Ja Koh a man with a ruthless and stern disposition. For revenge, he even threw away his own sanity. He can manipulate a red-colored cloth, a hunter who hunts assassins.
Ja-koh is a character who play with long range normals, quick punish options and good pressure game. Helped with his specials to ignore projectiles, get easy knockdowns and anti-air the opponent, he is armed to face anything quite well. His Beast Force prevents all chip damage while out but also reduces the speed of dashing and backdasing while Snake is close to Ja-koh.
Pros | Cons |
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Move list
Standing
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
A quick low-hitting normal. Useful to start chains or suprise during pressure. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special - Beast Force | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Long range swipe. Ja-koh's best normal as it works for zoning, anti-airing, punishing and can be kara and whiff cancelled into Specials. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Quick kick with good horizontal range. Nice option for poking. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
High heel kick, good damage and range, can be canceled into specials for punishes or some tricky approaches. |
Crouching
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Low punch with some startup, not a very useful normal. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain - Special - Beast Force | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Good range low ribbon sweep, good poke despite the startup, good as chain fodder too. Can hit OTG |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Self Chain - Chain - Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Lightning fast low kick, excellent combo starter and chain fodder. Can hit OTG. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Special | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Sweep with some startup. Not particularly useful unless you really need the knockdown. |
Jumping
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Downwards ribbon strike. Excellent air normal for chaining, specially since it can crossup with ease. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Long horizontal ribbon swipe. Great normal for air-to-air engages, also serves as a good poke when doing it during a hop. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Chain | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Instant knee strike, has more range than what it looks like and stays out for the entire jump duration. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Strong kick, a quite straight-forward normal on the uses, serving as niche hop option. |
Command Normals
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | High | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Overhead slash with some startup, can be used to kara cancel A and B normals to trick the opponent's guard or to bait a parry and then punish with this. Sadly, the uses are quite limited due to the startup. Despite the appareances, this is not a good anti-air. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Special - Beast Force | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Ja-koh lunges forward and releases a ribbon sweep with excellent range, but is somewhat telegraphed so can be parried on reaction. Despite this, stills an excellent normal. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | Special - Beast Force | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Similar to 6B, Ja-koh does a step kick with good range and a handful of useful aplications. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Dashing saw-like ribbon strike, resets on hit, your go to chain ender when applying pressure. |
Special Moves
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Energy charged ribbon slash, knocksdown on hit and cancels projectiles. Useful move for neutral game and excellent meterless combo ender. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Anti-Air hitgrab with good damage and can be comboed into, the horizontal range on it is quite bad tho. Can grab tall characters when standing, making it easier to combo into against them. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Ja-koh charges forward and when he reaches the opponent, releases a ribbon swipe. Great damage and good combo ender, but quite unsafe on block. Use it sparingly outside of combos. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Energy charged ribbon swipe, multi-hitting special with terryfingly long range. Easy to combo into and causes a good amount of chip, also quite hard to punish when done from afar, so can be used as a poke, but don't abuse this. |
Beast Force
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Snake turns into an energy wave and crawls over the ground, good damage and hits OTG, so is a source of free damage after a combo. |
Damage | Guard | Cancel | Startup | ||
---|---|---|---|---|---|
- | - | - | - | ||
Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | ||
Snake turns into a cyclone, hitting right in front of Ja-koh, great damage and reaches very high, so is an excelent anti-air and combo fodder, it has a bit of startup so you will need to react quick if you want to use this as anti-air efficiently. Good chip damage when the opponent is cornered. |