Template:AttackData-HFTF: Difference between revisions

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Placeholder examples.
Placeholder examples.
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Blazing Strike<br>214A/B/C
|data=
  {{AttackData-HFTF
  |version=214A
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  }}
  {{AttackData-HFTF
  |version=214B
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  }}
  {{AttackData-HFTF
  |version=214C
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |description=Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.
  }}
}}


{{MoveData
{{MoveData

Revision as of 12:53, 14 January 2025


Placeholder examples.

Blazing Strike
214A/B/C
Jotaro214abc.png
214A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21
214B Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21
214C
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21

Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.

Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - - - -
5A
HFTF NewKakyoin (66)5A.png
Anti-air
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
3 2 2 4 1 Mid +5 +7 +4

Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.

  • Links into the majority of your other normals.
  • Whiffs on some crouching characters.
Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
none No Yes 2 6


6B
Jotaro6B.png
Stanky Leg.
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
5 5 13 9 4 Low -1 -2 -10

Your main Stand Off hitconfirm. Excellent counterpoke.

  • Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C.
  • One of Jotaro's best buttons.
Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
None Yes Yes 4 5

Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox.


Glass Shower
623A/B/C
Boing623b.png
623A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
10 Until ceiling (Bullet) Until ground (Glass) 32 Total 12 (Bullet) 3 (Glass) 0 (Bullet) 6 (Glass) Mid (Bullet) High (Glass) varies varies varies
623B/C
12 Until ceiling (Bullet) Until ground (Glass) 33 Total 12 (Bullet) 3 per hit (Glass) 0 (Bullet) 6 per hit (Glass) Mid (Bullet) High (Glass) varies varies varies

Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.

While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups. While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck.

Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
None No (Bullet) Yes (Glass) No (Bullet) Yes (Glass) 0 0 (Bullet) 4 per hit (Glass)

Because Glass is a falling projectile, the actual time needed for them to make contact with the opponent depends on their hurtbox.
See the table below for estimates on the effective startup for each character.

Time for Glass to hit
Character Eff. Startup Adv.
text-middle Old Joseph 46 [50] 38 [42]
text-middle Polnareff 47 [51] 38 [42]
text-middle Rubber Soul 45 [50] 39 [50]
* Data in brackets is for crouching opponents.