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

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(Added crouching S.OFF buttons.)
Line 15: Line 15:
   |block/pushblock= +6 / +3  
   |block/pushblock= +6 / +3  
   |damage= 3
   |damage= 3
   |cancel= SP, SU, TA
   |cancel= Special/Super
   |properties= IPS=No Scales=Yes
   |properties= Mid IPS=No Scales=Yes
   |description= Kinda high-hitting jab you can anti-air with rarely. Combos into almost every other button.
   |description= Kinda high-hitting jab you can anti-air with rarely. Combos into almost every other button.
   }}
   }}
Line 34: Line 34:
   |block/pushblock= -6 / -14
   |block/pushblock= -6 / -14
   |damage= 6
   |damage= 6
   |cancel= SP, SU, TA
   |cancel= Special/Super
   |properties= IPS=No Scales=Yes
   |properties= Mid IPS=No Scales=Yes
   |description= Quintessential Oldseph button. Acts as a primary poke and as a situational anti-air. Being cancellable makes the not-so-great frame data somewhat negligible.     
   |description= Quintessential Oldseph button. Acts as a primary poke and as a situational anti-air. Being cancellable makes the not-so-great frame data somewhat negligible.     
   }}
   }}
Line 53: Line 53:
   |block/pushblock= -2 / -15
   |block/pushblock= -2 / -15
   |damage= 10
   |damage= 10
   |cancel= SP, SU, TA
   |cancel= Special/Super
   |properties= IPS=No Scales=Yes
   |properties= Mid IPS=No Scales=Yes
   |description= Slow startup but a solid disjoint, making it one of his better anti-airs when you're spaced far enough, also good counterpoke. Opponents that are hit in the air are knocked away.
   |description= Slow startup but a solid disjoint, making it one of his better anti-airs when you're spaced far enough, also good counterpoke. Opponents that are hit in the air are knocked away.
   }}
   }}
Line 72: Line 72:
   |block/pushblock= -14 / -27
   |block/pushblock= -14 / -27
   |damage= 9
   |damage= 9
   |cancel=
   |cancel= N/A
   |properties= IPS=No Scales=Yes
   |properties= Overhead IPS=No Scales=Yes
   |description= Awful. The worst. Hits overhead, but is also punishable on hit. Never use this move. You might accidentally get this when trying to grab so do that with 4C instead.
   |description= Awful. The worst. Hits overhead, but is also punishable on hit. Never use this move. You might accidentally get this when trying to grab so do that with 4C instead.
  }}
}}
<br>
===Crouching===
{{MoveData
|image=HFTF_Oldseph_2A.png
|caption=
|name= 2A
|data=
  {{AttackData-HFTF
  |startup= 5
  |active= 4
  |recovery= 3
  |hit= +7
  |block/pushblock= +3 / 0
  |damage= 3
  |cancel= Special/Super
  |properties= Mid :( IPS=No Scales=Yes
  |description= An unremarkable jab. Doesn't hit low.   
  }}
}}
<br>
{{MoveData
|image=HFTF_Oldseph_2B.png
|caption= One of your best friends
|name= 2B
|data=
  {{AttackData-HFTF
  |startup= 4
  |active= 2
  |recovery= 10
  |hit= +5
  |block/pushblock= +4 / -4
  |damage= 4
  |cancel= Special/Super
  |properties= Low IPS=No Scales=Yes
  |description= One of your more notable buttons. Low poke that is also used to build meter.
  }}
}}
<br>
{{MoveData
|image=HFTF_Oldseph_3B.png
|caption= Slide
|name= 3B
|data=
  {{AttackData-HFTF
  |startup= 4
  |active= 17
  |recovery= 7
  |hit= -7
  |block/pushblock= -10 / -18
  |damage= 6
  |cancel= Special/Super
  |properties= Low IPS=No Scales=No
  |description= Similar to 2B but advances forward. As with most of your other dashing buttons, it is minus on hit, so you'll need to super or special cancel it to stay safe.
  }}
}}
<br>
{{MoveData
|image=HFTF_Oldseph_2C_1.png
|caption= Niche
|name= 2C
|data=
  {{AttackData-HFTF
  |startup= 7
  |active= 3
  |recovery= 13
  |hit= +5
  |block/pushblock= +4 / -9
  |damage= 10
  |cancel= Special/Super
  |properties= Mid IPS=No Scales=Yes
  |description= Perhaps less practical; it still has its niche applications. Primarily, hitconfirming into 236S 236C for a meterless command grab.
  }}
}}
<br>
{{MoveData
|image=HFTF_Oldseph_3C.png
|caption=
|name= 3C
|data=
  {{AttackData-HFTF
  |startup= 8
  |active= 21
  |recovery= 10
  |hit= HKD
  |block/pushblock= -14 / -27
  |damage= 9
  |cancel= Special/Super
  |properties= Low IPS=No Scales=No
  |description= Goes a little further than 3B and causes a hard knockdown. Seen most often as a part of Oldsephs strike/throw okizeme.
   }}
   }}
}}
}}

Revision as of 21:03, 3 January 2022

Movelist

Stand Off Normal Moves

Standing

5A
HFTF Oldseph 5A.png
Not 5B
Startup Active Recovery Damage Guard
4 2 5 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - Special/Super Mid IPS=No Scales=Yes

Kinda high-hitting jab you can anti-air with rarely. Combos into almost every other button.


5B
HFTF Oldseph 5B.png
My beloved
Startup Active Recovery Damage Guard
5 2 20 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - Special/Super Mid IPS=No Scales=Yes

Quintessential Oldseph button. Acts as a primary poke and as a situational anti-air. Being cancellable makes the not-so-great frame data somewhat negligible.


5C
HFTF Oldseph 5C.png
Give them the boot
Startup Active Recovery Damage Guard
8 4 19 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - Special/Super Mid IPS=No Scales=Yes

Slow startup but a solid disjoint, making it one of his better anti-airs when you're spaced far enough, also good counterpoke. Opponents that are hit in the air are knocked away.


6C
HFTF Oldseph 6C 1.png
No
Startup Active Recovery Damage Guard
13 3 28 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-13 {{{block}}} - N/A Overhead IPS=No Scales=Yes

Awful. The worst. Hits overhead, but is also punishable on hit. Never use this move. You might accidentally get this when trying to grab so do that with 4C instead.


Crouching

2A
HFTF Oldseph 2A.png
Startup Active Recovery Damage Guard
5 4 3 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - Special/Super Mid :( IPS=No Scales=Yes

An unremarkable jab. Doesn't hit low.


2B
HFTF Oldseph 2B.png
One of your best friends
Startup Active Recovery Damage Guard
4 2 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - Special/Super Low IPS=No Scales=Yes

One of your more notable buttons. Low poke that is also used to build meter.


3B
HFTF Oldseph 3B.png
Slide
Startup Active Recovery Damage Guard
4 17 7 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - Special/Super Low IPS=No Scales=No

Similar to 2B but advances forward. As with most of your other dashing buttons, it is minus on hit, so you'll need to super or special cancel it to stay safe.


2C
HFTF Oldseph 2C 1.png
Niche
Startup Active Recovery Damage Guard
7 3 13 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - Special/Super Mid IPS=No Scales=Yes

Perhaps less practical; it still has its niche applications. Primarily, hitconfirming into 236S 236C for a meterless command grab.


3C
HFTF Oldseph 3C.png
Startup Active Recovery Damage Guard
8 21 10 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD {{{block}}} - Special/Super Low IPS=No Scales=No

Goes a little further than 3B and causes a hard knockdown. Seen most often as a part of Oldsephs strike/throw okizeme.


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