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JoJo's Bizarre Adventure: Heritage for the Future/Mariah/Matchups
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Avdol
You can use 5S to block his 236+A/B/C projectile. Most of your normals are effective in this matchup, so just don't let him get close to you. Watch out for his wake-up supers as Abdul has the fastest recovery time in the game. 5C is ineffective against him when he's using Stand Off, and his sweep attack can very dangerous.
Alessi
Lay outlets on the floor with 2S to prevent some of Sethan's attacks. Watch out for Alessi's air attacks. He can duck under your 5C, so focus on using other normals. Watch out for his sweep as it will intercept a lot of your attacks.
Black Polnareff
Black Polnareff won't be able to do anything against you as long as you don't let him get close.
Chaka
Chaka is very fast and his supers are deadly against zoners. Keep a long distance between him and yourself and try to not abuse 236+A/B/C. Magnets are very effective and can stop several of his attacks. He can duck under 5C with his stand off so watch out.
Devo
You can lay outlets right on top of the doll to disable its special attacks, making Devo very limited for a brief moment. Punish his normals and don't let him use his doll to quickly grab you. Watch out for hard knockdowns. 623+A/B/C can be extremely useful to block or punish his doll's attacks. Watch out as he can duck under your 5C and his rolls are fairly quick.
DIO
Focus on punishing DIO's attacks instead of tossing risky projectile attacks as he can easily teleport close to you and counter with anything he wants or just toss knives at you for high damage.
Hol Horse
There's no time for projectiles here. Rush him down and punish all of his rolls. Don't let him leave the corner and keep going for hard knockdowns and resets. j.236+A/B/C can be useful to provide some defense while approaching Hol, but be careful not to be punished with Hanged Man. He has no way of disabling 623+A/B/C aside from attempting to Guard Cancel it. Keep him in stun and watch out for 5C and 2C.
Hol & Boingo
Same as above, except instead of having to worry about Hanged Man, you should worry about Hol's S bullet.
Iggy
Don't let him grab you. Iggy can just walk under the 5S and 6S versions of the outlet with his Stand Off. 5C will obviously not work too when he's without his stand, although it makes for a great anti-air against Iggy.
Joseph
Watch out for his Stand On attacks, 236+A/B/C in particular as it can reach you from almost the entire screen when you're not careful with your projectile moves. Custom combo can easily punish any attempts at using projectiles, so don't toss them without knocking him down first.
Jotaro
When Jotaro attempts to rush you down, 5C will save you from a lot of his attacks, however, try to not risk an anti-air because Jotaro's air attacks have much better speed. He is very susceptible to Mariah's outlets while performing a lot of his attacks which will halt his movement greatly. Remember to keep enough space for your projectile attacks so that you don't get quickly countered with tandem or super attack.
Kakyoin
The problem here is that Kakyoin wins in range versus Mariah, in order to get onto him you need to block literally everything he throws at you and attempt the hard knockdown. That's pretty much the plan for anyone with many zoning abilities. As for more close range oriented chars you want to stay back and keep tossing shit at em until they commit to a mistake, the only problem here being active stand users able to just ignore all the chip with Stand On and quickly pull off a super any time to pretty much punish everything you throw. To prevent that, you should always have an outlet active on the field. It's your shield against all the bs that might come in your way.
Khan
Toss everything you can at him and don't let him get close to you. Only his 236+AA super is particularly dangerous as it has a lot of invincibility frames.
Mariah
First to cover the entire screen in projectiles wins.
Midler
6S outlet will block her harpoon attack. Using 236+A/B/C in this matchup can be very dangerous as Midler can punish it with her 623AA Dinner Time super for massive damage. Try to carefully approach her.
New Kakyoin
Pretty much the same deal as regular Kakyoin, except he does less damage so you may have slightly better odds.
Petshop
Give up. Your auto-combo does not work in this matchup as the last hit (2C) whiffs against standing Petshop. Your only hope is to find an opening so that you can either score a level up or smack him with 5C (which also whiffs if he's crouching). Petshop can cut Electric Burn very easily, but attempting it is the only way to gain anything in this matchup.
Polnareff
Polnareff's long pokes are very dangerous, and his Shooting Star special won't give you a moment of rest. Do not do anything risky and try to adapt to his strategy so that you start trapping his special attacks with your Magnets, then once you reach a desired level of magnetism, start using 623+A/B/C and begin your counterattack. 4S can block Shooting Star, while placing an outlet in the front will stop Ray Dart.
Rubber Soul
Don't let him grab you. There's nothing that prevents Rubber Soul from rushing you down other than your outlets. Always have them out during the fight against him. Watch out for his 236+AA super. He will most likely try to interrupt anything you do with 6S, but it will whiff if you're crouching. Punish it quickly with 5C. Sometimes you can punish it even when it hit you.
Shadow DIO
Shadow DIO's grabs can be very deadly in this matchup. It is important that you know how to evade his projectile attacks and keep spacing. 623+A/B/C is a great move in this matchup as Shadow DIO cannot easily cut the wire, and he cannot use his Book Counter against it either, so he'll most likely take some damage from it every time it's out. If Shadow DIO attempts his laser attack, you can just input 66 and run towards him as the beam will miss. Turns out Mariah's running actually lowers her hurtbox minimally.
Vanilla Ice
Vanilla's fast rolls and jabs are guaranteed to beat you quickly. He cannot be hit by 5C while ducking without his stand and he can beat your 5B/2B with a roll. There's not much else you can do besides keeping spacing and chipping at his health slowly.
Young Joseph
Once he manages to set Clacker Boomerangs on the field it's gonna be an uphill battle from now on. Either try to grab him to get rid of them or make clever use of your electric burn.