- 1 Introduction
- 2 Movement
- 3 Normal Moves
- 4 Pursuit Attack
- 5 Throws & Command Throws
- 6 Special Moves
- 7 EX Moves
- 8 Dark Force
- 9 Combos
- 10 Strategies
- 11 Matchups
- 12 Attack Data Tables
- 13 Notable Players
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.
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.
[ 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.
[ 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.
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
| Dio Sega - 236P (air):
Scythe wheel. Hits 3 times. Knocks down airborne opponents. One of his main zoning tools.
|Nero Fatica — 214.LP/MP/HP/ES|
|Meter Gain|| Whiff: 14|
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.
| Ira Piano - 624K (air) , Any P:
Ira Piano (Scythe-wheel):
|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.
- > = 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
- 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
Combos from Dio Sega
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
- Dio Sega Install (Japanese) — http://blog.livedoor.jp/santuario_shimatuya/archives/4885180.html
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
|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.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.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.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|
|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:
|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|
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||Yamagata||His color is purple.|
|Futana||フタナ||Various||Switched from Jedah to Lilith at some point, but has since gone back to Jedah.|