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

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Movelist

Stand Off Normal Moves

5A
HFTF Vice 5A.png
Mashing? Who's mashing?
Startup Active Recovery Damage Guard
3 2 6 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP,SU,TA IPS=OFF

Scaling=OFF

Good at instantly disrupting fast jump-ins like Chaka hyperhop because it comes out so fast, but only really useful if you don't really think you'll be able to use S.6c fast enough

5B
HFTF Vice 5B.png
Bird Killer
Startup Active Recovery Damage Guard
5 6 16 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -10 SP,SU,TA IPS=ON

Scaling=ON

Good for meatying a character who is about to land as it usually only hits characters that are on the ground (Stand on Ice is the only known exception to this as his hurtbox there is huge). Also good for unblockable oki against Petshop, cause 662a whiffs against him.

5C
HFTF Vice 5C.png
Great early anti-air
Startup Active Recovery Damage Guard
7 9 10 16 (8+4+4) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -11 SP,SU,TA IPS=OFF

Scaling=OFF

Comes out very fast and has good range, but would only really recommend as a stand off anti-air for hitting characters that have just jumped off the ground

2A
HFTF Vice 2A.png
Fucking Breadwinner
Startup Active Recovery Damage Guard
3 2 3 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +8 2 SP,SU,TA IPS=ON

Scaling=ON

Great 2a that is very mashable, good for poking toes for frame advantage and going from there, like dashing and then cancelling into something like S.6c (if you want to counter people trying to upback) or S.2b S.2c (if you wanna check your opponent for buttons)

2B
HFTF Vice 2B.png
Skeleton Backpack
Startup Active Recovery Damage Guard
3 2 3 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -8 -16 SP,SU,TA IPS=OFF
Launch
Scaling=OFF

This normal only comes in handy for a specific oki that should only be used against petshop, because 2c doesnt hit him
Knocks down after the 6th hit

2C
HFTF Vice 2C.png
Neat Sweep
Startup Active Recovery Damage Guard
7 3 13 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown 1 -12 SP,SU,TA IPS=OFF
KD

Scaling=OFF

Very good to throw out as a poke, but theres a lot of situations where Ices other pokes are better, so play Ice more to learn when that might be as its a bit fluid.

j.A
HFTF Vice j.A.png
Good-ass jump-in
Startup Active Recovery Damage Guard
5 3 1 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SP IPS=ON

Scaling=ON

Grade-A normal overall because its hitbox stays out until Ice lands, and its hitstun also makes it easy to combo out of almost any situation. It also has a gross amount of hit/blockstun

j.B
HFTF Vice j.8B.png
Hits much lower than it looks
Startup Active Recovery Damage Guard
5 3 2 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SP IPS=ON

Scaling=ON

Great defensive normal overall, and it can hit characters with low hurtboxes like crouching Devo

j.C
HFTF Vice j.C first hit.png
Chunky monkey
HFTF Vice j.C second hit.png
HFTF Vice j.C third hit.png
Startup Active Recovery Damage Guard
7 4 1 14 (10+2+2) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +4 SP IPS=ON

Scaling=ON

Good to throw out when youre hyperhopping, just dont over-do it. Can condition people into respecting your jumps, if that happens you can empty jump and try to go for a grab. Also links into s2c easily.

Stand off Dashing Normals

665A
HFTF Vice 5A.png
5A with momentum lol
Startup Active Recovery Damage Guard
5 2 6 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +1 +2 SP,SU,TA IPS=ON

Scaling=ON

Good for specific punishes/combos.

665B
HFTF Vice 6B.png
Gutter Trash
Startup Active Recovery Damage Guard
13 2 22 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -12 -16 SP,SU,TA IPS=ON

Scaling=ON

This move is awful, it comes out after like a full second of startup and if you actually hit it, you probably wont be able to confirm it into tandem because of how little hitstun it has.

665C
HFTF Vice 5C.png
Let's play a game...
Startup Active Recovery Damage Guard
9 9 10 8 (4+2+2) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -12 SP,SU,TA IPS=OFF

Scaling=OFF

Useful for approachingin neutral/pressuring, only problem is being predictable with it cause its hitbox makes it simple to counter. Buffering stand off dash can make this move basically unreactable cause when you buffer a stand off dash, it immediately has you dash out of stand on without any startup, so 66c is pretty amazing in that regard and kinda reminds me of jotaro's s66a just a bit more situational

662A
HFTF Vice 2A.png
Fucking Breadwinner
Startup Active Recovery Damage Guard
3 2 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 -1 0 SP,SU,TA IPS=ON

Scaling=ON

Great for hitconfirming into your combos, but if blocked you can be grabbed before you can put out another 2a, therefore if you want to use this as an approach youll need to space it properly so that the 662a connects and will be able to confirm into 2a while also keeping you safe from grabs.

662B
HFTF Vice 2B.png
Gutter Trash pt. 2
Startup Active Recovery Damage Guard
5 6 16 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -16 SP,SU,TA IPS=OFF

Scaling=OFF

Bad framedata and hitbox, with that f*!%ness combined it can be snuffed out super easily.

662C
HFTF Vice 2C.png
Risky
Startup Active Recovery Damage Guard
12 3 13 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown +1 -12 SP,SU,TA IPS=OFF
KD
Scaling=OFF

There are better options than this. Just dashing up and using stand normals does the same thing as this but better.

Stand off Command Normals

6A
HFTF Vice 6A.png
This move can ruin corner tandems
Startup Active Recovery Damage Guard
4 6 9 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -7 SP,SU,TA IPS=ON

Scaling=ON

There is no reason to use this over 2a whatsoever if you need a low, plus it doesn't combo into anything, but it still tandem confirms.

6B
HFTF Vice 6B.png
Danny Neutral
Startup Active Recovery Damage Guard
7 5 15 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -9 SP,SU,TA IPS=ON

Scaling=ON

Very strong poke as it has great range and you can tandem out of it incase things go messy for you, also easily confirms into tandem. I dont actually throw this out in neutral much at all though

j.7\9b
HFTF Vice j.9B.png
Hilarious Smear-Frames
Startup Active Recovery Damage Guard
5 3 2 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +9 +6 SP IPS=ON

Scaling=ON

Decent air-to-air, but you shouldn't really be using jumping normals for your anti-airs as Ice except for 8a, so you should probably just use 8a instead.

6C
HFTF Vice 6C.png
I Win Video Game
Startup Active Recovery Damage Guard
8 4 19 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -6 -19 SP,SU,TA IPS=ON

Scaling=ON

Large and very easily hitconfirmable into tandem, but risky to throw out often, with the only safe cancel being tandem.

Stand on Normals

s.5A
HFTF Vice s.5A.png
Cute poking tool
Startup Active Recovery Damage Guard
4 3 12 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 0 -3 SP,SU IPS=ON

Scaling=ON

Too much recovery to properly use as a poke and its overshadowed by S.6a in combos.

s.5B
HFTF Vice S.5B.png
Quick and Slick
Startup Active Recovery Damage Guard
5 2 16 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP,SU IPS=ON

Scaling=ON

Good for up-close anti-airs for the optimal punish of s5b s5c s623aa that you wouldnt get off of solo s6c

s.5C
HFTF Vice s.5C.png
Really good anti-air actually
Startup Active Recovery Damage Guard
9 4 12 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 -7 SP,SU,TA IPS=ON

Scaling=ON

Has worse start-up and horizontal range than S.6c, but S.5c can cover options such as super jump, which S.6c cant.

s.2A
HFTF Vice s.2A.png
Not bad
Startup Active Recovery Damage Guard
5 2 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 SP,SU,TA IPS=ON

Scaling=ON

Solid poke because it hits low and is tandem cancellable. S.2a into S.2c can be a decent frametrap for pressure purposes cause it has good range

s.2B
HFTF Vice s.2B.png
Regular s.2B
HFTF Vice s.2B chained.png
Chained from s.2A s.2A s.2B s.2B on hit
Startup Active Recovery Damage Guard
5 2 17 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -9 SP,SU,TA IPS=ON

Scaling=ON

Very good move which gatlings into S.2c for a quick and hard to punish poke. This is your main poke and a decent part of your gameplan as Ice. Keep in mind that sometimes its better to just not gatling into S.2c in order to be able to safely tandem out of S.2b.

s.2C
HFTF Vice s.2C.png
Ball crusher
Startup Active Recovery Damage Guard
7 3 14 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 -9 - IPS=ON

Scaling=ON

Good poke, stuffs out alot of dash ins paired with s.2b mashing (just dont overdo it)

s.j.A
HFTF Vice s.j.A.png
You.. Yes you... Your jordans are fake...
Startup Active Recovery Damage Guard
4 3 1 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +6 +7 - IPS=ON

Scaling=ON

Good out of 2a in a blockstring as you can easily get a cheeky overhead with j.S.8a which you can confirm into (44, backwards airdash)S.(8)4c for decent damage and some distance between you and your opponent.

s.j.B
HFTF Vice s.j.B.png
it's ok, but not the best
Startup Active Recovery Damage Guard
7 4 4 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +4 +7 - IPS=ON

Scaling=ON

This move is overshadowed in every way by every other Stand on air normal Ice has.

s.j.C
HFTF Vice s.j.C.png
Give them a nice slap
Startup Active Recovery Damage Guard
7 4 2 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 +4 +6 - IPS=ON

Scaling=ON

Falls into the same boat as S.8b.

NONE of his stand on dashing normals should ever be used. Just dash cancel into one of your stand on normals instead.

Stand on Command Normals

s.6A
HFTF Vice s.6A.png
Used in stand on combos
Startup Active Recovery Damage Guard
4 3 6 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +6 +3 SP,SU,TA IPS=ON

Scaling=ON

Range is too short to stuff anything as a poke, so it only sees use in combos.

s.6B
HFTF Vice s.6B.png
Unleash your inner monke
Startup Active Recovery Damage Guard
19 3 21 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -14 - IPS=ON

Scaling=ON

There is zero incentive to use this move over any other option you have.

s.6C
HFTF Vice s.6c.png
The greatest ever
Startup Active Recovery Damage Guard
6 3 6 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+13 +12 -1 - IPS=ON

Scaling=ON

Amazing range and great stand-alone poke damage make this a fucking grade-A antiair to snuff out hyper/hop jump-ins.

s.j.6B
HFTF Vice s.j.6B.png
I genuinely have nothing to say about this
Startup Active Recovery Damage Guard
7 3 2 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +4 +7 - IPS=ON

Scaling=ON

You probably didn't even know this normal existed... and you didn't need to.

s.j.6C
HFTF Vice s.j.6C.png
IADs galore
Startup Active Recovery Damage Guard
8 10 1 (8+2+1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 +4 +1 - IPS=ON

Scaling=ON

Great start-up and range make this the best option out of your instant air dash, also very decent if you want to continue a combo off of a hitconfirmed anti-air s6c.

s.j.4C
HFTF Vice s.j.4C.png
Approach failed time to retreat
Startup Active Recovery Damage Guard
4 3 1 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +4 +5 - IPS=ON

Scaling=ON

Combos out of S.8a, so you could do 2a on block into S.8a and combo into (44, backwards airdash)S.(8)4c for a safe mixup

Special Moves

"Dark Space" - 236A/B/C/
HFTF Vice 236X.png
Stand off version
HFTF Vice s236x.png
Stand on version
Startup Active Recovery Damage Guard
15 24 A(39),B(42),C(44) 21 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown A(-36/-44),B(-39/-47),C(-41 -49) - KD
Startup Active Recovery Damage Guard
s.ON[14] s.ON[26,(16),19] s.ON[17] (19+8) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
s.ON[Knockdown] s.ON[A(-11/-18),B(-11/-19),C(-11 -19)] - KD

Stand off Ball has a hitbox that makes it hard to beat with any normal that isnt disjointed, meaning if you throw it out and your opponent isnt expecting it, youll probably beat them.

Just know that its one of Ices most punishable moves, can be punished by supers and can also be punished with a full combo if your opponent meaties you while youre landing so be careful with it. It also anti-airs.

Stand on Ball travels either really slow (236+A) or really quick (236+C) but doesnt really have much function as its decently punishable and pretty reactable too.

Air Stand off Ball is awful, dont use pls.

Air Stand on Ball is actually pretty good when your opponent isnt expecting it, but youll have to play Ice a bit to get an understanding for when that is. Also its super fast so you might be able to use it to escape someĀ !@#$ty situations

You can also use Tiger Knee Stand on Ball (inputting 2369+A/B/C instead of just 236+A/B/C) to quickly get in/get a cheeky approach. If youve spaced this properly then it should be hard for your opponent to properly punish it

Both forms of ballz have wide-ass hitboxes so they can end up crossing up if you play your cards right (like balling just after where your opponent is rolling so that the big hitbox that hits around ice meaties and crosses them up out of their roll.) They also usually always give you time to set up oki if you land a hit with them (except stand off ball against stand on chars) Can combo into itself and into s.623AA if you manage to land a hit

"Cream!" - 214A/B/C
HFTF Vice 214X.png
Stand off version
HFTF Vice s214x.png
Stand on version
Startup Active Recovery Damage Guard
??? ??? ??? 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+38 (+37 +30) - -
Startup Active Recovery Damage Guard
s.ON[27] s.ON[9] s.ON[13] 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
s.ON[-3] s.ON[-4 -17] - -

Stand off 214+A is important for Ice's okizeme, which is written later on the page.

Stand on 214+A/B/C is just bad, don't use it.

Its not something you throw out in neutral

"Rising Devastation" (Stand ON only) - s421A/B/C
HFTF Vice s421x 3.png
HFTF Vice s421x 2.png
HFTF Vice s421x.png
Startup Active Recovery Damage Guard
40 9 51 20 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -35 -43 - Launch

Very punishable in neutral and is generally pretty bad, but if properly set up can be... still bad, but its the somewhat janky kind of bad.

Say you're in the middle of the screen and use S.6c for an AA and know they're gonna forward tech toward you, you could cancel s6c into S.421A/C (depending on which side you're facing, L/R) which will fk up what they're doing and after they've blocked/gotten hit by it, you'll both probably be back at neutral and bitches will be baffled by it.

If your opponent sees that you're doing this move, you're gonna eat shit. Other than that you can still use it if your opponent is getting predictable with their projectiles.

This move is actually good for one reason and that's if your opponent manages to Timestop (somehow) you can just become a hermit and hide underground while timestop insues, making them waste all their meter

"Blow Away" (Stand ON only) - s[2]8+A/B/C
HFTF Vice s.28.png
Look at him go!
Startup Active Recovery Damage Guard
36 2 25 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 -2 -10 SP -

Fuckin' thing SUCKS!

Quick Stand Activation Attack - 236+S
HFTF Vice 236S.png
Startup Active Recovery Damage Guard
29 1 14 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -7 SP -

Good as a meterless round ender

Super Moves

"I'll kick you to death!" - 236+AA/s236+AA (Can be charged)
HFTF Vice s.236AA.png
HFTF Vice s.236AA followup.png
KONO DO CHIKUSHOU GA
Startup Active Recovery Damage Guard
20 4 On Hit 56/No Hit 44 50 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -9 -71 - KD

Usually tandem is better for punishes but incase you've already used tandem in the last 1 and a half seconds then you can use the i-frames on this for a punish where you would've been hit trying to use tandem again when its on cooldown. Also a pretty decent anti air if your opponent is dumb enough to empty full screen jump as its air unblockable

"Madness Sorrow" - 214+AA
HFTF Vice 214AA.png
Contender for one of the worst supers in the game
Startup Active Recovery Damage Guard
84 31(36)21(36)43(36)53 46 37 Unblockable
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+50 (last hit) - - - -

Terrible super with almost no advantage to using it... except for when the timer is at 5 seconds left, because you can abuse the fact that Ice is completely invulnerable during it to make sure your win is secured.

Basically, its just a good way to timer scam your opponent. Oh, it also takes 2 meter, so try to avoid accidentally inputting it because on top of looking like a masher and potentially (disclaimer: most probably) being punished by supers, you're also losing 2 meter.

"Circle Locust" - s623+AA (Stand ON only)
HFTF Vice s.623AA.png
GOD TIER SUPER
Startup Active Recovery Damage Guard
4 2 16 36 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -4 0 - IPS=ON
KD

Scaling=ON For some weird reason, both only activate on the last hit

This super will be your friend if you ever want to seriously show what makes ice a broken character. Frame 1 antiair super with good i-frames that can set up perfect space for oki. hard to punish on block (other than a GC) and hard to punish on whiff, you can basically use this super to make very unsafe moves much more safe, and even punish those who try to punish an unsafe stand on move. You can straight up throw this move out 4 times in a row and your opponent will either not even bother or attempt to punish and get smacked into the void. Can combo into it with stand on Dark space for some insane damage

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