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JoJo's Bizarre Adventure: Heritage for the Future/Old Joseph/Movelist
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Actions
Namespaces
Variants
Tools
Movelist
Stand Off Normal Moves
Standing
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. |
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 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. |
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. |
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. |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
- | - | - | 17 | - |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+5 | {{{block}}} | - | - | - |
Crouching
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= |
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. |
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. |
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. |
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
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
5 | 14 | - | 5 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
7 | 8 | - | 6 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
6 | 6 | - | 12 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |
Dashing
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
5 | 23 | 4 | 3 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-1 | -2 | -17 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
6 | 23 | 19 | 6 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-16 | -17 | -34 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
13 | 3 | 28 | 10 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-23 | -14 | -27 | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
5 | 25 | 5 | 3 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-4 | -5 | -20 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
4 | 25 | 7 | 10 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-17 | -18 | -26 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
4 | 25 | 7 | 10 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-18 | -15 | -28 | Special/Super | - |
Stand On Normal Moves
Standing
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
3 | 2 | 7 | 3 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+4 | +3 | 0 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
9 | 3 | 16 | 10 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-3 | -4 | -12 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
5 | 3 | 15 | 5 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
0 | -3 | -11 | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
7 | 2 | 24 | 12 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-3 | -20 | -21 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
18 | 6 | 20 | 10 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-3 | -4 | -17 | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
- | - | - | 17 | Grab |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+6 | - | - | - | - |
Crouching
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
5 | 2 | 5 | 3 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+6 | +5 | +2 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
4 | 2 | 10 | 11 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+6 | +5 | -3 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
6 | 17 | 17 | 6 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-8 | -9 | -17 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
7 | 3 | 13 | 11 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+10 | +5 | -8 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
14 | 3 | 20 | 12 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
KND | -5 | -18 | - | - |
Jumping
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
6 | 10 | - | 4 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
6 | 10 | - | - | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
+8 | - | - | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
8 | 6 | - | 11 | High |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
- | - | - | - | - |
Dashing
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
3 | 23 | 6 | 3 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-16 | -17 | -20 | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
9 | 24 | 15 | 10 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-23 | -24 | -32 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
18 | 6 | 20 | 10 | Mid |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-17 | -8 | -21 | - | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
4 | 23 | 4 | 3 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-14 | -15 | -18 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
4 | 23 | 9 | 11 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
-14 | -15 | -23 | Special/Super | - |
Startup | Active | Recovery | Damage | Guard |
---|---|---|---|---|
14 | 6 | 31 | 12 | Low |
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties |
KND | -19 | -32 | - | - |
Specials
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. |
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. |
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. |
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) | - | - | ||||
In Stand Off, this move is a counter. After being attacked, Joseph will unleash a burst of energy, instantly standcrashing the opponent and launching them away. The Stand On version skips the counter and does the burst immediately. Mashing buttons during the active frames will increase the number of hits. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 17 | 21(s.Off) 29(s.On) |
Grab | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
The 360 input refers to doing a full circle motion with your stick. Proper notation is 6248x or 4268x. |
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. |
Supers
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. Generally hard to combo into. Invincible frames 1-14. |
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. |
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. |