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

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Basic Combos

You can start many of the following combos from j.A, j.B, j.C, 4B, 236+A/B/C or even 623+A/B/C's cable hits.

Raw 6B and 3C don't scale damage in super confirms. Any version of the S attack does not scale damage either.



(j.B/j.C) 5A>5A - Double standing jab. Useful as a poke and for frame advantage. +4 on hit, +11-13 if crouch canceled. (j.B/j.C) 5A>5A, 2B - +1 on hit. Useful against opponents that can duck under 5C. Doesn't confirm into anything. (j.B/j.C) 5A>5A CrC 5B - -1 on hit. Useful against opponents that can duck under 5C. Doesn't confirm into anything. (j.B/j.C) 5A>5A CrC 5C - -1 on hit. Confirms into 214+aa at point-blank range.


(j.B/j.C) 2A>2A>2A - Auto-combo, three low attacks. Third 2A becomes a sweep with good frame advantage on block (+7). Results in a hard knockdown and launches opponents in S.On. Your main BnB for the entire game! (j.B/j.C) 2A>2A CrC 2B - Release '2' briefly to link with 2B. +1 on hit. Useful against characters that can duck under 5C. Can't confirm into anything. (j.B/j.C) 2A>2A, 5B - -1 on hit. Can't confirm into anything. Useful in situations where 5C whiffs. (j.B/j.C) 2A>2A, 5C - -1 on hit. Confirms into 214aa super at point-blank. Many characters can duck under it but it does solid damage. (j.B/j.C) 2A, 5A, 2A, 5C - -1 on hit. Pushes you too far to be able to confirm into anything.


(j.B/j.C) 5A/2A, 3C - Link into launcher. +5 on block. Guaranteed to confirm into 214+aa. Can combo into the other super and some specials, but it's character specific. Worth noting is that it works against crouching opponents, so it can be used in situation where 5C whiffs.


(j.B/j.C) 5A/2A/d.5A/d.2A/5B/2B/5C/3C xx 214+aa - All normals that combo into 214+aa out of a jump-in. 6B/d.5B/d.2B/d.5C xx 214aa - Normal confirms into 214+aa that can't be done from a jump-in.


2A, 5B xx 214+aa - Poor man's confirm against crouching opponents that can't be hit by 5C. Requires you to be very close. (j.B/j.C) 5A/2A, 3C xx 214+aa - Link into launcher for a super confirm. Also works against crouching opponents. (j.B/j.C) 2A>2A, 5C xx 214+aa - Primary super confirm off a low or a jump-in. Second 2A might put you out of range against certain characters or of you done your jump-in too close to the ground. Sometimes it's better to only use one 2A.


(j.B/j.C) 5A/2A/d.5A/d.2A xx 236+aa - Confirms into 236+aa. The 3C launch into 236aa does not work against characters in S.On.


j.B/j.C xx j.236+aa - Confirming jumping normals into air version of 236aa. Not recommended when used as an air-to-air as opponents tend to easily tech out of it. Delay the super slightly for it to connect with the opponent.


2C/d.2C xx 214+aa - Only works against characters in Stand On. Sweeps launch instead of knocking down, allowing you to confirm into super.

Advanced Combos (j.B/j.C) 5A>5A, 2C - 1f link. Sweep ender from standing jabs. +4 on block. Launches opponents in S.On.


d.5A/d.2A, 2A... - 1f link into 2A. Can be used to start combos at close range. 2A, d.2A, 2A, d.2A... - Potential jab infinite. Can drop due to IPS. Features a 1f link. Not recommended.


(j.B/j.C) 2A>2A, d.5C xx 214+aa - Afraid of dropping your combo due to range problems? Fear not, this 2f link into dashing C will solve all your potential range issues with the exception of characters that can duck under it. It's actually pretty useful to learn. (j.B/j.C) 2A>2A, d.5B xx 214+aa - Similar to the combo above, except less damage and it's 1f link now! Hurray. At least it hits crouching characters!

(j.B/j.C) 2A>2A, d.2B - Probably the easiest from the dashing links but unfortunately does not confirm into the supers UNLESS you use only one 2A.


j.5S, 2A... - Landing an outlet as low as possible allows you to link after it hits with 2A. Very tight.


j.C (land) j.C xx j.236+aa - IOH confirm with j.236aa. Pretty tight, works best against tall characters. You might want to delay j.236aa just slightly.

Advanced Combos

(j.B/j.C) 5A>5A, 2C - 1f link. Sweep ender from standing jabs. +4 on block. Launches opponents in S.On.


d.5A/d.2A, 2A... - 1f link into 2A. Can be used to start combos at close range. 2A, d.2A, 2A, d.2A... - Potential jab infinite. Can drop due to IPS. Features a 1f link. Not recommended.


(j.B/j.C) 2A>2A, d.5C xx 214+aa - Afraid of dropping your combo due to range problems? Fear not, this 2f link into dashing C will solve all your potential range issues with the exception of characters that can duck under it. It's actually pretty useful to learn. (j.B/j.C) 2A>2A, d.5B xx 214+aa - Similar to the combo above, except less damage and it's 1f link now! Hurray. At least it hits crouching characters!

(j.B/j.C) 2A>2A, d.2B - Probably the easiest from the dashing links but unfortunately does not confirm into the supers UNLESS you use only one 2A.


j.5S, 2A... - Landing an outlet as low as possible allows you to link after it hits with 2A. Very tight.


j.C (land) j.C xx j.236+aa - IOH confirm with j.236aa. Pretty tight, works best against tall characters. You might want to delay j.236aa just slightly.

Cable Loop

By landing wires (214x) on an opponent towards the end of the Cable's (623x) active frames, you can throw up another cable to have to connect while keeping the opponent grounded. This can be looped which is why it's called the cable loop.

How you do this depends on the level, the lower the level the less time you have to set up projectiles and other things to keep the opponent in hitstun before 214a hits. Here are some things that work

Before you look at these it's good to know how long or how many hits burner will do at each level level 1: 3 level 2: 4 level 3: 5 level 4: 6 level 5: 7 level 6: 8 level 7: 9 level 8 (max): 10 Rule of thumb, number of hits = level + 2

levels 1-8: 623x (wait) 214x - doing 214x towards the end of a 623x will get them wrapped. Useful for if you're not already near opponent when cable hits or the cable isn't already part of a loop. Wait time depends on the level level 1-8: 623x 4b 5a/2a xx 214x - knife will put opponent in enough hitstun that 214x will connect, the 5a is there to ensure that knife hits in case you did 4b late and burner stops hitting too early. Although this works at all levels, the 4b needs to come immediately towards level 1, even before burner hits.

Neuf Approved optimal level loop (any level) wrap lands, 623b 5s (delay based on level) 214x Easyish, intuitive and legally allows you to get up to 3 levels in between the loops.

More routes coming

Iron Crush Loop

The 214+aa Super can be looped together an infinite number of times. While the timing is pretty strict and changes based on your current level, it's not the hardest thing to do. The reason why that happens is because the opponent isn't knocked down instantly by the last hit, instead, they're suspended midair for a brief moment.

This loop was considered a bug and does not work in the more recent revision of the game, as well as the console ports.

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