JoJo's Bizarre Adventure: Heritage for the Future/Avdol/Movelist: Difference between revisions
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|description=A quick strike that leaves a small flame. | |description=A quick strike that leaves a small flame. Good pressure and combo tool, as well as an okay poke up close. | ||
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|description=Flaming hook style punch. | |description=Flaming hook style punch. Amazing poke in terms of hitbox and speed, can outpoke many other normals or even anti air. Does have strong cancel options like hitgrab and tandem, but those options stop working at longer ranges. Can whiff on certain crouching characters. | ||
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|description=A front flaming roundhouse kick. Good range and also moves the player forward. | |description=A front flaming roundhouse kick that hits twice. Good range and also moves the player forward, but generally outclassed by s.5b. Mostly used as an easy, unrewarding combo ender. | ||
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|description=Low kick with Timbs. Decievingly good range, does not chain nor link into itself. | |description=Low kick with Timbs. Decievingly good range, does not chain nor link into itself. Avdol's main stand on low, with alright combo options on hit. | ||
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|description=Flame strike aimed at the stomach. Fantastic hitbox. | |description=Flame strike aimed at the stomach, similar to 6C. Fantastic hitbox, but extremely poor damage. For whatever reason, this move removes Avdol's hurtbox around his chest, though this is rarely useful. | ||
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|description=Overhand strike that looks like an overhead but isn't. | |description=Overhand strike that looks like an overhead but isn't. Not very useful. | ||
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|description=Makes a small flame appear in front of him. Whiffs on | |description=Makes a small flame appear in front of him. Extremely good anti air with fast speed, a great hitbox, and combos to s.5B or DP on hit. Whiffs on most crouchers, but draws opponents in on hit and chains to s.5B, making it an amazing combo tool when available. | ||
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|description=Upwards reaching AA flame strike. | |description=Upwards reaching AA flame strike. Best used as a preemptive anti air for approaches you can't easily react to, such as Chaka's hyper hops. | ||
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|description=Faster s.5B. | |description=Faster s.5B. Occasionally useful approach and tech chase option. Should usually be cancelled, as it's unsafe on both hit and block. | ||
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|description=Straight kick with Timbs. 2 hits. | |description=Straight kick with Timbs. Good after stand crashes, and the 2 hits give enough time to easily confirm into hitgrab. | ||
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|description=Version of s.2A that can't chain into other normals. | |description=Version of s.2A that can't chain into other normals. Strong pressure and tick throw option. | ||
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|description=Same as s.2B. | |description=Same as s.2B, but can't be chained. | ||
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|description= | |description=Much better version of s.2c. Becomes a moving disjointed hitbox that's great as an approach option and anti air. While -1 point blank, the large active window means it is very plus when spaced well, up to +16. | ||
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|description=Does a jumping angled hit with talons. | |description=Does a jumping angled hit with talons. Faster and better jump in hitbox than s.j.C, but worse damage and hitstun. | ||
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|description=Fires an ankh shaped fireball across the screen. Both in stand off and stand on, the button used determines the speed of the ankh and the recovery: in stand off, it never goes further than half screen, in stand on, C goes almost fullscreen. For both, A versions are preferred, as they have the fastest recovery. | |description=Fires an ankh shaped fireball across the screen. Both in stand off and stand on, the button used determines the speed of the ankh and the recovery: in stand off, it never goes further than half screen, in stand on, C goes almost fullscreen. For both, A versions are preferred, as they have the fastest recovery, although the stand on C version does have merits as a fullscreen harassment tool. In pressure, both options are very plus and aren't affected by pushblock. The stand off version has less recovery, making it even more plus and potentially letting you combo after, but also leaves you standless for about a second. | ||
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|description=Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Potentially one of Avdol's strongest tools. The number of uses for this is incredible. Can be set up in various ways, | |description=Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Potentially one of Avdol's strongest tools. The number of uses for this is incredible. Can be set up in various ways, but is generally unsafe to do in neutral unless you are far away against a character with no fullscreen presence. No difference between stand off and on. | ||
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|description=Magician's Red appears and thrusts himself into the air. With stand off Magician's Red travels forward a little before leaping into the air for the B and C versions, the Distance/Damage/Height also vary with the strength of the button pressed. Air unblockable when hit deep, if it connects only with the outermost part of the hitbox, it will be air blockable. When used with stand on Avdol will follow Magician's Red, but they won't travel forwards across the ground first. | |description=Magician's Red appears and thrusts himself into the air. Dragon Punch style move with many unique quirks.<br><br> With stand off Magician's Red travels forward a little before leaping into the air for the B and C versions, the Distance/Damage/Height also vary with the strength of the button pressed. Air unblockable when hit deep, if it connects only with the outermost part of the hitbox, it will be air blockable. Mostly used as a combo ender or a niche pressure tool. This version is used in remote mode. <br><br>When used with stand on Avdol will follow Magician's Red, but they won't travel forwards across the ground first. s.623A is an amazing move for many reasons. It's invincible on frame 1, it has a great hitbox, and most of all, it's very safe for a meterless reversal. The move is -10 at worst, and can even get to -1 if you space it. It's a very easy move to just throw out and beat whatever your opponent is doing, and even if you whiff or get blocked, you can often just do another s.623A to punish their punish attempt. And obviously, it's an amazing anti air. The C version is mostly used as an aerial combo ender, and the B version isn't very useful besides sniping Shooting Star. | ||
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|description=Magician's Red appears and does an angled dive kick in which Abdul follows him down. If used with Stand ON Avdol will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control | |description=Magician's Red appears and does an angled dive kick in which Abdul follows him down. In stand off, Magician's Red will bounce off the opponent and stand in front of them. He still has a hurtbox, so this move is technically punishable on hit, though usually with only 1 attack. If used with Stand ON Avdol will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control. Hits overhead. | ||
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|description=Hitgrab. Magician's Red grabs the opponent by the face and makes them explode. Hard knockdown. Easily comboed into and makes for a nice and flashy looking combo ender. No relevant differences between versions in stand off, and is unsafe on block. In stand on it | |description=Hitgrab. Magician's Red grabs the opponent by the face and makes them explode. Hard knockdown. Easily comboed into and makes for a nice and flashy looking combo ender. No relevant differences between versions in stand off, and is unsafe on block. In stand on it's actually plus, and the stronger the version, the longer the range but the bigger the pushback on block. C is usually preferred, as it has the same startup as the others and longer range when stand on, though A and B are better on block. After connecting, you can start your okizeme game or, from stand off only, combo before your opponent has a chance to recover. | ||
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|description=Magician's Red dashes out and does a maximum of 2 hits with knockdown. Enters Remote mode when used. Being frame 0 lets this move be used as a meterless reversal, a rare thing in Jojo's. BE WARNED if Avdol is hit while you are using Remote Control you will take significantly increased damage. | |description=Magician's Red dashes out and does a maximum of 2 hits with knockdown. Enters Remote mode when used. Being frame 0 lets this move be used as a meterless reversal, a rare thing in Jojo's. Also unblockable if used at point blank range, but if you're that close, throw is almost always preferred. BE WARNED if Avdol is hit while you are using Remote Control you will take significantly increased damage. | ||
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|description=Abdul and his stand create an explosion which travels forward dealing | |description=Abdul and his stand create an explosion which travels forward dealing high damage. The startup hit before the superflash will lock the opponent into getting hit by the explosions.<br><br> Extremely obnoxious reversal that can be used pretty much any time you have meter. It has an amazing hitbox and lots of invincibility, so it will almost always beat out other attacks. It generally does around 40% damage, which is stronger than many of Avdol's BnBs. There is a gap between the first hit and the explosions, so in theory the opponent could hit a button in between and punish. However, if Avdol is stand off, he can move almost immediately after the super flash, making punishing functionally impossible. In fact, against taller characters, Avdol can mix between d.2A and j.A on block, which both combo into the explosions. An enormous, highly damaging reversal super that gives YOU a mixup if they block, what more could you ask for?<br><br>If the first hit causes a stand crash, the opponent can occasionally fall out of the explosions if you don't push them with a dash. It can also fall out on smaller characters like Iggy. The stand on version locks Avdol with Magician's Red until the move is over, meaning the gap is actually punishable. He also can't get as good follow ups, so don't use the stand on version. | ||
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|description=Magician's Red unleashes a barrage of flaming Ankhs. You need to be fairly close for it to do maximum damage. Okay okizeme on waking up opponents with either 2A or j.A as they get up. Slow startup, hard to combo into, but leads to very high damage. Mainly used for 50/50s after a knockdown. | |description=Magician's Red unleashes a barrage of flaming Ankhs. You need to be fairly close for it to do maximum damage. Okay okizeme on waking up opponents with either 2A or j.A as they get up. Slow startup, hard to combo into, but leads to very high damage. Mainly used for 50/50s after a knockdown. In stand on, you can't even get a 50/50, so don't bother. | ||
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|description=Avdol sets a trap on the floor in front of him. After a short duration an ankh will burst out from the floor in that location. The duration can be extended by holding the button used | |description=Avdol sets a trap on the floor in front of him. After a short duration an ankh will burst out from the floor in that location. The duration can be extended by holding the button used. It consumes no meter when placed, only when it explodes. Causes an untechable launch on hit, allowing for a short juggle.<br><br> The stand off version has long recovery and short invul, making it inferior to the stand on version. The stand on version has next to no recovery and also gives you around 2 seconds of fully actionable invincibility. So in addition to it's uses as a trap to detonate as your opponent walks over, you can also use it as a neutral skip to waltz through whatever your opponent is throwing at you. You are also able to grab while the ankh is being released, and combo the grab into the ankh. It does increase the damage of your grab, but it also makes the grab untechable, giving good oki midscreen and letting you combo a DP in the corner. In addition, if the opponent techs the grab over the ankh, it will hit them anyway. Of course, you could choose to not grab and go for a standard combo or bait a specific option. Ankh is one of Avdol's most powerful and versatile options, learn to use it well. <br><br>You can perform the famous Avdol "ghosting" technique with this move, where you repeatedly place down ankhs without releasing them, as the meter is only consumed on this explosion. You can use this to make yourself invincible for as long as you like, but be warned, ghosting is banned in tournaments, and your opponent will likely quit if you do it. | ||
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Revision as of 19:40, 3 January 2023
Movelist
Stand Off Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 8 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -2 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 12 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | -3 | -6 | SP, SU, TA | IPS=Yes Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | 10 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | +1 | -2 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 13 | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -7 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 7 | 3 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+9 | +4 | -4 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 6 | 11 | 6 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
2 | 0 | -16 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | 5 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | +7 | -6 | SP, SU, TA | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 16* | 2 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -4 | -14 | SP, SU, TA | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 14 | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
launch | -3 | -6 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 14 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -5 | -8 | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 14 | 7 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | -3 | -6 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 7 | 8 | 8 | -1/-9 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | - | - | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 6 | 11 | ? | 0/-13 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | - | - | SP, SU, TA | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | 10 | 10 | +2/-11 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | - | - | SP, SU, TA | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 8 | landing | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Stand On Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 12 | 4 | +2/-2 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | - | - | SP, SU, TA | - | ||||
A quick strike that leaves a small flame. Good pressure and combo tool, as well as an okay poke up close. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 5 | 18 | 10 | -7/-16 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | - | - | SP, SU, TA | - | ||||
Flaming hook style punch. Amazing poke in terms of hitbox and speed, can outpoke many other normals or even anti air. Does have strong cancel options like hitgrab and tandem, but those options stop working at longer ranges. Can whiff on certain crouching characters. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | 24 | 15 | -9/-14 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | - | - | - | - | ||||
A front flaming roundhouse kick that hits twice. Good range and also moves the player forward, but generally outclassed by s.5b. Mostly used as an easy, unrewarding combo ender. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 9 | 3 | +2/-2 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | - | - | SP, SU, TA | - | ||||
Low kick with Timbs. Decievingly good range, does not chain nor link into itself. Avdol's main stand on low, with alright combo options on hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 20 | 3 | 3 | -2/-14 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | - | - | SP, SU, TA | - | ||||
Flame strike aimed at the stomach, similar to 6C. Fantastic hitbox, but extremely poor damage. For whatever reason, this move removes Avdol's hurtbox around his chest, though this is rarely useful. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 6 | 18 | 12 | -5/-19 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | - | - | - | - | ||||
Overhand strike that looks like an overhead but isn't. Not very useful. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 7 | 16 | 4 | -10/-14 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | - | - | SP, SU, TA | - | ||||
Makes a small flame appear in front of him. Extremely good anti air with fast speed, a great hitbox, and combos to s.5B or DP on hit. Whiffs on most crouchers, but draws opponents in on hit and chains to s.5B, making it an amazing combo tool when available. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 7 | 21 | 12 | -6/-15 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | - | - | - | - | ||||
Upwards reaching AA flame strike. Best used as a preemptive anti air for approaches you can't easily react to, such as Chaka's hyper hops. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 2 | 21 | 6 | -9/-13 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | - | - | SP, SU, TA | - | ||||
Faster s.5B. Occasionally useful approach and tech chase option. Should usually be cancelled, as it's unsafe on both hit and block. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 9 | 12 | 12 | -1/-16 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | - | - | SP, SU, TA | - | ||||
Straight kick with Timbs. Good after stand crashes, and the 2 hits give enough time to easily confirm into hitgrab. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 4 | 30 | 15 | -7/-20 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | - | - | SP, SU, TA | - | ||||
Cancelable s.5C. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 8 | 3 | +2/-2 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | - | - | SP, SU, TA | - | ||||
Version of s.2A that can't chain into other normals. Strong pressure and tick throw option. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 14 | 8 | 3 | -9/-10 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | - | - | SP, SU, TA | - | ||||
Same as s.2B, but can't be chained. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 18 | 2 | 12 | -1/-15 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | - | - | - | - | ||||
Much better version of s.2c. Becomes a moving disjointed hitbox that's great as an approach option and anti air. While -1 point blank, the large active window means it is very plus when spaced well, up to +16. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 15 | - | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Does a jumping angled hit with talons. Faster and better jump in hitbox than s.j.C, but worse damage and hitstun. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 22 | - | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as above but a weaker variation. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 16 | - | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
A jumping version of the his crouching 2B. Amazing air to air. |
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
24 | - | - | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Fires an ankh shaped fireball across the screen. Both in stand off and stand on, the button used determines the speed of the ankh and the recovery: in stand off, it never goes further than half screen, in stand on, C goes almost fullscreen. For both, A versions are preferred, as they have the fastest recovery, although the stand on C version does have merits as a fullscreen harassment tool. In pressure, both options are very plus and aren't affected by pushblock. The stand off version has less recovery, making it even more plus and potentially letting you combo after, but also leaves you standless for about a second. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
48 | - | - | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Potentially one of Avdol's strongest tools. The number of uses for this is incredible. Can be set up in various ways, but is generally unsafe to do in neutral unless you are far away against a character with no fullscreen presence. No difference between stand off and on. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Magician's Red appears and thrusts himself into the air. Dragon Punch style move with many unique quirks. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
15(s.Off) 5(s.On) |
- | - | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Magician's Red appears and does an angled dive kick in which Abdul follows him down. In stand off, Magician's Red will bounce off the opponent and stand in front of them. He still has a hurtbox, so this move is technically punishable on hit, though usually with only 1 attack. If used with Stand ON Avdol will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control. Hits overhead. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | 17 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Hitgrab. Magician's Red grabs the opponent by the face and makes them explode. Hard knockdown. Easily comboed into and makes for a nice and flashy looking combo ender. No relevant differences between versions in stand off, and is unsafe on block. In stand on it's actually plus, and the stronger the version, the longer the range but the bigger the pushback on block. C is usually preferred, as it has the same startup as the others and longer range when stand on, though A and B are better on block. After connecting, you can start your okizeme game or, from stand off only, combo before your opponent has a chance to recover. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | 12 | 30 | 6 | -13/-12 | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-12 | - | - | - | - | ||||
Magician's Red dashes out and does a maximum of 2 hits with knockdown. Enters Remote mode when used. Being frame 0 lets this move be used as a meterless reversal, a rare thing in Jojo's. Also unblockable if used at point blank range, but if you're that close, throw is almost always preferred. BE WARNED if Avdol is hit while you are using Remote Control you will take significantly increased damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 18 | 33 | 7 | +12/-2(s.Off) -22/-35(s.On) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+9(s.Off) -25(s.On) |
- | - | - | - | ||||
Magician's Red counter attacks with a flame pillar. In stand off you can combo out of it if you knock the opponent towards the corner. In stand off, it has quite a bit of recovery. Great guard cancel, but like other great guard cancels, overusing it is not smart. |
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Abdul and his stand create an explosion which travels forward dealing high damage. The startup hit before the superflash will lock the opponent into getting hit by the explosions. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Magician's Red unleashes a barrage of flaming Ankhs. You need to be fairly close for it to do maximum damage. Okay okizeme on waking up opponents with either 2A or j.A as they get up. Slow startup, hard to combo into, but leads to very high damage. Mainly used for 50/50s after a knockdown. In stand on, you can't even get a 50/50, so don't bother. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Avdol sets a trap on the floor in front of him. After a short duration an ankh will burst out from the floor in that location. The duration can be extended by holding the button used. It consumes no meter when placed, only when it explodes. Causes an untechable launch on hit, allowing for a short juggle. |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
- | - | - | - | - |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |