JoJo's Bizarre Adventure: Heritage for the Future/Hol Horse/Strategy: Difference between revisions

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====<u>'''Glass Shower Setups'''</u>====
====<u>'''Glass Shower Setups'''</u>====
Glass hits overhead, so if you smack your opponent around with a low at the same time the overhead hits and you get unblockable.
Glass hits overhead, so if you smack your opponent around with a low at the same time the overhead hits and you get unblockable.
* 623+B/C 2C - Glass Shower into Hol's slide move. Requires proper timing and can be repeated until you make a mistake. You want the 2C to connect after the very last hit of the glass. Requires a wallbounce + knockdown against characters with faster wakeup speeds, meaning you can't loop it into itself against some characters.
* 623+B/C 2A 5C 214+(depends on character + distance) - Unblockable + frametrap.
* 623+B/C 2A 5B 214+B: Unblockable + frametrap.
* 623+B/C 4C 214+A/B -In some matchups, it's possible to combo his unblockable into the Hanged Man puddle. causing a knockdown at the end will make this a loop!
* 623+B/C 4C 214+A/B -In some matchups, it's possible to combo his unblockable into the Hanged Man puddle. causing a knockdown at the end will make this a loop!
* 623+B/C 4C 236+A/B/C or 236+AA - Not really good unless you are going for the kill. If you land a knockdown you should use trace of bullets over this if you have meter.
* 623+B/C 4C 236+A/B/C or 236+AA - Not really good unless you are going for the kill. If you land a knockdown you should use trace of bullets over this if you have meter.
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====<u>'''Trace of Bullets (Slow Bullets) Setups'''</u>====
====<u>'''Trace of Bullets (Slow Bullets) Setups'''</u>====
<youtube>https://youtu.be/KemGg1o-4qY</youtube
<youtube>https://youtu.be/KemGg1o-4qY</youtube
After knockdown you can use his slow bullets to net a ton of damage in most matchups.
* After Slow bullet: In some matchups (aka being Dio/Sdio/Oldseph/Midler/Mariah/Youngseph/Kakyoin/New Kakyoin) you have the ability to extend a normal slow bullet combo meaning that if you can get a knockdown from 2c (or any knockdown from hol horse depends on the timing and what caused the knockdown itself) then slow bullet after. The opponent will be stunned for a small amount of time giving you enough time to input 5B 236B which is great. You can also go for a frame trap but that only works in the corner because of 5A pushing the opponent too far however if done in a corner the opponent will be pushed into the corner meaning that you can still keep the combo going. you can also do 236AA super but the damage will disappointing however if you input 4C then 236AA it wont scale or at least wont scale as badly https://www.youtube.com/watch?v=37sdA-o9mYI
* After 2C: In most matchups a knockdown from 2c will allow you to set up 1 or 2 slow bullets. Does a great amount of damage. The pattern you want the slow bullet to follow will generally be in the shape of an 'n' but the height of the bullet arc(s) and when you want to activate the super will vary from character to character. Usually you want the first bullet to be at or near the opponent's feet by the time they wakeup.


* After a 5c that leads to a wallbounce knockdown: In general, the first hit of the slow bullet has a TON of hitstun. Because of this and the additional time you have to set up slow bullet, you can set up the first slow bullet in a way that allows hol to do one of two VERY powerful things
* After a 5c that leads to a wallbounce knockdown: In general, the first hit of the slow bullet has a TON of hitstun. Because of this and the additional time you have to set up slow bullet, you can set up the first slow bullet in a way that allows hol to do one of two VERY powerful things
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=== <u>'''The Emperor'''</u> ===
=== <u>'''The Emperor'''</u> ===
Hol Horse S bullet's startup is quite slow. Because of this, you'll be in danger if you try to do it at close range or can't foresee your opponent moves, but if you do it at max/medium range and feel confident that it's going to make your opponent either block or eat a bullet, it can be an amazing zoning tool to help you control the field. That said, you still need to understand how your enemy character works so you can think if it's an actual good idea to zone him with The Emperor.


Be aware that stand bullets from '''The Emperor '''will not chip Stand meter from your opponent if they block with it. If that's the case, mix it up with some 236+A/B/C and 623+A/B/C for harassment.
[[File:Hol bullet patterns.png|thumb|320x320px|Basic bullet patterns for Hol Horse.]]Here are some examples of patterns from Hol Horse to help you start. 
* '''Red lines 1: S, 7, 6.'''
* '''Red lines 2: S, (Wait), 7, 6.'''
* '''Green lines 1: S, 1, 6.'''
* '''Green lines 2: S, (Wait), 1, 6.'''
* '''Blue line: S, (Wait), 9, 3, 1, 4.'''
* '''Yellow line: 9S, 2, 4, 6, 4, 6.'''
[[File:Hol bullet patterns 2.png|thumb|320x320px|More patterns from Hol Horse.]]
You can try to catch your opponent from the back. It's not unblockable, but it will be a surprise to be sure, and a welcome one.
* '''Red line: S, (Wait), 9, 7, 1.'''
* '''Green line: S, (Wait), 9, 4.'''
* '''Blue line: S, (Wait), 9, 1.'''


{{NavboxHFTF}}
{{NavboxHFTF}}


[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 05:50, 5 May 2022

Overview

A very important thing to note is Hol Horse IS NOT a combo heavy character. While yes he does have some short combos, you will be relying a lot on things such as frame traps, setplay, and punishing your opponent's mistakes. Hol's tools are generally outmatched by higher tier characters at first glance, but if you learn to read your opponent's habits and know your options, you can still pull off some very devastating plays with your limited arsenal. That being said it's difficult to define a concrete strategy for Hol, so just learn your fundamentals well and don't be afraid to experiment with new things.

Hol will generally have to try and strike a balance between sticking to low risk, low reward damage options such as his standard 5a 5a 5b combo string and taking bigger risks when opponents are expecting said safer plays. Adaptability will be very important and you'll have to keep a close watch on both you and your opponent's health and meter so you can know what options are going to be available to you when needed. Always try to plan ahead while keeping some tricks up your sleeve, and never be afraid to play as obnoxious and underhanded as possible.


Blockstrings/Frametraps

If you are trying to open up your opponent while close to him, you will be utilizing various blockstrings with frametraps that allow you to begin your setplay or do damage. Here are some classics to get you started:

5A 5A 5B 214+B: Pretty ok frametrap. Most beginner hols use this one. It has one big weakness though...Jumps. The opponent is free to jump before the puddle connects leading to you possibly getting punished. Be careful and stop using this if the opponent jumps a lot.

5A 5C 214+A/B/C (distance dependent but usually 214C is what you will use): Really solid frametrap because it solves the problem with the last one. It catches anyone jumping with the 5C and it leads to some really solid damaging combos. Use it!

2A 4C 214+B: A different spin on the classic. I recommend using this one as it does a bit more chip as well as weakens the opponent's stand meter if they have the stand on.

If the opponent blocks 214+A/B/C after any of your frametraps you are free to be a dimble bimble to the opponent.

Here are some ideas of what you can do if the opponent is in blockstun:

  • Walk forward to the opponent and either grab them as soon as they pushblock or hit them with 5C if you expect them not to pushblock and to mash buttons. If you aren't confident in 5C connecting then follow up with 236+C instead to make it safe. You can also use 623+B after the 5C but be careful as it isn't safe.
  • Try and set up a Glass Shower and a low hitting move.
  • Set up an S bullet pattern
  • Set up another frame trap
  • Run away. Hol's pretty good at that too.

It is important to note that when in blockstun from the Hanged Man, the opponent can pushblock to get out of it nearly instantly and is free to press any attack button. They can also guard cancel against it as well. Keep that in mind when you try and approach.

Okizeme

Hol is a threat when he can score a knockdown and is against a character who has to respect his okizeme shenanigans. Here are some classic knockdowns:


Glass Shower Setups

Glass hits overhead, so if you smack your opponent around with a low at the same time the overhead hits and you get unblockable.

  • 623+B/C 4C 214+A/B -In some matchups, it's possible to combo his unblockable into the Hanged Man puddle. causing a knockdown at the end will make this a loop!
  • 623+B/C 4C 236+A/B/C or 236+AA - Not really good unless you are going for the kill. If you land a knockdown you should use trace of bullets over this if you have meter.
  • 623+B/C 4C 214+A/B 5S (Wait, 9,1) 2C - the meter build version of the oki loop. this builds great bar. around 1 per rep. use it to your advantage when possible.

Trace of Bullets (Slow Bullets) Setups

<youtube>https://youtu.be/KemGg1o-4qY</youtube

  • After a 5c that leads to a wallbounce knockdown: In general, the first hit of the slow bullet has a TON of hitstun. Because of this and the additional time you have to set up slow bullet, you can set up the first slow bullet in a way that allows hol to do one of two VERY powerful things
    • You can cause three slow bullets to combo against most matchups. Very powerful and does around 75+% of damage!
    • In some matchups, you can time the first slow bullet to connect while Hol recovers from the slow bullet animation. This and the great hitstun from the bullet allow you to combo the bullet into 5c. This allows another wallbounce knockdown setup. For Example: Oldseph, Youngseph, SDio, and DIO. Example right here: ☀https://streamable.com/5tl8x

The Emperor

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