JoJo's Bizarre Adventure: Heritage for the Future/Hol Horse/Movelist

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Movelist

Normals

Normals

5a
5a.png
Low kick
Startup Active Recovery Damage Guard
3 4 5 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Good and quick poke. Doesn't actually hit low.


5b
5b.png
Balls kick
Startup Active Recovery Damage Guard
5 4 13 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU IPS=yes Scales=Yes Mid
Air-UB

While slower than 5a, 5b is still a fairly quick poke with good range.


5c
5c.png
Fabulous yakuza kick
Startup Active Recovery Damage Guard
10 3 24 14 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+38 (Can be increased with a wall bounce) {{{block}}} - SP, SU IPS=Yes Scales=yes Mid
Air-UB

Has nice range but some characters can duck under it. Causes a hard knockdown and a wall bounce if close enough to a wall, which can lead into a tod. Won't cause a wallbounce against characters in stand on mode as they can't be knocked down. Not a bad anti air but the hitbox is shorter than it seems, so using it as one can be risky.


2a
2a.png
Pocket sand
Startup Active Recovery Damage Guard
4 2 3 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - SP, SU IPS=Yes Scales=Yes Low
Air-UB

Hol throws sand at his opponent. Pretty quick to start up and has good recovery. Causes a small amount of chip damage and stand damage. Can delete projectiles.


2b
2b - 2.png
Brick
Startup Active Recovery Damage Guard
8 3 14 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Hol slams his opponent with a brick. don't ask where he found it. Decent range but pretty slow. Not too useful.


2c
2c - 2.png
Sliding kick
Startup Active Recovery Damage Guard
12 18 10 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+46 {{{block}}} - None IPS=Yes Scales=Yes Low
Air-UB

A sliding kick with long range. Causes knockdown if the opponent isn't in stand on mode. Cannot be cancelled and very negative on block, which means it can be punished easily on block.


j.a
JA,B.png
Jumping knee attack
Startup Active Recovery Damage Guard
5 4 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP, SU IPS=Yes Scales=Yes High

Decent air-to-air that can work as an instant overhead. Not a very useful move.


j.b
JA,B.png
Jumping knee attack 2: Electric boogaloo
Startup Active Recovery Damage Guard
5 4 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP, SU IPS=Yes Scales=Yes High

Exactly the same as j.a.


j.c
JC.png
Flying kick
Startup Active Recovery Damage Guard
9 4 (until landing) 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP, SU IPS=Yes Scales=Yes High

Hol's best jumping normal. Pretty good as an air-to-air or air-to-ground.


Dashing normals

d.5a
Hftfholhorsed5a.png
Startup Active Recovery Damage Guard
4 3 10 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A worse version of 5a. Pretty quick normal but not too useful.


d.5b
Hftfholhorsed5b.png
Startup Active Recovery Damage Guard
13 4 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A slower and much worse version of 5b. Not a very good normal.


d.5c
Hftfholhorsed5c.png
Startup Active Recovery Damage Guard
18 4 33 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A much slower and worse version of 5c that launches instead of causing a knockdown. Avoid it.


d.2a
Hftfholhorsed2a.png
Startup Active Recovery Damage Guard
5 2 13 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU IPS=Yes Scales=Yes Low
Air-UB

yet again a slower version of one of his standing normals. This normal can be used in some blockstrings, not very useful other than that.


d.2b
Hftfholhorsed2b.png
A brick? Again?
Startup Active Recovery Damage Guard
10 3 13 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

A slower version of 2b. Has a decent hitbox but not a very useful move.


d.2c (662c)
Hftfholhorsed2c.png
Sliding kick 2: The empire strikes back
Startup Active Recovery Damage Guard
18 24 13 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+37 {{{block}}} - SP, SU IPS=Yes Scales=Yes Low
Air-UB

A cancellable version of 2c that goes a long distance. While being slower than 2c it gains the bonus of being able to cancel it. Pretty good move for pressure after hanged man and makes confirming into the ToD easier.


d.2c (442c)
Hftfholhorsed2c.png
Sliding kick 3: Return of the jedi
Startup Active Recovery Damage Guard
18 24 13 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+37 {{{block}}} - SP, SU IPS=Yes Scales=Yes Low
Air-UB

Same as the above but instead of long distance this move goes a very short distance.


Command normals

4a
Hftfholhorse4a.png
Da smoke
Startup Active Recovery Damage Guard
6 1 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - SP, SU IPS=No Scales=No Mid
Air-UB

Your go to anti-air. The hitbox is pretty disjointed and fairly high. After a successful anti-air you can combo into glass or if you are in a croner you can combo into 214aa for a ToD.


4b
Hftfholhorse4b.png
Enziguri kick
Startup Active Recovery Damage Guard
5 3 23 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - SP, SU IPS=Yes Scales=Yes Mid
Air-UB

Another good anti-air option. The hitbox is a little lower than 4a and the move doesn't combo into glass as well, but its faster with more active frames. This move is a preferable anti-air in some situations and matchups, but 4a is usually the better option.


4c
Hftfholhorse4c.png
Startup Active Recovery Damage Guard
6 12 (each shot is active for 4 frames) 21 15 (each hit does 5 damage) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 {{{block}}} - SP, SU IPS=No Scales=No Low
Air-UB

Hol fires three bullets to the ground in a random pattern. Pretty good move to include in blockstrings or to stuff grounded approaches with, though the recovery is pretty long.


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