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JoJo's Bizarre Adventure: Heritage for the Future/Hol Horse/Movelist
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Actions
Namespaces
Variants
Tools
Movelist
Normals
Normals
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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
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. |
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
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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 |