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Juda Megathread

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Juda is the strongest and most beautiful man in the world, to quote Juda.

Discuss.

Ok seriously, Juda has a surprising number of excellent defensive options, and probably some of the cheapest and easiest ways to remove stars without doing much of a combo.

jump A is a solid air-to-air move... if it gets blocked, continue chaining

jump B chains into jump A chains into jump B

jump C is a less good air-to-air... also works as a jump in

jump D is probably the best jump-in

the dives (jump d+A/C) will take off a star on counter hit and sometimes seem to be able to cross-up people in the corner a la May's dive. However, this move is generally very unsafe on block, and I'm not sure if it's fast enough to be an effective bait for anti-airs.

far standing C is a good anti-air (will clash with Heart's body splash), but will whiff many (all?) crouchers

far standing D is cancellable but doesn't really combo from much (not counting wall slam)... takes off a star on counter hit.

QCBx2+C (FINGER!) can hit people that seem to be behind him. Yeah, all the big projectiles have WTF hitboxes in this game. This move will counter most anything that can be thrown at you for nice dmg and 2 stars. This super is unsafe on block, air or ground.

QCFx2+C (Dam goes boom) is what you do when you don't know what to do. Seriously. The big damage on this moves comes from the dam blowing up, but if your opponent is blocking the water it's just as well. Has significant invulnerability that seems to be full body. The thing the little guy throws will hit people that are trying to do meaty jump ins, and then they will likely get hit by the exploding dam. Probably the best screen spammer in the game. Note that if they are just getting hit by the water, they can try to alpha counter and will avoid the remaining hits that come from JUST THE WATER. Note that you cannot do this super if the little guy's meter is not full (same as assist call). In general, if this move connects and your opponent has no stars left (or it takes off the last of their stars), it's a free FKO.

d.B and d.A chain into each other

d.A chains and combos into d.C

d.C chains and combos into d.D

any chain ending in d.C (and maybe d.D) will combo into FATAL KO

QCB+B is a guard cancel or a counter when not blocking, but seems to be of limited use against people who are just doing a series of low jabs to you.

QCF+A is the hotness. It can hit people in the air or on the ground, will hold for a pretty long time allowing for a free hit (FKO!) and poisons them. The poisoning lasts for a long time, and is not removed if you get hit. C+D followed FKO is a combo against people who have been grabbed by this move in the air... maybe on the ground as well?

QCF+B is good for keeping people down and seems to be easy to combo.

QCF+C (ground fireball) is very unsafe on block if done close to the opponent.

If either you (NOT SURE ON THIS ANYMORE) or your helper are hit during the special move involving the helper, their meter will empty out. I think it's just if the helper gets hit, actually. Note that this applies if the helper is hit AT ANY TIME while on the screen (incl. before doing the assist, while doing the assist, or after the assist is done). So yes, someone like Mamiya with her piercing arrows is likely to knock out your helpers frequently and randomly. It also seems that many moves can still hit you even after hitting the helper, and the converse seems true as well (i.e. many moves can hit your helpers after hitting/blocked by you).

Your throw will give you a free hit (C+D or FKO are good... you could probably do something better). I do not know if you can throw your opponent when the little guy is already out on the field. I do believe you can throw your opponent even if the little guy's meter is empty or recovering. I don't know if the intense damage scaling on your attack comes from the throw being a throw or from the number of hits which the little guy deals.

FKO projectile and the follow-up psycho crusher weirdly hit behind you.

DP+A is a very good anti air (i think it takes a star on counterhit as well), but can miss people that are right on top of you. Be aware of this especially when you are cornered. Unless they are very high in the air, counterhit DP+A is a free FKO.

Brain-dead way to play Juda:

Get them to block something. Anything.

Then proceed to do basic chains cancelled into either assist calls or fireball. Build meter.

If you think you've really got their number, mix in some A+B or C+D's into your rush.

At any rate, once you have meter you will either use it to finger an attacking opponent or you can just dam super. If they block dam super, boost over to them and QCF+B if you can... this guy will help shield you from alpha counters (if it counter hits them, they lose a star) while you do an A+B. If you haven't got time for either, just A+B them (from the furthest range you can to make it harder to alpha counter) Whee! Star removal!

Using your supers are vital to your success with Yuda. Keep an eye out on your meter since it builds just so fast in this game. If they are rushing you, FINGER them. If you are scared they'll block the FINGER, dam them. If they're blocking your ground chain, dam super them anyway; they'll be forced to block it and you can take a star from them. If they are a full screen away and you have two meters, dam super (the other meter can be used to finger them as they try to hit you). If you get knocked down and are wondering about whether to alpha counter or wakeup super, do the wakeup super. If you don't know what the hell to do, dam super.

Juda is good at taking stars seemingly at random. However, dealing big damage without supers midscreen seems to be an issue... at least for me.

Calling QCF+A while you are cornered is funny, since your opponent can't see the little guy behind you at the startup of the move. Also, since you are already cornered, you can't be pushed back further, and thus it's harder to hit the little guy through you.

Things I need, in descending order of importance:

Actually good midscreen combos (d.B, d.A, d.C, d.D xx QCF+C is a lousy combo).

Combos from A+B and C+D.

Tricky uses of the helpers.

More combos into FKO.

          Exe     A/D     Dmg     FaV     Etc
c5A       5       +1      9       4       --
c5B       6       +3      9       5       --        
c5C       9       0       19      7       -- 
c5D       8       -4      9       8        --
f5A       6       +1      7       5       --
f5B       7       +6      7       6       --
f5C       8       -10     17      7       --
f5D       16      -5      17      8       CH –1 star
2A        5       +1      6       5       --
2B        5       +3      6       6       hit low 
2C        8       -2      16      7       --
2D        11      -2      16      8       hit low
JA        5       --      6       5       overhead
JB        5       --      6       6       overhead
JC        9       --      14      7       overhead
JD        10      --      14      8       overhead
A+C       15      +3      15      7       --
C+D       18~33   -8      15      7       -1 star
Max C+D   34~38   -8      15      7       -1 star
GC        9       -1      8       8       doesn't KO
A+B       41      --      6       7       unblockable, -1 star, doesn't KO      
N. Throw  4       --      4x15    5x14+8  --
B+D       23      --      9x2     8x3     -1 star

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-i'm reposting what i find to be the most useful parts of this lost thread.. credits to the original posters- BagLunch 03-04-2006 01:13 AM -------------------------------------------------------------------------------- Juda: TIME FOR RESOURCEFULNESS Juda is the strongest and most beautiful man in the world, to quote Juda. Discuss. Ok seriously, Juda has a surprising number of excellent defensive options, and probably some of the cheapest and easiest ways to remove stars without doing much of a combo. jump A is a solid air-to-air move... if it gets blocked, continue chaining jump B chains into jump A chains into jump B jump C is a less good air-to-air... also works as a jump in jump D is probably the best jump-in the dives (jump d+A/C) will take off a star on counter hit and sometimes seem to be able to cross-up people in the corner a la May's dive. However, this move is generally very unsafe on block, and I'm not sure if it's fast enough to be an effective bait for anti-airs. far standing C is a good anti-air (will clash with Heart's body splash), but will whiff many (all?) crouchers far standing D is cancellable but doesn't really combo from much (not counting wall slam)... takes off a star on counter hit. QCBx2+C (FINGER!) can hit people that seem to be behind him. Yeah, all the big projectiles have WTF hitboxes in this game. This move will counter most anything that can be thrown at you for nice dmg and 2 stars. This super is unsafe on block, air or ground. QCFx2+C (Dam goes boom) is what you do when you don't know what to do. Seriously. The big damage on this moves comes from the dam blowing up, but if your opponent is blocking the water it's just as well. Has significant invulnerability that seems to be full body. The thing the little guy throws will hit people that are trying to do meaty jump ins, and then they will likely get hit by the exploding dam. Probably the best screen spammer in the game. Note that if they are just getting hit by the water, they can try to alpha counter and will avoid the remaining hits that come from JUST THE WATER. Note that you cannot do this super if the little guy's meter is not full (same as assist call). In general, if this move connects and your opponent has no stars left (or it takes off the last of their stars), it's a free FKO. d.B and d.A chain into each other d.A chains and combos into d.C d.C chains and combos into d.D any chain ending in d.C (and maybe d.D) will combo into FATAL KO QCB+B is a guard cancel or a counter when not blocking, but seems to be of limited use against people who are just doing a series of low jabs to you. QCF+A is the hotness. It can hit people in the air or on the ground, will hold for a pretty long time allowing for a free hit (FKO!) and poisons them. The poisoning lasts for a long time, and is not removed if you get hit. C+D followed FKO is a combo against people who have been grabbed by this move in the air... maybe on the ground as well? QCF+B is good for keeping people down and seems to be easy to combo. QCF+C (ground fireball) is very unsafe on block if done close to the opponent. If either you (NOT SURE ON THIS ANYMORE) or your helper are hit during the special move involving the helper, their meter will empty out. I think it's just if the helper gets hit, actually. Note that this applies if the helper is hit AT ANY TIME while on the screen (incl. before doing the assist, while doing the assist, or after the assist is done). So yes, someone like Mamiya with her piercing arrows is likely to knock out your helpers frequently and randomly. It also seems that many moves can still hit you even after hitting the helper, and the converse seems true as well (i.e. many moves can hit your helpers after hitting/blocked by you). Your throw will give you a free hit (C+D or FKO are good... you could probably do something better). I do not know if you can throw your opponent when the little guy is already out on the field. I do believe you can throw your opponent even if the little guy's meter is empty or recovering. I don't know if the intense damage scaling on your attack comes from the throw being a throw or from the number of hits which the little guy deals. FKO projectile and the follow-up psycho crusher weirdly hit behind you. DP+A is a very good anti air (i think it takes a star on counterhit as well), but can miss people that are right on top of you. Be aware of this especially when you are cornered. Unless they are very high in the air, counterhit DP+A is a free FKO. Brain-dead way to play Juda: Get them to block something. Anything. Then proceed to do basic chains cancelled into either assist calls or fireball. Build meter. If you think you've really got their number, mix in some A+B or C+D's into your rush. At any rate, once you have meter you will either use it to finger an attacking opponent or you can just dam super. If they block dam super, boost over to them and QCF+B if you can... this guy will help shield you from alpha counters (if it counter hits them, they lose a star) while you do an A+B. If you haven't got time for either, just A+B them (from the furthest range you can to make it harder to alpha counter) Whee! Star removal! Using your supers are vital to your success with Yuda. Keep an eye out on your meter since it builds just so fast in this game. If they are rushing you, FINGER them. If you are scared they'll block the FINGER, dam them. If they're blocking your ground chain, dam super them anyway; they'll be forced to block it and you can take a star from them. If they are a full screen away and you have two meters, dam super (the other meter can be used to finger them as they try to hit you). If you get knocked down and are wondering about whether to alpha counter or wakeup super, do the wakeup super. If you don't know what the hell to do, dam super. Juda is good at taking stars seemingly at random. However, dealing big damage without supers midscreen seems to be an issue... at least for me. Calling QCF+A while you are cornered is funny, since your opponent can't see the little guy behind you at the startup of the move. Also, since you are already cornered, you can't be pushed back further, and thus it's harder to hit the little guy through you. Things I need, in descending order of importance: Actually good midscreen combos (d.B, d.A, d.C, d.D xx QCF+C is a lousy combo). Combos from A+B and C+D. Tricky uses of the helpers. More combos into FKO.

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BagLunch 03-10-2006 01:04 AM -------------------------------------------------------------------------------- Yuda vs. Bike Preliminary Results: (I say preliminary b/c they were done vs. CPU, so I couldn't contrive situations) Bike will be referred to as a proper noun, as it deserves. ROUND 1 - FINGER!!! vs. Bike - At best a trade. Interesting that FINGER will cause many hits when blocked, but not all (any except first?) deal block damage. When used against Bike, Bike blows up almost immediately and Yuda gets smacked by counter hit bike explosion (dmg and like 2 stars). Dunno if Mamiya can jump off while Bike is absorbing the FINGER. Makes me wonder if Bike blows up based on damage dealt to it or number of hits it absorbs (damaging or no, since tagging a blocking opponent will count against it). ROUND 2 - FKO vs. Bike - Totally in Yuda's favour. Projectile goes through Bike without a hitch hitting Mamiya, and while the Bike goes on its merry way, Yuda psycho crushers THROUGH the Bike and can kill Mamiya. Makes me wonder if Bike loses hitting potential when Mamiya is knocked off it, as opposed to jumping off it. ROUND 3 - Dam Water vs. Bike - Bike will absorb water hits. However, the CPU didn't drive through the water as I wanted and instead hopped at that water... the water pushes Bike backwards while the Bike hops on the water, until Bike blows up. So if Mamiya has Bike jump at the water, Bike and Mamiya lose... well, not quite. I don't know how Yuda is going to hit Mamiya through the bike. ROUND 4 - Dam vs. Bike - Bike can be exploded by the Dam. That said, some really funny stuff can happen. Since the Dam disappears quite quickly, in order for the Dam to hit Bike you have to call the Dam INTO Bike. Yuda will either be hit by Bike or will block Bike. Bike will be held in place by the Dam until Bike blows. Yuda will probably have to just sit there and block, or eat Bike + Bike explosion. Note that Mamiya can have Bike jump and throw Bike into the Dam for largely the same effect. ROUND 5 - Helpers vs. Bike - Bike owns them all for free. <----------TO BE CONTINUED... BagLunch 03-11-2006 02:12 AM -------------------------------------------------------------------------------- Bike Vs. World, Official Results Part 1 Misc. Notes: Bike indeed loses hitting potential when Mamiya is knocked off it. Bike retains hitting potential but blows up in like one touch when Mamiya releases it. Round 1 - Bike vs. TENSHOU HON RETSU - Bike wins. Round 2 - Bike vs. FINGER!!! - FINGER goes through Bike, hitting Mamiya. Strange, I couldn't make it blow up. Oh well. FINGER is easily mistimed, though.... resulting in Yuda getting the rundown. Round 3 - Bike vs. Dam Water - Bike is OK against dam water... but the guy on the rock that comes down the water can seem to hit Mamiya off Bike. Mamiya loses. But if Mamiya were to jump off straight-travelling bike and shoot an arrow...... hmmmmmmmmmm! Round 4 - Bike vs. Dam - The utter silliness of Bike vs. Dam prevails. Each player can have a combo going on each other. The final result of Bike vs. Dam: AWESOME. Round 5 - Bike vs. Bike - This is funny stuff. A Bike cannot collide with another Bike, but Bikes can certainly hit Mamiya. If two Bikes just charge each other, usually whoever activated second will win. So the best answer is to have two Bikes charge each other, both Mamiyas jump off the Bike, and they air-ti-air like it's Mission Impossible.

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tianyuan2k4 09-03-2006 02:09 PM

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I like to do: C+D>6>C>623A>JB>JA/JB>A+C>J 2A>236236C>236C+D

JA/JB: For most characters you should use JB > JA after 623A hits, it makes J 2A after A+C much easier. But for specific character like Souther, mamiya, and Shin, JB > JB is more consistent, then the timing of J 2A after A+C is easy to mess up.

It's quite simple but I often messed up the J 2A timing after A+C. That's what I am focusing on to improve right now.

tianyuan2k4 09-18-2006 08:19 PM

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From hnk discussion board.

Notation:

789 = upleft up upright

456 = left stand right

123 = d.left down d.right

5C = stand C

c5C = close stand C

5D = stand D

f5D = far stand D

Basic combo:

Chain (2A>2B or 2A>2B>2A) >2D

^ Yuda’s no gauge combo

Corner, chain>2D>623A>HJ {ABAC}> OTG follow ups.

^ OTG follow ups are usually C+D, dam(236236C), normal moves cancel to other setups.

Corner, chain>2D>421A>f5C>C+D> Taji Trap (-1 star)

^ Basic Taji Trap setup, read the explanation at the end of combo list.

Chain >2C>C+D+E>BS (banishing strike) combo

^ Chain within 2 hits, like jump attack >2A, 2B>2A, etc.

JD or f5D > banishing strike > BS combo

^ Connect C+D directly after jump D hits. For far stand D, input 2 C+D for banishing strike to connect.

Banishing Strike combo:

C+D>C>623A>J{B>A}>A+C>J2A>* (-2 Stars)

^ Basic combo for banishing strike hit.

*>f5A>421A>2D>236B>charge C+D

^ Taji Trap, read the explanation at the end of combo list.

*>f5A>623A>A+B>~

^ -3 stars, most damaging no gauge combo maybe? Also possible to connect 236C+D after heavy strike for FKO.

*>236A>2C>236C>Comac hit>~

^ vs Shin, Raoh, Rei, Mamiya, Souther.

*>236A>forward jump {B>air dash D}>Comac hit>~

^ vs Ken, Toki, Jagi.

With in 3 hits>C+D>6>C>623A>J{B>A}>A+C>J2A> follow ups

^ Just like the combo mentioned before except follow up attacks limited to only 236236C or 236C+D.

~>C+D>6>C>623A>421B>A>A+C>HJ {Dagar hit>D>2A}> OTG follow up

^ Mr. White’s favorite combo, stable combo doesn’t affect by number of hits before banishing strike.

3 hits >C+D>A+C>J2A>E>c5C>421B>5A>2C>236A>A+B

^ -3 stars + poison combo’s 3 hits BS combo version. Inefficient use of boost gauge though.

~>C+D>6>[C>]A+C>J2A>E>c5A>A+C>J2C>OTG follow up.

^ No helpers -3 stars combo

~>C+D>6>C>6A>A>J {B>B}>A+C>J2A>~

^ No helpers -2 stars combo.

FKO combo:

Chain>236C+D

Corner, chain>2D>623A>HJ chain> land&

1. &>236C+D (0 star)

2. &>214214C>236C+D (-1 star)

3. &>C+D>E>214214C>236C+D (-2 stars)

*>f5A>623A>A+B>236C+D (-3 stars)

*>236236C>236C+D (-3 stars)

Taji Trap:

_______ mine__oppIwall

When opp gets up Dagar will attack right above him, then charge C+D and slam opp to the wall. Once he bounces back, he will trigger the mine and float up very high for Juda to combo. You can always end the combo with Taji Trap again:

Max C+D>mine exploded>J {going up B > getting down BA}>A+C>J2A>A >421A>2D>236B

Nothing better than watching how Taji kun illustrate his famous trap in his matches.

Grudge battle vs Kurenai no Buta (Don’t tell me you don’t know who he is):

Lista Aggiornata

http://jp.youtube.com/results?search_query=kurenai+taji&search_type=

Now you should know how Taji Trap works…

Then there are White combos/strats... I will translate them later when I have time.

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oyg 03-29-2007 04:22 PM -------------------------------------------------------------------------------- Due to some changes of the PS2 version, I believe his 623A has different properties, making it difficult to connect in the corner.. Interesting tidbits: Banishing Poison combo (vs. Rei) CD 6 > c.C, c.D > 236A+E > c.D, f.D > 421B.. dash under Ray to make him go into the Daggar trap. CD 6 > c.C, c.D > 236A+E > A > c.D, f.D > 421B (other folk) Taji Trap Wall bounce glitch (vs. Raoh) 2A, 2B, 2D, 421A, BS (early) auto boost and cross over. BS combo setup (BS 6 >C>623A) works on : Rei, Ken, Heart-sama BS combo setup I'm working on: CD 6 > c.C, c.D, f.D, 623A, j.B, j.B, AC, j.2A oyg 04-02-2007 06:30 AM -------------------------------------------------------------------------------- White's post translation thanks to Tianyuan D-1 (キモズミ): [ケンシロウ] 4ヒットバニ>>C>E+イチコロ>近A>近D>ディレイ遠D>ダガール設置>前ダッシュ>捕獲 解除後J (B>B>C)>近C>遠C>グレイブ>2A>A>(ダガール)HJ(A>B>A>B> A>B>C)>B*3>ダム>HJ(A>B>A>B>A>B>A>B>A)> 前ダッシュバウンド追い打ちA>ダッシュA>ダッシュ2A>ダッシュ2A>2B>・・・ D-1 (Kimozumi): [Kenshiro] 4hitC+D>6>C>E+236A>close A> close D>delay far D>421B>66>captures, after released J (B>B>C)>close C>far C>A+C>2A>A>(Dagar pops up) HJ(A>B>A>B>A>B>C)>standing B x3>dam>HJ(A>B>A>B>A>B>A>B>A)>66 OTG A>66 A > 66 2A>66 2A>2B>... D-2 (バニズミ): バニコンでのイチコロ捕獲から、画面中央あたりにダガール設置>裏周りグレイブ>近C>遠C> (ダガール) HJ(A>B>A> B>A>C)>2A>A*2>AずらしE>A*2>C>ダム>HJ(A>B>A> B>A>B>A)>着地ダッシュA>イチコロ>ダウン追い打ち2A>2B>2A>2B>2A> (捕獲、解除にあわせて)ダガール突進>バウンド追い打ち2A>2B>・・・ D-2(Banizumi): pretty everything in D-1 till comac captures, after released>A+C>close C>far C>(dagar) HJ(A>B>A> B>A>C)>2A>A x2>A~E>A x2>C>dam>HJ(A>B>A> B>A>B>A)>land 66 A>236A>OTG 2A>2B>2A>2B>2A>(capture, released)>236B> OTG 2A>2B>... Quote: -------------------------------------------------------------------------------- Originally Posted by Tianyuan Quote: -------------------------------------------------------------------------------- Originally Posted by DemonDash Thanks Tianyuan, the problem I'm having is figuring out how to get Comac to capture while keeping the flow of the wall bounce... -------------------------------------------------------------------------------- It's not easy at all. The boost 236A is called bukolo in Japan. Only White can do it consistently I believe since he is the one who found it and abuse it in every combo he does:) Just looked at Juda's atwiki, it already mention "due to change of UD Stamp, now all Juda's Banishing Strike combo is relied on bukolo." It has a lot of combos, check it out! Now ブーコロ (Bukolo) ブーコロってなんぞや?という人のために。 ブーコロとはブーストキャンセルイチコロの略で、 直前の技のヒットストップをブーストでキャンセルしながらイチコロを出すことで イチコロの発生を早め、バニコン中にイチコロで捕獲してしまおうというテクニック。 やり方は、 攻撃>攻撃が相手にヒットする前に236N>A+E というもの。2C>36D>A+Eという入力法が練習に適している。 出ない出ないと嘆いている人は波動コマンドが安定していない人が意外と多い。 騙されたと思って41236入力でも試してみる価値は大いにある。 この方法だと2を確実に経由するので人によっては成功率は格段に上昇するだろう。 どうしても同時押しで出来ないという人はE→Aのずらし押しでトライしてみよう。 ブーストを余計に使ってしまうという欠点があるものの出来ると出来ないとでは火力に大きな差が 出るほどの技 術である。 Err... If I am not reading wrong, there are plenty ways to do it: You may do C+D>6>C>D>236 Neutral > A+E or 2C>36D>A+E 236 E~A might work too. IT'S HARD! So just practice until you get the timing:) Remember, only White can do it consistently so far, that's why we all like White combo:D -------------------------------------------------------------------------------- personal note: An easy way of doing the bukolo is canceling c.C asap with E~236A. You'll have to tap E~236A very fast with A, D, D following up just as fast.

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tianyuan2k4 04-03-2007 05:59 PM

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Taji trap is still doable:)

The simple one is to modify that no helper 2 star combo:

~>C+D>6>C>6A>A>J {B>B}>A+C>J2A>~

to

~>C+D>6>C>6A>A>J {B>B}>A+C>J2A> standing A>421A>2D>236B> Taji trap:)

Well, if you can end the combo with OTG dam, with bukoro that would be the best scenario, it's going to be a deadly okizeme game when opp gets up and blocking the flood:

http://www.youtube.com/watch?v=LImWUBgp668

tianyuan2k4 04-04-2007 05:13 PM

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Juda normal moves frame data:

Notation

c = close

f = far

5 = standing/neutral

2 = crouching

F= frame

Exec = execution

Dur = duration

Rec = recovery

Adv/Dis = Advantage/Disadvantage

FV = Faint Value

Code:

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Exec Dur Rec Adv/Dis FV Etc

c5A 5F 4F 4F +1F 4

f5A 6F 4F 4F +1F 4

2A 5F 3F 7F -1F 4

6A 25F 4F 12F +/- 0F 7 Overhead, CH -1 star

c5B 6F 4F 3F +5F 5 Hit low

f5B 7F 3F 4F +6F 6

2B 7F 3F 5F +3F 5 Hit low

c5C 9F 4F 12F +/- 0F 7

f5C 8F 8F 18F -9F 7

2C 8F 5F 13F -2F 7

c5D 8F 4F 16F -4F 7

f5D 16F 2F 22F -5F 8 CH -1 star

2D 11F 6F 16F -2F 8 Hit low

JA 5F 8F 4F -- 5 Overhead

JB 5F 9F 6F -- 6 Overhead

JC 9F 6F 8F -- 7 Overhead

JD 10F 6F 15F -- 8 Overhead

J2A/J2C 18F -- 12F -- 7 Overhead, CH -1 star

Throw 4F 4F 92F -- 5x14+8 unblockable

B+D 23F 4F 28F -- 8x3 unblockable, -1 star, failed animation -68F

A+C 15F 4F 12F +3 8

A+B 41F 6F 18F -- 7 unblockable, -1 star

C+D 18~33F 4F 20F -5F 8 - 1 star

maxC+D 34~38F 4F 20F -5F 8 - 1 star

GC 9F 4F 16F -1 8 1 aura gauge required, doens't KO

--------------------------------------------------------------------------------

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Question from a scrubby Juda: Any advice for what to do against Rei and Toki?

For Rei, the specific thing that's giving me the most trouble is his 2B/JC IAD pressure in the corner. I go for a reversal super against the IAD if I've got meter, but otherwise, I'm just kind of stuck blocking because trying to antiair the IAD with 5A/2A/5C leads to me getting counterhit into Rei nonsense, and trying to use 214B only serves to put Patchy in revenge status. Also occasionally do a guard cancel, but it seems like Rei recovers quickly enough from those pokes to make that risky (plus the payoff of throwing out a dam [or finger if Shorty isn't available] against the IAD seems better). Maybe backdash>623A in reaction to the jump cancel?

Aside from that, I'm just unsure of how to hold the advantage in those matchups in general. I've done enough off of CD pokes that the guys I play against are wary of running into that, and sometimes I can find a hole in their pressure for landing a reversal super to turn the match in my favor, but most of the time, I seem to get stuck trying to block their rushdown until I get cracked open and end up bouncing in the corner for half the round (or stuff>FKO by Toki).

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getting out of rei pressure is really hard, i know the matchup from the other side. can#t give you concrete tips, just my gut feeling - which tells me reversal dam is the thing to do. also, if reis ever use 2D, iad. cancel on you instead of, say 5D©, iad., there's a gap that is big enough for reversals, maybe even a 5A depending on if they go for j.B or j.D.

as for zoning and the like, i guess watching TRF vids should yield some results i guess. i keep seeing judas turtling on or close to their placed summons until they are in a spot where they can go for his pressure or mixup (blockstring into iad.j.C(whiff),\/, instant 5B for a low hit or just iad.j.B/D?).

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If only the dam was throw invincible, there'd be nothing it couldn't do *laughs*

The particular Rei I play against seems to always be jump canceling out of 2B for his pressure (I think into IAD j.B, although I don't really know Rei stuff well enough to say for sure), but I'll try to keep that in mind, thanks :)

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2B gives +6 on block even when rei doesn't jump cancel it, 2B into iad.j.B,\/,5A is really hard to get out of for juda, especially if rei is close enough to cross you up after a 5A© or 2B with the iad.j.B, he can repeat that until he hits you into an easy hitconfirm into..death. the gap between 2B and iad.j.B is almost nonexistant, proably only 1-3F. you might be able to get out with 214B~E~5A, that did the trick for me when i tried it, but that's not really a great solution i guess.

edit: just did some testing:

- you can sometimes throw rei when he does, let's say, 1-3x 2B,iad.j.B,\/,5A (if he does the iad.j:B as early as possible). instant blocking the j.B helps with the throw, but the timing is still very hard.

- i suggest using guard cancels instead of reversal supers as well, except if you are 100% sure you can get a finger in. guard cancels are just the most reliable method to defend against rushdown in this game, plus they cause hard knockdown -> time for setting up your traps or even for dash in, okizeme.

Edited by AtTheGates

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2B into iad.j.B,\/,5A is really hard to get out of for juda, especially if rei is close enough to cross you up after a 5A© or 2B with the iad.j.B, he can repeat that until he hits you into an easy hitconfirm into..death. the gap between 2B and iad.j.B is almost nonexistant, proably only 1-3F.

Exactly what I've been seeing X_x. I guess it's at least a little reassuring to know that the trouble isn't purely because I haven't really gotten around to practicing stuff in this game.

you might be able to get out with 214B~E~5A, that did the trick for me when i tried it, but that's not really a great solution i guess.

Just to make sure I'm understading, is that 214B to guard cancel or do you mean 214B counter to absorb a hit? And then boost to cut recovery and counterpoke before Rei can hit me again...sounds like it'd at least be better than trying to block everything if I've got some boost but no meter, and I'm guessing the boost should last long enough to chain into E~CD>6>autoboost combo. I'll give that a try. Thanks :)

- i suggest using guard cancels instead of reversal supers as well, except if you are 100% sure you can get a finger in. guard cancels are just the most reliable method to defend against rushdown in this game, plus they cause hard knockdown -> time for setting up your traps or even for dash in, okizeme.

Yeah, I'm trying to generally use GCCD, especially if I can't dam. But specifically against that sort of Rei rushdown, I'm thinking the IAD j.B should always lose to either of Juda's supers (either outright stuffed or, at worst, trade with dam...which is heavily in Juda's favor since Rei still gets blown up into the rest of that super).

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do you mean 214B counter to absorb a hit? And then boost to cut recovery and counterpoke before Rei can hit me again.
yup. i see judas @ TRF use this in other situations as well, for example against ground pressure -> 214B~E~2B, stuff like that.

I'm thinking the IAD j.B should always lose to either of Juda's supers (either outright stuffed or, at worst, trade with dam...which is heavily in Juda's favor since Rei still gets blown up into the rest of that super).

when i tried out stuff yesterday, i managed to reversal dam between 2B and iad.j.B, and rei's j.B actually whiffed, so he landed between the first hit of the dam and the water - he could BD throw you there, but i guess that situation really depends on the exact pressure string rei uses and how far away he is etc.

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I'll definitely need to try out that 214B~E stuff. Probably have seen it in some videos, but it happens so quickly that I didn't pick up what was actually going on (plus I wasn't really familiar with this game when watching most of the videos I'd checked out, so now's probably a good time to watch some more anyway).

when i tried out stuff yesterday, i managed to reversal dam between 2B and iad.j.B, and rei's j.B actually whiffed, so he landed between the first hit of the dam and the water - he could BD throw you there, but i guess that situation really depends on the exact pressure string rei uses and how far away he is etc.

Oh, that's interesting. From what I remember of the times I've done it, the invincible frames would dodge the j.B (during the screen freeze, Rei's foot would be inside of Juda's chest) and the first part of the super (where Shorty throws the dynamite) always hit before Rei landed. Good to know it can be spaced to make Rei safe.

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Hi guys i've seen someone do C+D >) 6 > c.C, c.D > 236A+E > c.A c.B f.D 421A> dash under Rei to make him go into the Dagarl trap A+C>close C>far C>(dagar hits) HJ(A>B>A> B>A>C) 236 236C(Dam) and continue with another HJ string.

https://youtu.be/VfK22Xk15Ls?t=17s

link to vid i saw it done in above.

i can do it all apart from dam super never seems to hit the opponent up high enough for me to continue. : (
Any help appreciated.






 

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