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

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Movelist

Stand Off Normals

5A
HFTF Avdol 5A.png
Startup Active Recovery Damage Guard
3 2 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -2 SP, SU, TA IPS=Yes Scales=Yes
  • Decent anti-air when stand off
  • +5 on hit on crouch cancel
  • Can be used to mash out of blockstrings


2A
HFTF Avdol (66)2A.png
Startup Active Recovery Damage Guard
4 2 12 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP, SU, TA IPS=Yes Scales=No
  • ESSENTIAL MOVE
  • +6 on hit and +5 on block when (un)crouch cancelled
  • Your one low and main hitconfirm when stand off.


6A
HFTF Avdol 6A.png
Startup Active Recovery Damage Guard
8 3 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 +1 -2 SP, SU, TA IPS=Yes Scales=Yes
  • One more active frame so might be slightly better at catching landings?
  • Just use 2A instead


5B
HFTF Avdol (66)5B.png
Startup Active Recovery Damage Guard
6 3 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU, TA IPS=Yes Scales=Yes
  • Only used to combo into tandem or hitgrab from 2A or early jump-ins


2B
HFTF Avdol (66)2B.png
Not an anti-air
Startup Active Recovery Damage Guard
7 7 3 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +4 -4 SP, SU, TA IPS=No Scales=Yes
  • Mid
  • Long active frames and links into 5C/662B on hit
  • Short duration so great for building meter
  • ESSENTIAL MOVE


5C
HFTF Avdol 5C.png
Startup Active Recovery Damage Guard
8 6 11 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
2 0 -16 SP, SU, TA IPS=Yes Scales=Yes
  • Similar to 5B with more range and hitstun but a slower startup
  • Forward movement and active frames make it work as a poke but you'll usually have better options


2C
HFTF Avdol (66)2C.png
Half of your gameplan
Startup Active Recovery Damage Guard
7 5 5 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD +7 -6 SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • Avdol's best stand off button, a giant poke with great priority and a low profile that is safe on block, knocks down on hit and whiffs fast
  • Leads to oki on some characters
  • While the priority is huge it still extends its hurtbox so be wary of couterpokes


6C
HFTF Avdol 6C.png
The wall
Startup Active Recovery Damage Guard
7 16* 2 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -14 SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • Amazing counterpoke that will stuff most things trying to get in
  • The active frames blink in and out which can make it an unreliable meaty


d.5A
HFTF Avdol (66)5B.png
What even was the idea behind this
Startup Active Recovery Damage Guard
6 3 14 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch -3 -6 SP, SU, TA IPS=Yes Scales=Yes
  • Useless


d.2A
HFTF Avdol (66)2A.png
Startup Active Recovery Damage Guard
4 2 14 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -8 SP, SU, TA IPS=Yes Scales=Yes
  • On paper an amazing move for Avdol, a dashing low that can combo into hitgrab and tandem
  • In practice you'll only hit this at ranges where neither combos and you're left with a worse 2A


d.5B
HFTF Avdol (66)5B.png
Startup Active Recovery Damage Guard
6 3 14 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP, SU, TA IPS=No Scales=Yes
  • Worse 662B


d.2B
HFTF Avdol (66)2B.png
Hope you can 1 hit hitcomfirm
Startup Active Recovery Damage Guard
7 7 8 8 -1/-9
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 0 -7 SP, SU, TA IPS=Yes Scales=Yes
  • Very active poke/whiff punish that can combo into tandem
  • Can delay the cancel to confirm the hit but doing so only works at short ranges


d.5C
HFTF Avdol 5C.png
Startup Active Recovery Damage Guard
8 6 11 ? 0/-13
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -11 SP, SU, TA IPS=Yes Scales=Yes
  • Worse 662B


d.2C
HFTF Avdol (66)2C.png
The other half of your gameplan
Startup Active Recovery Damage Guard
7 5 10 10 +2/-11
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD +2 -9 SP, SU, TA IPS=No Scales=No
  • ESSENTIAL MOVE
  • 2C with a lot more range but worse advantage on block
  • Can be used to get in, whiff punish or as cover when running away


j.A
HFTF Avdol j.B.png
Startup Active Recovery Damage Guard
5 16 landing 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +7 SP IPS=No Scales=No
  • Fast air move with good actives and the best priority on any of Avdol's jump-ins
  • Works as an (unsafe) instant overhead


j.B
HFTF Avdol j.B.png
Startup Active Recovery Damage Guard
5 16 landing 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +7 SP IPS=No Scales=No
  • Same move as j.A


j.C
HFTF Avdol j.C.png
Not the best jump-in
Startup Active Recovery Damage Guard
8 8 landing 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +7 SP IPS=No Scales=No
  • More damage and range than j.A/B and more priority upward for air to air situations
  • A lot less hitstun than you'd expect so hit it deep if you want a combo


Stand On Normals

s.5A
HFTF Avdol s.5A.png
Startup Active Recovery Damage Guard
3 3 12 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -3 SP, SU, TA -

A quick strike that leaves a small flame. Good pressure and combo tool, as well as an okay poke up close.


s.5B
HFTF Avdol s.5B.png
Startup Active Recovery Damage Guard
4 5 18 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -7 -16 SP, SU, TA -

Flaming hook style punch. Amazing poke in terms of hitbox and speed, can outpoke many other normals or even anti air. Does have strong cancel options like hitgrab and tandem, but those options stop working at longer ranges. Can whiff on certain crouching characters.


s.5C
HFTF Avdol s.5C.png
Startup Active Recovery Damage Guard
9 4 24 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -9 -14 - -

A front flaming roundhouse kick that hits twice. Good range and also moves the player forward, but generally outclassed by s.5b. Mostly used as an easy, unrewarding combo ender.


s.2A
HFTF Avdol s.2A.png
Startup Active Recovery Damage Guard
4 3 9 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -2 SP, SU, TA -

Low kick with Timbs. Decievingly good range, does not chain nor link into itself. Avdol's main stand on low, with alright combo options on hit.


s.2B
HFTF Avdol s.2B.png
In case you really need chest invincibility
Startup Active Recovery Damage Guard
5 20 3 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -14 SP, SU, TA -

Flame strike aimed at the stomach, similar to 6C. Fantastic hitbox, but extremely poor damage. For whatever reason, this move removes Avdol's hurtbox around his chest, though this is rarely useful.


s.2C
HFTF Avdol s.2C.png
Startup Active Recovery Damage Guard
6 6 18 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -19 - -

Overhand strike that looks like an overhead but isn't. Not very useful.


s.6A
HFTF Avdol s.6A.png
Really good anti air
Startup Active Recovery Damage Guard
4 7 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -10 -14 SP, SU, TA -

Makes a small flame appear in front of him. Extremely good anti air with fast speed, a great hitbox, and combos to s.5B or DP on hit. Whiffs on most crouchers, but draws opponents in on hit and chains to s.5B, making it an amazing combo tool when available.


s.4B
HFTF Avdol s.4B.png
Startup Active Recovery Damage Guard
8 7 21 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -15 - -

Upwards reaching AA flame strike. Best used as a preemptive anti air for approaches you can't easily react to, such as Chaka's hyper hops.


d.s.5A
HFTF Avdol d.s.5A.png
Startup Active Recovery Damage Guard
6 2 21 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -9 -13 SP, SU, TA -

Faster s.5B. Occasionally useful approach and tech chase option. Should usually be cancelled, as it's unsafe on both hit and block.


d.s.5B
HFTF Avdol d.s.5B.png
Startup Active Recovery Damage Guard
7 9 12 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -1 -16 SP, SU, TA -

Straight kick with Timbs. Good after stand crashes, and the 2 hits give enough time to easily confirm into hitgrab.


d.s.5C
HFTF Avdol d.s.5C.png
Startup Active Recovery Damage Guard
12 4 30 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -7 -20 SP, SU, TA -

Cancelable s.5C.


d.s.2A
HFTF Avdol d.s.2A.png
Startup Active Recovery Damage Guard
4 3 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -2 SP, SU, TA -

Version of s.2A that can't chain into other normals. Strong pressure and tick throw option.


d.s.2B
HFTF Avdol d.s.2B.png
Startup Active Recovery Damage Guard
5 14 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -10 SP, SU, TA -

Same as s.2B, but can't be chained.


d.s.2C
HFTF Avdol d.s.2C.png
Startup Active Recovery Damage Guard
6 18 2 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -15 - -

Much better version of s.2c. Becomes a moving disjointed hitbox that's great as an approach option and anti air. While -1 point blank, the large active window means it is very plus when spaced well, up to +16.


s.j.A
HFTF Avdol s.j.A.png
Startup Active Recovery Damage Guard
3 15 - 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +11 +7 - -

Does a jumping angled hit with talons. Faster and better jump in hitbox than s.j.C, but worse damage and hitstun.


s.j.B
HFTF Avdol s.j.A.png
Startup Active Recovery Damage Guard
5 22 - 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +11 +7 - -

Same as above but a weaker variation.


s.j.C
HFTF Avdol s.j.C.png
Startup Active Recovery Damage Guard
8 16 - 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +11 +7 - -

A jumping version of the his crouching 2B. Amazing air to air.


r.s.j.2C
Startup Active Recovery Damage Guard
8 - 2 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +13 +5 - -

A spinning kick that travels straight down and hits multiple times. Is only available in Remote mode, and is in fact the only move in the game like this. ALSO only available after a double or triple jump. Despite its extremely specific conditions, this normal is very useful. It travels at an angle that very few characters can reliably cover, and it has next to no recovery on landing, making it a great pressure tool. Don't get too predictable with it, as while you're double jumping to use the move, the opponent can run under you and hit Avdol while he's vulnerable.


Specials

Crossfire Hurricane
236x
HFTF Avdol 236x.png
Startup Active Recovery Damage Guard
24 - - 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Fires an ankh shaped fireball across the screen. Both in stand off and stand on, the button used determines the speed of the ankh and the recovery: in stand off, it never goes further than half screen, in stand on, C goes almost fullscreen. For both, A versions are preferred, as they have the fastest recovery, although the stand on C version does have merits as a fullscreen harassment tool. In pressure, both options are very plus and aren't affected by pushblock. The stand off version has less recovery, making it even more plus and potentially letting you combo after, but also leaves you standless for about a second.


Flame Sensor
214x
HFTF Avdol 214x (1).png
HFTF Avdol 214x (2).png
Underrated
Startup Active Recovery Damage Guard
48 - - 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Potentially one of Avdol's strongest tools. The number of uses for this is incredible. Can be set up in various ways, but is generally unsafe to do in neutral unless you are far away against a character with no fullscreen presence. No difference between stand off and on.


Fire Wall
623x
HFTF Avdol 623x (1).png
HFTF Avdol 623x (2).png
Startup Active Recovery Damage Guard
7 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red appears and thrusts himself into the air. Dragon Punch style move with many unique quirks.

With stand off Magician's Red travels forward a little before leaping into the air for the B and C versions, the Distance/Damage/Height also vary with the strength of the button pressed. Air unblockable when hit deep, if it connects only with the outermost part of the hitbox, it will be air blockable. Mostly used as a combo ender or a niche pressure tool. This version is used in remote mode.

When used with stand on Avdol will follow Magician's Red, but they won't travel forwards across the ground first. s.623A is an amazing move for many reasons. It's invincible on frame 1, it has a great hitbox, and most of all, it's very safe for a meterless reversal. The move is -10 at worst, and can even get to -1 if you space it, with most of the recovery being airborne. It also has very low recovery on whiff, making whiff punishing a nightmare. It's a very easy move to just throw out and beat whatever your opponent is doing, and even if you whiff or get blocked, you can often just do another s.623A to punish their punish attempt. And obviously, it's an amazing anti air. The C version is mostly used as an aerial combo ender, and the B version isn't very useful besides sniping Shooting Star.


Fire Eagle
j.236x
HFTF Avdol j.214x.png
Startup Active Recovery Damage Guard
15(s.Off)
5(s.On)
- - 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red appears and does an angled dive kick in which Abdul follows him down. In stand off, Magician's Red will bounce off the opponent and stand in front of them. He still has a hurtbox, so this move is technically punishable on hit, though usually with only 1 attack. If used with Stand ON Avdol will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control. Hits overhead.


Hell Fire
63214x
HFTF Avdol 63214x.png
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Hitgrab. Magician's Red grabs the opponent by the face and makes them explode. Hard knockdown. Easily comboed into and makes for a nice and flashy looking combo ender. No relevant differences between versions in stand off, and is unsafe on block. In stand on it's actually plus, and the stronger the version, the longer the range but the bigger the pushback on block. C is usually preferred, as it has the same startup as the others and longer range when stand on, though A and B are better on block. After connecting, you can start your okizeme game or, from stand off only, combo before your opponent has a chance to recover.


Stand Activation Attack
236s
HFTF Avdol 236s.png
Actual meterless reversal
Startup Active Recovery Damage Guard
0 12 30 6 -13/-12
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12 - - - -

Magician's Red dashes out and does a maximum of 2 hits with knockdown. Enters Remote mode when used. Being frame 0 lets this move be used as a meterless reversal, a rare thing in Jojo's. Also unblockable if used at point blank range, but if you're that close, throw is almost always preferred. BE WARNED if Avdol is hit while you are using Remote Control you will take significantly increased damage.


Remote Mode
s.6AA
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Activates Remote mode. Generally a much safer way to enter than 236s, but has no hitbox.
Avdol has by far the best Remote mode usage in the game (not counting Devo). With the bonus walk speed, his pokes become even better than they already were. It also lets him walk behind his fireballs better, which combined with the new divekick normal and the fact that Avdol can stop the screen from scrolling, effectively giving him the corner from anywhere, makes his pressure very strong. He can use his triple jump and s.j.C to catch people mindlessly using forward techs, too. Be careful when in Remote, as if Avdol gets hit during it, he will take double damage.


Guard Cancel
623x while blocking
Startup Active Recovery Damage Guard
9 18 33 7 +12/-2(s.Off)
-22/-35(s.On)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9(s.Off)
-25(s.On)
- - - -

Magician's Red counter attacks with a flame pillar. In stand off you can combo out of it if you knock the opponent towards the corner. In stand off, it has quite a bit of recovery. Great guard cancel, but like other great guard cancels, overusing it is not smart.


Supers

Napalm Bomb
236AA
HFTF Avdol 236AA.png
HFTF Avdol 236AA (2).png
Imagine blocking
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Abdul and his stand create an explosion which travels forward dealing high damage. The startup hit before the superflash will lock the opponent into getting hit by the explosions.

Extremely obnoxious reversal that can be used pretty much any time you have meter. It has an amazing hitbox and lots of invincibility, so it will almost always beat out other attacks. It generally does around 40% damage, which is stronger than many of Avdol's BnBs. There is a gap between the first hit and the explosions, so in theory the opponent could hit a button in between and punish. However, if Avdol is stand off, he can move almost immediately after the super flash, making punishing functionally impossible. In fact, against taller characters, Avdol can mix between d.2A and j.A on block, which both combo into the explosions. An enormous, highly damaging reversal super that gives YOU a mixup if they block, what more could you ask for?

If the first hit causes a stand crash, the opponent can occasionally fall out of the explosions if you don't push them with a dash. It can also fall out on smaller characters like Iggy. The stand on version locks Avdol with Magician's Red until the move is over, meaning the gap is actually punishable. He also can't get as good follow ups, so don't use the stand on version.


Crossfire Hurricane Special
214AA
HFTF Avdol 214AA.png
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Magician's Red unleashes a barrage of flaming Ankhs. You need to be fairly close for it to do maximum damage. Okay okizeme on waking up opponents with either 2A or j.A as they get up. Slow startup, hard to combo into, but leads to very high damage. Mainly used for 50/50s after a knockdown. In stand on, you can't even get a 50/50, so don't bother.


Red Heat Ankh
623AA
HFTF Avdol 623AA.png
Invincible for a year and a half
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Avdol sets a trap on the floor in front of him. After a short duration an ankh will burst out from the floor in that location. The duration can be extended by holding the button used. It consumes no meter when placed, only when it explodes. Causes an untechable launch on hit, allowing for a short juggle.

The stand off version has long recovery and short invul, making it inferior to the stand on version. The stand on version has next to no recovery and also gives you around 2 seconds of fully actionable invincibility. So in addition to it's uses as a trap to detonate as your opponent walks over, you can also use it as a neutral skip to waltz through whatever your opponent is throwing at you. You are also able to grab while the ankh is being released, and combo the grab into the ankh. It does increase the damage of your grab, but it also makes the grab untechable, giving good oki midscreen and letting you combo a DP in the corner. In addition, if the opponent techs the grab over the ankh, it will hit them anyway. Of course, you could choose to not grab and go for a standard combo or bait a specific option. Ankh is one of Avdol's most powerful and versatile options, learn to use it well.

You can perform the famous Avdol "ghosting" technique with this move, where you repeatedly place down ankhs without releasing them, as the meter is only consumed on this explosion. You can use this to make yourself invincible for as long as you like, but be warned, ghosting is banned in tournaments, and your opponent will likely quit if you do it.


Tandem
214s
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

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