JoJo's Bizarre Adventure: Heritage for the Future/Hol Horse/Movelist: Difference between revisions
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|image2=HOL_HORSE_5A.GIF.gif | |image2=HOL_HORSE_5A.GIF.gif | ||
|caption=Low kick that doesn't hit low. When will the lies end? | |caption=Low kick that doesn't hit low. When will the lies end? | ||
|name= | |name=5A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 14: | Line 14: | ||
|recovery=5 | |recovery=5 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+6 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties= IPS=Yes Scales=Yes Mid<br>Air-UB | |properties= IPS=Yes Scales=Yes Mid<br>Air-UB | ||
|description= Good and quick poke. | |description= Hol does a low kick. Good and quick poke. Hits mid. | ||
}} | }} | ||
}} | }} | ||
Line 26: | Line 28: | ||
|image2=HOL_HORSE_5B.GIF.gif | |image2=HOL_HORSE_5B.GIF.gif | ||
|caption=blockstring.mkv | |caption=blockstring.mkv | ||
|name= | |name=5B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 33: | Line 35: | ||
|recovery=13 | |recovery=13 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-7 | |||
|guard= | |||
|damage=10 | |damage=10 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties=IPS=yes Scales=Yes Mid<br>Air-UB | |properties=IPS=yes Scales=Yes Mid<br>Air-UB | ||
|description=While slower than 5a, 5b is still a fairly quick poke with good range. | |description=Hol does a slightly further low kick. While slower than 5a, 5b is still a fairly quick poke with good range. Typically the move you should be using in blockstrings. | ||
}} | }} | ||
}} | }} | ||
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|image2=HOL_HORSE_5C.GIF.gif | |image2=HOL_HORSE_5C.GIF.gif | ||
|caption= Combo? Frametrap? With our patented 5c technology, you can do both at once! | |caption= Combo? Frametrap? With our patented 5c technology, you can do both at once! | ||
|name= | |name=5C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 52: | Line 56: | ||
|recovery=24 | |recovery=24 | ||
|hit=+38 (Can be increased with a wall bounce) | |hit=+38 (Can be increased with a wall bounce) | ||
|block | |block=-10 | ||
|pushblock=-13 | |||
|guard= | |||
|damage=14 | |damage=14 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties=IPS=Yes Scales=yes Mid<br>Air-UB | |properties=IPS=Yes Scales=yes Mid<br>Air-UB | ||
|description= | |description= High-risk, high-reward launcher that can combo into special moves and can wallbounce if close enough to a wall. Can be used as an anti-air, but not recommended because the hitbox is shorter than it looks. Won't cause a wallbounce for Stand On fighters because they cannot be knocked down. | ||
}} | }} | ||
}} | }} | ||
Line 64: | Line 70: | ||
|image2=HOL_HORSE_2A.GIF.gif | |image2=HOL_HORSE_2A.GIF.gif | ||
|caption=Pocket sand! | |caption=Pocket sand! | ||
|name= | |name=2A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 71: | Line 77: | ||
|recovery=3 | |recovery=3 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+6 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 83: | Line 91: | ||
|image2=HOL_HORSE_2B.GIF.gif | |image2=HOL_HORSE_2B.GIF.gif | ||
|caption=A brick that's weaker than a kick, and it also generally sucks d- | |caption=A brick that's weaker than a kick, and it also generally sucks d- | ||
|name= | |name=2B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 90: | Line 98: | ||
|recovery=14 | |recovery=14 | ||
|hit=+1 | |hit=+1 | ||
|block | |block=0 | ||
|pushblock=-8 | |||
|guard= | |||
|damage=8 | |damage=8 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties=IPS=Yes Scales=Yes Mid<br>Air-UB | |properties=IPS=Yes Scales=Yes Mid<br>Air-UB | ||
|description= | |description=Mid-range poke with bad frame advantage. Not a very useful tool overall. | ||
}} | }} | ||
}} | }} | ||
Line 101: | Line 111: | ||
|image=2c_-_2.png | |image=2c_-_2.png | ||
|image2=HOL 2C.GIF.gif | |image2=HOL 2C.GIF.gif | ||
|caption= | |caption=If you're a masher, then Hol's "Tooah!" is probably engrained into your mind right now. | ||
|name= | |name=2C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 109: | Line 119: | ||
|recovery=10 | |recovery=10 | ||
|hit=+46 | |hit=+46 | ||
|block | |block=-11 | ||
|pushblock=-24 | |||
|guard= | |||
|damage=9 | |damage=9 | ||
|cancel=None | |cancel=None | ||
|properties=IPS=Yes Scales=Yes Low<br>Air-UB | |properties=IPS=Yes Scales=Yes Low<br>Air-UB | ||
|description=A sliding kick with long range. Causes knockdown if the opponent isn't in stand on mode. Cannot be cancelled and very negative on block, which means it can be punished easily on block. | |description=A sliding kick with long range. Causes knockdown if the opponent isn't in stand on mode. Cannot be cancelled and very negative on block, which means it can be punished easily on block. Use this move predictively, not reactively. | ||
}} | }} | ||
}} | }} | ||
Line 121: | Line 133: | ||
|image2=HOL HORSE J.A. GIF.gif | |image2=HOL HORSE J.A. GIF.gif | ||
|caption=Jumping knee attack | |caption=Jumping knee attack | ||
|name=j. | |name=j.A / j.B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 128: | Line 140: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+10 | |hit=+10 | ||
|block | |block=+9 | ||
|pushblock=+6 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
|properties=IPS=Yes Scales=Yes High | |properties=IPS=Yes Scales=Yes High | ||
|description=Decent air-to-air that can work as an instant overhead. | |description=Decent air-to-air that can work as an instant overhead. j.A and j.B are the exact same. Not as useful as j.C. | ||
}} | }} | ||
}} | }} | ||
Line 159: | Line 154: | ||
|image2=Holhorsejc.gif | |image2=Holhorsejc.gif | ||
|caption=Flying kick | |caption=Flying kick | ||
|name=j. | |name=j.C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 166: | Line 161: | ||
|recovery=(until landing) | |recovery=(until landing) | ||
|hit=+10 | |hit=+10 | ||
|block | |block=+9 | ||
|pushblock=+6 | |||
|guard= | |||
|damage=9 | |damage=9 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 180: | Line 177: | ||
|image2=D.5A_HOL_HORSE.gif | |image2=D.5A_HOL_HORSE.gif | ||
|caption=Run up and kick their shins | |caption=Run up and kick their shins | ||
|name=d. | |name=d.5A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 187: | Line 184: | ||
|recovery=10 | |recovery=10 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-2 | |||
|guard= | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 199: | Line 198: | ||
|image2= | |image2= | ||
|caption=Kick their shins harder | |caption=Kick their shins harder | ||
|name=d. | |name=d.5B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 206: | Line 205: | ||
|recovery=13 | |recovery=13 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=+1 | ||
|pushblock=-7 | |||
|guard= | |||
|damage=5 | |damage=5 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 218: | Line 219: | ||
|image2= | |image2= | ||
|caption=scaling.mp3 | |caption=scaling.mp3 | ||
|name=d. | |name=d.5C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 225: | Line 226: | ||
|recovery=33 | |recovery=33 | ||
|hit=-14 | |hit=-14 | ||
|block | |block=-20 | ||
|pushblock=-33 | |||
|guard= | |||
|damage=9 | |damage=9 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 237: | Line 240: | ||
|image2=D.2A HOL HORSE.gif | |image2=D.2A HOL HORSE.gif | ||
|caption=More sand. | |caption=More sand. | ||
|name=d. | |name=d.2A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 244: | Line 247: | ||
|recovery=13 | |recovery=13 | ||
|hit=-3 | |hit=-3 | ||
|block | |block=-4 | ||
|pushblock=-7 | |||
|guard= | |||
|damage=3 | |damage=3 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 256: | Line 261: | ||
|image2= | |image2= | ||
|caption=A brick? Again? | |caption=A brick? Again? | ||
|name=d. | |name=d.2B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 263: | Line 268: | ||
|recovery=13 | |recovery=13 | ||
|hit=+2 | |hit=+2 | ||
|block | |block=0 | ||
|pushblock=-8 | |||
|guard= | |||
|damage=8 | |damage=8 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 275: | Line 282: | ||
|image2= | |image2= | ||
|caption= Sliding kick 2: The Empire Strikes Back | |caption= Sliding kick 2: The Empire Strikes Back | ||
|name=d. | |name=d.2C (662C) | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 282: | Line 289: | ||
|recovery=13 | |recovery=13 | ||
|hit=+37 | |hit=+37 | ||
|block | |block=-20 | ||
|pushblock=-33 | |||
|guard= | |||
|damage=12 | |damage=12 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 294: | Line 303: | ||
|image2= | |image2= | ||
|caption=Sliding kick 3: Return of the Jedi | |caption=Sliding kick 3: Return of the Jedi | ||
|name=d. | |name=d.2C (442C) | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 301: | Line 310: | ||
|recovery=13 | |recovery=13 | ||
|hit=+37 | |hit=+37 | ||
|block | |block=-20 | ||
|pushblock=-33 | |||
|guard= | |||
|damage=12 | |damage=12 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 315: | Line 326: | ||
|image2=HOL_4A._GIF.gif | |image2=HOL_4A._GIF.gif | ||
|caption=Secondhand smoke is bad for your lungs, and your jump ins. | |caption=Secondhand smoke is bad for your lungs, and your jump ins. | ||
|name= | |name=4A | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 322: | Line 333: | ||
|recovery=16 | |recovery=16 | ||
|hit=-5 | |hit=-5 | ||
|block | |block=-6 | ||
|pushblock=-9 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 333: | Line 346: | ||
|image=hftfholhorse4b.png | |image=hftfholhorse4b.png | ||
|image2=HOL_4B.GIF.gif | |image2=HOL_4B.GIF.gif | ||
|caption= | |caption= If there's a stand flying around, just go and kick it down. | ||
|name= | |name=4B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 341: | Line 354: | ||
|recovery=23 | |recovery=23 | ||
|hit=-5 | |hit=-5 | ||
|block | |block=-6 | ||
|pushblock=-17 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 353: | Line 368: | ||
|image2=HOL_4C.GIF.gif | |image2=HOL_4C.GIF.gif | ||
|caption= Block this low *also sets up an overhead* | |caption= Block this low *also sets up an overhead* | ||
|name= | |name=4C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 360: | Line 375: | ||
|recovery=21 | |recovery=21 | ||
|hit=-10 | |hit=-10 | ||
|block | |block=-11 | ||
|pushblock=-21 | |||
|guard= | |||
|damage=15 (each hit does 5 damage) | |damage=15 (each hit does 5 damage) | ||
|cancel=SP, SU | |cancel=SP, SU | ||
Line 372: | Line 389: | ||
{{MoveData | {{MoveData | ||
|image=Hftfholhorsesbullet56.png | |image=Hftfholhorsesbullet56.png | ||
|caption= | |caption=Pressing left+right and up+down while in startup softlocks the game. So don't. | ||
|name=S | |name=S | ||
|data= | |data= | ||
Line 380: | Line 397: | ||
|recovery=0 | |recovery=0 | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage=23(In total, each hit does different amount) | |damage=23(In total, each hit does different amount) | ||
|cancel=None | |cancel=None | ||
Line 399: | Line 418: | ||
|recovery=18 | |recovery=18 | ||
|hit=-1 | |hit=-1 | ||
|block | |block=-10 | ||
|pushblock=-17 | |||
|guard= | |||
|damage=8 | |damage=8 | ||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scales=No Mid | |properties=IPS=No Scales=No Mid | ||
|description=Hol performs a fast version of d.5c as his guard cancel. Has a pretty good hitbox that can hit most characters while crouching. Pretty | |description=Hol performs a fast version of d.5c as his guard cancel. Has a pretty good hitbox that can hit most characters while crouching. Pretty mediocre overall. | ||
}} | }} | ||
}} | }} | ||
Line 413: | Line 434: | ||
|image2=Holhorse236bgif.gif | |image2=Holhorse236bgif.gif | ||
|caption=Mighty gun! | |caption=Mighty gun! | ||
|name= | |name=236A/B | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 420: | Line 441: | ||
|recovery=21 (Point blank) | |recovery=21 (Point blank) | ||
|hit=-1 | |hit=-1 | ||
|block | |block=-3 | ||
|pushblock=-10 (Point blank) | |||
|guard= | |||
|damage=12 | |damage=12 | ||
|cancel=None | |cancel=None | ||
Line 432: | Line 455: | ||
|image2=Holhorse236cgif.gif | |image2=Holhorse236cgif.gif | ||
|caption= Catch them lackin. | |caption= Catch them lackin. | ||
|name= | |name=236C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 439: | Line 462: | ||
|recovery=20(Point blank) | |recovery=20(Point blank) | ||
|hit=0 | |hit=0 | ||
|block | |block=-2 | ||
|pushblock=-9(Point blank) | |||
|guard= | |||
|damage=12 | |damage=12 | ||
|cancel=None | |cancel=None | ||
Line 451: | Line 476: | ||
|image2=Holhorse623bgif.gif | |image2=Holhorse623bgif.gif | ||
|caption= Block this overhead *also presses a low* | |caption= Block this overhead *also presses a low* | ||
|name= | |name=623A/B/C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 458: | Line 483: | ||
|recovery=33 | |recovery=33 | ||
|hit=+42 | |hit=+42 | ||
|block | |block=+40 | ||
|pushblock=+40 | |||
|guard= | |||
|damage=14 (7 hits, each hit does 2 damage) | |damage=14 (7 hits, each hit does 2 damage) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=Yes Scales=Yes High | |properties=IPS=Yes Scales=Yes High | ||
|description=Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall from above. This move is an important part of hol's kit. Does good damage and decent chip. Each version has a set distance, a being the closest and c being the furthest. Can be used to anti-air or as a follow-up to a successful anti-air. Do not overuse this move, as it is pretty punishable. | |description=Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall from above. This move is an important part of hol's kit. Does good damage and decent chip. Each version has a set distance, a being the closest and c being the furthest. Can be used to anti-air or as a follow-up to a successful anti-air. Do not overuse this move, as it is pretty punishable. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself. | ||
}} | }} | ||
}} | }} | ||
Line 477: | Line 504: | ||
|recovery=13(Tiger knee'd) | |recovery=13(Tiger knee'd) | ||
|hit=+2(Tiger knee'd) | |hit=+2(Tiger knee'd) | ||
|block | |block= | ||
|pushblock= | |||
|guard=0\0(Tiger knee'd) | |||
|damage=14 (7 hits, each hit does 2 damage) | |damage=14 (7 hits, each hit does 2 damage) | ||
|cancel=None | |cancel=None | ||
|properties=IPS=Yes Scales=Yes High | |properties=IPS=Yes Scales=Yes High | ||
|description= While in the air, Hol fires a single upward-angled shot at fixed angle, which upon connecting with the ceiling will cause glass shards to rain down from above. Unlike the grounded version, the button you press doesn't affect the position of the glass, which is actually defined by the position of your opponent relative to you. Can be a good option use after an air-tech in order to stuff anti-air attempts - but don't overuse this move! Air glass, if properly evaded, often leaves Hol in a vulnerable position, as you're left suspended in the air, incapable of blocking until you've landed again. Chose your spots carefully as this move can be punished fairly easily by some characters. | |description= While in the air, Hol fires a single upward-angled shot at fixed angle, which upon connecting with the ceiling will cause glass shards to rain down from above. Unlike the grounded version, the button you press doesn't affect the position of the glass, which is actually defined by the position of your opponent relative to you. Can be a good option use after an air-tech in order to stuff anti-air attempts - but don't overuse this move! Air glass, if properly evaded, often leaves Hol in a vulnerable position, as you're left suspended in the air, incapable of blocking until you've landed again. Chose your spots carefully as this move can be punished fairly easily by some characters. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself. | ||
}} | }} | ||
}} | }} | ||
Line 489: | Line 518: | ||
|image2= | |image2= | ||
|caption=option select after 5c :trollface: | |caption=option select after 5c :trollface: | ||
|name= | |name=214x | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 496: | Line 525: | ||
|recovery=6 | |recovery=6 | ||
|hit=+52 | |hit=+52 | ||
|block | |block=+48 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=10 | |damage=10 | ||
|cancel=None | |cancel=None | ||
Line 509: | Line 540: | ||
|image=Hftfholhorse236ab.png | |image=Hftfholhorse236ab.png | ||
|caption= Extremely mighty gun! | |caption= Extremely mighty gun! | ||
|name= | |name=236AB | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=11 | ||
|active= | |active=46 | ||
|recovery= | |recovery=28 | ||
|hit= | |hit=-4 (Point blank) | ||
|block | |block=-14 | ||
|damage= | |pushblock=-14 (Point blank) | ||
|guard= | |||
|damage=43-49 | |||
|cancel=None | |cancel=None | ||
|properties=IPS=Yes Scales=No Mid | |properties=IPS=Yes Scales=No Mid | ||
|description= | |description=Hol fires 10 shots rapidly. A decent reversal option, outclassed by 236ac. Can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit. | ||
}} | }} | ||
}} | }} | ||
Line 527: | Line 560: | ||
|image=236ac-bc.png | |image=236ac-bc.png | ||
|caption= Catch them lackin deluxe: fuck your tandem edition | |caption= Catch them lackin deluxe: fuck your tandem edition | ||
|name= | |name=236+AC/BC | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=11 | ||
|active= | |active=37 | ||
|recovery= | |recovery=27 | ||
|hit= | |hit=-3 (Point blank) | ||
|block | |block=-13 | ||
|damage= | |pushblock=-13 (Point blank) | ||
|guard= | |||
|damage=43-49 | |||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scales=No Low | |properties=IPS=No Scales=No Low | ||
|description= | |description= Hol fires 10 shots rapidly while crouching. This super is your go to revesal option, as it can also avoid many attacks by low profiling them. This super can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit. | ||
}} | }} | ||
}} | }} | ||
Line 545: | Line 580: | ||
|image= | |image= | ||
|caption= AH GET AWAY FROM ME | |caption= AH GET AWAY FROM ME | ||
|name=j. | |name=j.236+AA | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=15 | ||
|active= | |active=63 | ||
|recovery= | |recovery=24 | ||
|hit= | |hit=-7 (Tiger knee'd, point blank) | ||
|block | |block=-10 | ||
|damage= | |pushblock=-10 (Tiger knee'd, point blank) | ||
|guard= | |||
|damage=37-69 | |||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scales=No Mid | |properties=IPS=No Scales=No Mid | ||
|description= | |description= While in the air, Hol fires 12 shots to the ground. Not a very useful super. It can be used to beat anti-airs, although proves inconsistent as the startup is quite long and the invincibility doesn't start until the superflash. The super can sometime not combo fully as one bullet can knock down, and the order is random. Be careful with your usage of this super as it can leave you in a very vulnerable position. Each bullet builds meter on hit. | ||
}} | }} | ||
}} | }} | ||
Line 563: | Line 600: | ||
|image= | |image= | ||
|caption= Gotcha! | |caption= Gotcha! | ||
|name= | |name=214+AA | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=29 | ||
|active= | |active=12 (Opponent is on the other side of the screen) | ||
|recovery= | |recovery=54 | ||
|hit= | |hit=+104 (First glass shatter hit, Hol is in the corner) | ||
|block | |block=-49 | ||
|damage= | |pushblock=-59 (First glass shatter is blocked, Hol is in the corner) | ||
|guard= | |||
|damage=38 | |||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scales=No Mid | |properties=IPS=No Scales=No Mid | ||
|description= | |description= Hol breaks the 4th wall and shoots 3 bullets at the screen, each of them breaking it in a different position (Left, right and center). A very useful super, as it always causes a wall bounce, meaning you will always be able to ToD off of it. Additionally If you catch a an opponent in stand on mode with 214x, make sure to use it as it disables their stand. Can be a very strong punish tool in some scenarios. | ||
}} | }} | ||
}} | }} | ||
Line 581: | Line 620: | ||
|image= | |image= | ||
|caption= Bow down before my oki! | |caption= Bow down before my oki! | ||
|name= | |name=421+AA | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=17 | ||
|active= | |active=10 (Point blank) | ||
|recovery= | |recovery=78 | ||
|hit= | |hit=-36(point blank) | ||
|block | |block=Unblockable | ||
|damage= | |pushblock= | ||
|guard= | |||
|damage=33 | |||
|cancel=None | |cancel=None | ||
|properties=IPS=No Scales=No Mid<br>UB | |properties=IPS=No Scales=No Mid<br>UB | ||
|description= | |description= Your strongest super. Very important for okizeme, in which you can use it to do a touch of death combo. Can occasionally be used to anti air, since it's unblockable and can be controlled, but beware of using it carelessly as it can be beaten if your opponent uses a super while you are in the animation. Weirdly cuts the game frames in half while active, something that can mess your opponent's inputs. | ||
}} | }} | ||
}} | }} |
Latest revision as of 10:45, 19 October 2023
Movelist
Normals
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | +3 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
Hol does a low kick. Good and quick poke. Hits mid. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 13 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -7 | SP, SU | IPS=yes Scales=Yes Mid Air-UB | ||||
Hol does a slightly further low kick. While slower than 5a, 5b is still a fairly quick poke with good range. Typically the move you should be using in blockstrings. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 3 | 24 | 14 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+38 (Can be increased with a wall bounce) | -10 | -13 | SP, SU | IPS=Yes Scales=yes Mid Air-UB | ||||
High-risk, high-reward launcher that can combo into special moves and can wallbounce if close enough to a wall. Can be used as an anti-air, but not recommended because the hitbox is shorter than it looks. Won't cause a wallbounce for Stand On fighters because they cannot be knocked down. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 3 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | +3 | SP, SU | IPS=Yes Scales=Yes Low Air-UB | ||||
Hol throws sand at his opponent. Pretty quick to start up and has good recovery. Causes a small amount of chip damage and stand damage. Can delete projectiles. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | 14 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | 0 | -8 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
Mid-range poke with bad frame advantage. Not a very useful tool overall. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 18 | 10 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+46 | -11 | -24 | None | IPS=Yes Scales=Yes Low Air-UB | ||||
A sliding kick with long range. Causes knockdown if the opponent isn't in stand on mode. Cannot be cancelled and very negative on block, which means it can be punished easily on block. Use this move predictively, not reactively. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | (until landing) | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | +9 | +6 | SP, SU | IPS=Yes Scales=Yes High | ||||
Decent air-to-air that can work as an instant overhead. j.A and j.B are the exact same. Not as useful as j.C. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 4 | (until landing) | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+10 | +9 | +6 | SP, SU | IPS=Yes Scales=Yes High | ||||
Hol's best jumping normal. Pretty good as an air-to-air or air-to-ground. |
Dashing normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 10 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -2 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
A worse version of 5a. Pretty quick normal but not too useful. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 4 | 13 | 5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | +1 | -7 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
A slower and much worse version of 5b. Not a very good normal. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18 | 4 | 33 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-14 | -20 | -33 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
A much slower and worse version of 5c that launches instead of causing a knockdown. Avoid it. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 13 | 3 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 | -4 | -7 | SP, SU | IPS=Yes Scales=Yes Low Air-UB | ||||
Yet again a slower version of one of his normals. This normal can be used in some blockstrings, not very useful other than that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 3 | 13 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | 0 | -8 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
A slower version of 2b. Has a decent hitbox but not a very useful move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18 | 24 | 13 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+37 | -20 | -33 | SP, SU | IPS=Yes Scales=Yes Low Air-UB | ||||
A cancellable version of 2c that goes a long distance. While being slower than 2c it gains the bonus of being able to cancel it. Pretty good move for pressure after hanged man and makes confirming into the ToD easier. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
18 | 24 | 13 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+37 | -20 | -33 | SP, SU | IPS=Yes Scales=Yes Low Air-UB | ||||
Same as the above but instead of long distance this move goes a very short distance. |
Command normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 1 | 16 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -9 | SP, SU | IPS=No Scales=No Mid Air-UB | ||||
Your go to anti-air. The hitbox is pretty disjointed and fairly high. After a successful anti-air you can combo into glass or if you are in a corner you can combo into 214aa for a ToD. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | 23 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -17 | SP, SU | IPS=Yes Scales=Yes Mid Air-UB | ||||
Another good anti-air option. The hitbox is a little lower than 4a and the move doesn't combo into glass as well, but its faster with more active frames. This move is a preferable anti-air in some situations and matchups, but 4a is usually the better option. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 12 (each shot is active for 4 frames) | 21 | 15 (each hit does 5 damage) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-10 | -11 | -21 | SP, SU | IPS=No Scales=No Low Air-UB | ||||
Hol fires three bullets to the ground in a random pattern. Pretty good move to include in blockstrings or to stuff grounded approaches with, though the recovery is pretty long. |
Unique moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
39 | - | 0 | 23(In total, each hit does different amount) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | None | IPS=Yes Scales=yes Mid | ||||
Hol fires a single, delayed bullet from the emperor. You can control the path of the bullet by inputing directions on its startup frames and you can also change the starting angle of it by inputting a direction before pressing s. This move can cover areas that Hol's other moves can't which makes it a good move to control space with yet can be punished even on reaction by many characters due to its slow startup. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 18 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -10 | -17 | None | IPS=No Scales=No Mid | ||||
Hol performs a fast version of d.5c as his guard cancel. Has a pretty good hitbox that can hit most characters while crouching. Pretty mediocre overall. |
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 6 (Point blank) | 21 (Point blank) | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -3 | -10 (Point blank) | None | IPS=Yes Scales=Yes Mid | ||||
One of your main zonning tools, a quick projectile that travels fullscreen. You should mostly use the b version, as the bullet travels faster than the a version. You can control the trajectory of the bullet by holding up or down. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 6(Point blank) | 20(Point blank) | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -2 | -9(Point blank) | None | IPS=No Scales=No Low | ||||
Another very important zonning tool. Unlike the a and b versions, this version hits low which makes it more useful in blockstrings. Just like with the a and b versions, you can control the trajectory of the bullet. The posture makes it so you can low profile some moves. Remember to use his projectiles carefully, as careless use can lead you to get punished, especially against characters with strong mobility. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 24 | 33 | 14 (7 hits, each hit does 2 damage) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+42 | +40 | +40 | None | IPS=Yes Scales=Yes High | ||||
Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall from above. This move is an important part of hol's kit. Does good damage and decent chip. Each version has a set distance, a being the closest and c being the furthest. Can be used to anti-air or as a follow-up to a successful anti-air. Do not overuse this move, as it is pretty punishable. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 50(Tiger knee'd) | 13(Tiger knee'd) | 14 (7 hits, each hit does 2 damage) | 0\0(Tiger knee'd) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2(Tiger knee'd) | - | - | None | IPS=Yes Scales=Yes High | ||||
While in the air, Hol fires a single upward-angled shot at fixed angle, which upon connecting with the ceiling will cause glass shards to rain down from above. Unlike the grounded version, the button you press doesn't affect the position of the glass, which is actually defined by the position of your opponent relative to you. Can be a good option use after an air-tech in order to stuff anti-air attempts - but don't overuse this move! Air glass, if properly evaded, often leaves Hol in a vulnerable position, as you're left suspended in the air, incapable of blocking until you've landed again. Chose your spots carefully as this move can be punished fairly easily by some characters. After using this move, there is a 1/128 chance of the boingo box appearing instead of normal glass, this buffs your throw - making it do more damage and knocking your opponent farther, making it harder to punish. However, it doesn't effect the properties of the move itself. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
22 | 4 | 6 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+52 | +48 | +7 | None | IPS=Yes Scales=Yes Mid Air-UB | ||||
An essential move for your combos, blockstrings and frametraps. Hol gives the signal for his partner, J.Geil, to attack the opponent with his stand hidden in a rain puddle. You will find yourself using this move a lot, On hit, the opponent will be left in 52 frames of hitstun, from which you can perform most of Hol's heavy-damaging combos. If blocked, your opponent will be stuck in blockstun for a fairly long time. while if pushblocked early, the blockstun will be decreased immensely. The distance the move travels depends on the button pressed, a being the shortest and c being the furthest. Keep in mind that the move can be jumped over by some characters and even stuffed by some buttons due to the long startup, so keep your blockstrings varied. |
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 46 | 28 | 43-49 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 (Point blank) | -14 | -14 (Point blank) | None | IPS=Yes Scales=No Mid | ||||
Hol fires 10 shots rapidly. A decent reversal option, outclassed by 236ac. Can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 37 | 27 | 43-49 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 (Point blank) | -13 | -13 (Point blank) | None | IPS=No Scales=No Low | ||||
Hol fires 10 shots rapidly while crouching. This super is your go to revesal option, as it can also avoid many attacks by low profiling them. This super can be used to beat tandems, but be wary while doing so as the opponent can jump and avoid most of the bullets. Each bullet also builds meter on hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
15 | 63 | 24 | 37-69 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 (Tiger knee'd, point blank) | -10 | -10 (Tiger knee'd, point blank) | None | IPS=No Scales=No Mid | ||||
While in the air, Hol fires 12 shots to the ground. Not a very useful super. It can be used to beat anti-airs, although proves inconsistent as the startup is quite long and the invincibility doesn't start until the superflash. The super can sometime not combo fully as one bullet can knock down, and the order is random. Be careful with your usage of this super as it can leave you in a very vulnerable position. Each bullet builds meter on hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
29 | 12 (Opponent is on the other side of the screen) | 54 | 38 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+104 (First glass shatter hit, Hol is in the corner) | -49 | -59 (First glass shatter is blocked, Hol is in the corner) | None | IPS=No Scales=No Mid | ||||
Hol breaks the 4th wall and shoots 3 bullets at the screen, each of them breaking it in a different position (Left, right and center). A very useful super, as it always causes a wall bounce, meaning you will always be able to ToD off of it. Additionally If you catch a an opponent in stand on mode with 214x, make sure to use it as it disables their stand. Can be a very strong punish tool in some scenarios. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
17 | 10 (Point blank) | 78 | 33 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-36(point blank) | Unblockable | - | None | IPS=No Scales=No Mid UB | ||||
Your strongest super. Very important for okizeme, in which you can use it to do a touch of death combo. Can occasionally be used to anti air, since it's unblockable and can be controlled, but beware of using it carelessly as it can be beaten if your opponent uses a super while you are in the animation. Weirdly cuts the game frames in half while active, something that can mess your opponent's inputs. |