JoJo's Bizarre Adventure: Heritage for the Future/Chaka/Movelist: Difference between revisions

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|image=HFTF_Chaka_Zenbu_Oboe_Tazo.png
|image=HFTF_Chaka_Zenbu_Oboe_Tazo.png
|caption=I've Learned All Of Them! "Zenbu Oboeta!"
|caption=I've Learned All Of Them! "Zenbu Oboeta!"
|name=s.236AA
|name=s.214AA
|data=
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   {{AttackData-HFTF
   {{AttackData-HFTF

Revision as of 12:27, 29 April 2021

Stand Off

Normals

5A
HFTF Chaka 5a.png
HFTF Chaka 5a.gif
Startup Active Recovery Damage Guard
2 2 8 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 (+6) {{{block}}} - 5A & Crouch Cancel (frame 18) Special/Super Mid Air-UB

A quick poke with the hilt of the Anubis sword. Decent range and comes out rather quickly. Can link into itself or 2A. Can be used to poke the opponent or as an alright anti-air, specifically during tech chasing. Crouch canceling allows you to link into s.5A and s.2A.

5B
HFTF Chaka 5b.png
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 10 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - Special/Super Low

Air UB

Chaka does a beefy low kick. Good attack with a lot of active frames. Works well as a meaty. Primarily used as a poke and in some Unblockable reset Stand Crash combos.

5C
HFTF Chaka 5c.png
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - Special/Super Mid

Air-UB

Chaka does a slow but far-reaching toe kick. Very good range.

2A
HFTF Chaka 2b.png
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 1 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 {{{block}}} - 2A (frame 17)

Special/Super

Low

Short-range crouching low kick. An incredibly fast meaty move that can grant a huge advantage on block. It also works as a combo starter. Can link into itself, 5A and 5B, the last option being a 1f link unless 2A hit late. Additionally, it can also combo into s.5A, which is also a 1f link.

2B
HFTF Chaka 2b.png
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - Special/Super Low

"Hee!" says Chaka as he slides his foot into your shin. This move looks similar to 2A, but it covers the range problems 2A has by moving a little towards the opponent before doing the kick. It can be used to go under certain attacks and whiff punish the opponent.

2C
HFTF Chaka 2c.png
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 20 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - Special/Super Mid

Chaka performs a quickdraw sword slash. Though it's quite fast, it has a very deceiving hitbox that is much smaller compared to how the animation looks. Rather risky to use though it can serve as a situational anti-air, especially against short hops. At close range, it can also link into 5A and s.5A.

j.A
HFTF Chaka jB.png
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - Overhead

Chaka does a jumping kick that is angled at roughly 45°. This version is inferior to j.B. It works decent as a jump-in attack but no reason to use it over j.B.

j.B
HFTF Chaka jB.png
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - Overhead

Same as j.A but does more damage. Use it instead. Works great as a jump-in attack.

j.C
HFTF Chaka jC.png
HFTF Chaka jC.gif
Startup Active Recovery Damage Guard
4 4 until landing - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - Overhead

Chaka performs a horizontal quickdraw slash attack with his sword midair. One of the best air-to-air attacks in the game, and it can be still used as a jump-in attack. Does high damage and covers a very long distance in front of Chaka. Be wary of the hurtbox that extends beneath the sword as it can make it very prone to anti-airs.

Dashing Normals

d.5A
HFTF Chaka 5b.png
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - Special/Super Low

Air-UB

An inferior version of d.5B. Does less damage and has a worse advantage on block, making it punishable by some characters if it's not canceled into 236+S. You can ignore it completely.

d.5B
HFTF Chaka 5b.png
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 10 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - Special/Super Low

Air UB

Same as 5B but with added momentum from the dash. Just as effective, if not even better than the regular version, it can be used as a quick surprise low to start off Custom Combos or during Stand Crash/Unblockable Reset combos.

d.5C
HFTF Chaka 5c.png
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - Special/Super Mid

Air-UB

Nearly the same as 5C except it covers more distance thanks to the dash.

d.2A
HFTF Chaka 2b.png
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - Special/Super Low

A dashing version of 2A with a ton of endlag, not particularly useful even if it's fast and meaty. Unsafe unless canceled.

d.2B
HFTF Chaka 2b.png
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - Special/Super Low

Air UB

Literally the same as 2B.

d.2C
HFTF Chaka 2c.png
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 20 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - Special/Super Mid

Same as 2C but keeps you closer to the opponent. Can link into 5A, 2A and s.5A if it connected close enough.

Command Normals

6C
HFTF Chaka 5c.png
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
11 3 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - Special/Super Mid

Air-UB

A slower version of 5C with bonus forward momentum. Doesn't have much use aside from the additional range it provides. It's probably best to avoid it.

Grab
Startup Active Recovery Damage Guard
0 - 110 (Duration) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - Proximity Grab

Chaka stabs the opponent with the Anubis sword and then sends them flying with a quick slash. Solid grab with the "downside" that it launches the opponent pretty far away so you'll need to chase them afterward, but you can circumvent that by throwing them into the corner instead. It can be punished in S.Off by some characters if done in the corner because Chaka is stuck in his sheathing animation. Prevent that by doing S+4C/S+6C to quickly do the S.On grab instead.

Guard Cancel (Stand Off)
HFTF Chaka GC and 236s.png
623+A/B/C (while blocking)
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
10 2 5 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - Mid

Air-UB

Chaka quickdraws his sword, performing a super quick stab right in front of him. Arguably one of the best Guard Cancels in the game, the reason for that being the ability to perform full combos after it! Chaka's Stand Off Guard Cancel is extremely positive on hit, though it's overall pretty slow. It's a very powerful tool that can lead to high damage combos, at least if you have some Super Meter to spend.

Stand ON

Normals

s.5A
HFTF Chaka s5a.png
HFTF Chaka s5a.gif
Startup Active Recovery Damage Guard
3 2 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - Special/Super

Chain combo starter Follow-ups: s.5A, s.5B, s.5C, s.2B, s.2C, s.6B

Mid

Air-UB

Chaka does a quick stab to the opponent's torso. Decent wide hitbox. Great for applying pressure and starting combos or blockstrings. Can be chained up to 3 times. Inputting the s.5A for the fourth time results in Chaka performing an uncancellable version of s.5C that's highly punishable. Don't mash it out by accident.

s.5B
HFTF Chaka s5b.png
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 21 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - Special/Super Mid

Air UB

Chaka does a high slash. Might miss against some of the shortest characters in the game. One of his best pokes as well as a relatively good anti air.

s.5C
HFTF Chaka s5c - 1.png
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
6 3 - 6 15 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 (2 hits) -5(1 hit) {{{block}}} - Special/Super Mid

Air-UB

Chaka takes a step forward and performs a strong downwards strike with his sword. Hits twice and comes out rather quick. Solid meaty move. The second hit can miss depending on the distance to the opponent.

s.2A
HFTF Chaka s2a.png
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 7 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - Special/Super

Chain combo starter

Low

Far-reaching low poke with the sword. Can be used to start combos. Can be chained up to 2 times. Hitting s.2A for the third time will result in Chaka performing s.2C. This is NOT a true combo and the ender can be blocked or interrupted. Don't mash it out by accident.

s.2B
HFTF Chaka s2b.png
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - Special/Super Low

A slash to the opponent's feet. Poor range. Avoid using it outside of Chain Combos.

s.2C
HFTF Chaka s2c.png
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - Special/Super Low

A far-reaching sweep attack. Comes out fairly slow but covers a long distance. Very useful while chasing down opponents. Can be cancelled. Causes hard knockdown against opponents with their Stands Off. Launches opponents with Stand On, which can still lead to small confirms. It also lowers Chaka's hurtbox, allowing him to dash under some attacks. Watch out as it's punishable on block.

s.5A (Chain Ender)
HFTF Chaka s2a.png
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - Super Low

Only performable as an ender to his s.6A>s.5B>s.5C>s.5A. Hits low

s.5B (Chain Ender)
HFTF Chaka Rekka Ender C.png
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
13 2 36 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH {{{block}}} - - Mid

Ender to his s.5A>s.5B>s.5C>s.5B chain. Untechable launcher. Cornerstone of Chaka's Unblockable Resets.

s.2B (Chain Ender)
HFTF Chaka s2b.png
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
6 2 25 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - - Low

Ender to his s.5A>s.5B>s.5C>s.2B chain. No use outside of maybe making the chain combo safer on block (though still punishable)

s.j.A
HFTF Chaka sjA.png
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
12 2 until landing - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 {{{block}}} - - Overhead

Quick jumping slash with one hand. Does poor damage and doesn't cover much range.

s.j.B
HFTF Chaka sjA.png
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
5 4 until landing - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - - Overhead

Same as s.j.A. Has one frame of startup more but does way more damage.

s.j.C
HFTF Chaka sjC.png
HFTF Chaka sjC.gif
Startup Active Recovery Damage Guard
6 6 until frames - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 {{{block}}} - - Overhead

Quick jumping slash with both hands. One of Chaka's best jump-in options. It can easily convert into ground combos. It's a frame slower than j.s.B, but still comes out rather quickly. Does high damage and has much better hitbox. Always use this move as a s.on jump-in, vastly superior to both j.s.a and j.s.b.

Dashing Normals

d.s.5A
HFTF Chaka s5b.png
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 27 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 {{{block}}} - Special/Super Mid

Air-UB

Chaka does a dashing slash, similar in appearance to s.5B. It's inferior to d.s.5B and therefore should not be used. Unsafe on block and on hit unless cancelled into a special.

d.s.5B
HFTF Chaka s5b.png
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 29 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - Special/Super Mid

Air-UB

Same as d.s.5A but does more damage and causes more hitstun. Useful as a situational anti-air and can be used as a quick whiff punish option. Unsafe on block and on hit unless cancelled into a special.

d.s.5C
HFTF Chaka s5c - 1.png
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 / +1 {{{block}}} - Special/Super Mid

Air-UB

Faster version of s.5C that also covers more range. Useful as a quick whiff punish option. Extremely punishable on block as well as being really easy to gc.

d.s.2A
HFTF Chaka s2a.png
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 14 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - - Low

Dashing low poke with the sword, similar in appearance to s.2A. Covers a very good range and is safe on block. One of Chaka's best Stand On pokes. If it hits late, you can sometimes link after it with s.5A, although it's extremely situational so often you'll just use it as a poke. Situational tick grab setup.

d.s.2B
HFTF Chaka s2b.png
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - Special/Super Low

Air UB

Dashing version of s.2B. Avoid using it. It's just bad.

d.s.2C
HFTF Chaka s2c.png
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - Special/Super Low

Same as s.2C but covers twice as much distance.

Command Normals

s.6A
HFTF Chaka s6a.png
HFTF Chaka s6a.gif
Startup Active Recovery Damage Guard
7 2 17 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - Special/Super

Chain Combo Starter

Mid

Air UB

Chaka performs a strong slash aiming at (most) opponent's head. Whiffs against shorter or crouching characters. Does high damage and can be used as a late anti-air. If it connects with the opponent (whether they blocked or not), it can be converted into a full Chain Combo string. Consitutes the starter for his most damaging chain combo, provided it connects of course.

s.6B
HFTF Chaka s6b.png
HFTF Chaka s6b.gif
Startup Active Recovery Damage Guard
27 1 19 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - - Overhead

Air UB

Chaka does a very slow jumping overhead attack. While it's safe on block, the startup is insanely slow. Able to avoid some low attacks. Risky to use, but not as useless as it may appear: should s.6b hit, you can confirm into a custom combo.

6C/4C (Close)
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - Grab

Same as his s.off grab except always safe due to the abscence of the sheathing animation

Guard Cancel (Stand ON)
HFTF Chaka Rekka3 and sGC.png
s.623+A/B/C (while blocking)
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
11 4 27 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - - Mid

Air-UB

Chaka quickly performs a slash in front of him, similar in appearance to the first hit of his rekka special. Unlike the S.off counterpart, this one can't be comboed from. Nevertheless, it's still a solid Guard Cancel with enough speed and i-frames to be a safe option to contest the opponent's pressure on block.

Special Moves

236+S
HFTF Chaka GC and 236s.png
Stand Activation Attack
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
5 4 21 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - s.623+A/B/C after frame 16 Mid

Air-UB

Chaka quickdraws his sword and performs a quick stab at the opponent's head. You can combo with this move after all of Chaka's Stand Off normals, making them much more safe in most situations. 236+S is one of Chaka's most far-reaching pokes, and it can also be used as a late anti-air. The move comes out rather fast but does not work as a good reversal. It will also whiff against some shorter or crouching characters. It's a good tool to catch an opponent off-guard while applying pressure in Stand Off.

This move can also be canceled into s.623+A/B/C Tsubame Gaeshi, though the move will most likely whiff in most situations, leaving you wide open for a counterattack. It's best used as a follow-up where 236+S connected with an airborne opponent.

s.623+A/B/C
HFTF Chaka s623a.png
Swallow Counter "Tsubame Gaeshi"
HFTF Chaka 214x.gif
Startup Active Recovery Damage Guard
6 2 45 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH {{{block}}} - - Mid

Air-UB

A diagonal slash with the sword that launches the opponent upon hit. While the hitbox would led you to believe it's a great anti-air, it's only active for 2 frames, which means you'd need to time it almost frame perfectly, and it's extremely unsafe on block/whiff, even on hit sometimes! Its most common uses are as a 236+S followup for a mini anti-air combo or as a followup to s.2C against s.on opponents, since they won't get knocked down, allowing for a small confirm.

s.236+A/B/C > follow-ups
HFTF Chaka Rekka3 and sGC.png
Ogre Slash "Kiren Zan"
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
12/12/12 A/B/C 4/4/4 A/B/C 32/36/35 A/B/C - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5/-9/-8 A/B/C {{{block}}} - s.236+A/B/C Mid

Air-UB

Chaka's 3-hit rekka special that is also the most important part of his combos. In order to perform it, you need to press 236+A/B/C for each hit. Cancelling your normals into this special will be a fundamental part of your s.on combo game, but do keep in mind every single hit is extremely punishable on block (on hit too if certain requirements are met), so you need to be careful.

Chaka launches forward and performs a high reaching slash, the button pressed determines the distance traveled. A travels the shortest and C the farthest. Extremely unsafe on block.

s.236+A/B/C > s.236+A/B/C > follow-ups
HFTF Chaka s5b.png
Second Hit
HFTF Chaka s236x secondPart.gif
Startup Active Recovery Damage Guard
11 2 22 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - s.236+A/B/C or s.214+A/B/C Mid

Air UB

Chaka follows up with a slash that looks like like s.5b animation wise. The button pressed makes no difference. It is at this point that Chaka can choose to end the rekka, cancel into counter or jump cancel.

s.236+A/B/C > s.236+A/B/C > s.236+A
HFTF Chaka Rekka Ender A.png
Third Hit (A Version)
HFTF Chaka Rekka Ender A.gif
Startup Active Recovery Damage Guard
18 3 27 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - - Low

The rekka ender you get by pressing 236+A. Chaka performs a low sweep similar to s.2c, except this one doesn't knock the opponent down. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap, as well as being extremely punishable on block. As such, it is only used against opponents who have been conditioned to block high to reset the scaling. Can be followed up by s.5A into a full combo.

s.236+A/B/C > s.236+A/B/C > s.236+B
HFTF Chaka Rekka Ender B.png
Third Hit (B Version)
HFTF Chaka Rekka Ender B.gif
Startup Active Recovery Damage Guard
31 2 14 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+15 {{{block}}} - - Overhead

The rekka ender you get by pressing 236+B. Chaka performs an overhead slash similar to s.6B. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap. Its telegraphed activation makes it easy to punish on reaction. As such, it is only used against opponents who have been conditioned to block low to reset the scaling. Can be followed up by almost every s.on normal into a full combo, but d.s.5C tend to be the most consistent followup.

s.236+A/B/C > s.236+A/B/C > s.236+C
HFTF Chaka Rekka Ender C.png
Third Hit (C Version)
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
10 2 38 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCHED/KND {{{block}}} - - Mid

The rekka ender you get by pressing 236+C. Chaka performs an upward slash that launches the opponent. This is the only finisher that combos from the previous hit, which means it will be the one you should almost always use. While it's generally safe on hit, there are instances where you may get punished. If this move is the 6th hit and upwards of a combo, the opponent may get launched just low enough for them to tech down and punish, although the timing is kind of strict and character dependant. However, if this move is the 8th hit of a combo, the opponent gets launched so close to the ground that they can tech and cancel their tech into a special/super, allowing for extremely easy punishes. You should always aim for this move to be, at least, the 9th hit of a combo, as that makes it cause an unpunishable hard knockdown that sets up oki. A common way to do it would be with s.j.C, 5A>5A>5B>5C(2) xx 236+B>236+A/B/C>236+C.

s.214+A/B/C
HFTF Chaka Counter.png
I've learned it! "Oboetazo!"
HFTF Chaka Counter.gif
Startup Active Recovery Damage Guard
3 7 37 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - - Counter

Chaka moves his sword right in front of him, preparing to deflect any physical hit. Once countered, should the same attack be blocked from now on, any attack button can be pressed during the blocking animation to easily counter the opponent with a normal attack. This special is shared by all Anubis Stand users.

Chaka's counter move is slightly different when compared to the other Anubis characters. Once it connects, it won't cause Stand Crash against opponents that are in Stand On, instead, dealing only a small amount of Stand Gauge damage. The end lag of the move is also shorter. Also, once performing the counterattack from a blocked move, Chaka gains a small number of invincibility frames, meaning he cannot be hurt for a very short while in case the counter has somehow whiffed.

Can be cancelled from his second rekka hit to try and catch opponents mashing.

214+S / s.214+S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Chaka unseathes his sword and performs a super-fast dash towards the opponent. As all Custom Combo supers in this game, the startup and recovery of your normals while performing this attack is much better, meaning you can chain up some delicious combos from it, although, the damage scaling makes it harder to score any real damage. You can now also cancel any Stand On Chain Combo into specials. Chaka's custom combo is the best way to score more damage with his combos, plus he can easily hitconfirm into it out of almost every move in his arsenal. Sadly, his custom combo is very limited in terms of what you can do with it, so you'll be mostly repeating the same string of moves every time you go for it inside of the combo. The startup of this move provides some invincibility frames, allowing you to use Chaka's custom combo as a quick punish option.

236AA
HFTF Chaka 236aa.png
Dimensional Slash "Jigen Zan"
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - - Air-UB

Chaka crouches, grabbing his sword, and then performs a fast dash across the screen. If he connects with the opponent, he'll perform an instant slash that does solid damage. Very flashy super that works well as a reversal tool in cases where opponents press too many buttons while you perform a ground tech. The startup and few frames after the super flash are fully invincible, but if this super is blocked, it's very easy to punish, so don't abuse it just because it looks cool. You can also try to use it to catch an airborne opponent since the move is air unblockable, though that might be hard to time properly as the hitbox of the move isn't too high, it might still hit a landing opponent.

s.236AA
HFTF Chaka s236aa starter.png
Bloody Flower Slash "Ketsuke Zan"
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - - Special

Untechable

Chaka lunges forward and slashes your opponent 9 times. This super comes out extremely fast and covers a good distance. It's an amazing punisher and the optimal way to end Chaka's combos (also, an alright substitute for his Custom Combo if you have trouble landing it consistently). It can be used to hard read your opponents' moves and punish them quickly, or as a whiff punish.

One of the best whiff punishes in the entire game.

s.214AA
HFTF Chaka Zenbu Oboe Tazo.png
I've Learned All Of Them! "Zenbu Oboeta!"
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH {{{block}}} - - Air-UB. Untechable

Super Flash is 30 frames

Chaka sheathes his sword, just to pull it out quickly to pierce and slash the opponent. Requires two levels of super meter. If this move connects, you temporarily learn ALL of the opponent's moves (including projectile attacks), until they manage to land an attack on you. For the most part, this move is useless and you'll want to avoid it at all costs. Chaka needs his meter for punishes or his custom combo, and this super requires 2 bars. The most obvious way to combo into this move is off of a stand crash, but there is another, much more common way as well; in a custom combo, cancelling into 214aa off of the first hit of a 5c will cause the move to combo. It is also punishable on block. In addition, more often than not you won't be able to put it to good use since getting hit even once will nullify the effect completely, also removing all the moves you could've learned beforehand.

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