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

From SuperCombo Wiki

Normals

5A
RUBBER 5a.png
RUBBER SOUL 5A.gif
Startup Active Recovery Damage Guard
2 4 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.

5B
RUBBER 5b.png
Also known as "The wall"
RUBBER SOUL 5B.gif
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.

5C
RUBBER 5c(1).png
RUBBER 5c(2).png
RUBBER SOUL 5C.gif
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.

2A
RUBBER 2a.png
The shin slayer.
RUBBER SOUL 2A.gif
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.

2B
RUBBER 2b.png
RUBBER SOUL 2B.gif
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.

2C
RUBBER 2c(1).png
RUBBER 2c(2).png
RUBBER SOUL 2C.gif
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.

Using this move despite knowing full well that you have better options at your disposal can be seen as a way of disrespecting your opponent by deliberately prolonging their time trapped in the vortex, so maybe this move can serve as some form of psychological warfare... Probably not.

j.A
RUBBER Ja.png
All praise the mighty Godhand, the palm of destruction, the king of all air-to-air.
RUBBER SOUL JA.gif
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.

j.A's seemingly abusable nature in low level play and outstanding reputation has caused the other aerial moves to be slept on, unfortunately. j.A lacks vertical priority and can be easily anti-aired when used recklessly.

j.B
RUBBER Jb.png
RUBBER SOUL JB..gif
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.

j.C
RUBBER Jb.png
RUBBER SOUL JC.gif
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

d.5A
RUBBER 5a.png
RUBBER SOUL D.5A.gif
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.

d.5B
RUBBER 5b.png
RUBBER SOUL D.5B.gif
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.

It's not useless, however; it comes out pretty fast on top of doing unscaled damage so it comes pretty handy as a grab follow-up in the corner to take the round if the grab doesn't kill. It also has some uses in tech chase scenarios and stylish combos, just avoid using it in neutral.

d.5C
RUBBER 5c(1).png
RUBBER SOUL D.5C.gif
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.

d.2A
RUBBER 2a.png
RUBBER SOUL D.2A.gif
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.

d.2B
RUBBER 2b.png
RUBBER SOUL D.2B.gif
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.

d.2C
RUBBER 2c(1).png
RUBBER 2c(2).png
RUBBER SOUL D.2C.gif
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

6/4C (close)
Rubbergrab.webp
Grappler.
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.

5S
RUBBER 5s.png
RUBBER SOUL 5S.gif
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.

6S
RUBBER 6s.png
RUBBER SOUL 6S.gif
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.

4S
RUBBER 4s.png
RUBBER SOUL 4S.gif
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.

Against Stand ON opponents it can be used to set up j.S UB Resets, Jab UB Resets in Stand Crash combos or 4S UB Resets when the combo counter goes beyond 7 hits. It's just great.

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.

2S
RUBBER 2s.png
RUBBER SOUL 2S.gif
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.

j.S
RUBBER Js.png
RUBBER SOUL JS.gif
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

623A/B/C
Rubber Soul Guard Cancel.webp
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

236A/B/C
Rubber Soul 236X.webp
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.

214A/B/C
Rubber Soul 214X.webp
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.

If Rubber doesn't follow it up with a jab fast enough, the opponent has a chance of breaking free by mashing 4/6 eight times.

Rubber can move standless 15 frames after the opponent is hit.

214S
Rubber Soul 214S(1).webp
Rubber Soul 214S(2).webp
Rubber Soul 214S(3).webp
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

236AA
Rubber Soul 236AA.gif
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.

Unlike Kakyoin's super emerald splash, this attack does plenty of Stand Gauge damage too.
Rubber can move standless from frame 56. Superflash is 31 frames.

6248A/B/C or 4268A/B/C
Rubber Soul 360.webp
Comes built in with a memory testing minigame!
Startup Active Recovery Damage Guard
37 4 5 - 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.

When it lands, because of the way the super was coded, it may be untechable or techable (and potentially punishable) depending on the tech value of the opponent. (For more info refer to the Miscellaneous section). Can be comboed off in the corner for even more damage when untechable.

Superflash is 31 frames.

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