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

From SuperCombo Wiki

Stand Off

Normals

5A
HFTF Chaka 5a.png
#1 option out of pushblock
HFTF Chaka 5a.gif
Startup Active Recovery Damage Guard
2 2 8 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 (+6) +1(+4) -2(+1) 5A & Crouch Cancel (frame 18) Special/Super Air-UB

A quick poke with the hilt of the Anubis sword. Decent range and comes out rather quickly. Can link into itself or 2A. Can be used to poke the opponent or as an alright anti-air, specifically during tech chasing. Crouch canceling allows you to link into s.5A and s.2A.

5B
HFTF Chaka 5b.png
look at that disjoint!
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 10 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

Chaka does a beefy low kick. Good attack with a lot of active frames. Works well as a meaty. Primarily used as a poke and in some Unblockable reset Stand Crash combos.

5C
HFTF Chaka 5c.png
Simply "meh"
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 16 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -14 Special/Super Air-UB

Chaka does a slow but far-reaching toe kick. Very good range, but has it's flaws. Nothing too special.

2A
HFTF Chaka 2b.png
Pretty good meaty tool
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 1 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 (+6) 0 (+4) -3 (+1) 2A (frame 17), Walk/standing

Special/Super

Air-UB

Short-range crouching low kick. A weird quirk of this move is that uncrouching after this move makes you more plus which gives this move some serious tickgrab potential. An incredibly fast meaty move that can grant a huge advantage on block (but only if cancelled). It also works as a combo starter. Can link into itself, 5A and 5B, the last option being a 1f link unless 2A hit late, but even if it doesn't it's still a pretty alright low-hitting frametrap. Additionally, it can also combo into s.5A, which is also a 1f link.

2B
HFTF Chaka 2b.png
Duck and weave!
Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

"Hee!" says Chaka as he slides his foot into your shin. This move looks similar to 2A, but it covers the range problems 2A has by moving a little towards the opponent before doing the kick. It can be used to go under certain attacks and whiff punish the opponent. One of your best pokes and can do some serious work in certain matchups.

2C
HFTF Chaka 2c.png
It's deceiving, but still good
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 20 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 -7 Special/Super Air-UB

Chaka performs a quickdraw sword slash. Though it's quite fast, it has a very deceiving hitbox that is much smaller compared to how the animation looks. Most often reserved as an anti-air, especially against short hops. At close range, it can also link into 5A and s.5A.

j.A
HFTF Chaka jB.png
Don't press the A button in the air as Chaka
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing 5 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Chaka does a jumping kick that is angled at roughly 45°. This version is inferior to j.B. It works decent as a jump-in attack but no reason to use it over j.B.

j.B
HFTF Chaka jB.png
Your most active jump in
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing 8 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Same as j.A but does more damage. Use it instead. Works great as a jump-in attack, or against people trying to air-to-air with undisjointed, lower priority moves. Hitting this low to the ground and plinking s+5A can lead to a full combo. Good IOH tool due to it's speed and how deep it hits.

j.C
HFTF Chaka jC.png
Good spacing tool
HFTF Chaka jC.gif
Startup Active Recovery Damage Guard
4 4 until landing 12 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Chaka performs a horizontal quickdraw slash attack with his sword midair. One of the best air-to-air attacks in the game, good for both offense and defense, and it can be still used as a jump-in attack. Does high damage and covers a very long distance in front of Chaka. Be wary of the hurtbox that extends beneath the sword as it can make it very prone to anti-airs. If you're swag and hit a grounded opponent low enough, you can plink into stand on normals to finish into a sweep or a rekka chain, which in some cases can reward you with a full bnb. Another advanced technique you can do with this move is set up an unblockable s.5a, s.6a or s.5b if your opponent blocks in the air and you land first. s.5a can lead to better tech chasing and with s6.a and s.5b you can follow up with s.623x for extra damage. Get used to it, because you'll be using this button a lot.

Dashing Normals

d.5A
HFTF Chaka 5b.png
If only this was standing 5a but mobile...
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 11 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -5 -8 Special/Super Air-UB

An inferior version of d.5B. Does less damage and has a worse advantage on block, making it punishable by some characters if it's not canceled into 236+S. You can ignore it completely.

d.5B
HFTF Chaka 5b.png
Really good poke when they're expecting you to do a jump-in
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 10 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

Same as 5B but with added momentum from the dash. Just as effective, if not even better than the regular version, it can be used as a quick surprise low to start off Custom Combos or during Stand Crash/Unblockable Reset combos.

d.5C
HFTF Chaka 5c.png
You can poke with this, but you have better options.
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 16 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -14 Special/Super Air-UB

Nearly the same as 5C except it covers more distance thanks to the dash. This button doesn't see much use because it's more preferrable to use other moves like 236S for it's similar range but better anti-air potential and disjointed hitbox, d.2C's small hurtbox, or d.5B because it's a low.

d.2A
HFTF Chaka 2b.png
Stick with 2B/d.2B instead, or cancel into 236S
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 11 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -9 Special/Super Air-UB

A dashing version of 2A with a ton of endlag, not particularly useful even if it's fast and meaty. Unsafe unless canceled.

d.2B
HFTF Chaka 2b.png
Kick their toes in while ducking their light jab
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

A good poke for getting close to your opponents with a dash and then ducking under what they might try to throw at you, notably buttons such as Jotaro's s.5A. Could also mess with someone thinking you're gonna dash deep and then effectively "braking" due to it slowing your movement speed.

d.2C
HFTF Chaka 2c.png
Good poke when YOU'RE expecting their jump-in
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 20 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 -7 Special/Super Air-UB

Same as 2C but keeps you closer to the opponent. Can link into 5A, 2A and s.5A if it connected close enough. Works really well for reading a jump if you wanna keep your opponent grounded, especially when cancelled into 236s into s.623x. This move (and the nondashing variant) can actually beat some active jump-ins (Notably all of Avdol's aerials, minus j.A and j.B) if spaced properly due to it being active for 4 frames, the amount of distance that gets closed on use, and the fact that it's disjointed around the hitbox. But against anything disjointed low enough, such as polnareff s.j.A or Alessi j.A, you'll wanna try something else.

Command Normals

6C
HFTF Chaka 5c.png
I wish I grabbed you and wasn't getting reversal'd right about now
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
11 3 16 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -14 Special/Super Air-UB

A slower version of 5C with bonus forward momentum. Doesn't have much use aside from the additional range it provides. It's probably best to avoid it.

Grab
Startup Active Recovery Damage Guard
0 - 48 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-18 - - - Proximity Grab

Chaka stabs the opponent with the Anubis sword and then sends them flying with a quick slash. Solid grab with the "downside" that it launches the opponent pretty far away so you'll need to chase them afterward, but you can circumvent that by throwing them into the corner instead. It can be punished in S.Off by some characters if done in the corner because Chaka is stuck in his sheathing animation. Prevent that by doing S+4C/S+6C to quickly do the S.On grab instead.

Guard Cancel (Stand Off)
HFTF Chaka GC and 236s.png
623+A/B/C (while blocking)
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
10 2 5 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 -1 - Air-UB

Chaka quickdraws his sword, performing a super quick stab right in front of him. Arguably one of the best Guard Cancels in the game, the reason for that being the ability to perform full combos after it! Chaka's Stand Off Guard Cancel is extremely positive on hit, though it's overall pretty slow. It's a very powerful tool that can lead to high damage combos, at least if you have some Super Meter to spend.

Stand ON

Normals

s.5A
HFTF Chaka s5a.png
*plink*
HFTF Chaka s5a.gif
Startup Active Recovery Damage Guard
3 2 11 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -3 Special/Super

Chain combo starter Follow-ups: s.5A, s.5B, s.5C, s.2B, s.2C, s.6B

Air-UB

Chaka does a quick stab to the opponent's torso. Decent wide hitbox. Solid button, slightly smaller than 5A, but still great for applying pressure, doing chip, and starting combos or blockstrings. Can be chained up to 3 times. Inputting the s.5A for the fourth time results in Chaka performing an uncancellable version of s.5C that's highly punishable. Don't mash it out by accident. When using it in combos note that your opponent will most likely fall out of the combo eventually if you do the 3rd s.5A, whether it be immediately or shortly after, unless you're at point blank range or moving forward in custom combo. Learning to plink this button after a custom combo (pressing S+5A) is essential to learning this character, and overall just a pretty good move to throw out in closer quarters.

s.5B
HFTF Chaka s5b.png
Okay don't tech forward
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 21 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -7 -15 Special/Super Air UB

Chaka does a high slash. Might miss against some of the shortest characters in the game. One of his best pokes as well as a relatively good anti air, especially when paired up with s.623x. This move is essential to chaka's techchase game and will be explained further in the grab section.

s.5C
HFTF Chaka s5c - 1.png
Alright don't jump.
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
6 3 / 6 15 4 / 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Unchained: -1 (2 hits) -5 (1 hit)
Chained: -12
Unchained: -6 (2 hits) -11 (1 hit)
Chained: -16 (2 hits) -17 (1 hit)
Unchained: -15 Chained: -27 Special/Super Air-UB

Chaka takes a step forward and performs a strong downwards strike with his sword. Hits twice and comes out rather quick. Solid meaty move to catch opponents trying to jump or mash a reversal on wakeup, a decent anti-air (but you got better options), and can prove to be a nice little barrier at a midrange. The second hit can miss depending on the distance to the opponent. Cancelling this move early to only get 1 hit is important for his reset combos.

s.2A
HFTF Chaka s2a.png
Were you here? Did you see all the poking he was doing?
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 7 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 +2 Special/Super

Chain combo starter

Air-UB

Far-reaching low poke with the sword. Can be used to start combos, and is your fastest idle meter-building tool. Can be chained up to 2 times. Hitting s.2A for the third time will result in Chaka performing s.2C. This is NOT a true combo and the ender can be blocked or interrupted. Don't mash it out by accident. This move does more damage than s.5A and is generally preferred in certain combos when you're ready to start sifting this character for extra damage and when s.5A can be substituted out, with a good example being his stand on overhead CC confirm, in which replacing s.j.C, 5A>5A>5B with s.j.C, 2A>2A>5B nets you one extra point of damage (monolithic, right?).

s.2B
HFTF Chaka s2b.png
You are using this against Iggy, Alessi, and Devo. No more, no less.
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -8 -16 Special/Super Air-UB

A slash to the opponent's feet. Poor range. Avoid using it outside of Chain Combos, but only when they duck s.5B, such as Iggy, crouching Alessi and crouching Devo.

s.2C
HFTF Chaka s2c.png
Risky to go for raw, but invaluable in chain combos
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -7 -20 Special/Super Air-UB

A far-reaching sweep attack. Comes out fairly slow but covers a long distance. Very useful while chasing down opponents. Can be cancelled. Causes hard knockdown against opponents with their Stands Off. Launches opponents with Stand On, which can still lead to small juggle confirms. It also lowers Chaka's hurtbox, allowing him to dash under some attacks. Watch out as it's punishable on block. A risky but sometimes rewarding strategy you can pull off with this is that after your opponent blocks this move, delay slightly and cancel into 236A (Light rekka). You can net a punish on someone trying to jump the gun to get a punish on you, and the same can be said about s.214x, s.236AA and s.623x (If they jump). Note that they are still risky, and should be used sparingly, but there is a hefty reward for you if you get it, not to mention the threat of such options that might make your opponent think twice before rushing at you.

s.5A (Chain Ender)
HFTF Chaka s2a.png
Alright, let's make this quick.
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 16 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 +0 -3 Super Air-UB

Only performable as an ender to his s.6A>s.5B>s.5C>s.5A. Hits low and most often cancelled into custom combo, but can also combo into s.236AA. The window to linking this into custom combo is pretty tight, so you oughtta practice that. A good thing to mention you're neutral on block so that's pretty nifty.

s.5B (Chain Ender)
HFTF Chaka Rekka Ender C.png
Versatility is our speciality
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
13 2 36 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -16 -13 - Untechable

Air-UB

Oh boy, get ready for a paragraph.

Ender to his s.5A>s.5B>s.5C>s.5B chain. Untechable launcher. Cornerstone of Chaka's Unblockable Resets. A move so good it can even net a meterless UB reset. End a 5-hit combo with this against a stand on opponent then do d.s.5B at the right time to catch the landing (and no duh you're gonna wanna cancel this into something). Granted this is a 1f window, but the reward HEAVILY outweighs the risk. This is also probably the best knockdown tool in Chaka's kit. While against stand on opponents you're gonna be using this to cause a UB reset, but against stand off opponents is where the fun truly begins. If you do a 5 hit combo or less that ends with this move, you get a 4-way (technically 6-way) okizeme. Immediately turn stand off with 2s and from there you can hyper hop to cross over to catch people blocking the wrong way. If you wanna cross low, you're pressing 5B, and if you're crossing high, you'll wanna shorthop s.j.C. If all else fails or you really wanna mess them up, grab 'em! Note that you aren't always gonna hit meaty with each option, and be forewarned that characters with fast enough wakeup speeds such as Avdol and Vanilla Ice are immune to this (the former will most likely wakeup super you for attempting this), but if you're unpredictable enough the reward can outweigh the risk if you're looking for that extra damage.

This is the move that defines Chaka and glues his kit together.

s.2B (Chain Ender)
HFTF Chaka s2b.png
It at least has 1 use. At the very least appreciate that.
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
6 2 25 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -3 -11 - Air-UB

Ender to his s.5A>s.5B>s.5C>s.2B chain. No use outside of maybe making the chain combo safer on block (though still punishable). Used primarily in his Custom Combo Standards.

s.j.A
HFTF Chaka sjA.png
I believe I told you to NOT press the A button in the air as Chaka
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
4 2 until landing 4 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +12 +7 - -

Quick jumping slash with one hand. Does poor damage and doesn't cover much range.

s.j.B
HFTF Chaka sjA.png
When you think about it there's not much reason to use this over j.C or s.j.C
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
5 4 until landing 10 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Same as s.j.A. Has one frame of startup more but is twice as active and does way more damage. You're really just gonna be using j.C for it's range and s.j.C for it's damage and hitbox instead. Not a bad move, just outclassed like 5C.

s.j.C
HFTF Chaka sjC.png
You're gonna be using this one a lot
HFTF Chaka sjC.gif
Startup Active Recovery Damage Guard
6 6 until frames 12 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +12 +7 - -

Quick jumping slash with both hands. One of Chaka's best jump-in options. It can easily convert into ground combos. It's a frame slower than j.s.B, but still comes out rather quickly. Does high damage and has much better hitbox. Always use this move as a s.on jump-in, vastly superior to both s.j.A and s.j.B.

Dashing Normals

d.s.5A
HFTF Chaka s5b.png
Oh for fuck's sake did they seriously give you 0 incentive to press the A button outside of standing still or crouching?
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 27 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -8 -13 Special/Super Air-UB

Chaka does a dashing slash, similar in appearance to s.5B. It's inferior to d.s.5B and therefore should not be used. Unsafe on block and on hit unless cancelled into a special.

d.s.5B
HFTF Chaka s5b.png
If you lack the hand eye coordination to juggle IRL, this can at least make a cheap substitute
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 29 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -5 -15 Special/Super Air-UB

Same as d.s.5A but does more damage and causes more hitstun. Useful as a situational anti-air and can be used as a quick whiff punish option. Unsafe on block and on hit unless cancelled into a special. The most practical application of this move is it's juggle potential. With this move, you can rush an opponent going for a jump in and sniping them out of the air and then quickly cancelling into s.623x for an aerial juggle into techchase.

d.s.5C
HFTF Chaka s5c - 1.png
Your highest damaging normal. Not too bad as an anti-air either, but know when to use it as such.
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
5 3 / 5 15 10 / 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 / +1 -18/-2 -25/-10 Special/Super Air-UB

Faster version of s.5C that also covers more range. Useful as a quick whiff punish option. Extremely punishable on block as well as being really easy to gc. Your best option after a standcrash combo that you'll cancel into Custom Combo, but be wary that if you try for two hits your opponent might just fall out of the 2nd hit.

d.s.2A
HFTF Chaka s2a.png
Okay (okay, okay, okay), Just a little pinprick
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 14 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 -1 - Air-UB

Dashing low poke with the sword, similar in appearance to s.2A. Covers a very good range and is safe on block. One of Chaka's best Stand On pokes. If it hits late, you can sometimes link after it with s.5A, although it's extremely situational so often you'll just use it as a poke. Situational tick grab setup. Can link into his custom combo, but it's very tight.

d.s.2B
HFTF Chaka s2b.png
Holy crap Lois! It's the one time I don't use the B button while dashing!
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -8 -16 Special/Super Air-UB

Dashing version of s.2B. Avoid using it. It's just bad.

d.s.2C
HFTF Chaka s2c.png
Pray. Pray you aren't doing something stupid midscreen.
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -7 -20 Special/Super Air-UB

Same as s.2C but covers twice as much distance. If your opponent tries to punish this with literally anything that isn't right up in your face, such throwing projectile, you can cancel into s.236AA for a neat fullscreen assault. This move also works as a confirm into s.236AA against stand on characters, except sometimes Polnareff who likes to fall out of this if not cancelled super early after the hit. In that situation, as well as other meter conservative situations you can combo into s.623x instead.

Command Normals

s.6A
HFTF Chaka s6a.png
HFTF Chaka s6a.gif
Startup Active Recovery Damage Guard
7 2 17 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +2 -3 Special/Super

Chain Combo Starter

Air-UB

Chaka performs a strong slash aiming at (most) opponent's head. Whiffs against shorter or crouching characters. Does high damage and can be used as a late anti-air. If it connects with the opponent (whether they blocked or not), it can be converted into a full Chain Combo string. Consitutes the starter for his most damaging chain combo, provided it connects of course. Most effective when performed during standcrash combos, especially since the IPS value can sometimes royally screw you over.

s.6B
HFTF Chaka s6b.png
No one inputs this on purpose.
HFTF Chaka s6b.gif
Startup Active Recovery Damage Guard
27 1 19 7 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +4 -4 - -

Chaka does a very slow jumping overhead attack. While it's safe on block, the startup is insanely slow. Able to avoid some low attacks. Risky to use, but not as useless as it may appear: should s.6b hit, you can confirm into a custom combo. Fun fact! You are -10 ON HIT if you connect this in a custom combo!

6C/4C (Close)
Startup Active Recovery Damage Guard
0 - 30 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 - - - Grab

Same as his s.off grab except always safe due to the abscence of the sheathing animation. A lot of people like to write off Chaka's grab because it throws them away from you, and seeing as how you're a rushdown character with no projectile/long ranged option, that would be a bad thing. However, you shouldn't be quick to dismiss this grab, because with the effect of conditioning people not to roll against you, it also can be quite effective in the corner. Unlike the stand off version which is punishable in the corner, this one leaves enough room to where you can act pretty much right as they are able to airtech. What this allows you to do is punish every single tech option they have. you have 2 moves for completing this purpose, being s.5B and s.623X. If for some reason they decide to tech up (the objectively wrong answer), back up a bit until you're far enough away from their punish button and press s.5b xx 623X (Note that some aerials can be a bitch and you should test which ones can be hit with s.5B and which ones require you to skip that straight into DP). This will provide a launch and further the chase. If they tech toward you to try and escape the corner, do the exact same thing, but make sure to have a neutral direction when pressing B so that you don't get s.6B and fucking die because that move sucks dick on the sidewalk. If they tech out, they won't be able to face you when performing an aerial unless they're an active stand character and double jump, but this actually makes it better because then it's easier to predict where they're going to land. If for obvious reasons they decide to downtech (or not tech at all), and, 90% of the time they will try to downtech to go for a fake punish, immediately DP (s.623X). This move lands in the sweetspot where their hurtbox is right where your big-ass hitbox is and the corner chase continues! The only characters that are really immune to this are those with airdashes and khan because of j.s. Remember that this is a read-based process, and if you feel like you're overextending, don't be afraid to back off, because by that point odds are you've shaved off at least 30% of their lifebar.

Guard Cancel (Stand ON)
HFTF Chaka Rekka3 and sGC.png
s.623+A/B/C (while blocking)
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
11 4 27 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -20 -15 - Air-UB

Chaka quickly performs a slash in front of him, similar in appearance to the first hit of his rekka special. Unlike the S.off counterpart, this one can't be comboed from. Nevertheless, it's still a solid Guard Cancel with enough speed and i-frames to be a safe option to contest the opponent's pressure on block. Fun Fact: if you trade using this move, you can combo into s.236AA

Special Moves

236+S
HFTF Chaka GC and 236s.png
Stand Activation Attack
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
5 4 21 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +4 -9 s.623+A/B/C after frame 16 Air-UB

Chaka quickdraws his sword and performs a quick stab at the opponent's head. You can combo with this move after all of Chaka's Stand Off normals, making them much more safe in most situations. 236+S is one of Chaka's most far-reaching pokes, and it can also be used as a late anti-air. The move comes out rather fast but does not work as a good reversal. It will also whiff against some shorter or crouching characters. It's a good tool to catch an opponent off-guard while applying pressure in Stand Off.

This move can also be canceled into s.623+A/B/C Tsubame Gaeshi, though the move will most likely whiff in most situations, leaving you wide open for a counterattack. It's best used as a follow-up where 236+S connected with an airborne opponent.

s.623+A/B/C
HFTF Chaka s623a.png
Swallow Counter "Tsubame Gaeshi"
HFTF Chaka 214x.gif
Startup Active Recovery Damage Guard
6 2 45 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -19 -31 - Launcher

Air-UB

A diagonal slash with the sword that launches the opponent upon hit. While the hitbox would led you to believe it's a great anti-air, it's only active for 2 frames, which means you'd need to time it almost frame perfectly, and it's extremely unsafe on block/whiff, even on hit sometimes! Its most common uses are as a 236+S followup for a mini anti-air combo or as a followup to s.2C against s.on opponents, since they won't get knocked down, allowing for a small confirm. Important to Chaka's techchase game.

s.236+A/B/C > follow-ups
HFTF Chaka Rekka3 and sGC.png
Ogre Slash "Kiren Zan"
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
12/12/12 A/B/C 4/4/4 A/B/C 32/36/35 A/B/C 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5/-9/-8 A/B/C -23/-27/-28 -20/-23/-23 s.236+A/B/C Air-UB

Chaka's 3-hit rekka special that is also the most important part of his combos. In order to perform it, you need to press 236+A/B/C for each hit. Cancelling your normals into this special will be a fundamental part of your s.on combo game, but do keep in mind every single hit is extremely punishable on block (on hit too if certain requirements are met), so you need to be careful.

Chaka launches forward and performs a high reaching slash, the button pressed determines the distance traveled. A travels the shortest and C the farthest. Extremely unsafe on block.

s.236+A/B/C > s.236+A/B/C > follow-ups
HFTF Chaka s5b.png
Second Hit
HFTF Chaka s236x secondPart.gif
Startup Active Recovery Damage Guard
11 2 22 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -9 -9 s.236+A/B/C or s.214+A/B/C Air UB

Chaka follows up with a slash that looks like like s.5b animation wise. The button pressed makes no difference. It is at this point that Chaka can choose to end the rekka, cancel into counter or jump cancel.

s.236+A/B/C > s.236+A/B/C > s.236+A
HFTF Chaka Rekka Ender A.png
Third Hit (A Version)
HFTF Chaka Rekka Ender A.gif
Startup Active Recovery Damage Guard
18 3 27 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 -5 -14 - Air-UB

The rekka ender you get by pressing 236+A. Chaka performs a low sweep similar to s.2c, except this one doesn't knock the opponent down. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap, as well as being extremely punishable on block. As such, it is only used against opponents who have been conditioned to block high to reset the scaling. Can be followed up by s.5A into a full combo.

s.236+A/B/C > s.236+A/B/C > s.236+B
HFTF Chaka Rekka Ender B.png
Third Hit (B Version)
HFTF Chaka Rekka Ender B.gif
Startup Active Recovery Damage Guard
31 2 14 6 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+15 +1 +0 - -

The rekka ender you get by pressing 236+B. Chaka performs an overhead slash similar to s.6B. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap. Its telegraphed activation makes it easy to punish on reaction. As such, it is only used against opponents who have been conditioned to block low to reset the scaling. Can be followed up by almost every s.on normal into a full combo, but d.s.5C tend to be the most consistent followup.

s.236+A/B/C > s.236+A/B/C > s.236+C
HFTF Chaka Rekka Ender C.png
Third Hit (C Version)
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
10 2 38 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCHED/KND -23 -25 - Launcher

The rekka ender you get by pressing 236+C. Chaka performs an upward slash that launches the opponent. This is the only finisher that combos from the previous hit, which means it will be the one you should almost always use. While it's generally safe on hit, there are instances where you may get punished. If this move is the 6th hit and upwards of a combo, the opponent may get launched just low enough for them to tech down and punish, although the timing is kind of strict and character dependant. However, if this move is the 8th hit of a combo, the opponent gets launched so close to the ground that they can tech and cancel their tech into a special/super, allowing for extremely easy punishes. You should always aim for this move to be, at least, the 9th hit of a combo, as that makes it cause an unpunishable hard knockdown that sets up oki. A common way to do it would be with s.j.C, 5A>5A>5B>5C(2) xx 236+B>236+A/B/C>236+C.

s.214+A/B/C
HFTF Chaka Counter.png
I've learned it! "Oboetazo!"
HFTF Chaka Counter.gif
Startup Active Recovery Damage Guard
3 7 37 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH - - - Counter

Chaka moves his sword right in front of him, preparing to deflect any physical hit. Once countered, should the same attack be blocked from now on, any attack button can be pressed during the blocking animation to easily counter the opponent with a normal attack. This special is shared by all Anubis Stand users.

Chaka's counter move is slightly different when compared to the other Anubis characters. Once it connects, it won't cause Stand Crash against opponents that are in Stand On, instead, dealing only a small amount of Stand Gauge damage. The end lag of the move is also shorter. Also, once performing the counterattack from a blocked move, Chaka gains a small number of invincibility frames, meaning he cannot be hurt for a very short while in case the counter has somehow whiffed.

Can be cancelled from his second rekka hit to try and catch opponents mashing.

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

Chaka unseathes his sword and performs a super-fast dash towards the opponent. As all Custom Combo supers in this game, the startup and recovery of your normals while performing this attack is much better, meaning you can chain up some delicious combos from it, although, the damage scaling makes it harder to score any real damage. You can now also cancel any Stand On Chain Combo into specials. Chaka's custom combo is the best way to score more damage with his combos, plus he can easily hitconfirm into it out of almost every move in his arsenal. Sadly, his custom combo is very limited in terms of what you can do with it, so you'll be mostly repeating the same string of moves every time you go for it inside of the combo. The startup of this move provides some invincibility frames, allowing you to use Chaka's custom combo as a quick punish option.

236AA
HFTF Chaka 236aa.png
Dimensional Slash "Jigen Zan"
Startup Active Recovery Damage Guard
21 18 38 42 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -27 -48 - Air-UB

Stand Crash, Hard KND

Chaka crouches, grabbing his sword, and then performs a fast dash across the screen. If he connects with the opponent, he'll perform an instant slash that does solid damage. Very flashy super that works well as a reversal tool in cases where opponents press too many buttons while you perform a ground tech. The startup and few frames after the super flash are fully invincible, but if this super is blocked, it's very easy to punish, so don't abuse it just because it looks cool. You can also try to use it to catch an airborne opponent since the move is air unblockable, though that might be hard to time properly as the hitbox of the move isn't too high, it might still hit a landing opponent.

s.236AA
HFTF Chaka s236aa starter.png
Bloody Flower Slash "Ketsuke Zan"
Startup Active Recovery Damage Guard
7 14 28 46 All
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -25/-25 -34/-35 - Untechable Launcher

Stand Crash

Chaka lunges forward and slashes your opponent 9 times. This super comes out extremely fast and covers a good distance. It's an amazing punisher and the optimal way to end Chaka's combos (also, an alright substitute for his Custom Combo if you have trouble landing it consistently). It can be used to hard read your opponents' moves and punish them quickly, or as a whiff punish.

One of the best whiff punishes in the entire game, easy top 5 super.

s.214AA
HFTF Chaka Zenbu Oboe Tazo.png
I've Learned All Of Them! "Zenbu Oboeta!"
Startup Active Recovery Damage Guard
25 4 20 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -7 -24 - Air-UB, Untechable Launch

Super Flash is 30 frames

Chaka sheathes his sword, just to pull it out quickly to pierce and slash the opponent. Requires two levels of super meter. If this move connects, you temporarily learn ALL of the opponent's moves (including projectile attacks), until they manage to land an attack on you. For the most part, this move is useless and you'll want to avoid it at all costs. Chaka needs his meter for punishes or his custom combo, and this super requires 2 bars. The most obvious way to combo into this move is off of a stand crash, but there is another, much more common way as well; in a custom combo, cancelling into 214aa off of the first hit of a 5c will cause the move to combo. It is also punishable on block. In addition, more often than not you won't be able to put it to good use since getting hit even once will nullify the effect completely, also removing all the moves you could've learned beforehand.

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