Darkstalkers 3/Jedah

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Introduction

VSAV-Jedah-Portrait.gif

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).



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.



<a name="attack1">Normal Moves</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Cancelable? Remark
Standing  Jab (LP) 4 +6 +5 Standing 0/3/6 Ground yes Consecutive links H: +9 G: +8
Strong (MP) 10 -1 -2 Standing 3/9/15 Ground no
Fierce (HP) 9 -13 -14 Standing 6/9+3+3/12+6+6 Ground no
Short (LK) 5 +6 +5 Standing 0/3/6 Ground yes Consecutive links H: +9 G: +8
Forward (MK) 7 +1 0 Standing 3/9/15 Ground no
Roundhouse (HK) 35 Knockdown -7 Standing 6/15/24 Standing no
Crouching  Jab (LP) 5 +7 +6 Crouching 0/3/6 Ground yes Consecutive links H: +10 G: +9
Strong (MP) 12 +1 0 Crouching 3/9/15 Ground no
Fierce (HP) 10 -18 -19 Crouching 6/9+3+3/12+6+6 Ground no
Short (LK) 6 +6 +5 Crouching 0/3/6 Crouching yes Consecutive links H: +9 G: +8
Forward (MK) 12 +1 0 Crouching 3/9/15 Crouching no
Roundhouse (HK) 18 -6 -7 Crouching 6/15/24 Crouching no



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.


<a name="attack-air">Jumping Normals</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Cancelable? Remark
Vertical / Diagonal Jab (LP) 6 Air 0/3/6 Standing yes
Strong (MP) 9 Air 3/9/15 Standing no
Fierce (HP) 9 Air 6/9+3+3/12+6+6 Standing no
Short (LK) 5 Air 0/3/6 Standing yes
Forward (MK) 7 Air 3/9/15 Standing yes
Roundhouse (HK) 11 Air 6/10+4/15+9 Standing no
 

Throws and Other Stuff

<a name="throw">Normal Throw</a>

Sange Vanjerono

<img src="./Vampire Savior Data - Jedah_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Jedah_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throwing direction Remark
1 Knockdown -3 Standing 9 Left or Right
 



<a name="throw-air">Air Throw</a>

Maste Spinta (Air Only)

<img src="./Vampire Savior Data - Jedah_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Jedah_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown Air 9 Front
 




<a name="pursuit">Pursuit</a>

Pursuit

(Knockdown Only)
<img src="./Vampire Savior Data - Jedah_files/8.gif" border="0" >+ P or K

Strength Startup After Pos Gauge Growth
(Whiff/Hit)
Remark
Normal 37 Air 6/24
ES 37 Air 0/0
 




<a name="other">Special Skills</a>
Baruzo Perudono
       (Air)
<img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" >
Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Cancelable? Remark
13 Knockdown Air 0/6/12 Standing yes


Specials

-Special Move Frame Data -

<a name="sp-move">Special Moves</a>
Dio Sega
         
<img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 46 Standing 12/13+1+1/15+3+3 All Knocks down on air hit.
middle 46 Standing 12/13+1+1/15+3+3 All
high 46 Standing 12/13+1+1/15+3+3 All
ES 46 Standing 0/0/0 All
Air Dio Sega
         (Air)
<img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 44 Standing 12/13+1+1/15+3+3 All Knocks down on air hit.
         
Landing time: 1F
middle 44 Standing 12/13+1+1/15+3+3 All
high 44 Standing 12/13+1+1/15+3+3 All
ES 44 Standing 0/0/0 All
Nero Fautica
         
<img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/1.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/4.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit)  Guard Direction Remark
low 11 Knockdown - Standing 14/29 -
middle 11 Knockdown - Standing 14/29 -
high 11 Knockdown - Standing 14/29 -
ES 11 Knockdown - Standing 0/0/ -
Ira Spinta
(Air)
<img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/1.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/4.gif" border="0" > + K
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit)  Guard Direction Remark
low 47 Knockdown - Standing 12/22 Throw Landing time: 2F
middle 47 Knockdown - Standing 12/22 Throw
high 47 Knockdown - Standing 12/22 Throw
ES 47 Knockdown - Standing 0/0 Throw
Ira Piano
(Air)
<img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/1.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/4.gif" border="0" > + K + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 62 Knockdown Air 12/21/30 All Landing time: 1F
middle 62 Knockdown Air 12/21/30 All
high 62 Knockdown Air 12/21/30 All
ES 62 Knockdown Air 0/0/0 All
Splecio
(GC Only)
<img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > + P
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit)  Guard Direction Remark
low 13 Knockdown -30 Standing 22/26/31 All Invincible frames: 13F
middle 13 Knockdown -30 Standing 22/26/31 All
high 13 Knockdown -30 Standing 22/26/31 All
ES 13 Knockdown -42 Standing 0/0/0 All
Santo Bassale
       
<img src="./Vampire Savior Data - Jedah_files/6.gif" border="0" ><img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" ><img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" ><img src="./Vampire Savior Data - Jedah_files/1.gif" border="0" ><img src="./Vampire Savior Data - Jedah_files/4.gif" border="0" > + K
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth
(Whiff/Hit)
Guard Direction Remark
low - - - - - -
middle 6 Knockdown - Standing 12/21 Throw
high 6 Knockdown - Standing 12/21 Throw
ES - - - - - -
 



EX Moves

-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

<a name="ex">EX Super Moves</a>
Prova di Servo
         
<img src="./Vampire Savior Data - Jedah_files/4.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/1.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/3.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/6a.gif" border="0" > + KK + K
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 33 - Knockdown - Standing Throw Startup is variable.
Final Rosso
         
<img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > <img src="./Vampire Savior Data - Jedah_files/2.gif" border="0" > + PP
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 42 Knockdown - Standing Throw
 

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


<a name="df">Dark Force</a>
Santo Aria
         
Same Strenght P+K
Startup Invincibility Ending After Pos Contents
26 28 1F after landing. Standing Flight
 


Strategy

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.


Combos & Patterns

- c.lk c.mp s.mk c.hk: basic close range damaging combo.

- c.lk c.mk c.hk: it's important to mix up with this since it hits low 3 times. c.mk c.hk is also an option for hitting low and early anti airing at the same time, with good range!

- c.lk, +c.lp c.lk s.mk: his best far range combo after dash mp's and such. not so much good damage but it adds up after being stacked.

- c.lk s.mk c.hp: this is ok if you're out of the first combo's range.

- jump in mp hp, dash mp, c.lk s.mk c.hp: this is a good jump in combo. i like his jump in because it hits from full screen. so if Bishamon tries to spirit you can punish him with this. you can also dash hp before dash mp for some extra hits and damage.

- dash over crossup hk, c.lk c.mp s.mk c.hk: this is good against small characters.

- dash mk, c.lk s.mk c.hk: good air to ground combo.

- dash hp: this is an infinite, but it's very hard to keep this going for a long time. timing is strict, and it isn't recommended. but if you're going to use this, use it on victor and bishamon since they can get infinited while crouching.

Ad.mp, +ad.lk, +ad.lk

  • try setting up the ES spin scythe(his bigass projectile) to keep em on the ground? follow w/ unblockable super? WRR

DF: [F+[LP, LK, MP, HP]]xN

  • need to be hovering barely off the ground
  • jedah?s attacks lunge after wiffing a move in a a dash. So you can do d.mk, d.mp, and the mp will gain signifigant range. Groundash backward will make him lunge backwards

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 -_-


Vampire Savior
Characters
Anakarisface small.png
Bbhoodface small.png
Bishamonface small.png
Demitriface small.png
Feliciadrface small.png
Talbainface small.png
Hsienkodrface small.png
Jedahds3face small.png
Lilithface small.png
Morrigandrface small.png
Qbeeface small.png
Raptorface small.png
Rikuoface small.png
Sasquatchface small.png
Victorface small.png
Emptyface small.png
Extra Characters
Donovanface small.png
Huitzilface small.png
Pyronface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png