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JoJo's Bizarre Adventure: Heritage for the Future/Avdol/Matchups
You can punish another Avdol for using Remote Mode with 236+AA, provided you get him to block the first hits, and as long as his Magician's Red is not close to him as he will block the fire. In stand off, you can low profile each others' 236+As, so watch out.
Your normals beat almost all of his. Don't let him dash in or jump too much. You also out prioritize him in Alessi Mode. Your child form is perfect for fighting back. Jump when he's trying to hit you and press C. He probably won't be able to touch you depending on what he transformed you with. He is one of the characters that can low profile 236+A, and he can also low profile s.5B, but only while he does his 2C or when he is not holding 1 to crouch.
Avdol is one of the fast wakeup characters that can punish BPol's 214+AA super if he hits you while you're cornered: when that happens, he recovers slowly and right next to you in the corner, while you get up during the flash in which the screen turns to normal after being split in half. It is approximately -10, so you can use your best grounded combo. Another important tip is that your stand on anti-air normals work well against his j.B, but not his j.C. To prevent getting hit while trying to stop him from jumping in, use s.623+A, as it beats both. Try not to be too oki happy against him: he wakes up pretty fast and his super whiff punishes most of your missed meaties. He can also duck your 236+A as long as he is not holding 1 to crouch or if he uses his 2A or his 2B.
Chaka can slip right below your s.236+A cancels both stand on and stand off with his slides/sweep. Furthermore, the Crossfire doesn't even hit him if he's crouching stand off. Do not use random 236+AA to push him in neutral, as his s.236+AA punishes it on reaction. Be careful not to get outpoked by his 236+S: it beats cleanly most things you can do at its max range. Other than this, you have the advantage pretty much everywhere, even if slight.
If his doll is on top of you when you are throwing him, he can punish it. Most of your normals trade when trying to anti-air his body drop, so use s.623+A or j.s.C. When he activates Remote Mode, a 236+AA can hit him when the doll is too far away: he can react and deactivate but if he is already blocking it, unless the doll is dragged all the way next to him, it will hit. In this case, pushblocking will work against him hit no matter what. He can low profile both your s.5B and 236+A when he is using his crouching normals in stand off.
DIO struggles in neutral against you if you play it safe and avoid putting yourself in situations where he can find a whiff punish, and he especially struggles against 236+A pressure, if he does not have access to his s.236+AA. This would mean that remote mode is great against him, if it wasn't for the fact that he has many ways to effectively deal with it. Even if you have a tandem ready, the risk is not worth taking most of the time.
Your throw punish against him is, after a down tech, S+j.C, s.665B xx 63214C OR 214S(Tandem combo); be sure to practice it as it is somewhat precise. His 214+A strings aren't as good against you because of your 2C, so be sure to pushblock then punish anything that's not a normal with it. He can duck your 236+A naturally as well as with his 2A and 2C.
Hol & Boingo
Your standing stand on chains whiff on him completely when he's stand off, as does your 236+A. Do not trust your 2B and 2C too much when he's very close, he may just grab your extended hurtbox before you can touch him. Try to anti-air him if he tries to hang in the air using glider, s.623+B, s.6A and s.4B are your friends. Punish his charge on hit with 2C or s.5B > s.5C. His teleport has limited range, so usually, if you're in Remote Mode, you can walk and grab him as he reappears. You will have to get much more creative with your pokes, as his far 5C is more disjointed than your 2C and low profiles your s.5B. It's also recommended to use s.j.B, as his hurtbox makes it much harder to land s.j.C. If you ever get grabbed, remember to hold up back. Not only does Avdol have a fast prejump, he also wakes up fast enough to avoid most of the counters Iggy has to up back.
Don’t underestimate Old Joseph, because despite you having the upper hand, for whatever reason this matchup is still frighteningly even. This matchup is extremely neutral-based, and while Avdol’s incredible normals and tools should mean that you are winning said neutral the majority of the time, due to Avdol’s comparatively unimpressive damage and rushdown, Old Joseph needs to win neutral significantly less often to beat you.
Generally, you want to be applying as much pressure as you can, as Old Joseph’s slow attacks and terrible wakeup speeds give him trouble defensively speaking. Approaching shouldn’t be very difficult, and attacking from above with your very powerful aerials is a good strategy, since Old Joseph lacks good anti-airs other than his 236AA and counter, both of which can be easily baited and punished. If Old Joseph instead attempts to attack you from above however, thanks to your amazing anti-airs that situation is where he is at his most vulnerable and you can get free damage and advantage. What Old Joseph will want to be doing is exploiting gaps in your pressure and mistakes in neutral to lead into his confirms into hermit grab and custom combo into command grabs into oki for surprisingly insane damage. Remember to stay level-headed and simply leverage your amazing neutral game to maintain a strong advantage.
Zoning can be effective against Old Joseph, but there are very important circumstances to keep in mind. Old Joseph can d2a under your 236a, so while it’s good from far away, in closer ranges it can lead to disaster, making sensor a preferable option. Second and VERY VERY importantly however is what stage you are on. While Joseph has issues with zoning on many stages, on very small stages like Hotel and Prison, you should never use 236a, 214a or 236AA on stand on Joseph from far away, as Hermit Grab reaches full-screen on those stages and will punish it on reaction for a full combo.
He can duck your 236+A naturally as well as with his 2A and 2B.
Your s.5B is key to stopping him from pressing whatever buttons he wants. It also stops his IAD cleanly. s.2A can interrupt his low pokes well. You can punish his s.2C with 2B or 663B into tandem/hitgrab. In stand off he can duck under your 236+A and your 5B, and can 2C under both too.
This MU can be tricky to deal with at first but once you get your opponents pattern and timing, its not all too tough to deal with.
Using 236a isn't advisable as he can duck under with his 2A so use flame sensor or 623aa here instead as it effectively zones him out. J.b/j.c/j.s can be hard to react due to how fast it whiffs out and good range that its capable to rival avdol's air to air. Its usually better to pushblock it first hand and punish his mixups attempt instead. s.2b and s.623a/b stops a lot of his dash in attempts and continue jump ins.
Best way to counter his 2a is usually whiff moves like s.2a or 2c first before he does his due to both range can beat out one another. If he likes doing his charge move and tends to follow up with 623, its best to respect it and punish it after blocking since he is pretty open. His 236aa is super punishable with s.623 and even 214aa if you roll through it. Its advise to use 236aa on his jump ins rather than his dash ins because he can easily get 214aa off you if it whiffs or block on the first hit. Remote mode can be use here for short poke and not overextending your stay, or he closes the gap very quick and get a hurtful 214aa. BUT, on first hit it doesn't knock you out of remote mode so if magician's red is close to you, you can interrupt him off and he gets nothing out of it.
Use s.5A to dispel outlets and s.6A or j.s.C to destroy cables. 663C and 663B will go a long way towards stopping her stuff, but be careful not to run face first into an outlet. She can duck your 236+As.
You can punish 2C cancels into car from a decent range with 2C. Her mouth super can easily snatch you from Remote Mode, and car super can work similarly to your 236+AA, blockstringing you into getting hit. She can duck under your 236+As with all of her stand off crouching normals.
This matchup is one sided for avdol since there isn't too much you can really do here with his fast movement and unblockable unless you play strictly defensive and punish get-in attempts. Even then its pretty rough.
Playing neutral and defensively is key in this matchup. 236/214 projectiles are too slow and remote mode can be easily punished by 214aa so that's out of the window. Guard cancels are also good in this MU to avoid being block-pushed into unblockable setups. Only thing you need to keep an eye out for is unblockable setups and the vast amount of mixups and side switches petshop has.. using your priority moves and i frame moves can help against this.
623a all of petshop's dashin attempts, avdol's s.623a and 623a can provide precious I frames to keep petshop off your back. Your s.2b and 2b are very crucial in this matchup. Tandem is okay versus petshop and a 2b can convert along with a 6c which is a little bit more risky due to it's lengthy active frames. You don't want to get hit by a ceiling icicle. Keep an eye out for dual 214aa for stand crash as petshop can convert off stand crush animations and 214aa causes it. This is especially important to keep an eye out for, since this is a near guarantee way for petshop to get in if you do not detect it early.
Ankhs can provide precious i frames for punishing get in attempts, 236aa can catch stray button presses like petshop d.5c. Don't try to beat out 5s or 63214s at full screen.. both stand on and off versions of 236 get beat out at full screen. Unless the petshop does 5s or 63214s at midscreen or closer you can punish it with tandem through it or s+5b 214s. Keep in mind that projectiles can cause a stand crash and can also be combo'ed off of and can provide a distraction to a ceiling icicle charge for petshop. Petshop's 3c is a good tool for his mobility and mixup side switches. But, can be easily punished by a well timed normal, grabs, or any of avdol's supers. Keep in mind that smart petshop players usually cover 3c with two held icicles to force you to block into an UB setup.
In conclusion you will need to play your strengths at 100% levels! Play defensively and patiently, denying petshop's get in attempts and preventing unblockables from happening by recognizing them along with abusing your priority moves and i frame supers.
If you are up against the corner, you can do s.623+B to hit C Shooting Star out of the wall, as well as when it's flying towards it, and the A version is wide enough to hit it as it gets released. Use your faster pokes to stop dashing C Shooting Star mixups, and react to rolls with throws.
If you want to use remote mode against him, be careful as his 236+AA super can standcrash you on block even if you are at 100% stand gauge. He is taller in crouching size than Kak and New Kak so he can crouch only your 236+As. A well placed s.6A will do wonders to stop his pressure.
Most of your normals stop SDio right in his tracks as he tries to jump or dash at you. Be sure to properly pushblock his loop, to press the right buttons to halt his approach, and to anti-air as much as possible. Random 236+AA to push your ground in neutral is not good against him unless he is jumping around constantly, since he can book it and punish you with loop.
There are a lot of reasons why this matchup is rather annoying. You have a better than average chance at stopping his stand on pokes than most characters, so you can try to impede his meter build as much as you can without getting hit, but i do not reccomend you do, unless you have a sensor on him: in general, accept that Ice will have meter at all times. Going out of your way to stop him will get you killed.
Instead, turtle your way to victory. Being the one that keeps calm and patiently sets up defense is what matters the most in the matchup. You are better at keeping him out that he is at keeping you out, if you do things correctly. He has a few committal ways of getting in, like Stand ON ball and teleport, for both of which you have good punishes: cover yourself with s.236As before setting sensors up, as it is liable to getting hit by those, and try to bait him into committing. The first one to get impatient will eat damage.
Taking your time to find the right moments to approach is crucial. One of these openings is when he is close to a sensor. Here you can walk in, jump in, or even try to remote for a bit, making sure he knows you can jump pop the sensor to stop buttons. Another instance where you can take your turn safely is when he is teching in the air in, especially in Stand ON. His jumping attacks are not very good to hit grounded opponents, and you can sort of toy around with him when he is in the air for extended periods of time. If he doesn't want to eat a bunch of anti airs, he needs to back away, at which point you get a free sensor. A prayer Stand ON air ball may work, depending on how close to the ground he is, so be mindful of that. On the other hand, unless theres a sensor on Ice, jumping is a bad idea for you too, as your air priority is not good enough to stop even mindless s.2B > s.2C spam, let alone s.5C/s.6C anti airs.
DO NOT risk a missed roll punish with a whiffed C. Resort to blocking if you feel like it's too late, or use s.2B's infinite active frames to hit him as he finishes rolling: even if he crosses up with the roll, s.2B will still hit him because a 9 year old at Capcom made the pushboxes and hitboxes for this game. Another way to avoid having a s.5C whiff as you are trying to punish a roll is to press s.4AC rather than just C to input a throw. This will have a s.5A come out if the oppoent was out of range, making it safe (you can also press all 3 attack buttons to do this). Be mindful as it HAS to be 4 and not 6, since doing s.6AC will activate remote, which may even come out if Ice ends up crossing up with the roll.
He can use his teleport to hit you in Remote Mode from fullscreen, but can't quite knock you out of it if you have a full stand gauge. Ball on the other hand can go past Magician's Red depending on how close he is to Avdol and if Ice crosses up with the followup. He can duck under your 236+As. s.2A is good to try to stop his dash in attempts in Stand OFF, since its all he can do considering you outprioritize him completely when hes is in that mode. You can also punish 6C xx 214C on block with a 236AA.
Always turn your stand off when you see him throw a clacker, and use 2C to prevent him from getting dashing pressure out of it. Guard canceling his 66S is a good way to get him off of you when you're stuck in the corner.