JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Movelist: Difference between revisions
Line 203: | Line 203: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Mid Air-UB | |properties= Mid Air-UB | ||
|description=Visually the same as 5A but it comes out slightly slower. With added forward momentum, this move is usually used as a poke against taller characters and has a few uses in combos. | |description=Visually the same as 5A but it comes out slightly slower. With added forward momentum, this move is usually used as a poke against taller characters and has a few uses in combos, especially unscaled routes. | ||
}} | }} | ||
}} | }} | ||
Line 223: | Line 223: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Mid Air-UB | |properties= Mid Air-UB | ||
|description= | |description=Dashing variation of 5B. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker, which is terrible because you can no longer cancel into counter to keep you safe, making it highly committal. <br> <br> It's not useless, however; it comes out pretty fast on top of doing unscaled damage so it comes pretty handy as a grab follow-up in the corner to take the round if the grab doesn't kill. It also has some uses in tech chase scenarios and stylish combos, just avoid using it in neutral. | ||
}} | }} | ||
}} | }} | ||
Line 243: | Line 243: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Mid Air-UB | |properties= Mid Air-UB | ||
|description= | |description=Dashing variation of 5C. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker. Its only practical use is an advanced okizeme option very hard to execute; timing d.5C double drill attack with Backbreaker's active frames makes for a virtually unblockable setup since they won't be able to jump their way out the super on wakeup. | ||
}} | }} | ||
}} | }} | ||
Line 263: | Line 263: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Low | |properties= Low | ||
|description= | |description=Roll cancellable during its active frames. It's pretty meaty so it's perfect for catching landing frames during UB Resets and can lead to Unscaled Wrap combos. | ||
}} | }} | ||
}} | }} | ||
Line 283: | Line 283: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Low | |properties= Low | ||
|description= | |description=Dashing variation of 2B. From bad to worse. This one probably takes the cake for Rubber's worst move ever. It no longer hits twice despite having a gap between active frames lmao. Avoid using at all costs. Anything that d.2B can do, d.2A and d.2C can do better. | ||
}} | }} | ||
}} | }} | ||
Line 304: | Line 304: | ||
|cancel=Special/Super | |cancel=Special/Super | ||
|properties= Low (1st hit) Mid (2nd hit) | |properties= Low (1st hit) Mid (2nd hit) | ||
|description= | |description=Dashing variation of 2C. Second hit no longer causes a hard knockdown and hits mid for some reason. Remains active after being cancelled into 214+S or Backbreaker which can lead to some interesting combo routes. Its first hit deals the most amount of damage out of all Rubber's normal attacks so it's used as a starter for optimal grounded punishes, especially unscaled combo routes. | ||
}} | }} | ||
}} | }} |
Revision as of 02:34, 31 October 2022
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 4 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 (+9) | +4(+7) | +1(+4) | 5A Crouch Cancel Special/Super | Mid Air-UB | ||||
Solid Jab punch. Rubber's most damaging jab normal. Can be used as an Anti-air. Whiffs against most crouching opponents. Can be Crouch Cancelled to combo into 5B or 2A to minimize pushback. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
Great poke. Its disjoint and active frames make it perfect to intercept aerial and grounded approaches. Its vertical hitbox makes it Rubber best Anti-air move. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 49 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -25 | Special/Super | Mid Air-UB | ||||
You will most likely only see this move as a misinput for an attempted grab. It has decent horizontal range but no real utility outside meterbuilding and some characters can duck under it. If you use it by accident, you can convert into a full combo in the corner if it hits, even at max range, surprisingly enough. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | 2A Special/Super | Low | ||||
Rubber's primary combo tool. Slightly longer range than 5A. Combos into itself. Roll cancellable during its active frames. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -8 | -19 | Special/Super | Low | ||||
Rubber has no bad moves... except this one. Anything that 2B does, 2A and 2C do it better so there's no reason to use it. Unsafe if not cancelled into a special. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 40 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-KND | -4 | -22 | Special/Super | Low | ||||
The simplest and least commital way of getting a hard knockdown during okizeme and also the least common. Can be used as an alternative when you're not feeling like doing combos or grabbing and the fact that it hits twice might surprise your opponent and catch them off-guard. It's nothing special but at the very least it builds some meter, deals some cheap damage and it's enough to keep the vortex going so let's just say it's good enough.
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | Infinite | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
It's not unheard of to give grappler characters oppressive aerial attacks to prevent opponents from being too jump-happy and j.A does exactly that and much more. Nigh-Uncontestable in air-to-air battles due to its good priority and infinite active frames, it truly shines and becomes scary when paired with j.S, leading to hard knockdowns and j.S UB Resets against airborne opponents and true cross-ups and 50/50 mixups when used as a jump-in. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Not as horizontally oppressive as j.A but better suited for hitting characters below Rubber or crouching characters on whom j.A wouldn't even work. This move does twice more damage than the average YT Stand Attack to the opponent's Stand Gauge so it can be used as an IOH to cause Stand Crashes/Crushes when the opponent's Stand Gauge is low or as a surprise overhead when the opponent is one hit away. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | Until landing | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | +10 | +7 | j.S | High | ||||
Similar in appearance as j.B except slower and stronger. Used mainly for optimal air combos, meter building and j.S frametraps. Curiously enough, j.C plays quite an important role in increasing Rubber's damage output overall alongside j.S so make sure to integrate it to your gameplan if you wanna make every hit count. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 3 | 13 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Mid Air-UB | ||||
Visually the same as 5A but it comes out slightly slower. With added forward momentum, this move is usually used as a poke against taller characters and has a few uses in combos, especially unscaled routes. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -26 | Special/Super | Mid Air-UB | ||||
Dashing variation of 5B. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker, which is terrible because you can no longer cancel into counter to keep you safe, making it highly committal. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 / 1 | 3 / 2 | 47 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -6 | -23 | Special/Super | Mid Air-UB | ||||
Dashing variation of 5C. Unlike the standing version, the stand remains active after being cancelled into 214+S or Backbreaker. Its only practical use is an advanced okizeme option very hard to execute; timing d.5C double drill attack with Backbreaker's active frames makes for a virtually unblockable setup since they won't be able to jump their way out the super on wakeup. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 12 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +4 | +1 | Special/Super | Low | ||||
Roll cancellable during its active frames. It's pretty meaty so it's perfect for catching landing frames during UB Resets and can lead to Unscaled Wrap combos. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 5 | 31 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -11 | -19 | Special/Super | Low | ||||
Dashing variation of 2B. From bad to worse. This one probably takes the cake for Rubber's worst move ever. It no longer hits twice despite having a gap between active frames lmao. Avoid using at all costs. Anything that d.2B can do, d.2A and d.2C can do better. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 / 6 | 2 / 2 | 42 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | -1 | -22 | Special/Super | Low (1st hit) Mid (2nd hit) | ||||
Dashing variation of 2C. Second hit no longer causes a hard knockdown and hits mid for some reason. Remains active after being cancelled into 214+S or Backbreaker which can lead to some interesting combo routes. Its first hit deals the most amount of damage out of all Rubber's normal attacks so it's used as a starter for optimal grounded punishes, especially unscaled combo routes. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | - | - | - | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KND | - | - | None | Proximity Grab | ||||
Rubber Soul grabs the opponent with Yellow Temperance and fires 8 gloopy projectiles at the foe. This is probably the most damaging regular grab in the entire game. It also builds A LOT of super meter (around 30% of a stock if all bits hit) and causes a hard knockdown. It gives you some very good okizeme too. It's quite essential in Rubber's gameplan. In the corner, some characters can be even juggled after it, though any follow-ups after the grab are easy to tech from, though it's good to know this in case you're going for the kill. |
Unique Moves
Yellow Temperance - S (Air OK)
Rubber Soul calls out Yellow Temperance to perform a variety of attacks while mimicking Kakyoin's Hierophant Green. Any S attack can be used to cancel a normal move. This is where Rubber Soul's moveset starts to shine, as all of his S attacks put him at large frame advantage. The only downside is that after using them, Rubber Soul can only attack using his jabs and he cannot block either. Learning to keep yourself safe during this period is the key to playing this character in neutral.
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 29 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +15 | +12 | None | Mid Air-UB | ||||
Yellow Temperance attacks with all limbs at once. Good move to end short combos with, though the range isn't long, but it comes out fairly quick. Launches opponents away at a pretty low height. This might give you an opportunity for a juggle follow-up, and during longer combos, opponents in Stand Off will be instantly knocked down. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 4 | 44 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+20 | +18 | +15 | None | Mid Air-UB | ||||
Yellow Temperance performs a long and very fast punch forward. Long range but can be punished if you don't follow it up with anything. Use it during rushdown or when you want to intercept an opponent from afar or quickly punish a projectile move. Many enemies can duck under this move which makes it less useful in certain matchups. If done close enough, you can follow it up with a dashing jab, and if timed right, score an entire combo. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 2 | 26 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +18 | +15 | None | Mid Air-UB | ||||
One of Rubber Soul's main combo enders. Yellow Temperance quickly punches upwards. This move is one of the best anti-airs in the game, if not the best. It's one of Rubber's best keepaway tools due to decent hitbox and fast recovery as well. Launches opponents high up. During longer combos, opponents in Stand Off will be instantly knocked down. Characters in Stand On won't be knocked down, which means that during longer combos, they will recover from the move nearly instantly. Watch out for that. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 | 49 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+15 | +13 | +10 | None | Low | ||||
Yellow Temperance quickly kicks downwards. Hits low, poor range, the slowest recovery out of all S moves on par with 6S, but high damage and pretty fast startup. Evade using this move unless you can end the fight with it or you know how to use it in combos, as it is possible to follow them up with dashing jabs |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | 3 | 24 - 10 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+17 | +15 | +12 | None | High Untechable | ||||
A very powerful punch attack tilted slightly downwards. Long range, high damage but can be punished if you do it too high or whiff it completely. The opponent cannot perform recovery after being hit by this move in midair, which results in hard knockdown against characters in Stand Off. It does not result in a knockdown while the enemy is on the ground, and it can be followed up with a dashing jab if done deep enough for a full combo. Rubber cannot move for 4 frames after landing. |
Guard cancel
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 29 - 10 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +25 | +12 | N/A | Air-UB, untechable | ||||
Yellow Temperance comes out and performs an attack that causes an instant Stand Crash and hard knockdown. It is one of the better Guard Cancels in the game. If the move caused a Stand Crash you might have enough time to combo after it, optimally using a dash jump with j.S. |
Special moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | - | 56 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+28 | +26 | +17 | None | - | ||||
Rubber Soul fires 4 goopy projectiles in front of him that last for a long time. This move serves many purposes: combo extension, keepaway, anti-air, pressure tool, setting up meaties, frame trapping, Guard Cancel baiting. This move can literally do everything, and its only limitations are the startup time and pretty mediocre range. You'll just want to throw it out from time to time, and most of the time you do, it will be worth it. Just don't use it to challenge zoners at longer ranges and watch out for quick supers that can punish the move's start-up. Rubber can move standless from frame 17. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
14 | 18 | 33 | - | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Untechable launch | -20 | -49 | None | Hitgrab, Untechable, Wallbounce (techable) | ||||
Yellow Temperance comes out from under Rubber's legs and wraps around the opponent. Kinda slowish startup and long recovery make this move useless when done alone, however, it can be used in combos. The fact this move needs to be blocked low may surprise the opponent. You can punch opponent around 6-7 times during this and finish with j.S once they are launched. This move can also be used to interrupt some of the opponent's longer moves from afar, though it's still a risk to do so. Note: if you don't land any hits during the wrap, the opponent can escape from it by quickly tapping left and right. Opponent is trapped for 39-165 frames. Rubber can move standless 15 frames after the opponent is hit. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 24 | 16 | - | Whiff :) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | N/A | N/A | None | Counter, Untechable | ||||
Rubber Soul's counter move. Comes out in 2 frames but can be grabbed/punished easily and doesn't protect from projectile attacks. Use this if you can read attacks and air moves well. Once triggered, the opponent will be hit maximum 3 times (depends on range, in some cases, this may miss completely) and launched in the air. You can follow up with 236+AA super afterward for very high damage or j.S for a hard knockdown. |
Super moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
60 | - | 42 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | +68 | +1 | - | Launcher | ||||
Similar to Kakyoin's emerald splash super, Rubber Soul performs a fullscreen projectile attack. Slow startup after which Rubber Soul can freely move around. Very high damage and chip. Unlike Kakyoin's super emerald splash, this attack does plenty of Stand Gauge damage too. Rubber can move standless from frame 56. Superflash is 31 frames. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
37 | 3 | 6 | - | N/A | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-18 or untechable launcher | N/A | N/A | N/A | Command grab, Launcher, untechable if opponent has not been techably launched since their last tech. | ||||
Rubber Soul's unblockable command grab super. Rubber Soul performs a knee strike after which he grabs his opponent and attempts to break their neck over his back three times before throwing them away. The startup has invincibility frames but can be jumped out from super flash and punished. If the opponent attempts to roll through it, you should have enough time to use a normal grab on them. Unfortunately, this move is flawed in that the opponent can nearly instantly recover from it and punish Rubber Soul for using it. Therefore, it is best to use this move only as the finishing blow. Superflash is 31 frames. |