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

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Basic combo video by Aleph Null:

Stand On Chain Combos

A very important note about Old Joseph's chain combos, a lot of them are VERY UNSAFE ON BLOCK AND EVEN ON HIT. Always attempt to head into a hard knockdown or end the string with s.5B or s.3C to keep yourself relatively safe if you see it being blocked. All attacks ending with s.5C or s.2C will be unsafe. Note that these properties are not the same as when you perform these moves outside of a chain combo.

s.5A>5A>5A - Joseph's auto-combo. Two jabs into a backfist.
s.5A>5C - Single jab into backfist.
s.5A>3C - Joseph performs a Hamon infused chop at an opponent's legs after jabbing them once. This does not combo. The second hit is low. Leads to hard knockdown if the second attack connects. Totally useless.
s.5A>2C - Jab into hammer punch. Quite useless.

s.5A>5B>5C - The string you'll be doing inside of Old Joseph's combos. Does high damage and can lead into the custom combo easily.
s.2A>5B>5C - Same as above but starts with a slightly slower but low hitting jab.

s.5A>5A>5B>5C/2C - Optimized string ending with a backfist. Useful as a starter for the custom combo. The 2C finisher DOES NOT lead into the Custom Combo so avoid it since it's extremely unsafe and generally just bad! Inside of combos might whiff against thinner characters, so it is advised to use the string above instead.
s.5A>5A>5B>[3]C - Leads to hard knockdown, useful combo ender. Relatively safe on block.

s.5A>3B - Jab into a sliding kick. You can use this to combo into your 360 command grab easily.
s.5A>3B>5C - Jab, slide, backfist. Useful for custom combo only, but not optimal.

s.2A>2A - Two low jabs. Relatively safe. Useful during custom combos.
s.2A>3B - Can be used to combo into a command grab.
s.2A>2C - Low jab into hammer punch. Quite useless.
s.2A>5B/2B/3B>5C/2C - Starts with a low jab and ends with the backfist. Can be used as a starter for the custom combo. Again, avoid the 2C ender. 5B does the most damage in these strings.
s.2A>5B/2B/3B>[3]C - Leads into hard knockdown. 5B does the most damage in these strings.
s.2A>2A>3B>[3]C - A series of low attacks leading into hard knockdown. Can be very useful.

s.5A>5A>5B>[6]C - Series of attacks leading into an overhead roundhouse kick that does not combo. This version of the roundhouse kick is actually positive on hit, but still highly punishable on block. If it connects, you can combo into s.5A, though it's very tight and sometimes you might be barely out of range.
s.5A>5B>[4]/[6]C - While holding 4 Joseph will perform the roundhouse kick in place. Kind of useless.
s.2A>5B/2B/3B>[6]C - Starting with a low jab.
s.2A>2A>2B/3B>[6]C - A series of low attacks into the overhead kick. Perhaps kind of useful as a blockstring for when the opponent is expecting a low to be the final hit? Who can tell?

Custom Combo Examples

After confirming into a custom combo there are several ways to deal damage to your opponent, the most basic are:

214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 214+A/B/C*n) - The basic version of the custom combo which leads to a launcher/hard knockdown. If your opponent does not recover from the launcher, it is possible to land 236+AA after the custom combo, though it is most likely that they will do that and you'll just waste your meter. Try to aim for the hard knockdown instead.

In situations where your opponent is out of 2A>2A's range, you can use 2C instead of 2A>2A to catch up to them. Sometimes two 2C will be required to land the rest of the Custom Combo. It will do slightly less damage but at least it shouldn't drop because you were out of range.

214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B/C - Using Hermit Web to end a Custom Combo can provide a follow-up after. s.5C is quite difficult to link after the custom combo ends. This is possibly one of the most optimal things Old Joseph can do to end his combos.

214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), 5A, 5A, S+2C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B/C - More flashy version utilizing a 5A link. Possibly slightly more optimal but also much harder. Hold 2 if you want to land s.2C easier to Crouch Cancel 5A. You can also use S+5C after one 5A, but it might be even more difficult.

214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), d.5A/d.5B xx (720)+A/B/C - Performing a dashing normal after a custom combo is already nearly impossible, but if you land it, chances are you might be able to combo into Old Joseph's 720 grab for some very high damage. This combo is not recommended for anyone and should only be performed if you really want to style on your opponent.

Note that against Iggy you'll need to perform 236+C instead of the A/B versions as they whiff against him. This potentially makes the combo potential vs Iggy smaller.

Old Joseph's Custom Combos are special in that they can potentially lead to infinites. Pressing an attack button at the end of a special move, a frame before your custom combo would normally end will lead to performing an attack while still being under the effect of custom combo. In theory, you can do this:

214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B/C>4, 5A>5A>5B>5C xx 236+A/B/C>4, 5A>5A>5B>5C xx 236+A/B/C>4 ... ) - You just need to hit that perfect frame.

Note that Stand Crash combos use different Custom Combos as they require a specific amount of hits.

Basic Combos

For the sake of making this shorter, the Custom Combo strings mentioned above will be referred to as (CCS), while Joseph's command grabs will appear as (360) and (720).

Oldseph can start a lot of these combos from his jumping normals.

Stand Off

5A/2A, 5A/2A, 5B xx 236+A/B or 214+S (CCS) - Basic links into hitconfirm overdrive or Custom Combo. Try to use every opportunity to land the custom combo if possible. While two jabs are mostly optimal, it is possible to land a third jab in some matchups. In case you are worried about the range, you can link using just one jab into 5B, which should be fine as well. 5A into 5B is a tight but not too hard link. It may come in handy, though 2A is a move you should use more often.

5A/2A xx (360)+A/B/C - Jab into command grab. Learning the timing to correctly connect with the command grab is very important, as being either too fast or too slow will result in the grab missing the target. This applies to pretty much every combo utilizing the 360 command grab.
3B xx (360)+A/B/C - Slide into command grab. Fairly easy to do, though the timing is strict.
j.A/j.B/j.C, (360)+A/B/C - Deep jump-in can allow you to combo into your command grab easily.

5A, 5A, 3B xx 236+A/B or 214+S (CCS) - Jab into slide into hitconfirm. Can be quite useful in some situations. You can use one jab instead of two if you're worried about range.
5A, 3B xx (360)+A/B/C - Rather tight but works well when performed up close.
5A, 3C - Leads to a hard knockdown. Rather tight.
2A, 3B xx 236+A/B or 214+S (CCS) - Tight link into a hitconfirm.
2A, 3B xx (360)+A/B/C - Can be quite hard to perform hard to perform.

5C/2C xx 236+A/B or 214+S (CCS) - Simple hitconfirm.
5C/2C xx 623+A/B/C or 236+S - Not particularly useful but it's possible to combo into your overhead attack out of these two normals.

d.5A/d.2A/d.5B/d.2B xx 236+A/B or 214+S (CCS) - Dashing normals hitconfirms.

5A/2A, S+5A>5B>5C xx s.214+S (CCS) - Stand Off jabs can link into Stand On s.5A.
5A, S+2A>5B>5C xx s.214+S (CCS) - And to s.2A as well.
2A, WC S+2A>5B>5C xx s.214+S (CCS) - 2A needs to be Walk Canceled for s.2A to combo properly. 2F link.

Here are moves that can combo into Joseph's 236+AA uppercut super. Note that this super scales down pretty heavily in combos, making it very weak. It's better to use Custom Combo if you're going for actual damage. Here they are anyway:

5A/2A/2B/3B xx 236+AA - Simple jab into super, don't expect much from it. If the opponent blocks it you'll be punished. 2B into uppercut might not work in some matchups.
5A, 3B xx 236+AA - Not only the uppercut move must be slightly delayed to connect, but it also might not even work in some matchups.

d.2C xx 236+A/B or 236+AA - Dashing 2C launches the opponent, this allows you to follow up with Overdrive and in some situations, with the Uppercut super (best used in the corner). Possibly the only good use of it.

Stand On

All chain combos that end with s.5B/s.3B/s.5C can be canceled into a Custom Combo. For example:
s.2A>5B>5C xx s.214+S (CCS)
s.5A>5A>5B>5C xx s.214+S (CCS)

Additionally, you can confirm into the Custom Combo out of s.5B/s.2B/s.3B/s.5C/s.2C/d.s.5B/d.s.3B.

s.5A/s.2A, s.(360)+A/B/C - Learning the timing for these confirms can be more difficult as s.5A and s.2A cannot naturally cancel into special moves. It is still possible to use 360 to potentially combo/tick grab opponent.

s.5A>3B xx s.(360)+A/B/C - Very useful confirm into the command grab and one of the easier ones to pull off. Definitely worth learning as it makes for a great combo finisher. Remember that you should mainly use the A and B variants of the command grab as they lead to okizeme. C version of command grab kicks the opponent across the screen, and should only be used if you need to grind some meter.
s.2A>3B xx s.(360)+A/B/C - Same as above except it starts with a low.

s.5C/2C xx s.236+A/B/C, s.5A>5A>5B>[3]C - You can confirm into Hermit Web out of s.5C and s.2C. After that, you can choose to either go for a chain combo into a custom combo or a different combo finisher. For example, this leads to s.3C that causes hard knockdown.
s.5C/2C xx s.236+A/B/C, s.5A>3B xx (360)+A/B/C - Hermit Web confirm into chain combo that leads to command grab. Possibly the most optimal way to go without using meter.

s.236+A/B/C (far catch), s.5C xx s.236+A/B/C ... - If the opponent is caught by Hermit Web from a far distance, zap them a bit with Hamon then bring them back and smash them with s.5C into another one. Guaranteed to build some meter. Then just finish them with one of the combos mentioned above.

s.5A>5C xx s.236+AA - Two hits into the uppercut super. Damage scales badly but it can be used as an alternative combo finisher after Custom Combo and it's really simple to do as well. You'll probably want to save that meter though.
s.5A>3C xx s.236+AA - Same as above, except it uses the sliding kick. Poor damage overall but it's flashy. Can be used a combo ender.

d.s.5B/2B xx s.214+S (CCS) - Dashing normals into hit-confirm custom combo.

s.2A, s.5A>5B>5C xx s.214+S (CCS) - Not very useful but it's a thing. You can link s.2A into s.5A. Against some characters. it's possible to do a full, 4-hit chain combo, but against most, it's safe to just do the one mentioned here.

Advanced Combos

Stand Off

2A, 5A, S+2C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B/C - Optimal meterless BnB from Stand Off. It is very important that you learn the 5A > s.2C link as it is also the follow-up after the custom combo.
2A, 5A, S+2C xx 236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (CCS) - Optimal BnB starter from Stand Off.

2A, 5A, CrC 5C xx 236+A/B or 214+S (CCS) - 1F crouch cancel link. Totally not recommended for beginners.
2A, 5A, 2C xx 236+A/B or 214+S (CCS) - This one isn't as tight, but doing s.2C instead of 2C is better, so this is kinda useless.

2A, 2B, 5B xx 236+A/B or 214+S (CCS) - 2B into 5B is a 1F link. Does okay damage overall.
2B, 2B/3B xx 236+A/B or 214+S (CCS) - More obscure links, though this one is fairly simple to do.
2A, ID d.2C xx 236+A/B or 236+AA - 2F link which also requires a frame perfect dash start. Not recommended.
2A, 2C xx 236+A/B or 214+S (CCS) - Another 1F link. This one seems to be really hard and also quite pointless.

5C/2C xx 236+S~s.236+A/B/C>4 s.5A>5A>5B>5C s.214+S (CCS) - A very hard way to land Hermit Web out of Stand Off normals. 236+S needs to be canceled nearly instantly into Hermit Web for it to combo.

d.5A/d.5B xx (720)+A/B/C -  Dashing normals into the 720 grab super. Pretty useless but flashy stuff.

Stand On

s.2C, s.2C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (CCS) - A character specific combo that works mostly in the corner. Some characters have wider horizontal hitboxes. This allows you to link s.2C into itself. It is actually possible to land s.2C 3 times against Stand On Devo (hit Devo while he's controlling his doll in the corner) which can lead to massive damage.

s.(360)+A/B, s.5A~5B~[6]C, s.5A>5A>5B>5C xx s.214+S (CCS) - Joseph's roundhouse overhead can be used as a "meaty" (it has whole 2 active frames, so it's a pretty poor meaty option...) after his command grabs (versions A and B). This link is 2F at best. Very hard to utilize but might still trick your opponent if done right.

d.s.5B xx s.(720)+A/B/C - Dashing kick into the 720 grab super. Pretty useless but flashy stuff. Possibly harder than the Stand Off versions.

Examples of optimal BnBs

Stand Off

(j.A/B/C), 2A, 5B xx 214+S (2C, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - Optimal vs characters with Stand Off. Instead of S+5C after the custom combo ends, you might use 5A, S+5C/S+2C, but it might be harder to link.

(j.A/B/C), 5A, S+2C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - Optimal vs characters with Stand Off. Instead of S+5C after the custom combo ends, you might use 5A, S+5C/S+2C, but it might be harder to link.

Stand On

(j.s.A/B/C), s.5A/s.2A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - Optimal vs characters with Stand Off. Against some characters, it's possible to add an additional 5A to the first Chain Combo, if you didn't use 2A instead that is, but you'll most likely need to use 2C during the custom combo.

(j.s.A/B/C), s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - Optimal vs characters with Stand Off. Instead of S+5C after the custom combo ends, you might use 5A, S+5C/S+2C, but it might be harder to link.

Stand Crash BnBs

Note that you will require at least 2 stocks of super to perform these combos. The idea is to land the least amount of hits during the first Custom Combo to prevent any further damage from scaling down, but also to land enough hits to have a smooth follow-up after it (your stand gauge must run out).

Against Iggy, perform a neutral hop instead of jumping forward after Stand Crash, otherwise, you'll be unable to hit him.

Against any character in Stand On:

d.5A/d.2A/d.5B/d.2B xx 214+S (2C, 2B, 2B, 2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - Dashing jab uses the same sequence for everyone (unless you damaged opponent's stand gauge earlier).

Characters with Shortest Stand Gauge (Jotaro, Chaka, Vanilla Ice)

2A, 5B xx 214+S (2C, 2B, 2B, 2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B - if Short Hop S+C ends up being too hard for you, you can simply use s.5C on its own. It's way easier to do, but will cost you a tiny bit of damage. Alternatively, you can also attempt to do j.C into S+5C for possible 1 point of damage more.

j.C, 2A, 5B xx 214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

s.5A>5B>5C xx s.214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

j.s.C s.5A>5B/5C xx s.214+A (2C, 2A>2A, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

s.5C xx s.214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

s.2C xx s.214+S (2C, 2A>2A, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

j.s.C s.5C xx s.214+S (2A>2A, 2A>2A, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

d.s.5B/d.s.2B xx s.214+S (2C, 2A>2A, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

Characters with Medium Stand Gauge

Todo

Characters with Longest Stand Gauge (Alessi, Kakyoin, New Kakyoin, Midler)

(j.C), 2A, 5B xx 214+S (2C, 2B, 2B, 2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

s.5C/s.2C xx s.214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

(j.s.C) s.5A>5B>5C xx s.214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

j.s.C, s.5C xx s.214+S (2C, 2A>2A, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

d.s.5B xx s.214+S (2C, 2C, 2B, 2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

d.s.2B xx s.214+S (2C, 2C, 2A>2B) !SC sh.S+C s.5C xx s.236+A/B/C>4, s.5A>5A>5B>5C xx s.214+S (2A>2A, 2A>2A, 5A>5A>5B>5C xx 236+A/B>4), S+5C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B

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