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

From SuperCombo Wiki

Movelist

Stand Off Normals

Grounded

5A
PolStandOff5A.png
Startup Active Recovery Damage Guard
2 4 6 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +3 0 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • 2f jab
  • Can be an anti-air if you want it to be
  • Can catch people trying to neutral jump to evade Shooting Star
  • You can use it to interrupt certain moves due to how fast it is
  • If used as an AA, you can convert into s.j.C to start a tech chase sequence
5B
PolStandOff5B.png
Startup Active Recovery Damage Guard
9 2 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Elbow
  • Never use this move, like, ever
5C
PolStandOff5C.png
Startup Active Recovery Damage Guard
8 2 9 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -4 -17 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Kick to the balls
  • Sometimes used in advanced combos with million spits and such, but other than that it's generally useless
  • It can be an anti-air, but there are better options
  • Pretty situational, you won't be throwing this out in neutral often


2A
PolStandOff2A.png
Startup Active Recovery Damage Guard
3 5 3 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP,SU,TA Scaling=Yes
Low
Air-UB
  • Low punch
  • Your most used combo starter
  • You will be buffering Shooting Star out of this a lot
  • Fast startup
2B
PolStandOff2B.png
Startup Active Recovery Damage Guard
6 12 7 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -13 SP,SU,TA Scaling=No
Low
  • Silver Chariot comes out and pokes at your opponent
  • An inferior version of 2C, use 2C over this
Stand Out 2B
PolStandOut2B.png
Startup Active Recovery Damage Guard
4 2 8 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 -3 - Scaling=Yes
Low
Air-UB
  • 2B but when the stand is out such as during tandems or holding shooting star
  • Shares same animation as 2A but has way more hitstun, you can use it for SS extension (explained in combo section)
  • Use this when holding the C button
2C
PolStandOff2C.png
Your pants are probably moist rn
Startup Active Recovery Damage Guard
5 6 9 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -11 SP,SU,TA Scaling=No
Low
  • Chariot appears and pokes your opponent
  • Long range, quick startup, high priority
  • One of your best moves
  • One of your main pressure tools
  • Easily confirmable into tandem for free damage
  • Can confirm into 236s for meterless damage
  • Used to send out shooting star safely (on hit, not on block) with 2a 2a 2c
Stand Out 2C
PolStandOut2C.png
Startup Active Recovery Damage Guard
4 2 6 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 -7 SP,SU,TA Scaling=Yes
Low
Air-UB
  • Similar to Stand out 2B
  • You'll be using this after the dashing version of this move to confirm into tandem using SS


Aerial

j.A
PolStandOffJA.png
Startup Active Recovery Damage Guard
5 3 (Until Landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SU Scaling=Yes
High
  • An aerial punch
  • Comes out quick
  • Least priority out of Pol's air normals
  • Can be used as an IOH (Instant Overhead), schmix them up
  • You can use it at the end of jumps to be a lil bit sneaky and you can still do a full bnb after it too
  • Most of the time, the opponent won't see this coming
  • There's a sneaky trick, you can do a short hop j.a into SS confirm in the corner to catch them offguard, don't rely on it though
j.B
PolStandOffJB.png
Startup Active Recovery Damage Guard
7 (Until landing or hit) (Until landing) 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SU Scaling=Yes
High
  • An elbow to the head
  • Super high priority
  • This move is your main air-to-air and jump-in
  • Beats a lot of things
  • One quirk this move has is that it's hitbox stays active until landing
j.C
PolStandOffJC.png
Startup Active Recovery Damage Guard
6 4 (Until landing) 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +8 +6 SU Scaling=No
High
  • Chariot appears and pokes the opponent
  • Really good jump-in, but it doesn't have j.B's priority
  • Good IOH
  • Does a lot of damage, especially to the Stand Gauge, so use this if you are aiming for stand crashing your opponent
  • Another weird use which is detailed in the grab section
  • Used to get more damage out of stand off antiairs, ex. 5A j.C


Dashing

d.2A
PolStandOff2A.png
Startup Active Recovery Damage Guard
3 5 3 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP,SU,TA Scaling=Yes
Low
Air-UB
  • Dashing version of 2A
  • Can be used after shooting star to keep your opponent grounded, can be used after your 2a in ss pressure for some sick ass mixups and catch em offguard
d.2B
PolStandOff2B.png
Startup Active Recovery Damage Guard
6 12 7 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -13 SP,SU,TA Scaling=No
Low
  • Non stand out d.2b is quite unremarkable
  • Don't use it
Stand Out d.2B
PolStandOut2B.png
Startup Active Recovery Damage Guard
4 2 6 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Scaling=Yes
Low
Air-UB
  • Used after releasing shooting star to keep your opponent grounded
  • Don't be predictable with this move, it's really good but can get punished by raw tandem
  • Super good and does a shitton of hitstun
d.5C
PolStandOff5C.png
Startup Active Recovery Damage Guard
8 11 16 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -3 -16 SP,SU,TA Scaling=Yes
Mid
Air-UB
Launches
  • Dashing version of 5C
  • Launches your opponent, but it's techable so it's not worth throwing it out in neutral
  • Ending a combo with this move will result in a Hard Knockdown, but Pol has a weak oki game so it's not as useful as his other tools
  • You can empty hop 2c tandem as oki or do some SS Oki which is detailed in the Misc section
d.2C
PolStandOffD2C.png
God's gift to Earth
Startup Active Recovery Damage Guard
5 6 9 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -11 SP,SU,TA Scaling=No
Low
  • Dashing version of stand in 2C
  • Super fucking high priority
  • Your main pressure tool alongside Shooting Star, extremely good poke
  • Mostly safe, but don't randomly throw it around like a dumbo
  • Your main punish tool after pushblock due to how fast it comes out (Jot S.ON SB as an example)
  • Whiff cancellable with tandem
Stand out d.2C
PolStandOut2B.png
Startup Active Recovery Damage Guard
4 2 6 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Scaling=Yes
Low
Air-UB
  • Dashing version of Stand Out 2C
  • Used after Shooting Star and Ray Dart confirms to start your combos
  • Super good, a fuck ton of hitstun, you only really get to use it in combos


Stand On Normals

Grounded

Close s.5A
Pol s.5a.png
Startup Active Recovery Damage Guard
3 2 8 2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 - Scaling=Yes
Mid
Air-UB
  • Chariot punches the opponent
  • Decent poke, but you have better options
  • You can get this in tandem and it won't hit shorter characters so do your tandem reps carefully
Distant s.5A
Pol s.5a distant.png
Startup Active Recovery Damage Guard
4 2 9 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +3 0 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Chariot pokes the opponent
  • Again, not a bad poke, but you have better options
  • Don't sleep on it though, this move is useful for disabling things such as Kakyoin's Nets and Mariah's wires, as it comes out quick
s.5B
Pol s.5b.png
Startup Active Recovery Damage Guard
6 6 20 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -13 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Chariot slashes at the opponent
  • Decent anti-air, overlooked by most people
  • Shorter version of s.5C
s.5C
Pol s.5c.png
Startup Active Recovery Damage Guard
7 4 23 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -16 SP,SU,TA Scaling=No
Mid
Air-UB
  • Chariot slashes at the opponent
  • Good anti-air that covers areas your other normals don't
  • Good for stand crush setups as it depletes a lot of the stand gauge when blocked
  • Can confirm into tandem for those shorter characters and can confirm from pretty far away
  • You can get a sneaky s.5C 214S in remote mode when they are off guard and it confirms all the way to midscreen


s.2A
Pol s.2a.png
Startup Active Recovery Damage Guard
4 2 7 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP,SU,TA Scaling=Yes
Low
  • Chariot does a low poke
  • Comes out quick
  • Not the best combo starter, but if you land it, you can confirm into his BnB
s.2B
Pol s.2b.png
Startup Active Recovery Damage Guard
5 2 19 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 SP,SU,TA Scaling=Yes
Low
  • Chariot pokes at the opponent's feet
  • Don't use this outside of combo filler
  • Only useful for specific hurtbox/hitbox stituations
s.2C
Pol s.2c.png
Startup Active Recovery Damage Guard
9 2 26 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -21 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Chariot pokes at the opponent's chest
  • Not a bad poke due to it's weird hitbox and the distance it covers
  • Potential anti-air?
  • Might miss some crouching characters due to it's weird hitbox
  • Not recommended in neutral, use in combos instead
  • Essential in Stand On combos, used to tandem confirm


Aerial

s.j.A
Pol s.j.a.png
Startup Active Recovery Damage Guard
4 11 (Until Landing) 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +9 +6 SU Scaling=Yes
High
  • Chariot knees the opponent
  • Massive hitstun and disjointed hitbox
  • Lots of priority, one of your main air to airs in stand ON along with s.j.C
  • Crosses up, confirm into s.2A s.2C 214S afterwards if you land it
  • Great air button
s.j.B
Pol s.j.b.png
Startup Active Recovery Damage Guard
6 6 (Until Landing) 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +9 +6 SU Scaling=Yes
High
  • Chariot pokes the opponent
  • Great range
  • Massive hitstun
  • Feels impossible to anti air
s.j.C
Pol s.j.c.png
Startup Active Recovery Damage Guard
7 4 (Until Landing) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 +9 +6 SU Scaling=Yes
High
  • Chariot slashes the opponent
  • Massive hitstun
  • Deals a lot of damage to the Stand Gauge
  • Really good air to air, beats a lot of moves straight up
  • Very good for tech chasing, due to how high it hits
  • Overlooked, use it!


Dashing

d.s.5A
HFTF Pol d.s.5a.png
Startup Active Recovery Damage Guard
3 2 8 2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Dashing version of s.5A
  • Sometimes used as a dashing antiair
  • Can be used as a tickthrow
  • One quirk of this move is that when whiffed, it brings you forward
d.s.5B
HFTF Pol d.s.5b.png
Startup Active Recovery Damage Guard
6 6 18 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -13 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Dashing version of s.5B
  • If you want a dashing anti-air with this hitbox you will be using this over d.s.5C
  • Can still be used effectively
d.s.5C
HFTF Pol d.s.5c.png
Startup Active Recovery Damage Guard
7 4 18 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 -7 SP,SU,TA Scaling=No
Mid
Air-UB
  • d.s.5C is an entirely different move from s.5C
  • Good anti-air for those far away from you
  • Really good for outpoking people due to it's godlike hitbox
  • Usually used to propel yourself forwards after a stand on Stand Crash
  • Used to tech chase people who teched away due to how big the hitbox is
  • Can get ducked by shorter/crouching characters


d.s.2A
HFTF Pol d.s.2a.png
Startup Active Recovery Damage Guard
4 2 7 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP,SU,TA Scaling=Yes
Low
  • Dashing version of 2A
  • Links into s.2A
  • Your main combo starter as Stand On Pol, can be done from a jump in
d.s.2B
Pol s.2b.png
Startup Active Recovery Damage Guard
5 2 19 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 SP,SU,TA Scaling=Yes
Low
  • Dashing version of s.2B
  • Same stuff lol don't use it
d.s.2C
HFTF Pol d.s.2c.png
Startup Active Recovery Damage Guard
9 2 25 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -20 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Dashing version of s.2C
  • Can be used as a poke
  • Can be used for confirming into a Tandem after a Stand Crash
  • Potentially might catch people who jumped backwards


Command Normals

s.4B
HFTF Pol s.4b.png
Startup Active Recovery Damage Guard
8 12 4 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 -5 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • Chariot extends his rapier, poking the opponent
  • Great range, comes out quick, high priority
  • Disgusting anti-air, this will be your go to for anti airs
  • Chariot will do this move in rapid succession if you press C then B then C, you get the gist, not really useful
  • You can go stand on and do s.4b at the same time, giving you near instant access to an antiair in stand off
s.6B
HFTF Pol 6b.png
Startup Active Recovery Damage Guard
18 2 15 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -2 -6 None Scaling=No
High
Air-UB
  • Chariot hops and slashes downwards
  • It's still debatable whether this move is actually viable
  • It takes an eternity to startup, it's minus on hit and can't cancel into anything, so that makes it a terrible move
  • But, it also raises your hurtbox (makes most low moves whiff), so it can punish(?) people who are overreliant on low moves like DIO players
  • It's also a sub-par anti-air, results in a "knockdown" but can be teched almost instantly but most people can't do that
  • You can also use it in tandems with 2A to make it unblockable but Million Spits is a factor so be careful
s.6C
HFTF Pol s.6c.png
Startup Active Recovery Damage Guard
11 2 18 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 0 -13 SP,SU,TA Scaling=Yes
Mid
Air-UB
  • A version of s.4B that brings you forward a bit
  • More start up and wayyy less active, garbo move
  • Also has dumpster fire levels of recovery
  • Generally useless, unless you feel like a chad and do it after a Stand Crash to cancel to a tandem
  • Just use s.4B, you should only really get this move on accident
s.2A s.2B s.B (Chain)
HFTF Pol sB chain.png
Freestone magic series
Startup Active Recovery Damage Guard
4 6 14 1 per hit -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launches (Techable) -4 -9 None Scaling=Yes
Chain move
Multi-hit
Launches
Mid
  • A chain that ends in a launcher
  • Can be done by pressing B in any direction after doing s.2A > s.2B
  • Not really useful, most of the time you will forget this exists
  • Can be used for a niche oki setup if you combo it after 9 hits
6C/4C (Close)
HFTF Pol Grab.png
Startup Active Recovery Damage Guard
- - - 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None Grab
  • Grab
  • One thing to be wary of is his Stand Off grab. After the grab, Chariot takes some time to disappear, leaving you vulnerable to punishes such as Chaka's 236AA. This can be prevented by doing j.C or any other move that summons Chariot after your grab.
  • Stand On is also punishable, but only by a few characters
  • In remote mode, you can use d.s.5b into grab as a tick grab because it gains this weird sliding property, not to be relied on though
  • You can also use d.s.5a (non remote mode) as a tick grab
  • After 236AA, you can get a sneaky grab in
  • Not enough Pol players use it
Guard Cancel (Stand Off)
PolStandOffGC.png
Startup Active Recovery Damage Guard
16 9 0 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None GC Launches
  • Chariot lashes it's rapier, launching the opponent
  • One of the best GCs in the game
  • Large hitbox
  • Useful for countering unsafe pressure
  • Can be comboed from like with any other stand OFF GC.
  • But like with all GCs, it can be baited so be careful
  • If the opponent doesn't bait it, it pretty much beats almost everything
Guard Cancel (Stand On)
PolStandOnGC.png
s.623+A/B/C (while blocking)
Startup Active Recovery Damage Guard
16 2 14 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None GC Launches
  • Guard Cancel but Stand On
  • A bit more recovery frames
  • Large hitbox
  • Can't combo into anything unlike stand ON (not really a downside)
  • More or less the same thing


Specials

Stand Activation Attack (236S)
HFTF Pol 236s.png
Go!
Startup Active Recovery Damage Guard
18 3 22 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -17 None (More in desc) Scaling=No
Mid
Remote Mode
  • Chariot appears and pokes the opponent
  • Only useful when the opponent has like 1 pixel of health left or when you want a Stand Crash as this badboy deals massive Stand Gauge damage
  • Also puts Chariot into remote mode
  • Good meterless ender
  • You can actually cancel this into s.214x or s.214AA if you did a certain move before (https://twitter.com/jojohftfsq/status/1085081366000164865?s=19)
Remote Control Mode (6AA)
HFTF Pol 6AA.png
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Remote Mode
  • It's in the name
  • When trying to do this move after walking backward you might activate Ray Dart instead
Million Spits (Mash A/B/C)
HFTF Pol MillionSpits1.png
HFTF Pol MillionSpits2.png
HFTF Pol MillionSpits3.png
Ora Ora
Startup Active Recovery Damage Guard
9 Depends 22 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None Scaling=No
Mid
  • Polnareff's "Stand Rush"
  • Mash A, B or C more than 5 times to activate this special
  • Continue mashing during Stand On Million Spits to make it longer
  • Has practically no use at all, leaves you open for so long the active frame counter goes out of the screen
  • You'll get this move when mashing, DONT MASH or you will get maimed
  • Only has a niche use in combos, but these are heavily affected by IPS
Needle Pierce (s.214X)
HFTF Pol 214a.png
Sokomade da!
Startup Active Recovery Damage Guard
24 6 whiffed=18
hit=50
21 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-20 -6 -8 SU Scaling=No
Mid
Launch
  • Chariot lashes it's rapier
  • If it hits, it continues to do a series of 5 moves ending with a launch
  • You can cancel this move before it activates by pressing S during the startup
  • If you end a combo with this and it exceeds 9 hits, it will hard knockdown
  • Can be used after someone blocks stand on raydart as a frame trap but it's meh at best
  • If you hit it raw, you can do 214BC but slightly delayed so that if they down tech, you wont get punished
  • You can also combo into this from stand ON Raydart but its a tight link (easier in remote mode)


Charge Specials

Note: The specials below are charge specials. To perform a charge special, hold the specified charge motion for ~1 second (49 frames to be exact), then tap the other motion (directional button + attack button) to activate the special. The charge motion can be anything as long as the specified charge button is pressed (If the charge button is 4, that means you can use 1 too). You might struggle initially, but it doesn't take long for you to get used to it.

Stand Off

Ray Dart ([4] (6)X)
HFTF Pol RayDart.png
Zoning :troll:
Startup Active Recovery Damage Guard
A=11
B=13
C=17
A=12
B=18
C=20
A=26
B=31
C=32
A=10
B=10
C=10
-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=+24
B=+25
C=+29
A=+18 / +19
B=+20 / +21
C=+24
+25 None Scaling=No
Mid
Air-UB
  • Hold 4, then tap 6+A/B/C to activate Ray Dart (hold back, tap forward+A/B/C)
  • Chariot dashes forwards and pokes the opponent
  • A great poke when Stand Off
  • Important for your combos and loops
  • Ray Dart is Air-UB, so it's a great tool to back away from opponents who like to jump a lot
  • It has a lot of priority in tandem, so you can use that to beat out their tandem but it's pretty situational
  • Remember, your hurtbox is still there so you can get punished (eg. Pol 236AA)
Shooting Star ([2] (8)X)
HFTF Pol ShootingStar.png
Block this wack-ass mixup
Startup Active Recovery Damage Guard
Depends* Depends** A=29
B=28
C=29
A=9
B=9
C=8
-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Depends** A=-26 / -28
B=-26 / -28
C=-26
-28 None Scaling=Yes
High
  • Hold 2 and tap 8+A/B/C to activate Shooting Star (hold down, tap up+a/b/c)
  • Chariot flies off to either end of the stage and dives down to the opponent
  • A and B makes Chariot fly behind you, while C makes it fly in front of you, behind the opponent
  • Hold the button to make Chariot stay on the wall, and the longer you hold, the more hits you will deal to your opponent, adjust your follow up accordingly
  • Your main pressure tool, used for combos and near-unblockable mixups
  • Chariot hones to the opponent's stand, not the body, so it can whiff during moments like S.On Devo
  • You cannot block while it's out so you have to be careful
  • If the opponent is right next to the wall, they might be able to punish it so be careful and bait it by going forward because SS moves with the screen
  • (https://twitter.com/otojojo/status/1137538679830790144) ^^^
  • *Startup frames depend on where the player's position is relative to the screen wall
  • **The amount of time Chariot is held is a factor to the amount of active frames, number of hits, frame advantage on hit, and damage


Stand On

Ray Dart (s.[4] (6)X)
Pol s.raydart.png
Freestone anti-air
Startup Active Recovery Damage Guard
A=13
B=13
C=13
A=13
B=10
C=19
A=13
B=13
C=15
A=11
B=11
C=11
-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=0
B=0
C=-2
A=-2 / -16
B=-2 / -15
C=-4
-17 None Scaling=No
Mid
Air-UB
  • Stand On version of Ray Dart
  • Risky poke due to the fact that you are travelling with Chariot
  • Air-UB so it can be used as an anti-air if you want to, launches the opponent and makes them annoyed if they can't punish it
  • A version can actually be linked to s.214C but it's tight so it works more like a frame trap if you whiff it
  • Frame Advantage can be safer if the opponent is hit late
Shooting Star
(s.[2] (8)X)
Pol s.ShootStar.png
rip
Startup Active Recovery Damage Guard
Depends* Depends** Hit=3
Whiff=29
A=9
B=9
C=9
-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Depends** A=-19 / -22
B=-19 / -22
C=-19
-22 None Scaling=No
High
  • Stand On version of Shooting Star
  • Absolutely zero use due to the fact that Polnareff is flying alongside Chariot, making you extremely vulnerable
  • Niche and stylish use in some stand crash setups
  • *Startup frames depends on the position of Polnareff relative to the walls
  • **The amount of time Chariot is held is a factor to the amount of active frames, number of hits, frame advantage on hit, and damage

Supers

Tandem (214S)
HFTF Pol Tandem.png
Kakugo shina!
Startup Active Recovery Damage Guard
- 80 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None -
  • Polnareff enters an 80 frame long period where you can input anything you want. After that, Chariot rushes out and does the inputs you just did.
  • Like most characters, you'd want to input 5 reps of ABC during tandem.
  • His reps are connected, so you can corner carry with tandem pretty easily to get some more damage in the corner
  • Recommended as a reversal too, as it gives a lot of i-frames, and you can throw it pretty much whenever cos Pol has crazy meter build.
  • Most of the time, inputting more than 5 reps of ABC may result in Chariot doing Million Spits. To avoid this, most players just don't carry on after 5 reps.
  • Empty tandem is a really good reversal tool
  • You can extend your tandem by adding a ray dart in-between reps but you can only really do it if you have fast fingers
Armor Take Off (236AA)
Pol236AA.png
Bravo! Oh Bravo!
Startup Active Recovery Damage Guard
17 2 37 46 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
(Cutscene) -20 -21 None Scaling=No
Mid
  • Pretty standard super
  • Has quite the amount of i-frames on startup
  • Can catch people being dumb with jump-ins
  • Not air UB so don't use it often outside of combos
  • j.C and 2C do not trigger scaling. By doing j.C > 2C > 236AA, it'll be unscaled and lead into full damage.
  • Good for closing out that last bit of damage in a combo
  • You don't get much off of it after you land it though, so in most situations, you would want to reset into SS.
Last Shot (214AA)
Pol s.214ab.png
AB version
Pol s.214bc.png
BC Version
Pol s.214ac.png
AC version
Pol j.214aa.png
Aerial version
Startup Active Recovery Damage Guard
- - - 3 per hit -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None -
  • Chariot points it's rapier somewhere and shoots the blade off, and the blade will continue to ricochet off the wall until it has gone through the full stage, or has dealt 8 hits to the opponent.
  • AB shoots the blade horizontally, BC shoots the blade vertically, AC shoots the blade diagonally around the up-back direction.
  • AB is used in combos and fullscreen punishes, and it's pretty good for that reason. DONT USE IT UP CLOSE.
  • BC is used to confirm off s.214x, make sure you delay it to not get punished when the opponent does a down tech. Can also be used to chip a passive stand user/stand off in the corner if they are playing really defensive
  • AC is good for wacky space control but not that good outside of that.
  • You shouldn't use the aerial version often. It's quite bad.
  • You can actually confirm off of 214AA with d.3C 2C, just wait for all the hits to hit
  • Stand On Last Shot makes you unable to move and if you haven't figured it out, that means it's terrible.
  • You can fuck around with their mind and use the super's i-frames
Silver Chariot Requiem (63214AA)
HFTF Pol Requiem 1.png
And this, is to go even further beyond! *Goku scream*
HFTF Pol Requiem 2.png
No, wake up, DIO! Pol's right in front of you!
Startup Active Recovery Damage Guard
140 300 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - None -
  • A Stand Arrow stabs Chariot's head and a white flash appears around it. Then gradually the flash covers the entire screen while Chariot turns into it's Requiem form.
  • If successfully started up, the opponent falls asleep for 300 frames (5 seconds) and you can do anything to them.
  • The infamous Requiem super, known by many nicknames, such as "0 setups" and "Wow I didn't know HFTF had a Part 5 reference! The devs really thought of everything, huh."
  • Unfortunately, the devs didn't think of anything when making this super. 3 bars, has no true setups (doesn't count stand seperation), punishable by everyone with a full combo, puts the opponent asleep for 5 seconds, all for a free combo.
  • If you manage to hit it, you usually want to do 236AA but many character's sleeping hurtboxes can low profile it so be careful
  • You are more likely to misinput it more than anything but it's funny when you land it
  • DO NOT USE IT

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