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

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Abdul

For some odd reason, this match is fairly even. Avdol's entire gimmick is having amazing normals and he lacks both good rushdown and mixups.

This entire match is just neutral. You have a decent counter to get away from jumping normals in case you can't beat them with your anti airs (or maybe 236AA punish in some situations). If you can react fast enough, you'll be able to punish Avdol's Flame Sensor and his Crossfire Hurricane projectile with s.236C, which can lead to your CC BnB.

DON'T TRY JUMPING IN AGAINST HIM. He thrives the most when the opponents jump because of his amazing anti airs.

In general, you want to look for gaps in his pressure and capitalize on it. Make sure you don't leave yourself in the open, because you'll end up taking quite some damage.

Alessi

Black Polnareff

Chaka

Here's a tip: Don't do raw s.236A/B/C on him. Why? Because Chaka has the best hops in the game, which also means that he can punish you from near full-screen with a jump in into his bnb or unblockable reset.

So to put it short; you will have a hard time approaching a Chaka, and you will most likely lose in neutral. What you do beat him with, is damage. You can easily overwhelm him damage wise. But don't let that get the better of you, as you will still have a hard time landing that damage in the first place.

Avoid making air to air challenges against him, as his jc is one of the best air to air moves that exists in this game. If he tries to jump with with jc, you can simply run away and then do 66b which suprisingly enough, beats Chaka's jc (I don't know if that would beat s.jc yet).

Your Guard Cancel is really good against Chaka, since it beats out a lot of his pressure. But avoid being too predictable with them, as they can read you easier.

And just like every Anubis character. Make sure to not let your good buttons get countered. If they do counter them; you will suffer, simply because of the fact that they will limit your options even further and especially against Chaka.

Devo

Not as bad of a matchup as you think, but definetly an annoying one. Devo will most likely stay crouched in neutral because of how low his hurtbox gets.

If you do hit him while he's crouching, good luck trying to do your CC bnb. A lot of your standing normals will whiff against him because of his small hurtbox. In this case, 5A, 5B, 5C, s.5A and far s.5B (these normals won't whiff if your opponent decides to block, which enlarges his hurtbox. But during your custom combo, they will whiff regardless).

So you have to adjust it for Devo. In this case: 3B/s.3B xx 214S (2C,236C>4A,5A,5B,5C,236A/B) S+5C>236C>4A>s.5A>s.3B>s.(360)A/B. The reason you go with 236C during your custom combo is because after you pull them, your opponent is forced to stand. And in this case, it's super good against Devo, as it lets you continue the combo as usual.

Despite that, this match is pretty much skill based. The only disadvantage you have is the fact that most normals you would use in neutral will whiff against him if he crouches.


Also: Even if Devo remains crouched the entire game, that doesn't give you an excuse to use 6C/s.6C. Even if it's an overhead...

DIO

Hol Horse

Hol and Boingo

Hol Horse and Boingo (Hoingo) is a zoning character, demanding you to approach and find openings to inflict damage.

Generally, you’ll want to play patiently, approaching when you can while avoiding and blocking the array of projectiles heading towards you. Be wary of rolling while stand on, since you can be hit during the roll. Making the most of every hit is important. Hitconfirming into 214s from normals and converting into combos will be how you obtain most of your damage.

A good Hoingo will know how to utilize their S bullet. This will be one of their primary tools used to zone you out, and can also act as a source of pressure. A good Hoingo player will use different S bullet patterns to adapt to your approach attempts, such as making it cover a different portion of the screen or cross up. Approaching with your stand on will nullify the chip damage Hoingo’s S bullet normally does, and the bullet cannot damage your stand. Fortunately, Hoingo’s 5S is unsafe, even on hit occasionally.

Also make note of other potential punish opportunities. For example, His command grab is punishable when whiffed. You’re also able to punish Hoingo during the startup of his “Pipe Maze” (421 + AA) super, but it can hit you if you’re too close and cause a stand crash. His 4C and 236 + AA are also unsafe.

Iggy

A bad and one of the most annoying matchups Old Joseph has. Just like Devo, Iggy's small hitbox makes it impossible to do your basic CC BnB route (unless he's stand on) and due to your VERY slow wakeup, he can set up his unblockable very easily.

Play defensive and be ready for grabs. Iggy will do that a lot since the grab gives him good oki, especially against you. If Iggy decides to stand on [4]6A/B/C you for some reason, you get a very easy punish. You also get a punish if Iggy does it as a combo ender, since the stand on version is unsafe ON HIT, but you have a VERY small window of opportunity to punish that.

The optimal route for the BnB against Iggy after pulling him in with Hermit Web is s.5A>s.3B>s.5C xx 214S (2C,2C,2C,2C) S+2C xx 236C>4, s.5A>s.3B xx s.(360)A/B. You can probably replace some 2Cs in the custom combo with 2A>2A but the timing between the end of the custom combo and the S+2C will most likely get harder..

For some reason, Iggy has a very weird recovery. This can be exploited to extend your combo after the s.(360)A/B ender into s.5A>s.5B>s.5C xx s.236AA which will lead to a lot of damage. The timing is very strict, however.

Jotaro

Kakyoin

Arguably the hardest matchup for Old Joseph. Kak's amazing normals and net gimmicks makes the game near unplayable for you. Trying to go full turtle won't really help because of his insane mixups. The best you can do is punish whiffed normals and watching out for his nets.

Kak's s.2c is punishable yet near impossible to follow up most likely because of the fact that 9/10 times it will trade.

Once he knocks you down, you're in for a hell of a treat. Due to Old Joseph's slow wakeup, Kak has all day to set up nets and either hitting you with his 50/50 oki or simply going for a tick grab.

If you do knock him down, you have a chance to hit him with a meaty s.3b into either s.5c>CC or straight up going for the command grab, as it combos despite not looking like it. Then again, your oki game is generally weak, so do the best you can with the opportunity.

Khan

Decently even matchup, with khan having better mobility but you having better damage. This will be heavily based on who has better neutral and finding openings. Be wary of his 662a and j.c, and capitalize on punishes with your CC.

Mariah

Midler

New Kakyo

Old Joseph

Mirror match. If your opponent is good, he'll play equally safe as you will do.

Oh and you also know your buttons, specials, the recovery of them etc. so you should know what and when to punish.

Pet Shop

You're most likely never gonna have this matchup. If you do, good luck. There's a reason he's banned in tournaments, so you don't have to worry about that.

If you somehow do fight Petshop, it's the same situation as Kakyoin, if not worse. Petshop's unblockable setups and insane damage outputs makes the game just as unplayable as if you were fighting Kakyoin.

Even if you were somehow able to stand your ground against him. Approaching him is near impossible, as he can simply just move away to the other side of the screen without effort. And during that, you can't really catch him with your normals. You're simply too slow to keep up against him.

If they play it lame, you lose. If they play super aggresive, you lose. If they don't do any of that, you might win? Although that will probably never happen.

Polnareff

Rubber Soul

Shadow Dio

Vanilla Ice

Young Joseph

This is a really bad matchup, suprisingly. Young Joseph's buttons are virtually the same as Old Josephs stand off normals, but slightly better. He can outzone you pretty easily as long as he respects your hermit grab. If he doesn't, it's a free punish for you.

And due to your very slow wakeup, literally any sweep that he has which knocks down will lead to a free Aja super which does insane damage, as long as he cancels to the super immediately after his sweep hits.

The best you can do here is to condition him to get caught with your hermit web. Poking him with some stand off normals into 236A/B/C or into your Custom Combo bnb whenever he whiffs or does a move with long startup point blank. Or hell, if he accidentally does a 6C, then you get a free punish not only on block, but on hit as well.

It's a very uphill battle, but it's not as hard as it seems, despite Young Joseph's advantages.


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Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
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Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph