JoJo's Bizarre Adventure: Heritage for the Future/Mariah/Movelist: Difference between revisions
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|image=Mariahj.ab.png | |image=Mariahj.ab.png | ||
|image2=Mariahj.ab.gif | |image2=Mariahj.ab.gif | ||
|caption= | |caption= Don't be deceived, it's not the knife that does damage, it's the handle. | ||
|name= | |name= J.5A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=10 | ||
|active= | |active=∞ | ||
|recovery= | |recovery=upon landing | ||
|hit= | |hit=+12 | ||
|block/pushblock= | |block/pushblock=+10 / +7 | ||
|damage= | |damage=4/3 0/4 | ||
|cancel= | |cancel=Specials/Supers (air versions only) | ||
|properties= | |properties=High IPS Scaling | ||
|description= | |description= Despite the hitbox, this move is great for meaties and can occasionally cross up your opponent. Use the B version though, as the A version of this move is exactly the same but does less damage. | ||
}} | }} | ||
}} | }} | ||
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|image=Mariahj.ab.png | |image=Mariahj.ab.png | ||
|image2=Mariahj.ab.gif | |image2=Mariahj.ab.gif | ||
|caption= | |caption= Totally not J.5A but more damage. | ||
|name= | |name=J.5B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=9 | ||
|active= | |active=∞ | ||
|recovery= | |recovery=until landing | ||
|hit= | |hit=+12 | ||
|block/pushblock= | |block/pushblock=+10 / +7 | ||
|damage= | |damage=7/3 4/5 | ||
|cancel= | |cancel=Specials/Supers (air versions only) | ||
|properties= | |properties=High IPS Scaling | ||
|description= | |description= Just read the first sentence of the J.5A description, and then realize that j.5B has the exact same hitbox, frame data, and properties but for some reason builds meter on whiff and does extra damage. | ||
}} | }} | ||
}} | }} | ||
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|image=MariahJ.C.png | |image=MariahJ.C.png | ||
|image2=Mariahj.c.gif | |image2=Mariahj.c.gif | ||
|caption= | |caption= The (almost) instant overhead | ||
|name= | |name=J.5C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=until landing | ||
|hit= | |hit=+12 | ||
|block/pushblock= | |block/pushblock=+10 / +7 | ||
|damage= | |damage=13/9 6/8 | ||
|cancel= | |cancel=Specials/Supers | ||
|properties= | |properties=High IPS Scaling | ||
|description= | |description= You read right, j.5C has even better startup than her other air moves, making this one the go to air-to-air, assuming you understand that it's only active for 3 frames. On some characters you can short hop and get a pretty close to unreachable overhead. There will be a table of characters that this works on but even then this is a really good normal you should use a lot. | ||
}} | }} | ||
}} | }} |
Revision as of 09:05, 3 April 2021
Damage is split into 2 parts, regular/stand damage and meter building. first set of numbers contain regular and stand damage while second set of numbers contain amount of meter built on whiff and hit respectively.
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 2(crc) | 14(block) 6(crc) 9(whiff) 0(crc) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 (+13) | {{{block}}} | - | 5a (chain) Crouch Cancel Specials/Supers | Mid Air-UB IPS Scaling | ||||
Simple knife poke with good range. Turns into an "auto combo" with the third hit being visually similar to 6b but not comboing. Can be crouch cancelled. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 3 | 26 (hit/block) 16 (whiff) | 9/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | {{{block}}} | - | Specials/Supers | Mid Air-UB | ||||
The useless end to the 5a auto combo, mainly due to the fact that it doesn't actually combo from 5a and despite how it visually looks like 6b, it is not an overhead. Should you use it on accident be aware it does cancel into specials/supers and at the very least it doesn't trigger IPS. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 25 (hit/block) 17 (whiff) | 8/9 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | specials/supers | Mid Air-UB IPS Scaling | ||||
Limited range but decent poke, use instead of 5c if opponent can just duck under it but be careful where you use it. Avoid using it in combos or cancelling into supers as it scales and triggers IPS |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | 30 (hit/block) 22 (whiff) | 14/16 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | special/super | Mid Air-UB IPS Scaling | ||||
One of Mariah's better normals. Functions as a really good poke and an even better anti air that can cancel into Burner on reaction for additional damage. Be careful when using this move though, as some characters can duck under it and whiffing it (even if you cancel) can be deadly for you. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 (hit/block) 2 (Whiff) | 6 (hit/block) 0 (whiff) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | 2A (Chain) Specials/Supers | Low IPS Scaling | ||||
Behold, your bnb for the entire game. It's basically 5a except slightly less range but a frame faster and generally better frame data. It combos not only into itself, but into every other normal (yes her dashing normals included) excluding her command normals. Not to mention that the auto combo knocks down anyone stand off allowing for an oki.This move is not perfect though, despite having + frames on pushblock, being pushed back will render you outside the move's effective range in most cases and if you have already developed a habit of mashing 2a to get the auto combo, chances are you're going to get punished for it. Additionally, this is your main (and probably only) low move that you would want to use in a 50/50 oki situation. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | 21 (hit/block) 13 (whiff) | 3/4 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | Specials/Supers | Low Knockdown | ||||
Mariah's BNB. Pretty much the entire game you want to fish for this combo, it's safe on anyone who doesn't push block and sets up oki on knockdown. On stand on opponents you don't really want to use it, even if your opponent doesn't know how to punish it, it's just bad practice. Don't forget you can cancel out of the sweep, so in the case you don't knockdown or you land this on a stand on opponent you can follow up. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | 23 | 6/9 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | {{{block}}} | - | Special/Super | Mid Air-UB IPS Scaling | ||||
One of Mariah's better pokes. Don't get me wrong, the recovery is still horrible, and you only get +1 frame advantage (which is a lot more than a lot of her other normals) but its range is better than 5b and despite the fact it doesn't hit low it still can hit most, no all characters even if they're crouching. Outside of that don't use this, it triggers ips, scaling, and there are much better alternatives. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 2 | 24 (hit/block) 15 (whiff) | 12/16 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | Specials/Supers | Low KD IPS Scaling | ||||
Limited range knockdown that triggers ips and scaling despite being a knockdown/launch move. Recovery and framedata is a lot worse than the auto combo counterpart but at least you don't have to press 2a 2 time before hand. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | ∞ | upon landing | 4/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers (air versions only) | High IPS Scaling | ||||
Despite the hitbox, this move is great for meaties and can occasionally cross up your opponent. Use the B version though, as the A version of this move is exactly the same but does less damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | ∞ | until landing | 7/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers (air versions only) | High IPS Scaling | ||||
Just read the first sentence of the J.5A description, and then realize that j.5B has the exact same hitbox, frame data, and properties but for some reason builds meter on whiff and does extra damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | until landing | 13/9 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers | High IPS Scaling | ||||
You read right, j.5C has even better startup than her other air moves, making this one the go to air-to-air, assuming you understand that it's only active for 3 frames. On some characters you can short hop and get a pretty close to unreachable overhead. There will be a table of characters that this works on but even then this is a really good normal you should use a lot. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
GC and Outlets
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
|
|
|
|
- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
|
{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |