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

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Stand On Chain Combos

Note that the moves in () are optional while performing Chaka's Chain Combos. In case of most, it's optimal to just do one or two s.5A's instead of three, as one or two will deal more damage overall and the third hit might make the rest of the combo drop. Any other strings not listed or any sort of autocombos do not combo, or are very unsafe on hit.

s.5A>(5A>5A)>5B>5C - Chaka's primary Chain Combo. This version of s.5C can be only canceled after the second hit into either s.236B rekka (only the B variant works for the first hit) or s.236AA. The timing can be weird but it leads to optimal damage from this string. Note that you cannot cancel into the custom combo out of this.

s.5A>(5A>5A)>5B>5C>5B - Using 5B after the s.5C will lead you to an untechable launcher. Depending on how many hits your combo had, the height at which the opponent will be launched will be shorter. If the combo had 4 hits or less, you should be able to easily follow it up with s.236AA. If it had 5 hits, you will only able to connect with s.236AA in the corner. More hits might make it impossible to combo after it. Very unsafe on block. s.5A>(5A>5A)>5B>5C>2B - Using 2B after the s.5C will result in a low attack that cannot be canceled. Only used in custom combos.

s.5A>(5A>5A)>5B - This Chain Combo can be cancelled into any special or super. Use it to go for longer combos by either using Custom Combo or rekkas. s.2A>(2A)>5B - This Chain Combo can be canceled into any special or super. Use it to go for longer combos by either using Custom Combo or rekkas.

s.5A>(5A>5A)>5B/2B>2C - A chain of attacks leading to a sweep.

s.2A>(2A)>5B/2B>2C - A chain of 4 low attacks (unless 5B was used instead of 2B), resulting in a hard knockdown.

s.6A(must connect)>5B>5C - A chain combo starting from a head level swipe. The first hit must touch the opponent (can be blocked) or you won't be able to perform the full string. It's quite unreliable since it whiffs against most if not all crouching characters, but results in high damage. This instance of s.5C can be cancelled into s.236A/B or s.236AA, or you can finish the chain with s.5A. Unlike Chaka's other magic series, you can cancel s.5C during the first or second hit.

s.6A (must connect)>5B>5C>5A - Using 5A after the s.5C results in a low poke attack that can be canceled into a special or super. Use it to combo into the Custom Combo or s.236AA super. You can also combo into s.623X out of it but it's very easy to miss.

Custom Combo Examples

Chaka pretty much only got one Custom Combo he can do for optimal damage. Though the first two hits can be different, the rest of the combo is the same. He does, however, use different setups for Stand Crash combos and his famous unblockable resets, but those are rather specific and will be shown in the later combo sections.

His optimal custom combo looks like this:

214S (5C (2 hits) xx 236X>236X, 5A>5A>5A>5B>5C (2 hits)>2B 236X>236X) - In his Custom Combo you'll want to simply land as many hits before your Stand Gauge depleted. You might avoid going for 2B during the second Chain Combo as it's harder to follow it up and it just does 1 point of damage.

Instead of 5C for the first two hits you can also use the following: 5A>5A 2A>2A 2A>2B 5A>5B - 5B whiffs against some shorter characters. 2A>5B - Same as above. 6A>5B - Same as above, except 6A whiffs against most crouching characters, too.

Pretty much any two hit string will do.

As for the follow up after a Custom Combo, you can do the following: S+5A>5A>5B>5C (2 hits) xx s.236B>236X>236C - Optimal meterless finisher. S+5A>5A>5B>5C (2 hits) xx s.236AA - Uses meter to deal higher damage. S+5A>5A>5B>2C - Gives the best oki

The follow-up is rather precise, but the timing isn't too hard. If you performed Stand Off 5A instead of s.5A, you might still be able to link it into either s.5A or s.2A using a crouch cancel.

Some characters get pushed too far after the Custom Combo ends. This may result in the combo dropping if you use two s.5A in the Chain Combo after it, so to be consistent use only one against these characters: Avdol, Vanilla Ice, Black Polnareff, Rubber Soul, Petshop.

This basic Custom Combo will be refered to as Custom Combo Sequence (CCS) in later combos.

Basic Combos

Most of Chaka's combos can start from any of his jumping attacks.

Stand Off

Your stand off jump in of choice will be j.b. Worth noting is that he can also combo into any of his normals from a jump-in, except for 6C. Here's a list of some basic links.

5A, 5A xx 236S or 214S (CCS) - Hitconfirm from two standing jabs with the sword's hilt.

2A, 2A xx 236S or 214S (CCS) - Hitconfirm from two low kicks. Just note that they have much shorter range than 5A.

2A, 5A xx 236S or 214S (CCS) - Low kick to standing jab. Fairly simple, with 5A covering more range and dealing more damage than 2A. Better than the previous one.

2A, 2A, 5B xx 236S or 214S (CCS) - Two crouching low kicks into a standing one. This one's a 1 frame link.

5A, 2A, 5B xx 236S or 214S (CCS) - Does more damage but is very tight to do. Not recommended.

2C, 5A xx 236S or 214S (CCS) - Chaka's quickdraw slash can combo into his 5A, though you need to be very close to the opponent. Works mostly well in a corner.

d.2C, 5A/2A xx 236S or 214S (CCS) - The dashing version of s.2C makes you slide towards your opponent, making the link easier.

2C/d.2C xx 236S xx s.623X - Common antiair string, combos into launcher for techchase. DP can be buffered by a double quarter circle when performing 236S.

Stand On

Chaka can confirm into his Custom Combo or s.236AA super out of pretty much every normal, just as long as it’s special/super cancellable. Rekkas will force you to block on launch after 6 hits, and are entirely punishable on hits 7 and 8.

He can also combo into each of his normals off any aerial. Most optimal damage combos are done by hyperhopping in stand off, then turning stand on in the air before performing an aerial.

s.5A>5B>5C (2 hits) xx s.236B>236X>236C - Basic Chain Combo into rekka. Note that you need to start the rekka with the B version of the move after the second hit of s.5C, otherwise it won't work.

s.5A>5B>5C (2 hits) xx s.236AA - Same thing but with a super instead. Does more damage.

s.2A>5B xx s.236X>236X>236C - Chain Combo starting with a low into rekka.

s.2A>5B xx s.236AA - Same as above but ends with a super.

s.2A>2A>5B xx s.214S (CCS) - Optimal Chain Combo string for starting Custom Combo.

s.5A>5A>5B xx s.214S (CCS) - Similar to the one above except it hits mid, performed primarily after a jump in. Most simple and easiest stand on custom combo starter.

s.6A>5B>5C (2 hits) xx s.236A/B>236X>236C - The only time this sequence is not punishable is when plinked after a custom combo. That’s about a 2 frame window followup. Go for an A/B rekka ender otherwise.

s.6A>5B>5C (2 hits)>5A xx s.236AA or s.214S (CCS) - The good version of the previous combo. Guarantees a knockdown or a follow up after custom combo, depending on whichever one you choose.

s.5A>5B>5C (1 hit)>5B, s.236AA - Launcher into super. Works from midscreen. Any 5 hit variant, say from an s.j.C, is only possible in the corner. Throwing out s.5A isn’t a bad option in neutral, so this little number comes in handy more often than you’d expect.

These combos work only against characters that are in Stand On:

s.2C/d.s.2C xx s.623X or s.236AA - s.2C launches the opponent instead of causing the hard knockdown if the opponent has their Stand On. This allows you to follow-up the sweep with a launcher for techchase or s.236AA if you have meter to spend for a knockdown.

s.5A>2B/5B>2C xx s.623X or s.236AA - It works from Chain Combo strings as well.

s.2A>2B/5B>2C xx s.623X or s.236AA - Another example.

s.5B/d.s.5B xx s.623X - common stand on antiair string.

s.6A>5B xx s.623X - Higher difficulty and more finicky for a higher damaging antiair.

Advanced Combos

Stand Off

Crouch canceling 5A to link into s.5A is a 1 frame link. Crouch canceling 2A to link into s.5A is a 2 frame link. Crouch canceling 5A to link is done by holding crouch, then uncrouching on the first crouching frame then plinking S+5A on the very next frame. Crouch canceling 2A to link is done by tapping 2A, releasing crouch at anytime, then plinking S+5A on any of the first 2 frames after recovery.

2A/5A, CrC S+5A>5B>5C (1 hit)>5B - The only one I really recommend here, specifically the 2A variant. Best done on oki, gives oki from stand off into 5-hit untechable launch oki, Chaka's primary best okizeme advantage state. Can be mixed with j.B from stand off.

2A/5A, CrC S+5A>5B>5C (2 hits) xx s.236AA - Crouch cancel link into super. Performing rekkas instead of super is punishable.

2A/5A, CrC S+5A/2A>5B xx 214S (CCS) - Crouch cancel link into Custom Combo.

d.2C, 2A/5A, CrC S+5A>5B>5C (2 hits) xx s.236B>236X>236C - Insanely tight all around. Done more for style than anything, but it does give 9 hits for hard knockdown.

2C/d.2C, 5A, CrC S+5A>5B>5C (2 hits) xx s.236AA - Same as above but with super.

2C/d.2C, 5A, CrC S+5A>5B xx s.214S - Same as above but with a custom combo.

Stand On

d.s.2A (late hit), s.5A>5B>5C (2 hits) xx [s.236B>236X>236C] OR s.236AA OR 214S - If d.s.2A hits late (someone walks into it or it's used as a meaty), you can connect with s.5A after it. Hardly practical, even on meaty, when 2A plinks exist.

Other Advanced Combos for Chaka rely on using Stand Crashes or his "unblockable" setups using the launcher from one of his chain combo string.

Stand Crash Combos

One very important thing to note about Chaka is how accessible and reliable Standcrash Combos are to him, not to mention how some of his most optimal routes come from them. That is why it's very important to know your options at all times and why this section is particularly vital. The combos listed here are the ones that come from the most likely starters to land in a match, but keep in mind Chaka can get optimal Standcrash routes from all of his normals, so feel free to experiment as well.

Small Stand Gauge SC Setups (Jotaro, Chaka, Vanilla Ice)

s.j.C, 5A/6A>5B>5C(2 hits) xx 236B>236X SC! 236A, 5A>5B>5C(2 hits) xx 236B>236X>236C - Super prone to IPS, so much so that it’s not even worth going for meterless. Go for a metered followup after s.5C or better yet a custom combo after s.5B instead.

s.j.C, 5A/6A>5B>5C(2 hits) xx 236B>236X SC! d.s.5C xx 214S CCS OR s.236AA - You wanna know what’s genuinely messed up? Even THIS is prone to proccing IPS, even when you cancel d.s.5C after 1 hit. Granted, you need to start with the lowest IPS value (9), but it’s genuinely retarded how Chaka, who usually gets the short end of the stick in terms of damage, can get this taken away from him.

s.5B/s.66B xx 214s [5A>5A, 5A>5A, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214s CCS - I mean hey, if IPS isn’t your style, I guess you could just get screwed by scaling instead.

5B/66B xx 214S [5C(2 hits) xx 236X, 6A>6B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214s CCS - Same as before but starts with a low. Very impractical when put up against UB resets.

Medium Stand Gauge SC Setups (Avdol, DIO, Old Joseph, Polnareff)

s.j.C, d.s.5C xx 236X>236X SC! 236A, 5A>5B>5C(2 hits) xx 236B>236A/B/C>236C

s.j.C, d.s.5C xx 236X>236X SC! d.s.5C xx 214S CCS

s.5B/d.s.5B xx 214S [5A>5A>5B xx 236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS

5B/66B xx 214s [5C(2 hits) xx 236X, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, s.6A>5B>5C(2 hits)>5A xx 214S CCS

Medium Stand Gauge SC Setups (Iggy)

s.j.C, d.s.5C xx 236X>236X SC! 236A, 5A>2B>2C

s.j.C, d.s.5C xx 236X>236X SC! d.s.5C xx 214S [5C(2 hits)>236A, 5A>5A>5A>2B>5C(2 hits) xx 236A] s+5A>5B>5C(2 hits) xx 236AA - Cycle through s.5B on the finisher, land A, tap B then immediately press C.

Large Stand Gauge SC Setups (Alessi, Kakyoin, New Kakyoin, Midler)

s.j.C, 5A>5B xx 214S [5A>5A, 5A>5A, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, 6A>5B>5C(2 hits)>5A xx 214s CCS s+5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C

s.5B/s.66B xx 214s [5A>5C(1 hit) xx 236A/B/C>236A/B/C, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, 6A>5B>5C(2 hits)>5A xx 214s CCS s+5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C

5B/66B xx 214s [5C(2 hits) xx 236A/B/C>236A/B/C, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! s.j.C, 6A>5B>5C(2 hits)>5A xx 214s CCS s+5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C

Unblockable Resets

One of Chaka's most important aspects is his ability to set up Unblockable Resets, which let him bypass damage reduction caused from scaling. These resets come from his s.5A > s.5B > s.5C > s.5B launcher which has a certain property that allows these unblockable resets to happen. These resets can only be done against active and weapon Stand characters who have Stand ON enabled.

After the s.5B launcher, you must perform a meaty attack. This attack will be unblockable due to characters in s.On not being able to block on their first landing frame (bar some exceptions that will be covered later on), and you can continue your combo from there. This will also reset combo scaling, allowing you to deal more damage than a regular Chaka BnB or even a Stand Crash BnB.

So yes, Chaka has damage potential. Just against certain characters.

Each character has a different unblockable setup. They are broken down into three sections: Small Stand Gauge UB Setups, Medium Stand Gauge UB Setups, and Large Stand Gauge UB Setups. They correspond to the size of a character's Stand Gauge bar, i.e. Jotaro has a small Stand health bar, Polnareff has a medium Stand health bar, and Kakyoin has a large Stand health bar.

IMPORTANT

Midler, and to some extent DIO, are not susceptible to the Unblockable Resets. Midler has i-frames upon landing and, due to some bizarre hurtbox morph, DIO can't be meatied with an attack that hits close to the ground on landing, but you can meaty him with moves like 5A or 2C, which hit higher up. Vanilla Ice is a notable mention as well, you can reset him, but due to his S.on airborne hurtbox you can't meaty him, which is to say you need to be frame perfect with your input, rather than abusing moves with lots of active frames like 5B.


Small Stand Gauge Setups (Jotaro, Chaka, Vanilla Ice)

5B xx 214+S (2A>2A, 5A>5B>5C (1 hit)>5B) !UBR S+2A>5B xx s.236+A/B/C>236+A/B/C !SC, s.d.5C (2 hits) xx 214+S (CCS)

5B xx 214+S (5B xx 236+A/B/C, 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236+S !SC, s.j.C, s.6A>5B>5C (2 hits) >s.5A xx 214+S (CCS)

d.s.5B xx 214+S (2A, 5A>5B>5C (1 hit)>5B) !UBR S+2A>s.5B xx s.236+C>236+C !SC, d.s.5C (2 hits) xx 214+S (CCS)

d.s.5C (1 hit) xx 214+S (2A xx 236+A/B/C 5A>5B>5C (1 hit)>5B) !UBR 5B xx 236+S !SC, s.j.C, s.6A>5B>5C (2 hits) >5A xx 214+S (CCS)

s.j.C, s.5A>5B xx 214+S (5A>5B>5C (1 hit)>5B) !UBR 5B xx 236+S !SC, s.j.C, s.6A>5B>5C (2 hits)>5A xx 214+S (CCS)

(corner only) s.j.C, s.5A>5B>5C (1 hit)>s.5B !UBR s.2A>5B xx s.236+A/B/C>236+A/B/C !SC, d.s.5C (2 hits) xx 214+S (CCS)

Medium Stand Gauge UB Setups (Avdol, Old Joseph, Polnareff)

66B > 214+S (2A 2A 5A 5B 5C(1) 5B) !UBR 2A, S+5A > s.5B > s.5C(2) > s.236+B > s.236+B !SC, s.66C(1) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

66B > 214+S (2A 236+A/B/C 5B 5C(1) 5B) !UBR S+2A > s.5B > s.236+C > s.236+C !SC, s.66C(2) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.66B > 214+S (2A 5A 5B 5C(1) 5B) !UBR S+2A > s.5B > s.236+C > s.236+C !SC, s.66C(2) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.66B > 214+S (5B 236+A/B/C 5A 5B 5C(1) 5B) !UBR 5B > 236+S !SC, s.j.C, s.6A > s.6B > s.6C(2) > s.6A xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.j.C, s.5A > s.5B > 214+S (5A 5B 5C(1) 5B) !UBR S+2A > s.5B > s.236+C > s.236+C !SC, s.66C(2) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

(corner only) s.j.C, s.5A > s.5B > s.5C(1) > s.5B !UBR s.2A > s.5B > s.236+C > s.236+C !SC, s.66C(2) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

Large Stand Gauge UB Setups (Alessi, Kakyoin, New Kakyoin)

s.6A whiffs against Alessi, so you wont be able to get the CC extension on him, after the Stand Crash just do s.j.C, s.5A> s.5B> s.5C (2) xx 236+AA or rekka.

66B > 214+S (2A 2A 5A 5B 5C(1) 5B) !UBR 2A, S+5A > s.5B > s.5C(2) > s.236+B > s.236+B !SC, s.66C(1) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.66B > 214+S (2A 5A 5B 5C(1) 5B) !UBR walk, 2A, S+5A > s.5B > s.5C(2) > s.236+B > s.236+B !SC, s.66C(1) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.66B > 214+S (5B 236+B 5A 5B 5C(1) 5B) !UBR 5B > 236+S !SC, s.j.C, s.6A > s.6B > s.6C(2) > s.6A xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

s.j.C, s.5A > s.5B > 214+S (5A 5B 5C(1) 5B) !UBR S+2A > s.5B > s.236+C > s.236+C !SC, s.66C(2) xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

(corner only) s.j.C, s.5A > s.5B > s.5C(1) > s.5B !UBR s.2A > s.5B > 214+S (5A 5A 5A 5A 5A 5A), 5A > 236+S !SC, s.j.C, s.5A > s.5A > s.5A > s.5B > 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

(corner only) s.j.C, s.5A > s.5B > s.5C(1) > s.5B !UBR S+2A, S+5A > s.5B > s.5C(1) > s.5B launcher, 2B > 236+S !SC, s.j.C, s.6A > s.6B > s.6C(2) > s.6A xx 214+S (Custom Combo), S+5A > s.5A > s.5B > s.5C(2) > s.236+AA

Guard Cancel Combos

Guard Cancel is one of Chaka's most important defense tools, as in Stand Off his GC is extremely fast and can be comboed from, even into custom combo confirms! Nevertheless, it is worth noting that, while impossible to follow it up, his Stand On Guard Cancel is also decently good, so don't tunnel vision into only fishing for his S.Off GC.

While Chaka can perform various followups after a GC, such as S+5A, S+5C or 5C the most reliable followup is s+5B, the reasoning behind it is that sometimes opponents might get pushed too far back for another attack to reach them, which is where the range on s+5B comes into play, not to mention it's very fast as well so it allows for easy and consistent followups. Additionally, it deals a lot of Stand Gauge damage, which can give you a lot of leeway regarding Stand Crash setups.


An example of your most basic GC combos would be:

GC, s+5B xx 236A/B/C>236A/B/C>236C GC, s+5B xx 236+AA GC, s+5B xx 214S [CCS] S+5A>5B>5C(2 hits) xx 236+AA or 236B>236A/B/C>236C

Stand Crash Setups

Small Stand Gauges (Jotaro, Chaka, Vanilla Ice)

GC, s+5B xx 214S [6A>5B>5C(2 hits)>5A] 5A xx 236S SC! j.s+C, 6A>5B>5C(2 hits)>5A xx 214s [CCS] s+5A>5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C

Medium Stand Gaugs (Avdol, DIO, Old Joseph, Polnareff)

GC, s+5B xx 214S [5A>5A, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! j.s+C, 6A>5B>5C(2hits)>5A xx 214S [CCS] s+5A>5B>5C(2 hits)xx 236AA or 236B>236A/B/C>236C

Large Stand Gauges (Alessi, Kakyoin, New Kakyoin, Midler)

GC, s+5B xx 214S [5C(2 hits) xx 236A/B/C>236A/B/C>236A] SC! j.S+C, 6A>5B>5C>5A xx 236AA GC, s+5B xx 214S [5A xx 236A/B/C, 6A>5B>5C(2 hits)>5A] 5A xx 236S SC! j.s+C, 6A>5B>5C(2hits)>5A xx 214S [CCS] S+5A>5B>5C(2 hits)xx 236AA or 236B>236A/B/C>236C

Chaka's_Basic_and_not_so_basic_GC_Combos Chaka's Basic and not so basic GC Combos


Unblockable Resets

As if all this wasn't enough yet, if he successfully performs a GC, Chaka can convert into an Unblockable Reset! This has massive damage output potential, at the cost of some of them being hard to perform while in the heat of a real match. That being said, however, they make for an astoundingly potent punish tool that, if mastered, will make you truly terrifying.

Small Stand Gauges (Jotaro, Chaka, Vanilla Ice)

GC, s+5B xx 214S [2A, 5A>5B>5C(1 hit)>5B] !UBR 5B xx 236S SC! j.s+C, 6A>5B>5C(2 hits)>5A xx 214S [CCS] s+5A>5A>5B>5C(2 hits)>5A xx 236AA or 236B>236A/B/C>236C

Medium Stand Gauges (Avdol, Old Joseph, Polnareff)

GC, s+5B xx 214S [236A, 5A>5B>5C(1 hit)>5B] !UBR 5B xx 236S SC! j.s+C, 6A>5B>5C(2 hits)>5A xx 214S [CCS] s+5A>5A>5B>5C(2 hits)>5A xx 236AA or 236B>236A/B/C>236C

Large Stand Gauges (Alessi, Kakyoin, New Kakyoin)

GC, s+5B xx 214S [5A>5B>5C>(1 hit)>5B] !UBR s+5A>5A>5B xx 236A/B/C>236A/B/C SC! 66C xx 214S [CCS] s+5A>5A>5B>5C(2 hits) xx 236AA or 236B>236A/B/C>236C

Remote mode combos

Remote mode can prove to be a bit of a challenge for Chaka, as remote mode stand gauge damage is calculated differently. Stand Off moves will now do DOUBLE damage to the stand gauge, and stand on moves will now only do HALF their gauge damage. Chaka's stand off gauge damage unfortunately sucks, and he doesn't have any sort of loops or abusable metered options to standcrash remote mode oppoenents. However, Chaka's custom combo does a fine job at whittling down these stand gauges to optimally low numbers through his standard custom combo bnb that allow for insanely plus stand crashes. The most important combos are the ones that would apply to Devo, as he plays exclusively in remote mode, and his doll is about half the height of all other stands which require more specific routes. All the values for your moves' stand gauge damage can be found in the Miscellaneous section.

Medium Stand Gauge Setups

Note that all medium gauge combos can be followed up with s.j.C, s.6A chain into CC after stand crash unless explicitly stated otherwise.

5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C xx 236S SC!

  • Mid starter; 5A is a good move, this is more or less takin' what you can get

s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • Must be followed up with d.s.5C

s.5A>s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5C xx 236S SC!

  • Only works at point blank range, but opens up the door for more damage than the previous variant.

5B/2B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5C xx 236S SC!

  • Your go-to low starter

2A>2A/5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • S.5B must be plinked like you would with s.5A in a normal bnb, must be followed up with d.s.5C.

2A/5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>S.5B>s.5C(2 hits) xx 236B>236x SC!

  • Really only here for when you're in range for only one 5A, as you'll almost always be in range for a 5A after 2A.

s.2A>s.2A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5B xx 236x>236x SC!

  • Stand on low starter, must be followed up with d.s.5C.

j.B, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C SC!

  • j.B is a better jump in than j.C due to it's angle and lack of hurtbox that extends way below the hitbox, go for this one instead.

j.C, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5A/5B/2C/5C SC!

s.j.C, s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5B/2C/5C SC!

s.j.C, s.6A>s.5B>s.5C(2 hits)>s.5A, 214S {5C(2hits) xx 236x>236x, 5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 5A/5B/2C/5C SC!

  • Highest damage, remove one s.5A from the custom combo to make the stand off hit after CC stand crash, otherwise the cooldown window between custom combos will be too small.

Large Stand Gauge Setups

All of the following combos work on Devo's doll, both standing and crouching unless explicitly stated otherwise.

5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>s.5B>s.5C(2 hits) xx 236B>236x SC!

2A, 5A/5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

2B/5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

s.2A>s.2A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} S+5A>s.5A>5B>s.5C(2 hits) xx 236B>236x SC!

  • This one works against crouching Devo because the doll goes back into the standing hitstun state after 2 hits which is just in time for s.5B to connect.

j.B, 5A>5A xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 2C/5C xx 236S SC!

  • Similar the medium crash variant, only works with 2C or 5C this time and stand crashes with 236S.

s.j.C, s.5A>s.5A>s.5B xx 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} 2C/5C xx 236S SC!

  • Same deal as the previous combo.

s.j.C, s.6A>s.5B>s.5C(2 hits)>s.5A, 214S {5C(2hits) xx 236x>236x, 5A>5A>5A>5B>5C(2 hits)>2B xx 236x>236x} (5B/2C/5C SC!)/(5A xx 236S SC!)

  • Highest damage dealer, does not work on Devo. your stand crash can be 5B, 2C, 5C, or 5A xx 236S, with 5C and 5A xx 236S dealing the most damage. Can be followed up with s.j.C.






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