JoJo's Bizarre Adventure: Heritage for the Future/Young Joseph/Matchups: Difference between revisions

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== Joseph ==
== Joseph ==
This matchup, on practice, is very even. Old Joseph has to put more effort and patience to win and you need a few inputs to deal the same amount of damage with your Aja setups and you always have to act and react. Old Joseph has  very similar normals to you and his s.on normals are decent enough, however, he can easily two-touch you to win. Make sure to always Stand Crash him and go for the big damage.
This matchup, on practice, is very even. Old Joseph has to put more effort and patience to win and you need a few inputs to deal the same amount of damage with your Aja setups and you always have to act and react. Old Joseph has  very similar normals to you and his s.on normals are decent enough, however, he can easily two-touch you to win. Make sure to always Stand Crash him and go for the big damage.
At fullscreen, you can use your projectiles and Old Joseph can respond to it with d.2X, s.d.3C and even raw CC. Mixup your projectiles, and try to get one 63214 + C shot or a Boomerang on screen for big damage. Mid screen is decided by whoever gets the first hit, s.on Old Joseph is almost the same as s.off, but you cannot rely on Aja setups. At close range, however, things can get heated. Old Joseph is know for his grabs, be careful with them. At the end of combos or on oki, you can hold 7/8/9 to evict his command grab.
At fullscreen, you can use your projectiles and Old Joseph can respond to it with d.2X, s.d.3C and even raw CC. Mixup your projectiles, and try to get one 63214 + C shot or a Boomerang on screen for big damage. Mid screen is decided by whoever gets the first hit, s.on Old Joseph is almost the same as s.off, but you cannot rely on Aja setups. At close range, however, things can get heated. Old Joseph is know for his grabs, be careful with them. At the end of combos or on oki, you can hold 7/8/9 to avoid his command grab.
Aja setups:
Aja setups:
3C, 214 AA
3C, 214 AA;
j.c j.s, d.2C, 214 AA
j.c j.s, d.2C, 214 AA;
63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA
63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA;
2S, 214 AA
2S, 214 AA;
63214 C (wait) d.2C (ball hits) 214 AA
63214 C (wait) d.2C (ball hits) 214 AA;


== Jotaro ==
== Jotaro ==

Revision as of 11:32, 3 April 2021

Abdul

In this matchup you'll have to respect Avdol's high priority normals and easy to start combos. Don't abuse your boomerangs since Avdol can go under them and hit you with his d.2C if he's able to react fast enough and/or he's close enough to you.

Alessi

Your slides have priority over most of Sethan's attacks, so be sure to use that even when you are afraid of him attacking. Connecting jumping attacks against Alessi can be tricky because of his small crouching hitbox so position yourself right. If he decides you keep you out with his gun. he'll either use all of the shots on you or move the sight around the gap between you to shut down any projectiles you might throw. Once either finished firing, you can throw a projectile that will either catch him off guard or will serve as a distraction as you jump in.

Black Polnareff

Don't jump too often if he has meter, he'll 214+AA super you, and it's unblockable in the air. You can easily control neutral by absuing your projectiles and using overdrive to punish his approaches from the ground. If you can bait him into using 214+AA, you can punish it with 236+AA if you have the distance.

Chaka

This matchup is heavily neutral based, and you'll need to respect Chaka's fast normals. Remember that you can counter his A and B rekka finishers with your 236+AA super. Also, counter his hyper hop jump-ins with that super.

Devo

Devo has a very low hitbox when he's crouching, so be sure NOT to use the following attacks: 5A, 5B, 5C, 6C, 236+A/B/C, and the normal dashing variations. Counter j.C with a super. If he tries to pressure you with stand on puppet normals, use d.2B. Throwing projectiles is risky because of how easy it is to avoid them for him, but they can prevent puppet activations. Try to look out for roll grab punishes.

Dio

This matchup is all about pressuring Dio when he's stand off or doesn't have meter (as his s.236+AA can very easily punish approaches) and punishing his approaches every chance you get. Don't get predictable with your boomerangs as Dio can teleport for a damaging punish. Slide over his lasers with d.2C into overdrive.

Hol Horse

This matchup is very bad because Youngseph cannot use his projectiles unless he scores a hard knockdown. If Hol knocks you down to the ground it's basically over. Punish air-glass with your jab or Super. A risky method to avoid his zoning is throwing a projectile yourself, although make sure to not be predictable with them as he can easily punish them.

Hol & Boingo

Similar to the matchup above except Hol is less dangerous up close. Dash into his face and don't let him do anything. Watch out for 2C. Getting a boomerang on screen can stop the S bullet spam. If you can't, your only option is to roll over the spam and try to catch him up close before he gets away again.

Iggy

While weird, you can win this matchup if you keep using your normals and projectiles at the right time. Use your grounded normals against Iggy s.off and take advantage of his massive hurtbox in s.on. Function wise, you play the zoner and Iggy plays the rushdown. Against s.off, you can’t hit Iggy with Clacker Boomerang. However, you can use 63214 C against him, since the projectile goes lower, hitting him. This is gonna be very useful for pressure, combo extensions and as a surprise attack. Clacker Boomerang can force him to stay at s.off if he's right below it. Still in s.off, your combo options are limited. You’ll be using 2C, slides and j.S a lot against him. The first hit of the Clacker Volley rekka can miss him, but the second one will hit. If you manage to hit 2C, use 5S right after, and use 66S a lot as an anti air and approach option. Against s.on, you’re more free to use your tools. However, Iggy has great range, but you can freely use Overdrive and Clacker Boomerang against him. In case he tries to turtle, quickly setup 63214 C and a Clacker Boomerang, hitting him from behind and from upfront. If he tries to charge right at you, time your 236 AA right and punish. If you STILL got hit by it, worry not, punish the charge on hit with 5B, 236 + B. Iggy will mostly play defensively if he has the life lead, so you’ll have to find an opening against him. Rushdown Iggy's however will try their best to IAD into you and harass you with grabs. Careful, in case you get grabbed by both s.on and s.off, you’ll get knocked down and he has no trouble with his oki. If Iggy tries to do 63214 C(The sand dog) on oki, either hold 8 or take the hit from Iggy. Don't rely on that though, he also has a 50/50 with his 236 + AA. Friendly reminder Iggy can block after mid-air sandballs.

Some combos that are Iggy(and other small characters) specific:

Joseph

This matchup, on practice, is very even. Old Joseph has to put more effort and patience to win and you need a few inputs to deal the same amount of damage with your Aja setups and you always have to act and react. Old Joseph has very similar normals to you and his s.on normals are decent enough, however, he can easily two-touch you to win. Make sure to always Stand Crash him and go for the big damage. At fullscreen, you can use your projectiles and Old Joseph can respond to it with d.2X, s.d.3C and even raw CC. Mixup your projectiles, and try to get one 63214 + C shot or a Boomerang on screen for big damage. Mid screen is decided by whoever gets the first hit, s.on Old Joseph is almost the same as s.off, but you cannot rely on Aja setups. At close range, however, things can get heated. Old Joseph is know for his grabs, be careful with them. At the end of combos or on oki, you can hold 7/8/9 to avoid his command grab. Aja setups: 3C, 214 AA; j.c j.s, d.2C, 214 AA; 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA; 2S, 214 AA; 63214 C (wait) d.2C (ball hits) 214 AA;

Jotaro

This match up is very similar to Avdol, although you might have an easier time zoning Jotaro out. Remember not to mindlessly approach when he has meter as his 214+AA can punish almost anything.

Kakyoin

Kakyoin can easily evade most of your attacks while crouching. Trying to toss any projectiles is a guaranteed suicide as Kakyoin can punish you with his emerald splash. Try to Stand Crash Kakyoin and land a hard knockdown, then set your projectile game. Also baiting out nets with empty jumps or running in and out helps to mess him up.

Khan

As long as you position yourself right to throw projectiles and punish his approaches accordingly, you won't have much problem in this match-up. Similar to B.Pol, overdrive is a good tool to stop his ground approach.

Mariah

At level 1 your projectiles will guarantee beat hers, so as long as you don't make any dumb mistakes and grab her if he levels up, you'll have full control of the match. Just watch out for her jabs if she gets close.

Midler

Midler can punish your projectile tossing attempts with Dinner Time (which in turn can be punished with Aja as seen in the punishes video in Hamon Beat's move description) or another super/special. Try to fight her up close instead. Baiting her car special will give you enough time to throw a projectile so be sure to do that if you want some pressure to get close. Your boomerang can go through her harpoon so it won't be much of a problem in the match (although the stand on version is much faster so try to jump over it).

New Kakyoin

Same as regular Kakyoin, except he won't set his nets as fast as regular Kakyoin and try to be more offensive.

Petshop

lmao

Polnareff

In this matchup you'll try to not let Polnareff start setting up his attacks. Thankfully he has no attacks that cause Hard Knockdown besides his 236+AA super, so you'll be trying to find an opening in neutral. Polnareff has a lot of tools to stop you, but so do you. If you manage to start setting Clacker Boomerangs on the screen. Only thing can do is either try to poke you with his low stand off normals or enter stand on to protect himself from chip damage. j,C can beat his Shooting Star special attack when done right as it's before to sit on the wall, but once it attacks you, you'll have a hard time stopping the assault from Polnareff (altough maybe you can land a lucky 236+AA as Pol pressures with d.2A)

Rubber Soul

This matchup is quite similar to Kakyoin's, except in this scenario you need to watch out for his counter special. Don't do fullscreen projectiles when Rubber has meter as it can cost you more than 25% of your health. Rubber can pressure you from the other side of the screen with his long reaching 6S.

Shadow Dio

Shadow DIO is the king of hard knockdowns, and so, whenever you fall to the ground, he can do literally anything to you he wants. Using fullscreen clacker boomerangs is a terrible idea as he can easily use his book counter to punish you for high damage right after. You can try to mix him up by throwing your C crossbow and confuse him on what will connect first: you or the steel ball.

Vanilla Ice

ALWAYS be on the run. Vanilla Ice is known for being a 1 hit = death character, so avoid him at all costs. Any mistake you do will be punished HARD. A knockdown means a very tight mixup to block or a straight up unblockable oki, both leading to your demise. Focus, stay calm and be on the run. 236 + B will be your main special to use in this matchup, since it outpokes most of Vanilla Ice's options. In close range, you have to be very careful with what you're gonna use. Do 4C instead of 5C, since if Vanilla Ice rolls, you'll get a grab. If your 5C whiffs or hits him on block, 3 options: do 2C; do 236 + B or just run. At fullscreen, you're safe for a short period of time. Vanilla Ice in s.off will most likely roll through your Clackers and s.on Vanilla Ice will either try to IAD into you or teleport. Teleport, however, can be baited, then punished with a super, 236 + AA will be your main choice of punish. If you do get hit by it, worry not, down tech 236 + AA still punishes him. Some sucker catchers of Vanilla Ice include his 236 + AA, if it whiffs, Vanilla Ice will do a kick right after. This move has iframes mid first and second hits. His 214 + AA super can be evicted by rolling at the right timing, and then punished with 214 + AA. His "Ball special" can't crossup, you don't have to block the other way against it. Just keep blocking from the direction it came from. DO NOT TRY TO CONTEST AGAINST VANILLA ICE'S NORMALS.

Young Joseph

A heavily momentum-based match, where one Jojo can often control the flow of a round once he begins. If you predict your opponent will throw a clacker boomerang, you can punish it with a dashing slide into overdrive (or better yet, into super if you are close enough). Joseph's recovery time is slow enough for you to be able to combo into the Stone of Aja super after 2S/3C knockdown.

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph