Overview
Juda is a tricky, trap-based character, perhaps most comparable to Testament from Guilty Gear. The use of his followers allow him to create advantageous situations without much risk to himself, and he has a full arsenal of mixups and unblockable set-plays at his fingertips, many of which are capable of chaining into 100% combos. Juda also has several good reversals, namely his Stamp uppercut and dam super, as well as a special Dagar Guard Cancel, making his defensive game quite solid.
His reliance on his followers is one of his few weaknesses - without them he isn't capable of doing much. For this reason learning to properly manage your followers is an essential skill for any would-be Juda user. While very hard to pick up, Juda's unique style of play makes him an interesting character with incredibly high potential. That being said, let us start this section off by listing Juda's main strengths and weaknesses.
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Damage Taken |
100% |
Jump Startup |
4f |
Backdash |
1f |
| |
Pros | Cons |
|
|
Unique Mechanics
Normals
c.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 6 | 4 | 4 | 0 |
Close range jab. Useful in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 6 | 4 | 4 | +2 |
Close range kick. Plus on block, but 2B has the same frame advantage while also being a low, albeit being 1 frame slower.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 14 | 9 | 4 | 12 | -1 |
Core combo normal.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 14 | 8 | 4 | 16 | -5 |
Another combo normal.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 5 | 6 | 4 | 4 | 0 |
Far ranged jab. Can be used as a quick way to poke opponents out of actions.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 5 | 7 | 3 | 4 | +5 |
+5(!!) on block. Very little recovery, making it a useful and safe poke.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 8 | 8 | 18 | -11 |
Hits far upward, making it situationally useful as an anti-air. Also used in Juda's infinite routes.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 16 | 2 | 22 | -6 |
Weird hopkick. Used in infinites vs some characters. Low crushes.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 4 | 5 | 3 | 7 | -2 |
Juda's fastest normal. Has good reach, and is useful for abare. Very useful in dribble combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 4 | 7 | 3 | 5 | +2 |
Juda's main low. Has very good range and is +2 on block, making it very good in pressure.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 8 | 5 | 13 | -3 |
Very long reaching crouching normal, makes confirming hits very easy. Your main combo tool into Banishing Strike with boost.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 11 | 6 | 16 | -3 |
Juda's longest reaching low. Launches the opponent, allowing combos into 623A or Grave Shoot in the corner, or at close ranges. Does not knockdown.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 4 | 5 | 8 | 4 |
A jumping jab. Used in Juda's air strings and is a fast air to air.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 4 | 5 | 9 | 6 |
Very important move for Juda's air strings.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 9 | 6 | 8 |
Situational jumping normal, hits at a weird angle above Juda. Useful in combos as an air string ender and potentially useful as a rising air to air.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.D
Command Normals
6A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 25 | 4 | 12 | -1 |
Very slow overhead. Potentially useless, much better options exist (IAD air normals).
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 16 | 18 | Until Landing | 12 After Landing |
Falling punch. Removes a star on hit if done soon after Grave Shoot and is useful in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.2C
Universal Mechanics
Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 4x15 | 4 | 4 |
Komaku throw. Does a lot of hits and keeps the opponent stationary for a little bit after Juda becomes actionable, allowing for strong conversions. You cannot use this if Komaku is on screen or inactive.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Can only be performed while the Komak gauge is full.
Kick Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 9x2 | 23 | 4 |
Dagar throw. Absurd startup makes this move useless, however you can use it regardless of proximity. Also can only be used if Dagar's bar is full and is in no actions, as if this move was not bad enough.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Can only be performed while the Dagar gauge is full.
Grave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 15 | 4 | 12 | +2 |
Extremely useful in Juda's combos. Big and hits on both sides, making it a versatile tool for conversions.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 6 | 41 | 6 | 18 |
An unblockable, but Juda has better options for those. Used occasionally in star removal routes.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 18~33 | 14 | 20 | -6 |
One of Juda's best moves. Very disjointed, making it a slow but solid poke in neutral. More importantly, nearly all of Juda's combos are structured around routing into Banishing Strike. Juda also has unblockable setups using Dagar Rush, which allow him to land a fully charged Banishing Strike (an unblockable) into a full combo.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch |
Special Moves
Ichikoro
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 4+(5)+57 |
old man
Komaku enters a long wind up animation before throwing himself at the opponent and holding them in place for some time, poisoning them. This is a cornerstone move for Juda's combo game, allowing infinites. Ichikoro is used in combos with the Boost Ichikoro technique, where you hitstop cancel a normal with boost into Ichikoro, giving you an easy and consistent way to route into it. Removes a star on counter hit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Ichido Omoishirasete Ageyou
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6+(8+~9)+10 | 6 |
AKA Dagar Rush
Dagar runs forward and strikes the opponent. Costs 20% Dagar meter, and takes off one star and causes wall bounce on counter hit. Dagar will continue moving even during super freeze, which when combined with the dam super allows for an unblockable setup. When in revenge mode Dagar will attack Juda instead - in this case you are able to kill him off before he hits you with a move like far A, but this will cause his gauge to go to zero and make him unsummonable for a period of time. In some situations simply guarding the attack may be your best bet.
Name is likely a horrible romanization that Tarkus will have to fix.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- 6F Startup to call Dagar, 8F For Dagar to appear, minimum of 9F of movement, 10F to attack 6F Active
Denshou Reppa
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 |
A low to the ground fireball move. Doesn't do much damage, and has huge recovery(your opponent gets a guaranteed hit on you even when you connect with it at close range!), so must be used sparingly and with caution. Takes off one star on counter hit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Ore wo Riyou Shitanoka~!!
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 20 | 8 |
Counter move where Dagar takes a hit for Juda. Available to be used as a guard cancel. Activates revenge state if Dagar gets hit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stamp the UD
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7+(21) | 61 |
Komaku launches himself into the air, launching the opponent. Komaku will always come out even if Juda is hit, making this move a great reversal. Used in combos after 2D and in banishing strike combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- 4F Startup to call Komak, 5F For Komak to appear, 6F Startup to uppercut 20F Active
Komaku no Chiryaku
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
Juda's best move (besides Dam). Komaku plants a mine on the ground, which stays out for a very long time. This is a very effective move for limiting your opponents movement, and also is used in unblockable loops. Takes off a star on counterhit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- 7F Startup to call Komak, 21F To plant the mine 61F Active
Dagar no Chiryaku
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6+(20+38+300)+8 | 16 |
Dagar uppercut. Dagar digs himself into the ground, and stays there for a a fixed duration, unless either another Dagar action is used, or the opponent travels over his position. Dagar cannot be hit in this state, and Dagar meter is not spent until the attack is activated. Takes off one star on counter hit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- 6F Startup to call Dagar, 20F For Dagar to appear, 38F to dig underground, Dagar lasts for 300F, 8F Startup to launch out 16F Active
Chiryaku no Jidai
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
Unique "reversal" that stuns Juda on wakeup. Costs half a bar to activate, and any attack will cancel the animation immediately, have 16f of invincibility and take a star. Can be difficult to time correctly to not get counterhit anyway.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Can only be performed on wakeup
Super Moves
Dam Kekkai
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
4 |
- Uses 1 bar of Aura.
Juda's best move. Komaku hits the opponent with a close range attack that takes off a star, and then a dam explodes. The dam is a hitbox, as well as the water, and the corpse that follows. All of this happens on hit, block, whiff, and every other state besides KO. The absurdly long duration of this move lets Juda prepare an essentially free unblockable, or forces the opponent into the air, where they must stall out the two second long active time, lest they get hit. Also is an EZ-bake conversion into FKO.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Nanto Yousou Hazan
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
9 | 32 | -50 |
If this attack is used to kill Dagar while he's in Revenge state, Juda's Aura gauge will be maxed out, and Dagar will be unavailable for the rest of the round. It is a reversal, and also takes stars on hit. Useful in combos into FKO, but in 99% other cases, you'd rather use Dam super.
- Uses 1 bar of Aura.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|