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

From SuperCombo Wiki

Stand OFF

Normals

5A
HFTF Devo 5a.png
Fly swatter
Startup Active Recovery Damage Guard
3 2 12 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -3 -6 SU,SP,TA,CrC(-4f of r.),5a Air UB
IPS on
  • Devo swings his arm up into the air.
  • Almost useless but this can somehow be used for tech-chasing and stuffing out some approaches.
  • You can chain it up to 3 times.
5B
HFTF Devo 5b.png
YEET
Startup Active Recovery Damage Guard
5 3 17 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
4 -6 -14 SP,SU,TA Air UB
Launch
  • Useless in neutral, other than tech chasing.
  • Can be used as an alternate method to get a KD, if a combo's longer than 9 hits
5C
HFTF Devo 5c - 1.png
Bitch Slap!
HFTF Devo 5c - 2.png
Startup Active Recovery Damage Guard
3 2-2 18 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3/-1 -5/-3
-18
-16 SP,SU,TA Air UB
  • Your Go-To Stand-Off combo starter.
  • Has 2 hitboxes, each active for 2 frames.
  • Gives alotta hitstun and can let you cancel to specials and supers.
  • If you press C and backdash, you will get this move but, slower and more damage, with an amount of 13 damage.
  • Despite being a good anti air, it can be 0f teched.
2A
HFTF Devo 2a.png
The ankle grabber
Startup Active Recovery Damage Guard
4 2 8 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -2 2a
SP,SU,TA,WC
Air UB
IPS on
  • This gonna be the glue for most of your combos, as you will use them to link your specials when you cancel 5c with a special.
  • Can link to itself 3 times making it a viable poke to use.
  • This is also one of his fastest moves, so definitely worth using.
  • The dashing version is good for tickgrabs.
2B
HFTF Devo 2b.png
Ripoff Spider Walk
Startup Active Recovery Damage Guard
9 4 17 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -7 -15 SP,SU,TA Air UB
  • Its 2a but slower, wider, and gives more damage.
  • Useful only for punishing dio's s.off grab
2C
HFTF Devo 2c - 1.png
The Spider Ender
HFTF Devo 2c - 2.png
Startup Active Recovery Damage Guard
4 3/4 14 3+6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -1/-14 -15 SP,SU,TA Air UB
  • This will be your Go-To combo ender if you're gonna set up okizeme.
  • Gives a hard knockdown, but ips can kick in between the first and second hit
  • Gives you an even lower hitbox.
j.A
HFTF Devo jA.png
J.b's Lame Cousin
Startup Active Recovery Damage Guard
3 5 Until landing 5 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 None
(see desc)
-
  • Ok Air-to-Air
  • Can be used in combos just like most air-normals.
  • Use J.b instead of this.
  • You can still use the puppet's s.off specials and 214aa after using this move and falling.
  • The above applies also to j.b and j.c.
j.B
HFTF Devo jB.png
Sexy hitbox
Startup Active Recovery Damage Guard
6 4 Until landing 8 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 None
(see j.a desc)
-
  • Usually better as an Air-to-Air than j.c, nicely disjointed.
  • Unlike j.c, covers spots above you and in front of you.
  • Superior to J.a due to its reach and damage.
j.C
HFTF Devo jC.png
Fuck Using Brain! J.cevo is the New Meta!
Startup Active Recovery Damage Guard
10 Until landing N/A 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 None
(see j.a desc)
-
  • Good Air-to-Air as it does good damage and it has good priority.
  • You shouldn't abuse it though, otherwise you'll eat a good anti-air or punish.
  • People who use this all the time without using it properly are called J.cevos

Dashing Normals

d.5a
HFTF Devo 5a.png
Friction? What's that?
Startup Active Recovery Damage Guard
7 3 15 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -14 SP,SU,TA Air UB
  • Useless
  • A trend with devo's dashing normals is that the better a normal version of a move, the better its dashing version
d.5b
HFTF Devo 5b.png
Skating launcher
Startup Active Recovery Damage Guard
9 4 20 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -10 -18 SP,SU,TA Launch
Air UB
  • The hitbox is too bad for whatever capcom wanted us to use it for
d.5C
HFTF Devo 66c.png
The Charge N Targe
Startup Active Recovery Damage Guard
5 8 20 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -10 - SP,SU,TA Mid
Launch
Air UB
  • Can be cancelled to specials and supers.
  • Can be used for blockstrings.
  • Although it is kinda useful, it is pretty punishable so do it at your own risk.
445C
HFTF Devo 5c - 1.png
Huh?
HFTF Devo 5c - 2.png
Startup Active Recovery Damage Guard
11 7 19 14 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -6 -19 SP,SU,TA Air UB
  • Your highest damage normal
  • No one knows why it exists
  • Landing it is almost streamable worthy, nevermind killing with it
d.2a
HFTF Devo 2a.png
The spider slider
Startup Active Recovery Damage Guard
10 2 8 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
2 1 -2 SP,SU,TA Air UB
  • A very modest frame advantage on a weak move? Something's ticking...
d.2b
HFTF Devo 2b.png
Super slow
Startup Active Recovery Damage Guard
15 4 17 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -7 -15 SP,SU,TA Air UB
  • 15f of startup for a -5 move? Sounds like a fair trade
d.2c
HFTF Devo 2c - 1.png
Criss cross HKD sauce
HFTF Devo 2c - 2.png
Startup Active Recovery Damage Guard
10 3(8)4 14 6+3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -1 -14 SP,SU,TA Air UB
HKD
  • Even lower hitbox AND travels half the screen AND HKD AND relatively safe?
  • Definitely the single most useful dashing normal

Command Normals

4C/6C (Close)
HFTF Devo grab.png
Devo ballin'
Startup Active Recovery Damage Guard
2(tech window) N/A N/A 13 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 N/A N/A None -
  • Does a chokeslam to the opponent. (Devo for WWE 2k21 When)
  • Good Grab, definitely should be used.
  • Can be punished by some characters.
  • Deals crazy damage when you have low HP.
6B
HFTF Devo 6b.png
Cool Move But Risky to Use
Startup Active Recovery Damage Guard
8 15 27 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -18 -31 SP,SU,TA Air UB
Launch
  • Same as d.5C, except launches even higher and does not cause knockdown if not teched.
  • Can be cancelled to supers and specials.
  • Can make blockstrings but they're punishable so pick your poison.
3C
HFTF Devo 3c.png
Go make yourself some tea.
Startup Active Recovery Damage Guard
24 4 18 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -5 -18 SP,SU,TA Air UB
  • Same like 2b but is slower and has more reach.
  • Gives Hard Knockdown.
  • AVOID USING THIS AT ALL COSTS.
  • 663c is better in every possible way.
Guard Cancel
HFTF Devo GC.png
Great GC
Startup Active Recovery Damage Guard
11 see notes 8 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
10 +4 -9 None Launch
  • 12f active on whiff, on block it gains enough frames to always be +4
  • Pretty slow but covers most of the spots.
  • Definitely Worth Using
  • The animation is taken from 6b
  • Moves you forward, gc'ing projectiles can be a viable option

Stand ON

Normals

s.5A
HFTF Devo s5a.png
Slice N Dice
HFTF Devo s5a autocombo ender.png
Startup Active Recovery Damage Guard
3 5 5 2 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
7/6/6/-10 +6 +3 s.5a
SP,SU,TA
Air UB
Scales
  • This will be the piece need usually when you will do S.on related stuff like pressure, extending combos via plinking and gluing tandem confirms like s22c or s6b
  • This can be linked four times and can be confirmed to s236aa
  • You can do a dashing loop with d.s5a and s5a which can be used for pressure and combos as you can link a s6a 4x ala: Cloudskipper or s6b.
s.5B
HFTF Devo s5b.png
The swiss army knife
Startup Active Recovery Damage Guard
4 5 10 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
6 +6 -3 s.5c
SP,SU,TA
Air UB
Scales
  • Can do almost anything, but outclassed by other options
  • Great priority in all directions, good for surprise stand activations
  • It's honestly sad that a normal this good is used so rarely
s.5C
HFTF Devo s5c.png
Spin
Startup Active Recovery Damage Guard
8 2*7 6*7 5, 6*2 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -12 -13 SP,SU,TA Air UB
Scales
  • Doesn't have that much uses to be honest other than giving a surprise s236aa.
  • Can give more hits when button is held longer.
  • Maximum of 7 hits though.
  • The first hit doesn't scale
s.2A
HFTF Devo s2a.png
Toe slicer
Startup Active Recovery Damage Guard
3 3 14 2 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP,SU,TA Air UB
Scales
  • Can be used for tickgrabs, and confirms like s22c or s236aa, or even can be a tandem confirm if doll is close
  • Definitely inferior to the dashing version
  • Other than that, this move is mostly used for being the foundation of the tandem inputs for Devo.
  • s.3a and s.1a move you a bit forward and back respectively.
s.2B
HFTF Devo s2b - 1.png
FEET TANDEM WOOOOOO
HFTF Devo s2b - 2.png
Startup Active Recovery Damage Guard
4 6 12 2+1 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -9 SP,SU,TA Air UB
Scales
  • Same uses as s2a.
  • Still pretty inferior to its dashing counterpart.
  • Mostly used as foundation for tandem input.
s.2C
HFTF Devo s2c.png
Heccin chonker of a hitbox
Startup Active Recovery Damage Guard
8 3 20 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
7 -6 -19 SP,SU,TA Air UB
Launch
Scales
  • Can be used as an anti-air.
  • You got better options but its good at doing its job.
  • Can set up awkward corner tech chasing
  • Expect getting this instead of s22c when starting out with him.
s.j.A
HFTF Devo sjA.png
Same as j.a (use s.j.b)
Startup Active Recovery Damage Guard
3 1 Until landing 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +10 +7 SP,s.214aa Scales
  • Can be used as an air-to-air.
  • Inferior to s.j.b
s.j.B
HFTF Devo sjB.png
Funny blockstring BS time
Startup Active Recovery Damage Guard
4 3 Until landing 7 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +10 +6 SP,s.214aa Scales
  • This can be used for making a blockstring by doing s.jb then s214x then mash then do 214aa.
  • Its a decent air-to-air.
  • Better than s.jB due to its damage.
s.j.C
HFTF Devo sjC.png
The J u i c y
Startup Active Recovery Damage Guard
10 2*7 6*7 5 per hit High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +9 +12 SP,s.214aa Scales
  • Your go-to air-to-air while on S.on as it is the best option between the three due to range and damage.
  • Although it is a pretty solid air-to-air, it has flaws, in which it has low priority and it can be punished.
  • Has s.5c as the animation and has the same property as it in which you can add more hits by holding the button.
  • Makes the doll travel a longer distance
  • Can be looped
  • The first hit doesn't scale

Dashing Normals

d.s.5A
HFTF Devo s5a.png
No IPS loop hah
Startup Active Recovery Damage Guard
3 5 5 2 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 SP,SU,TA Air UB
Scales
  • Mostly used for pressure on S.on and for combos.
  • It does well with its job as it can be linked with s5a to create a no IPS loop or you can even do s6b to tandem.
  • It can be punished when dropped though so do it at your own risk.
d.s.5B
HFTF Devo s6b.png
Just use s6b instead lol
Startup Active Recovery Damage Guard
5 2 23 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -15 SP,SU,TA Air UB
Scales
  • Can be used as a tandem confirm.
  • Better off using s6b
d.s.5C
HFTF Devo s5c.png
I forgot this existed
Startup Active Recovery Damage Guard
6 2*7 2*6 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -13 SP,SU,TA Air UB
Scales
  • Same uses as its non-dashing counterpart.
  • Its has little to no uses other than it doing what s5c does, which is not alot.
  • The first hit still doesn't scale.
d.s.2A
HFTF Devo s2a.png
The T i c c
Startup Active Recovery Damage Guard
3 3 14 2 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -6 SP,SU,TA Air UB
Scales
  • Can be used as a confirm for s22c in which you can go for the tough 1f/2f or baby SC but practical tandem, or just use it as a tandem confirm which is inferior to the others mentioned.
  • Used alot aswell in tickgrabs.
  • Inferior to d.s.2B and is punishable if not used right.
d.s.2B
HFTF Devo s2b - 1.png
The JUICY TICC
HFTF Devo s2b - 2.png
Startup Active Recovery Damage Guard
4 6 11 2+1 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -3 SP,SU,TA Air UB
Scales
  • Same uses as d.s.2A
  • More effective due to its reach and damage.
  • Risky to pull off and can give you a horrifying punish when you don't know what you're doing.
d.s.2C
HFTF Devo s2c.png
Heccin chonker, but now it moves
Startup Active Recovery Damage Guard
10 3 26 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -12 -25 SP,SU,TA Air UB
Launches
Scales
  • Same uses as its non-dashing counterpart.
  • Inferior to other options but it works.

Command Normals

s.4C/6C (Close)
HFTF Devo sgrab.png
Bonk
Startup Active Recovery Damage Guard
2(tech window) N/A N/A 13 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 N/A N/A None -
  • Isn't punishable.
  • Definitely worth using because it can get you off of tight situations and let the opponent know that he is respecting your options too much.
  • Deals the same damage as your s.off grab (a lot when low hp)
  • Don't EVER throw the opponent towards yourself, you will eat a combo and even if you won't, you'll be in a terrible position.
  • USE IT.
s.6A
HFTF Devo s6a.png
The Cloudskipper Confirm
Startup Active Recovery Damage Guard
3 2 14 2 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2,1,1,3 -3 -6 s.6a,SP,SU,TA Air UB
Scales
  • Can be linked up to 4 times. Depending on when is it dropped, the frame advantage is different.
  • It does its job as a niche tandem confirm.
  • Drops on smaller characters like S.off Iggy, Alessi, and Khan.
s.6B
HFTF Devo s6b.png
Big Boss Deleted Scene be like
Startup Active Recovery Damage Guard
5 2 16 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
1 0 -9 SP,SU,TA Air UB
Scales
  • One of your most effective tandem confirms
  • Can be done after ebony loop or even IAD with the simple s6a s6b to tandem.
  • Most optimal tandem route aside from s22c.
  • Super disjointed
s.4B
HFTF Devo s4b.png
S.2c lite
Startup Active Recovery Damage Guard
5 3,9,8 22,13,12 4,4,4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10,-10,3 -11 -24 SP,SU,TA,s.5a Air UB
Scales
  • Works as a tandem confirm and an antiair.
  • You won't be using this in a real match.
  • Can make some fancy and stylish SC combos.
s.3B
HFTF Devo s3b.png
THE TWO-WAY MIXUP
Startup Active Recovery Damage Guard
7 4 32 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-21 -22 -30 SP,SU,TA Air UB
Scales
  • This is mostly used for schmixing the opponent when jumping as you can do a jump then s+3b to tandem.
  • I believe Cloudskipper was the one who found this confirm.
  • Effective but risky to do in a real match.
s.3C
HFTF Devo s3c.png
Lame s.3B
Startup Active Recovery Damage Guard
6 5 36 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -24 -37 SP,SU,TA Air UB
Scales
  • Its s.3b but it gives a hard knockdown.
  • Just use 2c or 663c when u wanna do this.
  • The recovery is so abysmally long that some characters can punish it on hit.
j.s.6B
HFTF Devo sj6b.png
The IOH of Doom
Startup Active Recovery Damage Guard
11 6 Until landing 8 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 -8 -11 SP,s.214aa Scales
  • Vital to his gameplan as this will be his main S.on pressure tool
  • Can be used to give the opponent an unexpected attack to do babycombos like s5a s5a s22c, s5a s5a s5a s5a s236aa, etc.
  • It can also be used for setting up tandem confirms like s22c or s6b.
Guard Cancel (Stand ON)
HFTF Devo s5c.png
No
Startup Active Recovery Damage Guard
13 17 11 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -6 -13 None -
  • Don't
  • Can get you out of failed tandems but No
  • Use his S.off GC instead.

Special Moves

236A/B/C
HFTF Devo 236x - 1.png
The pressure tool we all love.
Startup Active Recovery Damage Guard
25/32/37 14/16/18 N/A 7+1/3*1/5*1 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N A None -
  • Ebony Devil's wake-up time, running distance, and hit count are determined by which attack button you press.
  • The stronger the attack, the longer wakeup time, the further Ebony Devil runs, and the more hits the attack lands.
  • Despite Devo being able to perform this special in the air, the attack is the same.
  • Good for pressure, but can be easy to read when attacking the opponent up front from the mid screen.
s.236A/B/C
HFTF Devo 236x - 2.png
Start praying. You'll finish before the move will.
Startup Active Recovery Damage Guard
15/20/21 14/16/18 29 on hit
27,32,44
7+1*(1,3,5) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12,-11,-13 -13 -15 None -
  • Ebony Devil's running distance, startup, and hit count are determined by which attack button you press.
  • The stronger the attack, the longer wakeup time, the further Ebony Devil runs, and the more hits the attack lands.
  • The Stand On version of this attack can't be used mid-air. Devo can't move while the puppet attacks, leaving him vulnerable for a good amount of time.
  • This attack is very useless so use the Stand Off version instead, only use however is in tandems for this will the sing for the end of a tandem to do j.c and continue the flow.
214A/B/C
HFTF Devo 214x - 2.png
Its UB time
Startup Active Recovery Damage Guard
42,46,52 2 N/A 5 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N A None -
  • Ebony Devil's wake-up time and jumping distance are determined by which attack button you press. The stronger the attack, the longer wakeup time and the more distance Ebony Devil covers.
  • Despite Devo being able to perform this special in the air, the attack is the same. This attack hits high. Good for alternating high/low mixups and pressure.
s.214A/B/C
HFTF Devo 214x gif.gif
Its blockstring time
Startup Active Recovery Damage Guard
32,34,36 2 35,37,39 5+2*(3,5,7) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4/-1,0,0
(if mashed)
-5 -18 None -
  • Ebony Devil's wake-up time and jumping distance are determined by which attack button you press. The stronger the attack, the longer wakeup time and the more distance Ebony Devil covers.
  • Mash to deal more hits.
  • The Stand On version of this move makes Devo unable to move while the puppet attacks, leaving him vulnerable for a significant amount of time. You can hold down and tap buttons to deal more hits to the opponent. It is sometimes useful during blockstrings as it can surprise the enemy, but doesn't get much use outside of that. It can also be canceled into the 214+AA super(If you cancel 214x into 214aa, it will make devo go back to Stand off while the move is performed)
22+A/B/C
HFTF Devo 22x.png
Fave tool amongst the Japanese
Startup Active Recovery Damage Guard
22/24/28 22/30/28 N/A 4+2*1/5+4*1/5+5*1 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N A None Air UB
  • Ebony Devil's wake-up time and hit count are determined by which attack button you press. The stronger the attack, the longer wakeup time and the more hits this move does.
  • Despite Devo being able to perform this special in the air, the attack is the same. This move can work fine as a very situational anti-air or to harrass the opponent that's right behind your doll, still, it leaves Devo wide open for a counter attack, so avoid using it at random.
s.22+A/B/C
HFTF Devo 22x.png
The main source of meter
Startup Active Recovery Damage Guard
12 32-66/32-64/24-60 17 5+8*1/5+11*1/6+17*1 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-13/-7
-13/-7
-9/-6
-32/-32 -24 TA Air UB
  • Ebony Devil's hit count is determined by which attack button you press.
  • Mash to get more hits and get more frame advantage.
  • Devo cannot move during the Stand On version of this move, leaving him vulnerable for a significant amount of time. Tapping attack buttons will make this move last longer and hit more. Holding a horizontal directional input will make Ebony Devil slowly move that way.
  • This move is good for getting damage in. It can be used as a tandem confirm but it is either 1f or 2f depending if you start your reps with 2b or 2a. Can be cancelled at later hits into tandem for a mix-up and to just keep it safe, as even on hit this move can be punished.
  • This will also be your most optimal tandem confirm aside from s6b as this will be used mostly in Stand Crash combos in which you will be capitalizing on usually in a real match.
236S
HFTF Devo 22x.png
Capcom running out of ideas for good moves so the give us something bad.
Startup Active Recovery Damage Guard
24 32-64 17 6+(2-11)*1 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7/-9 -22 -33 None Air UB
  • This attack is technically the same as s.22+b but it cannot be canceled, making it highly punishable even on hit.
  • Mash to get more hits and worse frame advantage
  • Despite Devo being able to perform this special in the air, this move is nearly useless. Avoid using it at all costs.

Super Moves

236AA
HFTF Devo 236aa.gif
Get troll'd
Startup Active Recovery Damage Guard
26 2 14 36 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -5 -14 None Air UB
  • This move comes out fairly quick which may surprise the opponent.
  • You can combo into it from 5c.
  • After this move is finished, Ebony Devil will launch itself back to the edge of the screen behind Devo.
  • Holding the buttons when doing this will give you I-frames for some reason.
s.236AA
HFTF Devo 236aa.gif
KEKEKEKEKE
Startup Active Recovery Damage Guard
10 2 23 36 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -15 -24 None Air UB
  • A great whiff punisher, but can be punished on block when performed up close.
  • Much faster startup than 236aa.
  • Great to end combos with as it causes hard knockdown too.
  • Can cancel into it from almost anything
  • Keep in mind that the s.on version doesn't give iframes to Devo, only the puppet gets them
214AA(Air OK)
HFTF Devo 214aa.png
Devo's Ankh
Startup Active Recovery Damage Guard
46 48 N/A 24 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N A None Scales
IPS off
  • Amazing during reversals, hits for a high amount of damage too, as Devo can hit the opponent while the super's taking place.
  • Also used for creating practical TODs or big combos, as it turns off IPS.
s.214AA (Air OK)
HFTF Devo 214aa.png
Useful only in the s.jb blockstring
Startup Active Recovery Damage Guard
46 48 36 24/35 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-28 -25 -29 None Scales
  • Heavily minus on hit, block and pushblock.
  • Hits for more damage than the s.off version.
  • Cancelling s.214x into it brings you to s.off mode and does 214aa.
  • Used for the s.jb blockstring
623AA
HFTF Devo sjC.png
If you die to this then quit HFTF now.
Startup Active Recovery Damage Guard
28 44 N/A - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Heavily varies Heavily varies Heavily varies None Scales
  • This move has a small startup time and starts out almost instantly in Stand On.
  • There are very niche setups that don't guarantee more than 2 hits
  • The opponent can tech out of this super if the super isn't close enough. Avoid using this at all costs.
s.623AA
HFTF Devo sjC.png
"You can actually pinpoint the second his heart rips in half".
Startup Active Recovery Damage Guard
12 44 40 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Heavily varies Heavily varies Heavily varies None Scales
  • Same as the s.off version, but comes out quicker and has more "setups", still, avoid using this at all costs.
  • Punishable by aja, which can sometimes hit you in remote mode. Ouch.
  • s.236aa is a worse super because of this.
214S (Air OK)
Devo Tandem.png
Feet Tandem
Air Tandem.png
Startup Active Recovery Damage Guard
13 150 N/A N/A N/A
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
N/A N/A N/A SP(Tandem cancel) N/A
  • Devo's most optimal tandems mostly use his 2B or 2A>2B.
  • Devo should roll behind the opponent and jab with 2A for most damage.
  • You can also use his Special attacks like Dummy Dive and Dummy Hunter to inflict more damage.
  • For bonus meter, you can also use Barrel Roll Crusher to inflict even more damage during the duration of the tandem.
  • Unlike any other Active Stand user, Devo can perform a tandem in the air.

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