav-JE-es-splecio-hitbox.png
Hitboxes Off
Hitboxes On
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

command throw

632[4]K
SAN BASSALE
632[4]K
Vsav-JE-san-bassale.png
Vsav-JE-es-san-bassale.png
Hitboxes Off
Hitboxes On
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

ex command throw

412[6]KK
PROVA DI SERVO
412[6]KK
Vsav-JE-prova-di-servo.png
Vsav-JE-prova-di-servo-throw-1.png
Hitboxes Off
Hitboxes On
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

ex

22PP
FINALE ROSSO
22PP
Vsav-JE-finale-rosso.png
Vsav-JE-finale-rosso.png
Hitboxes Off
Hitboxes On
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

pursuit

8P or 8K
PURSUIT
8P or 8K
Vsav-JE-pursuit.png
Vsav-JE-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
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

es pursuit

8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-JE-es-pursuit.png
Vsav-JE-pursuit-es-hitbox.png
Hitboxes Off
Hitboxes On
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

ground throw

6MP or 6HP
P THROW
6MP or 6HP
Vsav-JE-ground-throw.png
Vsav-JE-ground-throw.png
Hitboxes Off
Hitboxes On
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

air throw

J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-JE-air-throw.png
Vsav-JE-air-throw.png
Hitboxes Off
Hitboxes On
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
General
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