JoJo's Bizarre Adventure: Heritage for the Future/Avdol/Movelist: Difference between revisions
m (Finished stand off moves) |
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(14 intermediate revisions by 5 users not shown) | |||
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{{Character Subnav HFTF|name=Avdol}} | |||
=Movelist= | =Movelist= | ||
==Stand Off | ==Stand Off Normals== | ||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_5A.png | |image=HFTF_Avdol_5A.png | ||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
|input= | |input= | ||
Line 12: | Line 14: | ||
|recovery=8 | |recovery=8 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-2 | |||
|guard= | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 22: | Line 26: | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66)2A.png | |image=HFTF_Avdol_(66)2A.png | ||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
|input= | |input= | ||
Line 33: | Line 38: | ||
|recovery=12 | |recovery=12 | ||
|hit=-2 | |hit=-2 | ||
|block | |block=-3 | ||
|pushblock=-6 | |||
|guard= | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 43: | Line 50: | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_6A.png | |image=HFTF_Avdol_6A.png | ||
|caption= | |caption= | ||
|name=6A | |name=6A | ||
|input= | |input= | ||
Line 54: | Line 62: | ||
|recovery=10 | |recovery=10 | ||
|hit=-2 | |hit=-2 | ||
|block | |block=+1 | ||
|pushblock=-2 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 63: | Line 73: | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66)5B.png | |image=HFTF_Avdol_(66)5B.png | ||
|caption= | |caption= | ||
|name= | |name=5B | ||
|input= | |input= | ||
|data= | |data= | ||
Line 72: | Line 83: | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=13 | ||
|hit= | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-7 | |||
|guard= | |||
|damage=5 | |damage=5 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=Yes Scales=Yes | |properties=IPS=Yes Scales=Yes | ||
|description= | |description= | ||
* | *Only used to combo into tandem or hitgrab from 2A or early jump-ins | ||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_(66)2B.png | |||
|caption=Not an anti-air | |||
|name=2B | |||
|input= | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=7 | |||
|active=7 | |||
|recovery=3 | |||
|hit=+9 | |||
|block=+4 | |||
|pushblock=-4 | |||
|guard= | |||
|damage=8 | |||
|cancel=SP, SU, TA | |||
|properties=IPS=No Scales=Yes | |||
|description= | |||
*Mid | |||
*Long active frames and links into 5C/662B on hit | |||
*Short duration so great for building meter | |||
*ESSENTIAL MOVE | |||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image= | |image=HFTF_Avdol_5C.png | ||
|caption= | |caption= | ||
|name= | |name=5C | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=8 | ||
|active= | |active=6 | ||
|recovery= | |recovery=11 | ||
|hit= | |hit=2 | ||
|block | |block=0 | ||
|damage= | |pushblock=-16 | ||
|guard= | |||
|damage=6 | |||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=Yes Scales=Yes | |properties=IPS=Yes Scales=Yes | ||
|description= | |description= | ||
* | *Similar to 5B with more range and hitstun but a slower startup | ||
* | *Forward movement and active frames make it work as a poke but you'll usually have better options | ||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_(66)2C.png | |||
|caption=Half of your gameplan | |||
|name=2C | |||
|input= | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=7 | |||
|active=5 | |||
|recovery=5 | |||
|hit=KD | |||
|block=+7 | |||
|pushblock=-6 | |||
|guard= | |||
|damage=10 | |||
|cancel=SP, SU, TA | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*ESSENTIAL MOVE | |||
*Avdol's best stand off button, a giant poke with great priority and a low profile that is safe on block, knocks down on hit and whiffs fast | |||
*Leads to oki on some characters | |||
*While the priority is huge it still extends its hurtbox so be wary of couterpokes | |||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image= | |image=HFTF_Avdol_6C.png | ||
|caption= | |caption=The wall | ||
|name= | |name=6C | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active=16 | |active=16* | ||
|recovery= | |recovery=2 | ||
|hit= | |hit=-3 | ||
|block | |block=-4 | ||
|damage= | |pushblock=-14 | ||
|cancel=SP | |guard= | ||
|damage=10 | |||
|cancel=SP, SU, TA | |||
|properties=IPS=No Scales=No | |properties=IPS=No Scales=No | ||
|description= | |description= | ||
* | *ESSENTIAL MOVE | ||
* | *Amazing counterpoke that will stuff most things trying to get in | ||
*The active frames blink in and out which can make it an unreliable meaty | |||
}} | }} | ||
}} | }} | ||
Line 125: | Line 195: | ||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66)5B.png | |image=HFTF_Avdol_(66)5B.png | ||
|caption= | |caption=What even was the idea behind this | ||
|name= | |name=d.5A | ||
|input= | |input= | ||
|data= | |data= | ||
Line 132: | Line 202: | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=14 | ||
|hit= | |hit=launch | ||
|block | |block=-3 | ||
|pushblock=-6 | |||
|guard= | |||
|damage=5 | |damage=5 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=Yes Scales=Yes | |properties=IPS=Yes Scales=Yes | ||
|description= | |description= | ||
* | *Useless | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66) | |image=HFTF_Avdol_(66)2A.png | ||
|caption= | |caption= | ||
|name= | |name=d.2A | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=14 | ||
|hit= | |hit=-4 | ||
|block | |block=-5 | ||
|damage= | |pushblock=-8 | ||
|guard= | |||
|damage=3 | |||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS= | |properties=IPS=Yes Scales=Yes | ||
|description= | |description= | ||
* | *On paper an amazing move for Avdol, a dashing low that can combo into hitgrab and tandem | ||
* | *In practice you'll only hit this at ranges where neither combos and you're left with a worse 2A | ||
}} | }} | ||
}} | }} | ||
{{MoveData | <br> | ||
{{MoveData | |||
|image=HFTF_Avdol_(66)5B.png | |image=HFTF_Avdol_(66)5B.png | ||
|caption= | |caption= | ||
|name= | |name=d.5B | ||
|input= | |input= | ||
|data= | |data= | ||
Line 175: | Line 249: | ||
|recovery=14 | |recovery=14 | ||
|hit=-2 | |hit=-2 | ||
|block | |block=-3 | ||
|pushblock=-6 | |||
|guard= | |||
|damage=7 | |damage=7 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 183: | Line 259: | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66)2B.png | |image=HFTF_Avdol_(66)2B.png | ||
|caption=Hope you can 1 hit hitcomfirm | |caption=Hope you can 1 hit hitcomfirm | ||
|name= | |name=d.2B | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active= | |active=7 | ||
|recovery= | |recovery=8 | ||
|hit= | |hit=+4 | ||
|block | |block=0 | ||
|pushblock=-7 | |||
|guard=-1/-9 | |||
|damage=8 | |damage=8 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 203: | Line 282: | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_5C.png | |image=HFTF_Avdol_5C.png | ||
|caption= | |caption= | ||
|name=5C | |name=d.5C | ||
|input= | |input= | ||
|data= | |data= | ||
Line 233: | Line 293: | ||
|active=6 | |active=6 | ||
|recovery=11 | |recovery=11 | ||
|hit=2 | |hit=+2 | ||
|block | |block=+1 | ||
|damage= | |pushblock=-11 | ||
|guard=0/-13 | |||
|damage=? | |||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=Yes Scales=Yes | |properties=IPS=Yes Scales=Yes | ||
|description= | |description= | ||
* | *Worse 662B | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Avdol_(66)2C.png | |image=HFTF_Avdol_(66)2C.png | ||
|caption= | |caption=The other half of your gameplan | ||
|name=2C | |name=d.2C | ||
|input= | |input= | ||
|data= | |data= | ||
Line 252: | Line 314: | ||
|startup=7 | |startup=7 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery=10 | ||
|hit=KD | |hit=KD | ||
|block | |block=+2 | ||
|pushblock=-9 | |||
|guard=+2/-11 | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 260: | Line 324: | ||
|description= | |description= | ||
*ESSENTIAL MOVE | *ESSENTIAL MOVE | ||
* | *2C with a lot more range but worse advantage on block | ||
* | *Can be used to get in, whiff punish or as cover when running away | ||
}} | }} | ||
}} | }} | ||
<br> | |||
{{MoveData | {{MoveData | ||
|image= | |image=HFTF_Avdol_j.B.png | ||
|caption= | |caption= | ||
|name= | |name=j.A | ||
|input= | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=16 | |||
|recovery=landing | |||
|hit=+12 | |||
|block=+11 | |||
|pushblock=+7 | |||
|guard= | |||
|damage=5 | |||
|cancel=SP | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Fast air move with good actives and the best priority on any of Avdol's jump-ins | |||
*Works as an (unsafe) instant overhead | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_j.B.png | |||
|caption= | |||
|name=j.B | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=5 | ||
|active=16 | |active=16 | ||
|recovery= | |recovery=landing | ||
|hit= | |hit=+12 | ||
|block | |block=+11 | ||
|damage= | |pushblock=+7 | ||
|cancel=SP | |guard= | ||
|damage=5 | |||
|cancel=SP | |||
|properties=IPS=No Scales=No | |properties=IPS=No Scales=No | ||
|description= | |description= | ||
* | *Same move as j.A | ||
}} | }} | ||
}} | }} | ||
{{MoveData | <br> | ||
{{MoveData | |||
|image=HFTF_Avdol_j.C.png | |image=HFTF_Avdol_j.C.png | ||
|caption=Not the best jump-in | |caption=Not the best jump-in | ||
Line 296: | Line 385: | ||
|active=8 | |active=8 | ||
|recovery=landing | |recovery=landing | ||
|hit= | |hit=+12 | ||
|block | |block=+11 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=10 | |damage=10 | ||
|cancel=SP | |cancel=SP | ||
Line 306: | Line 397: | ||
}} | }} | ||
}} | }} | ||
<br> | |||
==Stand On Normals== | |||
{{MoveData | |||
|image=HFTF_Avdol_s.5A.png | |||
|caption= | |||
|name=s.5A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=3 | |||
|active=3 | |||
|recovery=12 | |||
|hit=+3 | |||
|block=+2 | |||
|pushblock=-3 | |||
|guard= | |||
|damage=4 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=A quick strike that leaves a small flame. Good pressure and combo tool, as well as an okay poke up close. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.5B.png | |||
|caption= | |||
|name=s.5B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=4 | |||
|active=5 | |||
|recovery=18 | |||
|hit=-8 | |||
|block=-7 | |||
|pushblock=-16 | |||
|guard= | |||
|damage=10 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.5C.png | |||
|caption= | |||
|name=s.5C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=9 | |||
|active=4 | |||
|recovery=24 | |||
|hit=-3 | |||
|block=-9 | |||
|pushblock=-14 | |||
|guard= | |||
|damage=15 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.2A.png | |||
|caption= | |||
|name=s.2A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=4 | |||
|active=3 | |||
|recovery=9 | |||
|hit=+3 | |||
|block=+2 | |||
|pushblock=-2 | |||
|guard= | |||
|damage=3 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.2B.png | |||
|caption=In case you really need chest invincibility | |||
|name=s.2B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=20 | |||
|recovery=3 | |||
|hit=-1 | |||
|block=-2 | |||
|pushblock=-14 | |||
|guard= | |||
|damage=3 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.2C.png | |||
|caption= | |||
|name=s.2C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=6 | |||
|active=6 | |||
|recovery=18 | |||
|hit=-4 | |||
|block=-5 | |||
|pushblock=-19 | |||
|guard= | |||
|damage=12 | |||
|cancel= | |||
|properties= | |||
|description=Overhand strike that looks like an overhead but isn't. Not very useful. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.6A.png | |||
|caption=Really good anti air | |||
|name=s.6A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=4 | |||
|active=7 | |||
|recovery=16 | |||
|hit=-5 | |||
|block=-10 | |||
|pushblock=-14 | |||
|guard= | |||
|damage=4 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.4B.png | |||
|caption= | |||
|name=s.4B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=8 | |||
|active=7 | |||
|recovery=21 | |||
|hit=-5 | |||
|block=-6 | |||
|pushblock=-15 | |||
|guard= | |||
|damage=12 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.5A.png | |||
|caption= | |||
|name=d.s.5A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=6 | |||
|active=2 | |||
|recovery=21 | |||
|hit=-9 | |||
|block=-9 | |||
|pushblock=-13 | |||
|guard= | |||
|damage=6 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=Faster s.5B. Occasionally useful approach and tech chase option. Should usually be cancelled, as it's unsafe on both hit and block. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.5B.png | |||
|caption= | |||
|name=d.s.5B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=7 | |||
|active=9 | |||
|recovery=12 | |||
|hit=-1 | |||
|block=-1 | |||
|pushblock=-16 | |||
|guard= | |||
|damage=12 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=Straight kick with Timbs. Good after stand crashes, and the 2 hits give enough time to easily confirm into hitgrab. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.5C.png | |||
|caption= | |||
|name=d.s.5C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=12 | |||
|active=4 | |||
|recovery=30 | |||
|hit=-9 | |||
|block=-7 | |||
|pushblock=-20 | |||
|guard= | |||
|damage=15 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=Cancelable s.5C. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.2A.png | |||
|caption= | |||
|name=d.s.2A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=4 | |||
|active=3 | |||
|recovery=8 | |||
|hit=+3 | |||
|block=+2 | |||
|pushblock=-2 | |||
|guard= | |||
|damage=3 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=Version of s.2A that can't chain into other normals. Strong pressure and tick throw option. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.2B.png | |||
|caption= | |||
|name=d.s.2B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=14 | |||
|recovery=8 | |||
|hit=-8 | |||
|block=-9 | |||
|pushblock=-10 | |||
|guard= | |||
|damage=3 | |||
|cancel=SP, SU, TA | |||
|properties= | |||
|description=Same as s.2B, but can't be chained. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_d.s.2C.png | |||
|caption= | |||
|name=d.s.2C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=6 | |||
|active=18 | |||
|recovery=2 | |||
|hit=0 | |||
|block=-1 | |||
|pushblock=-15 | |||
|guard= | |||
|damage=12 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.j.A.png | |||
|caption= | |||
|name=s.j.A | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=3 | |||
|active=15 | |||
|recovery= | |||
|hit=+17 | |||
|block=+11 | |||
|pushblock=+7 | |||
|guard= | |||
|damage=5 | |||
|cancel= | |||
|properties= | |||
|description=Does a jumping angled hit with talons. Faster and better jump in hitbox than s.j.C, but worse damage and hitstun. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.j.A.png | |||
|caption= | |||
|name=s.j.B | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=5 | |||
|active=22 | |||
|recovery= | |||
|hit=+17 | |||
|block=+11 | |||
|pushblock=+7 | |||
|guard= | |||
|damage=4 | |||
|cancel= | |||
|properties= | |||
|description=Same as above but a weaker variation. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_s.j.C.png | |||
|caption= | |||
|name=s.j.C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=8 | |||
|active=16 | |||
|recovery= | |||
|hit=+17 | |||
|block=+11 | |||
|pushblock=+7 | |||
|guard= | |||
|damage=12 | |||
|cancel= | |||
|properties= | |||
|description=A jumping version of the his crouching 2B. Amazing air to air. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=r.s.j.2C | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=8 | |||
|active= | |||
|recovery=2 | |||
|hit=+12 | |||
|block=+13 | |||
|pushblock=+5 | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|description=A spinning kick that travels straight down and hits multiple times. Is only available in Remote mode, and is in fact the only move in the game like this. ALSO only available after a double or triple jump. Despite its extremely specific conditions, this normal is very useful. It travels at an angle that very few characters can reliably cover, and it has next to no recovery on landing, making it a great pressure tool. Don't get too predictable with it, as while you're double jumping to use the move, the opponent can run under you and hit Avdol while he's vulnerable. | |||
}} | |||
}} | |||
<br> | |||
==Specials== | |||
{{MoveData | |||
|image=HFTF_Avdol_236x.png | |||
|caption= | |||
|name=Crossfire Hurricane<br>236x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=24 | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage=8 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_214x (1).png | |||
|image2=HFTF_Avdol_214x (2).png | |||
|caption2=Underrated | |||
|name=Flame Sensor<br>214x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=48 | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage=4 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_623x (1).png | |||
|image2=HFTF_Avdol_623x (2).png | |||
|caption= | |||
|name=Fire Wall<br>623x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|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, with most of the recovery being airborne. It also has very low recovery on whiff, making whiff punishing a nightmare. 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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_j.214x.png | |||
|caption= | |||
|name=Fire Eagle<br>j.236x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=15(s.Off)<br>5(s.On) | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage=8 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_63214x.png | |||
|caption= | |||
|name=Hell Fire<br>63214x | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage=17 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_236s.png | |||
|caption=Actual meterless reversal | |||
|name=Stand Activation Attack<br>236s | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=0 | |||
|active=12 | |||
|recovery=30 | |||
|hit=-12 | |||
|block= | |||
|pushblock= | |||
|guard=-13/-12 | |||
|damage=6 | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Remote Mode<br>s.6AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|description=Activates Remote mode. Generally a much safer way to enter than 236s, but has no hitbox.<br>Avdol has by far the best Remote mode usage in the game (not counting Devo). With the bonus walk speed, his pokes become even better than they already were. It also lets him walk behind his fireballs better, which combined with the new divekick normal and the fact that Avdol can stop the screen from scrolling, effectively giving him the corner from anywhere, makes his pressure very strong. He can use his triple jump and s.j.C to catch people mindlessly using forward techs, too. Be careful when in Remote, as if Avdol gets hit during it, he will take double damage. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Guard Cancel<br>623x while blocking | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=9 | |||
|active=18 | |||
|recovery=33 | |||
|hit=+9(s.Off)<br>-25(s.On) | |||
|block= | |||
|pushblock= | |||
|guard=+12/-2(s.Off)<br>-22/-35(s.On) | |||
|damage=7 | |||
|cancel= | |||
|properties= | |||
|description=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. | |||
}} | |||
}} | |||
<br> | |||
==Supers== | |||
{{MoveData | |||
|image=HFTF_Avdol_236AA.png | |||
|image2=HFTF_Avdol_236AA (2).png | |||
|caption2=Imagine blocking | |||
|name=Napalm Bomb<br>236AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_214AA.png | |||
|caption= | |||
|name=Crossfire Hurricane Special<br>214AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=HFTF_Avdol_623AA.png | |||
|caption=Invincible for a year and a half | |||
|name=Red Heat Ankh<br>623AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Tandem<br>214s | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|pushblock= | |||
|guard= | |||
|damage= | |||
|cancel= | |||
|properties= | |||
|description= | |||
}} | |||
}} | |||
{{NavboxHFTF}} | {{NavboxHFTF}} | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Latest revision as of 16:22, 28 July 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 | 0 | -7 | 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 | +1 | -11 | 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 | +2 | -9 | SP, SU, TA | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +11 | +7 | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +11 | +7 | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 8 | landing | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +11 | +7 | SP | IPS=No Scales=No | ||||
|
Stand On Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 12 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +2 | -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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -7 | -16 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -9 | -14 | - | - | ||||
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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +2 | -2 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -14 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -5 | -19 | - | - | ||||
Overhand strike that looks like an overhead but isn't. Not very useful. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 7 | 16 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -10 | -14 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -15 | - | - | ||||
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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -9 | -13 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -1 | -16 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -7 | -20 | SP, SU, TA | - | ||||
Cancelable s.5C. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 8 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +2 | -2 | 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 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -10 | SP, SU, TA | - | ||||
Same as s.2B, but can't be chained. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 18 | 2 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -1 | -15 | - | - | ||||
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 | ||||
+17 | +11 | +7 | - | - | ||||
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 | ||||
+17 | +11 | +7 | - | - | ||||
Same as above but a weaker variation. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 16 | - | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+17 | +11 | +7 | - | - | ||||
A jumping version of the his crouching 2B. Amazing air to air. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | - | 2 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +13 | +5 | - | - | ||||
A spinning kick that travels straight down and hits multiple times. Is only available in Remote mode, and is in fact the only move in the game like this. ALSO only available after a double or triple jump. Despite its extremely specific conditions, this normal is very useful. It travels at an angle that very few characters can reliably cover, and it has next to no recovery on landing, making it a great pressure tool. Don't get too predictable with it, as while you're double jumping to use the move, the opponent can run under you and hit Avdol while he's vulnerable. |
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 | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Activates Remote mode. Generally a much safer way to enter than 236s, but has no hitbox. |
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 |
- | - | - | - | - |