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.
[ Startup: 4 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]
Jab. Whiffs small crouching characters.
[ Startup: 10 | Hit:-1 | Block:-2 ]
High claw. Whiffs small crouching characters. Good for stopping jumps on their way up, dashes, and hops. Also good to guard-break with, particularly after ES Wheel in lieu of 214P.
[ Startup: 9 | Hit:-13 | Block:-14 ]
High hands. First couple hits whiffs small crouching characters but the third hit will connect with most crouching characters. This move is ridiculously bad on hit or block, but the range is pretty decent.
[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]
Wing tap. Excellent move. Large frame advantage on hit or block and is chainable into itself. Great for ticking.
[ Startup: 7 | Hit:+1 | Block:0 ]
Blood slap. Deceptively good on hit and block, and it's his fastest mid-strength attack on startup.
[ Startup: 35 | Hit: Knockdown | Block:-7 ]
Scythe. Hits overhead and can't be airblocked. Unfortunately it's incredibly slow startup speed makes it rather useless. Though it can occasionally tag unsuspecting enemies, use sparringly.
[ Startup: 5 | Hit:+7 | Block:+6 | Renda: H:+10 B:+9 ]
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.
[ Startup: 12 | Hit:+1 | Block: 0 ]
Low claw. Poor startup speed make this less useful than it initially seems. It's got a nice hitbox but he has other moves that do the same things but better.
[ Startup: 10 | Hit:-18 | Block:-19 ]
Low hands. Like the standing version this is really poor on hit and block. The main use of it is the range, but that's about it.
[ Startup: 6 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]
Low wing. Good range and speed, good frame advantage, hits low, chains into itself. Primarily this will be your mixup tool when varied between dash attacks and other overheads.
[ Startup: 12 | Hit:+1 | Block: 0 ]
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.
[ Startup: 18 | Hit:-6 | Block:-7 ]
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.
[ Startup: 6 ]
Jumping jab. Standing jumping jab, useful in air strings and rushdown pressure.
[ Startup: 9 ]
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 and special cancelable off a normal jump or air dash.
[ 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.
[ Startup: 5 ]
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 mixup sequences, perhaps moreso simply because it whiffs.
[ Startup: 7 ]
Downward wing. Exceptionally good hitbox for a jump-in attack. Extremely useful for general purpose air to ground. Not so great for air to air battles, however.
[ Startup: 11 ]
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.
Command Normal Moves
P Throw: Pretty decent normal throw. Knocks the opponent a good distance on tech or no-tech. Preferable option-select is with MP, since HP is just a generally-terrible move.
Air Throw: Jedah's jump arc is quite huge and floaty, making it difficult to land this airthrow. Not a particularly outstanding one, either, though useful in certain situations.
Pursuit: Scythe wheel bounce. This places Jedah on the opposite side of the opponent that he started on, which is one of the few pursuits that do so. Thus, it's important not to use this if it will end up putting you with your back to the corner, though on the other hand it's also useful for escaping the corner.
Walk: Medium walk speed, tall character.
Dash: A ground-to-air dash, aka "flight" dash. Both his forward and backward dashes take him into the air where he can perform jumping attacks. A major tool in his high/low rushdown game. Another advantage to this kind of dash, apart from very fast overheads, is that it can dodge low attacks and if you're hit out of the air you will be reset rather than getting full-comboed. If Jedah crosses over (or under) the opponent he will auto-correct to face the opponent which also makes this extremely useful for left/right mixups.
Jump: Particularly high and floaty jump. However, this works more to Jedah's advantage when varied with his other movement tools. His high arc can put him in a good position for airdashing over people, poking, and setting up scythe wheels. His j.HK is also good for modifying his trajectory, especially since you can attack after a j.HK whiff.
Air Dash: One of the four characters in the game to posses an air dash. Like QB, Jedah can only airdash forwards. 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.
| Dio Sehga - 236P (air):
Scythe wheel. Hits 3 times. Knocks down airborne opponents. One of his main zoning tools.
| Nero Fatica - 214P:
Claw swipe. Unblockable "hit" type move. Whiffs most crouching characters, but because it can not be blocked it is useful as a mid-range and anti-air tool in some situations.
| Ira Spinta - 624K (air) /~P:
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.
| Splecio - 623P (GC):
Self-decapitation. This is Jedah's guard cancel move that he can only perform as a GC. It's invulnerable up until the first active frame, which makes it rather useful as a GC. Unfortunately it does have somewhat slow startup. And the recovery speed is quite horrible. Plus it can whiff small characters like crouching Q-Bee. Not the best GC in the world but still rather useful for punishing predictable/laggy moves.
| San Bassale - 624K (close):
Command throw. Unfortunately Jedah's command throw has rather slow startup speed compared to other standard command throws, the range is also hardly noteworthy, and it is not invulnerable on startup. The damage is also nothing spectacular. The only real advantage to this is that it can't be tech hit like normal throws. Perhaps one other slight advantage to this is that it can be useful with his kicks as an option-select, since his kick attacks are just barely better than his punch attacks. Use sparingly. It is not ES-able.
|Prova di Servo - 426KK ~K (unblockable): 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.|
|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.|
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.
- c.LK c.MP MK c.HK
- Bread and butter chain. Although this seems rather basic, it's important to use standing MK rather than c.MK. Can optionally start with a c.LP or also begin with c.LP c.LK.
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.
|LP||4||+6||+5||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 G:+8|
|LK||5||+6||+5||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 G:+8|
|c.LP||5||+7||+6||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+10 G:+9|
|c.LK||6||+6||+5||0/ 3/ 6||Low||Yes/Rapid||Renda+: H:+9 G:+8|
|j.LP||6||0/ 3/ 6||High||Yes|
|j.LK||5||0/ 3/ 6||High||Yes|
|236LP||46||12/13+1+1/15+3+3||Mid||Knocks down airborne|
|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.236PP||44||0/ 0/ 0||Mid|
|214PP||11||Down||0/ 0/ 0||Unblockable|
|j.624LK||47||Down||12/22||Unblockable||Landing Suki: 2|
|j.624KK||47||Down||0/ 0/ 0||Unblockable|
|j.624LK~P||62||Down||12/21/30||Mid||Landing Suki: 1|
|j.624KK~P||62||Down||0/ 0/ 0||Mid|
|623LP (GC)||13||Down||-30||22/26/31||Mid||Invulnerable Time: 13F|
|623PP (GC)||13||Down||-42||0/ 0/ 0||Mid|