JoJo's Bizarre Adventure: Heritage for the Future/Hol Horse: Difference between revisions

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'''214+2?a''' ''(Saikyo no Combi "Hanged Man")'' - Hol fires three shots at the screen, causing bullet holes to appear. If your opponent comes into contact with any of the cracks, they freeze, the background darkens, and The Hanged Man stabs them in the neck. This does considerable damage, and can even be linked into another one in the right circumstances. The move's start-up time is negligible, but if your opponent blocks - the only real way to escape the move - they'll have a big opportunity to punish you. Use with caution.
'''214+2?a''' ''(Saikyo no Combi "Hanged Man")'' - Hol fires three shots at the screen, causing bullet holes to appear. If your opponent comes into contact with any of the cracks, they freeze, the background darkens, and The Hanged Man stabs them in the neck. This does considerable damage, and can even be linked into another one in the right circumstances. The move's start-up time is negligible, but if your opponent blocks - the only real way to escape the move - they'll have a big opportunity to punish you. Use with caution.


'''623+2?a''' ''(Dangan no Modou)'' - Hol turns and fires a single shot in slow motion. You have a few seconds to precisely control the shot before everything returns to normal speed. Your opponent still has full control while you're controlling the shot, meaning that this is most effective at close range after sweeping your opponent or another setup where you can hit them on wakeup or right after a superfreeze.
'''623+2?a''' ''(Dangan no Modou)'' - Hol turns and fires a single shot in slow motion. You have a few seconds to precisely control the shot before everything returns to normal speed. Your opponent still has full control while you're controlling the shot, meaning that this is most effective at close range after sweeping your opponent or another setup where you can hit them on wakeup or right after a superfreeze. Holding the attack buttons will make Hol fire another shot as soon as the first times out; you can continue firing shots this way until you run out of super.


= The Basics =
= The Basics =

Revision as of 19:37, 15 February 2009

Hol horse in the introduction of Jojo's Bizarre Adventure: Heritage for the Future.

Introduction

Hol Horse, the gushed-up cowboy second hand smoker. One of the recurring villains in the comic book. That just wouldn't leave the heroes be. Anyhow, he is one of the simplest characters to use in the game. Due to him not having a regular stand, and immune to stand crush he is very scrub friendly. He has very good keepaway tactics, and his supers are very strong. Hol Horse is most effective if used for basic runaway, or projectile abuse.

Moves List

Notation

 Joystick Position
                  
       7 8 9      
       4 5 6      
       1 2 3      
            
a1 == Light Attack
a2 == Medium Attack
a3 == Heavy Attack
S == Stand button
T == Taunt/Start button
?a == Any attack button
?2a == Any two attack buttons (pressed at the same time)
?3a == All three attack buttons (pressed at the same time)       

Normal Moves

Hol Horse does not have use of Stand Mode as he is a Passive Stand user.

5.a1 - A short, low kick. This isn't as effective as 2.a1 for comboing, as it has similar pace but less range.

4.a1 - Hol blows cigarette smoke in his opponent's face. This is a little slow for a low-damage attack, but has a fair amount of range and a surprisingly large hitbox. Use on the defensive.

2.a1 - Hol throws some sand at his opponent. This has quite a lot of vertical and horizontal range for a basic crouching attack and is fairly quick. Definitely Hol's best combo starter, though 5.a1 can be used in a pinch.

5.a2 - A medium-range, fairly quick kick. This isn't the most desirable combo starter, but can be linked into from 5.a1/2.a1.

4.a2 - Hol leaps up and kicks out. This is another quick move, with greater range than 5.a2, but a larger amount of start-up time. Generally useful as a simple combo link.

2.a2 - Hol hits his opponent with a brick. This is a little slow on the recovery and generally one of Hol's less useful basic moves, but can still be linked into from 2.a1.

5.a3 - This is a roundhouse kick with a little bit of start-up time. It has decent range and sends your opponent flying backwards. The start-up time isn't so great that the move is rendered altogether useless; however, it's not the safest of Hol's basics. Quick players can cancel into an a3 Hanged Man to trap their opponent. More in the combos section below.

6.a3 - Hol fires multiple shots at his opponent's feet. This is rather punishable if you miss, as it's quite a long move. Damage and range is good, and it hits low. Bugger-all for combo potential.

2.a3 - Hol slides forward with his leg extended. Hitting an opponent with this move will knock them down, and Hol moves fairly fast during the move. This has lots of uses, including getting out of corners and quickly moving in on your opponent. See the combos section below for some examples.

Jumping a1 (a1 in air) - A generic diving knee attack. Not a great deal of range, as usual.

Jumping a2 (a2 in air) - Same as jumping a1.

Jumping a3 (a3 in air) - A generic air kick, angled downwards. Better than jumping a1/a2, but you probably won't be doing too many jump-ins as Hol anyway.

Special Moves

S (The Emperor) - Hol draws his Stand and fires a shot, which pauses in the air for a second before moving. Moving the joystick in a direction while performing the move will determine the initial direction of the shot. This can be performed in air.

5.S/6.S - Forwards
4.S - Backwards
9.S - 45 degrees up/back
3.S - 45 degrees down/back
7.S - 45 degrees up/forwards
1.S - 45 degrees down/forwards
2.S/8.S - Upwards

But there's more. True to the manga, Hol's shots can be controlled after being fired - to an extent. After the shot starts moving, moving the joystick in any direction other than 8 will redirect the shot in the stick's direction. The most effective tactic here is to fire shots while in the air, then move them at 45-degree angles to find your opponent - otherwise, controlling the shot "times out" after a second or so and you end up with far less mobility. On contact, fired shots cause continuous hits and can do a lot of damage if not blocked - particularly if you move the shot back and forth over your opponent.

236+?a (Hajikida!) - Hold fires a bullet straight forwards. Using a3 fires a low shot. This is much faster than The Emperor, but you may well find that it's actually less useful in many situations due to its general predictableness and lack of versatility.

214+?a (Hanged Man) - Hol sniggers and motions with his hands, and The Hanged Man rises from a hole in the ground. The distance he appears away from Hol is determined by the button used to perform the attack. If the Hanged Man connects with your opponent, they'll take a small amount of damage and will get stunned for a short period. This has a little start-up time and is somewhat punishable, but is extremely useful - it can be chained into most easily from 5.a3 or 4.a2, and once your opponent is trapped you can get a free a Hajikida! or super in, among other things.

623+?a (J.Geil no Danha!) - Hol fires at the ceiling and glass falls down. This is a generally good anti-turtle move - it's an overhead, can be performed fairly rapidly, and can be performed in air. In other words, it's pretty spammable. The glass can do a considerable amount of damage if it all hits your opponent. Hol's shot can hit jumping opponents for minor damage. On the ground, the shot's angle is determined by the button used to perform the attack.

Super Moves

236+2?a (Fuchimakeru!) - Hol fires many shots directly forwards. This is highly effective at short range, but the shots tend to spread out at longer range and have far less of an effect. Due to the aforementioned effect your opponent may have a hard time punishing you as you perform the move, unless they can get behind you. In air the shots are fired diagonally downwards; on the ground the a3 version is low.

214+2?a (Saikyo no Combi "Hanged Man") - Hol fires three shots at the screen, causing bullet holes to appear. If your opponent comes into contact with any of the cracks, they freeze, the background darkens, and The Hanged Man stabs them in the neck. This does considerable damage, and can even be linked into another one in the right circumstances. The move's start-up time is negligible, but if your opponent blocks - the only real way to escape the move - they'll have a big opportunity to punish you. Use with caution.

623+2?a (Dangan no Modou) - Hol turns and fires a single shot in slow motion. You have a few seconds to precisely control the shot before everything returns to normal speed. Your opponent still has full control while you're controlling the shot, meaning that this is most effective at close range after sweeping your opponent or another setup where you can hit them on wakeup or right after a superfreeze. Holding the attack buttons will make Hol fire another shot as soon as the first times out; you can continue firing shots this way until you run out of super.

The Basics

Hol Horse is about as effective as his distance. It's always best to keep as far away from the opponent as possible and use the Standing Strong Kick (roundhouse kick) or Crouching Strong Kick (slide tackle) if they get too close. Rely on his long-range Special Attacks to get the opponent down. Try not to use his Stand attack in favour of QCF+A, this can get inexperienced players defeated quickly.

Advanced Strategy

Be careful when using Super Attacks because Hol Horse's are very easy to dodge, make sure the opponent is wide open (such as in the middle of an attack) or stunned/fallng. Although his QCF Super Attack is more powerful, it's harder to pull off on opponents who block or move a lot (however, it's very effect on Vanilla Ice during Story Mode).

Since Hol Horse doesn't have a Stand Mode, you'll have to be a strategic fighter instead of a powerhouse. If your opponent knows that Hol Horse only has two effective attacks at close range, then you become very predictable and should avoid direct confrontation at all times-- exceptions can always be made if you can be clever enough.

Mastering his Stand attack isn't really worthwhile but... If an opponent is about to get back up from falling, aim one directly forward. If they're moving towards you and can't jump for whatever reason, make the bullet go forward then back to maximize the damage on them. The Stand Attack does multiple small hits if it connects.

Many Story Mode opponents are susceptible to the Crouching Strong Attack (Slide Kick).

Match-ups

Vs. Jotaro Kujo (JoJo):

Vs. Joseph Joestar:

Vs. Muhammed Abdul:

Vs. Kakyouin Noriaki:

Vs. Jean Pierre Polnareff:

Vs. D'Bo:

Vs. Iggy:

Vs. Midler:

Vs. Alessi:

Vs. Chaka Khan:

Vs. Vanilla Ice:

Vs. Dio:

Vs. Mariah:

Vs. Hol Horse:

Vs. Pet Shop:

Vs. Black Polnareff:

Vs. Shadow Dio: