Judgement Day and Michael
Profile
Kuon but he doesn't return the shopping cart at the mall.
Overview
Hold START when selecting Kuon to be able to select Judgement Day.
A more aggressive version of Kuon, thanks to the new Bride Moves.
6C gives Judge a better, more consistent midscreen BNB outside of 5B range and something to tack on at the end of a blockstring before a DC reset, while 214C gives him an oki lockdown option.
He does lose most of his ability to contest others' bullet zoning at lower Engagement Levels, however, as his 5C projectile flies by too fast without covering much of the screen, and even the MAX'd out 2C might not contribute to Judge's rushdown in time.
Normal Moves
Standing
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1000
|
Ground, any
|
9
|
3
|
15
|
-2
|
-
|
-
|
Whiffs against crouchers, so really only useful for stuffing opponent's 6Ds or against someone blocking in the air.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1200-2000
|
-
|
10
|
2(14)4
|
24
|
-7
|
-
|
-
|
2-Hit move, with the 1st hit launching on hit and 2nd hit knocking the opponent down on hit or bouncing them on Counter-hit.
Pretty strong, although it doesnt have a lot of range and has a lot of recovery on whiff so it's easy to pushblock. 5B(1) is your main starter for the BNB.
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|
2A
2A
|
Damage
|
Guard
|
Startup
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Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
800
|
Low
|
7
|
2
|
13
|
-3
|
-
|
-
|
Judge's fastest normal. Hits low. Can chain into itself multiple times, but scales pretty badly on repeated hits.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1800
|
-
|
9
|
2
|
22
|
-3
|
-
|
-
|
Sweeps on hit and can combo into 236A/236AB. 2A > delay 2B is your basic frametrap.
|
|
6A
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1600
|
-
|
11
|
4
|
20
|
-8
|
-
|
-
|
Moves Judge forward, letting him connect into 5B(1) or 6C.
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|
Jumping
j5A
jA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1200
|
-
|
9
|
3
|
17
|
-
|
-
|
-
|
Fast startup makes it a decent air-to-air. Mostly just combo filler though.
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|
j5B
jB
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1800
|
-
|
12
|
2
|
19
|
-3
|
-
|
-
|
Great crossup and your main jump-in.
Can be cancelled into C moves, j.623x or Bridecancelled(>direction+D) on hit/block.
j.B(block) > 6D (empty Bridecancel) land Throw/2A can be a decent mixup to enforce every once in a while.
|
|
j6B
j6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1600-2000
|
-
|
12
|
4(18)4
|
21
|
-
|
-
|
-
|
A 2-hit air move that knocks down on hit, making it the perfect meterless ender. Will connect after both j.A and j.B.
Goes up a bit on the 1st hit, making it a good airstall.
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|
Dashing
DA
DA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1800
|
-
|
9
|
3
|
23
|
-
|
-
|
-
|
Mostly combo filler or for throwing out before a DC.
|
|
DB
DB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2800
|
-
|
13
|
4
|
26
|
-
|
-
|
-
|
Projectile invuln lasts until the attack hits. Bounces on hit.
Unsafe on block, so be careful flying in with this.
|
|
DB
DC
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Michael sticks out her sword and hits after a short delay. Bounces on hit.
The pressure reset. Can be jump cancelled immediately after using.
If the opponent tries to stuff it, space a DC outside of their range, then jump cancel into projectiles.
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|
Special Moves
DB
236A/B/AB Sin Hunter Blade Sin Hunter Blade
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Like Kuon's, but shorter.
236A is a 2-hit Mistfiner-like slash. Comes out fast and is a decent ground check for opponent trying to dash through 5C.
236B gains more startup but also more range and slashes 1 more time. On block, keep your opponent honest with a 236A.
236AB has faster startup than 236A and slashes 8 times. 2B > 236AB > 236AB works in the corner.
All of the slashes can whiff against crouching opponents, so be careful spacing it.
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|
DB
623A/B/AB (Air OK) The Moon That Splits Fools The Moon That Splits Fools
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Vapor Thrust! Air unblockable DP that is also your main combo ender in the air aside from j.6B.
623A has startup invuln
623B only has projectile invulnerability but adds a followup hit and is air-unblockable
623AB has startup invuln and bounces them into the ground with decent advantage on hit, making this the ideal combo ender unless saving for a 3 bar Super.
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|
DB
214A/B/AB Thorn of Karma Thorn of Karma
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Parry. Only catches Mids and Highs, can also erase projectiles but the timing is strict. Overall pretty useless, especially if you're only starting out.
214A has fast startup but lasts a short time
214B has slower startup but lasts longer
214AB has 1f startup and lasts even longer. Launches them on hit for a short followup of choice.
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|
Bride Moves
5C
5C/j.C/j.2C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
Normal
|
400*3/400*4/400*5
|
-
|
19
|
-
|
51
|
-5/-1/+2
|
10%
|
-
|
Fires 2 dark projectiles. Can be held for 2 more.
Dash/jump/special/super cancellable e.g. 5C jc j.C to fire the projectiles twice.
Their speed and weird screen coverage makes it harder to use than Kuon's.
j.2C fires the projectiles at 45 degrees. Useful against AA.
Gains more projectiles with higher Engagement Levels.
|
Charged
|
-
|
-
|
34
|
0
|
66
|
-3/-1/+1
|
-
|
-
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1000*3/1200*3/1400*3
|
-
|
14·19·24
|
14
|
54
|
-3
|
20%
|
-
|
Fires a dark wave going upwards. Can anti-air on it's own or start the BNB if you're not at 5C range.
Spawns more waves with higher Engagement Levels, and at MAX gives you 3 waves that far surpass Kuon 2C in range.
|
|
6C
6C/j.6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
800*3/800*4/800*5
|
-
|
29
|
79
|
60
|
+7/+10/+10
|
14%
|
-
|
Fires a dark "Power Wave" on the ground with launches on hit. Neat projectile to frametrap or confirm with.
j.6C fires a dark wave right in front of Judge, which wallbouces on hit. Big damage on CH if you go into a full combo.
The speed and reach of the wave increases with higher Engagement Levels.
|
|
DB
236C (Air OK) Mariscall Mariscall
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
30%
|
-
|
Michael appears and fires 3 dark balls, one going up and two going down.
|
|
DB
623C (Air OK) Darkness Code Darkness Code
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
25%
|
-
|
3 Swords rise from the ground below Judge and fly to the top of the screen.
|
|
DB
214C (Air OK) Innocent Chaos Innocent Chaos
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
-
|
-
|
-
|
-
|
-
|
-
|
30%
|
-
|
Michael appears and sets a 16-hit projectile at around the level of Judge's head. Decent oki tool to cancel into after a couple of OTG hits to keep them in place.
|
|
Super Move
5C
632146AB Last Judgement Last Judgement
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
Normal
|
big
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Costs 3 Force Bars or Climax. Damage is enhanced during Climax.
Evil Michael flies through the screen, raining down dark projectiles on hit. Combos from 236A or 236AB.
|
|
General Strategy
Combos
- 2A×2/2B/6A>6C>j.A>j.B>j.6B
Judge 6C BNB
- [2B > 6C] > Jump Cancel > Jump [A (delay) > B] > land 623AB > Climax activation > 5A > 236A (2nd hit) > 632146AB
Corner Only.
- Forward Throw > Dash Cancel (9D) > Dash [A>C] > Double Jump [B>6B]
counter start
- Counter-Hit j.6C > Dash Cancel (6D) > Dash C > (Landing) Jump [A>B] > Dash Cancel (6D) > Dash A > 623AB
Kuon's normal BNBs work as well, except that 5C has less hitstun:
- 2A > 5B(1) > 5C > jc j.A > j.B > j.C > jc j.B > j.6B/j.623AB
Kuon's BNB
- 2A > 2B > 236A/236AB(>632146AB)
Works from further away, and is also your standard confirm into Super with 3 Force Bars or when in Climax.
- 2C > jc j.B > j.C > jc j.6B/j.B > 623AorBorAB
Combo from 2C anti-air.
- 6D > DA > DC > jc,land,dash up > jc j.A > j.B > j.C > jc j.B > j.6B/j.623AB
Midscreen-to-Corner combo from DA>DC.
- 6D >(opponent blocks DA while crouching) > DC>sideswap 5B(1)>5C>jc j.A>j.B>j.C>jc j.B>j.6B/j.623AB
If the smaller characters (e.g. Nina, Yui, Eve, Noah) block the DA crouching, the following DC will let you get behind them. Goes into a combo on hit.
- 5A+D > 9D DA > DC > jc j.B > j.6B/j.623AB
Requires Bride Meter.
- j.A+D > 3DC > land > 5B(1) > 5C > jc j.A > j.B > j.C > jc j.B > j.6B/j.623AB
- stuff > 2B > 236AB > 236AB > Climax > 236AB > 632146AB
236AB > 236AB works only in the corner! Cancel into super after 1-2 hits of 236AB or it'll drop.
- (Opponent is in the air and in the corner) 623AB > Climax > 236AB > 632146AB
The 623AB bounce can also be followed up into Climax > 236AB > Super
- B+C while blocking>(2B>)236A>632146AB
Punish on Pushblock if the opponent is still in recovery afterwards.
Videos
Match footage [1] [2] [3] [4] [5]