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

From SuperCombo Wiki

Stand Off

Normals

5A
HFTF Chaka 5a.png
Hits everything on the ground, no complaints there
HFTF Chaka 5a.gif
Startup Active Recovery Damage Guard
2 2 8 (5) 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 (+6) +1 (+4) -2 (+1) 5A & Crouch Cancel (frame 18) Special/Super Air-UB

A quick butt of the hilt of the Anubis sword. Decent range, high damage for a light jab, and comes out rather quickly. Can link into itself or 2A. Can be used to poke the opponent or as an alright anti-air. Crouch canceling allows you to link into s.5A and s.2A (latter being a lot easier because you just gotta hold down).
This is by far your best "get off me" tool. Has the correct hitbox and numbers to stuff quite a few of the game's approaches without committing to them.

5B
HFTF Chaka 5b.png
look at that disjoint!
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 10 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

Chaka does a beefy low kick. Good attack with a lot of active frames. Works well as a meaty. Primarily used as a poke and in some Unblockable reset Stand Crash combos.

5C
HFTF Chaka 5c.png
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 16 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -14 Special/Super Air-UB

Chaka does a slow but far-reaching toe kick. Very good range, but be wary of its crappy hurtboxes. I personally view this move as "5A but longer and slower." Basically, if you have a good sense of your opponent and their approaches and you're willing to put a little risk into your game, you'll have more success with this move.

2A
HFTF Chaka 2b.png
Low commitment meaties incoming
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 5 (1) 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 (+5) 0 (+4) -3 (+1) 2A (frame 17), Walk/standing

Special/Super

Air-UB

Short-range crouching low kick. Active for 6 frames and with a 2 frame startup and 1 frame recovery, this is basically your best non-committal move to throw out when in your opponent's face, and this is by far your best meaty without a shadow of a doubt. You get basically A weird quirk of this move is that uncrouching after this move makes you more plus. Works as a combo starter, links into itself, 5A, and 5B, the last option being a 1f link unless 2A hit late, but even if it doesn't it's still a pretty alright low-hitting frametrap. Additionally, it can also combo into s.5A, which is also a 1f link.

I mean of course unless you use it in resets. Yeah so because this move is active for six frames and hits low enough to the ground, Chaka's funky reset combo can easily make this move about +7 to +10 on hit, allowing him to combo into quite literally all but one normal in his kit (s.6b lol). This opens up a bunch of reset routes that involve hitting early then plinking into stand on normals for extra gauge damage to basically manually edit your frame data on stand crash.

2B
HFTF Chaka 2b.png
Duck and weave!
Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

"Hee!" says Chaka as he slides his foot into your shin. This move looks similar to 2A, but it covers the range problems 2A has by moving a little towards the opponent before doing the kick. It can be used to go under certain attacks and whiff punish the opponent. One of your best pokes and can do some serious work in certain matchups.

2C
HFTF Chaka 2c.png
Low profile antiairing 101
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 20 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 -7 Special/Super Air-UB

Chaka performs a quickdraw sword slash. Though it's quite fast, it has a very deceiving hitbox that is much smaller compared to how the animation looks. Most often reserved as an anti-air, especially against short hops. At close range, it can also link into 5A and s.5A.

j.A
HFTF Chaka jB.png
Don't press the A button in the air as Chaka
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing 5 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Chaka does a jumping kick that is angled at roughly 45°. This version is inferior to j.B. It works decent as a jump-in attack but no reason to use it over j.B.

j.B
HFTF Chaka jB.png
Your most active jump in
HFTF Chaka jB.gif
Startup Active Recovery Damage Guard
4 10 until landing 8 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Same as j.A but does more damage. Use it instead. Works great as a jump-in attack, or against people trying to air-to-air with undisjointed, lower priority moves. Good IOH tool due to it's speed and how deep it hits.

j.C
HFTF Chaka jC.png
Good. Use it.
HFTF Chaka jC.gif
Startup Active Recovery Damage Guard
4 4 until landing 12 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Chaka performs a horizontal quickdraw slash attack with his sword midair. One of the best air-to-air attacks in the game, good for both offense and defense, and it can be still used as a jump-in attack. Does high damage and covers a very long distance in front of Chaka. Be wary of the hurtbox that extends beneath the sword as it can make it very prone to anti-airs, so downteching onto an opponent with this isn't a good idea. Neutral hop with this to keep opponents at bay. Another advanced technique you can do with this move is set up an unblockable s.6a or s.5b if your opponent blocks in the air and you land first. Follow up with s.623x for extra damage.

Dashing Normals

Note that all of Chaka's Stand OFF standing dashing normals can cancel some of the recovery through either a walk or crouch cancel.

d.5A
HFTF Chaka 5b.png
If only this was standing 5a but mobile...
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 11
Walk/Crouch cancel: 16
6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10
Walk/Crouch cancel: -5
-11
Walk/Crouch cancel: -6
-14
Walk/Crouch cancel: -9
Special/Super Air-UB

An inferior version of d.5B. Does less damage and has a worse advantage on block, making it punishable by some characters if it's not canceled into 236+S. You can ignore it completely.

d.5B
HFTF Chaka 5b.png
Best dashing poke for damage
HFTF Chaka 5b.gif
Startup Active Recovery Damage Guard
4 6 16
Walk/Crouch cancel: 11
8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7
Walk/Crouch cancel: -2
-8
Walk/Crouch cancel: -4
-16
Walk/Crouch cancel: -11
Special/Super Air-UB

Same as 5B but with added momentum from the dash. Just as effective, if not even better than the regular version, it can be used as a quick surprise low to start off Custom Combos or during Stand Crash/Unblockable Reset combos. 236S is a good cancel as well if they end up jumping.
Funny gamer tech: if you press this at the very end of your dash, you'll actually get the dash momentum of the move and you get to do the "extendo-dash." You can dash in from about 3/4 of the screen and still tap them with your foot, and I think that's just pretty funny. This also applies to the rest of his moves, but this is the only one that you'd really do this with.

d.5C
HFTF Chaka 5c.png
You can poke with this, but you have better options.
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
6 3 19
Walk/Crouch cancel: 17
12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4
Walk/Crouch cancel: -1
-5
Walk/Crouch cancel: -2
-18
Walk/Crouch cancel: -15
Special/Super Air-UB

Nearly the same as 5C except it covers more distance thanks to the dash. This button doesn't see much use because it's more preferrable to use other moves like 236S for it's similar range but better anti-air potential and disjointed hitbox, d.2C's small hurtbox, or d.5B because it's a low.

d.2A
HFTF Chaka 2b.png
Stick with 2B/d.2B instead, or cancel into 236S
HFTF Chaka 2b.gif
Startup Active Recovery Damage Guard
2 6 11 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -9 Special/Super Air-UB

A dashing version of 2A with a ton of endlag, but how unsafe it is determined on how late you hit. Inconsistent at best and ultimately you'll wanna stick with d.2B. Always cancel this move.

d.2B
HFTF Chaka 2b.png
Kick their toes in while ducking their light jab
Chaka 2b.gif
Startup Active Recovery Damage Guard
6 5 11 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -2 -10 Special/Super Air-UB

A good poke for getting close to your opponents with a dash and then ducking under what they might try to throw at you, notably buttons such as Jotaro's s.5A. Could also mess with someone thinking you're gonna dash deep and then effectively "braking" due to it slowing your movement speed.

d.2C
HFTF Chaka 2c.png
Does wonders in certain matchups
HFTF Chaka 2c.gif
Startup Active Recovery Damage Guard
4 4 24
Walk/Stand cancel: 21
9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0
Walk/Stand cancel: +3
-1
Walk/Stand cancel: +2
-11
Walk/Stand cancel: -9
Special/Super, 5A, 2A Air-UB

Same as 2C but keeps you closer to the opponent. Can cancel and even link into 5A, 2A and s.5A if connected close enough. Works really well for reading a jump if you wanna keep your opponent grounded, especially when cancelled into 236s into s.623x. This move can beat most shorthops on reaction, and almost all on prediction. Powerful tool when combined with the anti-air that is 236S. Can also be walk/standing cancelled.

Command Normals

6C
HFTF Chaka 5c.png
I wish I grabbed you and wasn't getting reversal'd right about now
HFTF Chaka 5c.gif
Startup Active Recovery Damage Guard
11 3 16 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -14 Special/Super Air-UB

A slower version of 5C with bonus forward momentum. Doesn't have much use aside from the additional range it provides. It's probably best to avoid it.

Grab
Startup Active Recovery Damage Guard
0 - 48 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-18 - - - Proximity Grab

Chaka stabs the opponent with the Anubis sword and then sends them flying with a quick slash. Solid grab with the "downside" that it launches the opponent pretty far away so you'll need to chase them afterward, but you can circumvent that by throwing them into the corner instead. It can be punished in S.Off by some characters if done in the corner because Chaka is stuck in his sheathing animation. Prevent that by doing S+4C/S+6C to quickly do the S.On grab instead.

Guard Cancel (Stand Off)
HFTF Chaka GC and 236s.png
623+A/B/C (while blocking)
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
10 2 5 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 -1 - Air-UB

Chaka quickdraws his sword, performing a super quick stab right in front of him. Arguably one of the best Guard Cancels in the game, the reason for that being the ability to perform full combos after it! Chaka's Stand Off Guard Cancel is extremely positive on hit, though it's overall pretty slow. It's a very powerful tool that can lead to high damage combos, at least if you have some Super Meter to spend.

Stand ON

Normals

s.5A
HFTF Chaka s5a.png
*plink*
HFTF Chaka s5a.gif
Startup Active Recovery Damage Guard
3 2 11 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -3 Special/Super

Chain combo starter Follow-ups: s.5A, s.5B, s.5C, s.2B, s.2C, s.6B

Air-UB

Chaka does a quick stab to the opponent's torso. Decent wide hitbox. Solid button, slightly smaller than 5A, but still great for applying pressure, doing chip, and starting combos or blockstrings. Can be chained up to 3 times. Inputting the s.5A for the fourth time results in Chaka performing an uncancellable version of s.5C that's highly punishable. Don't mash it out by accident. Going for all three hits usually causes your opponent to fall out of the combo unless you get a funky sideswitch from a jump in. Learning to plink this button after a custom combo (pressing S+5A) is essential to learning this character, and overall just a pretty good move to throw out in closer quarters. Interestingly, every button in Chaka's magic series after s.5A does not trigger scaling.

s.5B
HFTF Chaka s5b.png
Okay don't tech forward
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
6 2 21 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -7 -15 Special/Super Air UB

Chaka does a high slash. Might miss against some of the shortest characters in the game. One of his best pokes and antiairs, the latter especially when paired up with s.623x. Good for techchase, and good for anyone trying to tech out of the corner.

s.5C
HFTF Chaka s5c - 1.png
Alright don't jump.
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
6 3 / 6 15 4 / 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Unchained: -1 (2 hits) -5 (1 hit)
Chained: -12
Unchained: -6 (2 hits) -11 (1 hit)
Chained: -16 (2 hits) -17 (1 hit)
Unchained: -15 Chained: -27 Unchained: Special/Super
Chained: None
Air-UB

Chaka takes a step forward and performs a strong downwards strike with his sword. Hits twice and comes out rather quick. Solid meaty move to catch opponents trying to jump or mash on wakeup, a decent anti-air (but you got better options), and can prove to be a nice little barrier at a midrange. The second hit can miss depending on the distance to the opponent.

s.2A
HFTF Chaka s2a.png
Were you here? Did you see all the poking he was doing?
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 7 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 +2 Special/Super

Chain combo starter

Air-UB

Far-reaching low poke with the sword. Can be used to start combos, and is your fastest idle meter-building tool. Can be chained up to 2 times. Hitting s.2A for the third time will result in Chaka performing s.2C. This is NOT a true combo and the ender can be blocked or interrupted. Don't mash it out by accident. Good to throw out as a premptive block check up close.

s.2B
HFTF Chaka s2b.png
You are chaining this against Iggy, Alessi, and Devo. No more, no less.
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -8 -16 Special/Super Air-UB

A slash to the opponent's feet. Poor range. Avoid using it outside of Chain Combos, but only when they duck s.5B, such as Iggy, crouching Alessi and crouching Devo.

s.2C
HFTF Chaka s2c.png
Risky to go for raw, but invaluable in chain combos
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -7 -20 Special/Super Air-UB

A far-reaching sweep attack. Comes out fairly slow but covers a long distance. Very useful while chasing down opponents. Can be cancelled. Launches opponents with Stand On, which can still lead to small juggle confirms. Lowers Chaka's hurtbox, allowing him to dash under some attacks. You can cancel into rekkas or counter to catch someone trying to punish this, but at that point you're layering on risk.

s.5A (Chain Ender)
HFTF Chaka s2a.png
Most fun confirm this character has
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 16 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 +0 -3 Super Air-UB

Only performable as an ender to his s.6A>s.5B>s.5C>s.5A. Hits low and most often cancelled into custom combo, but can also combo into s.236AA (and DP too but only swagmasters living in this world of fail can do this!). The window to linking this into custom combo isn't free, so you oughtta practice that. Let me explain since the timing's a bit odd compared to other combos. So you land s.6A (and from here you can actually let go of 6) then go through B and C, now you're gonna wanna let both hits of your C button connect, then when you see that tap the A button then immediately input custom combo or super. If you went for custom combo, if you do not press something as soon as the superflash splash screen ends, the combo will drop (so think C, delay, A immediately into 214s, delay, C ASAP). If you took the time to read this (which no one does let's be honest) hope this helps.

s.5B (Chain Ender)
HFTF Chaka Rekka Ender C.png
Versatility is our speciality
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
13 2 36 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
UNTECHABLE LAUNCH -16 -13 Special/Super Untechable

Air-UB

Ender to his s.5A>s.5B>s.5C>s.5B chain. Untechable launcher. Cornerstone of Chaka's Unblockable Resets. A move so good it can even net a meterless UB reset. End a 5-hit combo with this against a stand on opponent then do d.s.5B at the right time to catch the landing (and no duh you're gonna wanna cancel this into something). Granted this is a 1f window, but the reward HEAVILY outweighs the risk. This is also probably the best knockdown tool in Chaka's kit. While against stand on opponents you're gonna be using this to cause a UB reset, but against stand off opponents is where the fun truly begins. If you do a 5 hit combo or less that ends with this move, you get a 4-way (technically 6-way) okizeme. Immediately turn stand off with 2s and from there you can hyper hop to cross over to catch people blocking the wrong way. If you wanna cross low, you're pressing 2A/5B, and if you're crossing high, you'll wanna shorthop s.j.C. If all else fails or you really wanna mess them up, grab! Note that you aren't always gonna hit meaty with each option, and be forewarned that characters with fast enough wakeup speeds such as Avdol, Vanilla Ice, and Rubber Soul (your worst matchups coincidentally) are immune to this, but if you're unpredictable enough the reward can outweigh the risk if you're looking for that extra damage.

This is the move that defines Chaka and glues his kit together.

s.2B (Chain Ender)
HFTF Chaka s2b.png
It at least has 1 use. At the very least appreciate that.
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
6 2 25 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -3 -11 - Air-UB

Ender to his s.5A>s.5B>s.5C>s.2B chain. No use outside of maybe making the chain combo safer on block (though still punishable). Used primarily in his Custom Combo Standards.

s.j.A
HFTF Chaka sjA.png
I believe I told you to NOT press the A button in the air as Chaka
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
4 2 until landing 4 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +12 +7 - -

Quick jumping slash with one hand. Does poor damage and doesn't cover much range.

s.j.B
HFTF Chaka sjA.png
When you think about it there's not much reason to use this over j.C or s.j.C
HFTF Chaka sjA.gif
Startup Active Recovery Damage Guard
5 4 until landing 10 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 - -

Same as s.j.A. Has one frame of startup more but is twice as active and does more damage. This move looks like it could be used as some kind of air to air / jump in hybrid, but that just makes this move the definition of "I have literally no reason to use this move." Outclassed. j.C has a better hitbox as an air to air, s.j.C has a better hitbox as a jump in and does more damage, and even j.B is better as a jump-in for its active frame.

s.j.C
HFTF Chaka sjC.png
You're gonna be using this one a lot
HFTF Chaka sjC.gif
Startup Active Recovery Damage Guard
6 6 until frames 12 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+17 +12 +7 - -

Quick jumping slash with both hands. Chaka's best jump-in option. It can easily convert into ground combos. It's a frame slower than s.j.B, but nobody cares. I mean, come on, just compare the two hitboxes and hurtboxes. You are using this move. Does more damage and just has a much better hitbox. Always use this move as a s.on jump-in, vastly superior to both s.j.A and s.j.B.

Dashing Normals

d.s.5A
HFTF Chaka s5b.png
Pros: Hitbox of s5B; Cons: You're using it
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 27 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -8 -13 Special/Super Air-UB

Chaka does a dashing slash, similar in appearance to s.5B. It's inferior to d.s.5B and therefore should not be used. Unsafe on block and on hit unless cancelled into a special.

d.s.5B
HFTF Chaka s5b.png
Chaka is the definition of pretty solid. Most of his moves are pretty solid. d.s.5B is pretty solid.
HFTF Chaka s5b.gif
Startup Active Recovery Damage Guard
5 2 29 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -5 -15 Special/Super Air-UB

Same as d.s.5A but does more damage and causes more hitstun. Useful as a situational anti-air and can be used as a quick whiff punish option. Unsafe on block and on hit unless cancelled into a special. The most practical application of this move is it's juggle potential. With this move, you can rush an opponent going for a jump in and sniping them out of the air and then quickly cancelling into s.623x for an aerial juggle into techchase.

d.s.5C
HFTF Chaka s5c - 1.png
Your highest damaging normal, but inconsistent as hell when used as a confirm. Not too bad as an anti-air either.
HFTF Chaka s5c - 2.png
HFTF Chaka s5c.gif
Startup Active Recovery Damage Guard
5 3 / 5 15 10 / 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 / +1 -18/-2 -25/-10 Special/Super Air-UB

Faster version of s.5C that also covers more range. Useful as a quick whiff punish option. Extremely punishable on block as well as being really easy to gc. Your best* (we'll get there.) option after a standcrash combo that you'll cancel into Custom Combo, but this button just loves to royally screw you over when you go for that confirm. This move will drop the second hit due simply to knockback if you aren't fast enough after standcrash to throw it out. Practice this confirm so you don't waste meter, or just play it safe and just use standing s.5C or d.s.5B.

d.s.2A
HFTF Chaka s2a.png
Okay (okay, okay, okay), Just a little pinprick
HFTF Chaka s2a.gif
Startup Active Recovery Damage Guard
4 3 14 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 -1 - Air-UB

Dashing low poke with the sword, similar in appearance to s.2A. Covers a very good range and is safe on block. One of Chaka's best Stand On pokes. If it hits late, you can sometimes link after it with s.5A, although it's extremely situational so often you'll just use it as a poke. Situational tick grab setup. Can link into his custom combo or DP, but it's very tight.

d.s.2B
HFTF Chaka s2b.png
Horrible. BUT if you know how to use it, niche (but still horrible).
HFTF Chaka s2b.gif
Startup Active Recovery Damage Guard
7 4 28 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -8 -16 Special/Super Air-UB

Dashing version of s.2B. Avoid using it UNLESS you're really good at counting your numbers for your meterless UB stand crash resets. It's still active for 4 frames (and that's high for Chaka) so at least it can work if you practice hard enough I guess. But really just pick better moves to be using.

d.s.2C
HFTF Chaka s2c.png
Downback check!
HFTF Chaka s2c.gif
Startup Active Recovery Damage Guard
15 2 34 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -7 -20 Special/Super Air-UB

Same as s.2C but covers twice as much distance. If your opponent tries to punish this with literally anything that isn't right up in your face, such throwing projectile, you can cancel into s.236AA for a neat fullscreen assault. This move also works as a confirm into s.236AA against stand on characters, except sometimes Polnareff who likes to fall out of this if not cancelled super early after the hit. In that situation, as well as other meter conservative situations you can combo into s.623x instead. This button is a really good poke that you can just throw out to score a surprise knockdown.

Command Normals

s.6A
HFTF Chaka s6a.png
The lawnmower combo starter
HFTF Chaka s6a.gif
Startup Active Recovery Damage Guard
7 2 17 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +2 -3 Special/Super

Chain Combo Starter

Air-UB

Chaka performs a strong slash aiming at (most) opponent's head. Whiffs against shorter or crouching characters. Does high damage and can be used as a late anti-air. If it connects with the opponent (whether they blocked or not), it can be converted into a full Chain Combo string. Consitutes the starter for his most damaging chain combo, provided it connects of course. Most effective when performed during standcrash combos for fewer hits, especially since the IPS value can sometimes royally screw you over.

s.6B
HFTF Chaka s6b.png
No one inputs this on purpose.
HFTF Chaka s6b.gif
Startup Active Recovery Damage Guard
27 1 19 7 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +4 -4 Eating shit Who cares?

Chaka does a very slow jumping overhead attack. While it's safe on block, the startup is insanely slow. Able to avoid some low attacks. Risky to use, but not as useless as it may appear: should s.6b hit, you can confirm into a custom combo. However, that's not going to happen because this unemployed bum of a move is so doggy doodoo bad. Besides, you actually think that after you hit this you're going to go "Alright, custom combo confirm time!"? No you stupid dork, you're going to be thinking "FUCK MISINPUT!!!!!" into "Holy CRAP my opponent sucks so much ASS they got hit by the half second overhead I can stop trying to win now." The ONE saving grace this little worm has is that it makes you airborne, meaning that when you get punished for misinputting it, it's not as bad. You won't even remember this thing is plus on block because that's never going to happen.

In all seriousness, you will get this move if you mess up your tech chase dash.

Fun fact! You are -10 ON HIT if you connect this in a custom combo!

6C/4C (Close)
Startup Active Recovery Damage Guard
0 - 30 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 - - - Grab

Same as his s.off grab except always safe due to the abscence of the sheathing animation. Has some pretty solid corner chase options, the most notable being teching out of the corner, where you back up and release direction then press s.5B when you turn around. s.5B in general is a good headspace to follow this up in general, that and 2C.

Guard Cancel (Stand ON)
HFTF Chaka Rekka3 and sGC.png
s.623+A/B/C (while blocking)
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
11 4 27 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -20 -15 - Air-UB

Chaka quickly performs a slash in front of him, similar in appearance to the first hit of his rekka special. Unlike the S.off counterpart, this one can't be comboed from. Nevertheless, it's still a solid Guard Cancel with enough speed and i-frames to be a safe option to contest the opponent's pressure on block. Fun Fact: if you trade using this move, you can sometimes combo into s.236AA

Special Moves

236+S
HFTF Chaka GC and 236s.png
Stand Activation Attack
AKA The insurance button
HFTF Chaka GC and 236s.gif
Startup Active Recovery Damage Guard
5 4 21 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +4 -9 s.623+A/B/C after frame 16 Air-UB

Chaka quickdraws his sword and performs a quick stab at the opponent's head.

PHENOMENAL button, never leave the house without it. It's like when you buy a car, you're gonna need insurance for that car. This button is that insurance. Let's say you're out and about, safely poking your opponent with your nice set of stand off normals, and suddenly BAM your opponent comes at you with a surprist counteroffensive. This is the insurance you always wanna keep in the glove compartment to mitigate the damages from these sorts of scenarios. It's like you press 5B but they jump, so you just let insurance take care of it. It won't fix everything, and you 100% will lose to every super in the game, but it'll definitely help you out a ton if you're playing smart enough.

-Can be cancelled out of tech roll (remember with all of Chaka's groundtech options it needs to be right when he bounces off the ground, otherwise you'll just get groundbounce), can substitute as a meterless punish for DIO's grab (16 for 7). Useful due to it's absurd range which can stuff out anyone trying to get back in.

This move is pretty much the extent of Chaka's preferred range. You're always gonna wanna be able to poke with this unless you're trying to lame, but the extent of this move's hitbox is the perfect range for where you can poke at your opponent, as well as go on the offensive at a moment's notice. Be careful as it will also whiff against some shorter or crouching characters.

This move can also be canceled into s.623+A/B/C Tsubame Gaeshi, but only do this as a close anti-air otherwise it'll just whiff and you're now open for the entire annual upper Midwest crop harvest season.

s.623+A/B/C
HFTF Chaka s623a.png
Swallow Counter "Tsubame Gaeshi"
HFTF Chaka 214x.gif
Startup Active Recovery Damage Guard
6 2 45 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -19 -31 - Launcher

Air-UB

A diagonal slash with the sword that launches the opponent upon hit. While the hitbox would led you to believe it's a great anti-air, it's only active for 2 frames, which means you'd need to time it almost frame perfectly, and it's extremely unsafe on block/whiff, even on hit sometimes! Its most common uses are as a 236+S followup for a mini anti-air combo or as a followup to s.2C against s.on opponents, since they won't get knocked down, allowing for a small confirm. Important to Chaka's techchase game.

s.236+A/B/C > follow-ups
HFTF Chaka Rekka3 and sGC.png
Ogre Slash "Kiren Zan"
HFTF Chaka Rekka3 and sGC.gif
Startup Active Recovery Damage Guard
12/12/12 A/B/C 4/4/4 A/B/C 32/36/35 A/B/C 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5/-9/-8 A/B/C -23/-27/-28 -20/-23/-23 s.236+A/B/C Air-UB

Chaka's 3-hit rekka special that is also the most important part of his combos. In order to perform it, you need to press 236+A/B/C for each hit. Cancelling your normals into this special will be a fundamental part of your s.on combo game, but do keep in mind every single hit is extremely punishable on block (on hit too if certain requirements are met), so you need to be careful.

Chaka launches forward and performs a high reaching slash, the button pressed determines the distance traveled. A travels the shortest and C the farthest. B is the one that combos out of your C button. Extremely unsafe on block.

s.236+A/B/C > s.236+A/B/C > follow-ups
HFTF Chaka s5b.png
Second Hit
HFTF Chaka s236x secondPart.gif
Startup Active Recovery Damage Guard
11 2 22 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -9 -9 s.236+A/B/C or s.214+A/B/C Air UB

Chaka follows up with a slash that looks like like s.5b animation wise. The button pressed makes no difference. It is at this point that Chaka can choose to end the rekka, cancel into counter or jump cancel. This move is really good to stand crash with, because on crash it can be combo'd out of unlike the first hit.

s.236+A/B/C > s.236+A/B/C > s.236+A
HFTF Chaka Rekka Ender A.png
Third Hit (A Version)
HFTF Chaka Rekka Ender A.gif
Startup Active Recovery Damage Guard
18 3 27 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 -5 -14 - Air-UB

The rekka ender you get by pressing 236+A. Chaka performs a low sweep similar to s.2c, except this one doesn't knock the opponent down. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap, as well as being extremely punishable on block. As such, it is only used against opponents who have been conditioned to block high to reset the scaling. Can be followed up by s.5A into a full combo.

s.236+A/B/C > s.236+A/B/C > s.236+B
HFTF Chaka Rekka Ender B.png
Third Hit (B Version)
HFTF Chaka Rekka Ender B.gif
Startup Active Recovery Damage Guard
31 2 14 6 Overhead
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+15 +1 +0 - -

The rekka ender you get by pressing 236+B. Chaka performs an overhead slash similar to s.6B. This move DOES NOT COMBO from the previous hit, and is too slow to function as a proper frametrap. Its telegraphed activation makes it easy to punish on reaction. As such, it is only used against opponents who have been conditioned to block low to reset the scaling. Can be followed up by almost every s.on normal into a full combo, but d.s.5C tend to be the most consistent followup.

s.236+A/B/C > s.236+A/B/C > s.236+C
HFTF Chaka Rekka Ender C.png
Third Hit (C Version)
HFTF Chaka Rekka Ender C.gif
Startup Active Recovery Damage Guard
10 2 38 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCHED/KND -23 -25 - Launcher

The rekka ender you get by pressing 236+C. Chaka performs an upward slash that launches the opponent. This is the only finisher that combos from the previous hit, which means it will be the one you should almost always use. While it's generally safe on hit, there are instances where you may get punished. If this move is the 6th hit and upwards of a combo, the opponent may get launched just low enough for them to tech down and punish, although the timing is kind of strict and character dependant. However, if this move is the 8th hit of a combo, the opponent gets launched so close to the ground that they can tech and cancel their tech into a special/super, allowing for extremely easy punishes. You should always aim for this move to be, at least, the 9th hit of a combo, as that makes it cause an unpunishable hard knockdown that sets up oki. A common way to do it would be with s.j.C, 5A>5A>5B>5C(2) xx 236+B>236+A/B/C>236+C.

s.214+A/B/C
HFTF Chaka Counter.png
I've learned it! "Oboetazo!"
HFTF Chaka Counter.gif
Startup Active Recovery Damage Guard
3 7 37 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH - - - Counter

Chaka moves his sword right in front of him, preparing to deflect any physical hit. Once countered, should the same attack be blocked from now on, any attack button can be pressed during the blocking animation to easily counter the opponent with a normal attack. This special is shared by all Anubis Stand users.

Chaka's counter move is slightly different when compared to the other Anubis characters. Once it connects, it won't cause Stand Crash against opponents that are in Stand On, instead, dealing only a small amount of Stand Gauge damage. The end lag of the move is also shorter. Also, once performing the counterattack from a blocked move, Chaka gains a small number of invincibility frames, meaning he cannot be hurt for a very short while in case the counter has somehow whiffed.

Can be cancelled from his second rekka hit to try and catch opponents mashing.

Also the AGC has a glitch that stores every stand on chain combo. More on that in the Miscellaneous tab.

Super Moves

214+S / s.214+S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Chaka unseathes his sword and performs a super-fast dash towards the opponent. As all Custom Combo supers in this game, the startup and recovery of your normals while performing this attack is much better, meaning you can chain up some delicious combos from it, although, the damage scaling makes it harder to score any real damage. You can now also cancel any Stand On Chain Combo into specials. Chaka's custom combo is the best way to score more damage with his combos, plus he can easily hitconfirm into it out of almost every move in his arsenal. Sadly, his custom combo is very limited in terms of what you can do with it, so you'll be mostly repeating the same string of moves every time you go for it inside of the combo. The startup of this move provides some invincibility frames, allowing you to use Chaka's custom combo as a quick punish option.

236AA
HFTF Chaka 236aa.png
Dimensional Slash "Jigen Zan"
Startup Active Recovery Damage Guard
21 18 38 42 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -27 -48 - Air-UB

Stand Crash, Hard KND

Chaka crouches, grabbing his sword, and then performs a fast dash across the screen. If he connects with the opponent, he'll perform an instant slash that does solid damage. Very flashy super that works well as a reversal tool in cases where opponents press too many buttons while you perform a ground tech. The startup and few frames after the super flash are fully invincible, but if this super is blocked, it's very easy to punish, so don't abuse it just because it looks cool. You can also try to use it to catch an airborne opponent since the move is air unblockable, though that might be hard to time properly as the hitbox of the move isn't too high, it might still hit a landing opponent.

s.236AA
HFTF Chaka s236aa starter.png
Bloody Flower Slash "Ketsuke Zan"
Startup Active Recovery Damage Guard
7 14 28 46 All
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -25/-25 -34/-35 - Untechable Launcher

Stand Crash

Chaka lunges forward and slashes your opponent 9 times. This super comes out extremely fast and covers a good distance. It's an amazing punisher and the optimal way to end Chaka's combos (also, an alright substitute for his Custom Combo if you have trouble landing it consistently). It can be used to hard read your opponents' moves and punish them quickly, or as a whiff punish.

One of the best whiff punishes in the entire game, easy top 5 super.

s.214AA
HFTF Chaka Zenbu Oboe Tazo.png
I've Learned All Of Them! "Zenbu Oboeta!"
Startup Active Recovery Damage Guard
25 4 20 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
LAUNCH -7 -24 - Air-UB, Untechable Launch

Super Flash is 30 frames

Chaka sheathes his sword, just to pull it out quickly to pierce and slash the opponent. Requires two levels of super meter. If this move connects, you temporarily learn ALL of the opponent's moves (including projectile attacks), until they manage to land an attack on you. For the most part, this move is useless and you'll want to avoid it at all costs. Chaka needs his meter for punishes or his custom combo, and this super requires 2 bars. The most obvious way to combo into this move is off of a stand crash, but there is another, much more common way as well; in a custom combo, cancelling into 214aa off of the first hit of a 5c will cause the move to combo. It is also punishable on block. In addition, more often than not you won't be able to put it to good use since getting hit even once will nullify the effect completely, also removing all the moves you could've learned beforehand.

Move Tierlist

Note that these people accidentally gave s.6b too much credit by not placing it into it's own separate tier below 2b tier. Also if you really care, UT would go in S, C ender in A, B ender in high C, and A ender in low C. Rekka hit 2 is unrankable due to the fact that like death and taxes, using it in between hits 1 and 3 is inevitable, and serves as a vessel for the two steps more than anything. Rekka hit 1 can go in D tier, though, as it's a vessel for hit #3, but also can be done by itself, in which it's kinda bad.

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