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

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(→‎Normal Moves: - Added all basic attacks that I know of)
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== Normal Moves ==
== Normal Moves ==
===Stand mode off===
'''5.a1''' - A simple forward jab. Quick and duckable. Can be used as a combo starter, but is far better used to add damage during Tandem Attacks.
'''6.a1''' - A short shin kick. This has shorter range than the neutral a1 and a slight delay, but can be used as a mixup (as the move hits low and you don't have to crouch to perform it).
'''2.a1''' - A quick, low jab that angles downwards. Basic crouching attack.
'''5.a2''' - A medium-range kick. This has little start-up time but a fair amount of recovery time.
'''2.a2''' - Magician's Red appears and raises his hand, making a largish flame. This has plenty of vertical range and an uppercut-style animation/hitbox, meaning that you may want to use it as an anti-air move if under pressure.
'''5.a3''' - A wide swing with some start-up time. This move is also difficult to chain into.
'''6.a3''' - Magician's Red appears and makes a blast with his hand. This does more damage than the neutral a3 and is slightly faster, and appears to have slightly more range as well. Is cancelable.
'''2.a3''' - Magician's Red appears and sweeps. This is rather fast for a sweep, and can be used fairly effectively as a surprise counter if your opponent is getting too close.
'''Jumping a1 (a1 in air)''' - A diving knee attack. This doesn't have enough range to be useful.
'''Jumping a2 (a2 in air)''' - Same as jumping a1.
'''Jumping a3 (a3 in air)''' - A fairly quick sideways kick. This attack has a fair amount of range, but is nearly horizontal, making jump-ins difficult.
'''Dashing a1''' - Same animation as neutral a2. Knocks the opponent down, and allows them to be juggled.
'''Dashing a2''' - Same as dashing a1, but doesn't knock your opponent down.
'''Dashing a3''' - Same as neutral a3.
'''Dashing crouching attacks''' - Same as regular crouching attacks.
===Stand mode on===
'''5.a1''' - Magician's Red flicks his hand and makes a small blast. This has decent range and excellent speed, and it's quite possible to chain two or three of these into a heavier attack without getting pushed out of range. Probably Abdul's best combo starter.
'''6.a1''' - Magician's Red makes a flame with his finger, similarily to 2.a2 out of Stand mode. This has more vertical range than neutral a1. The move may appear slow at first, but you'll soon notice that it's cancelable.
'''2.a1''' - Magician's Red performs a low shin kick. It's impossible to chain more than one of these together, but the move makes a decent combo starter regardless.
'''5.a2''' - Magician's Red performs a sweep with his arm, similarily to 2.a3 out of Stand mode. This is cancelable.
'''4.a2''' - Magician's Red raises his arm and makes a blast. This hits multiple times and is an excellent anti-air move, but is generally a bit slow and isn't cancelable.
'''2.a2''' - Magician's Red makes a medium-range blast similar to that seen in 6.a3 out of stand mode. This is cancelable.
'''5.a3''' - Magician's Red makes a side kick. This can hit twice up close. It isn't cancelable, making it most useful during Tandem Attacks or as a simple combo ender.
'''2.a3''' - Magician's Red makes an overhead swing, his arm trailing fire. This has good overall range and coverage, and can be used as a decent anti-air attack.
'''Jumping a1 (a1 in air)''' - Magician's Red makes a kick, angled downwards. This is a decent jump-in attack.
'''Jumping a2 (a2 in air)''' - Same animation is jumping a1. I may be wrong, but it appears that this attack does less (!) damage than jumping a1, and only offers the same amount of hitstun. Odd, I know. This move also sets your opponent on fire - purely a graphical effect - while jumping a1 doesn't.
'''Jumping a3 (a3 in air)''' - Similar animation to 2.a2. This doesn't hit low enough to be of much use against grounded opponents, and is best used as an air-vs-air attack.
'''Dashing a1''' - Similar to neutral a2, with a faster animation and less overall damage. Fairly useful.
'''Dashing a2''' - A long-range side kick that hits twice. Another generally useful move.
'''Dashing a3''' - Same as neutral a3.
'''Dashing crouching attacks''' - Same as regular crouching attacks.


== Special Moves ==
== Special Moves ==

Revision as of 14:12, 5 January 2009

Introduction

Muhammed Abdul is the controller of the stand Magician's Red. The stand Magician's Red has special moves similar to the "Shoto" characters in the Street Fighter game series.

Moves List

Normal Moves

Stand mode off

5.a1 - A simple forward jab. Quick and duckable. Can be used as a combo starter, but is far better used to add damage during Tandem Attacks.

6.a1 - A short shin kick. This has shorter range than the neutral a1 and a slight delay, but can be used as a mixup (as the move hits low and you don't have to crouch to perform it).

2.a1 - A quick, low jab that angles downwards. Basic crouching attack.

5.a2 - A medium-range kick. This has little start-up time but a fair amount of recovery time.

2.a2 - Magician's Red appears and raises his hand, making a largish flame. This has plenty of vertical range and an uppercut-style animation/hitbox, meaning that you may want to use it as an anti-air move if under pressure.

5.a3 - A wide swing with some start-up time. This move is also difficult to chain into.

6.a3 - Magician's Red appears and makes a blast with his hand. This does more damage than the neutral a3 and is slightly faster, and appears to have slightly more range as well. Is cancelable.

2.a3 - Magician's Red appears and sweeps. This is rather fast for a sweep, and can be used fairly effectively as a surprise counter if your opponent is getting too close.

Jumping a1 (a1 in air) - A diving knee attack. This doesn't have enough range to be useful.

Jumping a2 (a2 in air) - Same as jumping a1.

Jumping a3 (a3 in air) - A fairly quick sideways kick. This attack has a fair amount of range, but is nearly horizontal, making jump-ins difficult.

Dashing a1 - Same animation as neutral a2. Knocks the opponent down, and allows them to be juggled.

Dashing a2 - Same as dashing a1, but doesn't knock your opponent down.

Dashing a3 - Same as neutral a3.

Dashing crouching attacks - Same as regular crouching attacks.

Stand mode on

5.a1 - Magician's Red flicks his hand and makes a small blast. This has decent range and excellent speed, and it's quite possible to chain two or three of these into a heavier attack without getting pushed out of range. Probably Abdul's best combo starter.

6.a1 - Magician's Red makes a flame with his finger, similarily to 2.a2 out of Stand mode. This has more vertical range than neutral a1. The move may appear slow at first, but you'll soon notice that it's cancelable.

2.a1 - Magician's Red performs a low shin kick. It's impossible to chain more than one of these together, but the move makes a decent combo starter regardless.

5.a2 - Magician's Red performs a sweep with his arm, similarily to 2.a3 out of Stand mode. This is cancelable.

4.a2 - Magician's Red raises his arm and makes a blast. This hits multiple times and is an excellent anti-air move, but is generally a bit slow and isn't cancelable.

2.a2 - Magician's Red makes a medium-range blast similar to that seen in 6.a3 out of stand mode. This is cancelable.

5.a3 - Magician's Red makes a side kick. This can hit twice up close. It isn't cancelable, making it most useful during Tandem Attacks or as a simple combo ender.

2.a3 - Magician's Red makes an overhead swing, his arm trailing fire. This has good overall range and coverage, and can be used as a decent anti-air attack.

Jumping a1 (a1 in air) - Magician's Red makes a kick, angled downwards. This is a decent jump-in attack.

Jumping a2 (a2 in air) - Same animation is jumping a1. I may be wrong, but it appears that this attack does less (!) damage than jumping a1, and only offers the same amount of hitstun. Odd, I know. This move also sets your opponent on fire - purely a graphical effect - while jumping a1 doesn't.

Jumping a3 (a3 in air) - Similar animation to 2.a2. This doesn't hit low enough to be of much use against grounded opponents, and is best used as an air-vs-air attack.

Dashing a1 - Similar to neutral a2, with a faster animation and less overall damage. Fairly useful.

Dashing a2 - A long-range side kick that hits twice. Another generally useful move.

Dashing a3 - Same as neutral a3.

Dashing crouching attacks - Same as regular crouching attacks.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-ups

Vs. Jotaro Kujo (JoJo):

Vs. Joseph Joestar:

Vs. Muhammed Abdul:

Vs. Kakyouin Noriaki:

Vs. Jean Pierre Polnareff:

Vs. D'Bo:

Vs. Iggy:

Vs. Midler:

Vs. Alessi:

Vs. Chaka Khan:

Vs. Vanilla Ice:

Vs. Dio:

Vs. Mariah:

Vs. Hol Horse:

Vs. Pet Shop:

Vs. Black Polnareff:

Vs. Shadow Dio: