User:Skriibz/sandbox: Difference between revisions

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==Basic Combos==
===Stand OFF===
{{ComboCard
  |title=Basic Jab Combo
  |subtitle=Any combination of 5A or 2A into 5B.
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=2A/5A, 5A/2A, 5B xx 236+A/B / 214+S (CC)
  |position2=Alternative Route
  |notation2=2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
  |file=HFTF_Oldseph_BasicJabCombo.mp4
  |content=
Quick and easy. Unfortunately, note that 2A doesn't actually hit low.
}}
{{ComboCard
  |title=3B Confirm
  |subtitle=Simple slide into overdrive, command grab or custom combo.
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=3B xx 236+A/B / 360 / 214+S (CC)
  |file=HFTF_Oldseph_3BConfirm.mp4
  |content=
Be sure to practice the timing for the command grab followup.
}}
{{ComboCard
  |title=Dashing Confirms
  |subtitle=Go fishing
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=d.5A/d.2A/d.5B/d.2B xx 236+A/B / 214+S (CC)
  |file=HFTF_Oldseph_DashingConfirms.mp4
  |content=
These buttons are some of your best neutral tools and hitconfirm options due to their range and active frames. d.2A and d.2B can be very useful to low-profile certain attacks.
}}
{{ComboCard
  |title=Jump-in Command Grab Combo
  |subtitle=Easy but there are better options.
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=j.A/j.B/j.C 360
  |position2=Alternative Route
  |notation2=s.j.a/s.j.b/s.j.c 360
  |file=HFTF_Oldseph_Jump-inGrab.mp4
  |content=
Generally, your command grab can also be ticked into if your jumping attack is guarded. The most advantageous time to go for 360 without a proper confirmed combo is on block, as if a jump-in hits you can secure a lot more damage with a full combo.
}}
{{ComboCard
  |title=Jab Command Grab Combo
  |subtitle=Fundamental grappling
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=5A/2A xx 360+A/B/C
  |file=HFTF_Oldseph_JabCommandGrabCombo.mp4
  |content=
Learning the timing to correctly connect with the command grab is very important, as being either too fast or too slow will result in the grab missing the target. This applies to pretty much every combo utilising the 360 command grab. Again, likely more useful if you're ticking into your command from a blocked jab.
}}
{{ComboCard
  |title=Heavy Button Confirms
  |subtitle=Simple button into special or super.
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=5C/2C xx 236+A/B / 623+A/B/C / 214+S (CC)
  |file=HFTF_Oldseph_HeavyButtonConfirms.mp4
  |content=
5C can be quite good for this due to it's range and disjoint. Every version of 623X is unsafe on hit, so this is only useful if you know it's going to secure the round. Note that 623+C does the most damage and but also the most unsafe.
}}
{{ComboCard
  |title=Dashing Sweep Combo
  |subtitle=Most advanced Young Joseph combo
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=d.2C xx 236+A/B / 236+AA
  |file=HFTF_Oldseph_DashingSweepCombo.mp4
  |content=
Since dashing 2C launches the opponent, this allows you to follow up with Overdrive and in some situations, the Uppercut super (best used in the corner). One of the only good uses of it.
}}
===Stand ON===
{{ComboCard
  |title=Stand ON Knockdown Chain
  |subtitle=Basic Stand ON chain combo into hard knockdown
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.3C
  |file=HFTF_Oldseph_StandONKnockdownCombo.mp4
  |content=
One of your few good chain combos.
}}
{{ComboCard
  |title=Command Grab Combo
  |subtitle=Your go-to ender
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=s.5C/s.2C xx s.236+C > 4A, s.5A / s.5A > s.3B xx s.360+A/B
  |position2=Alternative Route
  |notation2=s.5C/s.2C xx s.236+C > 4A, s.5A / s.5A xx s.360+A/B
  |file=HFTF_Oldseph_CommandGrabCombo.mp4
  |content=
Basic combo into your command grab. Absolutely essential for the character. The alternative route is technically easier, however you lose out on some damage and meter gain. Just do whichever you feel most comfortable with.
}}
{{ComboCard
  |title=Far Hermit Grab Combo
  |subtitle=Simple conversion
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤ
  |notation=s.236+A/B/C (far) > 4A, s.5C /s.2C xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B
  |file=HFTF_Oldseph_FarHermitGrabCombo.mp4
  |content=
For when your hermit grab lands from a longer range. There is a slightly longer delay from a far hermit grab compared to a regular one, so adjust accordingly.
}}
{{ComboCard
  |title=Stand ON Custom Combo Starters
  |subtitle=Chain combo into Custom Combo
  |difficulty={{DifficultyText|Basic}}
  |position=Standard Routeㅤㅤ
  |notation=s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.5C xx 214+S (CC)
  |position2=Alternative Route 1
  |notation2=s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC)
  |position3=Alternative Route 2
  |notation3=s.5C/s.2C xx s.236+C > 4A, s.5A > s.2B > s.5C xx 214+S (CC)
  |position4=Alternative Route 3
  |notation4=s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B > s.5C xx 214+S (CC)
  |file=HFTF_Oldseph_StandONCustomComboStarters.mp4
  |content=
List of the most common custom combo starting S.ON chains.
'''Standard Route:''' Your go-to starter into CC. High damage, surprisingly high meter gain, but slightly tight on the follow-up during the CC itself.
'''Alt Route 1:''' Simpler version of the first chain combo with more lenient follow-up timing.
'''Alt Route 2:''' Optimal Custom Combo starter for Iggy. Due to his small size, other starters will whiff. Also does the same amount of damage as s.5A > s.5A > s.5B > s.5C
'''Alt Route 3:''' Almost identical to the previous starter with the same purpose, but does slightly less damage. Probably easier.
}}
==Intermediate Combos==
===Stand OFF===
{{ComboCard
  |title=Wrap Cancel Combos
  |subtitle=Wrap Attack
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=d.5A/d.2A/d.5B xx 236+S xx s.236+C > 4X, s.5C xx s.236+C > 4X ... 360 / 214+S
  |position2=Alternative Route
  |notation2=5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender
  |file=HFTF_Oldseph_WrapCancelCombos.mp4
  |content=
'''Standard Route:''' More optimal version of the previous dashing normal confirms. Can be very unsafe if not hit-confirmed and gets blocked. Get used to this sequence of inputs as this cancel is extremely useful. Note that d.5B will usually result in s.236+C (far).
'''Alt Route:''' Won't be as prominent as the other wrap cancel confirms, but still useful to know.
}}
{{ComboCard
  |title=Meterless BnB Starter
  |subtitle=Highest damage hitconfirm
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=2A, 6A, S+2C xx s.236+C > 4X … 360 / 214+S (CC)
  |position2=Alternative Route
  |notation2=2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
  |file=HFTF_Oldseph_MeterlessBnBStarter.mp4
  |content=
Optimal meterless BnB from stand off. Great unscaled damage from the command grab and okizeme. Very important! 6A is recommended over 5A due to the extra range it provides. The microwalk allows the combo to work on more characters.
}}
{{ComboCard
  |title=Jab Slide Combo
  |subtitle=Like S.5A > S.3B but worse
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=5A > 5A, 3B xx 236+A/B / 214+S (CC)
  |position2=Alternative Route
  |notation2=5A > 5A, 3B xx 360+X
  |file=HFTF_Oldseph_JabSlideCombo.mp4
  |content=
Ultimately a worse option than the former in terms of damage, but still a fun option to have at your disposal.
}}
===Stand ON===
{{ComboCard
  |title=Optimal Custom Combo Starter
  |subtitle=Works on {{CharacterLabel-HFTF|DIO}}, {{CharacterLabel-HFTF|Devo}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Alessi}},{{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Mariah}}, {{CharacterLabel-HFTF|Hol Horse}}, {{CharacterLabel-HFTF|Khan}}, and {{CharacterLabel-HFTF|Hol & Boingo}}
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=s.5C/s.2C xx s.236+C > 4A, s.2B, s.5A > s.3B > s.5C xx 214+S (CC)
  |file=HFTF_Oldseph_OptimalCustomComboStarter.mp4
  |content=
Most damaging Custom Combo starting chain but will whiff on most characters. Requires more precise timing, otherwise you'll get ghost s.3b after the first s.3b and you'll be punished. Spooky stuff!
}}
{{ComboCard
  |title=Double s.2C Combo
  |subtitle=Works exclusively against Stand ON {{CharacterLabel-HFTF|Midler}}
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=6A / j.C S+2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
  |position2=Alternative Route
  |notation2=s.j.A / s.j.B / s.j.C s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
  |file=HFTF_Oldseph_DoubleS2CCombo.mp4
  |content=
High damage but only works against Stand ON Midler.
}}
{{ComboCard
  |title=Triple s.2c Combo
  |subtitle=Works exclusively against Stand ON {{CharacterLabel-HFTF|Devo}} in the corner.
  |difficulty={{DifficultyText|Intermediate}}
  |position=Standard Routeㅤ
  |notation=2A/5A, 5A/2A, 5B xx 236+A/B / 214+S (CC)
  |position2=Alternative Route
  |notation2=2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
  |file=HFTF_Oldseph_TripleS2CCombo.mp4
  |content=
Extremely high damage, but only works against Stand ON Devo while he's in the corner. Very niche but very valuable to have at your disposal when the situation arises.
}}
==Advanced Combos==
vvv put this somewhere vvv
{{ComboCard
  |title=Advanced meterless s.236+A/B/C loop
  |subtitle=Execution heavy, mediocre reward. Lovely.
  |difficulty={{DifficultyText|Hard}}
  |position=Standard Routeㅤ
  |notation=s.5C/s.2C xx s.236+C > 4A, s.2A, uCrC 2S+5A, S+2C xx s.236+C...
  |file=HFTF_Oldseph_MeterlessS236CLoop.mp4
  |content=
Extremely difficult to do, all for basically no return. Builds ok-ish meter, does passable damage, and is prone to IPS. Only one loop is recommended if you REALLY want to go for it, but by all means show off your execution if you wish.
}}
===Stand OFF===
===Stand ON===
how ya doin :]
how ya doin :]
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]

Latest revision as of 10:03, 9 June 2025

Basic Combos

Stand OFF

Basic Jab Combo Any combination of 5A or 2A into 5B. Basic

Standard Routeㅤ 2A/5A, 5A/2A, 5B xx 236+A/B / 214+S (CC)
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
Quick and easy. Unfortunately, note that 2A doesn't actually hit low.


3B Confirm Simple slide into overdrive, command grab or custom combo. Basic

Standard Routeㅤ 3B xx 236+A/B / 360 / 214+S (CC)
Be sure to practice the timing for the command grab followup.


Dashing Confirms Go fishing Basic

Standard Routeㅤ d.5A/d.2A/d.5B/d.2B xx 236+A/B / 214+S (CC)
These buttons are some of your best neutral tools and hitconfirm options due to their range and active frames. d.2A and d.2B can be very useful to low-profile certain attacks.


Jump-in Command Grab Combo Easy but there are better options. Basic

Standard Routeㅤ j.A/j.B/j.C 360
Alternative Route s.j.a/s.j.b/s.j.c 360
Generally, your command grab can also be ticked into if your jumping attack is guarded. The most advantageous time to go for 360 without a proper confirmed combo is on block, as if a jump-in hits you can secure a lot more damage with a full combo.


Jab Command Grab Combo Fundamental grappling Basic

Standard Routeㅤ 5A/2A xx 360+A/B/C
Learning the timing to correctly connect with the command grab is very important, as being either too fast or too slow will result in the grab missing the target. This applies to pretty much every combo utilising the 360 command grab. Again, likely more useful if you're ticking into your command from a blocked jab.


Heavy Button Confirms Simple button into special or super. Basic

Standard Routeㅤ 5C/2C xx 236+A/B / 623+A/B/C / 214+S (CC)
5C can be quite good for this due to it's range and disjoint. Every version of 623X is unsafe on hit, so this is only useful if you know it's going to secure the round. Note that 623+C does the most damage and but also the most unsafe.


Dashing Sweep Combo Most advanced Young Joseph combo Basic

Standard Routeㅤ d.2C xx 236+A/B / 236+AA
Since dashing 2C launches the opponent, this allows you to follow up with Overdrive and in some situations, the Uppercut super (best used in the corner). One of the only good uses of it.



Stand ON

Stand ON Knockdown Chain Basic Stand ON chain combo into hard knockdown Basic

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.3C
One of your few good chain combos.


Command Grab Combo Your go-to ender Basic

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.5A / s.5A > s.3B xx s.360+A/B
Alternative Route s.5C/s.2C xx s.236+C > 4A, s.5A / s.5A xx s.360+A/B
Basic combo into your command grab. Absolutely essential for the character. The alternative route is technically easier, however you lose out on some damage and meter gain. Just do whichever you feel most comfortable with.


Far Hermit Grab Combo Simple conversion Basic

Standard Routeㅤ s.236+A/B/C (far) > 4A, s.5C /s.2C xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B
For when your hermit grab lands from a longer range. There is a slightly longer delay from a far hermit grab compared to a regular one, so adjust accordingly.


Stand ON Custom Combo Starters Chain combo into Custom Combo Basic

Standard Routeㅤㅤ s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.5C xx 214+S (CC)
Alternative Route 1 s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC)
Alternative Route 2 s.5C/s.2C xx s.236+C > 4A, s.5A > s.2B > s.5C xx 214+S (CC)
Alternative Route 3 s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B > s.5C xx 214+S (CC)
List of the most common custom combo starting S.ON chains.

Standard Route: Your go-to starter into CC. High damage, surprisingly high meter gain, but slightly tight on the follow-up during the CC itself.

Alt Route 1: Simpler version of the first chain combo with more lenient follow-up timing.

Alt Route 2: Optimal Custom Combo starter for Iggy. Due to his small size, other starters will whiff. Also does the same amount of damage as s.5A > s.5A > s.5B > s.5C

Alt Route 3: Almost identical to the previous starter with the same purpose, but does slightly less damage. Probably easier.


Intermediate Combos

ㅤ ㅤ

Stand OFF

Wrap Cancel Combos Wrap Attack Intermediate

Standard Routeㅤ d.5A/d.2A/d.5B xx 236+S xx s.236+C > 4X, s.5C xx s.236+C > 4X ... 360 / 214+S
Alternative Route 5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender
Standard Route: More optimal version of the previous dashing normal confirms. Can be very unsafe if not hit-confirmed and gets blocked. Get used to this sequence of inputs as this cancel is extremely useful. Note that d.5B will usually result in s.236+C (far). Alt Route: Won't be as prominent as the other wrap cancel confirms, but still useful to know.


Meterless BnB Starter Highest damage hitconfirm Intermediate

Standard Routeㅤ 2A, 6A, S+2C xx s.236+C > 4X … 360 / 214+S (CC)
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
Optimal meterless BnB from stand off. Great unscaled damage from the command grab and okizeme. Very important! 6A is recommended over 5A due to the extra range it provides. The microwalk allows the combo to work on more characters.


Jab Slide Combo Like S.5A > S.3B but worse Intermediate

Standard Routeㅤ 5A > 5A, 3B xx 236+A/B / 214+S (CC)
Alternative Route 5A > 5A, 3B xx 360+X
Ultimately a worse option than the former in terms of damage, but still a fun option to have at your disposal.


Stand ON

Optimal Custom Combo Starter Works on text-middle Jotaro, text-middle Devo, text-middle Iggy , text-middle Alessi ,text-middle Old Joseph , text-middle Mariah , text-middle Hol Horse , text-middle Khan , and text-middle Hol & Boingo Intermediate

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.2B, s.5A > s.3B > s.5C xx 214+S (CC)
Most damaging Custom Combo starting chain but will whiff on most characters. Requires more precise timing, otherwise you'll get ghost s.3b after the first s.3b and you'll be punished. Spooky stuff!


Double s.2C Combo Works exclusively against Stand ON text-middle Midler Intermediate

Standard Routeㅤ 6A / j.C S+2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
Alternative Route s.j.A / s.j.B / s.j.C s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
High damage but only works against Stand ON Midler.


Triple s.2c Combo Works exclusively against Stand ON text-middle Devo in the corner. Intermediate

Standard Routeㅤ 2A/5A, 5A/2A, 5B xx 236+A/B / 214+S (CC)
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
Extremely high damage, but only works against Stand ON Devo while he's in the corner. Very niche but very valuable to have at your disposal when the situation arises.


Advanced Combos

ㅤ vvv put this somewhere vvv

Advanced meterless s.236+A/B/C loop Execution heavy, mediocre reward. Lovely. Hard

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.2A, uCrC 2S+5A, S+2C xx s.236+C...
Extremely difficult to do, all for basically no return. Builds ok-ish meter, does passable damage, and is prone to IPS. Only one loop is recommended if you REALLY want to go for it, but by all means show off your execution if you wish.



Stand OFF

Stand ON

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