JoJo's Bizarre Adventure: Heritage for the Future/Old Joseph/Movelist

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Movelist

Stand Off Normal Moves

Standing

5A
HFTF Oldseph 5A.png
Not 5B
Startup Active Recovery Damage Guard
4 2 5 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 Special/Super IPS=No Scales=Yes

Kinda high-hitting jab you can anti-air with rarely. Combos into almost every other button. Misses most crouchers.


5B
HFTF Oldseph 5B.png
Not as good as it's made out to be
Startup Active Recovery Damage Guard
5 2 20 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -14 Special/Super IPS=No Scales=Yes

Acts as a poke and as a situational anti-air. Extends forward so good reach. Don't expect it to beat much outright, better to punish start-ups and recoveries at long range. Being cancellable makes the not-so-great frame data somewhat negligible. Low-profiled by quite a few crouching characters but otherwise important for hitconfirming from jabs.


5C
HFTF Oldseph 5C.png
What should really be hyped up instead of 5B
Startup Active Recovery Damage Guard
8 4 19 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -15 Special/Super IPS=No Scales=Yes

Slow startup but a solid disjoint, making it one of his better anti-airs when you're spaced far enough, also good counterpoke. Opponents that are hit in the air are knocked away. Hits more crouchers than 5B but cannot be comboed into from jabs.


6C
HFTF Oldseph 6C 1.png
No
Startup Active Recovery Damage Guard
13 3 28 9 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-13 -14 -27 N/A IPS=No Scales=Yes

Awful. The worst. Hits overhead, but is also punishable on hit. Never use this move. You might accidentally get this when trying to grab so do that with 4C instead.


Grab
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - - -

Crouching

2A
HFTF Oldseph 2A.png
Startup Active Recovery Damage Guard
5 4 3 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +3 - Special/Super IPS=No Scales=Yes

An unremarkable jab. Doesn't hit low. Still an OK combo starter and has decent range for poking.block=


2B
HFTF Oldseph 2B.png
One of your best friends
Startup Active Recovery Damage Guard
4 2 10 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -4 Special/Super IPS=No Scales=Yes

One of your more notable buttons. Low poke that is also used to build meter. Short range though.


3B
HFTF Oldseph 3B.png
Slide
Startup Active Recovery Damage Guard
4 17 7 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -10 -18 Special/Super IPS=No Scales=No

Similar to 2B but advances forward. As with most of your other dashing buttons, it is minus on hit, so you'll need to super or special cancel it to stay safe.


2C
HFTF Oldseph 2C 1.png
Startup Active Recovery Damage Guard
7 3 13 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -9 Special/Super IPS=No Scales=Yes

Nice range and counterpoke, good hitstun that connects easily to custom combo. Also has other niche applications- primarily, hitconfirming into 236S 236C for a meterless command grab.


3C
HFTF Oldseph 3C.png
Startup Active Recovery Damage Guard
8 21 10 9 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -14 -27 Special/Super IPS=No Scales=No

Goes a little further than 3B and causes a hard knockdown. Seen most often as a part of Oldseph's strike/throw okizeme.


Jumping

j.A
HFTF Oldseph j.A.png
Startup Active Recovery Damage Guard
5 14 - 5 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -


j.B
HFTF Oldseph j.A.png
Startup Active Recovery Damage Guard
7 8 - 6 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -


j.C
HFTF Oldseph j.C.png
Startup Active Recovery Damage Guard
6 6 - 12 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Dashing

d.5A
HFTF Oldseph 5A.png
Startup Active Recovery Damage Guard
5 23 4 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -17 Special/Super -


d.5B
HFTF Oldseph 5B.png
Startup Active Recovery Damage Guard
6 23 19 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -17 -34 Special/Super -


d.5C
HFTF Oldseph 6C 1.png
Startup Active Recovery Damage Guard
13 3 28 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-23 -14 -27 - -


d.2A
HFTF Oldseph 2A.png
Startup Active Recovery Damage Guard
5 25 5 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -20 Special/Super -


d.2B
HFTF Oldseph 2B.png
Startup Active Recovery Damage Guard
4 25 7 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -18 -26 Special/Super -


d.2C
HFTF Oldseph 2B.png
Startup Active Recovery Damage Guard
4 25 7 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-18 -15 -28 Special/Super -

Stand On Normal Moves

Standing

s.5A
HFTF Oldseph s.5A.png
Startup Active Recovery Damage Guard
3 2 7 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +3 0 Special/Super -


s.5B
HFTF Oldseph s.5B.png
Startup Active Recovery Damage Guard
9 3 16 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 Special/Super -


s.5B (Close)
HFTF Oldseph Close s.5B.png
Startup Active Recovery Damage Guard
5 3 15 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -3 -11 - -


s.5C
HFTF Oldseph s.5C.png
Startup Active Recovery Damage Guard
7 2 24 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -20 -21 Special/Super -


s.6C
HFTF Oldseph s.6C.png
Startup Active Recovery Damage Guard
18 6 20 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -17 - -


Grab
Startup Active Recovery Damage Guard
- - - 17 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 - - - -

Crouching

s.2A
HFTF Oldseph s.2A.png
Startup Active Recovery Damage Guard
5 2 5 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 Special/Super -


s.2B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
4 2 10 11 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 -3 Special/Super -


s.3B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
6 17 17 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -17 Special/Super -


s.2C
HFTF Oldseph s.2C.png
Startup Active Recovery Damage Guard
7 3 13 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +5 -8 Special/Super -


s.3C
HFTF Oldseph s.3C.png
Startup Active Recovery Damage Guard
14 3 20 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -5 -18 - -

Jumping

s.j.A
HFTF Oldseph s.j.A.png
Startup Active Recovery Damage Guard
6 10 - 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -


s.j.B
HFTF Oldseph s.j.B.png
Startup Active Recovery Damage Guard
6 10 - - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 - - - -


s.j.C
HFTF Oldseph s.j.B.png
Startup Active Recovery Damage Guard
8 6 - 11 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Dashing

d.s.5A
HFTF Oldseph s.5A.png
Startup Active Recovery Damage Guard
3 23 6 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -17 -20 - -


d.s.5B
HFTF Oldseph s.5B.png
Startup Active Recovery Damage Guard
9 24 15 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-23 -24 -32 Special/Super -


d.s.5C
HFTF Oldseph s.6C.png
Startup Active Recovery Damage Guard
18 6 20 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -8 -21 - -


d.s.2A
HFTF Oldseph s.2A.png
Startup Active Recovery Damage Guard
4 23 4 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 -15 -18 Special/Super -


d.s.2B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
4 23 9 11 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 -15 -23 Special/Super -


d.s.2C
HFTF Oldseph s.3C.png
Startup Active Recovery Damage Guard
14 6 31 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -19 -32 - -

Specials

Turquoise Blue Overdrive
236x
HFTF Oldseph 236x.png
Startup Active Recovery Damage Guard
13(A/B)
32(C)
2(A)
6(B)
14(C)
26(A)
22(B)
14(C)
8(A/B)
18(C)
Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3(A)
+1(B)
KND(C)
+2(A)
0(B)
+14(C)
-26(A/B)
+14(C)
- -

Basic poke and combo ender only available in Stand Off. A and B versions are fast and have good range, but are very unsafe on pushblock. C version is much slower, but is very plus and gives a knockdown on hit.


Hermit Web
s.236x
HFTF Oldseph s.236A.png
A/B versions
HFTF Oldseph s.236C.png
C version
Startup Active Recovery Damage Guard
20(A/B)
19(C)
7(A/B)
12(C)
25(A/B)
27(C)
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12/+7(A/B)
+14/+6(C)
-20(A/B)
-24(C)
-23(A/B)
-30(C)
- -

Stand On exclusive hitgrab with very large range. After hitting the move, you can press 5x to send energy through Hermit Purple, dealing a small amount of damage to the enemy. You can also press 4x to pull the opponent back to you for a combo. The pull will give you more frame advantage if you initially hit the move from farther away.


Sunlight Yellow Overdrive
623x/s.623x
HFTF Oldseph 623x.png
Startup Active Recovery Damage Guard
18(s.Off)
17(s.On)
6(s.Off)
8(s.On)
22(s.Off)
12(s.On)
14(s.Off)
16(s.On)
High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch(s.Off A/B)
-16(s.Off C)
0(s.On)
-17(s.Off)
0(s.On)
-27(s.Off)
-13(s.On)
s.236x -

Slow overhead special move. Stand Off version hits once, while Stand On version hits 3 times and also does significantly more stand gauge damage. Can be cancelled into s.236x at any time.


Strategist's Profession
214x/s.214x
HFTF Oldseph 214x.png
Stand Off Counter
HFTF Oldseph s.214x.png
Counter Followup/Stand On Version
Startup Active Recovery Damage Guard
6(s.Off)
12(s.On)
19(s.On) 13(s.On) Variable Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -14(s.On) -17(s.On) - -

In Stand Off, this move is a counter. After being attacked, Joseph will unleash a burst of energy, instantly standcrashing the opponent and launching them away. The Stand On version skips the counter and does the burst immediately. Mashing buttons during the active frames will increase the number of hits.


Energy Temptest
360x/s.360x
HFTF Oldseph 360x.png
Startup Active Recovery Damage Guard
7 4 17 21(s.Off)
29(s.On)
Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

The 360 input refers to doing a full circle motion with your stick. Proper notation is 6248x or 4268x.

Command grab. Most versions end in an uppercut that gives good oki, while the Stand On C version ends in a kick that sends the opponent far away. Mainly used as a combo ender or as a mix-up tool.


Stand Activation Attack
236S
HFTF Oldseph 623x.png
Startup Active Recovery Damage Guard
27 8 12 16 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 0 -13 s.236x -

Exactly the same as s.623x.

Supers

Master's Teachings
236AA/s.236AA
HFTF Oldseph 236AA.png
Startup Active Recovery Damage Guard
8 6 24 38 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- -19 -17 - -

Small ranged uppercut which leads into a cinematic on hit. Generally hard to combo into. Invincible frames 1-14.


Super Hamon Overdrive!
720x/s.720x
HFTF Oldseph 360x.png
Startup Active Recovery Damage Guard
13 4 17 42 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

The 720 input refers to doing two full circle motions with your stick. Proper notation is 62486248x or 42684268x.

Command grab super. Invincible frames 13-23. Does high damage, but is also very hard to combo into. Not very useful.


Custom Combo
214S/s.214S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Almost always Joseph's preferred way of spending meter. Using CC in combos will generally yield good damage and allow you to end your combos in 360, giving good okizeme.

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