JoJo's Bizarre Adventure: Heritage for the Future/Old Joseph/Movelist: Difference between revisions
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(Added crouching S.OFF buttons.) |
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|block/pushblock= +6 / +3 | |block/pushblock= +6 / +3 | ||
|damage= 3 | |damage= 3 | ||
|cancel= | |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= | |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= | |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
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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. |