JoJo's Bizarre Adventure: Heritage for the Future/Alessi/Matchups

From SuperCombo Wiki

Avdol

You have s.5C, 2C and a well spaced gun to prevent Avdol from mindlessly doing 662C. Take notice if the Avdol has a habit of double jumping in stand on because that could be your chance to punish with a preemptive 214aa. A stand on Avdol is almost uncrackable and his buttons out-prioritize yours so your damage will mostly come from finding small inconsistencies in your opponents playstyle and punishing their reckless approaches. This matchup is very low in your favor overall if the Avdol knows how to hold a lifelead.

Alessi

A very back and forth match up if both Alessis choose to an air-to-air approach and sneakily get in with airtechs. s.66C can be punished with pushblock s.5C but the pay off is a stand crash if the hit Alessi doesn’t turn off stand soon. All far stand on attacks can be whiff punished with 5C into tandem. Gun is high risk and highly punishable because Alessi mirrors will always be on small stages. And since the stage is small its really difficult to anti-air, so conditioning your opponent to stay grounded through superior j.C spacing is a must.

Black Polnareff

Backdash and use gun a lot. It’s easy to predict when to use gun in this match up since Bpol’s movement is slow and linear like Rubber Soul’s. Tech forward out of the corner when you’re hit or thrown then start the gun abuse all over again. Bpol’s 662B is very active so be mindful when trying to whiff punish it because it will stuff the start up of all your stand on buttons. 214AA whiffs on a crouching Alessi, allowing you to easily punish. If you are holding 1, you will block it instead of duck, so make sure you are fearlessly holding 2 or 3. If he learns either your 2A, 2B, or any dashing low, all 5 will be learned.

Chaka

Chaka's s.5B will whiff when you are holding 2 or 3 or when getting hit, too, but I would advise just doing 2C instead of sitting there and not blocking. If he learns either your 2A, 2B, or any dashing low, all 5 will be learned.

Devo

Blocking the doll’s IOH/s.96b is a free tandem punish with 5C. Devo’s antiair 5C grounds you quickly with enough time to punish it with 5C, so feel free to occasionally pester and bait him with j.a. You do not want to get sandwiched in between Devo and the doll.

DIO

Laser whiffs on a Alessi even while standing, it does hit him dashing, however. Nukesaku (his child form) has an extremely slow jump allowing you to hit 4 axes every time easily. DIO's grab can be punished by cancelling your downtech into 214S.

Hol Horse

Shoot this bitch down if he ever dares to do air glass. You can duck under his 5C too. Your quick projectile, long stand on pokes, and custom combo are all very useful to punish his zoning. Your durable stand and small hurtbox help out with getting in. Even if your roll is slow, you can punish his grab on hit with j.C, 663A into a full combo. You can play this matchup defensively because of Hol's poor stand gauge damage.

Hol & Boingo

2C and 214S are good to punish his 5S "frametraps". When midscreen, his normally powerful truck super will often times not do full damage on you due to your small hurtbox. See Hol Horse as well.

Iggy

Iggy’s stand makes his hitbox so wide you have enough time to antiair with s.5b if he has a habit of normal jumping/floating. The useful sandball (A version) only deals 1 damage so just take the hit and airtech out of the corner. Always keep 2 bars stocked to punish Iggy’s float camping with a tandem 214aa. Remember that you can just jump out of command grab oki.

Joseph

Gun is risky to use here but safe from his s.236x grab when blocked. Use s.d.5C if he tries to s.236x from fullscreen and you block it. Slow moving matchup that always results in a small stage. Watch out for his s.2C stuffing out your stand on moves as that leads into a full combo. Pushblocking his 236a/b will leave him minus.

Jotaro

If you hold 2 it's possible to duck under his 623x. You just don't want to get touched in this matchup, as it's very hard to regain the lifelead.

Kakyoin

Kak’s s.662C/s.2C has a small window to punish after pushblock. Your only move to remove nets is s.j.a and its easily mitigated by Kak blocking it then releasing net, baiting your removal then antiairing, or releasing the second net you didn’t hear.

Khan

Free as fuck match up as long as you don’t respect his 9C hop pressure. Backdash and gun his predictable movement. If he learns either your 2A, 2B, or any dashing low, all 5 will be learned. Confirming into custom combo basically nets you the round on top of gun doing immense chip. Try to go for at least 3 axes in a row on his child form.

Mariah

Run and gun a lot. Backdash and bait her roll by feinting the crosshair towards then meaty the end of her roll recovery. You can condition her to approach recklessly once you established the gun’s presence, allowing you to utilize your stand normals more. s.j.A breaks her 623x, but this leaves you open.

Midler

You can duck under her 236x by holding 2. It can be very hard to deal with Midler due to your limited anti airs. Good child form, so make sure to get used to 1 frame prejumps.

New Kakyoin

Don't let yourself get pinned down, as nkak's vortex and pressure is very good.

Petshop

Polnareff

When you are backdashing against the wall, C Shooting Star will whiff.

Shadow Dio

Laser whiffs on a Alessi even while standing, it does hit him dashing, however. Most of the time you're not going to be able to hit Shadow Dio out of the air due to his small hurtbox as well as his j.S. Annoying child form.

Rubber Soul

You can deny Rubber's best jump-in, j.A, with 2C, 5C or simply crouching and waiting then punishing with any button you want. He can counter this by using j.B or j.C, but these moves' hitboxes aren't as horizontally oppressive, allowing you to jump back and air to air to great effect. Wide, slow child form that you should be able to combo a lot of axes on to boot.

Vanilla Ice

Massive priority on his stand on moves makes it difficult to approach. If he's just sitting building meter, smack him with gun. Very annoying child form, if he holds jump during the transformation he is protected by iframes, making it impossible to meaty him on the ground. To counter baby Ice holding jump, it is possible to j.c and catch him mid air. If he has the life lead and really wants to, he can cheese you the fuck out with his floaty aerial mobility when stand on, as seen in the first set here: https://youtu.be/q4e15P_hAOA

Young Joseph

He moves slow and linear just like Bpol so backdash and space your gun. He can’t end his combos with overdrive if Alessi is crouching in stand off or risks leaving you a gap open to 2C. If he presses 5B/C as soon as he gains control of his child form, it will be active on the same frame he becomes vulnerable, leading to a trade if you try to "meaty" with a d.a.5A/B/C. You can duck under all of his projectiles. His child mode has actual combos and crazy priority, so watch out for those if you don't get a metered shrink.

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