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

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Movelist

Normals

Normals

5A
5a.png
Low kick that doesn't hit low. When will the lies end?
HOL HORSE 5A.GIF.gif
Startup Active Recovery Damage Guard
3 4 5 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Hol does a low kick. Good and quick poke. Hits mid.


5B
5b.png
blockstring.mkv
HOL HORSE 5B.GIF.gif
Startup Active Recovery Damage Guard
5 4 13 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU IPS=yes Scales=Yes Mid
Air-UB

Hol does a slightly further low kick. While slower than 5a, 5b is still a fairly quick poke with good range. Typically the move you should be using in blockstrings.


5C
5c.png
Combo? Frametrap? With our patented 5c technology, you can do both at once!
HOL HORSE 5C.GIF.gif
Startup Active Recovery Damage Guard
10 3 24 14 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+38 (Can be increased with a wall bounce) -10 -13 SP, SU IPS=Yes Scales=yes Mid
Air-UB

High-risk, high-reward launcher that can combo into special moves and can wallbounce if close enough to a wall. Can be used as an anti-air, but not recommended because the hitbox is shorter than it looks. Won't cause a wallbounce for Stand On fighters because they cannot be knocked down.


2A
2a.png
Pocket sand!
HOL HORSE 2A.GIF.gif
Startup Active Recovery Damage Guard
4 2 3 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 SP, SU IPS=Yes Scales=Yes Low
Air-UB

Hol throws sand at his opponent. Pretty quick to start up and has good recovery. Causes a small amount of chip damage and stand damage. Can delete projectiles.


2B
2b - 2.png
A brick that's weaker than a kick, and it also generally sucks d-
HOL HORSE 2B.GIF.gif
Startup Active Recovery Damage Guard
8 3 14 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 0 -8 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Mid-range poke with bad frame advantage. Not a very useful tool overall.


2C
2c - 2.png
If you're a masher, then Hol's "Tooah!" is probably engrained into your mind right now.
HOL 2C.GIF.gif
Startup Active Recovery Damage Guard
12 18 10 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+46 -11 -24 None IPS=Yes Scales=Yes Low
Air-UB

A sliding kick with long range. Causes knockdown if the opponent isn't in stand on mode. Cannot be cancelled and very negative on block, which means it can be punished easily on block. Use this move predictively, not reactively.


j.A / j.B
JA,B.png
Jumping knee attack
HOL HORSE J.A. GIF.gif
Startup Active Recovery Damage Guard
5 4 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SP, SU IPS=Yes Scales=Yes High

Decent air-to-air that can work as an instant overhead. j.A and j.B are the exact same. Not as useful as j.C.


j.C
JC.png
Flying kick
Holhorsejc.gif
Startup Active Recovery Damage Guard
9 4 (until landing) 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SP, SU IPS=Yes Scales=Yes High

Hol's best jumping normal. Pretty good as an air-to-air or air-to-ground.


Dashing normals

d.5A
Hftfholhorsed5a.png
Run up and kick their shins
D.5A HOL HORSE.gif
Startup Active Recovery Damage Guard
4 3 10 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -2 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A worse version of 5a. Pretty quick normal but not too useful.


d.5B
Hftfholhorsed5b.png
Kick their shins harder
Startup Active Recovery Damage Guard
13 4 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A slower and much worse version of 5b. Not a very good normal.


d.5C
Hftfholhorsed5c.png
scaling.mp3
Startup Active Recovery Damage Guard
18 4 33 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 -20 -33 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A much slower and worse version of 5c that launches instead of causing a knockdown. Avoid it.


d.2A
Hftfholhorsed2a.png
More sand.
D.2A HOL HORSE.gif
Startup Active Recovery Damage Guard
5 2 13 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -7 SP, SU IPS=Yes Scales=Yes Low
Air-UB

Yet again a slower version of one of his normals. This normal can be used in some blockstrings, not very useful other than that.


d.2B
Hftfholhorsed2b.png
A brick? Again?
Startup Active Recovery Damage Guard
10 3 13 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 0 -8 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A slower version of 2b. Has a decent hitbox but not a very useful move.


d.2C (662C)
Hftfholhorsed2c.png
Sliding kick 2: The Empire Strikes Back
Startup Active Recovery Damage Guard
18 24 13 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+37 -20 -33 SP, SU IPS=Yes Scales=Yes Low
Air-UB

A cancellable version of 2c that goes a long distance. While being slower than 2c it gains the bonus of being able to cancel it. Pretty good move for pressure after hanged man and makes confirming into the ToD easier.


d.2C (442C)
Hftfholhorsed2c.png
Sliding kick 3: Return of the Jedi
Startup Active Recovery Damage Guard
18 24 13 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+37 -20 -33 SP, SU IPS=Yes Scales=Yes Low
Air-UB

Same as the above but instead of long distance this move goes a very short distance.


Command normals

4A
Hftfholhorse4a.png
Secondhand smoke is bad for your lungs, and your jump ins.
HOL 4A. GIF.gif
Startup Active Recovery Damage Guard
6 1 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -9 SP, SU IPS=No Scales=No Mid
Air-UB

Your go to anti-air. The hitbox is pretty disjointed and fairly high. After a successful anti-air you can combo into glass or if you are in a corner you can combo into 214aa for a ToD.


4B
Hftfholhorse4b.png
If there's a stand flying around, just go and kick it down.
HOL 4B.GIF.gif
Startup Active Recovery Damage Guard
5 3 23 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -17 SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Another good anti-air option. The hitbox is a little lower than 4a and the move doesn't combo into glass as well, but its faster with more active frames. This move is a preferable anti-air in some situations and matchups, but 4a is usually the better option.


4C
Hftfholhorse4c.png
Block this low *also sets up an overhead*
HOL 4C.GIF.gif
Startup Active Recovery Damage Guard
6 12 (each shot is active for 4 frames) 21 15 (each hit does 5 damage) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 -11 -21 SP, SU IPS=No Scales=No Low
Air-UB

Hol fires three bullets to the ground in a random pattern. Pretty good move to include in blockstrings or to stuff grounded approaches with, though the recovery is pretty long.


Unique moves

S
Hftfholhorsesbullet56.png
Pressing left+right and up+down while in startup softlocks the game. So don't.
Startup Active Recovery Damage Guard
39 - 0 23(In total, each hit does different amount) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None IPS=Yes Scales=yes Mid

Hol fires a single, delayed bullet from the emperor. You can control the path of the bullet by inputing directions on its startup frames and you can also change the starting angle of it by inputting a direction before pressing s. This move can cover areas that Hol's other moves can't which makes it a good move to control space with yet can be punished even on reaction by many characters due to its slow startup.


Guard Cancel(623x while in blockstun)
Hftfholhorsegc.png
Get them away from you, in style.
Holhorsegc.gif
Startup Active Recovery Damage Guard
12 3 18 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -10 -17 None IPS=No Scales=No Mid

Hol performs a fast version of d.5c as his guard cancel. Has a pretty good hitbox that can hit most characters while crouching. Pretty mediocre overall.


Specials

236A/B
Hftfholhorse236anb.png
Mighty gun!
Holhorse236bgif.gif
Startup Active Recovery Damage Guard
11 6 (Point blank) 21 (Point blank) 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -3 -10 (Point blank) None IPS=Yes Scales=Yes Mid

One of your main zonning tools, a quick projectile that travels fullscreen. You should mostly use the b version, as the bullet travels faster than the a version. You can control the trajectory of the bullet by holding up or down.


236C
Hftfholhorse236c.png
Catch them lackin.
Holhorse236cgif.gif
Startup Active Recovery Damage Guard
13 6(Point blank) 20(Point blank) 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -2 -9(Point blank) None IPS=No Scales=No Low

Another very important zonning tool. Unlike the a and b versions, this version hits low which makes it more useful in blockstrings. Just like with the a and b versions, you can control the trajectory of the bullet. The posture makes it so you can low profile some moves. Remember to use his projectiles carefully, as careless use can lead you to get punished, especially against characters with strong mobility.


623A/B/C
Hftfholhorse623b.png
Block this overhead *also presses a low*
Holhorse623bgif.gif
Startup Active Recovery Damage Guard
10 24 33 14 (7 hits, each hit does 2 damage) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+42 +40 +40 None IPS=Yes Scales=Yes High

Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall from above. This move is an important part of hol's kit. Does good damage and decent chip. Each version has a set distance, a being the closest and c being the furthest. Can be used to anti-air or as a follow-up to a successful anti-air. Do not overuse this move, as it is pretty punishable. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself.


j.623x
Hftfholhorsej623x.png
Air glass. Do it in moderation, it's a gateway drug to sucking.
Holhorsej623xgif.gif
Startup Active Recovery Damage Guard
6 50(Tiger knee'd) 13(Tiger knee'd) 14 (7 hits, each hit does 2 damage) 0\0(Tiger knee'd)
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2(Tiger knee'd) - - None IPS=Yes Scales=Yes High

While in the air, Hol fires a single upward-angled shot at fixed angle, which upon connecting with the ceiling will cause glass shards to rain down from above. Unlike the grounded version, the button you press doesn't affect the position of the glass, which is actually defined by the position of your opponent relative to you. Can be a good option use after an air-tech in order to stuff anti-air attempts - but don't overuse this move! Air glass, if properly evaded, often leaves Hol in a vulnerable position, as you're left suspended in the air, incapable of blocking until you've landed again. Chose your spots carefully as this move can be punished fairly easily by some characters. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself.


214x
Hftfholhorse214b.png
option select after 5c :trollface:
Startup Active Recovery Damage Guard
22 4 6 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+52 +48 +7 None IPS=Yes Scales=Yes Mid
Air-UB

An essential move for your combos, blockstrings and frametraps. Hol gives the signal for his partner, J.Geil, to attack the opponent with his stand hidden in a rain puddle. You will find yourself using this move a lot, On hit, the opponent will be left in 52 frames of hitstun, from which you can perform most of Hol's heavy-damaging combos. If blocked, your opponent will be stuck in blockstun for a fairly long time. while if pushblocked early, the blockstun will be decreased immensely. The distance the move travels depends on the button pressed, a being the shortest and c being the furthest. Keep in mind that the move can be jumped over by some characters and even stuffed by some buttons due to the long startup, so keep your blockstrings varied.


Supers

236AB
Hftfholhorse236ab.png
Extremely mighty gun!
Startup Active Recovery Damage Guard
11 46 28 43-49 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 (Point blank) -14 -14 (Point blank) None IPS=Yes Scales=No Mid

Hol fires 10 shots rapidly. A decent reversal option, outclassed by 236ac. Can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit.


236+AC/BC
236ac-bc.png
Catch them lackin deluxe: fuck your tandem edition
Startup Active Recovery Damage Guard
11 37 27 43-49 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 (Point blank) -13 -13 (Point blank) None IPS=No Scales=No Low

Hol fires 10 shots rapidly while crouching. This super is your go to revesal option, as it can also avoid many attacks by low profiling them. This super can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit.


j.236+AA
Startup Active Recovery Damage Guard
15 63 24 37-69 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 (Tiger knee'd, point blank) -10 -10 (Tiger knee'd, point blank) None IPS=No Scales=No Mid

While in the air, Hol fires 12 shots to the ground. Not a very useful super. It can be used to beat anti-airs, although proves inconsistent as the startup is quite long and the invincibility doesn't start until the superflash. The super can sometime not combo fully as one bullet can knock down, and the order is random. Be careful with your usage of this super as it can leave you in a very vulnerable position. Each bullet builds meter on hit.


214+AA
Startup Active Recovery Damage Guard
29 12 (Opponent is on the other side of the screen) 54 38 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+104 (First glass shatter hit, Hol is in the corner) -49 -59 (First glass shatter is blocked, Hol is in the corner) None IPS=No Scales=No Mid

Hol breaks the 4th wall and shoots 3 bullets at the screen, each of them breaking it in a different position (Left, right and center). A very useful super, as it always causes a wall bounce, meaning you will always be able to ToD off of it. Additionally If you catch a an opponent in stand on mode with 214x, make sure to use it as it disables their stand. Can be a very strong punish tool in some scenarios.


421+AA
Startup Active Recovery Damage Guard
17 10 (Point blank) 78 33 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-36(point blank) Unblockable - None IPS=No Scales=No Mid
UB

Your strongest super. Very important for okizeme, in which you can use it to do a touch of death combo. Can occasionally be used to anti air, since it's unblockable and can be controlled, but beware of using it carelessly as it can be beaten if your opponent uses a super while you are in the animation. Weirdly cuts the game frames in half while active, something that can mess your opponent's inputs.


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