JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Movelist
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Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 4 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 (+9) | +4(+7) | +1(+4) | 5A Crouch Cancel Special/Super | Mid Air-UB | ||||
Solid Jab punch. Rubber's most damaging jab normal. Can be used as an Anti-air. Whiffs against most crouching opponents. Can be Crouch Cancelled to combo into 5B or 2A to minimize pushback. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
Great poke. Its disjoint and active frames make it perfect to intercept aerial and grounded approaches. Its vertical hitbox makes it Rubber best Anti-air move. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 49 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -25 | Special/Super | Mid Air-UB | ||||
You will most likely only see this move as a misinput for an attempted grab. It has decent horizontal range but no real utility outside meterbuilding and some characters can duck under it. If you use it by accident, you can convert into a full combo in the corner if it hits, even at max range, surprisingly enough. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | 2A Special/Super | Low | ||||
Rubber's primary combo tool. Slightly longer range than 5A. Combos into itself. Roll cancellable during its active frames. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -19 | Special/Super | Low | ||||
Rubber has no bad moves... except this one. Anything that 2B does, 2A and 2C do it better so there's no reason to use it. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 40 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-KND | -4 | -22 | Special/Super | Low | ||||
The simplest and least commital way of getting a hard knockdown during okizeme and also the least common. Can be used as an alternative when you're not feeling like doing combos or grabbing and the fact that it hits twice might surprise your opponent and catch them off-guard. It's nothing special but at the very least it builds some meter, deals some cheap damage and it's enough to keep the vortex going so let's just say it's good enough.
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Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | Infinite | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
It's not unheard of to give grappler characters oppressive aerial attacks to prevent opponents from being too jump-happy and j.A does exactly that and much more. Nigh-Uncontestable in air-to-air battles due to its good priority and infinite active frames, it truly shines and becomes scary when paired with j.S, leading to hard knockdowns and j.S UB Resets against airborne opponents and true cross-ups and 50/50 mixups when used as a jump-in. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Not as horizontally oppressive as j.A but better suited for hitting characters below Rubber or crouching characters on whom j.A wouldn't even work. This move does twice more damage than the average YT Stand Attack to the opponent's Stand Gauge so it can be used as an IOH to cause Stand Crashes/Crushes when the opponent's Stand Gauge is low or as a surprise overhead when the opponent is one hit away. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Similar in appearance as j.B except slower and stronger. Used mainly for optimal air combos, meter building and j.S frametraps. Curiously enough, j.C plays quite an important role in increasing Rubber's damage output overall alongside j.S so make sure to integrate it to your gameplan if you wanna make every hit count. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Mid Air-UB | ||||
Visually the same as 5A but it comes out slightly slower. With added forward momentum, this move is usually used as a poke against taller characters and has a few uses in combos, especially unscaled routes. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
Dashing variation of 5B. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker, which is terrible because you can no longer cancel into counter to keep you safe, making it highly committal. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 47 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -6 | -23 | Special/Super | Mid Air-UB | ||||
Dashing variation of 5C. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker. Its only practical use is an advanced okizeme option very hard to execute; timing d.5C double drill attack with Backbreaker's active frames makes for a virtually unblockable setup since they won't be able to jump their way out the super on wakeup. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 12 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Low | ||||
Roll cancellable during its active frames. It's pretty meaty so it's perfect for catching landing frames during UB Resets and can lead to Unscaled Wrap combos. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 5 | 31 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -11 | -19 | Special/Super | Low | ||||
Dashing variation of 2B. From bad to worse. This one probably takes the cake for Rubber's worst move ever. It no longer hits twice despite having a gap between active frames lmao. Avoid using at all costs. Anything that d.2B can do, d.2A and d.2C can do better. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | -1 | -22 | Special/Super | Low (1st hit) Mid (2nd hit) | ||||
Dashing variation of 2C. Second hit no longer causes a hard knockdown and hits mid for some reason. Remains active after being cancelled into 214+S or Backbreaker which can lead to some interesting combo routes. Its first hit deals the most amount of damage out of all Rubber's normal attacks so it's used as a starter for optimal grounded punishes, especially unscaled combo routes. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | - | - | - | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KND | - | - | None | Proximity Grab | ||||
Most damaging grab in the game and also the only grab that builds meter (over 30% of a stock). Leads to okizeme. Can be followed up in the corner against most characters before they hit the ground. |
Unique Moves
Yellow Temperance - S (Air OK)
Rubber Soul calls out Yellow Temperance to perform a variety of attacks while mimicking Kakyoin's Hierophant Green. Any S attack can be used to cancel a normal move. This is where Rubber Soul's moveset starts to shine, as all of his S attacks put him at large frame advantage. The only downside is that after using them, Rubber Soul can only attack using his jabs and he cannot block either. Learning to keep yourself safe during this period is the key to playing this character in neutral.
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 29 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +15 | +12 | None | Mid Air-UB | ||||
Most damaging grounded S move on par with 2S. Rubber's main combo ender in optimal wrapless combos but may fall out of range due to its limited reach. Causes an instant hard knockdown against Passive/Stand OFF characters after the combo reaches 5 hits onwards. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 4 | 44 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+20 | +18 | +15 | None | Mid Air-UB | ||||
Rubber's longest poke. Amazing horizontal range but whiffs against most crouching opponents and is pretty unsafe, even on hit, if Rubber doesn't cover it up with a dashing jab. It's used mostly as a combo extender, a whiff punish tool or during tech chases at max range. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 2 | 26 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +18 | +15 | None | Mid Air-UB | ||||
4S might as well be Rubber's best move simply because of how versatile it is. It is used in blockstrings, tech chases, wrapless combos, anti-airing, close to midrange punishes, meterbuilding, etc. It's a great counterpoke and has no trouble outpoking other S Tier level pokes. It's the safest S move on whiff so it should be your go-to special to cancel normals into. Causes an instant hard knockdown against Passive/Stand OFF characters after the combo reaches 7 hits onwards. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 | 49 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+15 | +13 | +10 | None | Low | ||||
The fastest and most damaging attack out of all the grounded S moves. It's used mainly as a combo extender in optimal combos since it hits all crouching opponents unlike 6S but its range limits its uses to very close distances. Key move in Jab UB Resets to catch the opponent during their landing frame. Because of its speed, damage and active frames, this move can have some utility as an optimal low combo starter during okizeme, especially in the corner. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 24 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+17 | +15 | +12 | None | High Untechable | ||||
Extremely risky to throw out on its own due to its relatively slow startup and a terrible vertical hurtbox but when paired with another attack beforehand or used in okizeme, it becomes a devastating follow-up and Rubber's most damaging combo starter respectively. It's also Rubber's main wrap ender as it causes a hard knockdown against airborne Passive/Stand OFF opponents. Against airborne Stand ON opponents it can lead to an UB Reset if followed up when they land (j.S UB Reset). Can combo into itself against airborne opponents if they're high enough in the air for even more damage. Rubber cannot move for 4 frames after landing. |
Guard cancel
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 29 - 10 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +25 | +12 | N/A | Air-UB, untechable | ||||
Similar in appearance as 5S. The best Guard Cancel in the game; twice as fast as the average one, never trades, causes an Instant Stand Crash on hit against Stand ON opponents and can be followed up for extra damage before the opponent hits the ground. Oh, and leads to okizeme too |
Special moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | - | 56 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+28 | +26 | +17 | None | - | ||||
Rubber Soul fires 4 goopy projectiles in front of him that travel relatively slow but cover some good horizontal space. This move serves well as a combo starter. It can also be used as a combo extender but you have to cancel into it almost point blank in order for it to combo midscreen. The trajectory of the projectiles themselves is RNG based, meaning sometimes they can go higher or lower than others; some hits may end up whiffing against short characters or taking longer to reach them. Unlike with other Stand attacks, Yellow Temperance remains completely intangible at all times without a hurtbox. Rubber can move 17 frames after inputting the move so it's relatively safe to throw out in neutral. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 18 | 33 | - | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Untechable launch | -20 | -49 | None | Hitgrab, Untechable, Wallbounce (techable) | ||||
Rubber's hitgrab and main combo ender. After it connects, Rubber is free to move around standless and hit the opponent with jabs. Rubber can move standless 15 frames after the opponent is hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 24 | 16 | - | Whiff :) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | N/A | N/A | None | Counter, Untechable | ||||
Rubber's counter move. Causes an Instant Stand Crash on hit. Can be either followed up with j.S for an aerial combo that lead to okizeme or can be followed up with 236+AA, most effective when the opponent still has plenty of their health remaining. May whiff upon activation against some disjointed attacks but Rubber always remains safe covered in i-frames during its recovery after being triggered, having enough time to safely jab the opponent or perform another counter. |
Super moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
60 | - | 42 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +68 | +1 | - | Launcher | ||||
Rubber's Fullscreen Projectile Super. All of 236+A's uses also apply to 236+AA making it basically 236+A on steroids. This will be your super you'll be dumping your meter on. It has a relatively slow startup with no i-frames before the superflash but it can be pretty rewarding once it comes out. Used mainly as a combo ender after wrap launches and in projectile wars, where it's near unmatchable. Against grounded opponents it can easily set up a Jab UB Reset after its last hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
37 | 3 | 6 | - | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-18 or untechable launcher | N/A | N/A | N/A | Command grab, Launcher, untechable if opponent has not been techably launched since their last tech. | ||||
Rubber Soul's Unblockable Command Grab Super. Due to its poor range and the fact that its superflash can be easily reacted to and jumped out of, its uses are limited to a few combos and setups. It can also be used as a wakeup reversal or for some situational hard reads in neutral, guaranteed to give the opponent a heart attack and force them to jump, hopefully creating some bad situations for them in the air, especially near the corner.
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