User:Noduy
Introduction
Jedah Dohma (ジェダ・ドーマ) "The Savior". He is the final boss character that serves as the main antagonist and title character of Vampire Savior.
Jedah is widely considered to be one of the more handicapped characters in the cast. His main game plan is to mix up and take chunks of damage very fast when given the opportunity; otherwise, he's a very hit-and-run character at a neutral state.
His most damaging setups comes from the few, but explosive, instances of advantage that he can obtain through his spinning blade projectiles, Dark Force lockdowns, and other situations.
He isn't exactly the zoning type, since the spin scythes come out fairly slow when executed alone, and running away is not smart with Jedah because the corner is not pretty with Jedah in it. However, Jedah does have to use defensive options to gain momentum at times: when this opportunity arises, you will see any good Jedah player take it to land some good tricks and mixups, as opposed to going away to gain some distance.
Another reason why Jedah shouldn't be running away is because of his poor defense. His main anti-air has a blind spot where it does not hit (near over his head), his guard cancel will whiff some faster jump-ins, and to top it off, he's a very tall target which can be hit multiple times, and very early.
Your defensive mechanisms come down to doing AG's (if you want to play Jedah effectively, you'll need a minimum of 4 hit AG's to survive, and 5 hit ones to do average), chicken guarding with either j. MP, j. MK, j. HK, or air-dash, and situationally, meeting your opponent for air-to-airs.
As for as offense, it's not the greatest in the game. You have to be very cautious about which moves you decide to use. In this game, choosing the wrong decision and losing momentum could cost you the match. When you watch good Jedah players, you see a balance of offense, defense, and zoning: the ideal Jedah gameplay comes down to controling your ground, then exploding with offense and tricks when given the chance. This means he is very well playable when the opponent knows all your tricks and setups, because he has the options to mix them up different ways so that you can always have a way to come out on top of a situation.
Gameplay
Strengths | Weaknesses |
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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.
Normals
Standing
5HP
[ Startup: 9 | Hit:-13 | Block:-14 ] 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.
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Crouching
Jumping
j.HP
[ Startup: 9 ] 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. |
Dash
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.
Air-Dash
Pursuit Attack
An alright pursuit attack. When it hits, Jedah will be placed on the opposite side of the opponent a fixed distance away — so be weary of accidentally cornering yourself. There is some time to attempt dash attack okizeme after hitting with the pursuit, though the options from this position aren't the best.
Jedah's ES Pursuit is notable, as the damage on it is very high when it comes to pursuit attacks, plus it hits 5 times. It doesn't deal any permanent damage though so you may want to save it as a finisher.
Whiff pursuit mix-ups feel a bit risky with Jedah when the opponent does not tech roll; it seems slightly too slow when used like that. However, having a Dio Sega down on the screen, on top of or right next to the opponent as they recover, and then doing a whiff pursuit can lead to some fun situations.
Throws & Command Throws
Special Moves
Dio Sega - 236P (air):
Scythe wheel. Hits 3 times. Knocks down airborne opponents. One of his main zoning tools.
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Nero Fatica — 214LP/MP/HP/ES | |||||||||
Damage | Normal:18/28 ES:29/41 |
1f |
11f |
18f |
25f | ||||
Hit Advantage | Knockdown | ||||||||
Total Frames | 62 | ||||||||
Meter Gain | Whiff: 14 Hit: 29 ES: 0 | ||||||||
Frame Count | 10 | 15 | |||||||
26f |
29f |
42f |
45f | ||||||
Frame Count | 36 | ||||||||
Nero Fatica. There is always some confusion on what to call this attack, with "claw" or "swipe" being the most common, but it's probably easiest to call it by it's actual name. An unblockable attack that is typically used as an anti-air, but it can also hit standing opponents. When preformed, Jedah slices the air with a clawed hand while sliding backward — if the opponent enters the sliced space they'll be caught by the move and be knocked down. By design it will never hit a crouching opponent, as the throw-box is disabled as long as they're crouching. During the active frames it also has the ability to absorb projectiles, but this is more of a bonus safety feature rather than something you can use against the opponent. Nero Fatica technically counts as a throw, so it must touch the opponents throwable-box to hit. Because of this, it may have trouble when used as an anti-air against certain jump-in attacks. Take Lilith's j.HK for example, even as an attack that would normally be easily anti-aired with Jedah's 2.MK, it's extremely long range could potentially hit Jedah out of his Nero Fatica attempt even with the backwards momentum. On the other hand, Nero Fatica may have an easier time catching jumping attacks that aim downward, which 2.MK may have a harder time anti-airing. You should only use the HP and ES versions of Nero Fatica. All versions of it have the same start-up, recovery, and throw-box, with the only difference being how far Jedah moves back when performing the move. The HP and ES versions move Jedah back significantly further and at a faster speed, making it less likely that he'll be hit before the attack grabs the opponent. In regards to how far the HP and ES versions actually move you, frame 25 shows how far Jedah will slide backward by the last active frame, while frame 29 shows the full distance he'll slide backward. Off-screen Glitch |
Ira Piano - 624K (air) , Any P:
Ira Piano (Scythe-wheel):
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EX Moves
Finale Rosso - 22PP (unblockable): Blood pit. This auto-targets the opponent and opens a portal below them, this is unblockable and will drag the opponent down for an auto-combo and decent damage. The startup is somewhat significant and it has a very poor recovery time if it fails to catch the opponent. It can be useful for punishing full-screen shenanigans, but other than that the Contract super tends to be marginally more useful. |
Dark Force
Santo Ario - Same strength P + K
- (Any Version) Enables Jedah free-action flying. During this mode he can move around in the air freely and chain his air attacks. His landing has no recovery and there is no recovery on deactivation while standing or crouching. Deactivating from forces a falling state & deactivating from wake-up is a 2f window which can be blocked on frame 1. the idea is to knock him down then do a normal which only hits standing to guarantee the punish.
Attack Data Tables
Normals
Input | Red Dmg. | White Dmg. | Cancelable | Guard Direction | Startup | Active | Recovery | Hit Adv. | Guard Adv. | Meter (Whiff/Block/Hit) | Notes |
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5.LP | 5 | 8 | Special/Rapid | Both | 4 | 3 | 10 | +6 | +5 | 0/3/6 | Renda Bonus H:+9/G:+8 |
5.MP | 8 | 14 | — | Both | 10 | 3 | 19 | -1 | -2 | 3/9/15 | |
5.HP | 13 | 20 | — | Both | 9 | 2;2;2 | 38 | -13 | -14 | 6/9+3+3/12+6+6 | 3 hits (Each hit: 5r/8w) |
5.LK | 5 | 8 | Special/Rapid | Both | 5 | 3 | 7 | +6 | +5 | 0/3/6 | Renda Bonus H:+9/G+8 |
5.MK | 10 | 15 | — | Both | 7 | 5 | 26 | +1 | 0 | 3/9/15 | |
5.HK | 12 | 18 | — | Standing | 35 | 2;4 | 36 | KD | -7 | 6/15/24 | 2nd & 3rd hitboxes: 9r/14w |
2.LP | 5 | 8 | Special/Rapid | Both | 5 | 2 | 10 | +7 | +6 | 0/3/6 | Renda Bonus H:+9/G:+8 |
2.MP | 8 | 14 | — | Both | 12 | 5 | 16 | +3 | +2 | 3/9/15 | |
2.HP | 13 | 20 | — | Both | 10 | 2;2;2 | 44 | -18 | -19 | 6/9+3+3/12+6+6 | 3 hits (Each hit: 5r/8w) |
2.LK | 4 | 8 | Special/Rapid | Crouching | 6 | 3 | 8 | +6 | +5 | 0/3/6 | Renda Bonus H:+9/G:+8 |
2.MK | 9 | 15 | — | Crouching | 12 | 7 | 14 | +1 | 0 | 3/9/15 | |
2.HK | 12 | 19 | — | Crouching | 18 | 9 | 34 | -6 | -7 | 6/15/24 | |
j.LP | 5 | 9 | Special | Standing | 6 | 4 | 8 | — | — | 0/3/6 | Meter after airdashing: |
j.MP | 8 | 14 | — | Standing | 9 | 3 | 11 | — | — | 3/9/15 | Meter after airdashing: |
j.HP | 13 | 20 | — | Standing | 9 | 2;2;2 | 27 | — | — | 6/9+3+3/12+6+6 | 3 hits (Each hit: 5r/8w) Meter after airdashing: |
j.LK | 5 | 9 | Special | Standing | 5 | 6 | 3 | — | — | 0/3/6 | Meter after airdashing: |
j.MK | 9 | 15 | Special | Standing | 7 | 4 | 9 | — | — | 3/9/15 | Meter after airdashing: |
j.HK | 12 | 20 | — | Standing | 11 | 2;4 | 9 | — | — | 6/10+4/15+9 | 2 hits (1st: 7r/12w; 2nd: 5r/9w) Meter after airdashing: |
Special Moves
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Notes |
236LP | 46 | 12/13+1+1/15+3+3 | Mid | Knocks down airborne | ||
236MP | 46 | 12/13+1+1/15+3+3 | Mid | |||
236HP | 46 | 12/13+1+1/15+3+3 | Mid | |||
236PP | 46 | 0/ 0/ 0 | Mid | |||
j.236LP | 44 | 12/13+1+1/15+3+3 | Mid | Knocks down airborne | ||
j.236MP | 44 | 12/13+1+1/15+3+3 | Mid | Landing Suki: 1F | ||
j.236HP | 44 | 12/13+1+1/15+3+3 | Mid | |||
j.236PP | 44 | 0/ 0/ 0 | Mid | |||
214LP | 11 | Down | 14/29 | Unblockable | ||
214MP | 11 | Down | 14/29 | Unblockable | ||
214HP | 11 | Down | 14/29 | Unblockable | ||
214PP | 11 | Down | 0/ 0/ 0 | Unblockable | ||
j.624LK | 47 | Down | 12/22 | Unblockable | Landing Suki: 2 | |
j.624MK | 47 | Down | 12/22 | Unblockable | ||
j.624HK | 47 | Down | 12/22 | Unblockable | ||
j.624KK | 47 | Down | 0/ 0/ 0 | Unblockable | ||
j.624LK~P | 62 | Down | 12/21/30 | Mid | Landing Suki: 1 | |
j.624MK~P | 62 | Down | 12/21/30 | Mid | ||
j.624HK~P | 62 | Down | 12/21/30 | Mid | ||
j.624KK~P | 62 | Down | 0/ 0/ 0 | Mid | ||
623LP (GC) | 13 | Down | -30 | 22/26/31 | Mid | Invulnerable Time: 13F |
623MP (GC) | 13 | Down | -30 | 22/26/31 | Mid | |
623HP (GC) | 13 | Down | -30 | 22/26/31 | Mid | |
623PP (GC) | 13 | Down | -42 | 0/ 0/ 0 | Mid | |
624MK | 6 | Down | x | 12/21 | Throw | |
624HK | 6 | Down | x | 12/21 | Throw |
EX Moves
Move | Gauge | Startup | Hit
Advantage |
Block
Advantage |
Guard | Notes |
426KK~K | 1 | 33~ | Down | x | Unblockable | |
22PP | 1 | 42 | Down | x | Unblockable | Auto-targets |
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/18.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Oouchi (aka SaviorMeister) | 大内 | MK | Yamagata | His color is purple - You must train for 10,000 years | |
Shimatsuya | 始末屋 | HK | Sendai | http://twitter.com/shimatuya https://www.youtube.com/channel/UCo394MFI-W0i9J5uXPO43aw |
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Teitoku | 提督 (Kanji) ていとく (Hiragana) |
LK | Kanto region | http://twitter.com/teitoku_jedah | |
Hoe | ほえ | HK | Kanto region | ||
Benzou | べん造 | HP | Fukuoka | http://twitter.com/benzou0952 | |
Futana | フタナ | LK | |||
Olive Oil | MK | Rookie Champ & Artist | |||
JB | HP |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Kenpachi | ケンパチ | HK | Ohio, USA | https://twitter.com/Kauses | Relatively recent player that has found success. Plays with the Ohio guys regularly. |
South America