
Introduction
In a nutshell
For as long as Vampire Savior has been out, [American] people have been familiar with jedah. Because, well... his character design is just badass. BUT, it wasn't until the release of Capcom Fighting Evolution that people understood how to play Jedah.
Jedah is the new boss of the Vampire series, and ranks mid-to-low tier. (its really fuzzy) He has an adequate (yet shallow) rushdown and wakeup, but suffers from poor options AA. Nonethaless, if you do have momentum, he is a fun character to play, even if you get annoyed by all the Jedah fanboys
Noteworthy normals
General
-mp - jedah’s mp(fingernails) similar in all forms all versions come out relatively fast, and stay out long enough to get well enough in the way. The strength in all forms of jedah's mp lies in the amount of range which they cover.
-fierce - One of jedah’s more memorable moves that people who play against jedah are familiar with. scrubs will just spam this move. All of them have quite good priority(j.fierce beats out qbee’s normal air shit). The problem with this move lies in where the prime hitboxes are placed(a character and a half away from his body mainly), and the fact that if you wiff(which you shouldn’t be) you’ll likely get punished. Hp should be used when rushing from afar, or in a chaincombo of some sort.
Standing Normals
-s.lp - As of late, I've come to use this as a quick AA. It isn't 100% reliable, but its quickness alows Jedah to throw it out a couple times[when next to the opponent] to ensure that the opponent isnt jumping, then continue with hi-lo mixup.
-s.mp - Jedah fingernails in a down/forward direction. It hits majority of the characters crouching. Is useful in keeping the opponent on the ground in the corner
-s.fp - Minimize using the standing version of fierce alone. It has the same properies, and hit box locations, except it wiffs crouching characters. Unless you're looking to hit the opponent out of the air from afar, use this only in chains, and even at that c.fp is more reliable.
-s.lk - A standard standing short. It isn't slow, and recovers quick. Hits mid, so its primary use will be pressure, since you'll likely be doing a s.lk so you dont screw up a grounddash.
-s.mk - s.mk does a fair job as a poke. Jedah cuts his hands(as I can recall at the moment) and splashes a large amount of blood at the opponent. It has a large hitbox, much of the lower half is likely invincible(jedah's hitboxes are farther back and up). I use it much like s.mp, to keep the opponent grounded(in the corner).
-s.rk - Jedah pulls out his scythe(wing?) and does a big swing. hits high, and has quite some range. Its got quite a bit of startup, which is what makes this move less useful than it could be. Jedah clearly telegraphs that he's about to do a s.rk when he does. Using it requires having significant momentum should you even decide to use it. s.rk seems to work best finishing a low hitting/blocking chain combo(though as said before, use it minimally).
-Standing Normal Frame Data -
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | Close | 4 | +6 | +5 | y | H/L |
Strong | Standing | 10 | -1 | -2 | n | H/L |
Fierce | Standing | 9 | -13 | -14 | n | H/L |
Short | Standing | 5 | +6 | +5 | y | H/L |
Forward | Standing | 7 | +1 | 0 | n | H/L |
Roundhouse | Standing | 35 | KD | -7 | n | L |
Crouching Normals
-c.mp - looks like a good AA doesn’t it?... well use c.mk instead
-c.fp - After looking at the frame data, I'm debating on whether or not it is or isn't better to end chains with c.fierce
-c.lk - Jedah pokes his wing out, hitting low. A standard low hitting move, but it is a necessity in Jedah's hi-lo mixup.
-c.mk – Jedah plunges his arm to the ground, creating a large triangular splash of blood in front of him. All the hit boxes lie in this splash of blood, making for a great anti air(from a character away) and poke.
-c.rk - his crouching roundhouse actually recovers faster than his c.fierce. as such, its good practice to end ground chain combos with c.rk.
-Crouching Normal Frame Data -
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | crouching | 5 | +7 | +6 | y | H/L |
Strong | crouching | 12 | +1 | 0 | n | H/L |
Fierce | crouching | 10 | -18 | -19 | n | H/L |
Short | crouching | 6 | +6 | +5 | y | L |
Forward | crouching | 12 | +1 | 0 | n | L |
Roundhouse | crouching | 18 | -6 | -7 | n | L |
Jumping/Dashing Normals
j/d.lp - Jedah sticks his arm out at a downward angle. Its hit boxes are higher than his j/d.lk, which creates a hole if your opponent is small/medium sized & is blocking. Should the opponent be within contact of the d.lp though, Jedah's dashing jab has enough priority to snuff majority of the standard attacks that opponents use to retaliate.
-j/d.mp - from afar, his dashing mp makes for a great instant overhead, comes out fast and you get the benefit of advancing at the opponent. j.mp allows for a variety of options on hit or block. On hit, a j.lk or j.lp can link, which can follow for more mixup, or a groundcombo.
On block, Jedah has the following options:
- cancel into wheel
- cancel into airthrow
- land->low hit
- land->grounddashed hp/mk/mp(range dependent)
j/d.hp- **see general notes**
j/d.lk - Jedah pokes his wing at a somewhat forward angle. It has decent range, which is further increased when dashing. Infact, the d.lk does a great job at crossing up, or just switching sides, when you're right on top of your opponent. Due to its natural nature, j/d.lk has quite a bit of priority around the tip of jedah's wing.
d/j.mk – Jedah sticks his wing out at a downward angle(45ºish). Mix up a pulsed d.mk when you’re near the opponent and rushing down…. It has an angle taylored for rtsd, & priority much like his j.lk.
j.rk – another move that people are becoming all too familiar with. j.rk completely removes jedah’s momentum with whatever he’s doing in the air. The hitboxes of this move are around jedah in a weird sort fo way(they are consistent, unlike Lei Lei/Hsien ko's pendulum swing). Crosses up, and more often than not you can squeeze a j.lk or j.mk before you land to throw them off while rushing down. A j.lk will link off of a meaty d.rk
airdash – its here, b/c it hits and aside from a double tap, requires not much special to use. You can chicken guard into it, and throw your momentum and direction left and right. It causes empty chained normals that are done after it to track the opponent, so should be use in your rtsd.
an immediate air dash off of a ground dash puts jedah at a height that allows him to graze over projectiles
Also worth noting, is that his airdash is bufferable. Off of a blocked or hit airdash, you can cancel into his airthrow or wheel.
~knocks down, and thus give him his primary way of using a pursuit.
Name | State | Startup | Buff | Blk pos |
---|---|---|---|---|
Jab | jumping | 6 | y | H |
Strong | jumping | 9 | y | H |
Fierce | jumping | 9 | n | H |
Short | jumping | 5 | y | H |
Forward | jumping | 7 | y | H |
Roundhouse | jumping | 11 | n | H |
Specials
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-Special Move Frame Data -
Name | Strength | Startup | Hit adv | Blk adv | Blk pos |
---|---|---|---|---|---|
Wheel "Dio = Seega"(ground) | Jab | 46 | - | - | H/L |
Strong | 46 | - | - | H/L | |
Fierce | 46 | - | - | H/L | |
ES | 46 | - | - | H/L | |
Wheel "Dio = Seega"(aerial) | Jab | 44 | - | - | H/L |
Strong | 44 | - | - | H/L | |
Fierce | 44 | - | - | H/L | |
ES | 44 | - | - | H/L | |
Claw "Nero = Fautica" | Jab | 11 | kd | - | UBK |
Strong | 11 | kd | - | UBK | |
Fierce | 11 | kd | - | UBK | |
ES | 11 | kd | - | UBK | |
Air command throw "Ira = Spinta" | Short | 47 | kd | - | UBK |
Forward | 47 | kd | - | UBK | |
Roundhouse | 47 | kd | - | UBK | |
ES | 47 | kd | - | UBK | |
Air command throw "Ira = Piano" | Jab | 62 | kd | - | H/L |
Strong | 62 | kd | - | H/L | |
Fierce | 62 | kd | - | H/L | |
ES | 62 | kd | - | H/L | |
Guard cancel "Spregio" | Jab | 13 | kd | -30 | H/L |
Strong | 13 | kd | -30 | H/L | |
Fierce | 13 | kd | -30 | H/L | |
ES | 13 | kd | -42 | H/L | |
Ground command throw "Sange = Pasaare" | Forward | 6 | - | - | UBK |
Roundhouse | 6 | - | - | UBK | |
ES | n/a | n/a | n/a | n/a | |
Pursuit | Regular | 37 | - | - | |
ES | 37 | - | - |
Supers & DF
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-jedah's supers have low utility (they're both unblockable which is their saving grace imo). they also have the most annoying official names in any game I can think of
Dark Force
he flies… I can’t say much, because I haven’t found effective utility in using it. Jedah has two semi-infinities using his flight , but of course if you cannot use flight for purposes other than combo-ing(i.e. rushdown/zoning), then the df itself becomes near impractical to use
-EX Move Frame Data -
Name | Req meter | Startup | Hit adv | Blk adv | Blk pos |
---|---|---|---|---|---|
Hell Super "Finale = Rosso" | 1 | 33 | - | - | UBL |
Contract Super "Purova = Déi = Cervo" | 1 | 42 | - | - | UBL |
Dark Force(28 frames of invincibility) | 1 | 26 | - | - | - |
Strategory
jedah's game is most effectively played as a rushdown(tho, i try to play all characters rushdown)/zoning character.
unless you're going at the opponent from a high airdash, always ground-dash in pulses(enough to just hop into the air & do an attack) going high into the air with a groundash sacrifices your ability to block[which isnt good].
Rushing down: choices and options(oh so fun..)
from afar, these are the best options to get in on the opponent(imo):
- a hopped hp, or mp
- fwd, fwd, fwd, air normal/blade(this'll have jedah grounddash, then do a low airdash,)
- (an additional benefit; once hes dashed, he naturally grazes over fireballs)
- groundash back, ad forward, empty linked normals(tho, this is one of the more obvious ways of getting in imo.)
- normal jump, lp/mp blade, airdash in(also unsafe, & very obvious)
once you get in close, mix up w/ hi/lo shit.
for up close, your best options are:
- pulsed groundash, d.mp/mk/rk/lk
jump straight up, airdash, immediate rk, into empty linked normals for annoying possible crossup.[i'll generally do ad.rk, ad.mk, ad.lk->land]
wakeup options:
- dash toward enemy & attack for hi/lo
- dash/airdash then airthrow
- blade on wakeup
- meaty super
also, you could opt for a light-air-command throw, if you know you're gunna get on top've em on wakeup(or even just dashing in). opponents tend to spend a bit of time thinking/blocking an attack that never came out.
Misc. Info
If you wiff normals during his ground dash, jedah DOESN’T build meter
unlike morrigan(who's down/up groundash "homes in" on the opponent), if you decide to dash w/ your opponent while they move on the ground, you'll rely moreso on intuition[than laziness]
the primary characters you wanna watch out for as far as wakeups go are anak[who has his anti-pursuit move], and demitri(lilith too maybe)[who's got the high priority(not invincible) uppercut]. I'm pretty sure you can counter both by chicken guarding in, but again, thats countered by ground normals -_-