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JoJo's Bizarre Adventure: Heritage for the Future/Chaka/Movelist
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Actions
Namespaces
Variants
Tools
Stand Off
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 2 | 8 | 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 poke with the hilt of the Anubis sword. Decent range and comes out rather quickly. Can link into itself or 2A. Can be used to poke the opponent or as an alright anti-air, specifically during tech chasing. Crouch canceling allows you to link into s.5A and s.2A. |
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. |
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 has it's flaws. Nothing too special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 6 | 1 | 3 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | 2A (frame 17)
Special/Super |
Air-UB | ||||
Short-range crouching low kick. An incredibly fast meaty move that can grant a huge advantage on block. It also works as a combo starter. Can link into itself, 5A and 5B, the last option being a 1f link unless 2A hit late. Additionally, it can also combo into s.5A, which is also a 1f link. |
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. |
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. |
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. |
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. Modest Latios' favorite IOH round ender |
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. If you're swag and hit a grounded opponent low enough, you can plink into stand on normals to finish into a sweep or a rekka chain, which in some cases can reward you with a full bnb. Another advanced technique you can do with this move is set up an unblockable s.5a, s.6a or s.5b if your opponent blocks in the air and you land first. s.5a can lead to better tech chasing and with s6.a and s.5b you can follow up with s.623x for extra damage. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 6 | 11 | 6 | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -5 | -8 | 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. |
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 | ||||
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. |
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 | ||||
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. |
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, not particularly useful even if it's fast and meaty. Unsafe unless canceled. |
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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 20 | 9 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+5 | +3 | -7 | Special/Super | Air-UB | ||||
Same as 2C but keeps you closer to the opponent. Can link into 5A, 2A and s.5A if it 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 (and the nondashing variant) can actually beat some active jump-ins (Notably all of Avdol's aerials, minus j.A and j.B) if spaced properly due to it being active for 4 frames, the amount of distance that gets closed on use, and the fact that it's disjointed around the hitbox. But against anything disjointed low enough, such as polnareff s.j.A or Alessi j.A, you'll wanna try something else. |
Command Normals
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. |
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. |
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
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. When using it in combos note that your opponent will most likely fall out of the combo eventually if you do the 3rd s.5A, whether it be immediately or shortly after, unless you're at point blank range or moving forward in custom combo. Learning to plink this button after a custom combo (pressing S+5A) is essential to learning this character. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 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 as well as a relatively good anti air, especially when paired up with s.623x. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 / 6 | 15 | 4 / 7 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 (2 hits) -5(1 hit) | -6(2 hits) -11 (1hit) | -15 | Special/Super | 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 a reversal 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. |
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. This move does more damage than s.5A and is generally preferred in certain combos when you're ready to start sifting this character for extra damage and when s.5A can be substituted out, with a good example being his stand on overhead CC confirm, in which replacing s.j.C, 5A>5A>5B with s.j.C, 2A>2A>5B nets you one extra point of damage (monolithic, right?). |
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 |
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. Causes hard knockdown against opponents with their Stands Off. Launches opponents with Stand On, which can still lead to small juggle confirms. It also lowers Chaka's hurtbox, allowing him to dash under some attacks. Watch out as it's punishable on block. A risky but sometimes rewarding strategy you can pull off with this is that after your opponent blocks this move, delay slightly and cancel into 236A (Light rekka). You can net a punish on someone trying to jump the gun to get a punish on you, and the same can be said about s.214x, s.236AA and s.623x (If they jump). Note that they are still risky, and should be used sparingly, but there is a hefty reward for you if you get it, not to mention the threat of such options that might make your opponent think twice before rushing at you. |
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. The window to linking this into custom combo is pretty tight, so you oughtta practice that. A good thing to mention you're neutral on block so that's pretty nifty. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 2 | 36 | 6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
LAUNCH | -16 | -13 | - | Untechable
Air-UB | ||||
Oh boy, get ready for a paragraph. 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 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 'em! 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 and Vanilla Ice are immune to this (the former will most likely wakeup super you for attempting 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. |
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. |
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. |
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 way more damage. You're really just gonna be using j.C for it's range and s.j.C for it's damage and hitbox instead. Not a bad move, just outclassed like 5C. |
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. One of Chaka's best jump-in options. It can easily convert into ground combos. It's a frame slower than j.s.B, but still comes out rather quickly. Does high damage and has 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
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. |
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. |
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 option after a standcrash combo that you'll cancel into Custom Combo, but be wary that if you try for two hits your opponent might just fall out of the 2nd hit. |
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, but it's very tight. |
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. It's just bad. |
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. |
Command Normals
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. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
27 | 1 | 19 | 7 | Overhead | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | +4 | -4 | - | - | ||||
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. Fun fact! You are -10 ON HIT if you connect this in a custom combo! |
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 |
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 combo into s.236AA |
Special Moves
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. You can combo with this move after all of Chaka's Stand Off normals, making them much more safe in most situations. 236+S is one of Chaka's most far-reaching pokes, and it can also be used as a late anti-air. The move comes out rather fast but does not work as a good reversal. It will also whiff against some shorter or crouching characters. It's a good tool to catch an opponent off-guard while applying pressure in Stand Off. This move can also be canceled into s.623+A/B/C Tsubame Gaeshi, though the move will most likely whiff in most situations, leaving you wide open for a counterattack. It's best used as a follow-up where 236+S connected with an airborne opponent. |
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. |
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. Extremely unsafe on block. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |