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JoJo's Bizarre Adventure: Heritage for the Future/Midler/Movelist
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Actions
Namespaces
Variants
Tools
Stand OFF
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 1 | 4 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | +3 | SP,SU,TA | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 11 | 5 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -10 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 20 | 13 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -7 | -20 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 4 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
6 | +5 | +2 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 18 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 15 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | -10 | -23 | SP,SU,TA | IPS=No Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 11 | Until Landing | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | None | IPS=No Scaling=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 10 | Until Landing | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | None | IPS=No Scaling=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | Until Landing | 12 | WIP | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
WIP | - | - | None | IPS=No Scaling=Yes High | ||||
|
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | 13 | 4,4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | -11 | -8 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 6 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | +3 | +0 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 18 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 15 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | -10 | -23 | SP,SU,TA | IPS=No Scaling=Yes Low Air-UB | ||||
|
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | 6,6,5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 11 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -17 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 21 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -17 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | Until it hits the ground | Until Midler Lands | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -27 | -36 | None* | IPS=No Scaling=No High Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 1* | 21* | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | - | - | None | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Stand ON
S.5A | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
4 | 3 | 32 | 4 | - | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-22 | -23 | -26 | SP,SU,TA,Walk | IPS=No Scaling=Yes Mid Air-UB | |||
| |||||||
Final Chain Hit | Startup | Active | Recovery | Damage | Guard | ||
- | 5 | 19 | 4 | - | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-11 | -12 | - | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | |||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess transforms into scissors that cut towards the opponent head. Fast poke, although it whiffs against most crouching opponents. Can cancel into itself up to 2 times. Useful for meter building. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess transforms into a spinning saw that moves forwards. Good priority, can be used as a meaty. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess stabs the opponent with her nails quickly. Becomes a quick 4 hit auto combo if mashed. Hits high except for the last hit, which hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess appears as a big head and bites the ground. Faster than 2C but doesn't sweep the opponent. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into an excavator and quickly swipes upwards. Launches on hit. Can be used as a mediocre anti-air, but the hitbox is smaller than it appears. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess does a horizontal slash. Solid range all around. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as j.s.A but does way more damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Very similar move to j.C but has a slightly longer hitbox. It can be hard to hit crouching characters with it. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as s.2B but does less damage. Very useless. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as s.2B. Quite useless. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Though it has the appearance of s.2A, it functions just like d.s.5A. Hits low. Just as useless as the rest. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Significantly slower version of s.2C. Avoid using it. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Special Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a harpoon launcher and fires straight towards the opponent. A fast projectile special. Low damage but can easily catch the opponent off guard. Due to the projectile's speed, this move can be very effective during projectile wars and can easily interrupt opponents. Can be canceled into from 5A, 2A, 5B, 3B, and 5C. Depending on the button pressed, the projectile's speed changes minimally, with C version being the fastest and by far the most useful one. Stand On version is almost the same except the recovery is faster. Good for applying pressure from fullscreen. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a car that depending on the button pressed, comes out of the ground and launches the opponent on hit. After deploying High Priestess to attack, Midler can freely move during this attack. It's a great move that can be used for zoning, applying pressure, and it makes one of the best anti-airs in the game since it cannot be blocked midair. You can also use it for frame traps against opponents that respect you too much or pushblock a ton, especially after 2C. Depending on the button pressed, the car will appear at different distances. A - In front of Midler B - A bit further from Midler C - Furthest away from Midler, almost fullscreen. (Fullscreen on indoor stages that do not zoom out while characters are in the corners.) Note that while this move is happening you lose the ability to block. Sometimes rolling is the safest option to follow up with. The Stand On version functions in exactly the same way, however, Midler is unable to move while the attack is happening and will receive increased damage if she's punished. It's best to avoid using this move because it's just not worth the risk. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler summons High Priestess as a Weight that stomps down in front of her. Can be used as an overhead in between attacks but it's really not worth the hassle. It doesn't do high damage and High Priestess is punishable even on hit unless Midler follows up with an attack of her own, which in some situations isn't even possible. Avoid using it unless you're about to KO the opponent and need a quick mixup. The Stand On version has Midler recover the same amount of time as High Priestess, making this move even more useless. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess appears and slashes upwards, launching the opponent on hit. Uses the same animation as j.C and covers a good distance. Can confirm out of all of Midler's normals, making it a simple combo ender. |
Super Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a harpoon launcher and fires straight towards the opponent. Upon impact, the harpoon pins the opponent to the wall as Midler summons multiple other harpoons and launches them towards the opponent. Harpoon can pass through other projectiles, making it a good move against zoners. Has good invincibility frame but unfortunately low damage. After the last hit the opponent is launched up where you can follow up with another move before they recover. If whiffed, Midler takes a long while to recover, so make sure this move connects with the opponent at the very least. The Stand On version is pretty much exactly the same. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler summons a barrage of Cars that strike from the ground one after another in different colors. Each car launches on hit and is air-unblockable, making it a great reversal tool. Though the startup is very slow making it impossible to combo into this super by any normal means, it's fully invincible, and if it hits, it will cause hard knockdown. If opponent blocks this super, you can attempt to mix them up, however, remember to not hit the opponent with your normals as the super is hitting them because that gives them a window to tech out or just fall out of range of the next car. This super does generally high damage, but if it hits a midair opponent, not all cars might connect. You can attempt okizeme after the super is done or attacks the opponent before they hit the ground. Midler is unable to move while performing this super in Stand On, making it not only much more risky to do, but also makes you unable to perform mixups as it happens. Avoid using the Stand On version as it's not worth the risk. Also, you will receive increased damage if you're punished. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler crouches down and High Priestess appears as a big mouth under the opponent. If jumped into or not jumped out of, the opponent falls down into the mouth of High Priestess, getting chomped down for massive damage. While it doesn't have as many invincibility frames as her other supers, it can be used as a long distance punish, which is especially useful versus zoners. You can hit some characters after they fly out from High Priestess' mouth with some normals, though sometimes it's better to just leave them alone as you can perform okizeme after they land. If the super misses and Midler is punished before she recovers, she'll take increased damage even in Stand Off. The Stand On version is the same as the Stand Off one. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler does a tandem attack |