Act Cadenza Strife Wiki
Advertisement
This page covers facts and in-depth game usage of the character, Judith. For a comprehensive reference list of in-game commands, see Command List: Judith.
Judith

Judith using Rakugetsusou.

Judith (ジュディス Judisu) is the second of two playable characters from Tales of Vesperia. Judith is a mature and bold (especially so because of her choice of clothing) member of the Kritya tribe. She often flirts with Yuri Lowell and the rest of the male members from Tales of Vesperia.

Judith wields a spear during battle and excels in aerial combat. She can easily perform long and wild aerobatic combos using her vast arsenal of aerial artes in conjunction with Jump Cancels and Dash Cancels. All of her stats are also considered above average as compared to other ACS characters.

This character is not very easy to use so she is recommended for intermediate and veteran players.

Character Facts[]

  • 500 HP.
    Judith vs Alexei

    A secret stage only accessible on the 3rd round when Judith faces Alexei.

  • She has three victory poses.
  • Judith enters the battle by droping from the air similar to that of Guy Cecil.
  • She is one of the three ACS characters that wields a spear in battle aside from Eugene Gallardo and Jade Curtiss.
  • Judith is the only character in ACS that can use a Triple Jump.
  • Judith is the only character in ACS that can use a Jump Cancel (JC) to extend her combo.
  • Judith is one of the few characters in ACS that can perform a Quick Drop.
  • Judith is one of the few ACS characters that can enter Overlimit while in the air, but only during a combo.
  • Most of Judith's artes include a moon-based or lightning-based theme.
  • During Judith's battle with Yuri Lowell, the two talk before they battle.
  • Judith's Support Artes allow her to seek help from Rita Mordio and Raven from Tales of Vesperia in battle.
  • On her Story Mode Hard difficulty, she will battle on a secret stage against Alexei Dinoia if she makes it on the 3rd round.

General Tips & Usage[]

  • Judith is an airbased rushdown character. Only problem is that air control in ACS is not as valuable as it would be in other games. Because of that, Judith's place in the game is very awkward, as some of her most defining qualities are just not very useful. However, she still manages to be a very powerful character for her damage output. If you learn the Beginner's Instant Kill Combo, you can probably win a match in just two or three combos. To top it all off, if you choose to, you can make the combo unbreakable via Overlimit by keeping your opponent in the sky with her elaborate air combos. Other than that, Jump Cancel can potentially make it fairly confusing on a blocking opponent if you're creative enough, and if needed, you can space with Gekkou Karasu and Sengetsujin.
  • Her main flaws include escaping pressure and keeping herself safe after getting your attacks blocked. She doesn't have many moves with a Fast TTS and large hitbox, making it difficult for her to escape relentless characters like Shing Meteoryte or Rid Hershel. Preventing yourself from getting punished after a blocked attack is a bit of an ordeal and often unreliable. Judith is one of the hardest characters to learn, but she's very fun and potentially rewarding; just be prepared to practice a lot.
  • Judith has excellent jumping height, above average movement speed, dash length, damage output and an average HP.
  • Judith has an average to above average defense against Guard Break.
  • Judith receives 10% & 20% more damage from Fire & Earth Elemental attacks respectively.and 10% & 20% less damage from Wind & Water Elemental attacks respectively (Please refer to this page for more information on ACS Elements).
  • Judith can perform all the basic movements in ACS.
    • Additionally, Judith can perform a Quick Drop by pressing ↓↓ while in mid-air to immediately descend to the ground. This move has a moderate delay after use.
    • She can also use her Quick Drop while executing an arte in mid-air to cancel it. This move is known as her Quick Drop Cancel (QDC). Using this would immediately end the combo.
    • Judith can perform a Triple Jump instead of the regular Double Jump which most ACS characters have.
    • Judith's High Jump is one of the highest in the game. She can also use her Double Jump after a High Jump.
    • Judith's air dashes sends her either straight forward or backward.
    • Judith's Forward Step and Backward Leap have above average length and speed allowing her to easily evade some ground-based spells.
  • Judith has two basic ground melee attacks (A and B) and one riser attack (C then tap ↑). She also has three basic aerial attacks (A, B and C).
    • Pressing A after her A ground melee attack makes Judith perform her B ground melee attack.
    • Her B ground melee attack kicks an enemy in mid-air. Judith also becomes airborne, allowing her to initiate aerial combos.
    • Her A and B aerial melee attacks can be comboed for up to 3 hits. Pressing A repeatedly in mid-air for 3 times also produces the same effect.
    • Her C aerial melee attack immediately disables enemies upon hit.
    • Her A ground melee has great horizontal range, but her B ground melee attack will miss if her A ground melee attack hits at its tip, or near its tip. So, use her C ground melee attack instead.
  • Judith can use her Overlimit whilst in mid-air during a combo.
  • Judith's Overlimit Blast sends an enemy straight upward.
  • Unleashing Overlimit while Judith is being attacked cuts its duration by 1/2.
  • Most of Judith's aerial artes and some ground artes that leave Judith in mid-air can be canceled by doing a forward air dash just before the arte has been fully executed. This move is known as Dash Cancel (DC).
    • Judith resets her chain order after performing a Dash Cancel. This allows her to extend the combo further.
    • Judith can only use one (1) Dash Cancel per combo.
    • She can use her Dash Cancel again after the combo ends or if she unleashes her Overlimit.
    • During Overlimit Lv1, Judith can use two (2) Dash Cancels per combo.
      • She can combine this with her default one (1) Dash Cancel, allowing her to use three (3) Dash Cancels in a single combo.
      • Using two Overlimit Lv1 in a single combo allows her two use a maximum of five (5) Dash Cancels in a single combo.
    • During Overlimit Lv2, Judith can use an infinite number Dash Cancels for until the duration of Overlimit ends.
      • Once the duration of Overlimit Lv2 ends during the combo, she is allowed to use two (2) more Dash Cancels for that specific combo only.
  • Most of Judith's artes whether used on the ground or in mid-air can be canceled by performing a jump just before the arte has been fully executed. This move is known as Jump Cancel (JC).
    • Holding ↑ while an arte is being executed allows you to use Jump Cancel easier.
    • Judith resets her chain order after performing a Jump Cancel. This allows her to extend the combo further.
    • Judith can only use two (2) Jump Cancels per combo. The number of Jump Cancels she can perform is somehow affected by the number of jumps (Double and Triple Jump) she uses before executing an arte in mid-air.
    • She can use her Jump Cancel again after the combo ends or if she unleashes her Overlimit.
    • During Overlimit Lv1, Judith can use three (3) Jump Cancels per combo.
      • She can combine this with her default two (2) Jump Cancels, allowing her to use five (5) Jump Cancels in a single combo.
      • Using two Overlimit Lv1 in a single combo allows her two use a maximum of eight (8) Jump Cancels in a single combo.
    • During Overlimit Lv2, Judith can use an infinite number Jump Cancels for until the duration of Overlimit ends.
      • Once the duration of Overlimit Lv2 ends during the combo, she is allowed to use two (2) more Jump Cancels for that specific combo only.
    • Using Jump Cancel consecutively in a single combo costs Judith a very small amount of TP.
      • Normally, only the 2nd Jump Cancel has the TP cost.
      • During Overlimit Lv1, the 1st and 3rd Jump Cancels will have TP costs.
      • During Overlimit Lv2, all Jump Cancels will have TP costs.
  • Refer to Judith's Beginner's Instant Kill Combo for a simulation on how to use Jump and Dash Cancels.
  • All of Judith's artes (other than her Mystic artes) power drastically decreases as the combo counter increases.
  • Judith's chain order comprises of:
    • Melee > Base > Altered > Arcane > Burst > Mystic
    • Judith can perform a Dash Cancel (DC) while executing Melee or a Base, Altered, and Arcane to reset the chain back to Melee.
      • Normally, you can only use Dash Cancel once per combo but there are many ways to reset this and allow Judith to use it more than once such as using Overlimit during mid-combo.
      • During Overlimit Lv1, Judith can normally use Dash Cancel twice (2) per combo.
      • During Overlimit Lv2, Judith can use an infinite number Dash Cancels.
    • Judith can also perform two (2) Jump Cancels (JC) while executing Melee or a Base, Altered, and Arcane to reset the chain back to Melee.
      • Normally, you can only use Jump Cancel two (2) times per combo but there are many ways to reset this and allow Judith to use it more than twice such as using Overlimit during mid-combo.
      • During Overlimit Lv1, Judith can normally use Jump Cancel three (3) times per combo.
      • During Overlimit Lv2, Judith can use an infinite number Jump Cancels.
      • Not all artes are Jump Cancel-able.
    • Judith can also use her Quick Drop to cancel a Melee or a Base, Altered, and Arcane. Using Quick Drop Cancel (QDC) will end the chain.

Shortcuts[]

Command Ground & Air
F Overlimit Lv1
← F Rita Mordio: Fire Ball
→ F Rita Mordio: Gold Cats
↑ F Raven: Midori no Setsuna
↓ F Overlimit Lv2

Base Artes[]

All artes can be used in mid-air and are Dash & Jump Cancelable unless otherwise stated.


  • Tengetsusen (Crescent Moon)
    ACS_Judith_Arte_Exhibition_(v.5.505b)_COMPLETE

    ACS Judith Arte Exhibition (v.5.505b) COMPLETE

    Judith's Arte Exhibition by Kratos1991.

    • Judith tackles an enemy and slashes them into the air, forming a crescent moon.
    • A Dash or Jump Cancel can be easily connected to this arte.
    • One of Judith's easiest arte to combo to an Altered or an Arcane.
    • Can pick up enemies lying on the ground.
    • TTS is Very Fast. TTL is Average.
  • Getsuga (Luna Fang)
    • Judith jumps into the air, and stabs at the enemy towards the ground.
    • Range is 25% of the screen's length.
    • If used in mid-air, she will immediately stab downwards.
    • If Judith hits the enemy, she'll rebound into the air.
    • Using a Dash or Jump Cancel after this arte is not advised unless you want to escape from the enemy.
    • Ideally connected to Getsuga Taka to continue the combo.
    • Can pick up enemies lying on the ground.
    • If used near the enemy on the ground, Judith will end up on the other side. 
    • TTS is Average if used in mid-air and Slow if used on the ground. TTL is Average.
  • Houshuugetsu (Moonlight Havoc)
    • Judith kicks the enemy upward, followed by another kicks the enemy to the ground.
    • The second kick will knock down and disable enemies when the combo counter exceeds 15 hits.
    • Can be easily comboed to other artes when the combo count is still below 16 hits.
    • Using a Dash or Jump Cancel after this arte is not advised.
    • Can pick up enemies lying on the ground.
    • TTS is Fast. TTL is Average but becomes Very Short if the combo counter exceeds 15 hits.
  • Getsueijin (New Moon Blade)
    • Judith stabs forward.
    • Range is about 50% of the screen's length.
    • Dark Elemental.
    • After the stab, Press A for an additional hit (Ground only). This hit will knock the enemy upward and backward at the same time.
    • A good arte that is primarily used to get closer to the enemy.
    • A Dash Cancel can be easily connected to this arte. Using a Jump Cancel after this arte is not recommended.
    • TTS is Fast. TTL is Average.
  • Kogetsusen (Crescent Strike)
    • Judith slashes the enemy, creating a moon sigil, which is sliced into two by a second slash.
    • Only usable on the ground.
    • Hold → while using this arte to switch sides with the enemy.
      • Very useful for non-wall and side switching combos to confuse the enemy.
      • Can also be used to remove an enemy from being cornered against a wall. This does not work on all enemies (due to the differences in hit box sizes of all characters).
      • Just before Judith switches sides with the enemy, you can use Rita Mordio: Fire Ball and link it with the current chain so long as the combo counter does not exceed 10 hits. The perfect timing to press → F (instead of ← F) when Judith is about to slash the moon sigil in half.
    • Cannot be Dash Canceled. Using a Jump Cancel after this arte is possible but not advised.
    • Can pick up enemies lying on the ground.
    • TTS is Average. TTL is Average.
  • Kisaragi (Luna Rise)
    • Judith kicks the enemy into the air and unleashes four spinning slices.
    • When used in the air, there is no kick. The last hit will knock down and disable enemies if used on the ground.
      • If you press B on the last hit, the enemy will be tossed upward instead and won't be disabled.
    • This attack retains you current magnitude of horizontal movement. That is, you can use this when standing still to remain roughly in the same position, while jumping forward or backward to continue in that direction.
      • With this mechanic in place, using Kisaragi while executing a Forward Leap is a great way to surprise enemies.
    • This arte gives the player ample of time to input the next command.
    • Can be easily Jump Canceled if used in mid-air. Using a Dash Cancel after this arte is possible but not advised.
    • TTS is Fast. TTL is Average if used in mid-air and Very Short if used on the ground.
  • Zangetsu (Dawn Moon)
    • Judith jumps into the air, and charges toward the ground at an angle, then back into the air.
    • Range is about 60% of the screen's length.
    • Judith will immediately charge towards the ground if this arte is used in mid-air.
    • A good arte to use for dive attacks that can be connected Samidare Tsubame to continue the combo. The timing is to wait for the enemy to touch the ground.
    • Judith will become vulnerable to attacks if this arte is blocked. Make sure to use this arte only if you think the enemy won't be able to block it.
    • Using this arte while standing to close to the enemy will make Judith miss. Ideally, this arte is used while in mid range from the enemy.
    • Using a Dash or Jump Cancel after this arte is not advised unless you want to escape from the enemy.
    • Can pick up enemies lying on the ground.
    • TTS is Average if used in mid-air and Slow if used on the ground. TTL is Average.
  • Sengetsujin
    • Judith does a quick slash around her, hitting enemies into the air and away.
    • With good timing, this can be followed up with a Forward Leap and Kisaragi.
    • Moderate knockback effect.
    • If used on an enemy against a wall, you can reset the combo back to Melee (Melee Attack C to be exact) or use selected Base artes (e.g. Tengetsusen, Kogetsusen, Hiengekka) so long as the combo counter does not exceed 10 hits (for Melee only).
    • Can be easily Dash Canceled. Using a Jump Cancel after this arte is possible but not recommended.
    • As the combo count increases, so does the delay after use of this arte.
    • TTS is Average. TTL is Long.
  • Shingetsureppa (Moonlight Blast)
    • Judith faces away from the enemy and rams them with the hilt of her spear.
    • When used in mid-air, press → or ↓ C for an extra hit.
      • The extra hit will disable the enemy.
    • Can be easily Dash Canceled. Using a Jump Cancel after this arte is possible but not recommended.
    • TTS is Average. TTL is Average.
  • Rangetsu (Luna Storm)
    • Judith slashes at the enemy creating a vortex of wind.
    • Wind Elemental.
    • Cannot be used in mid-air.
    • Slow start-up but has good power.
    • Cannot be Dash Canceled. Using Jump Cancel is also not recommended.
    • Has a moderate delay after use.
    • TTS is Slow. TTL is Long.
  • Sengetsu (Piercing Moon)
    • Judith stabs the enemy upward, lifting them far off the ground.
    • Very good air combo starter.
    • A Jump Cancel can be easily connected after this arte. Using Dash Cancels are not recommended.
    • TTS is Fast. TTL is Average.
  • Hiengekka (Moonlight Talon)
    • Judith slashes the enemy into the air, forming a blue crescent.
    • An excellent air combo starter.
    • Good power and also has only 1 hit, making it a good arte to use for long combos.
    • Can pick up enemies lying on the ground.
    • A Dash or Jump Cancel can be easily connected to this arte.
    • TTS is Fast. TTL is Average.
  • Samidare (Sword Rain: Sigma) or (Hell Rush)
    • Judith slashes the enemy three times, rising into the air on the third.
    • Very good for filling combos and increasing the hit count.
    • Can pick up enemies lying on the ground.
    • A Dash or Jump Cancel can be easily connected to this arte.
    • TTS is Fast. TTL is Short.

Altered Artes[]

All artes can be used in mid-air and are Dash & Jump Cancelable unless otherwise stated.


  • Getsuga Taka (Luna Talon)
    • Judith jumps into the air, and falls to the ground, hitting the enemy.
    • Can be Dash or Jump Cancelled but it will not hit the enemy.
    • Range is 20% of the screen's length.
    • If used in mid-air, you can execute any of Rita Mordio's Support Artes and link it with the current chain so long as the combo counter does not exceed 10 hits. The perfect timing to input the command is to treat Getsuga Taka and the support arte as if they are one arte command.
    • If used on the ground, an enemy with a hidden penetrate status can be staggered.
    • Can pick up enemies lying on the ground.
    • TTS is Average if used on the ground and Fast if used in mid-air. TTL is Average.
  • Hien Rengekka (Moonlight Drop)
    • Judith slashes at the enemy three times, knocking them to the ground.
    • The last hit causes the disabled status effect.
    • You can cancel the last hit by using an Arcane arte, a Jump or Dash Cancel just before it lands.
    • A Jump Cancel can be easily connected after this arte. A Dash Cancel can be used but it is recommnded to corner the enemy against a wall first before doing so.
    • TTS is Fast. TTL is Short (2nd hit) and Non-existent (3rd hit).
  • Rangetsu Tsubame (Raging Luna Storm)
    • Judith slashes at the enemy creating a vortex of wind which pushes the enemy back.
    • Wind Elemental.
    • Cannot be used in the air.
    • Hold ↓ to move the vortex along the ground/horizontally.
    • Using Jump Cancel after this arte is not recommended. A Dash Cancel can be easily linked after this arte.
    • Can pick up enemies lying on the ground.
    • TTS is Slow. TTL is Average.
  • Engetsu Tonbi (Rising Luna Rondo)
    • Judith spins around, hitting the enemy twice with blades of wind followed by a final burst of wind.
    • Costs TP.
    • Press and hold ↓ to knock the enemy down to the ground and disable them.
    • A Jump Cancel can be easily connected after this arte. A Dash Cancel can be used but it is recommnded to corner the enemy against a wall first before doing so.
    • Can pick up enemies lying on the ground.
    • TTS is Fast. TTL is Average.
  • Tenraisougetsu (Thunder Moon)
    • Judith jumps forward, slamming her spear against the ground, which lightning strikes.
    • Wind Elemental.
    • Costs TP.
    • An extra hit is added if used in the air.
    • Conntecting an Arcane after this arte is difficult.
    • A Jump Cancel can be easily connected if this arte is used in mid-air. Using Dash Cancel is not recommended.
    • TTS is Fast. TTL is Short.
  • Geppa Shidenkyaku (Luna Storm)
    • With an electrified spear Judith jumps into the air, and charges toward the ground at an angle.
    • Range is 50% of the screen's length.
    • Costs TP.
    • Wind Elemental.
    • Mainly a stand alone arte since Arcane artes, Jump and Dash Cancels cannot be easily connected after this arte.
    • TTS is Average if used in mid-air and Slow if used on the ground. TTL is Short.
  • Getsueisenjin
    • Judith unleashes a very powerful thrust.
    • Range is 60% of the screen's length.
    • Earth Elemental.
    • Cannot be used in the air.
    • Always inflicts Guard Break.
    • Not Dash Cancellable. A Jump Cancel is also difficult to connect after this arte.
    • Doesn't combo well because of Slow TTS. The only Base artes that can be linked to this on are Rangetsu and Sengetsujin.
    • TTS is Slow. TTL is Average.
  • Zangetsu Hayabusa
    • Judith jumps into the air, charges toward the ground at an angle and slashes the enemy away.
    • Range is 60% of the screen's length.
    • The last hit knocks enemies back and disables them.
    • Depending on Judith's distance from the enemy, she may land on the opposite side of the enemy before turning around and slashing.
    • Not Dash Cancellable. Jump Cancel can be used but is not recommended.
    • Good for ending combos.
    • If used in mid-air, you can execute any of Judith's Support Artes and link it with the current chain so long as the combo counter does not exceed 10 hits. The perfect timing to input the command for the support arte is when Judith touches the ground.
    • TTS is Fast if used in mid-air and Average if used on the ground. TTL is Non-existent.
  • Samidare Tsubame (Winged Sword Rain: Sigma)
    • Judith slashes the enemy three times followed by a very powerful thrust.
    • Range is roughly 50-75% of the screen's length.
    • This arte is very easy to chain to other artes as well as Jump and Dash Cancels.
    • Can pick up enemies lying on the ground.
    • Has a moderate delay if not connected to an Arcane or higher.
    • TTS is Average. TTL is Long.
  • Gekkou Karasu
    • Judith jumps into the air and throws her spear at the ground, followed by a fiery explosion.
    • Range is 80% of the screen's length.
    • Costs TP.
    • The execution of this arte is faster during Overlimit.
    • This arte can be spamed if connected to Jump Cancels. Dash Cancel can affect your aim so using this is not recommended.
    • TTS is Average normally and Fast during Overlimit. TTL is Short.

Arcane Artes[]

All artes can be used in mid-air and are Dash & Jump Cancelable unless otherwise stated.


  • Fuugetsu (Luna Gale)
    • Judith does a handstand and spins upward kicking out to either side.
    • Cannot be used in the air.
    • Good for starting ground to aerial combos.
    • Using Jump Cancel after this arte is recommended. Only use Dash Cancel when the enemy is cornered against a wall.
    • TTS is Average. TTL is Average.
  • Gekka Tenshoujin (Luna Ascendant)
    • Judith charges across the screen, stabbing the enemy, followed by a crescent shaped slash.
    • Range is about 75% of the screen's length.
    • Cannot be used in the air.
    • One of the better arcane artes that can be used on the ground. Can be easily connected from other ground artes.
    • Can be easily linked to a Dash Cancel but a little difficult to chain to a Jump Cancel.
    • TTS is Fast. TTL is Average.
  • Engetsu (Luna Rondo)
    • Judith spins around, hitting the enemy twice with blades of wind.
    • One of the better arcane artes that can be used. Can be easily connected from other artes.
    • A Jump Cancel can be easily connected after this arte. A Dash Cancel can only be connected properly if the enemy is cornered against a wall.
    • Wind Elemental.
    • TTS is Fast. TTL is Average.
  • Hien Houshuugetsu (Rising Moonlight Havoc)
    • Judith slashes the enemy twice into the air, followed by two kicks which knocks them to the ground.
    • During Overlimit, an additional hit (a shockwave) is added.
    • The last hit disables enemies.
    • Using Jump and Dash Cancel after this arte is possible but not recommended.
    • TTS is Fast. TTL is Very Short.
  • Gekkou (Moonbeam)
    • Judith teleports above the enemy and throws her spear to the ground.
    • Has a long delay after use since Judith will teleport back to her original position after throwing her spear.
    • You can cancel the long delay after use by performing a Quick Drop.
    • You can spam this arte by chaining it to Jump and Dash Cancels.
    • This is Judith's primary long range attack.
    • You can also use this arte to evade selected ground based spells by floating in the air. You can extend the float by chaining this arte to Jump and Dash Cancels.
    • Range is 100% of the screen's length.
    • TTS is Slow. TTL is Average.
  • Shoubu Sougetsusen (Luna Crush)
    • Judith jumps into the air and propells a burst of energy at the ground, knocking the enemy down.
    • Not very good for combos because of its long delay after use.
    • Primarily a combo finisher since it disables enemies.
    • Using Jump and Dash Cancel after this arte is possible but not recommended.
    • TTS is Average. TTL is Very Short.
  • Raijin Getsueika (Thunder Moon Rising)
    • Judith does a handstand and spins upward kicking out to either side, followed by a lightning strike.
    • Wind Elemental.
    • Not very good for combos because of its long delay after use.
    • Cannot be used in the air.
    • Can only be linked to Jump and Dash Cancels if the enemy is cornered against a wall.
    • TTS is Average. TTL is Short.
  • Geppa Tsuijinkyaku (Luna Havoc)
    • Judith jumps into the air and charges towards the ground.
    • Range is 100% of the screen's length.
    • You can chain this arte to Tengetsusen afterwards so long as the combo counter does not exceed 3 hits.
    • Very good for ending combos but is considered as a good combo starter.
    • Can be used to deplete an enemy's marked or hidden penetrate counters. It can also sometimes stagger an opponent having the penetrate status effect.
    • Cannot be chained to Jump and Dash Cancels.
    • TTS is Average. TTL is Long if below 3 hits and becomes Average afterwards.
  • Gessenkou (Moon Glare)
    • Judith slashes the enemy twice, placing a lunar sigil over them. A final upward thrust slices it in two.
    • Light Elemental.
    • Ideally used in mid-air and chained to a Dash Cancel.
    • A Jump Cancel can be used after this arte but is not recommended.
    • When in the air, two extra hits are added.
    • TTS is Fast. TTL is Short.
  • Rakugetsusou (Sundering Moon)
    • Judith seals the enemy with a lunar sigil and shatters it to pieces with a smash from her lance.
    • The enemy will be disabled after this arte.
    • Cannot be used in the air.
    • Cannot be chained to Jump and Dash Cancels.
    • Unguardable.
    • Can staggers opponents having the penetrate status effect.
    • TTS is Slow. TTL is Very Short.

Support Artes[]

  • Fire Ball
    • Rita Mordio comes to Judith's aid, casting multiple balls of fire to fly at the enemy.
    • Rita can summon a random number of fireballs, from one to ten.
    • Can be linked from Kogetsusen, Getsuga Taka and Zangetsu Hayabusa so long as the combo counter does not exceed 9 hits.
    • TTS is Slow. TTL is Long.
  • Gold Cats (Gold Cat)
    • Rita Mordio comes to Judith's aid, summoning a huge golden cat statue to fall on the enemy.
    • On occasion, Rita will reduce her casting time to zero.
    • Can be linked from Getsuga Taka and Zangetsu Hayabusa so long as the combo counter does not exceed 9 hits.
    • TTS is Slow. TTL is Long.
  • Midori no Setsuna (Cyan Instant)
    • Raven comes to Judith's aid and shoots seven arrows, in all directions.
    • If Raven is standing slightly before the enemy (before he steps forward) the enemy can be hit four times, totalling 68 damage.
    • Can be linked from Zangetsu Hayabusa so long as the combo counter does not exceed 9 hits.
    • TTS is Slow. TTL is Long.

Burst Artes[]

  • Fuujin Shougekka (Ashen Moonlight)
    • Judith charges the enemy, trapping them in a sphere of light which shortly after explodes, throwwing the enemy to the ground.
    • Certain attacks cannot link properly (ie. Houshuugetsu)
    • Judith must be in Overlimit and requires a combo of at least two hits.
    • The power of this arte decreases as the combo count increases.
    • You can continue the combo after this arte by unleashing Overlimit again. Judith will be facing the opposite direction, making it difficult to continue the combo.
    • TTS is Very Fast. TTL is Very Short.

Mystic Artes[]

  • Kouka Gesshousen (Radiant Moonlight)
    • Judith jumps into the air, striking the enemy with lighting and imbuing her spear with electricity. She completes the attacks with a final slash.
    • Requires TP and a combo of at least two hits.
    • Deals 155 damage in 12 hits.
    • Holding either → or ↑ will change the original cut-in.
    • TTS is Instant. TTL is Non-existent.
  • Haou Rougetsusou
    • Judith slashes at the enemy multiple times before envelopping them in a sphere of light. Jumping back, Judith imbues her spear with electrical energy, transforming it, and and throws it at the enemy bursting the sphere of light.
    • Requires TP and needs to be used after a Burst Arte.
    • Deals 211 damage in 16 hits.
    • TTS is Instant. TTL is Non-existent.

Advanced Tips & Combos[]

Battle Strategy[]

General Use Combos[]

Basic Combos[]

  • Melee (A) > Tengetsusen > Dash Cancel > Melee (A) > Melee (B) > Sengetsu > Tenraisougetsu
    • Quick Input Version:
    • A > ↓ A > Dash Cancel > A > A/B > ↓ D > ↓ ← → D
    • Deals 69 damage in 10 hits.
    • Requires a little TP.
  • Melee (A) > Tengetsusen > Dash Cancel > Melee (A) > [Note 1] Getsueijin > [Note 2] Getsueisenjin > Raijin Getsueika [Note 3]
    • Quick Input Version:
    • A > ↓ A > Dash Cancel > A > ← → A > → ← → B > → ← → D (A)
    • Notes:
      • 1) Wait until you land before using Getsueijin.
      • 2) Input the command for Getsueisenjin very quickly.
      • 3) Press A after the attack to add another hit.
    • Deals 106 damage in 11 hits.
    • Requires TP

Beginner's Instant Kill Combo []

  • Getsueijin > Samidare Tsubame > Engetsu > Jump Cancel [Note 1] > ( Aerial Attack A X3 > { Kisaragi or Kogetsusen [Note 2] } > Samidare Tsubame [Note 3] > { Engetsu or Gekka Tenshoujin [Note 4] } > { Jump Cancel or Dash Cancel or Overlimit Lv1 [Note 5] } ) X Until you run out of Jump Cancels, Dash Cancels and Overlimit > Fuujin Shougekka [Note 6] > Haou Rougetsusou
  • Quick Input Version:
  • ← → A > ← ↓ → D > ↓ ← D > ↑ > ( A > A > A > { ↓ ← B or ↓ → B } > ← ↓ → D > { ↓ ← D or ↓ ← → A } > { ↑ or → → or F } ) X Until JC, DC and OVL is exhausted > D > ↑ E
  • Total Hits = 180 to 198. Damage instantly kills Kakashi Scarecrow (HP 500).
    • Requirements & Notes:
      • Full TP, Overlimit Gauge set at Lv2.
        Tales_of_ACS_v5.503_Judith_Instant_Kill_Combo_1_(198_Hits)

        Tales of ACS v5.503 Judith Instant Kill Combo 1 (198 Hits)

        Judith performing a repetitive combo while connecting them together using Jump and Dash Cancels.

      • Note 1: It's easier to use Jump Cancel if you hold ↑ while the Judith executes an arte. Be ready to press A to attack, this might require you some practice if your new at using Judith.
      • Note 2: You have the choice of using Kisaragi or Kogetsusen here. Both artes work fine.
        • For Kisaragi, don't use it to fast or too slow as you might either allow the enemy to air-tech or end up using Kisaragi on the ground and disabling the enemy. For beginner's, Kisaragi is the better arte to use since it gives you ample of time to input Samidare Tsubame.
        • For Kogetsusen, press the command just as Judith touches the ground. You can also input the command before she to touch the ground but not too early or it will fail. This is recommended for intermediate and veteran players since Kogetsusen allows you to switch sides with the enemy if → is held while the arte is being executed.
      • Note 3: Wait for the enemy to touch the ground before using Samidare Tsubame.
      • Note 4: You have the choice of using Engetsu or Gekka Tenshoujin here. On which arte to use depends on the following:
        • Use Engetsu if your going to extend the combo using a Jump Cancel.
        • Use Gekka Tenshoujin if your going to extend the combo using either a Dash Cancel or Overlimit Lv1.
      • Note 5: The move you will use here depends on what arte was previously used. See Note 3 for more details. If your using Overlimit Lv1, you have to use a Dash Cancel before attacking the enemy with Judith's basic 3-hit Aerial Attack A combo.
      • Note 6: You can only use Fuujin Shougekka during Overlimit status only. Press D just about the end of Judith's Overlimit. Also as a side not, you don't need to be in Overlimit to use Haou Rougetsusou.
  • A very easy Judith instant kill combo made for illustrating the use of Jump Cancels and Dash Cancels.
  • Contributed by: Minarie 13:45, October 4, 2011 (UTC)

Rita Judith Instant Kill Combo[]

  • Melee Attack A X3 > Kogetsusen [Note 1] > Engetsu > Jump Cancel [Note 2] > Melee Attack A X1 > Kogetsusen [Note 1] > Rita Mordio: Fire Ball [Note 3] > Samidare > Samidare Tsubame > Engetsu > Jump Cancel [Note 2] > Melee Attack X3 > Kogetsusen [Note 1] > Samidare Tsubame > Engetsu > Jump Cancel [Note 2] > Melee Attack X3 > Kogetsusen [Note 1] > Samidare Tsubame > Gekka Tenshoujin > Dash Cancel > Melee Attack X3 > Kogetsusen [Note 1] > Samidare Tsubame > Gekka Tenshoujin > Overlimit Lv1 > Dash Cancel > Melee Attack X3 > Hiengekka [Note 4] > Samidare Tsubame > Engetsu > Jump Cancel [Note 2] > Melee Attack X3 > Hiengekka [Note 4] > Samidare Tsubame > Shoubu Sougetsusen > Fuujin Shougekka [Note 5] > Haou Rougetsusou
  • Quick Input Version:
  • A > A > A > ↓ → B + Hold → > ↓ ← D > ↑ > A > ↓ → B + Hold → > → F > ← ↓ → B > ← ↓ → D > ↓ ← D > ↑ > A > A > A > ↓ → B + Hold → > ← ↓ → D > ↓ ← D > ↑ > A > A > A > ↓ → B + Hold → > ← ↓ → D > ↓ ← → A > → → > A > A > A > ↓ → B + Hold → > ← ↓ → D > ↓ ← → A > F > A > A > A > ↓ → C > ← ↓ → D > ↓ ← D > ↑ > A > A > A > ↓ → C > ← ↓ → D > ↓ ← → C > D > ↑ E
  • Total Hits 120. Damage instantly kills Kakashi Scarecrow (500 HP).
    Tales_of_ACS_v5.503_Judith_Instant_Kill_Combo_2_(120_Hits)

    Tales of ACS v5.503 Judith Instant Kill Combo 2 (120 Hits)

    Judith and Rita's 120 hit combo.

    • Requirements & Notes:
      • 85% TP; Overlimit Gauge Lv1 or above.
      • Note 1: Use Kogetsusen after the enemy lands on the ground. Press and hold → to side switch with the enemy. Don't forget that the commands for → and ← will reverse.
      • Note 2: It is easier to use Jump Cancel if you press and hold ↑ while an arte is being executed.
      • Note 3: The timing here is a little tricky. Press → F in just before Judith slashes the moon from Kogetsusen. The real command for Rita's Fireball is ← F but since you will switch sides with the enemy after Kogetsusen, press → F instead. You can also spam the command but you might end up unleashing Judith's Overlimit as well. Lastly, the number of fire balls that Rita should use must be more than 2 but less than 10 to continue the combo.
      • Note 4: Wait for the enemy to land on the ground before using Hiengekka.
      • Note 5: You can only use Fuujin Shougekka during Overlimit status only. Press D just about the end of Judith's Overlimit. Also as a side not, you don't need to be in Overlimit to use Haou Rougetsusou.
  • Another Judith instant kill combo demonstrating how to use cameo support artes to reset her Jump Cancel count.
  • You can no longer use cameo support artes when the combo counter exceeds 10 hits. Also, there are only a few selected artes that can be used to link with Judith's cameo support artes.
  • Contributed by: Minarie 01:27, October 22, 2011 (UTC)

Highest Combo[]

Story Mode[]

Judith has a total of 6 Story Modes, ranging from Easy to Unknown 2. Note that all modes including and preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Modes after Hard feature opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated. However, A portion of your HP is refunded whenever an opponent is defeated in Mania Mode.

Easy[]

Mary Agent
Collet Brunel
Kohak Hearts
Shizel

Normal[]

Lloyd Irving
Luke fone Fabre
Eugene Gallardo
Yuris

Hard[]

Presea Combatir
Rid Hershel
Yuri Lowell
Shizel (2 Rounds)
Alexei Dinoia (2 Rounds, Only upon defeat of Shizel with a 2-0 record)

Mania[]

Dhaos
Shizel (Upon defeat of Dhaos)
Barbatos Goetia (Upon defeat of Shizel)
Kratos (Upon defeat of Barbatos Goetia)

Unknown[]

Dhaos
Shizel (Upon defeat of Dhaos)
Barbatos Goetia (Upon defeat of Shizel)
Kratos Aurion (Upon defeat of Barbatos Goetia)
Alexei Dinoia (Upon defeat of Kratos Aurion)

Unknown 2[]

Hugo Gilchrist
Gelda Nebilim (Upon defeat of Hugo Gilchrist)
Mithos Yggdrasill (? seconds after defeating Hugo Gilchrist)
?????

Cut-Ins[]

In ACS, Judith has four cut-ins.

  1. Tales of Vesperia
  2. Tales of VS.
  3. Tales of the World: Radiant Mythology 3
  4. Tales of Vesperia (PS3)
Advertisement