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Difference between revisions of "JoJo's Bizarre Adventure: Heritage for the Future/DIO/Movelist"

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{{MoveData
 
{{MoveData
 
|image=HFTF_DIO_j.A.png
 
|image=HFTF_DIO_j.A.png
|caption=j.A's retarded twin
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|caption=j.A, but terrible
 
|name=j.B
 
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   |description=
 
   |description=
 
*Same as j.A except almost double the startup in exchange for 2 points of extra damage
 
*Same as j.A except almost double the startup in exchange for 2 points of extra damage
*Inferior to j.A but interchangeable, especially if j.A gets anubis countered for example
+
*Inferior to j.A but interchangeable, especially if j.A gets Anubis countered
 
*Not as good of an instant overhead
 
*Not as good of an instant overhead
 
   }}
 
   }}

Latest revision as of 17:13, 26 June 2022

Movelist

Stand Off Normal Moves

Standing

5A
HFTF DIO 5A.png
Late anti-air
Startup Active Recovery Damage Guard
3 3 7 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2/+7 on crc +1(+6 on crc) -2(+3 on crc) SP, SU, TA, CH, CR IPS=No Scales=Yes
  • Useful as a late anti-air.
  • Quick jab that can combo into many other normals, but is outclassed by 2A.
  • Can be crouch canceled.
  • Chains into itself and 2A


5B
HFTF DIO 5B.png
Good anti-air and combo starter
Startup Active Recovery Damage Guard
6 2 6 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -12 -4 SP, SU, TA IPS=No Scales=Yes
  • Can anti-air quite well if spaced correctly
  • Can be used to start combos, but is outshined by 66C


5C
HFTF DIO 5C.png
Great anti-air and go-to combo ender
Startup Active Recovery Damage Guard
7 4 14 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -1 -14 SP, SU, TA IPS=No Scales=Yes
  • Very good anti-air
  • Great for ending combos, as it gives a hard knockdown after 7 hits in a combo
  • If affected by ips(by 236c) in a combo it will give you a launch instead of a hard knockdown
  • Good for meaties on rolls and other similar situations, especially if paired with 236S, and can launch fullscreen if they both connect


2A
HFTF DIO 2A.png
Godlike
Startup Active Recovery Damage Guard
3 3 6 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3(+7 on uncrc and wc) +2(+6 on uncrc and wc) -1(+3 on uncrc and wc) SP, SU, TA, CH, CR, WC IPS=No Scales=Yes
  • DIO's most important normal.
  • This move will start most of your combos as it is a 3f low and links into all your needed normals.
  • Can be used to meaty certain things like rolls.
  • Mainly used to link into another 2A or 214X
  • Chains into itself and 5A, when chained it has the exact same properties as 5A, including hitting as a mid.


2B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 9 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.



2C
HFTF DIO 2C.gif
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown -11 -24 SP, SU, TA IPS=no Scales=Yes
  • Great for ending combos as it always grants a hard knockdown no matter what
  • Can be used as a poke and made safe with 236S and 623X


Dashing

66A
HFTF DIO 5A.png
Pressure normal
Startup Active Recovery Damage Guard
2 2 10 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -4 SP, SU, TA IPS=No Scales=Yes
  • Your fastest normal
  • Great pressure tool, can be used for 2A/S+9A s.236x mix-ups on stand on opponents for one of DIO's most devastating mix-ups
  • Great during pressure to stay on top of your opponent
  • Just as good of an anti-air, if not better, than 5A, due to it's speed and ability to be spaced easily
  • Great for round start skirmishes, as it is a dashing normal that anti-airs very well so it will catch jumps, get you closer, and will lightning fast
  • Good at catching gaps in your opponent's pressure, and sets up nicely for a 50/50 if they are Stand On


66B
HFTF DIO 5B.png
Good anti-air
Startup Active Recovery Damage Guard
7 2 16 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 -12 -20 SP, SU, TA IPS=No Scales=Yes
  • Nearly identical to 5B, most notably slower
  • Great for catching prejump during pressure and a great anti-air, just like 5B, except it is easier to space.



66C
HFTF DIO 5C.png
For the love of God, abuse it
Startup Active Recovery Damage Guard
7 5 22 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -10 -23 SP, SU, TA IPS=No Scales=Yes
  • Absolute godlike normal
  • Has great priority and range
  • This is a normal which you will be starting a lot of your combos and punishes with.
  • Excels when paired with 236s for pressure and absolutely great for anti-airing
  • When in doubt use this
  • Good for ending pressure strings and very good in frame traps



663A
HFTF DIO 2A.png
Godlike punish
Startup Active Recovery Damage Guard
3 3 10 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 +2 +5 SP, SU, TA IPS=No Scales=Yes
  • Your best punish tool, perhaps the best in the game
  • Great range and speed
  • Goes into 214x for a full BnB, great for catching opponents off guard


663B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 17 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -15 SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.
  • Practically identical to 2B, but easier to space
  • Good for catching backjumps on cornered opponents



663C
HFTF DIO 2C.png
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown -11 -24 SP, SU, TA IPS=No Scales=Yes
  • Practically identical to 2C
  • Somewhat practical as a poke as it has devent range and hits low
  • Grants 236c oki when cancelled into 623x


Aerial

j.A
HFTF DIO j.A.png
go-to IOH and great air normal
Startup Active Recovery Damage Guard
4 7 (until landing) 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-15 on IOH) +9 (-16 on ioh) +6 (-19 on IOH) SU IPS=No Scales=Yes
  • Pretty good air normal overall
  • Has a ton of active frames so it can be used to meaty rolls and air to air well
  • Can be used as an instant overhead on any character, even the short ones like Iggy


j.B
HFTF DIO j.A.png
j.A, but terrible
Startup Active Recovery Damage Guard
7 6 (until landing) 7 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-12 on IOH) +9 (-12 on ioh) +6 (-16 on IOH) SU IPS=No Scales=Yes
  • Same as j.A except almost double the startup in exchange for 2 points of extra damage
  • Inferior to j.A but interchangeable, especially if j.A gets Anubis countered
  • Not as good of an instant overhead


j.C
HFTF DIO j.C.png
underused mix-up tool
Startup Active Recovery Damage Guard
6 2 (until landing) 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-14 on IOH) +9 (-13 on ioh) +6 (-16 on IOH) SU IPS=No Scales=Yes
  • Great air normal, your best bet at hitting opponents above you
  • Does good damage, and is great for starting combos
  • Great mix-up tool for adding up damage as an IOH with backward shorthops
  • Good for tech-chasing








Stand On Normal Moves

s.5A
HFTF DIO s.5A.png
Underrated poke
Startup Active Recovery Damage Guard
5 2 13 (5 on wc and crc) 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 (+8 on wc and crc) -1 (+7 on wc and crc) -4 (+4 on wc and crc) SP, SU, TA, CR, WA IPS=No Scales=Yes
  • Your go-to normal for meter building. Hold 4 and mash it whenever fullscreen, as it is walk cancellable and it wont give you chains
  • Underrated as a poke, has a decent hitbox and reach
  • Very important combo tool, used for confirming into tandem
  • Links into any normal you need, like s.663A and s.j.x


s.5B
HFTF DIO s.5B1.png
HFTF DIO s.5B2.png
Oh, are you approaching me?
Raw Startup Active Recovery Damage Guard
7 6 14 (15 on wc and crc) 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 (-3 on wc and crc) -3 (-4 on wc and crc) -11 (-13 on wc and crc) SP, SU, TA, CR, WA IPS=No Scales=Yes
  • This is one of DIO's best pokes
  • Can be used to interrupt certain pressure strings
  • Has the potential to be used as a meaty
  • Has the weird property to get an extra frame of recovery on wc or crc
Chained Startup Active Recovery Damage Guard
7 9 12 (13 on wc and crc) 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 (-1 on wc and crc) -1 (-2 on wc and crc) -9 (-10 on wc and crc) SP, SU, TA, CR, WA IPS=No Scales=No
  • Same as s.5B, except it has more active frames and less recovery
  • Can be used as a command normal by inputting s.6B, meaning it outclasses s.5B
  • Good chain filler, better than s.2B, but should be avoided on skinny characters




s.5C
HFTF DIO s.5C.png
(trade)anti-air/ knife follow-up
Raw Startup Active Recovery Damage Guard
9 6 20 15 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 -12 -21 SP, SU, TA IPS=No Scales=Yes
  • A very slow anti-air you should mostly use on read
  • Your go to Stand On antiair, and has decent priority if you can use it in neutral,
  • but some characters low-profile it so watch put for that
  • This normal has The tendency to trade at times, so be aware of that


Chained Startup Active Recovery Damage Guard
9 6 15 15 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -16 None IPS=No Scales=No
  • Chain ender
  • Heavily outshined as an ender by s.2C and s.214x s.214x as they are more rewarding




s.2A
HFTF DIO s.2A.png
Startup Active Recovery Damage Guard
5 4 10 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +2 +3 SP, SU, TA, IPS=No Scales=Yes
  • This normal has great priority and speed, so it can start combos easily
  • Great as a meaty, as it has many active frames and hits low


s.2B
HFTF DIO s.2B.png
Absolute trash
Raw Startup Active Recovery Damage Guard
6 3 20 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -13 SP, SU, TA IPS=No Scales=Yes
  • Terrible normal with a lot of recovery, you should avoid it
  • No good uses for this normal



Chained Startup Active Recovery Damage Guard
10 3 14 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU, TA IPS=No Scales=No
  • Terrible chain filler
  • Causes tons of pushback, much more than s.5B, and can make combos into s.2c fall out
  • Avoid it




s.2C
HFTF DIO s.2C.png
Safe S.On sweep
Raw Startup Active Recovery Damage Guard
8 2 21 13 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown -3 -12 None IPS=No Scales=No
  • Another low from Stand ON
  • Grants great 50/50 oki on some of the cast





Chained Startup Active Recovery Damage Guard
11 2 21 13 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown +8 -5 SP, SU, TA, IPS=No Scales=No
  • Great chain ender
  • Grants great oki on some of the cast
  • Very safe on block for how rewarding it is
  • Outshined by s.214x s.214x against the fast wakeup and short crouching characters
  • Should be mostly be comboed into from s.2A or s.5A without a chain filler for the sake of consistency








Stand On dashing

s.66A
HFTF DIO s.5A.png
Useless
Startup Active Recovery Damage Guard
6 6 11 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -5 SP, SU, TA IPS=No Scales=Yes
  • Actual useless normal, not even anything to get into
  • You can cancel it, though the cancel window is very late and it does not grant any real combos


s.66B
HFTF DIO s.66B.png
Even worse
Startup Active Recovery Damage Guard
11 1 17 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -10 None IPS=No Scales=Yes
  • Actual trash shame on whoever designed this
  • No use whatsoever, avoid it
  • Slow, single active frame and ages of recovery


s.66C
HFTF DIO s.5C.png
(trade)anti-air/ knife follow-up
Startup Active Recovery Damage Guard
9 4 13 15 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -12 SP, SU, TA IPS=No Scales=Yes
  • Extremely similar to s.5C
  • A superior knife follow-up due to it's greater reach
  • Not cancelable, though it has a bit less recovery
  • Just as good of an anti-air as s.5C, but can be easier to space


s.663A
HFTF DIO s.2A.png
Great low poke and combo tool
Startup Active Recovery Damage Guard
4 4 10 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 -1 -2 SP, SU, TA, IPS=No Scales=Yes
  • A great normal which can combo into a lot of things
  • Your go-to stand on punish tool
  • Main confirm into tandem, if done from too far or cancelled too late, the combo can be saved with a well timed 663A
  • Can be linked out of if done meaty by doing it on oki or doing it early in a dash,


s.663B
HFTF DIO s.2B.png
Much better than s.B
Startup Active Recovery Damage Guard
7 1 9 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 -2 SP, SU, TA IPS=No Scales=Yes
  • A good, rewarding poke that can be linked out of
  • Can be comboed into from any jump in from Stand On, or from s.5A for a 1f link
  • Can be used as a punish starter instead of s.663A quite often


s.663C
HFTF DIO s.2C.png
Not a low, or a knockdown, but still great
Startup Active Recovery Damage Guard
9 2 14 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 =+4 -9 SP, SU, TA IPS=No Scales=No
  • A mid poke that can start combos
  • Can be linked into s.5A or s.2A for a 1f link
  • Mostly used to combo into tandem or s.214x s.214x
  • Can be comboed from 66C 236S(whiff) for a great, but tricky, confirm into s.214x s.214x


Stand On aerial

s.j.A
HFTF DIO s.j.A.png
Great mix-up tool
Startup Active Recovery Damage Guard
4 2 (until landing) 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-13 on IOH) +10 (-12 on IOH) +7 (-20 on IOH) SP, SU IPS=NO Scales=Yes
  • This normal will be the one you will be using for your 2a/S+9A s.j.236X mix-up for Stand Crashes
  • It is aditionally your best jump in normal in some matchups, most notably vs shorter characters
  • Can be used as a jump in, as it's the lowest reaching jumping normal


s.j.B
HFTF DIO s.j.B.png
Your best air-to-air
Startup Active Recovery Damage Guard
5 5 (until landing) 9 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-12 on IOH) +10 (-11 on ioh) +7 (-19 on IOH) SP, SU IPS=NO Scales=Yes
  • This move is a great air-to-air, and can even be used as an anti-air if done instantly out of a jump
  • It is a great balance of s.j.A's speed and s.j.C's range, with the added bonus of many active frames and vertical range
  • Not your greatest jump in option as it is aimed towards enemies directly infront of you, 45° above, and directly above you
  • Most popular normal for air-muda loops


s.j.C
HFTF DIO s.j.C.png
Deceptive range
Startup Active Recovery Damage Guard
7 1 (until landing) 11 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-10 on IOH) +10 (-10 on ioh) +7 (-17 on IOH) SP, SU IPS=NO Scales=Yes
  • This is your slowest, but most damaging air normal
  • Can be used as an air-to-air if done early enough
  • Has a ton of range and disjoint, so if spaced correctly it has very great priority
  • Slow, making it hard to effectively use as an air-to-air, and it has a single active frame which doesn't help a lot either
  • Links from s.5A for guaranteed air muda loop follow-up, however it is a 2f link, making it not as popular as s.j.B


Special Moves

Stand Off

236S
HFTF DIO 214x.png
What do you mean it has iframes??
Startup Active Recovery Damage Guard
2 2 13 16 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +2 - None, 214S and s.214x with install IPS=No Scales=No
  • Important part of DIO's neutral, anti-air and pressure game
  • Useful in a variety of situations
  • Good for anti-airing, as it is air unblockable, and super fast
  • Has some invincibility during it's recovery causing it to sometimes ghost through the opponent's attacks afterwards
  • Great reversal and defensive tool to get opponents to stop pressuring you


214x
HFTF DIO 214x.png
Combo tool
Startup Active Recovery Damage Guard
18-20 2 21 16 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+30 25 -29 None IPS=No Scales=Yes
  • A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen
  • Great combo tool that can combo of any normal that doesn't knock down
  • Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped
  • Very useful for down tech cancel punishes vs DIO's grab or other similar punishes for massive punishes
  • Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up
  • Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page


236x
HFTF DIO 236x1.png
Whiffs on most crouchers
HFTF DIO 236x2.png
HFTF DIO 236x3.png
HFTF DIO 236x4.png
Startup Active Recovery Damage Guard
7 2 for every hit, 4f gaps between all hits 57 5 per hit Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
up to +180 +23 +20 None IPS=Yes Scales=Yes
  • This is one of DIO's main mix-up tools
  • Mostly used in combos and okizeme
  • Does tons of damage and builds lots of meter in combos
  • Comboed into mostly from 5B or 66A
  • Used in s.2C okizeme for a 50/50 high/low mix-up between j.A and 2A
  • Active period between first and last active frame is 90
  • Used to meaty rolls into a mix-up in certain match-ups
  • Do NOT use in neutral randomly at any cost, as you absolutely WILL eat a super for it if used wrong


6CBA6
HFTF DIO 6CBA6.gif
Adding up damage & mind games
Startup Active Recovery Damage Guard
37 12 12 12 Unblockable
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch N/A N/A None IPS=No Scales=No
  • Generally only used for mind games with tech chasing fullscreen
  • Very good at adding up damage, though unsafe against fullscreen supers
  • Can be easily beaten by air supers like New Kakyoin's s.j.236AA.
  • Duckable by the entire cast, some even in Stand On
  • Can be used against people who build meter in Stand On and catch them before they can turn Stand Off


623X
HFTF DIO TP.gif
Peekaboo
Startup Active Recovery Damage Guard
0 38 0 none N/A
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N/A N/A None Fully invincible all throughout
  • This is DIO's signature teleport
  • A version brings you to the left side of the screen, B in the middle and C on the right side of the screen
  • Makes zoners shiver in their boots and wake up in a cold sweat at night
  • Fully invincible and able to get you out of many bad situations, however it is grabable similarly to a roll
  • Useful for forcing scrambles and tricky cross-ups your opponent may struggle to block due to you clipping into them and being pushed out afterwards.
  • Can be meatied and mixed up, however you can throw out fast or invincible moves after it to beat said meaties, like Bloody Summoning, 2A or 236S
  • Useful as a reversal or way to make moves safe like 663C, and can be used to escape mix-ups and tandem unblockables

Stand On

s.214x
HFTF DIO 214x.png
Combo ender/frame trap tool
HFTF DIO s.2C.png
Combo ender
Hit 1 Startup Active Recovery Damage Guard
12-18 2 25 16 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12 -13 -16 TA, s.214X IPS=No Scales=No
  • This special is most often used to end stand on combos, preferably on short crouchers and fast wake up
  • Can be used in s.236C s.214X frme trap pressure and cancelled into tandem if in a sticky situation.
Hit 2 Startup Active Recovery Damage Guard
14 2 21 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Wallbounce launch -5 -15 None IPS=No Scales=No
  • A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen
  • This move is unsafe on block in many matchups, and should be therefore used sparingly and confirmed into
  • Gives a wallbounce if done raw,, delayed Hard Knockdown if on 3rd hit or up
  • Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap
  • All versions are identical


s.236x
HFTF DIO 236x1.png
hits 3 times, afterwards the following hitboxes follow
HFTF DIO 236x2.png
HFTF DIO 236x3.png
HFTF DIO 236x4.png
Startup Active Recovery Damage Guard
7 2 for every hit, 4f gaps between all hits 22 3-5 per hit Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
techable launch -13 - s.214x IPS=No Scales=Yes
  • Can be used to keep out opponents from a distance, which it is very good at
  • Cancels into s.214X for a frametrap which some characters have trouble dealing with
  • Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to
  • Can be mashed to extend it, travels similarly to 236x depending on which A B or C version you use.
  • Can be extended by mashing, which can catch attempts at stealing turns upon recovery
  • If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it.

Super Moves

Tandem/214S
Among the cheapest tandems in the game
Startup Active Recovery Damage Guard
Travel time dependent N/A None Dependent on Input N/A
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Dependent on Input Dependent on Input - S to turn off after Stand reaches opponent IPS=Reset Scales=Dependent on Input
  • In the category of the 2nd best super in the game (Tandem), and in the top 3 best of that category, only rivaled by Vanilla Ice and Jotaro
  • Has wicked amounts of invincibility on activation, even more if held, and releasing it gives you a burst of invincibility as well
  • 80F superflash, during which you are able to input Stand On Chains, Specials and Supers.
  • Very accessible to combo into
  • Great for whiff-punishing through means of Invincibility
  • Optimal inputs would be {ABC*n}, for crouchers you would do {4ABC*n}. For the characters who crouch under s.5A, either {2A*n}, {2A2A, 4ABC*n}, or {4ABC*n} 663A is used
  • Can be punished by moves with awkward pushboxes like Hol Horse 236AA, Shadow Dio 3C and 214AA, hitting the Stand as it is traveling towards the opponent or aerial moves that beat the tandem once it starts attacking.
  • Alternatively it can be evaded by rolls, Tandems,


Stand Off

Stand Off Knives/236AA
HFTF DIO 236AA.png
One of the worst supers in the game
Startup Active Recovery Damage Guard
39 (Excl. super flash) Until colliding with the opponent 29 3 per knife Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Grounded hitstop followed by launch ? - None IPS=No Scales=No
  • Horrible Super
  • Do NOT use this
  • Very slow, easy to interrupt and punish, and will very very rarely punish anything
  • Can be comboed into from Tandem Knives, or a Stand Crash for style
  • Does deal slightly more damage, but not worth it
Bloody Summoning/BA6AC
Mediocre but funny
Startup Active Recovery Damage Guard
? Until colliding with the opponent ? ? Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
hitgrab - - None IPS=No Scales=No
  • Contrary to popular belief, this super is not horrible. It is merely outshined by both S.ON Knives, and Tandem
  • Can be done both Stand On and Stand Off, and is identical
  • Has a lot of invulnerability, a lot of active frames, and starts up before the Super Flash, therefore it is unreactable
  • Grants Okizeme by doing 66 (S if Stand On) 236C meaty into j.A or 2A if the opponent's wakeup is slow, although it is tight.
  • Has an install associated with it. If the Move whiffs, the first hit of S.J.236X will have the hitgrab properties of this super, including the antimation which will be airborne


214AA/Road Roller
Even worse super, hilarious when it does hit
Startup Active Recovery Damage Guard
Travel time dependant ? ? ? High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Wallbounce launch, punishable on hit ? - None IPS=No Scales=No
  • Air OK
  • Horrible Super
  • In rare cases, it is an optimal punish for airborne moves. Can optimally punish moves such as DIO 214AA (Road Roller), Mariah high level 236AA (Boobs), Vanilla Ice 214AA (Madness Sorrow) and Shadow Dio 214AA (Unblockable Spores (sub optimal))
  • Punishable on hit by faster wakeups by a full combo


Stand On

(Stand On) Knives/s.236AA
HFTF DIO S.236AA.png
One of the BEST supers in the game
Startup Active Recovery Damage Guard
? ? ? 3 per knife Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Grounded hitstop followed by launch ? - None IPS=No Scales=No
  • Top 5 Super in the game
  • Great startup and invincibility, can punish any move that leaves your opponent unable to block with their Stand out
  • Makes low tiers and Passive Stands shiver in their boots
  • Do NOT overuse this, as that is a very common beginner-midlevel mistake
  • Deals great chip, can bait out rolls
  • Can be easily beaten on reaction by invincible supers. Some examples are: Active/Weapon Stand 214S(optimal), DIO S.236AA, Black Polnareff 236AA, Khan 214AA
  • Can be comboed into itself for an unscaled combo. Very much worth doing as well, as it does great damage. Do NOT do normal moves in between them as that will scale the combo and ruin your damage


Air Knives/s.j.236AA
HFTF DIO S.236AA.png
Devo's curse
Startup Active Recovery Damage Guard
? ? ? 3 per knife Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Grounded hitstop followed by launch ? - None IPS=No Scales=No
  • Almost the same as the grounded version
  • Can punish even better than the grounded version, as it can be done as a Tiger Knee motion (s.2369AA, or even s.9236AA) in order to reach it's target faster
  • Can be punished by Guard Cancels on block, certain supers before it comes out, and even Kakyoin's nets
  • Leading cause of zoner underwear skidmarks and singlehandedly the reason Devo loses to DIO.
  • Can be horrible in certain matchups like Avdol, as he will only get hit by 2-5 knives in Stand On


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Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
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Alessi
Chaka
Old Joseph
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Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph