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{{ComboCard | {{ComboCard | ||
|title=Basic Jab Combo | |title=Basic Jab Combo | ||
|subtitle=Any combination of 5A or 2A into 5B. | |subtitle=Any combination of 5A or 2A into 5B. | ||
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|file=HFTF_Oldseph_BasicJabCombo.mp4 | |file=HFTF_Oldseph_BasicJabCombo.mp4 | ||
|content= | |content= | ||
Quick and easy. Unfortunately, note that 2A doesn't actually hit low. It does have good range and isn't very commital, and 5B should hit at all ranges 2A does, so it's still a decent poke to throw out. | |||
}} | }} | ||
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|file=HFTF_Oldseph_3BConfirm.mp4 | |file=HFTF_Oldseph_3BConfirm.mp4 | ||
|content= | |content= | ||
Be sure to practice the timing for the command grab followup. | |||
}} | }} | ||
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|file=HFTF_Oldseph_DashingConfirms.mp4 | |file=HFTF_Oldseph_DashingConfirms.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_Jump-inGrab.mp4 | |file=HFTF_Oldseph_Jump-inGrab.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_JabCommandGrabCombo.mp4 | |file=HFTF_Oldseph_JabCommandGrabCombo.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_HeavyButtonConfirms.mp4 | |file=HFTF_Oldseph_HeavyButtonConfirms.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_DashingSweepCombo.mp4 | |file=HFTF_Oldseph_DashingSweepCombo.mp4 | ||
|content= | |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=== | ===Stand ON=== | ||
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|file=HFTF_Oldseph_StandONKnockdownCombo.mp4 | |file=HFTF_Oldseph_StandONKnockdownCombo.mp4 | ||
|content= | |content= | ||
One of your few good chain combos. | |||
}} | }} | ||
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|difficulty={{DifficultyText|Basic}} | |difficulty={{DifficultyText|Basic}} | ||
|position=Standard Routeㅤ | |position=Standard Routeㅤ | ||
|notation=s.5C/s.2C xx s.236+C > 4A, s.5A / s. | |notation=s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B | ||
|position2=Alternative Route | |||
|notation2=s.5C/s.2C xx s.236+C > 4A, s.5A xx s.360+A/B | |||
|file=HFTF_Oldseph_CommandGrabCombo.mp4 | |file=HFTF_Oldseph_CommandGrabCombo.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_FarHermitGrabCombo.mp4 | |file=HFTF_Oldseph_FarHermitGrabCombo.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|subtitle=Chain combo into Custom Combo | |subtitle=Chain combo into Custom Combo | ||
|difficulty={{DifficultyText|Basic}} | |difficulty={{DifficultyText|Basic}} | ||
|position=Standard | |position=Standard Routeㅤㅤ | ||
|notation= | |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 | |position2=Alternative Route 1 | ||
|notation2=s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC) | |notation2=s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC) | ||
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|file=HFTF_Oldseph_StandONCustomComboStarters.mp4 | |file=HFTF_Oldseph_StandONCustomComboStarters.mp4 | ||
|content= | |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. | |||
}} | }} | ||
ㅤ | ㅤ | ||
==Intermediate Combos== | ==Intermediate Combos== | ||
ㅤ | ㅤ | ||
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|subtitle=Wrap Attack | |subtitle=Wrap Attack | ||
|difficulty={{DifficultyText|Intermediate}} | |difficulty={{DifficultyText|Intermediate}} | ||
|position=Standard | |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 | |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 | |position2=Alternative Route | ||
|notation2=5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender | |notation2=5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender | ||
|file=HFTF_Oldseph_WrapCancelCombos.mp4 | |file=HFTF_Oldseph_WrapCancelCombos.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_MeterlessBnBStarter.mp4 | |file=HFTF_Oldseph_MeterlessBnBStarter.mp4 | ||
|content= | |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. | |||
}} | }} | ||
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|file=HFTF_Oldseph_JabSlideCombo.mp4 | |file=HFTF_Oldseph_JabSlideCombo.mp4 | ||
|content= | |content= | ||
Ultimately a worse option than the former in terms of damage, but still a fun option to have at your disposal. | |||
}} | }} | ||
ㅤ | ㅤ | ||
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{{ComboCard | {{ComboCard | ||
|title=Optimal Custom Combo Starter | |title=Optimal Custom Combo Starter | ||
|subtitle=Works on | |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}} | |difficulty={{DifficultyText|Intermediate}} | ||
|position=Standard Routeㅤ | |position=Standard Routeㅤ | ||
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|file=HFTF_Oldseph_OptimalCustomComboStarter.mp4 | |file=HFTF_Oldseph_OptimalCustomComboStarter.mp4 | ||
|content= | |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! | |||
}} | }} | ||
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|file=HFTF_Oldseph_DoubleS2CCombo.mp4 | |file=HFTF_Oldseph_DoubleS2CCombo.mp4 | ||
|content= | |content= | ||
High damage but only works against Stand ON Midler. | |||
}} | }} | ||
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|file=HFTF_Oldseph_TripleS2CCombo.mp4 | |file=HFTF_Oldseph_TripleS2CCombo.mp4 | ||
|content= | |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. | |||
}} | }} | ||
ㅤ | ㅤ | ||
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ㅤ | ㅤ | ||
===Stand OFF=== | ===Stand OFF=== | ||
{{ComboCard | |||
|title=Dashing Slide Wrap Cancel Combo | |||
|subtitle=Meterless low punish option | |||
|difficulty={{DifficultyText|Advanced}} | |||
|position=Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ | |||
|notation=d.2B xx 236+S xx s.236+C > 4A … 360 ender / 214+S enderㅤㅤ ㅤ | |||
|file=HFTF_Oldseph_DashingSlideWrapCancelCombo.mp4 | |||
|content= | |||
*Similar to the other dashing links but tighter and unable to be hitconfirmed. | |||
}} | |||
{{ComboCard | |||
|title=Jab Slide Combo | |||
|subtitle=2A still doesn't hit low | |||
|difficulty={{DifficultyText|Advanced}} | |||
|position=Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ | |||
|notation=2A, 3B xx 236+A/B / 360 ender / 214+S ender | |||
|file=HFTF_Oldseph_JabSlideCombo.mp4 | |||
|content= | |||
*Tight link hitconfirm. | |||
}} | |||
{{ComboCard | |||
|title=Jab Hard Knockdown Combo | |||
|subtitle=Worthless | |||
|difficulty={{DifficultyText|Advanced}} | |||
|position=Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ | |||
|notation=5A, 3C | |||
|file=HFTF_Oldseph_JabHardKnockdownCombo.mp4 | |||
|content= | |||
*Leads to a hard knockdown. Rather tight.ㅤㅤ ㅤ | |||
}} | |||
{{ComboCard | |||
|title=Jab Heavy Wrap Cancel Combo | |||
|subtitle=Placeholder | |||
|difficulty={{DifficultyText|Advanced}} | |||
|position=Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ | |||
|notation=2A, 5A CrC 5C xx 236+A/B / 236+S xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B / 214+S ender ㅤㅤ ㅤ | |||
|file=HFTF_Oldseph_HeavyWrapCancelCombo.mp4 | |||
|content= | |||
*1F crouch cancel link. Totally not recommended for beginners or in general. | |||
}} | |||
{{ComboCard | |||
|title=5B Wrap Cancel Link | |||
|subtitle=Wrist Destroyer | |||
|difficulty={{DifficultyText|Advanced}} | |||
|position=Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ | |||
|notation=5B xx 236S xx s.236C ... s.360+A/B / 214+S ender ㅤㅤ | |||
|file=HFTF_Oldseph_5BWrapCancelLink.mp4 | |||
|content= | |||
*EXTREMELY difficult wrap cancel link. Not recommended unless you desire only to assert dominance over your opponent. | |||
}} | |||
ㅤ | |||
===Stand ON=== | ===Stand ON=== | ||
{{ComboCard | |||
|title=Advanced meterless s.236+A/B/C loop | |||
|subtitle=Execution heavy, mediocre reward. Lovely. | |||
|difficulty={{DifficultyText|Advanced}} | |||
|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. | |||
}} | |||
== Custom Combo Routes == | |||
{{ComboCard | |||
|title=Regular CC Routes | |||
|subtitle= | |||
|difficulty={{DifficultyText|Intermediate}} | |||
|position=Standard Routeㅤ | |||
|notation=...(CC Confirm) 214+S {2C, 2A > 2A, 5A > 5A > 5B > 5C xx 236+A/B > 4X} S+5C xx s.236+C > 4X, s.5A xx s.360+A/B | |||
|position2=Optimal Routeㅤ | |||
|notation2=...(CC Confirm) 214+S {2C, 2A > 2A, 2A, 5A > 5A > 5B > 5C xx 236+A/B > 5A/B/C x1 > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B | |||
|file=HFTF_Oldseph_Regular_CCs.mp4 | |||
|content= | |||
*'''Regular Route:''' Your stock standard Custom Combo route. Does good damage, gives oki, and not that difficult. Make sure to plink the s.5C after CC ends by inputting S at least 1 frame before you input 5C. | |||
*'''Optimal Route:''' As optimised as it gets. Does higher damage, builds more meter, but is overall more difficult. Not absolutely vital over the regular route, but is recommended for more experienced players. | |||
*'''Other Notes:''' Zaps during s.236+A/B/C do 1 extra damage, but most importantly builds a small amount of bar. Oldseph NEEDS meter to convert hits into big damage, so any optimisation is good optimisation. | |||
}} | |||
{{ComboCard | |||
|title=Adjusted CC Routes | |||
|subtitle= | |||
|difficulty={{DifficultyText|Intermediate}} | |||
|position=Crouchers Routeㅤ | |||
|notation=...(CC Confirm) 214+S {2C xx 236+C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B | |||
|position2=Iggy Routeㅤㅤ | |||
|notation2=...(CC Confirm) 214+S {2C, 2C, 2C, 2C} S+5C/2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B | |||
|file=HFTF_Oldseph_Adjusted_CCs.mp4 | |||
|content= | |||
*'''Crouchers Route:''' Used if the opponent is crouching and ducks under s.236+A/B. s.236+C at the end of a Custom Combo makes it impossible (not sure, fact check this) for any followups. Only {{CharacterLabel-HFTF|Dio}}, {{CharacterLabel-HFTF|Shadow Dio}}, or any stand ON character won't be affected by this. | |||
*'''Iggy Route:''' Due to most of your normals whiffing on Iggy, this is the only route you can do during CC. Substitute a 2C with 2B if the timing is too tight. | |||
}} | |||
{{ComboCard | |||
|title=Raw CC Routes | |||
|subtitle= | |||
|difficulty={{DifficultyText|Intermediate}} | |||
|position=Anti-air Route | |||
|notation=214+S {5C xx 214+A/B/C (mash)} | |||
|position2=Hermit Grab Routeㅤㅤ | |||
|notation2=214+S {236+A/B/C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B | |||
|file=HFTF_Oldseph_Raw_CCs.mp4 | |||
|content= | |||
*'''Anti-air Route:''' 214+S gives you a burst of iframes that allows s.5C to bulldoze through aerials pretty easily. Cancel into 214+A/B/C and mash for extra damage. | |||
*'''Hermit Grab Route:''' Mostly used to catch zoners from far away. Doesn't hit full screen, so make sure to delay a tiny bit if needed. | |||
}} | |||
{{NavboxHFTF}} | |||
[[Category:JoJo's Bizarre Adventure]] |
Latest revision as of 23:47, 10 June 2025
Basic Combos
ㅤ
Stand OFF
Basic Jab Combo Any combination of 5A or 2A into 5B. Basic
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
3B Confirm Simple slide into overdrive, command grab or custom combo. Basic
Dashing Confirms Go fishing Basic
Jump-in Command Grab Combo Easy but there are better options. Basic
Alternative Route s.j.a/s.j.b/s.j.c 360
Jab Command Grab Combo Fundamental grappling Basic
Heavy Button Confirms Simple button into special or super. Basic
Dashing Sweep Combo Most advanced Young Joseph combo Basic
Stand ON
Stand ON Knockdown Chain Basic Stand ON chain combo into hard knockdown Basic
Command Grab Combo Your go-to ender Basic
Alternative Route s.5C/s.2C xx s.236+C > 4A, s.5A xx s.360+A/B
Far Hermit Grab Combo Simple conversion Basic
Stand ON Custom Combo Starters Chain combo into Custom Combo Basic
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)
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.
ㅤ
Intermediate Combos
ㅤ ㅤ
Stand OFF
Wrap Cancel Combos Wrap Attack Intermediate
Alternative Route 5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender
Meterless BnB Starter Highest damage hitconfirm Intermediate
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
Jab Slide Combo Like S.5A > S.3B but worse Intermediate
Alternative Route 5A > 5A, 3B xx 360+X
ㅤ
Stand ON
Optimal Custom Combo Starter Works on Jotaro,
Devo,
Iggy ,
Alessi ,
Old Joseph ,
Mariah ,
Hol Horse ,
Khan , and
Hol & Boingo Intermediate
Double s.2C Combo Works exclusively against Stand ON Midler Intermediate
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
Triple s.2c Combo Works exclusively against Stand ON Devo in the corner. Intermediate
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
ㅤ
Advanced Combos
ㅤ
Stand OFF
Dashing Slide Wrap Cancel Combo Meterless low punish option Advanced
- Similar to the other dashing links but tighter and unable to be hitconfirmed.
Jab Slide Combo 2A still doesn't hit low Advanced
- Tight link hitconfirm.
Jab Hard Knockdown Combo Worthless Advanced
- Leads to a hard knockdown. Rather tight.ㅤㅤ ㅤ
Jab Heavy Wrap Cancel Combo Placeholder Advanced
- 1F crouch cancel link. Totally not recommended for beginners or in general.
5B Wrap Cancel Link Wrist Destroyer Advanced
- EXTREMELY difficult wrap cancel link. Not recommended unless you desire only to assert dominance over your opponent.
ㅤ
Stand ON
Advanced meterless s.236+A/B/C loop Execution heavy, mediocre reward. Lovely. Advanced
Custom Combo Routes
Regular CC Routes Intermediate
Optimal Routeㅤ ...(CC Confirm) 214+S {2C, 2A > 2A, 2A, 5A > 5A > 5B > 5C xx 236+A/B > 5A/B/C x1 > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Regular Route: Your stock standard Custom Combo route. Does good damage, gives oki, and not that difficult. Make sure to plink the s.5C after CC ends by inputting S at least 1 frame before you input 5C.
- Optimal Route: As optimised as it gets. Does higher damage, builds more meter, but is overall more difficult. Not absolutely vital over the regular route, but is recommended for more experienced players.
- Other Notes: Zaps during s.236+A/B/C do 1 extra damage, but most importantly builds a small amount of bar. Oldseph NEEDS meter to convert hits into big damage, so any optimisation is good optimisation.
Adjusted CC Routes Intermediate
Iggy Routeㅤㅤ ...(CC Confirm) 214+S {2C, 2C, 2C, 2C} S+5C/2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Crouchers Route: Used if the opponent is crouching and ducks under s.236+A/B. s.236+C at the end of a Custom Combo makes it impossible (not sure, fact check this) for any followups. Only
Dio ,
Shadow Dio , or any stand ON character won't be affected by this.
- Iggy Route: Due to most of your normals whiffing on Iggy, this is the only route you can do during CC. Substitute a 2C with 2B if the timing is too tight.
Raw CC Routes Intermediate
Hermit Grab Routeㅤㅤ 214+S {236+A/B/C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Anti-air Route: 214+S gives you a burst of iframes that allows s.5C to bulldoze through aerials pretty easily. Cancel into 214+A/B/C and mash for extra damage.
- Hermit Grab Route: Mostly used to catch zoners from far away. Doesn't hit full screen, so make sure to delay a tiny bit if needed.