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JoJo's Bizarre Adventure: Heritage for the Future/Devo/Combos

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Stand ON Chain Combos

s.5A>5A>5A>5A - Devo's auto-combo. Three cleaver jabs into a shampoo squirt. 4 hit combo. s.6A>6A>6A>6A - Devo's other auto-combo. Three knife jabs into a hair dryer blow. 4 hit combo.

Basic Combos

Many of the following Stand OFF combos can be started from Devo's j.C. Many of the following Stand ON combos can be started from Ebony Devil's j.s.6B (air dash) or his j.C.

Stand OFF

For Stand OFF combos, you'll want Ebony Devil behind the opponent.

5A, 5A - 5A can link into itself once.

2A, 2A, 2A - Devo can link his ankle swipe up to three times. 2A can also link into 5C if needed. This is a good setup into 5S+A or 6S+A.

5C xx 236+C, 2A, 2C - When you input 236+C, immediately do 2A after so that 236+C will link. You will be doing this method of linking in many combos. Let 236+C finish and then do 2C. Good setup for okizeme.

5C xx 236+C, 2A, j.C, 2C - Same as the combo above, just an extra jumping attack.

5C xx 214+A, 2A, 2C - Again, immediately do 2A after 214+A so that 214+A will link. Good setup for okizeme.

5C xx 214+A, 2A, j.C, 2C - Same as the combo above, just an extra jumping attack.

214+A, 2A, 5C xx 236+C, 2A, 2C - Starts off the overhead hit.

214+A, 2A, 5C xx 236+C, 2A, 2A, 5S+A, s.5A xx s.22+C/s.236+AA - Same as above but further optimized. Ending the combo with s.236+AA provides a safe ender at the cost of one stock + hard knockdown, but does less damage overall compared to s.22+C. Mash during s.22+C to increase the number of hits.

Stand ON

s.5A > 5A xx s.22+C - Good damaging combo, gives a lot of meter. Get the link from s.5A to s.22+C down consistently.

s.6A > 6A xx s.22+C - Variant of the previous combo.

s.5A > 5A > 5A > 5A xx s.236+AA - Auto-combo into Junk Carnival. Easy, low damage combo. Waste of meter.

s.6A > 6A > 6A > 6A xx s.236+AA - Variant of the previous combo.

s.5A > 5B xx s.236+AA - Chain combo into Junk Carnival.

j.s.6B, d.s.5A, s.2B xx s.22+C - Combo into Dummy Cutter. Get the link from j.s.6B to d.s.5A down consistently.

j.s.6B, d.s.5A, s.5B xx 236+AA - Simple combo into Junk Carnival.

d.s.5A, s.5B xx s.214+S (2A>2B*n 236+C 2A>2B), A+B+C (roll), 2A*n, 2A, j.C, 5C xx 236+C, 2A, 2C - Tandem combo example. Once 236+C comes out, use 2A right after it, and then follow up with j.C.

Intermediate Combos

Stand OFF

5C xx 214+A, 2A, 5C xx 236+C, 2A, 2C - Dummy Hunter + Dummy Dive combo. Sets up okizeme.

5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 2C - Same as above, just an additional j.C. Does not set up okizeme.

5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 5C xx 214+A, ... - Devo's standard loop. Prone to absolute annihilation by IPS, aka it might randomly drop during the combo.

5C xx 214+A, 2A, 5C xx 214+AA, 2A, 5C*3, 2C - Dummy Hunter into Barrel Roll Crusher. Takes a decent chunk of health from opponent.

Stand ON

d.s.5A, s.5A, d.s.5A, s.5A, d.s.5A, s.2B xx s.22+C/s.236+AA - Kekeke.

d.s.5A, s.5A d.s.5A, s.5A, d.s.5A, s.5A, d.s.5A, ... - Ebony Devil's standard loop. Not affected by ips, unless started from 2a s+5a plink.

d.s.5A, d.s.5A, d.s.5A... - Technically a combo, but very hard and it's better to use it for pressure.

Advanced Combos

The Devo Combo Exhibition:

Stand OFF

5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Optimized combo. The link from 2A to S+5A is two frames. It is crucial that you get this link down consistently or else you will not be able to do NDs or TODs.

5C xx 236+C, 2A, j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Further optimized.

5C xx 236+A, [6], 2A, 2A, S+5A, d.s.5A, s.6B xx s.214+S ([2B 2A]*n, 236+C, 2B*2), A+B+C (roll), 2A*n, j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Devo's bread and butter (BnB). That 2F link is there again, so get it down. Note that this uses the A version of Dummy Dive. Traditional Devo tandem is [2B 2A]*n, followed by 236+C and ending with 2B*2. 2B is first in [2B 2A]*n because it treats 2A as 2B. The reason why 236+C is in the tandem is to let the player know when the tandem is ending. Sometimes, however, the game misreads the inputs and does a totally different tandem ender. It's crucial that you find a way to force 236+C out, such as waiting 0.5 seconds before inputting it. Make sure you link 236+C into 2B by landing 2A in between. After the second to last 2B, jump and do j.C, 5C, ... .

From this point onward, the tandem sequence "([2B 2A]*N, 236+C, 2B x2), A+B+C (roll), d.2A, 2A*n" will be referred to as TS (Tandem Sequence).

5C xx 236+A, [6], 2A, 2A, S+5A > 5A xx s.22+C xx 214+S (TS), j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - BnB variant. s.22+C into 214+S is a 1F link. Unless you can somehow get that link down consistently, it's not recommended.

5C xx 236+A, [6], 2A, 2A, S+5A, d.5A, 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, 5C, 214+AA, 2A, dash, 2A xN, 2A, 2A, 2A, S+5A > 5A > 22+C - The Touch of Death BnB.

5C > 214+A, 2A, 5C > 236+A, walk, 2A, 2A, S+5A > d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, 5C, 214+AA, 2A, dash, 2A xN, 2A, 2A, 2A, S+5A > 5A > 22+C - The Touch of Death BnB starting with Dummy Hunter.

Stand ON

d.s.5A > 5A > d.5A > 5A > d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON.

j.s.6B, d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON.

j.s.6B, d.5A > 2B > 22+C > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON with 1F link.

Stand Crash Combos

In case you perform a combo on a Stand ON opponent, here's some optimized combos.

Stand OFF

5C > 236+A, walk, 2A, 2A, S+5A > 5A > 22+C {mash until Stand Crash} > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - Stand Crash BnB. Mash buttons during 22+C until a Stand Crash occurs.

Stand ON

j.s.6B, d.s.5A > s.2B xx s.22+C {mash until Stand Crash} > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - Stand Crash BnB from Stand ON. Mash buttons during 22+C until a Stand Crash occurs.
j.s.6B, d.s.5A, s.5A, d.s.5A > s.2B xx s.22C {mash until SC} xx 214s {TS}, {Tandem ender} - Stand setup for large stand gauges (except for Devo)
j.s.6B, d.s.5A, s.5A > s.5a > s.5a > s.5a xx s.22C {mash until SC} xx 214s {TS}, {Tandem ender} - Stand crash setup for Alessi in the corner and Midler anywherem easier to do

Okizeme

Spear oki:

[...]2c HKD, 214a, 2a, 5c xx ...

[...]2c HKD, 214a, 2a 2a 2a s+5a d.s.5a s6b xx 214s {TS}...

[...]2c HKD, 214a, 2a 2a 2a s+5a s.5a xx s.22c xx 214s {TS}...

[...]2c HKD, 214a, 2c HKD, 214a 2c...

Crossup oki:

[...]2c HKD, 236c, roll, 2c //This doesn't setup another crossup oki, but you can still go for a s.on 50/50 or spear oki

[...]2c HKD, 236c, roll, crossup j.c (5c xx .../2c) // if the opponent's standing

[...]2c HKD, 236c, roll, crossup shorthop j.c (5c xx .../2c) // if the opponent is crouching/his standing hurtbox is short enough for you to jump over it

S.on 50/50s:

IAD d.s5a s6b xx 214s {TS}...

d.s2b xx s.22c xx 214s {TS}...

Keep in mind that these 50/50s are unsafe if blocked, use them only if you have no other option.

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