Vampire Savior/Jedah/Combos

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Bread'n'Butter Combos

Jedah's grounded chains are very sensitive to spacing and they will mainly focus on how you can lead into a 5MK and what sort of ender is possible after 5MK, as a rule of thumb, you must be fairly close to get a 2HK finisher, while 2HP is the more consistent ender with lower damage (and it can also be punished on hit in rare cases, such as low Iaai Giri by Bishamon.) Most of these combos will come after jetdash openings, though they can also be done raw.

Quick notes:

  • When to end combos with 5MK?
Usually when neither 2HP or 2HK are going to hit, or if you have a good read on your opponents defense, making it possible to grab a good mix after the 5MK.
  • Why use 5MK instead of 2MK? I find 5MK harder to combo into.
5MK deals more damage and has less pushback, this makes it far more consistent across all ranges as well as dealing better advantage.

Grounded chains

  • 2.LK > 2.MP > 5.MK > 2.HK
Will work especially well after 66jHK crossups (a dash into jHK) since you will be very close to your opponent, this combo is sensitive to how wide the opposing character is and how close you were when you started the combo.
  • 2.LK > 2.MP > 5.MK > 2.HP
A lot more consistent than the first chain but, as previously stated, has less damage, grants worst positioning and can even be punished on hit. Because of this, it's common for Jedah mains to opt to end the combo on ...5.MK for better positioning and advantage, with the hopes of getting a nice follow-up.
  • 2.LK > 5.MK > 2.HK
Mostly done after a mid range 66jMP opening. This is a good damage mid range combo.
  • 2.LK > 2.MP > 5.MK > 5.HP
Works well against tall characters such as Victor and Bishamon, grants better damage than 2HP whilest still keeping the range benefits, this version cannot be punished on hit.
  • 2.LP > 2.LK > 5.MK > 2.HK/2.HP
There will be instances where 2LP is more desired as an opener than 2LK, since it starts up quicker and yields better advantage for Jedah, as well as being a core part of frame trap mixups from Jedah (via 2LP2LK into jetdashes or into itself) because of this, it's important to know the proper chain that comes out of it, you must CONFIRM this chain, doing it automatically is simply begging to be PB'd or GC'd.

Jump-in chains

  • jMP > jHP
Good to catch standing characters and big characters. Great range and amazing advantage out of jHP, setting up nicely for a confirm into 2LK5MK or a high/low/frame trap mixup afterwards.
  • jMK > jHP
Works the same as the first chain, only difference is the change in angle of approach. This chain is supposed to be used when you're landing directly above your opponent, whilest the upper one is when you're heading his way from a 45° sort of angle.

Combos starting from jetdashes

  • 66jHK > 2.LK > 2.MP > 5.MK > 2.HP/2.HK
2.HP is for when you hit them from the front, 2.HK is from when you hit them from the back via a crossup.
  • 66jMP > 2.LK > 5.MK > 2.HK
Although there are spots where a 66jMP can combo into the full 4 hit chain, if it would combo like that, then you should used 66jHK. As for how to use 66jMP, it's just a matter of range, if they're beyond 66jHK then you do 66jMP, pretty simple.

Bonus!

Does Jedah have any links? He has two useful dashlinks, one somewhat useless dashlink and a couple of useless grounded links.

Grounded link based combos

  • 2.LP > 2.LK xx 2.LP > 2.LK > 2.HP
This will come up sometimes when you're trying to PB and end up poking them out, if they're fairly close them you can do this combo. There's nothing special in terms of damage or advantage, it's just a "oh wow, he got hit by that?" Sort of emergency confirm.
  • 2.LP > 2.LK xx 5.LP > 5.MK > 5.HP
This grants a little bit of extra damage and will only work on standing wide characters like Bishamon, Victor, Lei-Lei, Anakaris, couple more. This isn't really easy to confirm into or setup, but there is one dashlink that can set this up in the corner.
  • 2.LK > 2.LK xx 5.LP > 5.HP
Pretty bad combo! But also very funny and charismatic!

Dashlinks

  • (jump-in) jMP > jHP xx 66jMP > 2LK > 2MP > 5MK > 2HK
This combo will come up against Lei-Lei and Bishamon more often than not, since they're very likely to whiff projectiles standing up in a spacing where Jedah can land a clean jump-in.
  • (jump-in) jMP > jHP xx 66jLK xx jLP > 2LP > 2LK > 5MK > 2HP
Mendy combo. Just extra style points for more links, not much of a difference on damage, this combo can work with 2LP2LK xx 5LP5MK5HP!
  • 66jHP xx 66jHP xx 66jHP xx ...You get the idea.
This is a proper infinite. Takes no meter and just needs the opponent to be standing up (and playing Bishamon, Victor, Zabel, Q-Bee and maybe more) This combo requires a dashlink of 66jHP into itself, that involves delaying the input for the jHP just slightly for it to hit at least twice, in a way that the last hitbox hits the opponent right as Jedah lands, where he needs to do an extremely fast dash afterwards. Jedah can loop this until the opponent dies, although it is extremely impractical, risky and hard to confirm into, are you the Jedah to make this loop work against the very best?


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