DARKSTALKERS III: VAMPIRE SAVIOR
JEDAH CHARACTER GUIDE
Version 2.0
By John Culbert <[email protected]>

This FAQ and all my others can be accessed at the following sites:

http://www.geocities.com/SiliconValley/Heights/1910 (my page)
http://www.gamefaqs.com

VERSION UPDATES:
----------------

v1.5

-added more info on Diving Wing Slam/Spinner
-added tactics
-added combos
-other little things

v.2.0

-added winning poses/quotes
-added ending
-extra character info
-added more moves names
-other little corrections/things

****************
* INTRODUCTION *
****************

Vampire Savior, known as "Jedah's Damnation" in other places (Japan, I
believe?), is the sequal to Darkstalkers II: Night Warriors. The gameplay is
essentially the same, with a couple of new goodies thrown in, like the new
round system along with the Tri Level Health Bar (see "A Word About...").
There are also new backgrounds, but the graphics in general don't seem like
anything new. However, DS has always been fun, and with the new characters
and new moves, along with some new gameplay features make this one worth
playing IMO.

Vampire Savior features all the original characters, minus Donovan Bane
(considered one of the worst characters in DS2), as well as the two original
bossed, Piron and Huitzl. DS3 Also introduces new characters: B.B. Hood, a
cute girl based on Little Red Riding Hood, with homicidal tendancies :).
Lillith, the daughter (?) of Morrigan. Q-Bee, a girl who has control of bees
(kinda reminds me of one of the bad guys from the anime flick "Ninja Scroll"
--BTW, a definite must-see! :). And the last new character is, of course, my
main man Jedah.

Jedah is without a doubt one of the coolest fighting game characters around.
His general appearance is one of menace, and all of his moves have really
cool animations. I mean, the guy sprays his own blood on his opponent! Is
that a cool idea or what? Too top it off, he's also one of the more confident
and arrogant fighters around, shown mainly by the fact that when he fights
he has his hands in his pockets! :) Once again Capcom has outdone themselves
with the character design.

Jedah is definetely a top-level player; he takes quite a while to get good
with (I'm not even close), and all of his moves must be used in the right way
or he is easily defeated. Playing projectile keep-away will get you killed;
playing with multi-hit chains repeatedly will get you killed; trying to Throw
too often will get you killed; jumping too often will get you killed.
However, once he is learned to a good extent, he will woo the crowds and
become a tough adversary to anyone deciding to step up to the machine. Enjoy!

#############################################################################

*******
LEGEND:          BUTTONS
*******
               .-------------Jab
  D-PAD        | .-----------Strong
               | | .---------Fierce
  U/B U U/F    | | |
     \|/       | | |
   B--o--F     | | |
     /|\       O O O
  D/B D D/F    O O O
               | | |
               | | |
               | | |
               | | ----------Roundhouse
               | ------------Forward
                -------------Short


QCT= Quarter Circle Toward (roll D-Pad from D to F)
HCT= Half Circle Toward (roll D-Pad from B to D to F)
QCB= Quarter Circle Back (roll D-Pad from D to B)
HCB= Half Circle Back (roll D-Pad from F to D to B)
+ = simultainiuosly
ES = ESpecial move (requires two buttons)
EX = Extra Special move (uses one energy level)
GR = Guard Reversal
J. = Jumping
S. = Standing
C. = Crouching

#############################################################################

*******************
* A WORD ABOUT... *
*******************

TRIPLE HEALTH BAR:
------------------

The health you have remaining is determined by a set of colours on the health
bar; Green, Red and White. The green is what life you have left; the red is
what life you have lost. However, there is also a white portion following the
red colour; this is in fact health that you have lost, but will slowly
regain! Both Pouncing and blocking attacks increases the white portion, and
blocking normal attacks lengthen the time you need to recover the health. You
will be knocked out when the red OR the white touches the end of the health
bar.

CONTINUOUS ROUNDS:
------------------

When a character is defeated, the opponent will carry whatever life he has
remaining over to the next round. For example, Jedah is fighting Morrigan;
Jedah has about 25% health left and he defeats her. One of her bats below her
health bar disappears and the next round begins. IN THE NEXT ROUND, Jedah
will have 25% energy on his bar, and Morrigan will have full. If Morrigan
defeats Jedah then, he will lose one of his bats and the next round will
start--he will have full life. Time remaining is brought down to the next
round, so time-outs are still possible...

DASHING:
--------

To dash forward, hit F, F quickly on the D-Pad. To dash back, tap B, B
quickly. See the moves analysis for info on Jedah's dash.

CHAIN COMBOS:
-------------

Now known as the classic "Hunter Chain" (names so because it appeared in the
first Vampire Hunter game), a chain combo is a series of regular attacks that
are buffered/cancelled into each other, making one smooth combination. The
"Hunter Chain" follows the below pattern:

Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse

So, if a character's moves could actually have the appropriate range, then
they can theoretically a six-hit Chain Combo. You can skip any of the hits,
you don't have to follow with the NEXT hit in the series. Here's what each
normal hit can cancel into:

Jab -> any other button
Short -> Strong, Forward, Fierce or Roundhouse
Strong -> Forward, Fierce or Roundhouse
Forward -> Fierce or Roundhouse
Fierce -> Roundhouse
Roundhouse -> N/A

As well, you can put any version of the move in during a Chain, standing or
crouching (eg. you can chain perform S.Jab -> S.Strong or S.Jab -> C.Strong).
Unlike other games, if you perform a Chain Combo you can no longer cancel a
move with a Special Move.

SPECIAL METER:
--------------

As you hit the enemy, perform Special Moves or get hit, the Special Meter
will fill up. Once it is filled it will give you one level, then begin to
build again. Both ES moves, EX moves and Dark Forces require one level of
this meter to perform.

BLOCKING:
---------

To block, hold in the opposite direction you are facing, or hold diagonal D/B
to block low attacks. You can also Air block, but not against every move.

THROWING:
---------

Each character in VS has the ability to Throw the enemy with B or F+Fierce,
Strong, Forward or Roundhouse (although not all characters have kick Throws).
These must be done RIGHT up close, and can also be done in the air. In
addition, each character has at least one Special Move Throw, that also has
an ES version. Jedah possesses one Throw with Strong, Forward or Fierce, plus
a Special Move Throw. Some characters can also perform Throws in the air.

TECH HITS:
----------

If you hit F+Strong or Fierce in the beginning frames of your opponent's
Throw, you can "tech hit" and take less damage, as well as landing on your
feet in a better position to counterattack. Note: you cannot Soften Special
Move or ES Throws.

PURSUITS:
---------

As your opponent falls to the ground, you can perform a sort of stomp on them
for extra damage. To perform a Pursuit, hit U+any kick as the enemy hits the
ground on their back. You can also perform an ES version for more damage with
two kicks.

GROUND RECOVERY:
----------------

After being knocked down emmediately tap Forward or Back and your character
will elude the enemy while safely recovering. Your character is invincible
when this is performed as they get up, and this will also avoid Pursuits...

GUARD REVERSALS:
----------------

These are counter-attacks performed during your fighter's BLOCKING animation
and the opponent's attack recovery frames. Guard Reversals for each character
vary, and are usually version of one of their Special Moves. These must be
done QUICKLY, just as your character blocks the enemy's attack, and they will
then retaliate before the attacker can recover, making the Reversal
unavoidable. Jedah's GR will be explained further on.

#############################################################################

******************
* CHARACTER INFO *
******************

STORY:

Apparently, Jedah is the heir to the THIRD family in the dark realm, next to
Morrigan's Clan and Demitri's Clan. Like the other two, he seeks to gain
control of the dark realm. The only difference is, Jedah is trule insane. :)

---

END QUOTES:

- "Hypocrisy? No it's not. There is no good or evil."
- "I understand your opinion. I just don't care."
- "There is no good or evil.  It doesn't contradict!"
- "A poet's trouble comes from meeting with the eternal darkness."
- "Darkness, it holds you close like your mother's arms."
- "If your soul only exists to perish, then grant it to                         me!"
- "I forgot to tell you; it's game over for you!"
- "Do you know the fate of the fools who betrayed the truth?"
- "I'm the one and only leader of this trivial planet!"

---

WINNING STANCES:

1- Jedah turns his head away, blows air out of his mouth and says something
  in Japanese, with his Scythe over his shoulders
2- Jedah gouges out his eyeballs :), spreads his arms and hands wide,
  laughing maniacally
3- (Special) Jedah stabs the ground cutting his victim in half, takes his
  enemy's soul away, and says something Japanese (to perform this, hold
  Start+Forward)

Any more?

---

MID-BOSS: Mirror Jedah

"GHOST!!! You are a false image created from the wrong thinking... Everything
will be OK, All I only need to do is to erase you!! There will be a time
when I will save my people, but for now, I want you to disappear."

(To get to mid-boss, you must have three straight victories with an ES move,
AND you cannot lose a round (i.e. have all three bat symbols at the end of
the fight--tough!)

FINAL BOSS: Demitri

"HUN....Is this ugly room yours?!  Relief of the souls.......Who cares about
that!!!!  I'm not concerned about the fate of the demon world, because I,
the lord of all evil, RULES ALL!!"

---

ENDING (WARNING!!! SPOILERS HERE!):

It's said that life begins with only one form... To correct the errors of the
world, I shall go back, and the world will be saved!!!  TIME TO RECREATE
LIFE!!!!!!! (Jedah destroys the city, and then feeds the Fetus of God with
all the souls that he stole in his battle) Hmmm... But there is another world
that I must destroy as well....The Human World. I must destroy it before the
lord of darkness awakens... (Jedah cries in madness).

#############################################################################

**************
* MOVES LIST *
**************

Note: for simplicity, I have put the true move's name in parenthesis, and
will instead use my easier name throughout the rest of this guide. The moves
names are really cool, but I'd prefer not having to type them all the
time. :)

BTW, the moves names are an unknown language--sounds like Italian, or
something in that region of Europe... anyone know?

-Spinning Blade (Dio Sega):              QCT+any punch
-Blood Slash (Nero Fatica):              QCB+any punch
-Diving Wing Slam (Ira Splinta):         HCB+any kick (in mid-air)
-Diving Spinner (Santuario):             HCB+any kick, any punch (in mid-air)
-Blood Burst (San Bassare):              HCB+any kick (close)
-Neck Grab:                              F or B+Strong or Forward or Fierce
                                        (close)
-Blade Drop:                             any direction+Strong or Forward or
                                        Fierce (close in mid-air)
-Air Dash:                               f,f or b,b (in mid-air)
-Guard Reversal; Decapitation (Splecio): F,D,D/F+P (after blocking attack)
-Pursuit; Spinning Drop:                 U+any kick (on fallen opponent)
-Dark Force; Flight:                     Fierce+Roundhouse
-EX 1; Blood Bath (Finale Rosso):        D,D+any two Punches
-EX 2; Blood Contract (Plova Di Selbo):  HCT+any kick, any kick

#############################################################################

*****************
* REGULAR MOVES *
*****************

Jedah's S.Jab and C.Jab are both very fast, very weak attacks. His Jab also
utilizes his claws somewhat, giving slightly more range than the average Jab;
useful for pecking and starting chains, even from a short distance. If you
have the reflexes, chain into a S.Strong (plus more) when the Jab connects.

S.Short and C.Short are also VERY fast, very weak attacks. With almost no
range, they are useful mainly as ticks...

S.Strong is one of Jedah's best attacks, a forward claw stab with an open
hand. It will knock jumping enemies out of the air sometimes, but it is
most useful against standing opponents. Its speed and recovery are quite good
as well as the range, and the priority is quite high. If it connects, chain
into a S.Fierce. Otherwise, continue to pester with it up close, possibly
to set up a Throw or EX opportunity. C.Strong is basically a crouching
version of S.Strong, with most of the same properties.

S.Forward is another good up close attack with great priority and speed; it
also deals with crouchers better than the S.Strong. The C.Forward is a
somewhat effective counter to opponents jumping in from a far distance.

S.Fierce is a damaging multi-hit attack; Jedah severs his own arm temporarily
and stabs at the enemy with his claws! Its speed and recovery are not amazing
and it is fairly easy to Guard Reverse. Useful for finishing chain combos
mostly, or countering a missed attack from a short distance; C.Fierce is a
low version of the S.Fierce...

S.Roundhouse is a cool-looking slash with Jedah's scythe. However, there is
a large delay as he holds it over his head, before slashing. For this reason,
it is a poor offensive attack, as the enemy has plenty of time to hit you
before it comes out. Somewhat useful on rising opponents, or far jumping
enemies, provided they don't anticipate. C.Roundhouse is one of Jedah's best
attacks. It does more damage than the S.Fierce, and also has good range and
speed. Useful under standing attacks or to finish a chain off; just beware of
high-priority "mid" attacks that can snuff it up close. See combos for more
info.

Jumping Attacks: J.Fierce is a totally horizontal attack, so it is not too
useful for jump-ins (see combos)--use it in air-to-air combat from a short
distance.
J.Roundhouse is a very delayed, slow spinning attack that has high priority,
but is useless as a jump-in. Both J.Strong and J.Forward are great candidates
for jump-in attacks, and are also useful during air-dashing and flight to
keep the enemy pinned down. See tactics for more info.

#############################################################################

******************
* MOVES ANALYSIS *
******************

Spinning Blade:
---------------

(Jedah throws a spinning blade in a determined direction, which hovers in
the air for several moments)

On the ground, Jab sends one low and forward, Strong sends one at head level
a fair distance, and Fierce sends one upward. In the air, Jab throws the
blade horizontally, Strong throws one downward at an angle, and Fierce throws
one down at a steeper angle.

The Spinning Blade is crucial to Jedah's strategy, IMHO. It comes out
relatively fast and Jedah cannot be countered except for projectile-defense
moves and really fast jumpers. The varying distances and angles allow Jedah
to confuse and trap the enemy into getting into it. The best thing about the
Spinning Blade, however, is that the Blade will remain floating in the air
for a moment, and Jedah is free to move shortly after it is released; if it
hits the enemy, oftentimes you can hit them at the same time for a combo! And
if it is blocked, you often have time to get in for a Throw! This comprises
Jedah's general offensive strategy as I see it, making it very difficult for
the enemy to go offensive without having one in their face.
Also note that the Fierce version on the ground is useful as an air counter;
See tactics for more info.

ES SPINNING BLADE:

More hits and more damage, it becomes a much larger blade; on the ground, it
goes a small distance straight forward, and in the air it drops slightly
lower and forward. Useful in the same circumstances as the regular version,
although it is much better on defense because of its size; you can still
combo or Throw off of it in the same fashion as the normal Spinning Blade.
See tactics for more info.

Blood Slash:
------------

(Jedah slides backwards, slashing his claws in front of him at head level; if
the enemy is slashed, they are trapped in a floating bubble of blood, and
Jedah slashes them with his scythe)

One of his coolest looking moves, and a great defensive tool. It is difficult
for the enemy to hit you if this misses, unless they anticipate very early,
or use a very long-range move (eg. Talbain's Comet Rush).

It has two uses; firstly it can be used to snag the enemy out of a really
strong forward dash, especially if the dash is one of those mid-air ones (eg.
another Jedah's, or Morrigan's). Its main use, however, is as an air counter.
If timed fairly early (not too early, or it will miss, and not too late or it
will be snuffed) it will catch the enemy just in front of your head. PRACTICE
THIS TIMING, as this is Jedah's best air counter. The Blood Slash can be
usually followed with a Pursuit.
In addition to these uses, it can also be used offensively on blocking foes;
see Tactics for more info.
NOTE: The Blood Slash is "semi-blockable", because it cannot be blocked
standing or in the air; it must be crouch blocked... see tactics for more
info.

ES BLOOD SLASH:

Jedah will trap the enemy in the bubble, then follow with a 5-hit combo,
finishing with the Scythe slash. IMO one of Jedah's most important moves, it
does great damage and has all the great properties of the normal Blood Slash.
If you are on defense it is one of your greatest weapons, and it just looks
so DAMN cool. The ES Blood Slash can also be followed with a Pursuit.

Diving Wing Slam:
-----------------

(Jedah floats backwards then dives at the enemy. If he connects, he will slam
the opponent into the ground and stab him with his wings)

If you press a punch as he floats backwards, he will instead dive at the
enemy in a spinning attack. The spinning attack is blockable, but the slam is
not. This move is great against opponents who try to attack you when you're
in the air too much, especially with ground-based uppercuts. It is also
somewhat useful on delayed attacks (see tactics). It sets up a nice guessing
game, in that if the enemy knows the slam is coming, they may try to jump up
and counter the dive; this time use the Spinning Attack to knock them down!
Alternately, if they think the Spinning Attack is coming, use the Throw! See
tactics for more info.

ES DIVING SLAM: More damage for the Throw, more hits/damage for the Spinning
               Attack. In order to perform the Spinning Attack ES, perform
               the normal motion, then hit Two Punches for the Dive...

Blood Burst:
------------

(Jedah grabs the enemy, extending them on (presumably) one of his veins; he
pumps them full of blood, causing them to swell and burst)

Useful pretty much in any case where you're close and the enemy is blocking.
Best used in conjunction with S.Short or Spinning Blade as a tick. Remember
that this cannot be tech hitted. Can usually be followed with a Pursuit.
Unfortunately, it seems there is no ES version of this :(.

Neck Grab:
----------

(Jedah hoists the enemy up by the neck, then throws them away)

Good basic Throw that does decent damage. Can be followed with a Pursuit. Use
in the same fashion as the Blood Burst. Remember that this CAN be tech
hitted.

Blade Drop:
-----------

(Jedah grabs the enemy in mid-air and drives them into the ground with his
wings)

This has decent priority up close against slower air attacks, but cannot be
followed with a Pursuit.

Air Dash:
---------

(Jedah flies forward in mid-air)

This air dash will actually hit opponents if close enough. It can also be
done from Jedah's normal dash. Useful for avoiding projectiles or getting
over to the enemy quickly when they execute a move on the ground. It is also
useful as a defensive technique against jumpers (see tactics). NOTE: this can
be buffered out of Jedah's regular dash.

Guard Reversal; Decapitation:
-----------------------------

(Jedah cuts off his own head and sprays the enemy with the blood!)

Looks pretty damn cool, but has terribly low priority. Useful mainly on
blocked high chains or multi-hit moves (eg. another Jedah's S.Fierce). IMO
unless you are SERIOUSLY pushed into defense, save your meter for better
moves.

ES Guard Reversal: ???

Pursuit; Spinning Drop:
-----------------------

(Jedah fashions himself into a circular blade and falls, spinning, onto the
fallen opponent)

A nice quick way to add a little bit of damage to knockdowns. So far as I
know, the Neck Grab, Blood Burst, Blood Slash (and Blood Slash ES) and Blood
Bath EX all allow a Pursuit.

ES PURSUIT: more hits, more damage. Use often.

Dark Force; Flight:
-------------------

(The background changes and Jedah goes airborne)

You can perform an entire "Hunter" chain during flight, and you can also air
dash. IMO not too useful, it serves only to play keep-away and pester the
enemy from the air. IMO save the energy for his powerful EXs.

EX 1; Blood Bath:
-----------------

(Jedah crouches and bloody hands appear beneath the enemy; if they grab, they
drag the enemy into a screen full of blood; Jedah floats from a distance,
laughing menacingly as the bloody hands pummel the poor enemy for 13 hits;
then, the enemy is shot back into the normal screen and thrown away)

Great damage and completely unblockable. If the enemy notices, they can jump
or dash to avoid the hands, as they have a slight delay between Jedah's
crouch and their actual appearance. Useful for countering SLOW projectiles or
SLOW missed attacks in general, or when the hapless opponent just sits and
turtles from a distance. It is also somewhat useful on opponents landing from
a jump. It is most useful, however, used in conjunction with the Spinning
Blade offense. NOTE: a Pursuit is possible after this EX.

EX 2; Blood Contract:
---------------------

(Jedah sends a small wave of blood across the ground; it then grows into a
bloody hand which grabs the enemy, slams them repeatedly, then throws them
against a giant contract signed in blood; Jedah then captures the enemy's
soul)

Definetely one of the most creative moves I have ever seen, and one of the
coolest. This is also unblockable and is useful from mid to close range,
since it comes out faster than the Blood Bath. Most useful when combined with
a blocked Spinning Blade. Also useful on turtlers from mid-range. See tactics
for more info. NOTE: hit Kick a second time to bring up the hand about one
character length from the enemy; too far and it will miss, too close and it
will pass through the enemy--for this reason, it is highly difficult to hit
a moving opponent with this, especially during a dash.

#############################################################################

**********
* COMBOS *
**********

Jedah has trouble with buffered combos; the only bufferable attacks he has
are his Jabs and Shorts, and to top it off, his Special Moves do not come out
fast enough, or do not hit right up close frequently enough, to combo off of
these attacks (except for the Blood Slash; see below). That's OK, because IMO
Jedah does damage in other ways; as far as combos go, he only needs chains.
There are three places to use his chain combos: a) in a jump-in combo, b)
comboed off of a Spinning Blade or Spinning Blade ES, and c) to snuff attacks
up close and continue for big damage (i.e. snuff a slower move with a Jab and
chain into a combo).

There is a small exception to his buffering rule, however. It is possible,
when RIGHT up close, to buffer a S.Jab into a Blood Slash and it combos.
IIRC, it will not count on the combo meter, but even if it is not a full
combo, it will connect even if blocked, being that the Blood Slash is
unblockable to a standing opponent...

IMO the only chain you really need is Jab -> Strong -> Fierce, which does
respectable damage, especially off of a jump-in or Spinning Blade. You can
also mix it up with other regular attacks, however this is the only chain
that connects in all conditions; all three hits have enough range that, if
the Jab hits, the other two attacks will always connect AFAIK. Note however
that to get max damage with the Fierce, you need to be right up close to get
all of its hits. If you are closer, you can try finishing the chain with a
C.Roundhouse instead, or you can try more hits (it is sometimes possible to
get a full Jab- Short -> Strong -> Forward -> Fierce chain if right up close
in the right conditions).

Example combos:
---------------

1.  J.Fierce, S.Jab -> S.Strong -> S.Fierce
2.  J.Forward, S.Short -> S.Strong -> C.Fierce
3.  C.Jab -> C.Strong -> C.Fierce
4.  C.Jab -> C.Short -> C.Strong -> C.Fierce

5.  Spinning Blade, D.Fierce
6.  Spinning Blade, S.Jab -> S.Strong -> S.Fierce
7.  Spinning Blade, S.Roundhouse
8.  Spinning Blade, S.Fierce (if too far out of range for full chain)
8.  Spinning Blade, J.Fierce, S.Short -> S.Forward -> C.Roundhouse

9.  J.Strong, S.Jab  -> Blood Slash, Pursuit
10. J.Forward, S.Jab -> ES Blood Slash, Pursuit
11. Spinning Blade, S.Jab -> Blood Slash, Pursuit
12. ES Spinning Blade, S.Jab -> ES Blood Slash, ES Pursuit (BIG DAMAGE!)

Additions?

#############################################################################

***********
* TACTICS *
***********

Offense:
--------

Basic strategy: throw varying Spinning Blades and follow them in; from a
distance where they will not reach, throw one for safety (unless the enemy
anticipates and can hit you out of it, eg. Bishamon's Will o' Wisps), then
dash or jump in to continue the assault. Once you get up close, if the enemy
blocks one of the Blades, Throw or Blood Contract (Blood Bath if they crouch
block); if the enemy is hit by the Blade, combo.

Note that this is a BASE strategy, and obviously if you repeat it
continuously you will be beaten for sure. Mix it up a little; in addition to
the ground Blades, mix in jump-in Blades, mostly Fierce. When they block
them, land and Throw (easier to do than the ground version, as you frequently
are left closer), and if it hits, land and combo! Once right up close, it is
difficult to use the Blades effectively, so you must then resort to your
regular moves; utilize the S.Strong to peck at the enemy and push them back,
and if they are defensive up close, use the Jab and Short to tick for a
Throw or Blood Contract. If the enemy begins to jump backward to avoid the
Blades, mix in Strong and Jab air Spinning Blades to catch them in the act.
The only thing to be watchful of is high-flying air counters, especially
those with high priority (eg. B.B. Hood's Cool Hunting EX).
Another useful attack offensively is, interestingly enough, the Blood Slash.
It is also unblockable, however only when the enemy is standing and
blocking. This makes it especially useful after the enemy blocks a quick Jab,
Strong or Forward jump-in attack. It can also be used if the enemy blocks
(standing) a S.Jab or S.Short... Just remember that you have to be RIGHT up
close for this to connect.

From mid-range, if your opponent tends to block for long periods of time when
the Spinning Blade comes at them, the Blood Bath can oftentimes be more
effective than the Blood Contract, especially if the enemy likes to try
throwing out regular attacks quickly after they come out of block stun.
Along with this offensive strategy, you can also mix in alternating Diving
Wing Slams/Diving Spinners to confuse the enemy, especially when they begin
to expect the airborne Spinning Blades, and dash or jump away. This strategy
can somewhat be used on rising opponents as well...

Opponent's Options: the opponent has two options of DIRECT defense against
this tactic; the Guard Reversal and the tech hit. The tech hit will, of
course, escape your Neck Grab Throw--fortunately you have HCB+kick at your
disposal :). This is why it is important to master pulling off this Throw so
that it nullifies the enemy's defense against Throws.
The Guard Reversal is a more definite problem; although GRs now have lower
priority than in NW (for the most part), you will often be caught by one when
they block the Spinning Blade, because you will be moving in for a Throw and
won't be able to react in time to block it. If you KNOW the enemy is the type
to attempt a GR whenever he has it, you can oftentimes be ready for it, and
counter appropriately--some GRs are more useful on the airborne version (eg.
Demitri's Demon's Cradle GR), and some are useful on the ground version (eg.
B.B. Hood's Teleport GR), although the majority work best on the air version.
If you simply hold Back as you fall, you will air block the GR and can often
counter when you land; or if you're feeling lucky, you can try a J.Strong or
J.Forward to snuff the attack...

Defense:
--------

IMO Jedah is not as good on defense as he is offensively. He has no
"definite" air counter, like a Dragon Punch move. When mastered, the Blood
Slash does a fine job, and once this is mastered, USE it; the timing will
have to be modified depending on the height/range of the jump (eg. another
Jedah's jump is slower and higher, whereas Sasquatch's jump is short and to
the point). Other than that, the C.Forward is decent on low, far jumping
opponents, however this is not always definite. The Fierce Spinning Blade is
more useful (if done early) on opponents jumping in from mid-range or
further. If it connects, it will knock down--use a Pursuit, as a combo is not
possible on the falling opponent (AFAIK).
Other than that, Jedah can also jump backward as an air defense; against far
jumping opponents, his Air Dash does well enough to knock them out of the
air--the best thing about it is, if the enemy lands a little short and it
misses, you can still hit them with a flying Strong or Forward as you pass!
If the enemy is jumping from slightly closer, a jumping backward Strong or
Forward when done early enough will suit the job well.

As far as ground defense, Jedah's Blood Slash will work quite well on
airborne forward dashes like Morrigan's. It can also hit the enemy out of a
normal dash if done as late as possible so the enemy is up close; I do not
recommend this often, unless you know the enemy was planning on trying to
Throw you, otherwise their dashing attack may hit you out of the Blood Slash.
Other than that, the S.Forward and S.Strong can also deter offensive foes,
and are quite safe if they manage to block. On the same token, if you
anticipate a slower attack up close (eg. Fierce or Roundhouse in most cases),
you can snuff it with a C.Roundhouse (best vs. high moves), or even better,
a chain beginning with a C.Jab or S.Jab.
A somewhat useful defense is also the Diving Spinner, aimed with a steep
angle to hit the enemy when they come close; this must be done early, and
only when you think the enemy will not anticipate and block.

#############################################################################

****************
* STUFF TO ADD *
****************

-Vs. strategies section (coming as soon as I fight more opponents!)
-more combos
-more tactics
-more winning quotes/winning poses?
-costume colours
-more on Jedah's story
-any other additions
-corrections

#############################################################################

***********
* CREDITS *
***********

Great thanks to Capcom for another kick-ass fighting game. Also thanks to
Gouki ([email protected]) for his character information postings, and
Paul Fu for his Vampire Savior FAQ. Also thanks to Vivian Marrone Coelho
<[email protected]> and Mark Kim <[email protected]> for info on Winning
Stances/Poses and other character information. Visit Mark's web site at
http://verasnaship.simplenet.com/
Finally, thanks to both Jason Jamieson ([email protected]) and Grant Bradford for
mean B.B. Hoods! :)

You can access this FAQ and many others at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910

or at http://www.gamefaqs.com

You can e-mail me at:

[email protected]

"I said it before and I'll say it again--democracy simply doesn't work!"

                                         -Kent Brockman, the Simpsons