HNK/Juda

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Overview
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.

 Juda  Juda does things

Pros
Cons
  • Followers allow for mixups and unblockables with little risk
  • Good matchups against Toki and Juda
  • Best Banishing Strike in the game
  • Awesome FKO, almost on par with Toki's
  • Immune to Chikuseki for the most part
  • Forward dash has partial lower-body invulnerability
  • BBCF Character: Juda relies heavily on his character defining mechanic to be a functioning character.
Note: In the PS2 port, the position his followers appear in when summoned is different from the arcade version (See Combos section)
he has servants
Juda
HNK Juda Portrait.png
Damage Taken
100%
Jump Startup
4f
Backdash
1f

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 6 4 4 0

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 6 4 4 +2

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 14 9 4 12 -1

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On-Hit Boost Gain Aura Gain GC Level

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 14 8 4 16 -5

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On-Hit Boost Gain Aura Gain GC Level

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 6 4 4 0

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On-Hit Boost Gain Aura Gain GC Level

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 7 3 4 +5

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On-Hit Boost Gain Aura Gain GC Level

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 12 8 8 18 -11

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

f.D

f.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 12 16 2 22 -6

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On-Hit Boost Gain Aura Gain GC Level

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 4 5 3 7 -2

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On-Hit Boost Gain Aura Gain GC Level

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
All 4 7 3 5 +2

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On-Hit Boost Gain Aura Gain GC Level

2C

2C
Guard Damage Startup Active Recovery On-Block Star Damage
All 12 8 5 13 -3

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 11 6 16 -3

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 4 5 8 4

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 4 5 9 6

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.C

j.C
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 9 6 8

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 11 10 6 15

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 25 4 12 -1

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On-Hit Boost Gain Aura Gain GC Level

j.2A

j.2A
Guard Damage Startup Active Recovery On-Block Star Damage
High 16 18 Until Landing 12 After Landing

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On-Hit Boost Gain Aura Gain GC Level

j.2C

j.2C
Guard Damage Startup Active Recovery On-Block Star Damage
High 16 18 Until Landing 12 After Landing

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Universal Mechanics

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 4x15 4 4

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
  • Can only be performed while the Komak gauge is full.

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 9x2 23 4

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level
  • Can only be performed while the Dagar gauge is full.

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 15 4 12 +2

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On-Hit Boost Gain Aura Gain GC Level

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 6 41 6 18

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 18~33 14 20 -6

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On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

Ichikoro

236A
Guard Damage Startup Active Recovery On-Block Star Damage
All 4+(5)+57

old man

On-Hit Boost Gain Aura Gain GC Level

Ichido Omoishirasete Ageyou

236B
Guard Damage Startup Active Recovery On-Block Star Damage
All 6+(8+~9)+10 6

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

236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 9

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

On-Hit Boost Gain Aura Gain GC Level

Ore wo Riyou Shitanoka~!!

214B
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 20 8

See 236B

On-Hit Boost Gain Aura Gain GC Level

Stamp the UD

623A
Guard Damage Startup Active Recovery On-Block Star Damage
All 7+(21) 61

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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

421A
Guard Damage Startup Active Recovery On-Block Star Damage
All

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On-Hit Boost Gain Aura Gain GC Level
  • 7F Startup to call Komak, 21F To plant the mine 61F Active

Dagar no Chiryaku

421B
Guard Damage Startup Active Recovery On-Block Star Damage
All 6+(20+38+300)+8 16

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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

41236E on wakeup
Guard Damage Startup Active Recovery On-Block Star Damage
All

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On-Hit Boost Gain Aura Gain GC Level
  • Can only be performed on wakeup

Super Moves

Dam Kekkai

236236C
Guard Damage Startup Active Recovery On-Block Star Damage
4
  • Uses 1 bar of Aura.
On-Hit Boost Gain Aura Gain GC Level

Nanto Yousou Hazan

214214C
Guard Damage Startup Active Recovery On-Block Star Damage
9 32 -50
  • Uses 1 bar of Aura.
On-Hit Boost Gain Aura Gain GC Level

Fatal K.O

Kesshou Shi

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 9
  • Fatal KO
On-Hit Boost Gain Aura Gain GC Level

Colors

Navigation

 Juda
To edit frame data, edit values in HNK/Juda/Data.
Systems Pages