Vampire Savior/Jedah

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Jedah Doma

Introduction

Jedah Doma (ジェダ・ドーマ), the Black Messiah. Jedah is widely considered to be one of the more handicapped characters in the cast, with his low speed and particularly bad counter-matchups. However, he also comes with a set of tools that are unique only to him, and playing to the character's strengths can compensate for his short-comings. In the hands of an experienced player, Jedah can be quite overwhelming. He excels at rushdown mixups, but is also a rather solid mid-range zoner and footsies character. His primary weakness, or perhaps his only weakness, may be the lack of a solid defensive game and lack of reliable knockdown moves.

Primary objective: Airdash mixups, ground dash mixups.

Movement

Stand Stand
(Hitstun)
Crouch Jump
(Start Up)
Jump Back
(Peak)
Jump Up
(Peak)
Jump Forward
(Peak)
Ground Dash
(Start Up)
Ground Dash
(Peak)
Jedah state stand.png Jedah state hitstun.png Jedah state crouch.png Jedah state jump start.png Jedah state jump b peak.png Jedah state jump peak.png Jedah state jump f peak.png Jedah state dash start.png Jedah state dash peak.png

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.

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.

Ground Dash: A Jet Dash, similar to Morrigan's dash. 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 — j66
Damage 8/14 1f
Jedah airdash 01.png
11f
Jedah airdash 02.png
13f
Jedah airdash 03.png
34f
Jedah airdash 02.png
~f
Jedah airdash 05.png
Chip Damage 0/2
Hit Advantage Knockdown
Guard Advantage +2 (air-to-air)
Meter Gain W:0/G:6/H:12
Frame Count 12 21 ~

One of the four characters in the game to possess an air dash. Like QB, Jedah can only airdash forward. However, Jedah's airdash is unique in that the flying animation also contains a hitbox that can attack the opponent. This will knock down an airborne opponent. Jedah's airdash also allows him to special cancel his air normals. And, like his ground dash, if Jedah crosses over (or under) the opponent he will auto-correct to face the opponent.

Normal Moves

Standing



Standing Light Punch — 5.LP
Damage 5/8 1f
Jedah 5 lp 01.png
4f
Jedah 5 lp 02.png
7f
Jedah 5 lp 03.png
11f
Jedah 5 lp 04.png
Hit Advantage +6
Guard Advantage +5
Rapid Cancel Yes
Renda Bonus H:+9/G:+8
Special Cancel Yes
Guard Direction Both
Total Frames 16
Meter Gain W:0/G:3/H:6
Frame Count 3 3 10

Jab. Whiffs small crouching characters.

• This move will only hit crouching: Bishamon, Victor


Standing Medium Punch — 5.MP
Damage 8/14 1f
Jedah 5mp 01.png
3f
Jedah 5mp 02.png
7f
Jedah 5mp 03.png
8f
Jedah 5mp 04.png
10f
Jedah 5mp 05.png
13f
Jedah 5mp 06.png
22f
Jedah 5mp 07.png
29f
Jedah 5mp 08.png
Hit Advantage -1
Guard Advantage -2
Special Cancel No
Guard Direction Both
Total Frames 31
Meter Gain W:3/G:9/H:15
Frame Count 9 3 19

Between 5.MP and 5.HP, this is Jedah's superior throw button. It recovers much faster, is safe on hit and block, and there is a chance of hitting certain characters trying to jump away when attempting a throw.

It has some decent potential as a poke, but mostly against the six characters who cannot crouch it. Against those who cannot duck it, it has an excellent hitbox that covers a large part of the screen, and will most likely hit them if they try to jump out. The problem is the awful hurtbox before the the attack is active, so to make it safe you may want to mix it in while staggering 2.LK so you have some frame advantage going into it.

If you happen to air reset an opponent with this, your ability to apply meaty pressure afterwards is somewhat limited. If you hit them high up in the air you can probably go for a dash j.LP/LK or j.MK, but otherwise you'll have to settle for inching forward and hitting with a 2.LK.

• This move will only hit crouching: Anakaris, Aulbath, Bishamon, Demitri, Jedah, Victor


Jedah sHP01.png
Jedah sHP02.png
Jedah sHP03.png
HP

[ 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.

• The first hit of this move will only hit crouching: Aulbath, Bishamon, Demitri, Jedah, Victor
• The second hit whiffs on all crouching characters.
• The second hit of this move will not hit standing: Aulbath, Felicia, Gallon Lei-Lei
• This move will not hit crouching: Q-Bee
Variable Frame Advantage
• If only the first hit connects: H:-27/G:-28
• If it does not hit past the second hit: H:-20/G:-21
• If the third hit connects: H:-13/G:-14


Standing Light Kick — 5.LK
Damage 5/8 1f
Jedah 5 lk 01.png
5f
Jedah 5 lk 02.png
7f
Jedah 5 lk 03.png
Hit Advantage +6
Guard Advantage +5
Rapid Cancel Yes
Renda Bonus H:+9/G:+8
Special Cancel Yes
Guard Direction Both
Total Frames 14
Meter Gain W:0/G:3/H:6
Frame Count 4 3 7

This isn't a bad attack, but it just doesn't end up seeing much play typically. Primarly used in chains to get a specific spacing, with 5.LK being canceled into a Dio Sega.

This attack has the shortest total frame count out of all of Jedah's normals, and the quickest recovery — meaning there may be some potential use in using it to bait out guard cancels, but this would need to be tested.


Standing Medium Kick — 5.MK
Damage 10/15 1f
Jedah 5 mk 01.png
7f
Jedah 5 mk 02.png
10f
Jedah 5 mk 03.png
12f
Jedah 5 mk 04.png
21f
Jedah 5 mk 05.png
33f
Jedah 5 mk 06.png
Hit Advantage +1
Guard Advantage 0
Special Cancel No
Guard Direction Both
Total Frames 38
Meter Gain W:3/G:9/H:15
Frame Count 6 3 2 26

An excellent normal, and the typical ender for most of Jedah's chain combos. Jedah's frame advantage on his Hard Attacks is poor, and he can't chain into a knockdown, resulting in many of his chains simply ending on Standing Medium Kick. With a Hit Advantage of +1, you can attempt to pressure after ending your chain on one of these.

In the neutral game, this attack looks really strong. It has a great hitbox (reaches even further than 2.LK), and a fast start-up with a lot of active frames — the only problem is that on whiff this move just hangs out there, leaving Jedah stuck with a fat and tall recovery hurtbox. If you whiff this attack and the opponent is already jumping at you, expect to eat a beefy combo. You should primarily use 5.MK to poke when your opponent is already at some sort of frame disadvantage, making it less likely to get jumped in on.


Standing Hard Kick — 5.HK
Damage 1st hitbox:12/18
2nd hitbox:9/14
3rd hitbox:9/14
1f
Jedah 5 hk 01.png
11f
Jedah 5 hk 02.png
33f
Jedah 5 hk 03.png
35f
Jedah 5 hk 04.png
37f
Jedah 5 hk 05.png
39f
Jedah 5 hk 06.png
Hit Advantage Knockdown
Guard Advantage -7
Special Cancel No
Guard Direction Standing
Total Frames 76
Meter Gain W:6/G:15/H:24
Frame Count 34 2 2 2
41f
Jedah 5 hk 07.png
43f
Jedah 5 hk 08.png
57f
Jedah 5 hk 09.png
61f
Jedah 5 hk 10.png
Frame Count 36

A scythe attack that must be blocked standing. It's primary use is getting you killed by coming out on accident when you're attempting a Dash j.HK.

This is Jedah's only normal attack that can knock the opponent down, however it is far to slow to combo into. It's so slow that it is incredibly easy to block high on reaction after seeing it just a few times.

That said, this does get some specialized use in the corner, where it's a bit better since the opponents movement is limited. From this position it's primarily useful for opponents who keep jumping up-back, since this has excellent anti-air capabilities and great range. You want to hit 5.HK's max range, so with proper spacing do either a 2.MK or 2.HP and then chain cancel it into a 5.HK, if the opponent attempts to jump or presses a button after recovering from the initial attack they'll get hit with the scythe and be knockdown.


Crouching



Crouching Light Punch — 2.LP
Damage 5/8 1f
Jedah 2 lp 01.png
5f
Jedah 2 lp 02.png
7f
Jedah 2 lp 03.png
10f
Jedah 2 lp 04.png
Hit Advantage +7
Guard Advantage +6
Rapid Cancel Yes
Renda Bonus H:+10/G:+9
Special Cancel Yes
Guard Direction Both
Total Frames 16
Meter Gain W:0/G:3/H:6
Frame Count 4 2 10

Crouch jab. Pretty standard for a crouching jab, hits mid, good speed, rewards the most frame advantage out of any of his light attacks, chains into it self. Useful for ticking and keeping people off of you.


Crouching Medium Punch — 2.MP
Damage 8/14 1f
Jedah 2 mp 01.png
8f
Jedah 2 mp 02.png
10f
Jedah 2 mp 03.png
12f
Jedah 2 mp 04.png
17
Jedah 2 mp 05.png
23
Jedah 2 mp 06.png
 ??f
Jedah 2 mp 07.png
Hit Advantage +1
Guard Advantage 0
Special Cancel No
Guard Direction Both
Total Frames 32
Meter Gain W:3/G:9/H:15
Frame Count 11 5 16

This has great range and an alright hitbox, but the exceedingly long start up time and poor hurtbox before the attack becomes active makes this an awful normal to use outside of chain combos. The frame advantage is the same as Jedah's 5.MK, so it has similar follow-ups to that if used as the ender in a chain combo.


Crouching Hard Punch — 2.HP
Damage 3 Hits:13/20
Single Hit:5/8
1f
Jedah 2 hp 01.png
10f
Jedah 2 hp 02.png
12f
Jedah 2 hp 03.png
17f
Jedah 2 hp 04.png
19f
Jedah 2 hp 05.png
Hit Advantage -18
Guard Advantage -19
Special Cancel No
Guard Direction Both
Total Frames 69
Meter Gain W:6
G:9+3+3
H:12+6+6
Frame Count 9 2 5 2 5
24f
Jedah 2 hp 06.png
26f
Jedah 2 hp 07.png
~f
Jedah 2 hp 08.png
~f
Jedah 2 hp 09.png
Frame Count 2 44

An extremely unsafe normal, even more so than 5.HP since 2.HP has even worse frame advantage. This is only to be used as the ender to chain combos when you're too far away for 2.HK to hit, but even then it's inadvisable unless it will kill.

• The second hit of this move will not hit crouching: Gallon, Lei-Lei, Lilith, Morrigan, Q-Bee
Variable Frame Advantage
• If only the first hit connects: H:-32/G:-33
• If it does not hit past the second hit: H:-25/G:-26
• If the third hit connects: H:-18/G:-19


Crouching Light Kick — 2.LK
Damage 4/8 1f
Jedah 2 lk 01.png
6f
Jedah 2 lk 02.png
9f
Jedah 2 lk 03.png
Hit Advantage +6
Guard Advantage +5
Rapid Cancel Yes
Renda Bonus H:+9/G:+8
Special Cancel Yes
Guard Direction Crouching
Total Frames 16
Meter Gain W:0/G:3/H:6
Frame Count 5 3 8

One of the longest reaching light attacks in the game, this is an incredible normal and a core part of Jedah's game. Because of the length, it can be difficult for many characters to counter poke Jedah when he's abusing this from max range.

2.LK has a lot of uses. Virtually all of his chain combos will start with this normal, since it's his only light attack that must be blocked low. Because of it's range and ability to rapid cancel, this is what you'll be typically special canceling with. When used at max distance it can bait out certain guard cancels.

In Jedah's high/low game, 2.LK is very important since it hits low and has excellent frame advantage. You want to be able to hit a quick 2.LK low and immediately dash the frame after recovering into an overhead attack.


Crouching Medium Kick — 2.MK
Damage 9/15 1f
Jedah 2 mk 01.png
12f
Jedah 2 mk 02.png
16f
Jedah 2 mk 03.png
19f
Jedah 2 mk 04.png
25f
Jedah 2 mk 05.png
Hit Advantage +1
Guard Advantage 0
Special Cancel No
Guard Direction Crouching
Total Frames 32
Meter Gain W:3/G:9/H:15
Frame Count 11 4 3 14

Blood spout. Arguably Jedah's best anti-air. This move also hits low, despite not looking like it should. It's also deceptively safe on block/hit. The only down side is the startup speed, but in general this is one of Jedah's most valuable moves.


Crouching Hard Kick — 2.HK
Damage 12/19 1f
Jedah 2 hk 01.png
16f
Jedah 2 hk 02.png
18f
Jedah 2 hk 03.png
20f
Jedah 2 hk 04.png
Hit Advantage -6
Guard Advantage -7
Special Cancel No
Guard Direction Crouching
Total Frames 60
Meter Gain W:6/G:15/H:24
Frame Count 17 2 7
27f
Jedah 2 hk 05.png
31f
Jedah 2 hk 06.png
22f
Jedah 2 hk 07.png
Frame Count 34

Blood pool. This also hits low, but does not cause a knockdown on hit. It's disadvantageous on hit/block but not nearly as bad as HP/c.HP, thus when hitting with a chain this is the ideal ender. On block you may want to forgo the c.HK in order to maintain neutral/advantage.


Jumping



Jumping Light Punch — j.LP
Damage 5/9 1f
Jedah j lp 01.png
6f
Jedah j lp 02.png
10f
Jedah j lp 03.png
14f
Jedah j lp 04.png
Special Cancel Yes
Guard Direction Standing
Total Frames 17
Meter Gain W:0/G:3/H:6
Frame Count 5 4 8

Jumping jab. Useful in air strings and rushdown pressure.

• From a normal jump, this move will not hit crouching: Q-Bee


Jumping Medium Punch — j.MP
Damage 8/14 1f
Jedah j mp 01.png
6f
Jedah j mp 02.png
7f
Jedah j mp 03.png
9f
Jedah j mp 04.png
12f
Jedah j mp 05.png
15f
Jedah j mp 06.png
~f
Jedah j mp 07.png
Special Cancel No
Guard Direction Standing
Total Frames 22
Meter Gain W:3/G:9/H:15
Frame Count 8 3 11

Jumping claw. Huge hitbox, though unfortunately huge hittable box as well, making it less useful than it initially seems. Despite that, it's still quite good.


Jedah jHP01.png
Jedah jHP02.png
Jedah jHP03.png
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.


Jumping Light Kick — j.LK
Damage 5/9 1f
Jedah j lk 01.png
5f
Jedah j lk 02.png
11f
Jedah j lk 03.png
Special Cancel Yes
Guard Direction Standing
Total Frames 13
Meter Gain W:0/G:3/H:6
Frame Count 4 6 3

High wing. The hitbox on this is quite high, making it whiff air to ground a lot. But, the recovery is also good so it's still useful for rushdown and mix-up sequences, perhaps more so simply because it whiffs.

• From a normal jump, this move will only hit crouching: Anakaris, Aulbath, Bishamon, Demitri, Jedah, Victor


Jumping Medium Kick — j.MK
Damage 9/15 1f
Jedah j mk 01.png
7f
Jedah j mk 02.png
11f
Jedah j mk 03.png
13f
Jedah j mk 04.png
Special Cancel Yes
Guard Direction Standing
Total Frames 19
Meter Gain W:3/G:9/H:15
Frame Count 6 4 9

Downward wing. Exceptionally good hitbox for a jump-in attack. Extremely useful for general purpose air to ground. Works well for air-to-air if the opponent has a lower jump height than Jedah.


Jumping Hard Kick — j.HK
Damage 2 hits:12/20
1st hit:7/12
2nd hit:5/9
1f
Jedah j hk 01.png
3f
Jedah j hk 02.png
11f
Jedah j hk 03.png
13f
Jedah j hk 04.png
17f
Jedah j hk 05.png
~f
Jedah j hk 06.png
Special Cancel No
Guard Direction Standing
Total Frames 25
Meter Gain W:6
G:10+4
H:15+9
Frame Count 10 2 4 9

Blood sprites. This move is one of Jedah's main gimmicks. It will halt his air trajectory which is very useful for aerial footsies and general positioning. It also hits all around his knees, which is great for left/right mixups. It also doesn't inflict much (if any) hit-stop which makes it also extremely good at high/low mixups. By far one of his best mixup tools and general purpose moves.


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

Normal Throw (Punch) — (Close) 6/4.MP/HP
Damage 15/23 1f
Jedah throw normal.png
Tech Damage 7/11
Hit Advantage Knockdown
Tech Advantage -3 to +1
Meter Gain 9
Frame Count 1

An alright normal throw, though watching Dyne will make you think there is something special about it (there isn't). Your button options for throwing are MP and HP, and you'll want to exclusively use MP. HP is extremely unsafe if the throw doesn't connect, and MP has a decent chance of catching an opponent attempting to jump away.

If if connects, the opponent is thrown nearly full screen away. On knockdown, it can be hard to get a decent follow up from this position, especially if you guess the roll incorrectly, but you can try doing some dash attack strings. It may be worth considering just doing pursuit attack here, and setting up okizeme from that.

If the opponent techs the throw, in the corner Jedah is potentially punishable since he's at negative frame advantage on most characters; consider the "risk vs. reward" when throwing to cornered opponents, though you can always just toss them away from the corner.

Frame advantage when teched varies based on the character:
  • -3f: Jedah
  • -2f: Anakaris, Aulbath, Demitri, Victor
  • -1f: Bishamon, Lei-Lei, Lilith, Morrigan, Q-Bee, Sasquatch, Zabel
  • 0f: Felicia, Gallon
  • +1f: Bulleta


San Bassale (Command Throw) — (Close) 6324.MK/HK
Damage 22/34 1f
Jedah throw command.png
2f
Jedah throw command 02.png
6f
Jedah throw command 03.png
7f
Jedah throw command 04.png
Hit Advantage Knockdown
Meter Gain Whiff:12
Hit:21
Frame Count 1 4 1 24

Command throw, but not a very good one. It has a delayed start-up with no invincibility.

Delayed command throws work like this — the first throw-box does not actually grab, and is just there to detect if the opponent is in range to initiate the rest of the throw; if they are not in range the opponent will not be thrown and Jedah will not have a throw-whiff animation. If they are in range of the first throw-box, then the throw will initiate, and assuming they're still in range and on the ground by the frame 6 throw-box they will be thrown; if they are out of range or jump between frames 2-6, Jedah will suffer a whiff animation.

So while the range is slightly better than his normal throw and this cannot be throw teched, the long start up is a big liability. More so than the throw-whiff being a problem, no throw invincibility means that you'll often get hit by the opponent mashing when attempting this. Most players consider using this command throw as something of a taunt.

There is no difference between the MK and HK versions.


Air Throw — (Close) j6/4.MP/HP
Damage 15/23 1f
Jedah throw air.png
Tech Damage 7/11
Hit Advantage Knockdown
Tech Advantage -10 to -2
Meter Gain 9
Frame Count 1

Due to Jedah's jump height, this is an extremely hard throw to connect with. Purposefully air throwing is difficult, and this will hit as an accident most of the time. Against the few characters that share Jedah's jump height it may be a bit more practical to land this throw with intention.

Despite having negative frames when it is teched, the opponent is knocked far enough away so that Jedah isn't in any particular danger.

Frame advantage when teched varies based on the character:
  • -10f: Anakaris
  • -7f: Sasquatch
  • -6f: Demitri, Bishamon
  • -4f: Bulleta, Felicia, Victor
  • -3f: Aulbath, Gallon, Jedah, Lei-Lei, Lilith, Morrigan, Zabel
  • -2f: Q-Bee


Special Moves

Jedah 236P.png
Jedah 236ES.png
Dio Sega - 236P (air):

Scythe wheel. Hits 3 times. Knocks down airborne opponents. One of his main zoning tools.

  • (L Version) Low to the ground.
  • (M Version) Mid level.
  • (H Version) High.
  • (ES Version) Hits more times, persists once it leaves Jedah's hands and forms the wheel. Somewhat useful for rushdown strings.
Air:
  • (L Version) High in the air.
  • (M Version) Mid level.
  • (H Version) Low to the ground.
  • (ES Version) Highs more times, persists once it leaves Jedah's hands and forms the wheel.


Nero Fatica — 214.LP/MP/HP/ES
Damage Normal:18/28
ES:29/41
1f
Jedah nerofatica 01.png
11f
Jedah nerofatica 02.png
18f
Jedah nerofatica 03.png
25f
Jedah nerofatica 04.png
Hit Advantage Knockdown
Total Frames 62
Meter Gain Whiff: 14
Hit: 29
ES: 0
Frame Count 10 15
26f
Jedah nerofatica 05.png
29f
Jedah nerofatica 06.png
42f
Jedah nerofatica 07.png
45f
Jedah nerofatica 08.png
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
This attack has a glitch associated with it, that can potentially render the remainder of the match unplayable, resulting in a time over. It occurs when the opponent push-blocks an attack from Jedah, and immediately afterwards gets caught by the Nero Fatica. At this point, Jedah will keep sliding backwards, all the way off the screen where he cannot be attacked. There are only two ways for Jedah to get back on the screen at this point, one is to immediately do a pursuit attack to the knockdown caused by Nero Fatica, and the other is to catch them with his EX Move, Finale Rosso. The optimal solution here is to immediately pursuit attack, which is the assured method of getting back on the screen. Since most of the requirements to cause this glitch can be purposefully set up by a Jedah player, in a tournament setting if the Jedah player who goes off-screen fails to immediately pursuit attack back onto the screen they will be given the loss.


Ira Spinta — j6324.LK/MK/HK/ES
Damage Normal:20/30
ES:30/42
1f
Jedah spinta 01.png
47f
Jedah spinta 02.png
~f
Jedah spinta 03.png
Hit Advantage Knockdown
Total Frames ~
Meter Gain Whiff: 12
Hit: 22
ES: 0
Frame Count 46 Until Landing 2

Dive/Scythe Dive. An aerial command grab type of move if left uncancelled. It has large startup, but once it begins it can grab grounded or airborne opponents. This move is also marginally controllable by holding back or forwards before and during the dive. Alternately you can cancel this move into a scythe-wheel dive rather than the grab dive by pushing punch during the startup.

  • (L Version) Short range.
  • (M Version) Medium range.
  • (H Version) Far range.
  • (ES Version) Far range, adds additional damage.


Jedah spinta2.png
Jedah spintaES.png
Ira Piano - 624K (air) , Any P:

Ira Piano (Scythe-wheel):

  • (L Version) Short range.
  • (M Version) Medium range.
  • (H Version) Far range.
  • (ES Version) Far range, adds additional hits and damage.


Splecio — 623.LP/MP/HP/ES Guard Cancel
Damage Normal:8/13
ES:13/21 (3 hit)
13f
Jedah GC.png
Chip Damage  ?
Hit Advantage Knockdown
Guard Advantage Normal:-30
ES:-42
Total Frames Normal:69
ES:93
Meter Gain W:12/G:16/H:21
ES:0
Frame Count Normal:3 / ES: 3;3;3

Jedah's guard cancel, that can only be used as a guard cancel. If you input it outside of block stun nothing will happen. It has both it's good and bad points and overall its a usable guard cancel that is essential to his defense, but there are a few things to watch out for.

Good:
  • Invincibility lasts for 13 frames, overlapping with the first active frame. It will usually cleanly hit without trading.
  • The range on this thing is ridiculous. There are a lot of things Jedah can guard cancel to punish that most other characters cannot. This is it's best aspect.
Bad:
  • The input somewhat overlaps with Dio Sega, resulting in an accidental Dio Sega if your input is sloppy with a mistimed the guard cancel attempt. This is an issue because the startup time for Dio Sega is long, and even if you successfully toss it out the opponent will probably be too close to you for it to even hit. Make your 623 inputs as clean as possible to avoid this issue.
  • It's slow. Talented players will be able to bait it on the ground with light attacks or with a late jump-in attack.
  • The recovery is long, so on a successful bait it is possible to get a full punish from an IAD, short hop, or dash link.
  • It whiff's on crouching Q-Bee, making it mostly useless when she's in your face.

The ES version hits 3 times, but against airborne opponents it only hits once. It also gives worse knockdown pressure than his regular one. You're better off ignoring the ES version and saving the extra meter.


EX Moves

Prova di Servo — 4123.KK > Any K
Damage 32/48 1f
Jedah prova 01.png
28~...f
Jedah prova 02.png
...~1f
Jedah prova 03.png
7f
Jedah prova 04.png
9f
Jedah prova 05.png
~f
Jedah prova 06.png
Hit Advantage Knockdown
Total Frames ~
Meter Cost 1
Frame Count 27 1~ (Input Possible) 6 (Grab Start Up) 2 4 67

Contract super. When first activated a blood sprite will fly from Jedah's slit wrist along the ground and will do nothing until either K is pressed again or the sprite leaves the screen. When K is pressed a second time it will activate a blood hand which is unblockable. If it grabs a grounded opponent it will slam them into a contract for massive damage. Quite useful if treated like a "command throw super". Though, it has quite the vulnerable whiff animation if the grab fails or is left uncancelled.


Jedah finale.png
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.

Combos

Terminology

> = next hit in the combo connects as a Chain
>> = next hit in the combo connects as a Link
xx = next move is a Special or EX Cancel
>>> = next hit does not combo, but is intended as follow up pressure and generally should be input as soon as possible.

Things To Know

5.MK
It is essential to always use 5.MK in combos instead of 2.MK, as the standing version causes much less pushback to the opponent. Otherwise, they'll be too far away to connect the 2.HK ender, or do some sort of follow up pressure.
Jedah cannot chain combo into a knockdown.
None of Jedah's chain combos will knock the opponent down. Because of this, you should know: the frame advantage after each ender, what positions it is optimal for him to leave his opponent in, and a general idea in mind of what you're going to want to do AFTER you hit them. It's easy to think every combo Jedah does will just return the situation to neutral, but with the right positioning, and reads, this can be somewhat overcome.

Basic Chain Combos

  • 2.LK > 2.MP > 5.MK > 2.HK
27 red/46 white • Frame Advantage on Hit: -6
Jedah's primary four-hit ground chain combo, though most of the time you'll be leaving the 2.HK off due distance issues. Jedah has no chains that knock down, and even though this ends in a 2.HK it is no different. Ending on 2.HK leaves Jedah at -6 frames, which could be a problem if he was up close, but hit pushback leaves him sufficiently far enough away so that it's not a problem. After landing this combo, the match is at a neutral position. Remember, just because you can end in 2.HK, doesn't necessarily mean you want to when it comes to Jedah.
  • 2.LK > 2.MP > 5.MK > 5.HP (3 hits)
27 red/46 white • Frame Advantage on Hit: -13 (If the 3rd hit connects)
  • 2.LK > 2.MP > 5.MK > 2.HP (3 hits)
27 red/46 white • Frame Advantage on Hit: -18 (If the 3rd hit connects)
  • 2.LK > 2.MP > 5.MK
19 red/33 white • Frame Advantage on Hit: +1
  • 2.LK > 5.MK
13 red/22 white • Frame Advantage on Hit: +1
  • 2.LP > 2.LK >> 2.LP > 2.LK > 5.MK
21 red/35 white • Frame Advantage on Hit: +1

Dash Combos

Jump-In Combos

Combos from Dio Sega

Strategies

Ground Pressure Strings

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

  • 2.LK [ > 2.LK ] [ > 2.LK ] 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 2.LK 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 2.LK 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!
  • 2.LK > 5.MK >>> 2.LK > 5.MK
This is good to sometimes use on block or hit; if they challenge the first 5.MK you'll most likely hit them with following 2.LK. You need to start from close range for follow up attacks to hit.

Dash Pressure Strings

Japanese Resources

Dio Sega Install (Japanese) — http://blog.livedoor.jp/santuario_shimatuya/archives/4885180.html

Matchups

Bulleta: While there is more to the matchup than this, if Jedah is standing he is forced to block Bulleta's Cool Hunting EX Move and cannot crouch. If you happen to be already crouching when it comes out, you can punish with Jedah's Finale Rosso (Pit) EX Move. However, since the input for that attack is 22.PP, you'll invariably have to return to 5 (neutral, standing) to execute it, getting you hit by her attack. To properly punish, you must whiff a crouching normal such as 2.MP, buffer the 22 input during it, and press KK when you recovery, letting you grab Bulleta and punish the Cool Hunting.

Gallon: 3-7 in Gallon's favor. Possibly even 2-8. It's by far Jedah's worst matchup. Gallon's small body type, fast speed, and huge ranged pokes make it very difficult for Jedah to keep Gallon off of him. Jedah's limited defensive options also make it difficult for him to defend himself once Gallon gets in.

Attack Data Tables

Normals

Input Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Meter (Whiff/Block/Hit) Notes
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

Notable Players

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/18.html

Name (English) Name (Japanese) Color Location Contact Notes
Oouchi (aka SaviorMeister) 大内 MK Jedah color mk small.png Yamagata His color is purple.
Shimatsuya 始末屋 HK Jedah color hk small.png Sendai http://twitter.com/shimatuya
Teitoku 提督 (Kanji)
ていとく (Hiragana)
LK Jedah color lk small.png Kanto region http://twitter.com/teitoku_jedah
Hoe ほえ HK Jedah color hk small.png Kanto region
Benzou べん造 HP Jedah color hp small.png Fukuoka http://twitter.com/benzou0952
Futana フタナ Various Switched from Jedah to Lilith at some point, but has since gone back to Jedah.


Vampire Savior
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Mechanics EsotericsDark ForceCommand SupersRenda BonusTutorial
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