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

From SuperCombo Wiki

Movelist

Stand Off Normals

5A
HFTF Avdol 5A.png
Startup Active Recovery Damage Guard
3 2 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -2 SP, SU, TA IPS=Yes Scales=Yes
  • Decent anti-air when stand off
  • +5 on hit on crouch cancel
  • Can be used to mash out of blockstrings
2A
HFTF Avdol (66)2A.png
Startup Active Recovery Damage Guard
4 2 12 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP, SU, TA IPS=Yes Scales=No
  • ESSENTIAL MOVE
  • +6 on hit and +5 on block when (un)crouch cancelled
  • Your one low and main hitconfirm when stand off.
6A
HFTF Avdol 6A.png
Startup Active Recovery Damage Guard
8 3 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 +1 -2 SP, SU, TA IPS=Yes Scales=Yes
  • One more active frame so might be slightly better at catching landings?
  • Just use 2A instead
5B
HFTF Avdol (66)5B.png
Startup Active Recovery Damage Guard
6 3 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU, TA IPS=Yes Scales=Yes
  • Only used to combo into tandem or hitgrab from 2A or early jump-ins
2B
HFTF Avdol (66)2B.png
Not an anti-air
Startup Active Recovery Damage Guard
7 7 3 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +4 -4 SP, SU, TA IPS=No Scales=Yes
  • Mid
  • Long active frames and links into 5C/662B on hit
  • Short duration so great for building meter
  • ESSENTIAL MOVE
5C
HFTF Avdol 5C.png
Startup Active Recovery Damage Guard
8 6 11 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
2 0 -16 SP, SU, TA IPS=Yes Scales=Yes
  • Similar to 5B with more range and hitstun but a slower startup
  • Forward movement and active frames make it work as a poke but you'll usually have better options
2C
HFTF Avdol (66)2C.png
Half of your gameplan
Startup Active Recovery Damage Guard
7 5 5 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD +7 -6 SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • Avdol's best stand off button, a giant poke with great priority and a low profile that is safe on block, knocks down on hit and whiffs fast
  • Leads to oki on some characters
  • While the priority is huge it still extends its hurtbox so be wary of couterpokes
6C
HFTF Avdol 6C.png
The wall
Startup Active Recovery Damage Guard
7 16* 2 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -14 SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • Amazing counterpoke that will stuff most things trying to get in
  • The active frames blink in and out which can make it an unreliable meaty


d.5A
HFTF Avdol (66)5B.png
What even was the idea behind this
Startup Active Recovery Damage Guard
6 3 14 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch -3 -6 SP, SU, TA IPS=Yes Scales=Yes
  • Useless
d.2A
HFTF Avdol (66)2A.png
Startup Active Recovery Damage Guard
4 2 14 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -8 SP, SU, TA IPS=Yes Scales=Yes
  • On paper an amazing move for Avdol, a dashing low that can combo into hitgrab and tandem
  • In practice you'll only hit this at ranges where neither combos and you're left with a worse 2A
d.5B
HFTF Avdol (66)5B.png
Startup Active Recovery Damage Guard
6 3 14 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP, SU, TA IPS=No Scales=Yes
  • Worse 662B
d.2B
HFTF Avdol (66)2B.png
Hope you can 1 hit hitcomfirm
Startup Active Recovery Damage Guard
7 7 8 8 -1/-9
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 - - SP, SU, TA IPS=Yes Scales=Yes
  • Very active poke/whiff punish that can combo into tandem
  • Can delay the cancel to confirm the hit but doing so only works at short ranges
d.5C
HFTF Avdol 5C.png
Startup Active Recovery Damage Guard
8 6 11 ? 0/-13
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 - - SP, SU, TA IPS=Yes Scales=Yes
  • Worse 662B
d.2C
HFTF Avdol (66)2C.png
The other half of your gameplan
Startup Active Recovery Damage Guard
7 5 10 10 +2/-11
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD - - SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • 2C with a lot more range but worse advantage on block
  • Can be used to get in, whiff punish or as cover when running away


j.A
HFTF Avdol j.B.png
Startup Active Recovery Damage Guard
5 16 landing 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? SP IPS=No Scales=No
  • Fast air move with good actives and the best priority on any of Avdol's jump-ins
  • Works as an (unsafe) instant overhead
j.B
HFTF Avdol j.B.png
Startup Active Recovery Damage Guard
5 16 landing 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? SP IPS=No Scales=No
  • Same move as j.A
j.C
HFTF Avdol j.C.png
Not the best jump-in
Startup Active Recovery Damage Guard
8 8 landing 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? SP IPS=No Scales=No
  • More damage and range than j.A/B and more priority upward for air to air situations
  • A lot less hitstun than you'd expect so hit it deep if you want a combo


Stand On Normals

s.5A
HFTF Avdol s.5A.png
Startup Active Recovery Damage Guard
3 3 12 4 +2/-2
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 - - SP, SU, TA -

A quick strike that leaves a small flame.

s.5B
HFTF Avdol s.5B.png
Startup Active Recovery Damage Guard
4 5 18 10 -7/-16
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 - - SP, SU, TA -

Flaming hook style punch. Excellent footsie normal.

s.5C
HFTF Avdol s.5C.png
Startup Active Recovery Damage Guard
9 4 24 15 -9/-14
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 - - - -

A front flaming roundhouse kick. Good range and also moves the player forward. 2 hits.

s.2A
HFTF Avdol s.2A.png
Startup Active Recovery Damage Guard
4 3 9 3 +2/-2
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 - - SP, SU, TA -

Low kick with Timbs. Decievingly good range, does not chain nor link into itself.

s.2B
HFTF Avdol s.2B.png
In case you really need chest invincibility
Startup Active Recovery Damage Guard
5 20 3 3 -2/-14
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 - - SP, SU, TA -

Flame strike aimed at the stomach. Fantastic hitbox.

s.2C
HFTF Avdol s.2C.png
Startup Active Recovery Damage Guard
6 6 18 12 -5/-19
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 - - - -

Overhand strike that looks like an overhead but isn't.

s.6A
HFTF Avdol s.6A.png
Really good anti air
Startup Active Recovery Damage Guard
4 7 16 4 -10/-14
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 - - SP, SU, TA -

Makes a small flame appear in front of him. Whiffs on crouching characters.

s.4B
HFTF Avdol s.4B.png
Startup Active Recovery Damage Guard
8 7 21 12 -6/-15
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 - - - -

Upwards reaching AA flame strike.


d.s.5A
HFTF Avdol d.s.5A.png
Startup Active Recovery Damage Guard
6 2 21 6 -9/-13
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 - - SP, SU, TA -

Faster s.5B.

d.s.5B
HFTF Avdol d.s.5B.png
Startup Active Recovery Damage Guard
7 9 12 12 -1/-16
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 - - SP, SU, TA -

Straight kick with Timbs. 2 hits.

d.s.5C
HFTF Avdol d.s.5C.png
Startup Active Recovery Damage Guard
12 4 30 15 -7/-20
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 - - SP, SU, TA -

Cancelable s.5C.

d.s.2A
HFTF Avdol d.s.2A.png
Startup Active Recovery Damage Guard
4 3 8 3 +2/-2
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 - - SP, SU, TA -

Version of s.2A that can't chain into other normals. Hits low.

d.s.2B
HFTF Avdol d.s.2B.png
Startup Active Recovery Damage Guard
5 14 8 3 -9/-10
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 - - SP, SU, TA -

Same as s.2B.

d.s.2C
HFTF Avdol d.s.2C.png
Startup Active Recovery Damage Guard
6 18 2 12 -1/-15
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 - - - -

Same as s.2C but better advantage and better as antiair because of the extra momentum.


s.j.A
HFTF Avdol s.j.A.png
Startup Active Recovery Damage Guard
3 15 - 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Does a jumping angled hit with talons.

s.j.B
HFTF Avdol s.j.A.png
Startup Active Recovery Damage Guard
5 22 - 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Same as above but a weaker variation.

s.j.C
HFTF Avdol s.j.C.png
Startup Active Recovery Damage Guard
8 16 - 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

A jumping version of the his crouching 2B. Amazing air to air.


Specials

Crossfire Hurricane
236x
HFTF Avdol 236x.png
Startup Active Recovery Damage Guard
24 - - 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Fires an ankh shaped fireball across the screen. Both in stand off and stand on, the button used determines the speed of the ankh and the recovery: in stand off, it never goes further than half screen, in stand on, C goes almost fullscreen. For both, A versions are preferred, as they have the fastest recovery. Useful both when cancelled into and on its own.

Flame Sensor
214x
HFTF Avdol 214x (1).png
HFTF Avdol 214x (2).png
Underrated
Startup Active Recovery Damage Guard
48 - - 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Potentially one of Avdol's strongest tools. The number of uses for this is incredible. Can be set up in various ways, and is generally unsafe to do in neutral unless you are far away against a character with no fullscreen presence. No difference between stand off and on.

Fire Wall
623x
HFTF Avdol 623x (1).png
HFTF Avdol 623x (2).png
Startup Active Recovery Damage Guard
7 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red appears and thrusts himself into the air. With stand off Magician's Red travels forward a little before leaping into the air for the B and C versions, the Distance/Damage/Height also vary with the strength of the button pressed. Air unblockable when hit deep, if it connects only with the outermost part of the hitbox, it will be air blockable. When used with stand on Avdol will follow Magician's Red, but they won't travel forwards across the ground first. In stand remote, Magician's Red will perform the stand off version. All stand on versions have invincibility frames on startup, but they run out soon after the hitbox appears.

Fire Eagle
j.236x
HFTF Avdol j.214x.png
Startup Active Recovery Damage Guard
15(s.Off)
5(s.On)
- - 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red appears and does an angled dive kick in which Abdul follows him down. If used with Stand ON Avdol will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control (see below). Hits overhead.

Hell Fire
63214x
HFTF Avdol 63214x.png
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hitgrab. Magician's Red grabs the opponent by the face and makes them explode. Hard knockdown. Easily comboed into and makes for a nice and flashy looking combo ender. No relevant differences between versions in stand off, and is unsafe on block. In stand on it is safe, and the stronger the version, the longer the range but the bigger the pushback on block. C is usually preferred, as it has the same startup as the others and longer range when stand on. After connecting, you can start your okizeme game or, from stand off only, combo before your opponent has a chance to recover.

Stand Activation Attack
236s
HFTF Avdol 236s.png
Actual meterless reversal
Startup Active Recovery Damage Guard
0 12 30 6 -13/-12
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12 - - - -

Magician's Red dashes out and does a maximum of 2 hits with knockdown. Enters Remote mode when used. Being frame 0 lets this move be used as a meterless reversal, a rare thing in Jojo's. BE WARNED if Avdol is hit while you are using Remote Control you will take significantly increased damage.

Guard Cancel
623x while blocking
Startup Active Recovery Damage Guard
9 18 33 7 +12/-2(s.Off)
-22/-35(s.On)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9(s.Off)
-25(s.On)
- - - -

Magician's Red counter attacks with a flame pillar. In stand off you can combo out of it if you knock the opponent towards the corner. In stand off, it has quite a bit of recovery. Great guard cancel, but like other great guard cancels, overusing it is not smart.


Supers

Napalm Bomb
236AA
HFTF Avdol 236AA.png
HFTF Avdol 236AA (2).png
Imagine blocking
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Abdul and his stand create an explosion which travels forward dealing quite decent damage. The startup hit before the superflash will lock the opponent into getting hit by the explosions. It does have some i-frames, but they are not many, and if the opponent blocks the first hit they can interrupt the explosions after the superflash by hitting you. It moves the opponent all the way to the other side of the screen on block, and allows you to hit them when they get juggled by the flames on hit while in stand off. The hitbox is quite a bit taller than Avdol is.

Crossfire Hurricane Special
214AA
HFTF Avdol 214AA.png
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red unleashes a barrage of flaming Ankhs. You need to be fairly close for it to do maximum damage. Okay okizeme on waking up opponents with either 2A or j.A as they get up. Slow startup, hard to combo into, but leads to very high damage. Mainly used for 50/50s after a knockdown.

Red Heat Ankh
623AA
HFTF Avdol 623AA.png
Invincible for a year and a half
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Avdol sets a trap on the floor in front of him. After a short duration an ankh will burst out from the floor in that location. The duration can be extended by holding the button used. Has long recovery in stand off, and next to no recovery if you hold block in stand on. Both have i-frames on the set animation and on the release. It consumes no meter when placed, only when it explodes. Causes an untechable launch on hit, allowing for a short juggle. Stand on version has much less recovery and also gives you around 2 seconds of fully actionable invincibility. You can perform the famous Avdol "ghosting" technique with this move, where you repeatedly place down ankhs without releasing them, as the meter is only consumed on this explosion. You can use this to make yourself invincible for as long as you like, but be warned ghosting is banned in tournaments.

Tandem
214s
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph