Vampire Savior/Jedah/Strategy

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Strategies

Airdash and floating normals

It is important to note that you can do different things from different heights in the air. I will categorize it in 3 sections: the first is the peak of your jump, which I will refer to simply as 'high' airdash. The second one is around above your opponent's head, which will be 'mid' airdash. Lastly, I will refer to the 'low" airdash which is around the head. When reading this, keep in mind that the button sequence used does matter and affects how many normals you can do during your airdash. Different normals have different properties.

LP/LK - These normals float you more, allowing you to execute more normals in the air. The total max is 3, and you cannot use the same normal twice. We'll go into that more later on.

MP/MK - They both don't float you, but they can have moves performed afterwards depending on height. More later.

HP/HK - These two are different. Once you press HP, that's it for your airdash, you cannot do anything after this except cancel into a spin scythe. With the HK normal, you can do a move after from the high airdash. More on this next.

Keep in mind that you may cancel any normal at any time with a special move. In the air that means a spin scythe, ES spin scythe, command grab, command grab feint wheel, and ES versions of both.

High Airdash - Here, you can do a max of 3 normals. If you want to use 3, you must use a weak attack in the middle. You may start with a MK, MP, or HK, then do LK or LP, then finish with whatever you want. HK will whiff on the 3rd move as well as HP. Otherwise, the choice is up to you. Examples: Airdash MK, LK, MP; Airdash LK, LP, MK or HK or MP. One more way to do a High Airdash string is with 2 normals. Here you can choose between medium and hard normals. Examples: Airdash MK, MP; Airdash MK, HK; Airdash MP, MK; Airdash MP, HP; Airdash HK, HP.

Mid Airdash - With this type of airdash, you can do one medium, and then two lights still. The only thing that has changed here is that you can't do two mediums, and can't do a HK into whatever. However, if you cross over their head and then MK, you are able to do MP even when low to the ground. It is important to remember that, this technique is very useful.

Low Airdash - With this airdash, you're limitted to either two lights, or one medium, and one strong attack.

Dashing Game

Jedah's regular dash plays another big part of his mixup game, and they are not limitted to only the ones that will be listed bellow: there are definitely more and other variations can be used, when you get creative, they become a lot more effective.

Again, there are height varying mixups that are used specifically. The HIGH dash I will refer to is a dash that goes over your opponent's head (this is performed by dashing and holding the last input, stop holding it when you go over their head). This can be used as a crossup or to gain distance after you get AG'd. You may do two medium inputs, a medium and a strong input, or a medium and two weak inputs. You could also use a normal, and then immediately cancel it into spin scythe for another mixup (ES spin scythe can lock down or if it whiffs you can AG them into it). Examples: High dash MK, HK (HK brings closer after crossup); High dash MK, HP (HP brings closer and has good frame advantage); High dash MK, LK, LP; High dash MK, MP.

There is no Mid dash for this one, since you can do the same things as you would with a low.

So next up is low: you may do two weak attacks, a weak and a medium or strong, or one medium or strong attack. You perform the low one by holding your last direction for a bit and then letting go. Some examples: Low dash LK, MP; Low dash LK, MK; Low dash LK, HK; Low dash HK; Low dash HP; Low dash MP. The purpose of this is just to get close while still keeping your momentum. Use the Low dash mixups to set up the High dash ones.

Finally, you have your normal dash overheads. If you're far, use MP and HP, if you're near use MK to hit under and not cross up, and use HK to cross up. You may also use LK to whiff and then throw. Or just empty dash and throw.

Lastly, you could also use an empty dash to catch your opponents by surprise. Empty dash and throw is good, and so is empty dash into cr. LK or cr. MK (these get a mention when a spin scythe is locking down which we will get into more later).

Blockstrings

By no means does Jedah excel in this area. However, it is necessary to pose this as a threat if you want your other mixups to work. A good player knows that to take the risk guarding the air dashes, and leaving open to block strings are beneficial to escape. Knowing this you can stack up your ground and block strings.

Jedah doesn't initially do high damage like other characters, but when he has momentum going his moves start to hurt and it's hard to get him off. I will list block strings that I both personally use and have observed from top players (as I mentioned earlier they are pretty weak and short).

  • 2LK - 2MP >>> 5LK >> 5LK > 5MK
Block confirm the first two hits, and then go for the rest.
  • 2LK >>> 2LP
This is good to reset them if they try to jump after your 2LK. Dash mixup afterwards, or if they have a good DP, you may also choose to bait it. If they really like to jump out after 2LK and don't think it's a big deal, cancel the 2LP into a spin scythe to lock them down and mix up (spin scythe mixups in detail later on).
  • 2LK - 5LK >>> 2MK
It looks like Jedah will dash or do something standing up, then you early anti-air them with 2MK, or just hit them low as well. You may add a 2HK at the end for more damage if you are close enough (if you are far use 2HP).
  • 2LK >>> 2LP - 2LK > 5MK.
This is a far block string. It can also be used as a B&B.
  • 2LK >>> 5LK - 2HK.
Another block string, the last hit hits low. 2.HK is one of his most damaging normals, so this option is useable.

Don't forget your Dash mixups. You may tick into your dash mixups, or use a dash mixup anywhere in between your strings, when you feel that it will hit. Jedah can also tick throw but it is risky if they jump since his normals don't early anti air and he is very tall.

For any other character, this would be a less necessary section, but because Jedah cannot chain into knockdown he must rely on some tricks.

  • 2LK [ - 2LK ] [ - 2LK ] xx LP/MP/HP/ES Dio Sega
This is core to Jedah's game, but at the same time it isn't exactly safe. If the opponent has a long range normal they can use to knock him down inbetween the 2LK and Dio Sega, that could be a problem, so generally you want to cancel into Dio Sega from the furthest range possible. Depending on your original distance you can do either one, two, or three 2LK before canceling into Dio Sega. Most of your meter will be going into ES Dio Sega, since even if Jedah is hit, it won't disappear if it's already out, letting you set up trade situations from this. Using the LP/MP/HP Dio Sega is a bit better in the corner, and the idea here is so that the Dio Sega doesn't actually hit them, but instead is placed right in front of them, restricting their movement. An entire article could be written on when you should use LP/MP/HP (it can be spacing and character specific), but I'll have to do that another time!

Dio Sega Applications

Now that we have our dash mixups and BnB's, it's time to use some Dio Sega to the mix.

The main purpose of the Dio Sega is for them to be placed around somewhere close to them, not to actually hit them. This buys you time and you can do whatever you want for over a second. If they get smart and want to move towards it, or stand up to block it, you can use that opportunity to chain combo them.

With the ES Dio Sega, you want to actually put them in blockstun, since it allows you to move around even if they AG or stay still. If they try to hit you, they can be most likely counter hit by the ES Dio Sega since, unlike the regular versions, these ones do not disappear when Jedah take a hit.

  • Throw to the corner, LP Dio Sega.
This works a little like Lilith's meaty LP Soul Flash, except better. From here, use your mixups and chain combos to do some heavy damage. Examples are: chain combo (Dio Sega hits) dash or walk up and mix up; 2LK, 5LK, 2LK, Dio Sega hits, 66MP, land, 2LK, 5LK, 5MK.
  • Cancel an airdash after it hits with any normal except j. HK, land, LP Dio Sega, whiff pursuit (crossup).
Mix up from here. Either chain combo, dash, wait and chain combo, or airdash over and crossup j.HK. This setup is a little hard (Oouchi taught me this).
  • 2LK xx HP Dio Sega.
Use this after you have block stringed a bit. This opens up for your mixups as well.
  • 2LK >> 2LP xx HP Dio Sega.
This is when they want to jump from the last one. Refer to mixups list to follow up.
  • Airdash j.MP xx MP/LP Dio Sega.
This is good. Note that you can airdash all the way around and cancel it. Let's say you are on the P1 side, and you airdash over them. You are now on the P2 side, and facing the P2 side. You press MP, and Jedah will actually turn around and hit them. Then, cancel it into the Dio Sega. Mix up after.
  • Jump and Dio Sega.
Good thing to use when they are in the corner, specially when they are low on life and don't wanna get hit. Throw one out just in front of them, preferably the HP version. Start your mixup from there.
  • Anti air 2MK, and Dio Sega.
After an early or jump in anti air with 2.MK, you can stick out a Dio Sega and start to mix up. Use this against Demitri and uppercuts if you think they will land and go for a reversal or GC.

That's about it for Dio Sega applications. The power of them comes from the mixups you do after, and keeping the momentum going.

Dark Force

Here's where the fun begins. You can use all of your previous mixups, and more. If you activate Dark Force at the right spot, ideally when you get reset'd, you can take well over a life bar in that position.

Here are some things you can do when you activate Dark Force:

  • Activate DF, hold down-forward, air-chain j.MK into j.HK.
From here, choose between tap up then hold forward, and air-chain j.LP, j.MP, j.MK, and j. HK. You can infinite this but the timing is hard, and it is more beneficial for Jedah to just reset it (to infinite, you must do the input like it was explained earlier, being as low to the ground as possible by tapping up, and moving forward by holding it afterwards, then tap down, tap up again, hold forward, and do the button series). Back to after j.MK into j.HK: here, you have many options. The more decent players will try and block high knowing that the biggest combo you eat is the overhead one. Knowing this, you can do 2.LK and chain combo, or 2LK into 2LK and then spin scythe, or just ES spin scythe to alternate. From there, mix p again with your previous skills. The combinations and possibilities are nearly endless. This is what you're banking on to kill a life bar is going for a good cross or two, and a few feints here and there.
  • Activate DF, hover down a little, j.MK xx ES spin scythe.
From here, you can air dash around them, j.HK, and mix up again from here. Or after your ES spin scythe, hover all the way down with j.MK into j.HK. Then from there you can dash around them, 2MK into 2HK, 2LK xx spin scythe, overhead series, ground chain, etc.
  • Activate DF, ES spin scythe.
Aanother variation. Use it and mix up well afterwards.

It's good to remember that you can do ES claw move at the end of Dark Force after some high chain series. The reason it has to be at the end is because if you do it at the beginning, you lose most of your Dark Force time. This is used when they are blocking high.

Note that if you get pushed back at any time, you can back dash, airdash, and get close that way, or regular dash and hold it. Or you can hover around high and then airdash when you think the time is right.

Get used to not being able to jump, because that will mess you up if you try to do that to get close.

Also note that you can cancel a hovering normal with a spin scythe or ES spin scythe (or any special move) AT ANY TIME AND HEIGHT: that means you can do an overhead MP xx ES spin scythe and start up a mixup there.

Advanced Tactics

Description Comments Video
After a GC, do long dash j.lk, j.mp. This auto-corrects and catches all rolls. This also works after the 1st bat deathblow & after pursuit, depending on how they rolled LINK 1 LINK 2
After a corner knockdown, do a back dash j.hp then a quick short dash j.mp. Catches all rolls. Can punish jump start-up. Allows a confirm into a grounded UB if they air-block. Switch to d.hp against the (4) characters the infinite is possible one. LINK 1 LINK 2 LINK 3 LINK 4 LINK 5 LINK 6
After a few quick d.hk’s, the opponent will likely stand block. Do a d.HK then Nero Fatica to punish this. If it whiffs, you are safe at neutral. This will also punish standing push blocks & some pokes LINK 1 LINK 2
Use OS command grab with HCB+LP+MK+HP. This executes Command throw or ES Nero Fatica. No Command grab No meter for ES Command Grab LINK 5 LINK 6 LINK 7
After a reset, dash through the opponent and do j.HK on the back side. This sets up a j.lk 2nd overhead or other offensive options. LINK
Glide , they block, j.hp. From here you can play a game of chicken, where you can do an early j.lk and punish their chicken block or you do a late j.lp and now land into a grounded UB of st.lp J.hp Frame-trap J.lk Frame-trap
Low-Glide, hit the opponent, j.hp, land, Dio Sega, Pursuit enables some crazy Okizeme If the glide is blocked, you can confirm the j.hp on block & then use UB st.lp Misses Pursuit Input LINK 1 LINK 2 LINK 3
Anti-Air with a Guard Cancel. This is super important for Jedah
Wake up with a block buffered GC. If you are correct, GC comes out, if the opponent delayed, you leak a cr.lp Depending on the context, this can be considered a low-risk Option Select
Corner Dio Sega traps When spaced correctly, it is an awesome Finale Rosso trap or can also setup UB follow-up when the opponent air blocks UB Contract UB Contract UB Pit OS Command Grab
Glide over the opponent then j.lk or j.mk then descend with another attack on the back side Very effective when roll chasing too LINK 1 LINK 2
Fake out your jump-in with an early j.HK to stall your momentum. Fall with j.mp or j.Hp here You can also kara cancel into a Dio Sega if you feel the opponent will not approach LINK
Hold the corner with an 8-jump string of ascend j.lk, ~mp ~hp, descend j.mk, hp, land confirm UB st.mp Best when not advancing, but holding the corner LINK LINK 2
In general. It’s less risk to poke with dashing normals b/c you are in an air state, so the immediate incoming damage is reduced.
Approach with medium dash j.lk to setup a second overhead as a falling j.lp or j.mp or j.HK Works very well vs tall characters like Jedah, Bishamon, Victor, etc. After a Pursuit Corner Offense
Cr.lk Renda cr.lk offense. Especially good if the opponent doesn't PB a lot. Especially good when Jedah has the corner advantage Landing Low LINK
ES Dio Sega traps. Use at neutral when the opponent jumps in often. You can also do different follow-ups based on your opponents escape options. LINK 1 LINK 2 LINK 3 Challenge their Escape
D.hp infinite on (5) characters. Demitri, Q-Bee, Bishamon & Zabel Anak Bish
Low profile anti-air with cr.mk then throw As an anti-air, this can work b/c Jedah is super tall when standing, so the 2mk makes their early jump-in attacks whiff & the 2MK recovers in-time for a throw punish on the opponent's landing frames. LINK
Low Profile with cr.mk Jedah can buffer moves like Finale Rosso to stay low profile when needed. Punishing Cool Hunting is a great example here
Defensive GC x DF Option Select 63214, 3+LP+LK
Use back dash to air dash at specific low heights that can counter specific projectiles. Great against Soul Fist, Chaos Flare, Karame Dama, Missiles & many more. This can also setup his d.hp infinite LINK
After a normal throw, the opponent can only escape your pursuit with a back roll. OS a dashing offense just before the pursuit lands to maintain momentum


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