JoJo's Bizarre Adventure: Heritage for the Future/Chaka/Combos: Difference between revisions

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Midler, and to some extent Vanilla Ice, DIO and Devo, are not susceptible to the Unblockable Resets. Midler has i-frames upon landing and, due to some bizarre hurtbox morph, DIO can't be meatied with lows, but you can meaty him with moves like 5A or 2C, which hit higher up. Vanilla Ice is a notable mention as well, you can reset him, but due to his stand on airborne hurtbox reaching the ground before he does, you’d need a frame perfect low to meaty him, but there's a much easier way that I'm going to cover later. Devo is also very annoying to deal with, because he’s always in remote mode, and if you didn’t know, your stand on moves have their gauge damaged halved, and you stand off gauged numbers are doubled. It’s a good thing that Chaka can carry Devo’s doll fullscreen. We’ll get back to that one later. <br>  
Midler, and to some extent Vanilla Ice, DIO and Devo, are not susceptible to the Unblockable Resets. Midler has i-frames upon landing and, due to some bizarre hurtbox morph, DIO can't be meatied with lows, but you can meaty him with moves like 5A or 2C, which hit higher up. Vanilla Ice is a notable mention as well, you can reset him, but due to his stand on airborne hurtbox reaching the ground before he does, you’d need a frame perfect low to meaty him, but there's a much easier way that I'm going to cover later. Devo is also very annoying to deal with, because he’s always in remote mode, and if you didn’t know, your stand on moves have their gauge damaged halved, and you stand off gauged numbers are doubled. It’s a good thing that Chaka can carry Devo’s doll fullscreen. We’ll get back to that one later. <br>  
<youtube>1m8reMxkktg</youtube>
<youtube>J9-p2pFYBcA</youtube>




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2B/5B/66B xx 214S (5A xx 236X, 5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)
2B/5B/66B xx 214S (5A xx 236X, 5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)
* Low confirm. This works and is not frame perfect. I’m pretty sure it’s a 3 frame window at most, but it’s consistent enough to feel that way. There’s a window in between his launch and his landing where you can fit s.6A and have it hit on the first frame he lands, where he actually gets re-stood, putting his hurtbox in the way of your hitbox. Complete the chain from there, and follow up with s.j.C into another s.6A chain or d.s.5C. A follow up with d.s.5C requires a short delay after stand crash to land both hits. Easier follow up for less damage.
* Low confirm. This works and is not frame perfect. I’m pretty sure it’s a 2 frame window, this one. There’s a window in between his launch and his landing where you can fit s.6A and have it hit on the first frame he lands, where he actually gets re-stood, putting his hurtbox in the way of your hitbox. Complete the chain from there, and follow up with s.j.C into another s.6A chain or d.s.5C. A follow up with d.s.5C requires a short delay after stand crash to land both hits. Easier follow up for less damage.
j.B, 5A>5A xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (2 hits) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)
j.B, 5A>5A xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (2 hits) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)
* Stand off jump in confirm. These all work mostly the same way.  
* Stand off jump in confirm. These all work mostly the same way.  
s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (1 hit)>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)
s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (1 hit)>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)
* Same as before, but chain s.5C into s.5A early. Remember, you’re fighting Vanilla Ice players, so if you drop, you’re probably gonna eat a reversal s.623AA or 214S. Don’t mess these up.  
* Same as before, but chain s.5C into s.5A early. Remember, you’re fighting Vanilla Ice players, so if you drop, you’re probably gonna eat a reversal s.623AA or 214S. Don’t mess these up.


=== Medium Stand Gauge UB Setups (Avdol, Old Joseph, Polnareff) ===
=== Medium Stand Gauge UB Setups (Avdol, Old Joseph, Polnareff) ===
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s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR s.2A>5B xx s.236AA
s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR s.2A>5B xx s.236AA
* Tight dash link, loopable. Requires a dash, otherwise the chain window will still be active for s.2A. Adapt when necessary. This gets you from one end of the screen to the other. High execution for high damage and a ton of bar. You can actually hit the d.s.2A reset and only get a 4 frame launcher from how your pixels line up, but don't worry, all it's gonna do is change your timing.
* Tight dash link, loopable. Requires a dash, otherwise the chain window will still be active for s.2A. Adapt when necessary. This gets you from one end of the screen to the other. High execution for high damage and a ton of bar. You can actually hit the d.s.2A reset and only get a 4 hit launcher from how your pixels line up, but don't worry, all it's gonna do is change your timing.


s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5A>5A>5B>5C (2 hits) xx s.236AA
s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5A>5A>5B>5C (2 hits) xx s.236AA
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GC, S+5B xx 214S (5A xx 236X, 6A>5B>5C (2 hits)>5A) 5A xx 236S !SC s.j.C, s.6A>5B>5C (2hits)>5A xx 214S (CCS)
GC, S+5B xx 214S (5A xx 236X, 6A>5B>5C (2 hits)>5A) 5A xx 236S !SC s.j.C, s.6A>5B>5C (2hits)>5A xx 214S (CCS)
====Devo, Alessi, and Iggy====
Devo's doll cannot be guard cancelled, as basically any button he does will lower the doll's hurtbox by an absurd amount to the point where it just low profiles. For what's left that a Devo player would actually be going for, the doll would either be in the air or pushed out of range for a guard cancel. It's legitimately better to just try for stand on GC when the doll is active.
Alessi is a lot simpler, he just can't be guard cancelled when he throws out lows. Iggy just low profiles whenever he's stand off.


== Unblockable Resets ==
== Unblockable Resets ==
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=== Small Stand Gauges (Jotaro, Chaka, Vanilla Ice) ===
=== Small Stand Gauges (Jotaro, Chaka, Vanilla Ice) ===


GC, s+5B xx 214S [2A, 5A>5B>5C(1 hit)>5B] !UBR 5B xx 236S SC! j.s+C, 6A>5B>5C(2 hits)>5A xx 214S [CCS] s+5A>5A>5B>5C(2 hits)>5A xx 236AA or 236B>236A/B/C>236C
GC, S+5B xx 214S (2A, 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236S !SC s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)


=== Medium Stand Gauges (Avdol, Old Joseph, Polnareff) ===
=== Medium Stand Gauges (Avdol, Old Joseph, Polnareff) ===


GC, s+5B xx 214S [236A, 5A>5B>5C(1 hit)>5B] !UBR 5B xx 236S SC! j.s+C, 6A>5B>5C(2 hits)>5A xx 214S [CCS] s+5A>5A>5B>5C(2 hits)>5A xx 236AA or 236B>236A/B/C>236C
GC, S+5B xx 214S (5A>5B>5C (2 hits)>5B) !UBR 5B xx 236S !SC s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)


=== Large Stand Gauges (Alessi, Kakyoin, New Kakyoin) ===
=== Large Stand Gauges (Alessi, Kakyoin, New Kakyoin) ===


GC, s+5B xx 214S [5A>5B>5C>(1 hit)>5B] !UBR s+5A>5A>5B xx 236A/B/C>236A/B/C SC! 66C xx 214S [CCS] s+5A>5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C
GC, S+5B xx 214S (5A>5A>5B>5C>(1 hit)>5B) !UBR S+2A>2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)


= Remote mode combos =
= Remote mode combos =

Latest revision as of 19:09, 2 June 2024

Stand On Chain Combos

Note that the moves in () are optional while performing Chaka's Chain Combos. In case of most, it's optimal to just do one or two s.5A's instead of three, as one or two will deal more damage overall and the third hit might make the rest of the combo drop. Any other strings not listed or any sort of autocombos do not combo, or are very unsafe on hit.

s.5A>(5A>5A)>5B>5C

  • Chaka's primary Chain Combo. This version of s.5C can be only canceled after the second hit into either s.236B rekka (only the B variant works for the first hit) or s.236AA. The timing can be weird but it leads to optimal damage from this string. Note that you cannot cancel into the custom combo out of this.

s.5A>(5A>5A)>5B>5C>5B

  • Using 5B after the s.5C will lead you to an untechable launcher. Depending on how many hits your combo had, the height at which the opponent will be launched will be shorter. If the combo had 4 hits or less, you should be able to easily follow it up with s.236AA. If it had 5 hits, you will only able to connect with s.236AA in the corner. More hits might make it impossible to combo after it. Very unsafe on block.

s.5A>(5A>5A)>5B>5C>2B

  • Using 2B after the s.5C will result in a low attack that cannot be canceled. Only used in custom combos.

s.5A>(5A>5A)>5B

  • This Chain Combo can be cancelled into any special or super. Use it to go for longer combos by either using Custom Combo or rekkas.

s.2A>(2A)>5B

  • This Chain Combo can be cancelled into any special or super. Use it to go for longer combos by either using Custom Combo or rekkas.

s.5A>(5A>5A)>5B/2B>2C

  • A chain of attacks leading to a sweep.

s.2A>(2A)>5B/2B>2C

  • A chain of 4 low attacks (unless 5B was used instead of 2B), resulting in a hard knockdown.

s.6A(must connect)>5B>5C

  • A chain combo starting from a head level swipe. The first hit must touch the opponent (can be blocked) or you won't be able to perform the full string. It's quite unreliable since it whiffs against most if not all crouching characters, but results in high damage. This instance of s.5C can be cancelled into s.236A/B or s.236AA, or you can finish the chain with s.5A. Unlike Chaka's other magic series, you can cancel s.5C during the first or second hit.

s.6A (must connect)>5B>5C>5A

  • Using 5A after the s.5C results in a low poke attack that can be canceled into a special or super. Use it to combo into the Custom Combo or s.236AA super. You can also combo into s.623X out of it if you're close enough, but don't go for it.

Custom Combo Examples

Chaka pretty much only got one Custom Combo he can do for optimal damage. Though the first two hits can be different, the rest of the combo is the same. He does, however, use different setups for Stand Crash combos and his famous unblockable resets, but those are rather specific and will be shown in the later combo sections.

His optimal custom combo looks like this:

214S (5C (2 hits) xx 236X>236X, 5A>5A>5A>5B>5C (2 hits)>2B 236X>236X) - In his Custom Combo you'll want to simply land as many hits before your Stand Gauge depleted. You might avoid going for 2B during the second Chain Combo as it's harder to follow it up and it just does 1 point of damage.

Instead of 5C for the first two hits you can also use the following: 5A>5A 2A>2A 2A>2B 5A>5B - 5B whiffs against some shorter characters. 2A>5B - Same as above. 6A>5B - Same as above, except 6A whiffs against most crouching characters, too.

Pretty much any two hit string will do.

As for the follow up after a Custom Combo, you can do the following: S+5A>5A>5B>5C (2 hits) xx s.236B>236X>236C - Optimal meterless finisher. S+5A>5A>5B>5C (2 hits) xx s.236AA - Uses meter to deal higher damage. S+5A>5A>5B>2C - Gives the best oki

The follow-up is rather precise, but the timing isn't too hard. If you performed Stand Off 5A instead of s.5A, you might still be able to link it into either s.5A or s.2A using a crouch cancel.

Some characters get pushed too far after the Custom Combo ends. This may result in the combo dropping if you use two s.5A in the Chain Combo after it, so to be consistent use only one against these characters: Avdol, Vanilla Ice, Black Polnareff, Rubber Soul, Petshop.

This basic Custom Combo will be refered to as Custom Combo Sequence (CCS) in later combos.

Basic Combos

Most of Chaka's combos can start from any of his jumping attacks.

Stand Off

Your stand off jump in of choice will be j.b. Worth noting is that he can also combo into any of his normals from a jump-in, except for 6C. Here's a list of some basic links.

5A, 5A xx 236S or 214S (CCS)

  • Hitconfirm from two standing jabs with the sword's hilt.

2A, 2A xx 236S or 214S (CCS)

  • Hitconfirm from two low kicks. Just note that they have much shorter range than 5A.

2A, 5A xx 236S or 214S (CCS)

  • Low kick to standing jab. Fairly simple, with 5A covering more range and dealing more damage than 2A. Better than the previous one.

2A, 2A, 5B xx 236S or 214S (CCS)

  • Two crouching low kicks into a standing one. This one's a 1 frame link.

5A, 2A, 5B xx 236S or 214S (CCS)

  • Does more damage but is very tight to do. Not recommended.

2C, 5A xx 236S or 214S (CCS)

  • Chaka's quickdraw slash can combo into his 5A, though you need to be very close to the opponent. Works mostly well in a corner.

d.2C, 5A/2A xx 236S or 214S (CCS)

  • The dashing version of s.2C makes you slide towards your opponent, making the link easier.

2C/d.2C xx 236S xx s.623X

  • Common antiair string, combos into launcher for techchase. DP can be buffered by a double quarter circle when performing 236S.

Stand On

Chaka can confirm into his Custom Combo or s.236AA super out of pretty much every normal, just as long as it’s special/super cancellable. Rekkas will force you to block on launch after 6 hits, and are entirely punishable on hits 7 and 8. He can also combo into each of his normals off any aerial. Most optimal damage combos are done by hyperhopping in stand off, then turning stand on in the air before performing an aerial.

s.j.C, s.5A>5A>5B>5C (2 hits) xx s.236B>236X>236C

  • Your meterless BnB. Basic Chain Combo into rekka. Grants hard knockdown. Note that you need to start the rekka with the B version of the move after the second hit of s.5C, otherwise it won't work. Perform this combo with fewer hits and it's punishable.

s.5A>5B>5C (2 hits) xx s.236AA

  • Same thing but with a super instead. Does more damage.

s.2A>5B xx s.236X>236X>236C

  • Chain Combo starting with a low into rekka.

s.2A>5B xx s.236AA

  • Same as above but ends with a super.

s.2A>2A>5B xx s.214S (CCS)

  • Optimal Chain Combo string for starting Custom Combo.

s.5A>5A>5B xx s.214S (CCS)

  • Similar to the one above except it hits mid, performed primarily after a jump in. Most simple and easiest stand on custom combo starter.

s.6A>5B>5C (2 hits) xx s.236A/B>236X>236C

  • The only time this sequence is not punishable is if you cancel s.5C after one hit, or if plinked after a custom combo. That’s about a 2 frame window followup. If you choose to do neither, go for an A/B rekka ender.

s.6A>5B>5C (2 hits)>5A xx s.236AA or s.214S (CCS)

  • The good version of the previous combo. Guarantees a knockdown or a follow up after custom combo, depending on whichever one you choose.

s.5A>5B>5C (1 hit)>5B, s.236AA

  • Launcher into super. Works from midscreen. Any 5 hit variant, say from an s.j.C, is only possible in the corner. Throwing out s.5A isn’t a bad option in neutral, so this little number comes in handy more often than you’d expect.

s.5B/d.s.5B xx s.623X

  • common stand on antiair string.

s.6A>5B xx s.623X

  • Higher difficulty and more finicky for a higher damaging antiair.

These combos work only against characters that are in Stand On:

s.2C/d.s.2C xx s.623X or s.236AA

  • s.2C launches the opponent instead of causing the hard knockdown if the opponent has their Stand On. This allows you to follow-up the sweep with a launcher for techchase or s.236AA if you have meter to spend for a knockdown.

s.5A>2B/5B>2C xx s.623X or s.236AA

  • It works from Chain Combo strings as well.

s.2A>2B/5B>2C xx s.623X or s.236AA

  • Another example.

Advanced Combos

Stand Off

Crouch canceling 5A to link into s.5A is a 1 frame link. Crouch canceling 2A to link into s.5A is a 2 frame link. Crouch canceling 5A to link is done by holding crouch, then uncrouching on the first crouching frame then plinking S+5A on the very next frame. Crouch canceling 2A to link is done by tapping 2A, releasing crouch at anytime, then plinking S+5A on any of the first 2 frames after recovery.

2A/5A, CrC S+5A>5B>5C (1 hit)>5B

  • The only one I really recommend here, specifically the 2A variant. Best done on oki, gives oki from stand off into 5-hit untechable launch oki, Chaka's primary best okizeme advantage state. Can be mixed with j.B from stand off.

2A/5A, CrC S+5A>5B>5C (2 hits) xx s.236AA

  • Crouch cancel link into super. Performing rekkas instead of super is punishable.

2A/5A, CrC S+5A/2A>5B xx 214S (CCS)

  • Crouch cancel link into Custom Combo.

d.2C, 2A/5A, CrC S+5A>5B>5C (2 hits) xx s.236B>236X>236C

  • Insanely tight all around. Done more for style than anything, but it does give 9 hits for hard knockdown.

2C/d.2C, 5A, CrC S+5A>5B>5C (2 hits) xx s.236AA

  • Same as above but with super.

2C/d.2C, 5A, CrC S+5A>5B xx s.214S

  • Same as above but with a custom combo.

Stand On

d.s.2A (late hit), s.5A>5B>5C (2 hits) xx [s.236B>236X>236C] OR s.236AA OR 214S

  • If d.s.2A hits late (someone walks into it or it's used as a meaty), you can connect with s.5A after it. We will get back to this one later.

Other Advanced Combos for Chaka rely on using Stand Crashes or his "unblockable" setups using the launcher from one of his chain combo string.

Stand Crash Combos

One very important thing to note about Chaka is how accessible and reliable Standcrash Combos are to him, not to mention how some of his most optimal routes come from them. That is why it's very important to know your options at all times and why this section is particularly vital. The combos listed here are the ones that come from the most likely starters to land in a match, but keep in mind Chaka can get optimal Standcrash routes from all of his normals, so feel free to experiment as well. Always remember that IPS isn't the most generous factor here, so sometimes going for a route with 6 less damamge could be safer in the long run.

Small Stand Gauge SC Setups (Jotaro, Chaka, Vanilla Ice)

s.j.C, 5A/6A>5B>5C(2 hits) xx 236B>236X SC! 236A, 5A>5B>5C(2 hits) xx 236B>236X>236C

  • Super prone to IPS, so much so that it’s not even worth going for meterless. Go for a metered followup after s.5C or better yet a custom combo after s.5B instead.

s.j.C, 5A/6A>5B>5C(2 hits) xx 236B>236X SC! d.s.5C xx 214S CCS OR s.236AA

  • You wanna know what’s genuinely messed up? Even THIS is prone to proccing IPS, even when you cancel d.s.5C after 1 hit. Granted, you need to start with the lowest IPS value (9), but it’s genuinely retarded how Chaka, who usually gets the short end of the stick in terms of damage, can get this taken away from him.

s.5B/s.66B xx 214s [5A>5A, 5A>5A, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214s CCS

  • I mean hey, if IPS isn’t your style, I guess you could just get screwed by scaling instead.

5B/66B xx 214S [5C(2 hits) xx 236X, 6A>6B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214s CCS

  • Same as before but starts with a low. Very impractical when put up against UB resets.

Medium Stand Gauge SC Setups (Avdol, DIO, Old Joseph, Polnareff)

s.j.C, d.s.5C xx 236X>236X SC! 236A, 5A>5B>5C(2 hits) xx 236B>236A/B/C>236C

s.j.C, d.s.5C xx 236X>236X SC! d.s.5C xx 214S CCS

s.5B/d.s.5B xx 214S [5A>5A>5B xx 236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS

5B/66B xx 214s [5C(2 hits) xx 236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS

Medium Stand Gauge SC Setups (Iggy)

s.j.C, d.s.5C xx 236X>236X SC! 236A, 5A>2B>2C

s.j.C, d.s.5C xx 236X>236X SC! d.s.5C xx 214S [5C(2 hits)>236A, 5A>5A>5A>2B>5C(2 hits) xx 236A] s+5A>5B>5C(2 hits) xx 236AA

  • Cycle through s.5B on the finisher, land A, tap B then immediately press C.

Large Stand Gauge SC Setups (Alessi, Kakyoin, New Kakyoin, Midler)

s.j.C, 5A>5B xx 214S [5A>5A, 5A>5A, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS s+5A>5B>5C(2 hits) xx s.236AA or 236B>236A/B/C>236C

s.5B/d.s.5B xx 214S [5A>5C(1 hit) xx 236X>236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS s+5A>5B>5C(2 hits) xx s.236AA or 236B>236X>236C

5B/66B xx 214S [5C(2 hits) xx 236X>236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS s+5A>5B>5C(2 hits) xx s.236AA or 236B>236X>236C

Unblockable Resets

One of Chaka's most important aspects is his ability to set up Unblockable Resets, which let him bypass damage reduction caused from scaling, and to some extent, IPS. These resets come from his s.5A > s.5B > s.5C > s.5B launcher which has a certain property that allows these unblockable resets to happen. These resets can only be done against active and weapon Stand characters who have Stand ON enabled.

After the s.5B launcher, you must perform a meaty attack. This attack will be unblockable due to characters in stand on not being able to block on their first landing frame (bar one exception and three conditionals that will be covered later on), and you can continue your combo from there. This will also reset combo scaling, allowing you to deal more damage than a standard BnB or stand crash BnB. Each gauge size has a few different unblockable setup. They correspond to the size of a character's Stand Gauge bar, i.e. Jotaro has a small Stand health bar, Polnareff has a medium Stand health bar, and Kakyoin has a large Stand health bar.

For stand crashes that you follow up with a jump in, tap 9.

Always keep in mind: The longer the followup, the higher chance to proc IPS.

IMPORTANT

Midler, and to some extent Vanilla Ice, DIO and Devo, are not susceptible to the Unblockable Resets. Midler has i-frames upon landing and, due to some bizarre hurtbox morph, DIO can't be meatied with lows, but you can meaty him with moves like 5A or 2C, which hit higher up. Vanilla Ice is a notable mention as well, you can reset him, but due to his stand on airborne hurtbox reaching the ground before he does, you’d need a frame perfect low to meaty him, but there's a much easier way that I'm going to cover later. Devo is also very annoying to deal with, because he’s always in remote mode, and if you didn’t know, your stand on moves have their gauge damaged halved, and you stand off gauged numbers are doubled. It’s a good thing that Chaka can carry Devo’s doll fullscreen. We’ll get back to that one later.


Small Stand Gauge Setups (Jotaro, Chaka, Vanilla Ice*)

2B/5B/66B xx 214S (2A>2A, 5A>5B>5C (1 hit)>5B) !UBR S+2A>5B xx s.236X>236X !SC, s.d.5C (2 hits) xx 214S (CCS)

  • Not that good. Only useful when performing a raw custom combo reversal (Add a s.5A in the CC). Otherwise, do the next combo instead.

2B/5B/66B xx 214S (5B xx 236X, 5A>5B>5C (1 hit)>5B) !UBR 5B/2B xx 236S !SC, s.j.C, s.6A>5B>5C (2 hits) >s.5A xx 214S (CCS)

  • Easier, does more damage.

d.s.5B xx 214S (5A>5A>5B>5C (2 hits)>5B) !UBR 5B/2B xx 236S !SC, s.j.C, s.6A>5B>5C (2 hits) >5A xx 214S (CCS)

  • UB reset off your primary counterhit button.

d.s.5C (1 hit) xx 214S (2A xx 236+A/B/C 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236S !SC, s.j.C, s.6A>5B>5C (2 hits) >5A xx 214S (CCS)

  • Also a 5 frame dashing normal. Also not a bad option.

s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR 5B xx 236+S !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

j.B, 5A>5A xx 214S (5A>5B>5C (1 hit)>5B) !UBR 2A, S+6A>5B>5C (2 hits) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)

  • Another overhead confirm, this time from stand off. Includes a 2A reset. These will be explored more later as they gain more use.

(corner only) s.j.C, s.5A>5B>5C (1 hit)>s.5B !UBR s.2A>5B xx s.236X>236X !SC, d.s.5C (2 hits) xx 214S (CCS)

  • Meterless reset. You can only get these with 5 or less hits.

s.j.C, s.5A>5B>5C (1 hit)>s.5B !UBR d.s.5X xx s.236X !SC>236X>236C

  • Reset from midscreen, opens up techchase. Unconfirmable, the first hit of rekka is still minus on stand crash. Any button pressed yields the same result. d.s.5C will always give one hit midscreen, and in the corner there’s no reason to do this over the previous combo. Frame perfect. Not your style and wanna confirm instead? Check out the next combo.

s.j.C, s.5A>5B>5C (1 hit)>s.5B !UBR d.s.2B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Confirmable midscreen meterless reset. Buffer the first input of dash after the launcher. A bit less precise in terms of your meaty, but requires more execution overall.

Vanilla Ice Resets

These combos are specifically tailored to kill Vanilla Ice.

2B/5B/66B xx 214S (5A xx 236X, 5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

  • Low confirm. This works and is not frame perfect. I’m pretty sure it’s a 2 frame window, this one. There’s a window in between his launch and his landing where you can fit s.6A and have it hit on the first frame he lands, where he actually gets re-stood, putting his hurtbox in the way of your hitbox. Complete the chain from there, and follow up with s.j.C into another s.6A chain or d.s.5C. A follow up with d.s.5C requires a short delay after stand crash to land both hits. Easier follow up for less damage.

j.B, 5A>5A xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (2 hits) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)

  • Stand off jump in confirm. These all work mostly the same way.

s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+6A>5B>5C (1 hit)>5A !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

  • Same as before, but chain s.5C into s.5A early. Remember, you’re fighting Vanilla Ice players, so if you drop, you’re probably gonna eat a reversal s.623AA or 214S. Don’t mess these up.

Medium Stand Gauge UB Setups (Avdol, Old Joseph, Polnareff)

2B/5B/66B xx 214S (2A 236X, 5A>5B>5C (1 hit)>5B) !UBR S+2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Meh, but it works. You’re gonna have a lot less leeway and routes with larger gauges.

2B/5B/66B xx 214S (5A>5A>5A>5B>5C (1 hit)>5B) !UBR 2A, S+6A>5B>5C (2 hits) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)

  • 2A reset. More difficult, but does more damage. Practice the d.s.5C confirm, because it can fall out, or substitute it for s.5C instead.

d.s.5B xx 214S (5B xx 236X, 5A>5B>5C (1 hit)>5B) !UBR 5B/2B xx 236S !SC, s.j.C, s.6A>5B>5C (2 hits) >s.5A xx 214S (CCS)

  • Reset off a mid. Exists, but returns you to the tried and true 5B xx 236S stand crash of the small gauges. Literally the same combo otherwise.

s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Meh. Learn the 2A reset instead.

s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR 2A, S+6A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • 2A reset off an overhead. Does more damage.

(corner only) s.j.C, s.5A>5B>5C (1 hit)>5B !UBR s.2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Super easy meterless reset, it’s basically free.

s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Meterless reset. Frame perfect, and unlike the previous midscreen meterless reset, this one’s confirmable.

DIO reset that I personally recommend (The Peter Griffin-Bazinga):

2B/5B/66B xx 214S (5B xx 236X, 5A>5B>5C (1 hit)>5B) S+j.C !SC, ???

  • Ah yes, the contingency plan! Now, this is the one combo where I’m going to give you the groundwork and walk you through the options and the mentality, but not give you a definitive answer. Now, in a perfect world, you’d always be able to hit s.j.C when he lands, allowing you to do you s.6A chain confirm, which you would have to confirm into either rekkas or s.236AA due to custom combo cooldown, but that’s not always going to happen. There’s a chance DIO will be airborne when you hit and stand crash, and if that happens, don’t panic. Recognize the difference between his standing and airborne stand crash poses and act accordingly. If he is airborne, you can still convert with an s.5A xx s.236AA. In my experience, the absolute worst that could happen is that you miss the plink to stand on and get j.C and are left minus instead, or you’re late and just get blocked, but this is exactly where the fun begins: we get to play mind games. Do you really think that they’re going to be expecting an overhead? Or are the going to option select to blocking low because they think it’s coming? Then again, who ever said you were going for that overhead? With this, you get both a reset combo and a potential 50/50 if you’re the ramblin’ gamblin’ man that you say that you are. Your two options are as follows: s.j.C for UB reset (Peter Griffin "Freakin Sweet!"), and 2A (Sheldon Cooper "Bazinga!") for a legitimate combo drop reset.

s.j.C, s.5A>5B xx 214S (5A>5B>5C (1 hit)>5B) !UBR S+j.C !SC, ???

  • Just the overhead version.

Recommended followups after stand crash (True UB reset):

s.5A>5B>5C (2 hits)>5B

  • Sets 5 hit oki

s.5A>5A>5A>5B>5C (2 hits) xx s.236B>236X>236C

  • Hard knockdown

s.6A>5B>5C (2 hits)>5A xx s.236AA

  • Only s.6A ender that's safe

Large Stand Gauge UB Setups (Alessi, Kakyoin, New Kakyoin)

s.6A whiffs against Alessi, so just sub in the standard s.5A chain whenever possible when the stand crash order ends on A>B>C (2 hits) xx rekka>rekka. Also remember that with Alessi, he will naturally crouch your s.5B until he gets put into a combo that is at least 2 hits long.

2B/5B/66B xx 214S (2A>2A, 5A>5B>5C (1 hit)>5B) !UBR 2A, S+6/5A>5B>5C (2hits) xx s.236B>236X !SC, d.s.5C xx 214S (CCS)

  • Use s.5A to hit Alessi.

2B/5B/66B xx 214S (5B xx 236X, 5A>5B>5C(1 hit)>5B) !UBR 2A, S+6A>5B>5C (1 hit) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)

  • Kaks only, but does more damage.

d.s.5B xx 214S (5A xx 236X, 5A>5B>5C(1 hit)>5B) !UBR 2A, S+5A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • From a mid, whiffs on crouching Alessi.

d.s.5B xx 214S (5B xx 236X, 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236S !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

  • Same as the previous combo. Does more damage.

s.j.C, s.5A>5B xx 214S (5A>5B>5C(1 hit)>5B) !UBR S+2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Universal overhead

s.j.C, s.5A>5B xx 214S (5A>5B>5C(1 hit)>5B) !UBR 2A, S+6A>5B>5C (1 hit) xx s.236A/B>236X !SC, d.s.5C xx 214S (CCS)

  • Kaks only, but does more damage.

(corner only) s.j.C, s.5A>s.5B>5C(1 hit)>5B !UBR s.2A>5B xx s.236X>236X>236C !SC, s.6A>5B xx s.623X

  • The smexy reset. sets up corner chase chase. Also the only large gauge meterless reset that isn’t a one frame trick. Plus, it basically builds a full bar of meter and deals half their health. It’s pretty damn good. VS Alessi, you need to finish with s.6A xx s.623X.

s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

  • Meterless reset. Frame perfect, and the exact same as the medium variant.

Devo Resets: The Mama Luigi-SpaDinner

(From the corner) 2B/5B/66B xx 214S (5A>5B>5C (1 hit)>5B) S+2C kara xx s.236AA

  • This is a kara cancel combo. Only performable while you are cornered. Basically, you want a 5 hit launcher out of custom combo to sneak under the doll with s.2C, where you will then cancel into s.236AA to hit Devo instead. This is a reset, and you get bonus damage for the first hit of s.236AA because he's still in remote mode. From full, this combo does about 60 damage. You can still hit the doll for reduced damage. Or if you're a total madman you'll end up hitting the doll on the landing frame. That's Mama Luigi to you, Devo!

s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR s.2A>5B xx s.236AA

  • Tight dash link, loopable. Requires a dash, otherwise the chain window will still be active for s.2A. Adapt when necessary. This gets you from one end of the screen to the other. High execution for high damage and a ton of bar. You can actually hit the d.s.2A reset and only get a 4 hit launcher from how your pixels line up, but don't worry, all it's gonna do is change your timing.

s.j.C, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5B>5C (1 hit)>5B !UBR d.s.2A, s.5A>5A>5A>5B>5C (2 hits) xx s.236AA

  • If you land this, you've basically won the round. With only 3 d.s.2A's, and only 3 launchers, this is tournament legal. Does ~120 damage, and builds 1.5 bar with a 1 bar dump. Just like SpaDinner YouTube Poops, this is as good as it gets.
  • Alternate ender: instead of cancelling into super, you can perform rekkas instead for a hard knockdown, ~110 damage, and 1.75 bar for meterless. This actually causes a stand crash, and if any move after the final reset is left out, Devo is able to groundtech.

Guard Cancel Combos

Guard Cancel is one of Chaka's most important defense tools, as in Stand Off his GC is extremely plus on hit and can be comboed from, even into custom combo confirms! Nevertheless, it is worth noting that, while impossible to follow it up, his Stand On Guard Cancel is also decently good (0 on hit, but better range and hits more crouchers), so don't tunnel vision into only fishing for his S.Off GC.

While Chaka can perform various follow ups after a GC, such as S+5A, S+5C or 5C the most reliable follow up is s+5B. The reasoning behind it is that sometimes opponents might get pushed too far back for another attack to reach them, which is where the range on s+5B comes into play, not to mention it's very fast as well so it allows for easy and consistent follow ups. Additionally, it deals a lot of Stand Gauge damage, which can give you a lot of leeway regarding Stand Crash setups.


Guard cancel combos vs stand off/passive stand opponents

GC, s+5B xx s.236X>236X>236C

GC, s+5B xx s.236AA

GC, s+5B xx 214S [CCS] S+5A>5B>5C(2 hits) xx s.236AA or s.236B>236X>236C

  • Does less damage than the previous combo without spending the meter for the super finisher

Stand Crash Setups

Small Stand Gauges (Jotaro, Chaka, Vanilla Ice)

GC, S+5B xx 214S (6A>5B>5C (2 hits)>5A) 5A xx 236S !SC s.j.C, s.6A>5B>5C (2 hits)>5A xx 214s (CCS)

Medium Stand Gauges (Avdol, DIO, Old Joseph, Polnareff)

GC, S+5B xx 214S (5A>5A, 6A>5B>5C (2 hits)>5A) 5A xx 236S !SC s.j.C, s.6A>5B>5C (2hits)>5A xx 214S (CCS)

Large Stand Gauges (Alessi, Kakyoin, New Kakyoin, Midler)

GC, S+5B xx 214S (5C(2 hits) xx 236X>236X>236A) !SC, S+j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

GC, S+5B xx 214S (5A xx 236X, 6A>5B>5C (2 hits)>5A) 5A xx 236S !SC s.j.C, s.6A>5B>5C (2hits)>5A xx 214S (CCS)

Devo, Alessi, and Iggy

Devo's doll cannot be guard cancelled, as basically any button he does will lower the doll's hurtbox by an absurd amount to the point where it just low profiles. For what's left that a Devo player would actually be going for, the doll would either be in the air or pushed out of range for a guard cancel. It's legitimately better to just try for stand on GC when the doll is active.

Alessi is a lot simpler, he just can't be guard cancelled when he throws out lows. Iggy just low profiles whenever he's stand off.

Unblockable Resets

As if all this wasn't enough yet, if he successfully performs a GC, Chaka can convert into an Unblockable Reset! This has massive damage output potential, at the cost of some of them being hard to perform while in the heat of a real match. That being said, however, they make for an astoundingly potent punish tool that, if mastered, will make you truly terrifying.

Small Stand Gauges (Jotaro, Chaka, Vanilla Ice)

GC, S+5B xx 214S (2A, 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236S !SC s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

Medium Stand Gauges (Avdol, Old Joseph, Polnareff)

GC, S+5B xx 214S (5A>5B>5C (2 hits)>5B) !UBR 5B xx 236S !SC s.j.C, s.6A>5B>5C (2 hits)>5A xx 214S (CCS)

Large Stand Gauges (Alessi, Kakyoin, New Kakyoin)

GC, S+5B xx 214S (5A>5A>5B>5C>(1 hit)>5B) !UBR S+2A>2A>5B xx s.236X>236X !SC, d.s.5C xx 214S (CCS)

Remote mode combos

Remote mode can prove to be a bit of a challenge for Chaka, as remote mode stand gauge damage is calculated differently. Stand Off moves will now do DOUBLE damage to the stand gauge, and stand on moves will now only do HALF their gauge damage. Chaka's stand off gauge damage unfortunately sucks, and he doesn't have any sort of loops or abusable metered options to standcrash remote mode oppoenents. However, Chaka's custom combo does a fine job at whittling down these stand gauges to optimally low numbers through his standard custom combo bnb that allow for insanely plus stand crashes. The most important combos are the ones that would apply to Devo, as he plays exclusively in remote mode, and his doll is about half the height of all other stands which require more specific routes. All the values for your moves' stand gauge damage can be found in the Miscellaneous section.

Medium Stand Gauge Setups

Note that all medium gauge combos can be followed up with s.j.C, s.6A chain into CC after stand crash unless explicitly stated otherwise.

5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C xx 236S SC!

  • Mid starter; 5A is a good move, this is more or less takin' what you can get

s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • Must be followed up with d.s.5C

s.5A>s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5C xx 236S SC!

  • Only works at point blank range, but opens up the door for more damage than the previous variant.

5B/2B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5C xx 236S SC!

  • Your go-to low starter

2A>2A/5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • S.5B must be plinked like you would with s.5A in a normal bnb, must be followed up with d.s.5C.

2A/5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>S.5B>s.5C(2 hits) xx 236B>236x SC!

  • Really only here for when you're in range for only one 5A, as you'll almost always be in range for a 5A after 2A.

s.2A>s.2A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • Stand on low starter, must be followed up with d.s.5C.

j.B, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C SC!

  • j.B is a better jump in than j.C due to it's angle and lack of hurtbox that extends way below the hitbox, go for this one instead.

j.C, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5A/5B/2C/5C SC!

s.j.C, s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C SC!

s.j.C, s.6A>s.5B>s.5C(2 hits)>s.5A, 214S {5C(2hits) xx 236x>236x, 5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5A/5B/2C/5C SC!

  • Highest damage, remove one s.5A from the custom combo to make the stand off hit after CC stand crash, otherwise the cooldown window between custom combos will be too small.

Large Stand Gauge Setups

All of the following combos work on Devo's doll, both standing and crouching unless explicitly stated otherwise.

5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>s.5B>s.5C(2 hits) xx 236B>236x SC!

2A, 5A/5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

2B/5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

s.2A>s.2A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

  • This one works against crouching Devo because the doll goes back into the standing hitstun state after 2 hits which is just in time for s.5B to connect.

j.B, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 2C/5C xx 236S SC!

  • Similar the medium crash variant, only works with 2C or 5C this time and stand crashes with 236S.

s.j.C, s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 2C/5C xx 236S SC!

  • Same deal as the previous combo.

s.j.C, s.6A>s.5B>s.5C(2 hits)>s.5A, 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} (5B/2C/5C SC!)/(5A xx 236S SC!)

  • Highest damage dealer, does not work on Devo. your stand crash can be 5B, 2C, 5C, or 5A xx 236S, with 5C and 5A xx 236S dealing the most damage. Can be followed up with s.j.C.






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