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

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Movelist

Stand Off Normal Moves

Standing

5A
HFTF Oldseph 5A.png
Not 5B
Startup Active Recovery Damage Guard
4 2 5 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 Special/Super IPS=No Scales=Yes

Kinda high-hitting jab you can anti-air with rarely. Combos into almost every other button. Misses most crouchers.


5B
HFTF Oldseph 5B.png
Not as good as it's made out to be
Startup Active Recovery Damage Guard
5 2 20 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -14 Special/Super IPS=No Scales=Yes

Acts as a poke and as a situational anti-air. Extends forward so it has good reach. Don't expect it to beat much outright, better to punish start-ups and recoveries at long range. Being cancellable makes the not-so-great frame data somewhat negligible. Low-profiled by quite a few crouching characters but otherwise important for hitconfirming from jabs.


5C
HFTF Oldseph 5C.png
What should really be hyped up instead of 5B
Startup Active Recovery Damage Guard
8 4 19 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -15 Special/Super IPS=No Scales=Yes

Slow startup but a solid disjoint, making it one of his better anti-airs when you're spaced far enough, also good counterpoke. Opponents that are hit in the air are knocked away. Hits more crouchers than 5B but cannot be comboed into from jabs.


6C
HFTF Oldseph 6C 1.png
No
Startup Active Recovery Damage Guard
13 3 28 9 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-13 -14 -27 N/A IPS=No Scales=Yes

Awful. The worst. Hits overhead, but is also punishable on hit. Never use this move. You might accidentally get this when trying to grab so do that with 4C instead.


Grab
Startup Active Recovery Damage Guard
- - - 17 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - - -

IMPORTANT NOTE: The buttons that Old Joseph can get instead of grab (primarily 6C) are not very good, so you may like to try pressing S right before grabbing so if you do not get your grab you at least won't die for it.

Crouching

2A
HFTF Oldseph 2A.png
Startup Active Recovery Damage Guard
5 4 3 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +3 - Special/Super IPS=No Scales=Yes

An unremarkable jab. Doesn't hit low. Still an OK combo starter and has decent range for poking.block=


2B
HFTF Oldseph 2B.png
One of your best friends
Startup Active Recovery Damage Guard
4 2 10 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -4 Special/Super IPS=No Scales=Yes

One of your more notable buttons. Low poke that is also used to build meter. Short range though.


3B
HFTF Oldseph 3B.png
Slide
Startup Active Recovery Damage Guard
4 17 7 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -10 -18 Special/Super IPS=No Scales=No

Similar to 2B but advances forward. As with most of your other dashing buttons, it is minus on hit, so you'll need to super or special cancel it to stay safe.


2C
HFTF Oldseph 2C 1.png
Startup Active Recovery Damage Guard
7 3 13 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -9 Special/Super IPS=No Scales=Yes

Nice range and counterpoke, good hitstun that connects easily to custom combo. Also has other niche applications- primarily, hitconfirming into 236S 236C for a meterless command grab.


3C
HFTF Oldseph 3C.png
Startup Active Recovery Damage Guard
8 21 10 9 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -14 -27 Special/Super IPS=No Scales=No

Goes a little further than 3B and causes a hard knockdown. Seen most often as a part of Oldseph's strike/throw okizeme.


Jumping

j.A
HFTF Oldseph j.A.png
Startup Active Recovery Damage Guard
5 14 - 5 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Pretty similar to S.J.A but has a better hitbox. Both make for good jump-ins.


j.B
HFTF Oldseph j.A.png
Startup Active Recovery Damage Guard
7 8 - 6 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Identical to J.A except for the slower startup. Use J.A.


j.C
HFTF Oldseph j.C.png
Startup Active Recovery Damage Guard
6 6 - 12 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

A veritable classic. One of the best to ever to do it. Your best air button. Good range and very slight disjoint. It’s commonplace to see Joseph players pressing this constantly. Used in conjunction with shorthops to stuff the opponents attempts at approaching, as an air-to-air (sometimes into itself depending on the height and range to maximize damage, or as a jump-in that’s difficult to beat. Make this move your friend and it will reward you greatly.

Dashing

d.5A
HFTF Oldseph 5A.png
Startup Active Recovery Damage Guard
5 23 4 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -17 Special/Super -

Similar to D.5B but hits a little higher.


d.5B
HFTF Oldseph 5B.png
Startup Active Recovery Damage Guard
6 23 19 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -17 -34 Special/Super -

One of your better neutral tools. Covers a lot of space and can be cancelled at any point which makes it very useful. Primarily, D.5B 236A/B/ or 214S and D.5B 236S 236C. You’ll see Oldsephs fish for these often.


d.5C
HFTF Oldseph 6C 1.png
Startup Active Recovery Damage Guard
13 3 28 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-23 -14 -27 - -

If this is blocked OR hits it’s over for you. Don’t use this!


d.2A
HFTF Oldseph 2A.png
Startup Active Recovery Damage Guard
5 25 5 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -20 Special/Super -

Another great button. Very similar to D.5B in function and application. Can also be used to go under projectiles such as Young Joseph’s clackers or Hol Horse’s standing gunshots. Unfortunately does not hit low. Has meaty applications as it is very plus when timed properly.


d.2B
HFTF Oldseph 2B.png
Startup Active Recovery Damage Guard
4 25 7 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -18 -26 Special/Super -

Used during oki for strike/throw mix.


d.2C
HFTF Oldseph 2B.png
Startup Active Recovery Damage Guard
4 25 7 10 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-18 -15 -28 Special/Super -

Not safe as it does not provide HKD as 3C does.

Stand On Normal Moves

Standing

s.5A
HFTF Oldseph s.5A.png
Startup Active Recovery Damage Guard
3 2 7 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +3 0 Special/Super -

Used mostly to start or during combos. Pretty decent overall.


s.5B
HFTF Oldseph s.5B.png
Startup Active Recovery Damage Guard
9 3 16 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 Special/Super -

Marginally worse 5C.


s.5B (Close)
HFTF Oldseph Close s.5B.png
Startup Active Recovery Damage Guard
5 3 15 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -3 -11 - -

Proximity normal. Little to no use besides perhaps the occasional tech chase.


s.5C
HFTF Oldseph s.5C.png
Startup Active Recovery Damage Guard
7 2 24 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -20 -21 Special/Super -

Combo starter or slightly more niche anti-air option. Often comboed into S.236AA or 214S S.5C S.214A/B/C for decent damage.


s.6C
HFTF Oldseph s.6C.png
Startup Active Recovery Damage Guard
18 6 20 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -17 - -

Generally, very unsafe and not good at all. It’s worth noting that if this move is done as part of a chain such as S.2A > S.5B > S.6C or similar it actually becomes +3 on hit and +2 on block. This version of the move can also lead to a combo. Really only useful if you can utilize it against the opponent during their wakeup as an okizeme option.


Grab
Startup Active Recovery Damage Guard
- - - 17 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 - - - -

Crouching

s.2A
HFTF Oldseph s.2A.png
Startup Active Recovery Damage Guard
5 2 5 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 Special/Super -

Decent low poke.


s.2B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
4 2 10 11 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 -3 Special/Super -

Pretty alright low poke. Virtually identical to 2B but is one more frame plus on block and hit! Exciting stuff.


s.3B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
6 17 17 6 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -17 Special/Super -

Basically just 3B but with more startup.


s.2C
HFTF Oldseph s.2C.png
Startup Active Recovery Damage Guard
7 3 13 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +5 -8 Special/Super -

Quintessential combo starter. Hits smaller or crouching characters where other buttons would whiff.


s.3C
HFTF Oldseph s.3C.png
Startup Active Recovery Damage Guard
14 3 20 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -5 -18 - -

No reason to use this since command grab provides better damage and knockdown.

Jumping

s.j.A
HFTF Oldseph s.j.A.png
Startup Active Recovery Damage Guard
6 10 - 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Neutral jump punish.


s.j.B
HFTF Oldseph s.j.B.png
Startup Active Recovery Damage Guard
6 10 - - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 - - - -

Less popular S.J.A.


s.j.C
HFTF Oldseph s.j.B.png
Startup Active Recovery Damage Guard
8 6 - 11 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

S.J.B but with more startup.

Dashing

d.s.5A
HFTF Oldseph s.5A.png
Startup Active Recovery Damage Guard
3 23 6 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -17 -20 - -

Much like many of the dashing buttons available to this character, not good!


d.s.5B
HFTF Oldseph s.5B.png
Startup Active Recovery Damage Guard
9 24 15 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-23 -24 -32 Special/Super -

Pretty bad. Can be cancelled on hit or block and if it isn’t it’s very negative on hit. You will likely want to avoid this button.


d.s.5C
HFTF Oldseph s.6C.png
Startup Active Recovery Damage Guard
18 6 20 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -8 -21 - -

Not as terrible as you may expect if you’re familiar with the other variations of this move such as 6C, but still not really worth using.


d.s.2A
HFTF Oldseph s.2A.png
Startup Active Recovery Damage Guard
4 23 4 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 -15 -18 N/A -

No good. Cannot be cancelled on hit or on block and is very negative unless it lands from max distance.


d.s.2B
HFTF Oldseph s.2B.png
Startup Active Recovery Damage Guard
4 23 9 11 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 -15 -23 Special/Super -

Strike/Throw but less safe than Stand Off options as all you can realistically cancel into if you don't command grab is 214S.


d.s.2C
HFTF Oldseph s.3C.png
Startup Active Recovery Damage Guard
14 6 31 12 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -19 -32 - -

S.3C but worse. Don't use this.

Specials

Turquoise Blue Overdrive
236x
HFTF Oldseph 236x.png
Startup Active Recovery Damage Guard
13(A/B)
32(C)
2(A)
6(B)
14(C)
26(A)
22(B)
14(C)
8(A/B)
18(C)
Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3(A)
+1(B)
KND(C)
+2(A)
0(B)
+14(C)
-26(A/B)
+14(C)
- -

Basic poke and combo ender only available in Stand Off. A and B versions are fast and have good range, but are very unsafe on pushblock. C version is much slower, but is very plus and gives a knockdown on hit.


Hermit Web
s.236x
HFTF Oldseph s.236A.png
A/B versions
HFTF Oldseph s.236C.png
C version
Startup Active Recovery Damage Guard
20(A/B)
19(C)
7(A/B)
12(C)
25(A/B)
27(C)
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12/+7(A/B)
+14/+6(C)
-20(A/B)
-24(C)
-23(A/B)
-30(C)
- -

Stand On exclusive hitgrab with very large range. After hitting the move, you can press 5x to send energy through Hermit Purple, dealing a small amount of damage to the enemy. You can also press 4x to pull the opponent back to you for a combo. The pull will give you more frame advantage if you initially hit the move from farther away.


Sunlight Yellow Overdrive
623x/s.623x
HFTF Oldseph 623x.png
Startup Active Recovery Damage Guard
18(s.Off)
17(s.On)
6(s.Off)
8(s.On)
22(s.Off)
12(s.On)
14(s.Off)
16(s.On)
High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch(s.Off A/B)
-16(s.Off C)
0(s.On)
-17(s.Off)
0(s.On)
-27(s.Off)
-13(s.On)
s.236x -

Slow overhead special move. Stand Off version hits once, while Stand On version hits 3 times and also does significantly more stand gauge damage. Can be cancelled into s.236x at any time. Can be used to install the 214X counter bug.


Strategist's Profession
214x/s.214x
HFTF Oldseph 214x.png
Stand Off Counter
HFTF Oldseph s.214x.png
Counter Followup/Stand On Version
Startup Active Recovery Damage Guard
6(s.Off)
12(s.On)
19(s.On) 13(s.On) Variable Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -14(s.On) -17(s.On) - -

Not very useful on its own at all. The risk vs reward with this counter in a game where you can lose a round or match off a single hit is terrible. If this lands, you’ll receive extremely minor damage and no advantage, and you risk losing if it doesn’t. The Stand On version is also not very good; it can act as an anti-air but there are better options that are safer and deal more damage. The Stand Off counter becomes much more interesting if you utilize the 236S install “bug”. This will allow you to cancel the counter if you’re hit during it into S.236A/B/C, meaning you can combo and receive a much better reward for the risk. Still extremely risky against most characters due to the general high damage nature of the game, although this conversely means that it’s much less of a risk against the few characters with low combo damage like Khan. Important to note that you’ll have to reapply the install with 236S if you’ve already utilized the cancel or have been hit while in Stand On. You can be hit or knocked down in Stand Off or thrown and the install will remain. Additionally, S.623X can also apply the install (as they are essentially the same move).


Energy Temptest
360x/s.360x
HFTF Oldseph 360x.png
Startup Active Recovery Damage Guard
7 4 17 21(s.Off)
29(s.On)
Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

The character-defining special move in Old Joseph’s arsenal. Unscaled damage and generous plus frames mean that it is extremely important that anyone looking to play the character learns to use it well. Most commonly seen as a combo ender and a post-knockdown mix-up. Can also occasionally be used for tick grab shenanigans on unsuspecting opponents. S.360C is slightly different from the others as it has a longer on-hit animation, sends the opponent farther away and is slightly less plus on hit. Not as egregiously negative on whiff as you may expect at ~-17, but any keen opponent will certainly still punish it. All versions are +51 on hit except for S.360C which is +49.


Stand Activation Attack
236S
HFTF Oldseph 623x.png
Startup Active Recovery Damage Guard
27 8 12 16 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 0 -13 s.236x -

Exactly the same as s.623x. Used almost exclusively to set up the counter install bug.

Supers

Master's Teachings
236AA/s.236AA
HFTF Oldseph 236AA.png
Startup Active Recovery Damage Guard
8 6 24 38 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- -19 -17 - -

Small ranged uppercut which leads into a cinematic on hit. Invincible frames 1-14. Used mainly as a reaction to jump-ins or comboed into with S.5C as an anti-air. Stand Off version does ever so slightly more damage.


Super Hamon Overdrive!
720x/s.720x
HFTF Oldseph 360x.png
Startup Active Recovery Damage Guard
13 4 17 42 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

The 720 input refers to doing two full circle motions with your stick. Proper notation is 62486248x or 42684268x.

Command grab super. Invincible frames 13-23. Does high damage, but is also very hard to combo into. Not very useful.


Custom Combo
214S/s.214S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -

Almost always Joseph's preferred way of spending meter. Using CC in combos will generally yield good damage and allow you to end your combos in 360, giving good okizeme.

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