User:Skriibz/sandbox: Difference between revisions

From SuperCombo Wiki
(WIP Updated Combos Page)
(WIP Updated Combos Page)
 
Line 329: Line 329:




= Custom Combo Routes =
= Custom Combo Routes =  
<br>
{{ComboCard
{{ComboCard
   |title=Regular CC Routes
   |title=Regular CC Routes
Line 398: Line 399:
   |file=HFTF_OldsephOptimalExampleStandON.mp4
   |file=HFTF_OldsephOptimalExampleStandON.mp4
}}
}}
 
<br>
 
[[File:HFTF_Oldseph_ZapExamples.mp4|400px|right|Caption]]
= To Zap or Not to Zap =
As you probably already know, Old Joseph can press A/B/C while the opponent is caught in his Hermit Wrap (s.236X) to hit them with zaps of hamon that do 1-2 damage based on scaling and build additional meter. <br>
 
The only downside to using this is that opponents can mash out of Hermit Wrap if they aren't pulled back with 4X fast enough. Because of this, zaps are reccomended but only up to three (two with the far Hermit Grab, the third one will not hit in time). If you do any more the opponent will be able to escape. <br>
 
For reference, the exact same combo as is shown here does 11 less damage and builds 12 less meter without the zaps. <br>
 
 
<br>
 
= Stand Crash Combos =
= Stand Crash Combos =



Latest revision as of 08:49, 16 June 2025

Combos

ㅤOne of Old Joseph's greatest strengths is his high damage potential; being able to net easily over 50% with one combo using his unscaled command grab. In terms of execution, he's ultimately not a very difficult character ESPECIALLY when compared to some of the other characters in this game.
The real challenge will come from trying to find opportunities to dish out the aforementioned damage. Old Joseph has solid buttons, but doesn't exactly have oppressive neutral and is fairly slow compared to other characters in terms of the pace he wants to play the game. This means you'll have to constantly be looking for any gap in your opponent's game and make the most out of any hit; no matter how small.

"ヒット確認に命をかけろ! !"

NEW Old Joseph Updated Basic Combos by Plastic_Wrapp:


OLD Old Joseph Basic Combos by Aleph Null (Remake of Japanese Player BBC's Video):


Basic Combos

Stand OFF

Basic Jab Combo Any combination of 5A or 2A into 5B. Basic

Standard Routeㅤ 2A/5A, 5A/2A, 5B xx 236+A/B / 214+S (CC)
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
Quick and easy. Unfortunately, note that 2A doesn't actually hit low. It does have good range and isn't very commital, and 5B should hit at all ranges 2A does, so it's still a decent poke to throw out.


3B Confirm Simple slide into overdrive, command grab or custom combo. Basic

Standard Routeㅤ 3B xx 236+A/B / 360 / 214+S (CC)
Be sure to practice the timing for the command grab followup.


Dashing Confirms Go fishing Basic

Standard Routeㅤ d.5A/d.2A/d.5B/d.2B xx 236+A/B / 214+S (CC)
These buttons are some of your best neutral tools and hitconfirm options due to their range and active frames. d.2A and d.2B can be very useful to low-profile certain attacks.


Jump-in Command Grab Combo Easy but there are better options. Basic

Standard Routeㅤ j.A/j.B/j.C 360
Alternative Route s.j.a/s.j.b/s.j.c 360
Generally, your command grab can also be ticked into if your jumping attack is guarded. The most advantageous time to go for 360 without a proper confirmed combo is on block, as if a jump-in hits you can secure a lot more damage with a full combo.


Jab Command Grab Combo Fundamental grappling Basic

Standard Routeㅤ 5A/2A xx 360+A/B/C
Learning the timing to correctly connect with the command grab is very important, as being either too fast or too slow will result in the grab missing the target. This applies to pretty much every combo utilising the 360 command grab. Again, likely more useful if you're ticking into your command from a blocked jab.


Heavy Button Confirms Simple button into special or super. Basic

Standard Routeㅤ 5C/2C xx 236+A/B / 623+A/B/C / 214+S (CC)
5C can be quite good for this due to it's range and disjoint. Every version of 623X is unsafe on hit, so this is only useful if you know it's going to secure the round. Note that 623+C does the most damage and but also the most unsafe.


Dashing Sweep Combo Most advanced Young Joseph combo Basic

Standard Routeㅤ d.2C xx 236+A/B / 236+AA
Since dashing 2C launches the opponent, this allows you to follow up with Overdrive and in some situations, the Uppercut super (best used in the corner). One of the only good uses of it.


ㅤ ㅤ

Stand ON

Stand ON Knockdown Chain Basic Stand ON chain combo into hard knockdown Basic

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.3C
One of your few good chain combos.


Command Grab Combo Your go-to ender Basic

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B
Alternative Route s.5C/s.2C xx s.236+C > 4A, s.5A xx s.360+A/B
Basic combo into your command grab. Absolutely essential for the character. The alternative route is technically easier, however you lose out on some damage and meter gain. Just do whichever you feel most comfortable with.


Far Hermit Grab Combo Simple conversion Basic

Standard Routeㅤ s.236+A/B/C (far) > 4A, s.5C /s.2C xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B
For when your hermit grab lands from a longer range. There is a slightly longer delay from a far hermit grab compared to a regular one, so adjust accordingly.


Stand ON Custom Combo Starters Chain combo into Custom Combo Basic

Standard Routeㅤㅤ s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B > s.5C xx 214+S (CC)
Alternative Route 1 s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC)
Alternative Route 2 s.5C/s.2C xx s.236+C > 4A, s.5A > s.2B > s.5C xx 214+S (CC)
Alternative Route 3 s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B > s.5C xx 214+S (CC)
List of the most common custom combo starting S.ON chains.

Standard Route: Your go-to starter into CC. High damage, surprisingly high meter gain, but slightly tight on the follow-up during the CC itself.

Alt Route 1: Simpler version of the first chain combo with more lenient follow-up timing.

Alt Route 2: Optimal Custom Combo starter for Iggy. Due to his small size, other starters will whiff. Also does the same amount of damage as s.5A > s.5A > s.5B > s.5C

Alt Route 3: Almost identical to the previous starter with the same purpose, but does slightly less damage. Probably easier.


Intermediate Combos

ㅤ ㅤ

Stand OFF

Wrap Cancel Combos Wrap Attack Intermediate

Standard Routeㅤ d.5A/d.2A/d.5B xx 236+S xx s.236+C > 4X, s.5C xx s.236+C > 4X ... 360 / 214+S
Alternative Route 5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender
Standard Route: More optimal version of the previous dashing normal confirms. Can be very unsafe if not hit-confirmed and gets blocked. Get used to this sequence of inputs as this cancel is extremely useful. Note that d.5B will usually result in s.236+C (far). Alt Route: Won't be as prominent as the other wrap cancel confirms, but still useful to know.


Meterless BnB Starter Highest damage hitconfirm Intermediate

Standard Routeㅤ 2A, 6A, S+2C xx s.236+C > 4X … 360 / 214+S (CC)
Alternative Route 6A, 6A, S+2C xx 236+A/B / 214+S (CC)
Optimal meterless BnB from stand off. Great unscaled damage from the command grab and okizeme. Very important! 6A is recommended over 5A due to the extra range it provides. The microwalk allows the combo to work on more characters.


Jab Slide Combo Like S.5A > S.3B but worse Intermediate

Standard Routeㅤ 5A > 5A, 3B xx 236+A/B / 214+S (CC)
Alternative Route 5A > 5A, 3B xx 360+X
Ultimately a worse option than the former in terms of damage, but still a fun option to have at your disposal.


Stand ON

Optimal Custom Combo Starter Works on text-middle Jotaro, text-middle Devo, text-middle Iggy , text-middle Alessi ,text-middle Old Joseph , text-middle Mariah , text-middle Hol Horse , text-middle Khan , and text-middle Hol & Boingo Intermediate

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.2B, s.5A > s.3B > s.5C xx 214+S (CC)
Most damaging Custom Combo starting chain but will whiff on most characters. Requires more precise timing, otherwise you'll get ghost s.3b after the first s.3b and you'll be punished. Spooky stuff!


Command Grab Followup Works exclusively against text-middle Iggy in the corner. Intermediate

Standard Routeㅤ s.5A > s.3B xx 360+A/B s.2B, s.5C xx s.236+AA
Alternative Route s.5A > s.3B xx 360+A/B s.5A > s.5A > s.5B xx S.236+AA
Post-360 combo that only works against Iggy in the corner; providing you so much damage that a Touch of Death is possible against the character. First route does more damage but the second route is easier.


Double s.2C Combo Works exclusively against Stand ON text-middle Midler Intermediate

Standard Routeㅤ 6A / j.C S+2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
Alternative Route s.j.A / s.j.B / s.j.C s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
High damage but only works against Stand ON Midler.


Triple or Quadruple s.2c Combo Works exclusively against Stand ON text-middle Devo in the corner. Intermediate

Standard Routeㅤ s.2C, s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
Alternative Route s.2C, s.2C, s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
Extremely high damage, but only works against Stand ON Devo while he's in the corner. Only three s.2Cs are possible if Devo is standing but if he's crouching you can perform up to four. Very niche but very valuable to have at your disposal when the situation arises.


ㅤㅤ

Advanced Combos

ㅤThese combos are generally not needed and are only here for those who appreciate the expression and take pride in their execution.

Stand OFF

Dashing Slide Wrap Cancel Combo Meterless low punish option Advanced

Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ d.2B xx 236+S xx s.236+C > 4A … 360 ender / 214+S enderㅤㅤ ㅤ
  • Similar to the other dashing links but tighter and unable to be hitconfirmed.


Jab Slide Combo 2A still doesn't hit low Advanced

Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ 2A, 3B xx 236+A/B / 360 ender / 214+S ender
  • Tight link hitconfirm.


Jab Hard Knockdown Combo Worthless Advanced

Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ 5A, 3C
  • Leads to a hard knockdown. Rather tight.ㅤㅤ Has to hit from close range or it will not link.


Jab Heavy Wrap Cancel Combo Placeholder Advanced

Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ 2A, 5A CrC 5C xx 236+A/B / 236+S xx s.236+C > 4A, s.5A > s.3B xx s.360+A/B / 214+S ender ㅤㅤ ㅤ
  • 1F crouch cancel link. Totally not recommended for beginners or in general.


5B Wrap Cancel Link Wrist Destroyer Advanced

Standard Routeㅤㅤ ㅤ ㅤㅤㅤㅤ ㅤ 5B xx 236S xx s.236C ... s.360+A/B / 214+S ender ㅤㅤ
  • EXTREMELY difficult wrap cancel link. Not recommended unless you desire only to assert dominance over your opponent.


Stand ON

Advanced meterless s.236+A/B/C loop Execution heavy, mediocre reward. Lovely. Advanced

Standard Routeㅤ s.5C/s.2C xx s.236+C > 4A, s.2A, uCrC 2S+5A, S+2C xx s.236+C...
Extremely difficult to do, all for basically no return. Builds ok-ish meter, does passable damage, and is prone to IPS. Only one loop is recommended if you REALLY want to go for it, but by all means show off your execution if you wish.



Custom Combo Routes


Regular CC Routes Intermediate

Standard Routeㅤ ...(CC Confirm) 214+S {2A > 2A, 2A > 2A, 5A > 5A > 5B > 5C xx 236+A/B > 4X} S+5C xx s.236+C > 4X, s.5A xx s.360+A/B
Optimal Routeㅤ ...(CC Confirm) 214+S {2C, 2A > 2A, 2A, 5A > 5A > 5B > 5C xx 236+A/B > 5A/B/C x1 > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
  • Regular Route: Your stock standard Custom Combo route. Does good damage, gives oki, and not that difficult. Make sure to plink the s.5C after CC ends by inputting S at least 1 frame before you input 5C.
  • Optimal Route: As optimised as it gets. Does higher damage, builds more meter, but is overall more difficult. Not absolutely vital over the regular route, but is recommended for more experienced players.
  • Other Notes: Zaps during s.236+A/B/C do 1 extra damage, but most importantly builds a small amount of bar. Oldseph NEEDS meter to convert hits into big damage, so any optimisation is good optimisation.


Adjusted CC Routes Intermediate

Crouchers Routeㅤ ...(CC Confirm) 214+S {2C xx 236+C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
Iggy Routeㅤㅤ ...(CC Confirm) 214+S {2C, 2C, 2C, 2C} S+5C/2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
  • Crouchers Route: Used if the opponent is crouching and ducks under s.236+A/B. s.236+C at the end of a Custom Combo makes it impossible (not sure, fact check this) for any followups. Only text-middle Dio , text-middle Shadow Dio , or any stand ON character won't be affected by this.
  • Iggy Route: Due to most of your normals whiffing on Iggy, this is the only route you can do during CC. Substitute a 2C with 2B if the timing is too tight.


Raw CC Routes Intermediate

Anti-air Route 214+S {5C xx 214+A/B/C (mash)}
Hermit Grab Routeㅤㅤ 214+S {236+A/B/C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
  • Anti-air Route: 214+S gives you a burst of iframes that allows s.5C to bulldoze through aerials pretty easily. Cancel into 214+A/B/C and mash for extra damage.
  • Hermit Grab Route: Mostly used to catch zoners from far away. Doesn't hit full screen, so make sure to delay a tiny bit if needed.


‎‎‎‎ㅤ ㅤ

Examples of Optimal BnBs

Stand OFF

Optimal Combo Example (Stand OFF) Intermediate

Standard Route (j.A/B/C), 5A, (5A,) S+2C xx s.236+A/B/C>4, s.5A>s.5A>s.5B>s.5C xx s.214+S (2C, 2A, 2A, 2A, 5A>5A>5B>5C xx 236+A/B>4), 6A, S+2C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B
Example of an optimal stand OFF combo. Using 6A instead of 5A for 6A, S+2C allows it to hit on more characters like text-middle Avdol and text-middle Midler


Stand ON

Optimal Combo Example (Stand ON) Intermediate

Standard Route (j.s.A/B/C), s.5C xx s.236+A/B/C>4, s.2B, s.5A > s.3B > s.5C xx s.214+S (2A, 2A, 2A, 2A, 5A>5A>5B>5C xx 236+A/B>4), 6A, S+2C xx s.236+A/B/C>4, s.5A>3B xx s.(360)+A/B
Optimal Stand ON example. Instead of S+5C after the custom combo ends, you can use 5A/6A, S+5C/S+2C for slightly more damage, but it may be harder for you to link.



To Zap or Not to Zap

As you probably already know, Old Joseph can press A/B/C while the opponent is caught in his Hermit Wrap (s.236X) to hit them with zaps of hamon that do 1-2 damage based on scaling and build additional meter.

The only downside to using this is that opponents can mash out of Hermit Wrap if they aren't pulled back with 4X fast enough. Because of this, zaps are reccomended but only up to three (two with the far Hermit Grab, the third one will not hit in time). If you do any more the opponent will be able to escape.

For reference, the exact same combo as is shown here does 11 less damage and builds 12 less meter without the zaps.



Stand Crash Combos

Note that you will require at least 2 stocks of super to perform these combos. The idea is to land the least amount of hits during the first Custom Combo to prevent any further damage from scaling down, but also to land enough hits to have a smooth follow-up after it (your stand gauge must run out).

Against Iggy, perform a neutral hop instead of jumping forward after Stand Crash, otherwise, you'll be unable to hit him.

Also keep in mind number of options available to you when performing these combos; such as the custom combo inputs used, which followups are utilized in certain parts of the combo(s) (for example: S+5C or 6A S+2C after CC 236A>4X). Exactly which options you use are ultimately a matter of personal preference. Certain options may be ever-so-slightly more "optimal" but for most of these options the difference is usually only one or two points of damage. If you'd like to see these differences for yourself along with demonstrations of every combo listed here (and more!) be sure to check out the video below:

Universal Combos (Any character in Stand On / S.On)

(0:21) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2B) !SC shS.C S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A 2A, 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B

(0:38) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2C, 2C) !SC S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2C, 2C) S+2C xx S.236C>4X S.5A S.3B 360A/B


Small/Medium Stand Gauge Combos (Chaka, Jotaro, Vanilla Ice, Avdol, DIO, Iggy, Old Joseph, Polnareff)

(0:53) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2A>2B) !SC J.C S+5C xx S.236C S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B

(1:07) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A 2A 2B, 2A) 5A S+2C !SC S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A 360A/B

(1:22) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A>2B, 2A 2A) 5B 236A/B !SC D.5B 236S S.236C>4X S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A 2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B


Medium/Large Stand Gauge Combos (Avdol, DIO, Iggy, Old Joseph, Polnareff, Alessi, Devo, Kakyoin, Midler, New Kakyoin)

(1:40) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2B, 2B) !SC shS.9A S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B

(1:54) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2B, 2A) 5A S+2C !SC S.2C xx S.236C>4X S.2A S.5B S.5C 214S (2A 5A, 2A 5A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B

(2:09) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B 5A) 5B 236A/B !SC 44B 236S S.236C>4X S.5C xx S.236C>4X S.5A>S.5A>S.5B 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B


Sideswitch Stand Crash Combos

Small Stand Gauge (2:26): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A 2A 2B, 2A) S+9B !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B

Medium Stand Gauge (3:03): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2A) S+9A !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A 360A/B

Large Stand Gauge (3:10): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2A 2A) S+9B !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B


Stand Crush Combos

These combos utilize the stand crush mechanic in which if a character has their stand meter depleted while blocking an attack, their guard is broken for an extended period of time.

If the opponent holds up before the stand crush any following grabs normally won't work. This means the option needs to be used sparingly and as a knowledge check and shouldn't fully replace your normal combos.

If you think they're holding up and for whatever reason still decide to do the stand crush route you can still secure very solid damage with this solution: SC! J.C S+5A S.5A S.5B S.5C 214S (2C, 2A, 5A, 3B 360A/B). (Requires a faster 360 input during the custom combo)

Keep in mind that for some reason SH.S.JC as a followup after the stand crush in this instance won't work on Jotaro, Avdol and Polnareff when you're on the right side.

Using the custom combo opportunity after the stand crush to do something like (2C, 2A 2A 2A, 5A>5A>5B>5C 214A/B/CxN) will provide similar or greater damage, depending on how well you can mash.

The video previously mentioned in the stand crash combos section also provides these stand crush combos:


Stand Crush Combos from Plastic_Wrapp

Small (3:22): D.2B 214S (2C, 2B, 2A, 5A 5A) 5A xx 236A/B SC! 669C S+5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A, 2A, 2A, 5A>5A>5B>5C 236A>4X S+5C xx S.236C>4X S.5A S.3B 360A/B


Alternate Crash Version (3:28): D.2B 214S (2C, 2B, 2A, 5A 5A) 5A xx 236A/B !SC S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S


Medium (3:46): D.2B 214S (2C, 2B, 2B, 5A) 5A xx 236A/B SC! 669C 6A S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B


Large (4:02): 2A 2A 5B 214S (2C, 2B, 2B, 5A 5A) 5A xx 236A/B SC! 669C 5A S+5C xx S.236C>4X S.5A>S.3B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A 360A/B


Jumping Starters

Small (4:20): J.C 2A 5B 214S (2C, 2B, 2A, 5A) 5A xx 236A/B SC! SH.S+A S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)


Medium (4:29): J.C 2A 5B 214S (2C, 2B, 2A 2A 2A) 5a XX 236A/B SC! SH.S+C 2.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)


Large (4:37): J.C 2A 5B 214S (2C, 2B, 2B, 5A) 5A xx 236/A/B SC! SH.C S+5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)


Without Setup Example (4:50): D.5B 214S (2C, 2C, 2A, 5A 5A 5B 5C 236A 4X) S+5C xx S.236C 4X S.5A S.3B 360A/B


With Setup Example (5:00): D.5B 214S (2C, 2B, 2B, 2A 2A) 5A xx 236A/B/ !SC 669S+C S.5C xx S.236C 4X S.5A S.3B 360A/B

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