Castlevania Judgment

General

Character Stats

- Lowest is 1, highest is 10
- This is only character statistics and does not relate to their specials and how people abuse the characters
- The higher ranking the Control is, the easier learning curve for the character

Simon Belmont
Power : 4
Defense : 6
Agility : 5
Control : 5

Overall : 20

Alucard
Power : 5
Defense : 5
Agility : 5
Control : 8

Overall : 23

Maria Renard
Power : 8
Defense : 3
Agility : 4
Control : 6

Overall : 21

Trevor Belmont
Power : 5
Defense : 6
Agility : 4
Control : 8

Overall : 23

Eric Lecarde
Power : 7
Defense : 4
Agility : 4
Control : 9

Overall : 24

Sypha Belnades
Power : 7
Defense : 5
Agility : 3
Control : 4

Overall : 19

Grant Danasty
Power : 2
Defense : 3
Agility : 10
Control : 3

Overall : 18

Carmilla
Power : 3
Defense : 4
Agility : 8
Control : 5

Overall : 20

Cornell
Power : 3|10
Defense : 5|10
Agility : 7|10
Control : 4

Overall : 19|34

Golem
Power : 8
Defense : 8
Agility : 1
Control : 3

Overall : 20

Shanoa
Power : 5
Defense : 4
Agility : 6
Control : 7

Overall : 22

Aeon
Power : 4
Defense : 5
Agility : 6
Control : 5

Overall : 20

Death
Power : 5
Defense : 3
Agility : 7
Control : 5

Overall : 20

Dracula
Power : 8
Defense : 7
Agility : 2
Control : 2

Overall : 19

Rank

34 : Cornell (Rage mode)
24 : Eric
23 : Alucard, Trevor
22 : Shanoa
21 : Maria
20 : Simon, Carmilla, Golem, Aeon, Death
19 : Sypha, Cornell, Dracula
18 : Grant

Source: Official website, V-Jump "Ultimate Judge" guidebook

Unofficial Tier List

In no order:

Top
Aeon
Alucard
Shanoa

High
Death
Eric
Simon

Mid
Carmilla
Cornell
Golem
Sypha
Trevor

Low
Grant
Maria

Bottom
Dracula

Character Life Bar List

Daggers were used. The number represents the total amount of daggers they took before being killed.

Highest (49)
Golem

High (44)
Dracula, Simon, Trevor

Average (42)
Alucard, Cornell, Sypha, Aeon

Low (40)
Eric, Shanoa, Carmilla, Death

Lowest (38)
Maria, Grant

Credit: izzymc85

Guard Break List

Simon's directional combo was used to test it out. Combo means how many times all of the attacks for the combo and attack is how many attacks of that combo they took.

Combo x7 attack x2 (highest)
Golem

Combo x6 attack x2 (high)
Dracula

Combo x3 (average)
Simon, Trevor, Sypha, Alucard, Cornell, Aeon

Combo x2 attack x2 (lowest)
Maria, Eric, Shanoa, Grant, Carmilla, Death

Credit: izzymc85

Character Speed Movement List

All Movement Speed List

1st Golem's roll, Shanoa's roll
3rd Rampage Cornell, Death's Flight
5th Death, Grant
7th Carmilla, Maria's Float
9th Aeon
10th Cornell
11th Simon, Trevor, Shanoa
14th Alucard, Eric
16th Sypha
17th Maria
18th Golem Repeating Jumps
19th Dracula Repeating Teleports
20th Dracula
21th Golem

Normal Character Moving Speed List

1st Death, Grant
3rd Carmilla
4th Aeon
5th Cornell
6th Simon, Trevor, Shanoa,
9th Alucard, Eric
11th Sypha
12th Maria
13th Dracula
14th Golem

Credit: izzymc85

Character Movelist & Properties

Simon Belmont

Neutral Combo: Attack x 4
Directional Combo: Directional x 3
Jumping Combo: jump Attack x 3
SUDDEN IMPACT (Unblockable Guard): L+B
R
Object Action: B+Y

BINDING WHIP: Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
RISING WHIP: (After Binding Whip) Attack
jump cancel: o | unblockable guard cancel: x | subweapon cancel: o
HOLY RUIN: (After Binding Whip) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
DANCING WHIP: Directional Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
WHIP TORNADO (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
TWISTING ARROW: Jump Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

VAMPIRE KILLER (Simon version): X

Basic Combos

Neutral Combo x 2, Special, Special, Attack, jump cancel Special
Neutral Combo x 2, Special, jump cancel Attack x 3

Alucard

Neutral Combo: Attack x 5
Directional Combo: Directional Attack x 3
Jumping Attack: jump Attack x 1
SUMMON SWORD FAMILIAR (Unblockable Guard): L+B
R
Object Action: B+Y

SUMMON SPIRIT: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
WING SMASH: Directional Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
DARK LIGHTNING: Jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
TETRA SPIRIT (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

INFERNAL BLADE: X

Notes:

- If Alucard uses his directional special after his neutral attack (first hit only) he is unable to cancel the directional special with anything even if it connects. It will also lack the wings on his back while performing the move and make the sound the wings would normally make while performing the attack. This appears to be a glitch in the game, or could possibly have been programmed into it to prevent devastating combos.
- Unblockable Guard juggles

Basic Combos

Directional Combo x 3, jump cancel Special
Directional Combo x 2, jump cancel Attack, Neutral Combo x 5

Maria Renard

Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 3
Jumping Attack: jump Attack
GUARDIAN KNUCKLE (Unblockable Guard): L+B
R
Object Action: B+Y

SUZAKU CALL: Special
jump cancel: o | unblockable guard cancel: x | subweapon cancel: o
GENBU CALL: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
BYAKKO CALL: jump Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
HOLD ON A MINUTE!: (During Byakko Call) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
SEIRYUU CALL (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

EVERYBODY, ALL TOGETHER NOW!: X

Notes:

- Maria's neutral special and second attack of her aerial special (do special attack again after using aerial special) will sometimes make her trip after the move is completed. When you trip you are completely vulnerable to any attack (more than likely a hyper attack by your opponent if they aren't Aeon, or a combo) until she recovers, and the tripping happens randomly. The only way to avoid the chance of tripping is to not use those attacks.
- Guardian Knuckle staggers if enemy is pushed far enough so the last hit doesn't connect.
- Directional Combo x 1 staggers (can only connect something against the wall).
- Byakko Call staggers.

Basic Combos

Directional Combo x 3, jump cancel Special, Special (air)
Neutral Combo x 3, Special, jump cancel Special, Special (air)

Trevor Belmont

Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 3
Jumping Combo: jump Attack x 2
SUDDEN IMPACT: L+B
R
Object Action: B+Y

WHIP TOSS: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
DIVINE STRIKE: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
ROLLING THUNDER: jump Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
WHIP TORNADO (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

VAMPIRE KILLER (Trevor version): X

Notes:

- Whip Toss is inescapable

Basic Combos

Neutral Combo x 3, Special
Directional Combo x 3, Directional Special

Eric Lecarde

Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 4
Jumping Attack: jump Attack x 1
WHIRLWIND: L+B
R
Object Action: B+Y

TRIDENT STRIKE: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
ROUNDHOUSE BASH: (After Trident Strike) Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: x
FLASHING SPEAR: Directional Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
PIERCING RAIN: jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
ULTIMUS: (After Piercing Rain) Special
jump cancel: o | unblockable guard cancel: x | subweapon cancel: o
LIGHTNING SLICE (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o

ALUCARD SPEAR: X

Notes:

- Eric can do two different evades on the ground. One while moving in any direction, and the other with the control stick left neutral. The neutral evade will make him use his lance to propel himself into the air.
- Roundhouse Bash instantly guardcrushes all opponents except Dracula and Golem.

Basic Combos

Directional Combo x 1, Directional Special, Unblockable Guard
jump Special, Special, Neutral Combo x 3, Special

Sypha Belnades

Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 2
Jumping Attack: jump Attack
HAMMER OF THOR: L+B
R
Object Action: B+Y

FIREBALL: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
TRIPLE BLAZE: (After Fireball) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
FROST WALL: Directional Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
ICICLE BLADES: (After Frost Wall) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
ICE STORM: jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
LIGHTNING STRIKE (Mid-air OK) A Charge B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

DISINTEGRATE: X

Notes:

- Able to lengthen Lightning Strike by holding down the button (also able to control it when summoned in the air).
- Has an infinite on Dracula by pressing [Directional Combo x 2, Special] x n

Basic Combos

Directional Combo x 2, Special, Special
Neutral Combo x 3, Directional Special, jump cancel Special

Grant Danasty

Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 2
Jumping Attack: jump Attack x 1
BLINDING SPEED: L+B
R
Object Action: B+Y

IT SLICES: Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
IT DICES: (During It Slices) Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
FLEA FLICKER FINISH: (During It Dices) Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
DAGGER TOSS: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
DAGGER STORM: (While in Special Stance) Attack
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
AERIAL VENUS: (While in Special Stance) Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
THROWING VENUS: jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
DAGGER WAVE: (Mid-air OK) A Charge B (Charge for 1-4 seconds)
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
THOUSAND EDGES: (Charge for over 4 seconds)
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o

MILLION EDGES: X

Notes:

- To enter Grant's special stance do a directional special, then do either attack or special attack. As long as you do not make any movement or guard you will be in your special stance until you have thrown five more daggers or thrown his venus (special attack). *Edit* Also if you perform an unblockable while in his special stance, after the unblockable he'll resume his special stance with the same amount of daggers left to throw.

Basic Combos

Neutral Combo x 3, Directional Special
jump B, B, B, AB, AB, AB

Carmilla

Neutral Combo: Attack x 4
Directional Combo: Directional Attack x 3
Jump Combo: jump Attack x 3
??? (Unblockable Guard): L+B
R
Object Action: B+Y

The Pleasure: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
The Pain: (after The Pleasure) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Maiden Pull: (after The Pain) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Sacrifice: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Follow-up: (after Sacrifice) Attack
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Bloody Hell: jump Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Merciless Dance: hold A then B
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
Wicked Game: hold A then jump B
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o

Maiden's Feast: X

Notes:

Basic Combos

Directional Combo x 3, Special, Special, Special
Neutral Combo x 3, jump cancel Attack x 3, jump cancel Special, Neutral Combo x 3

Cornell

Neutral Combo: Attack x 4
Directional Combo: Directional Attack x 2
Jump Attack: jump Attack x 1
??? (Unblockable Guard): L+B
R
Object Action: B+Y

Wind Smash: Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
Invisible Claw: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Assassin's Claw: jump Special
jump cancel: x| unblockable guard cancel: o | subweapon cancel: o
Rampage Mode (+air): hold A then B
jump cancel: x | unblockable guard cancel: x | subweapon cancel: x

Blue Crescent Moon: X

Notes:

- Neutral Combo x 4 when juggled doesn't fully connect on Maria, Eric and Golem
- Has an infinite combo against wall by pressing [Neutral Combo x 2] x n
- Has an infinite combo on Dracula by pressing [Neutral Combo x 2, delayed Special, walk in a bit] x n
- Has an infinite on Dracula in Rage Mode by pressing [Special] x n
- Has an infinite on Dracula in Rage Mode by pressing [Neutral Combo x 1, Special] x n
- Has an infinite on Dracula in Rage Mode by pressing [Directional Combo x 2, Special] x n

Rage Mode:
Neutral Combo: Attack x 3
Directional Combo: Directional Attack x 3
Piercing Howl (+air): hold A then B

Basic Combos

lever B, B, AB, B, B, B, B
lever AB, B, B, AB, B, B, AB

Golem

Neutral Combo: Attack x 3
Directional Attack: Directional Attack x 1
Jump Attack: jump Attack x 1
Thunder Throw (Unblockable Guard): L+B
R
Object Action: B+Y

Shock Punch (Left): Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Shock Punch (Right): (after Shock Punch (Left)) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Shock Charge: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Shock Press: jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
Shock Wave (+air): hold A then B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

Shock Beam: X

Notes:

- Golem can extend the time of his evade. To do so continue to hold the control stick in the direction you wish to move in after evading. If you use the extended evade his hyper gauge is drained slowly as long as you continue to use it. He can attack only out of his extended evade, and jump out of his extended evade. Only his initial evade grants him invulnerability frames.
- During Golem's special attacks, extended evade, and while performing his hyper gains super armor. Super armor means that the character will still take damage, but will not flinch or be stunned and still continue to perform the current action (i.e. hitting him while he's doing is neutral special will still cause damage, but he'll still continue to do his attack and more than likely hit his opponent). Some attacks however, such as attacks that grabs the opponent or hypers, will ignore his super armor.
- Unblockable Guard bypasses damage scaling.

Basic Combos

Neutral Combo x 1, Special, Special
Directional Combo x 1, Special, Unblockable Guard

Initial Impressions:

Well in my opinion Golem isn't really any good and I consider him more of a handicap than anything (might be fun for you if you like a challenge). Basically if you can win with Golem, your opponent pretty much sucks in terms of skills and reactions compared to you. It's like using Dan and beating someone's Ryu in SF IV. His subweapons selection is also considered bad. He is able to use Axe, Poisoned Breath, Gravity Circle, Jagged Earth and Stopwatch. I'm going to cut out Knives and Axes since I consider them a true waste of a subweapon. In my opinion, the best would be Stopwatch (obviously, anyone with a Stopwatch is considered great) or as a backup subweapon, Poisoned Breath (in my opion) although I don't think any subweapon is useful for Golem at all other than Stopwatch. I don't consider Jagged Earth any good considering that you're better off finishing a combo with your normal attacks since it doesn't use up hearts and even though Jagged Earth is made for juggling, Golem is just too slow to connect anything after it. Charged Jagged Earth might be useful due to the fact it surrounds you with spikes for those pesky agility characters running around you. As far as I know, there is only one way to combo into the Stopwatch and that's from a B, AB, Stopwatch. For some odd reason, using a subweapon from that combo makes you use it in the air. What options do you have after the Stopwatch? Hyper. If you don't have a Hyper, then you can do B, AB, stopwatch, lever B, lever B, AB, Unblockable Guard.

Now lets compare Golem to other characters that makes us realize why Golem isn't as good as some people tend to believe. Golem does alot of damage from his combos. While true, other characters can do just as much as him, like Eric. The only difference is that you just have to put in a bit more effort to get that damage from other characters while for Golem, a simple 2-3 hit combo does the same. Golem is slow. Other characters are faster while being able to do as much damage as Golem. Only thing that makes Golem not exactly trash is his roll and jumps which is fast. His Unblockable Guard is also one of the best, considering that it's almost instant (just like Aeon's). This will make opponents to stop underestimating Golem since they will have to react fast enough or else they're gonna get thrown.

In the end, nothing is more humilating than beating your opponent with Golem. It also shows you're at a different level when it comes to skills considering that alot of other characters can do what Golem can do, just better. I wouldn't say Golem is bad, but when compared to others, he is bad. At best, he would be average in terms of tiers.

Shanoa

Neutral Combo: Attack x 2
Directional Combo: Directional Attack x 4
Jump Attack: jump Attack x 1
Union Rapisto (Unblockable Guard): L+B
R
Object Action: B+Y

De Custos: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Sis Custos: (after De Custos) Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Pneuma: DIrectional Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
Ignis: jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
Dominus Odium (+air): hold A then B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

Glyph of Gales: X

Notes:

- Shanoa can extend the time of her evade. To do so continue to hold the control stick in the direction you wish to move in after evading. If you use the extended evade her hyper gauge is drained slowly as long as you continue to use it. She can attack only out of her extended evade, and jump out of her extended evade. Only her initial evade grants her invulnerability frames.
- Directional Combo x 2 staggers allowing Gale Swallow (charged) to combo (only against the wall)
- Dominus Odium (latter hits only) staggers
- Has an infinite on Dracula that works anywhere by pressing [Directional Combo x 2, Directional Special] x n

Basic Combos

Directional Combo x 3, Special, Special
Directional Combo x 2, Directional Special, Directional Combo x 2, Directional Special, Directional Combo x 2, Special, Special

Aeon

Neutral Combo: Attack x 4
Directional Combo: Directional Attack x 3
Jump Attack: jump Attack x 1
??? (Unblockable Guard): L+B
R
Object Action: B+Y

Notes:

- Only Aeon's hyper attack is impossible to avoid if it hits. If it hits, it will hit regardless of which position your opponent is in (evading, on the ground, guarding, etc.) All the other characters' hypers can be guarded. But with a well timed hyper, it is possible to avoid his hyper attack.

Basic Combos

Directional Combo x 3, jump cancel Attack, Special (air)
Directional Combo x 3, jump cancel Attack, Neutral Combo x 3

Death

Neutral Combo: Attack x 3
Lever Input Combo: Directional Attack x 3
Jump Combo: jump Attack x 3
??? (Unblockable Guard): L+B
R
Object Action: B+Y

Spinning Scythe: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
The Reaping: (after Spinning Scythe) Special
jump cancel: o | unblockable guard cancel: x | subweapon cancel: o
Twin Sickles: DIrectional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Corpse Hunt: jump Special
jump cancel: o | unblockable guard cancel: o | subweapon cancel: o
Orb of Gehenna (+air): hold A then B
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o

The Gates of Hell: X

Notes:

- Death can fly by evading while jumping until his hyper guage is depleted.
- Able to extend and control his Spinning Scythe by holding the button down and controling the direction.

Basic Combos

Directional COmbo x 3, jump cancel Attack x 3, jump cancel Special
Special,Special, Neutral Combo x 2, jump cancel Attack x 3

Dracula

Neutral Combo: Attack x 2
Directional Attack: Directional Attack x 1
Jump Combo: jump Attack x 3
Dark Blaze (Unblockable Guard): L+B
R
Object Action: B+Y

Dark Void: Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Dark Inferno: Directional Special
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o
Dark Inferno (air version): jump Special
jump cancel: x | unblockable guard cancel: x | subweapon cancel: o
Demonic Cleansing (+air): hold A then B
jump cancel: x | unblockable guard cancel: o | subweapon cancel: o

Demonic Meggido: X

Notes:

- Jumping drains hyper guage.
- Can be comboed by opponent after being hit from a hyper attack.

Basic Combos

Special, Directional Combo x 1
Neutral Combo x 2, Unblockable Guard, Directional Combo x 1

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