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
HNK Juda Portrait.png
Damage Taken
100%
Jump Startup
4f
Backdash
1f

 Juda is a zoner/trap character who uses his summons to control the screen.

Pros
Cons
  • Obnoxious Summons: Juda's central mechanic involves him summoning his two cronies, Dagar and Komaku, to do his bidding. Followers allow for mixups and unblockables with little risk, and can bail him out of bad scenarios very easily.
  • Screen Control of the Gods: Juda has several excellent pokes, his summons can control space on the ground or in the air, and his forward dash as partial lower-body invuln.
  • Fantastic Moveset: Juda has any number of incredible, useful moves. All of his normals are great, his specials with Dagar and Komaku are absurdly good (including a reversalHNK Juda 623A.pngGuardAllStartup7+(21)RecoveryAdvantage- that will always come out even if Juda is hit), his dam superHNK Juda 236236C.pngGuardStartup4RecoveryAdvantage- quite literally floods the screen, and on top of all of this he also has the best Banishing Strike in the game and an excellent Fatal K.O. to work with.
  • Chikuseki Immunity: Due to certain mechanics, Juda is mostly immune to Chikuseki. This means it is difficult for characters who normally rely on it to get ahead against him.
  • Anti-Toki: Juda's control of the screen makes him a strong opponent against  Toki and a great counterpick to leverage.
  • BBCF Character: Juda relies heavily on his character defining mechanic to be a functioning character. Without summons on deck, Juda's screen control crumbles into dust and he loses access to all of his most absurd moves.
  • Chikuseki Immunity: Juda's immunity to Chikuseki also means that in some situations when an opponent activates Chikuseki Juda doesn't get a full bar of meter when they do, which can put him on the backfoot.
  • Execution: To do Juda's infinites will require coordinating attacks very precisely with his assists.

Unique Mechanics

HNK Juda Dagar Gauge.png Servants HNK Juda Komak Gauge.png

he has servants

In the PS2 port, the position his followers appear in when summoned is different from the arcade version (See Combos section)

Normals

c.A

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A jumping heavy kick. Can be a useful jump-in, but is much slower than j.B

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

Very slow overhead. Potentially useless, much better options exist (IAD air normals).

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

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

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

Falling elbow. Takes off a star if done soon after Grave Shoot.

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

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

B+D
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

A+C
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

A+B
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

C+D
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

236A
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

236B
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

236C
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~!!

214B
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

623A
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

421A
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

421B
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

41236E on wakeup
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

236236C
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

214214C
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

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

Combos very easily off of Banishing Strike, Dam super, and Nanto Yousou Hazan.

On-Hit Boost Gain Aura Gain GC Level

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