JoJo's Bizarre Adventure: Heritage for the Future/DIO/Movelist: Difference between revisions
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{{Character Subnav HFTF|name=DIO}} | {{Character Subnav HFTF|name=DIO}} | ||
=Movelist= | ==Movelist== | ||
=Stand Off Normal Moves= | |||
==Standing== | |||
{{MoveData | {{MoveData | ||
|image=HFTF_DIO_5A.png | |image=HFTF_DIO_5A.png | ||
Line 13: | Line 14: | ||
|recovery=7 | |recovery=7 | ||
|hit=+2/+7 on crc | |hit=+2/+7 on crc | ||
|block | |block=+1(+6 on crc) | ||
|pushblock=-2(+3 on crc) | |||
|guard=Mid | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU, TA, CH, CR | |cancel=SP, SU, TA, CH, CR | ||
Line 37: | Line 40: | ||
|recovery=6 | |recovery=6 | ||
|hit=-3 | |hit=-3 | ||
|block | |block=-12 | ||
|pushblock=-4 | |||
|guard=Mid | |||
|damage=7 | |damage=7 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 57: | Line 62: | ||
|recovery=14 | |recovery=14 | ||
|hit=Launch | |hit=Launch | ||
|block | |block=-1 | ||
|pushblock=-14 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 80: | Line 87: | ||
|recovery=6 | |recovery=6 | ||
|hit=+3(+7 on uncrc and wc) | |hit=+3(+7 on uncrc and wc) | ||
|block | |block=+2(+6 on uncrc and wc) | ||
|pushblock=-1(+3 on uncrc and wc) | |||
|guard=Low | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU, TA, CH, CR, WC | |cancel=SP, SU, TA, CH, CR, WC | ||
Line 104: | Line 113: | ||
|recovery=9 | |recovery=9 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-7 | |||
|guard=Mid | |||
|damage=7 | |damage=7 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 117: | Line 128: | ||
{{MoveData | {{MoveData | ||
|image=HFTF_DIO_2C. | |image=HFTF_DIO_2C.gif | ||
|caption=Combo ender | |caption=Combo ender | ||
|name=2C | |name=2C | ||
Line 126: | Line 137: | ||
|recovery=25 | |recovery=25 | ||
|hit=Hard Knockdown | |hit=Hard Knockdown | ||
|block | |block=-11 | ||
|pushblock=-24 | |||
|guard=Low | |||
|damage=12 | |damage=12 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 148: | Line 161: | ||
|recovery=10 | |recovery=10 | ||
|hit=0 | |hit=0 | ||
|block | |block=-1 | ||
|pushblock=-4 | |||
|guard=Mid | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 173: | Line 188: | ||
|recovery=16 | |recovery=16 | ||
|hit=-11 | |hit=-11 | ||
|block | |block=-12 | ||
|pushblock=-20 | |||
|guard=Mid | |||
|damage=6 | |damage=6 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 195: | Line 212: | ||
|recovery=22 | |recovery=22 | ||
|hit=-9 | |hit=-9 | ||
|block | |block=-10 | ||
|pushblock=-23 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 221: | Line 240: | ||
|recovery=10 | |recovery=10 | ||
|hit=-1 | |hit=-1 | ||
|block | |block=+2 | ||
|pushblock=+5 | |||
|guard=Low | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 243: | Line 264: | ||
|recovery=17 | |recovery=17 | ||
|hit=-6 | |hit=-6 | ||
|block | |block=-7 | ||
|pushblock=-15 | |||
|guard=Mid | |||
|damage=7 | |damage=7 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 250: | Line 273: | ||
*Great anti-air that can beat most jumps if done early enough and spaced correctly. | *Great anti-air that can beat most jumps if done early enough and spaced correctly. | ||
*Can start combos if you are willing to use it. | *Can start combos if you are willing to use it. | ||
*Practically identical to 2B | *Practically identical to 2B | ||
*Good for catching backjumps on cornered opponents | *Good for catching backjumps on cornered opponents and incredible for tech chase | ||
}} | }} | ||
}} | }} | ||
Line 267: | Line 290: | ||
|recovery=25 | |recovery=25 | ||
|hit=Hard Knockdown | |hit=Hard Knockdown | ||
|block | |block=-11 | ||
|pushblock=-24 | |||
|guard=Low | |||
|damage=12 | |damage=12 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 273: | Line 298: | ||
|description= | |description= | ||
*Practically identical to 2C | *Practically identical to 2C | ||
* | *Somewhat practical as a poke as it has devent range and hits low | ||
*Grants 236c oki when cancelled into 623x | *Grants 236c oki when cancelled into 623x | ||
}} | }} | ||
Line 290: | Line 315: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+10 (-15 on IOH) | |hit=+10 (-15 on IOH) | ||
|block | |block=+9 (-16 on ioh) | ||
|pushblock=+6 (-19 on IOH) | |||
|guard=High | |||
|damage=4 | |damage=4 | ||
|cancel= SU | |cancel= SU | ||
|properties=IPS= | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*Pretty good air normal overall | *Pretty good air normal overall | ||
Line 304: | Line 331: | ||
{{MoveData | {{MoveData | ||
|image=HFTF_DIO_j.A.png | |image=HFTF_DIO_j.A.png | ||
|caption=j.A | |caption=j.A, but terrible | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
Line 312: | Line 339: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+10 (-12 on IOH) | |hit=+10 (-12 on IOH) | ||
|block | |block=+9 (-12 on ioh) | ||
|pushblock=+6 (-16 on IOH) | |||
|guard=High | |||
|damage=7 | |damage=7 | ||
|cancel= SU | |cancel= SU | ||
Line 318: | Line 347: | ||
|description= | |description= | ||
*Same as j.A except almost double the startup in exchange for 2 points of extra damage | *Same as j.A except almost double the startup in exchange for 2 points of extra damage | ||
*Inferior to j.A | *Inferior to j.A unless j.A gets Anubis countered | ||
*Not as good of an instant overhead | *Not as good of an instant overhead due to how slow it is | ||
}} | }} | ||
}} | }} | ||
Line 334: | Line 363: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+10 (-14 on IOH) | |hit=+10 (-14 on IOH) | ||
|block | |block=+9 (-13 on ioh) | ||
|pushblock=+6 (-16 on IOH) | |||
|guard=High | |||
|damage=10 | |damage=10 | ||
|cancel= SU | |cancel= SU | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*Great air normal, your best bet at hitting opponents above you | *Great air normal, your best bet at hitting opponents above you aside s.j.B | ||
*Does good damage, and is great for starting combos | *Does good damage, and is great for starting combos if they don't go under it | ||
*Great mix-up tool for adding up damage as an IOH with backward shorthops | *Great mix-up tool for adding up damage as an IOH with backward shorthops | ||
* | *Decent for tech-chasing | ||
<br><br><br><br><br><br> | <br><br><br><br><br><br> | ||
}} | }} | ||
Line 348: | Line 379: | ||
<br> | <br> | ||
=Stand On Normal Moves= | |||
{{MoveData | {{MoveData | ||
|image=HFTF_DIO_s.5A.png | |image=HFTF_DIO_s.5A.png | ||
Line 359: | Line 390: | ||
|recovery=13 (5 on wc and crc) | |recovery=13 (5 on wc and crc) | ||
|hit=0 (+8 on wc and crc) | |hit=0 (+8 on wc and crc) | ||
|block | |block=-1 (+7 on wc and crc) | ||
|pushblock=-4 (+4 on wc and crc) | |||
|guard=Mid | |||
|damage=5 | |damage=5 | ||
|cancel=SP, SU, TA, CR, WA | |cancel=SP, SU, TA, CR, WA | ||
Line 367: | Line 400: | ||
*Underrated as a poke, has a decent hitbox and reach | *Underrated as a poke, has a decent hitbox and reach | ||
*Very important combo tool, used for confirming into tandem | *Very important combo tool, used for confirming into tandem | ||
*Links into any normal you need, like s.663A | *Links and chains into any normal you need, like s.663A, s.j.x, s.2C | ||
}} | }} | ||
}} | }} | ||
Line 375: | Line 408: | ||
|image=HFTF_DIO_s.5B1.png | |image=HFTF_DIO_s.5B1.png | ||
|image2=HFTF_DIO_s.5B2.png | |image2=HFTF_DIO_s.5B2.png | ||
|caption2= | |caption2=Oh, are you approaching me? | ||
|name=s.5B | |name=s.5B | ||
|data= | |data= | ||
Line 384: | Line 417: | ||
|recovery=14 (15 on wc and crc) | |recovery=14 (15 on wc and crc) | ||
|hit=-2 (-3 on wc and crc) | |hit=-2 (-3 on wc and crc) | ||
|block | |block=-3 (-4 on wc and crc) | ||
|pushblock=-11 (-13 on wc and crc) | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA, CR, WA | |cancel=SP, SU, TA, CR, WA | ||
Line 400: | Line 435: | ||
|recovery=12 (13 on wc and crc) | |recovery=12 (13 on wc and crc) | ||
|hit=0 (-1 on wc and crc) | |hit=0 (-1 on wc and crc) | ||
|block | |block=-1 (-2 on wc and crc) | ||
|pushblock=-9 (-10 on wc and crc) | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA, CR, WA | |cancel=SP, SU, TA, CR, WA | ||
Line 424: | Line 461: | ||
|recovery=20 | |recovery=20 | ||
|hit=-11 | |hit=-11 | ||
|block | |block=-12 | ||
|pushblock=-21 | |||
|guard=Mid | |||
|damage=15 | |damage=15 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*A very slow anti-air you should mostly use on | *A very slow anti-air you should mostly use on reads, poking, and tech chases | ||
*Your go to Stand On antiair, and has | *Your go to Stand On antiair, and has good priority if you can use it in neutral, | ||
* | *Many characters low-profile it so watch put for that | ||
*This normal has The tendency to trade at times, so be aware of that | *This normal has The tendency to trade at times, so be aware of that | ||
<br> | <br> | ||
Line 441: | Line 480: | ||
|recovery=15 | |recovery=15 | ||
|hit=-2 | |hit=-2 | ||
|block | |block=-3 | ||
|pushblock=-16 | |||
|guard=Mid | |||
|damage=15 | |damage=15 | ||
|cancel=None | |cancel=None | ||
Line 463: | Line 504: | ||
|recovery=10 | |recovery=10 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+2 | ||
|pushblock=+3 | |||
|guard=Low | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU, TA, | |cancel=SP, SU, TA, | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*This normal has great priority and speed, so it can start combos easily | *This normal has great priority and speed, so it can start combos easily and mash out of some pressure | ||
*Great as a meaty, as it has many active frames and hits low | *Great as a meaty, as it has many active frames and hits low | ||
}} | }} | ||
Line 485: | Line 528: | ||
|recovery=20 | |recovery=20 | ||
|hit=-4 | |hit=-4 | ||
|block | |block=-5 | ||
|pushblock=-13 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
* | *Mediocre normal with a lot of recovery, you should avoid it as it's outclassed | ||
* | *Does good Stand damage but so does s.5B if you really want that | ||
<br><br> | <br><br> | ||
}} | }} | ||
Line 500: | Line 545: | ||
|recovery=14 | |recovery=14 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-7 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 524: | Line 571: | ||
|recovery=21 | |recovery=21 | ||
|hit= Hard Knockdown | |hit= Hard Knockdown | ||
|block | |block=-3 | ||
|pushblock=-12 | |||
|guard=Low | |||
|damage=13 | |damage=13 | ||
|cancel=None | |cancel=None | ||
Line 539: | Line 588: | ||
|recovery=21 | |recovery=21 | ||
|hit=Hard Knockdown | |hit=Hard Knockdown | ||
|block | |block=+8 | ||
|pushblock=-5 | |||
|guard=Mid | |||
|damage=13 | |damage=13 | ||
|cancel=SP, SU, TA, | |cancel=SP, SU, TA, | ||
Line 546: | Line 597: | ||
*Great chain ender | *Great chain ender | ||
*Grants great oki on some of the cast | *Grants great oki on some of the cast | ||
*Very safe on block for how rewarding it is | *Very safe on block for how rewarding it is, especially since it's cancellable | ||
*Outshined by s.214x s.214x against the fast wakeup and short crouching characters | *Outshined by s.214x s.214x against the fast wakeup and short crouching characters since you can't get 236C mix on them anyway | ||
*Should be mostly be comboed into from s.2A or s.5A without a chain filler for the sake of consistency | *Should be mostly be comboed into from s.2A or s.5A without a chain filler for the sake of consistency | ||
<br><br><br><br><br><br> | <br><br><br><br><br><br> | ||
Line 567: | Line 618: | ||
|recovery=11 | |recovery=11 | ||
|hit=-1 | |hit=-1 | ||
|block | |block=-2 | ||
|pushblock=-5 | |||
|guard=Mid | |||
|damage=5 | |damage=5 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 588: | Line 641: | ||
|recovery=17 | |recovery=17 | ||
|hit=-1 | |hit=-1 | ||
|block | |block=-2 | ||
|pushblock=-10 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=None | |cancel=None | ||
Line 594: | Line 649: | ||
|description= | |description= | ||
*Actual trash shame on whoever designed this | *Actual trash shame on whoever designed this | ||
*No use whatsoever, avoid it | *No use whatsoever, avoid it, even worse than d.s.5A | ||
*Slow, single active frame and ages of recovery | *Slow, single active frame and ages of recovery | ||
}} | }} | ||
}} | }} | ||
Line 611: | Line 665: | ||
|recovery=13 | |recovery=13 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-12 | |||
|guard=Mid | |||
|damage=15 | |damage=15 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 619: | Line 675: | ||
*A superior knife follow-up due to it's greater reach | *A superior knife follow-up due to it's greater reach | ||
*Not cancelable, though it has a bit less recovery | *Not cancelable, though it has a bit less recovery | ||
*Just as good of an anti-air as s.5C, but can be easier to space | *Just as good of an anti-air and poke as s.5C, but can be easier to space | ||
}} | }} | ||
}} | }} | ||
Line 634: | Line 690: | ||
|recovery=10 | |recovery=10 | ||
|hit=+3 | |hit=+3 | ||
|block | |block=-1 | ||
|pushblock=-2 | |||
|guard=Low | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU, TA, | |cancel=SP, SU, TA, | ||
Line 641: | Line 699: | ||
*A great normal which can combo into a lot of things | *A great normal which can combo into a lot of things | ||
*Your go-to stand on punish tool | *Your go-to stand on punish tool | ||
*Main confirm into tandem, if done from too far or cancelled too late, the combo can be saved with a well timed 663A | *Main confirm into tandem, if done from too far or cancelled too late, the combo can be saved with a well timed 663A after the tandem flash | ||
*Can be linked out of if done meaty by doing it on oki or doing it early in a dash, | *Can be linked out of if done meaty by doing it on oki or doing it early in a dash, | ||
}} | }} | ||
Line 649: | Line 707: | ||
{{MoveData | {{MoveData | ||
|image=HFTF_DIO_s.2B.png | |image=HFTF_DIO_s.2B.png | ||
|caption= Much better than s. | |caption= Much better than s.2B | ||
|name=s.663B | |name=s.663B | ||
|data= | |data= | ||
Line 657: | Line 715: | ||
|recovery=9 | |recovery=9 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+6 | ||
|pushblock=-2 | |||
|guard=Mid | |||
|damage=6 | |damage=6 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*A | *A decent but rewarding poke that can be linked out of | ||
*Can be comboed into from any jump in from Stand On, or from s.5A for a 1f link | *Can be comboed into from any jump in from Stand On, or from s.5A for a 1f link | ||
*Can be used as a punish starter instead of s.663A quite often | *Can be used as a punish starter instead of s.663A quite often | ||
Line 679: | Line 739: | ||
|recovery=14 | |recovery=14 | ||
|hit=+5 | |hit=+5 | ||
|block | |block==+4 | ||
|pushblock=-9 | |||
|guard=Mid | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU, TA | |cancel=SP, SU, TA | ||
Line 687: | Line 749: | ||
*Can be linked into s.5A or s.2A for a 1f link | *Can be linked into s.5A or s.2A for a 1f link | ||
*Mostly used to combo into tandem or s.214x s.214x | *Mostly used to combo into tandem or s.214x s.214x | ||
*Can be comboed | *Can be comboed from 66C 236S(whiff) for a great, but tricky, confirm into s.214C or 214S | ||
}} | }} | ||
}} | }} | ||
Line 704: | Line 766: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+14 (-13 on IOH) | |hit=+14 (-13 on IOH) | ||
|block | |block=+10 (-12 on IOH) | ||
|pushblock=+7 (-20 on IOH) | |||
|guard=High | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 710: | Line 774: | ||
|description= | |description= | ||
*This normal will be the one you will be using for your 2a/S+9A s.j.236X mix-up for Stand Crashes | *This normal will be the one you will be using for your 2a/S+9A s.j.236X mix-up for Stand Crashes | ||
*It is aditionally your best jump in normal | *It is aditionally your best jump in normal in some match-ups, most notably vs shorter characters as it's the lowest reaching jumping normal | ||
}} | }} | ||
}} | }} | ||
Line 726: | Line 789: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+14 (-12 on IOH) | |hit=+14 (-12 on IOH) | ||
|block | |block=+10 (-11 on ioh) | ||
|pushblock=+7 (-19 on IOH) | |||
|guard=High | |||
|damage=9 | |damage=9 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 734: | Line 799: | ||
*It is a great balance of s.j.A's speed and s.j.C's range, with the added bonus of many active frames and vertical range | *It is a great balance of s.j.A's speed and s.j.C's range, with the added bonus of many active frames and vertical range | ||
*Not your greatest jump in option as it is aimed towards enemies directly infront of you, 45° above, and directly above you | *Not your greatest jump in option as it is aimed towards enemies directly infront of you, 45° above, and directly above you | ||
*Most | *Most consistent normal for air muda loops | ||
}} | }} | ||
}} | }} | ||
Line 749: | Line 814: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+14 (-10 on IOH) | |hit=+14 (-10 on IOH) | ||
|block | |block=+10 (-10 on ioh) | ||
|pushblock=+7 (-17 on IOH) | |||
|guard=High | |||
|damage=11 | |damage=11 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties=IPS=NO Scales=Yes | |properties=IPS=NO Scales=Yes | ||
|description= | |description= | ||
*This is your slowest, but most damaging air normal | *This is your slowest, but most damaging Stand ON air normal | ||
*Can be used as an air-to-air | *Can be used as an air-to-air from afar/early enough | ||
*Has a ton of range and disjoint, so if spaced correctly it has very great priority | *Has a ton of range and disjoint, so if spaced correctly it has very great priority, making it a very annoying poke even against grounded characters | ||
*Slow, making it hard to effectively use as an air-to-air, and it has a single active frame which doesn't help a lot either | *Slow, making it hard to effectively use as an air-to-air, and it has a single active frame which doesn't help a lot either | ||
*Links from s.5A for | *Links from s.5A for a more consistent air muda loop follow-up, however it is a 2f link, making it not as popular as s.j.B | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
=Special Moves= | |||
=== Stand Off === | === Stand Off === | ||
Line 778: | Line 844: | ||
|recovery=13 | |recovery=13 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+2 | ||
|pushblock= | |||
|guard=Mid | |||
|damage=16 | |damage=16 | ||
|cancel=None, 214S and s.214x with install | |cancel=None, 214S and s.214x with install | ||
Line 785: | Line 853: | ||
*Important part of DIO's neutral, anti-air and pressure game | *Important part of DIO's neutral, anti-air and pressure game | ||
*Useful in a variety of situations | *Useful in a variety of situations | ||
*Good for anti-airing, as it is air unblockable, and super fast | *Good for anti-airing, as it is air unblockable, and super fast, also combos from Stand OFF anti-airs | ||
*Has some invincibility during it's recovery causing it to sometimes ghost through the opponent's attacks afterwards | *Has some invincibility during it's recovery causing it to sometimes ghost through the opponent's attacks afterwards | ||
*Great reversal and defensive tool to get opponents to stop pressuring you | *Great reversal and defensive tool to get opponents to stop pressuring you | ||
Line 802: | Line 870: | ||
|recovery=21 | |recovery=21 | ||
|hit=+30 | |hit=+30 | ||
|block | |block=25 | ||
|pushblock=-29 | |||
|guard=Mid | |||
|damage=16 | |damage=16 | ||
|cancel=None | |cancel=None | ||
Line 810: | Line 880: | ||
*Great combo tool that can combo of any normal that doesn't knock down | *Great combo tool that can combo of any normal that doesn't knock down | ||
*Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped | *Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped | ||
*Very useful for | *Very useful for ground tech cancel punishes vs DIO's grab or other similar punishes for massive damage | ||
*Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up | *Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up | ||
*Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page | *Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page | ||
Line 830: | Line 900: | ||
|recovery=57 | |recovery=57 | ||
|hit= up to +180 | |hit= up to +180 | ||
|block | |block=+23 | ||
|pushblock=+20 | |||
|guard=Mid | |||
|damage=5 per hit | |damage=5 per hit | ||
|cancel=None | |cancel=None | ||
Line 839: | Line 911: | ||
*Does tons of damage and builds lots of meter in combos | *Does tons of damage and builds lots of meter in combos | ||
*Comboed into mostly from 5B or 66A | *Comboed into mostly from 5B or 66A | ||
*Used in s.2C okizeme for a 50/50 high/low mix-up between j.A and 2A | *Used in s.2C (or s.214X rekka or more rarely 2C/5C hard knockdown) okizeme for a 50/50 high/low mix-up between j.A and 2A | ||
*Active period between first and last active frame is 90 | *Active period between first and last active frame is 90 | ||
*Used to meaty rolls into a mix-up in certain match-ups | *Used to meaty rolls into a mix-up in certain match-ups | ||
Line 857: | Line 929: | ||
|recovery=12 | |recovery=12 | ||
|hit=launch | |hit=launch | ||
|block/pushblock=Unblockable | |block=N/A | ||
|pushblock=N/A | |||
|guard=Unblockable | |||
|damage=12 | |damage=12 | ||
|cancel=None | |cancel=None | ||
Line 865: | Line 939: | ||
*Generally only used for mind games with tech chasing fullscreen | *Generally only used for mind games with tech chasing fullscreen | ||
*Very good at adding up damage, though unsafe against fullscreen supers | *Very good at adding up damage, though unsafe against fullscreen supers | ||
*Can be easily beaten by | *Can be easily beaten by many supers | ||
* | *Can be ducked under by the entire cast, some even in Stand On | ||
*Can be used against people who build meter in Stand On and catch them before they can turn Stand Off | *Can be used against people who build meter in Stand On and catch them before they can turn Stand Off | ||
}} | }} | ||
Line 879: | Line 953: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=0 | ||
|active= | |active=38 | ||
|recovery= | |recovery=0 | ||
|hit=N/A | |hit=N/A | ||
|block/pushblock=N/A | |block=N/A | ||
|pushblock=N/A | |||
|guard=N/A | |||
|damage=none | |damage=none | ||
|cancel=None | |cancel=None | ||
Line 893: | Line 969: | ||
*Fully invincible and able to get you out of many bad situations, however it is grabable similarly to a roll | *Fully invincible and able to get you out of many bad situations, however it is grabable similarly to a roll | ||
*Useful for forcing scrambles and tricky cross-ups your opponent may struggle to block due to you clipping into them and being pushed out afterwards. | *Useful for forcing scrambles and tricky cross-ups your opponent may struggle to block due to you clipping into them and being pushed out afterwards. | ||
*Can be meatied and mixed up, however you can throw out fast or invincible moves after it to beat | *Can be meatied and mixed up, however you can throw out fast or invincible moves after it to beat failed meaties and grabs, like Bloody Summoning, 214S, 2A or 236S | ||
*Useful as a reversal or way to make moves safe like 663C, and can be used to escape mix-ups and tandem unblockables | |||
}} | }} | ||
}} | }} | ||
Line 913: | Line 990: | ||
|recovery=25 | |recovery=25 | ||
|hit=-12 | |hit=-12 | ||
|block | |block=-13 | ||
|pushblock=-16 | |||
|guard=Mid | |||
|damage=16 | |damage=16 | ||
|cancel=TA, s.214X | |cancel=TA, s.214X | ||
Line 919: | Line 998: | ||
|description= | |description= | ||
*This special is most often used to end stand on combos, preferably on short crouchers and fast wake up | *This special is most often used to end stand on combos, preferably on short crouchers and fast wake up | ||
*Can be used in s. | *Can be used in s.236X s.214X frme trap pressure and cancelled into tandem if in a sticky situation. | ||
}} | }} | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 927: | Line 1,006: | ||
|recovery=21 | |recovery=21 | ||
|hit=Wallbounce launch | |hit=Wallbounce launch | ||
|block | |block=-5 | ||
|pushblock=-15 | |||
|guard=Low | |||
|damage=6 | |damage=6 | ||
|cancel=None | |cancel=None | ||
Line 933: | Line 1,014: | ||
|description= | |description= | ||
*A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen | *A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen | ||
*This move is unsafe on block in many | *This move is unsafe on block in many match-ups, and should be therefore used sparingly and confirmed into | ||
*Gives a wallbounce if done raw,, delayed | *Gives a wallbounce if done raw,, delayed hard knockdown if on 3rd hit or up | ||
*Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap | *Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap | ||
*All versions are identical | *All versions are identical | ||
Line 954: | Line 1,035: | ||
|recovery=22 | |recovery=22 | ||
|hit=techable launch | |hit=techable launch | ||
|block | |block=-13 | ||
|pushblock= | |||
|guard=Mid | |||
|damage=3-5 per hit | |damage=3-5 per hit | ||
|cancel=s.214x | |cancel=s.214x | ||
|properties=IPS=No Scales=Yes | |properties=IPS=No Scales=Yes | ||
|description= | |description= | ||
*Can be used to keep out opponents from a distance, which it is very good at | *Can be used to keep out opponents from a distance, which it is very good at, especially the air version due to how much safer it is | ||
*Cancels into s.214X for a frametrap which some characters have trouble dealing with | *Cancels into s.214X for a frametrap which some characters have trouble dealing with | ||
*Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to | *Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to | ||
Line 965: | Line 1,048: | ||
*Can be extended by mashing, which can catch attempts at stealing turns upon recovery | *Can be extended by mashing, which can catch attempts at stealing turns upon recovery | ||
*If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it. | *If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it. | ||
*Air version adds on some extra damage from spaced jump-in s.j.C or air-to-airs, and can be used as an air-to-air on its own | |||
}} | |||
}} | |||
=Super Moves= | |||
{{MoveData | |||
|image=HFTF_DIO_214S | |||
|caption=Among the cheapest tandems in the game | |||
|name=Tandem/214S | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=Travel time dependent | |||
|active=N/A | |||
|recovery=None | |||
|hit=Dependent on Input | |||
|block=Dependent on Input | |||
|pushblock= | |||
|guard=N/A | |||
|damage=Dependent on Input | |||
|cancel=S to turn off after Stand reaches opponent | |||
|properties=IPS=Reset Scales=Dependent on Input | |||
|description= | |||
*In the category of the 2nd best super in the game (Tandem), and in the top 3 best of that category, only rivaled by Vanilla Ice and Jotaro | |||
*Has wicked amounts of invincibility on activation, even more if held, and releasing it gives you a burst of invincibility as well | |||
*80F superflash, during which you are able to input Stand On Chains, Specials and Supers. | |||
*Very accessible to combo into | |||
*Great for whiff-punishing through means of Invincibility | |||
*Optimal inputs would be {ABC*n}, for crouchers you would do {4ABC*n}. For the characters who crouch under s.5A, either {2A*n}, {2A2B*n} {2A2A, 4ABC*n}, or {4ABC*n} 663A is used | |||
*Can be punished by moves with awkward pushboxes like Hol Horse 236AA, Shadow Dio 3C and 214AA, hitting the Stand as it is traveling towards the opponent or aerial moves that beat the tandem once it starts attacking. | |||
*Alternatively it can be evaded by rolls, Tandems, and other supers | |||
}} | |||
}} | |||
===Stand Off=== | |||
{{MoveData | |||
|image=HFTF_DIO_236AA.png | |||
|caption=One of the worst supers in the game | |||
|name=Stand Off Knives/236AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=39 (Excl. super flash) | |||
|active=Until colliding with the opponent | |||
|recovery=29 | |||
|hit=Grounded hitstop followed by launch | |||
|block=? | |||
|pushblock= | |||
|guard=Mid | |||
|damage=3 per knife | |||
|cancel=None | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Horrible Super | |||
*Do NOT use this | |||
*Very slow, easy to interrupt and punish, and will very very rarely punish anything | |||
*Can be comboed into from Tandem Knives, or a Stand Crash for style | |||
*Does deal slightly more damage, but not worth it | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|image=HFTF_DIO_BA6AC.png | |||
|caption=Mediocre but funny | |||
|name=Bloody Summoning/BA6AC | |||
|data= | |||
{{AttackData-HFTF | |||
|startup= ? | |||
|active=Until colliding with the opponent | |||
|recovery=? | |||
|hit= hitgrab | |||
|block= | |||
|pushblock= | |||
|guard=Mid | |||
|damage=? | |||
|cancel=None | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Contrary to popular belief, this super is not horrible. It is merely outshined by both S.ON Knives, and Tandem | |||
*Can be done both Stand On and Stand Off, and is identical | |||
*Has a lot of invulnerability, a lot of active frames, and starts up before the Super Flash, therefore it is nearly unreactable | |||
*Grants Okizeme by doing 66 (S if Stand On) 236C meaty into j.A or 2A if the opponent's wakeup is slow, although it is tight. | |||
*Has an install associated with it. If the Move whiffs, the first hit of S.J.236X will have the hitgrab properties of this super if done near the ground, including the antimation which will be airborne | |||
}} | |||
}} | |||
{{MoveData | |||
|image=HFTF_DIO_214AA.png | |||
|caption=Even worse super, hilarious when it does hit | |||
|name=214AA/Road Roller | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=Travel time dependant | |||
|active=? | |||
|recovery=? | |||
|hit=Wallbounce launch, punishable on hit | |||
|block=? | |||
|pushblock= | |||
|guard=High | |||
|damage=? | |||
|cancel=None | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Air OK | |||
*Horrible Super | |||
*In rare cases, it is an optimal punish for airborne moves. Can optimally punish moves such as DIO 214AA (Road Roller), Mariah high level 236AA (Boobs), Vanilla Ice 214AA (Madness Sorrow) and Shadow Dio 214AA (Unblockable Spores (sub optimal)) | |||
*Punishable on hit by faster wake-ups in corner by a full combo | |||
}} | |||
}} | |||
===Stand On=== | |||
{{MoveData | |||
|image=HFTF_DIO_S.236AA.png | |||
|caption=One of the BEST supers in the game | |||
|name=(Stand On) Knives/s.236AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=? | |||
|active=? | |||
|recovery=? | |||
|hit=Grounded hitstop followed by launch | |||
|block=? | |||
|pushblock= | |||
|guard=Mid | |||
|damage=3 per knife | |||
|cancel=None | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Top 5 Super in the game | |||
*Great startup and invincibility, can punish any move that leaves your opponent unable to block with their Stand out | |||
*Makes most passive Stands in particular shiver | |||
*Do NOT overuse this, as that is a very common beginner-midlevel mistake | |||
*Deals great chip, can bait out rolls | |||
*Can be easily beaten on reaction by invincible supers if close enough. Some examples are: Active/Weapon Stand 214S(optimal), DIO S.236AA, Black Polnareff 236AA, Khan 214AA | |||
*Can be comboed into itself for an unscaled combo. Very much worth doing as well, as it does great damage. Do NOT do normal moves in between them as that will scale the combo and ruin your damage | |||
}} | |||
}} | |||
{{MoveData | |||
|image=HFTF_DIO_S.236AA.png | |||
|caption=Devo's curse | |||
|name=Air Knives/s.j.236AA | |||
|data= | |||
{{AttackData-HFTF | |||
|startup=? | |||
|active=? | |||
|recovery=? | |||
|hit=Grounded hitstop followed by launch | |||
|block=? | |||
|pushblock= | |||
|guard=Mid | |||
|damage=3 per knife | |||
|cancel=None | |||
|properties=IPS=No Scales=No | |||
|description= | |||
*Almost the same as the grounded version, but much faster | |||
*Can punish even better than the grounded version, as it can be done as a Tiger Knee motion (s.2369AA, or even s.9236AA) in order to reach it's target faster | |||
*Can be punished by Guard Cancels on block, certain supers before it comes out, and even Kakyoin's nets | |||
*Leading cause of zoner underwear skidmarks and almost singlehandedly the reason Devo loses to DIO. | |||
*Can be inconsistent in certain Stand ON match-ups like Avdol, as he will only get hit by 2-5 knives in Stand On | |||
}} | |||
}} | |||
{{NavboxHFTF}} | {{NavboxHFTF}} | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Latest revision as of 08:45, 18 February 2024
Movelist
Stand Off Normal Moves
Standing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 7 | 3 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2/+7 on crc | +1(+6 on crc) | -2(+3 on crc) | SP, SU, TA, CH, CR | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 2 | 6 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -12 | -4 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 14 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | -1 | -14 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 6 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3(+7 on uncrc and wc) | +2(+6 on uncrc and wc) | -1(+3 on uncrc and wc) | SP, SU, TA, CH, CR, WC | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 4 | 9 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -7 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 25 | 12 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Hard Knockdown | -11 | -24 | SP, SU, TA | IPS=no Scales=Yes | ||||
|
Dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2 | 10 | 4 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -1 | -4 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 | 16 | 6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-11 | -12 | -20 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | 22 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -10 | -23 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 10 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | +2 | +5 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 4 | 17 | 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -7 | -15 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 25 | 12 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Hard Knockdown | -11 | -24 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Aerial
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 7 | (until landing) | 4 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-15 on IOH) | +9 (-16 on ioh) | +6 (-19 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 6 | (until landing) | 7 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-12 on IOH) | +9 (-12 on ioh) | +6 (-16 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 2 | (until landing) | 10 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 (-14 on IOH) | +9 (-13 on ioh) | +6 (-16 on IOH) | SU | IPS=No Scales=Yes | ||||
|
Stand On Normal Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 13 (5 on wc and crc) | 5 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 (+8 on wc and crc) | -1 (+7 on wc and crc) | -4 (+4 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=Yes | ||||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
7 | 6 | 14 (15 on wc and crc) | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-2 (-3 on wc and crc) | -3 (-4 on wc and crc) | -11 (-13 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
7 | 9 | 12 (13 on wc and crc) | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
0 (-1 on wc and crc) | -1 (-2 on wc and crc) | -9 (-10 on wc and crc) | SP, SU, TA, CR, WA | IPS=No Scales=No | |||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
9 | 6 | 20 | 15 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-11 | -12 | -21 | SP, SU, TA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
9 | 6 | 15 | 15 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-2 | -3 | -16 | None | IPS=No Scales=No | |||
|
One of your three low moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 10 | 4 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +2 | +3 | SP, SU, TA, | IPS=No Scales=Yes | ||||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
6 | 3 | 20 | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-4 | -5 | -13 | SP, SU, TA | IPS=No Scales=Yes | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
10 | 3 | 14 | 10 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
+2 | +1 | -7 | SP, SU, TA | IPS=No Scales=No | |||
|
Raw | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
8 | 2 | 21 | 13 | Low | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Hard Knockdown | -3 | -12 | None | IPS=No Scales=No | |||
| |||||||
Chained | Startup | Active | Recovery | Damage | Guard | ||
11 | 2 | 21 | 13 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Hard Knockdown | +8 | -5 | SP, SU, TA, | IPS=No Scales=No | |||
|
Stand On dashing
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 6 | 11 | 5 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -5 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 1 | 17 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -10 | None | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | 13 | 15 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -12 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 10 | 4 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | -1 | -2 | SP, SU, TA, | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 1 | 9 | 6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | -2 | SP, SU, TA | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 2 | 14 | 10 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+5 | =+4 | -9 | SP, SU, TA | IPS=No Scales=No | ||||
|
Stand On aerial
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | (until landing) | 4 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-13 on IOH) | +10 (-12 on IOH) | +7 (-20 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | (until landing) | 9 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-12 on IOH) | +10 (-11 on ioh) | +7 (-19 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 1 | (until landing) | 11 | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+14 (-10 on IOH) | +10 (-10 on ioh) | +7 (-17 on IOH) | SP, SU | IPS=NO Scales=Yes | ||||
|
Special Moves
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2 | 13 | 16 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +2 | - | None, 214S and s.214x with install | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18-20 | 2 | 21 | 16 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+30 | 25 | -29 | None | IPS=No Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 for every hit, 4f gaps between all hits | 57 | 5 per hit | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
up to +180 | +23 | +20 | None | IPS=Yes Scales=Yes | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
37 | 12 | 12 | 12 | Unblockable | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
launch | N/A | N/A | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | 38 | 0 | none | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
N/A | N/A | N/A | None | Fully invincible all throughout | ||||
|
Stand On
Hit 1 | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
12-18 | 2 | 25 | 16 | Mid | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-12 | -13 | -16 | TA, s.214X | IPS=No Scales=No | |||
| |||||||
Hit 2 | Startup | Active | Recovery | Damage | Guard | ||
14 | 2 | 21 | 6 | Low | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
Wallbounce launch | -5 | -15 | None | IPS=No Scales=No | |||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 for every hit, 4f gaps between all hits | 22 | 3-5 per hit | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
techable launch | -13 | - | s.214x | IPS=No Scales=Yes | ||||
|
Super Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
Travel time dependent | N/A | None | Dependent on Input | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Dependent on Input | Dependent on Input | - | S to turn off after Stand reaches opponent | IPS=Reset Scales=Dependent on Input | ||||
|
Stand Off
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
39 (Excl. super flash) | Until colliding with the opponent | 29 | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | Until colliding with the opponent | ? | ? | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
hitgrab | - | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
Travel time dependant | ? | ? | ? | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Wallbounce launch, punishable on hit | ? | - | None | IPS=No Scales=No | ||||
|
Stand On
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | ? | ? | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
? | ? | ? | 3 per knife | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Grounded hitstop followed by launch | ? | - | None | IPS=No Scales=No | ||||
|