JoJo's Bizarre Adventure: Heritage for the Future/Death13/Movelist

From SuperCombo Wiki

Normals

5a
Startup Active Recovery Damage Guard
10 29 26 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-27 {{{block}}} - cancelable into 214s Low Air-blockable

A great move if used correctly.Due to being one of Death13's only lows and also because of its speed and low profile you will end up using this move a lot.It's one of your main tools to stop zoning attempts and to beat out projectiles.Its low profile makes it able to not have to compete with most projectiles and will out speed a lot of zoning tools.You can also use this move to surprise your opponent since most aren't expecting a long range low move coming from Death13.Using it against opponents who are conditioned to block your projectiles standing is also recommended.The main factor with 5x is that at certain ranges it is punishable on hit as is the case with some of Death13's moves.Some characters can punish it at any range.Knowing when to use this move safely is a skill definitely worth learning

5b
Startup Active Recovery Damage Guard
10 29 26 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-27 {{{block}}} - cancelable into 214s mid Air-blockable

The most outclassed move in the game,completely overshadowed by 6x because it doesnt hit twice and covers specific heights with 5c and 5a unlike 6x which covers all of them.Never use it.

5c
Startup Active Recovery Damage Guard
10 29 26 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-27 {{{block}}} - cancelable into 214s mid Air-blockable

Read what was said in 5c section.Dont use.

Command Normals

6a
Startup Active Recovery Damage Guard
10 29 0 6*2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Character and distance dependent {{{block}}} - cancelable into 214s mid Air-blockable

Really important move to your gameplan, pretty much your only close range option due to the fact that its safe on block and pushblock. The move is used a lot to meaty rolls since its very active.Really important as an anti air.Whatch out when using it, even though its your best close range option, it still has 10 frames of startup and can be easily guard canceled.It is also paired with 6b and 41236x for your go to anti air since,even though it is air blockable,it is really safe on block and has a massive hit box.This move is crucial in your corner combos,allowing for a couple amount of loops, some of them dealling crazy damage.This move has some wonky frame data which will later be explained in the combo section. A move you should definitly learn to use.

6b
Startup Active Recovery Damage Guard
10 45 0 6*2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Character and distance dependente {{{block}}} - cancelable into 214s mid Air-blockable

Great keep away tool.Phenomenal range makes it great when trying to space out oponents or when following and 6a to keep the opponent away from you.It is also used in combos for the advanced 6b loops which deal really good damage.Be careful when using this move however,it can be punished on hit if used to close to the oponent.Be mindful of the range between you and the opponent and you should be fine.

6c
Startup Active Recovery Damage Guard
10 62 0 6*2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Character and distance dependente {{{block}}} - cancelable into 214s mid Air-blockable

Main tool for chipping away health and dealing with zoners.Covers the entire stage so you can hit people trying to set up projectiles pretty easily which really helps in some matchups.The move also works great as a keepaway tool but its highly punishable on hit if used close or semi close to the oponnent.It won't deal that good of chip damage compared to other zoning tools but it could be worse.It can be punished by characters like dio iggy vanilla ice and khan with teleports and 236aa so watch out.

4a
Startup Active Recovery Damage Guard
10 23 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - cancelable into 214s low Air-blockable

Imagine 5a but only in the range where its point blank.Thank you capcom!This move is generaly useless since it will always be very punishable.On the upside, it has better recovery which allows you to combo after it if you stand crash with it unlike with 5x so if you get close to an opponent with really low stand gauge you can suprise them with a 4a low and stand crash them,allowing you to combo after it.This is the only way this move can be used since it's so bad.

4b
Startup Active Recovery Damage Guard
10 23 18 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - cancelable into 214s Mid Air-blockable

This move is just a lost cause.At least 4a was a low so it had some uses but 4b is a lost cause.

4c
Startup Active Recovery Damage Guard
10 23 18 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - cancelable into 214s Mid Air-blockable

This move is just a lost cause.At least 4a was a low so it had some uses but 4c is a lost cause.Even 4b at least hit people but just like with 5c,4c has a very tall hitbox making it unable to hit any grounded target except stand on bice.Never use it.

Dashing Normals

66a
Startup Active Recovery Damage Guard
15 7 6 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - cancelable into 214s Low Air-blockable

Extremely important move.It is one of your main mix up tools making a crucial move.Even though it doesn't have any combo potential,it provides tech chasing which is really important.Even though it is quite punishable on pushblock, it is really safe on block so if your opponent isnt pushblocking definitly use it in mix ups a lot.If you land a 6a mid screen you can do a 66a or 66c for a mix up opportunity.Be whary of using this move against airborn opponents since they can zero frame tech it and punish you.This move is also a great combo ender, since it has less recovery than 66c it gives more okizeme time than it.All around excelent move.

66b
Startup Active Recovery Damage Guard
15 7 6 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - cancelable into 214s Low Air-blockable

Amazing dashing move with marvelous horizontal range that brings great techchasing and gives damage.66b is one of your main combo starters when in non crusader mode since you wont be near the corner all the time.Be aware of using this move when approaching because a lot of characters can duck it and maybe punish you in return(list of characters that can do such thing will be down bellow).Like 66a, 66b is punishable on pushblock so be careful when using it.However,unlike 66a and 66c, 66b will not be punished when done in the air and can even be followed after. The main factor regarding 66b is that it works quite well in tech chasing, if you can catch your opponent not blocking in the air 66b can essentially put them back in the air making it so you reset your tech chasing. It can make the opponent respect your options a little bit more. Since the move has more range than the other dashing moves,you can use it at a higher distance to make it safer

66c
Startup Active Recovery Damage Guard
17 5 9 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
knockdown {{{block}}} - cancelable into 214s Overhead Air-blockable

Being your only overhead makes this move crucial for mixups and death13 would be drastically worse without it.It is not only your main okizeme starter,but also an okizeme tool that allows you to do a semi-vortex oki.Altough the hitbox would incite you to do so,never use this move as an anti air since it can be instantly techable and sometimes punished,this move is also punishable on pushblock so be careful when using it.66c has even worse frame data than 66a or 66b,worse recovery,startup and less active frames make it even riskier than the other dashing moves

Jumping normals

ja
Startup Active Recovery Damage Guard
15 62 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
knockdown {{{block}}} - - Mid Air-blockable

Really bad move,not many uses since its very punishable if the opponent blocks it or you whiff it entirely.At the very least you can do specials in the air after it so you can teleport after to not have to wait to touch the ground.The move does knockdown but it barely gives any oki so it doesn't really matter.The only use this move has is in case a hol horse or a hoingo do 236aa in the corner.If you can see it coming,you can jump and use ja and hit the hol horse before you go down and get hit by the bullets.In case he isnt in the corner you can just teleport behind him and punish it.

jb
Startup Active Recovery Damage Guard
15 62 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
knockdown {{{block}}} - - Mid Air-blockable

Same thing as ja but in case you are more distant to hol or hoingo

jc
Startup Active Recovery Damage Guard
15 62 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
knockdown {{{block}}} - - Mid Air-blockable

Same thing as jb but in case you are more distant to hol or hoingo

j4a
Startup Active Recovery Damage Guard
15 82 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - - Mid Air-blockable

SUCKS!FUCKING THING SUCKS ASS!!!NEVER USE THIS PIECE OF SHIT EVER!!!!!!!!!!ITS MINUS A BILLION ON BLOCK AND ON HIT!!!!!!!!

j4b
Startup Active Recovery Damage Guard
15 82 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - - Mid Air-blockable

STILL FUCKING SUCKS

j4c
Startup Active Recovery Damage Guard
15 82 23 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - - Mid Air-blockable

STILL FUCKING SUCKS

Specials

236a
Startup Active Recovery Damage Guard
40 14 26 6*3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - - Mid Air-blockable

https://youtu.be/EKI9AvvswZ4 Death13 throws 3 tiny scythes one after the other from his middle body part.After they reach their maximum range they will stop and all 3 scythes will switch they're direction andreturn,again,one at a time.Once they return,all scythes will lower their position and once again switch they're direction and will move forward without stopping.

The startup and recovery on this projectile make it risky to use and punishable by almost any projectile.Although it is risky up close,since 236a comes out from your middle part and has a decently good hitbox,you will be able to use it against jump-ins and dashing attempts without much trouble.You,however,really have to be careful with rolls since it makes it very likely to be punished by the opponent.The map pressure it provides is quite helpful and even making you able to do some setup combos without having to take more risks like with 236b and 214c.

After the first return the scythes will be lowered so much that it won't hit anything,unless you do 236a in the air(j.236a).This will leave you very opened since there isn't anything you can do until you land.It is your only other full screen projectile besides 6c so you can also use it to punish some moves if you have a good read since it deals more damage than 6c.236a is,if used ahead,an amazing anti air.Sadly,the startup makes it almost impossible to work if done on reaction.236a is a key component in death 13's techchasing.If you know when to use it,this move can be quite useful in your game plan.His 236a surprisingly enough doesn't get affected by cross up protection.When the scythes are returning,the opponent has to block to the direction Death13 is.This makes it an amazing tool to confuse the opponent.

236b
Startup Active Recovery Damage Guard
24 488 26 6*3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - - Mid Air-blockable

https://youtu.be/fobjl11-8JI Death13 throws 3 scythes from his middle body part.The scythes will switch directions and do a half circle bellow death 13 then coming from his behind to his upper body part.They will elevate themselves quite high and after will lower themselves to around slightly above or at the opponent's head(Characters that duck this low point standing will be listed in the table) and elevating once again until they fly away from the screen.All projectiles travel at the same time.

This projectile can be deadly in the right hands.Knowing when it's low point is going to happen no matter where you use it is one of the main factors in learning Death13.Like 236a,236b comes out from his middle body and has a good hitbox making it safe to use even against jump-ins and dash-ins.236b has a really weird trajectory so it takes really a long while for the opponent to understand how it works.You'll want to use 236b when you are really sure the opponent can't stop you from setting it up.Preferably against jump-ins and dashing attempts because as i said it becomes quite safe in those situations.If you use it right you will create a situation where the opponent either gets stopped by the projectile coming out or has to let you set up 236b.This especial can also create some projectile combos and can even be combo'd with 66a, which is rare to see in combos since it usually is just a combo ender.Figure out how 236b works,and you will become a great Death13.

623a
Startup Active Recovery Damage Guard
40 14 26 6*3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - - Mid Air-blockable

https://youtu.be/A_NW4UH3EWk Like 623b but with a worse vertical hitbox.It does have a better horizontal hitbox making it hit the opponent as it comes out,making it safer.Never use it for tech chasing since 623b is better

214c
Startup Active Recovery Damage Guard
40 14 26 6*3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - - Mid Air-blockable

https://youtu.be/_gE4gtptTUo Like 623b but has a lower hitbox,being able to hit more characters like stand on iggy.Only use it in the ground since for air opponents 623b is better

623b
Startup Active Recovery Damage Guard
40 14 26 6*3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 {{{block}}} - - Mid Air-blockable

This is generally your least used projectile(But your most used version out of 214c and 623a).Unlike the previous projectiles,623b leaves you really unprotected because,since it comes out from above Death13's head,you won't have the starting hitbox to protect you against jump-ins and dashing attempts.You'll want to use 623b when you have life lead because the projectile stays quite close to you in his trajectory meaning you will have more protection and the opponent will have a harder time approaching.That is,if you can set it up.You can also use the fact that 623b comes out from Death13's head to your advantage.You can use it after the 66b 6a combo to prevent some tech options the opponent might try to do.You can even use it after a 66a as long as you predict the opponent will tech down

421a
Startup Active Recovery Damage Guard
0 0 0 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - none -

421a is used especially in tech chasing after hitting a 66a to be in an optimal position for better tech chasing.421c does a better job at escaping the opponent so it doesn't have a lot of use.You can sometimes suprise the opponent with it tho

421b
Startup Active Recovery Damage Guard
0 0 0 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

You can use this move in some advanced combos but not much else.The positions for the teleport are pretty weird and not used much.

421c
Startup Active Recovery Damage Guard
0 0 0 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - none -

Arguably the best move in the game.This move is disgustingly broken.Basically no startup, almost no recovery and completely covered in iframes in both.Neutral,techchasing,combos,zoning, approaching,okizeme, this does it all extremely well!!If it wasn't for this move Death13 wouldn't even be playable because of how bad he would be.This move does not make Death13 broken though.It instead balances the fact that he can't block at all.As i previously said this move is useful in basically every aspect of Death13.It is the best version for approaching since it teleports you right next to the opponent and is the best version for zoning,because if done close to the opponent it will make Death13 switch sides and be far away from him.421c is also crucial in Death13's oki which i will talk about in more detail in a section bellow.421c is used as well in techchasing when your opponent tries to tech away from you.Death13's teleport can be used in the air and it is one of your main tools to get out of pressure.Teching up and teleporting away from your opponent works wonders when trying to avoid pressure and techchasing.Overall,if you don't use this movie you might as well quit playing him.

41236x
41236 info death13.PNG
Startup Active Recovery Damage Guard
41236x dependant 41236x dependant 0 6(5 on Old Joseph) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
28(more or less) {{{block}}} - none -

Death13 sends out a copy of the opponents stand to do an attack.Depending on the character and button pressed,each 41236x will be different.Here are the buttons you should always use for each character(they're damage is the same the only thing that changes is the hitbox):

Avdol-41236 c Iggy-41236 b Jotaro-41236 c Polnareff-41236 c Kakyoin-41236 a Old Joseph-41236c This move turns Death13 into a combo machine.It has an incredibly fast startup and can make a lot of links possible because of it.Due to requiring a 41236x input and stopping your dash completely,this move can feel quite clunky to use in neutral.Besides combos,this move can be used to apply some block pressure to keep your opponent on his toes(like Mariah's 214x kind of).41236x is also one of the best round starters in the game so take any opportunity to use it there.This move doesn't only work on the ground.If done in the air it will travel the exact same way but will do it while Death13 is in the air..Because of this,using 41236x in the air is a great way to utilize this move as a combo starter since it combos out of a 6a.Being in the air is not something the opponent is expecting from Death13 so this tactic will definitely surprise them.This move is also an excellent anti air because it is air unblockable.In case the opponent does a short jump definitly use it without hesitation.

214s
Startup Active Recovery Damage Guard
0 30 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - Can be canceled into. 30 frames of invulnerability

Unusual move, probably some leftover from the tandem he used to have in Jojo's Venture. This move can go from really helpful to pretty useless. Since it's recovery is infinite, can't do anything after doing the move until you are attacked which limits it's use by a lot. Even though it doesn't see much use in most matchups it definitely has it's shining moments. It's mainly used against multi hit supers since you can use the iframes that 214s provides to evade most of the damage while still getting hit by the super, canceling the recovery. Usually you can just get away from them but you can cancel normals into 214s it makes situations where you are punished from using a normal by those supers you can avoid most of the damage.


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Avdol
Devo
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New Kakyoin
Polnareff
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Alessi
Chaka
Old Joseph
Passive
Black Polnareff
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