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.
- Obnoxious Summons: Juda's central mechanic involves him summoning his two cronies, Dagar and Komak, 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 Komak are absurdly good (including a reversalGuardAllStartup7+(21)RecoveryAdvantage- that will always come out even if Juda is hit), his dam superGuardStartup4RecoveryAdvantage- 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.
Juda | |
---|---|
Damage Taken | |
100% | |
Jump Startup | |
4f | |
Backdash | |
1f |
Normals
c.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 6 | 4 | 4 | 0 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 6 | 4 | 4 | +2 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 14 | 9 | 4 | 12 | -1 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 14 | 8 | 4 | 16 | -5 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 5 | 6 | 4 | 4 | 0 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 5 | 7 | 3 | 4 | +5 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 8 | 8 | 18 | -11 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 16 | 2 | 22 | -6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 4 | 5 | 3 | 7 | -2 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 |
---|---|---|---|---|
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 4 | 7 | 3 | 5 | +2 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 |
---|---|---|---|---|
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 8 | 5 | 13 | -3 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 11 | 6 | 16 | -3 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 4 | 5 | 8 | 4 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 4 | 5 | 9 | 6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 9 | 6 | 8 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 11 | 10 | 6 | 15 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 25 | 4 | 12 | -1 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 16 | 18 | Until Landing | 12 After Landing |
Add a description to this move using the |description=
field
Describe what the move is used for.
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.2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 16 | 18 | Until Landing | 12 After Landing |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 4x15 | 4 | 4 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 9x2 | 23 | 4 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 15 | 4 | 12 | +2 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 |
---|---|---|---|---|
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 6 | 41 | 6 | 18 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 15 | 18~33 | 14 | 20 | -6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 Launch |
Special Moves
Ichikoro
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
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, similar to Sol's gunflameGuardAllStartup21RecoveryTotal 50Advantage-3. 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 |
See 236B
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stamp the UD
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7+(21) | 61 |
Komak will always come out even if Juda is hit, making this move a great reversal
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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 |
---|---|---|---|---|
- 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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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
Super Moves
Dam Kekkai
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
4 |
- Uses 1 bar of Aura.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|