Movelist
Stand Off Normals
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
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 | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 16 | landing | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 8 | landing | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
? | ? | ? | SP | IPS=No Scales=No | ||||
|
Stand On Normals
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 15 | - | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Does a jumping angled hit with talons. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 22 | - | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as above but a weaker variation. |
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
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. |
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
- | - | - | - | - |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |