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Spectral vs Generation/Jadou

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Jadou
Spectral VS Generation Jadou Image.jpg
Health 500
Pre-Jump Frames 3
Play Style All-Around, Zoning
Dash Type Run

Character Background

Race: Demon
Motivation: To become the Demon King and destroy the world
Weapon: Tentacle
Likes: Destruction, Faces filled with despair
Dislikes: Humans

Character Overview

Jadou is a pure zoner that also has some good ways to spend meter when pressured. he benefits from extremely long normals that are mostly safe to poke with, a decent projectile, some of the best anti-airs in the game and very good specials.
while his lack of high damage meterless combos compared to the rest of the cast starts to hurt him a lot in higher levels of play, he can often punch above his weight with good reads and the most rewarding tech catches in the game
His specials give him a lot of advantage on the ground, from invisiblity to fullscreen lows, and his j.B and j.A are able to stop most aerial approaches on reaction
He has a unique guard cancel in which he doesn't attack but instead teleports behind the opponent, allowing you to escape corner pressure and, if timed right, to counter with your own comboes

Strengths Weaknesses
  • Easy combos but plenty of headroom for combo potential in the corner.
  • Huge hitboxes on all B and C normals.
  • Strong zoning potential with the TK (Tiger Knee) technique.
  • Full screen punishes with 214A/B/C/D that can be canceled into SOT.
  • 236A/B/C has a close hitbox that wall bounces the opponent.
  • 236D and j.236D are good for extending combos in SOT.
  • 236236A/B/C has great corner carry and can be linked off of mid-screen.
  • Tracking 236236D command grab. Can be timed meaty unblockable.
  • You can combo after your 236236D command grab.
  • 214214A/B/C is a good defensive super. Causes a hard knockdown on hit.
  • Very reliant on meter for damage.
  • No reliable defensive options outside of guard cancel and parry.
  • Guard cancel is a teleport with no knockback hit.
  • Slow normals both far and close.
  • Suffers from no disjoints on normals.
  • B and C Normals have big recovery on whiffing/Block.
  • 214A/B/C/D can be parried no matter the distance.
  • You cannot juggle if you anti-air with 214A/B/C/D.
  • 421D has limited uses outside of a few frames of invincibility but isn't worth trading okizeme for.
  • 236D (1hit) > 236-236D is a terrible super. Don't use it if you value your damage and meter usage.
  • 236236D is a huge risk and can be reacted to if not timed properly. Also doesn't trigger on anyone in blockstun.
  • 236236A/B/C doesn't have any invincibility so it can trade with normals.
  • 214214D guard breaks on block but is still minus.

Normals

Far Standing Normals

f.5A
Jadou 5a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials 5 - - -

Jadou whips one of his tentacles


f.5B
Jadou 5b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid Specials 8 - - -

Jadou pokes with both of his tentacles
fast for it's range. usually safe to throw this out in closer ranges


f.5C
Jadou 5c.png
no jumping
no jumping
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Mid Specials 13 - - -

pokes the air with both tentacles


f.5D
Jadou 5d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Mid Specials 20 - - -

invulnerable to lows.Jadou jumps in the air and kicks. hits mid

Close Normals

cl.5A
Jadou cl5a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 low Specials 4 - - -

quick kick that hits low


cl.5D
Jadou cl5d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 low Specials 8 - - -

quick kick that hits low

Crouching Normals

2A
Jadou 2a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Low - 5 - - -

quick low jab


2B
Jadou 2b.png
out of my zone
out of my zone
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Low - 9 - - -

Jadou fully extends one of his tentacles forward
main ground zoning tool


2C
Jadou 2c.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Low - 9 - - -

Jadou sweeps the ground with one of his tentacles. looks like he is standing
hits OTG


2D
Jadou 2d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low - 6 - - -

fast low kick

Jumping Normals

j.5A
Jadou ja.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 high - 4 - - -

jab. that's it.


j.7/9A
Jadou ja2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 high - 4 - - -

jab. but somehow even better.
very fast startup and can air-to-air on reaction
while it can instantly overhead it is never used since it deals lows damage, can't special cancel, and can't do anyhing until you land
unsafe on hit vs grounded opponents


j.5B
Jadou jb.png
"big button"
"big button"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 high - 12 - - -

the longest normal in the game
our main zoning tool
no disjointed hitbox so be careful not to spam it


j.5C
Jadou jc.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 high - 9 - - -

short but damaging normal
the best jumping normal to special cancel from


j.5D
Jadou jd.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 high - 6 - - -

short kick

Command Normals

j.2A/B/C
Jadou j2abc.png
defy physics
defy physics
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 high - 9 - - -

similar to j.5c but it's a divekick. can be used after airdashing back. arc varies on button pressed


4C
Jadou 4c.png
the crossup destroyer
the crossup destroyer
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid - 6 - - -

Jadou extends one of his tentacles straight upwards. used as an anti-air

Chain Specific Normals

2C
Jadou 2c2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
36 Low - 13 - - -

a fullscreen sweep that can be used after 5b or 2b. very minus on block


2B
Jadou 2b2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
17 Low - 8 - - -

5/2A or 5/2D -> 2B is a chain that replaces 2B with a shorter version and makes a follow up 2c functionally identical to regular 2b


2C
Jadou 2b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24 Low - 8 - - -

5/2A or 5/2D or Chain 2B -> 2C is a chain that replaces 2C with 2B's animation

Throws

A+D
Forward Throw
Jadou fthrow.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A - - - -

visually identical to 5c


B+D
Back Throw
Jadou bthrow.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A - - - -

throws them vertically
can combo off of it against some characters
comboes into level 3 for Earth and Krayce

Dust (Sword Series Slash)

5B+C
Standing SSS
Jadou dust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
155 High - - - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
Jadou down dust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
155 Low - - - - -

Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Parry (Chaos Breaking)

A+B
Jadou parry.png
Standing Parry
Standing Parry
Jadou down parry.png
Crouching Parry
Crouching Parry
Jadou air parry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

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.

Special Moves

Evil Ghost
236A/B/C
Jadou 5d.png
Ground version
Ground version
Jadou air 236a.png
Air version
Air version
Jadou 236a.png
the projectile
the projectile
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid - 20 / 21 / 22 - - -

the kick has a hitbox that on hit wallbounces and can be SOT canceled
Sends a fireball with speed varying on button
has an aerial version that's slightly faster and can be TKed
each fireball has an on screen limit of 1 with the exception of the B version(likely because of a bug)


Gale Stride
236D/j.236D
Jadou 236d.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Ground 52 (20, 32) Mid 1st hit Super, 2nd hit SoT 16 - - -

grounded or aerial special where Jadou hovers forward a short distance and uses the move on contact

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Air 44 (20, 24) Mid 1st hit Super, 2nd hit SoT 16 - - -

grounded or aerial special where Jadou hovers forward a short distance and uses the move on contact


Earth Horn
214A/B/C/D
Jadou 214a pose.png
remember this sprite because you're going to see it a lot
remember this sprite because you're going to see it a lot
Jadou 214a tentacle.png
make sure to block low
make sure to block low
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Low SoT 16 - - -

combo starter, tech catch, combo extender, approach punish, combo finisher even. i love this special
button determines distance, can hit anywhere on the screen with the right button choice
SOT cancelable
can be down parried and it will stagger Jadou for a safe approach


Hidden Devil
421D
Jadou 421D.png
You can't see me!
You can't see me!
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- N/A - 42 - - -

go invisible. Jadou becomes visible again when he is hit or blocking. even if he attack doesn't connect but the block animation plays, he will go out of invisible state
hard to get the opportunity to use this, but if you do, don't think twice about it
will make a flash of light on dust but not supers for some reason
can be used while already invisible and will not give off your position

Super Moves

Level 1 Supers

Thosand Fangs Circle
214214A/B/C
Jadou 214214a.png
more useful than it looks
more useful than it looks
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
156 Mid N/A 65 - - -

rapid rush of attacks
invincible at startup but vulnerable while attacking
guard crushes in burst
if used on oki in burst opponent has to either guard cancel or use a true reversal


Energy Roar
236236A/B/C ~> A/B/C ~> A/B/C/D
Jadou 236236a.png
why spam when Jadou can do it for you?
why spam when Jadou can do it for you?
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
135 (50, 50, 35) Mid N/A 66 - - -

rekka where three fireballs are thrown in succession.
will guard crush when in burst. A/B/C for 2nd or 3rd fireball makes it go normally, D for 3rd fireball makes jadou jump and then shoot(used in corner combos). timing is somewhat lenient and the rekka can be stopped


Devil Black Ghost Circle
236236D
236236dcircle.png
stand on this pls
stand on this pls
236236dskull.png
the pain skull
the pain skull
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
169 Jump N/A 82 - - -

fullscreen command grab.
100% a tool to catch them off guard since it can be jumped/parried on reaction. deals insane damage and allows you to combo off of it


Evil Fang
j.236236D
Jadou 236d.png
Jadou j236236d.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
162 High/Low, Air N/A N/A - - - -

Level 3 Super

Devil Dust: Crystal Tree
214214dpose.png
:) :) :)
:) :) :)
214214dprojectile.png
the pain orb
the pain orb
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
363 Mid N/A 69 - - -

the funny super.
invincible at the start and throws a projectile that eats other projectiles
will instantly hit opponents at point blank range
Highest damage reversal in the game but is risky to use
Instantly guard crushes opponents, but they will recover before you do, allowing them to combo you in close ranges

Strategy

Neutral

Offence (On Hit)

HKD OKI

Offence (On Block)

Defense

Combos

Chain Combos

Basic Combos

Combo Total Damage Notes
Meterless BnB
9A > 5A > 5B > 5C > 214C (Midscreen only, use 214A if in the corner)
9A > 5A > 5C > 236D
9A > 2D > 2B > 2C > 214C (Midscreen only, use 214A if in the corner)
236C > 214X (use 214A, B, C or D to follow up with the fireball depending on where the opponent is)
236A > 236C > 214D (Full screen only)
214D ~> 5D >> 5A -> B -> C >> 623C ~> C ~> C ~> D
236A > 214D (Point blank 236A causes the kick to hit, sending them flying. Use 214A if in the corner)
One Bar BnB
9A > 5A > 5B > 5C > 214C (SOT) > B+C (AAABBBCCCDD > 236D)
9A > 2A > 2B > 2C > 236236A > A > A
9A > 2A > 2C > 214214C
214214D > 214D (Use 214A,B,C or D depending on the distance)
214214D > B+C (AAABBBCCCDD > 236D) (Point blank only)
Two Bar BnB
9A > 5A > 5B > 5C > 214C (SOT) > 9C > j.236D (SOT) > B+C (AAABBBCCCDD > 236D) (Use 214A if you’re in the corner.)
9A > 5A > 5C > 236236A > A > A > 214D (SOT) > B+C (AAABBBCCCDD > 236D) (Midscreen only)
9A > 5A > 5B > 5C > 236A > 236D (SOT) > 236A > 236D (SOT) > B+C (AAABBBCCCDD > 236D) (Corner Only)
214214D > 214D (SOT) > B+C (AAABBBCCCDD > 236D) (Use 214A,B,C or D depending on the distance)
Three Bar BnB
9A > 2A > 2B > 2C > 214214D
9A > 5A > 5B > 5C > 214C (SOT) > 9C > j.236D (SOT) > 236A > 236D (SOT) B+C (AAABBBCCCDD > 236D)
Burst Combo
9A > 5A > 5B > 5C > 214C (SOT) > (Burst) > [9C > j.236D (SOT)] x5 > 236A > 214-214D




General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2