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

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Movelist

Stand Off Normal Moves

Standing

5A
HFTF DIO 5A.png
Late anti-air
Startup Active Recovery Damage Guard
3 3 7 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2/+7 on crc {{{block}}} - SP, SU, TA, CH, CR IPS=No Scales=Yes
  • Useful as a late anti-air.
  • Quick jab that can combo into many other normals, but is outclassed by 2A.
  • Can be crouch canceled.
  • Chains into itself and 2A


5B
HFTF DIO 5B.png
Good anti-air and combo starter
Startup Active Recovery Damage Guard
6 2 6 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Can anti-air quite well if spaced correctly
  • Can be used to start combos, but is outshined by 66C


5C
HFTF DIO 5C.png
Great ant-air and go-to combo ender
Startup Active Recovery Damage Guard
7 4 14 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Very good anti-air
  • Great for ending combos, as it gives a hard knockdown after 7 hits in a combo
  • If affected by ips(by 236c) in a combo it will give you a launch instead of a hard knockdown
  • Good for meaties on rolls and other similar situations, especially if paired with 236S, and can launch fullscreen if they both connect


2A
HFTF DIO 2A.png
Godlike
Startup Active Recovery Damage Guard
3 3 6 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3(+7 on uncrc and wc) {{{block}}} - SP, SU, TA, CH, CR, W IPS=No Scales=Yes
  • DIO's most important normal.
  • This move will start most of your combos as it is a 3f low and links into all your needed normals.
  • Can be used to meaty certain things like rolls.
  • Mainly used to link into another 2A or 214X
  • Chains into itself and 5A, when chained it has the exact same properties as 5A, including hitting as a mid.


2B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 9 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.



2C
HFTF DIO 2C.png
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - SP, SU, TA IPS=no Scales=Yes
  • Great for ending combos as it always grants a hard knockdown no matter what
  • Can be used as a poke and made safe with 236S and 623X


Aerial

j.A
HFTF DIO j.A.png
go-to IOH and great air normal
Startup Active Recovery Damage Guard
4 7 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-15 on IOH) {{{block}}} - SU IPS=NO Scales=Yes
  • Pretty good air normal overall
  • Has a ton of active frames so it can be used to meaty rolls and air to air well
  • Can be used as an instant overhead on any character, even the short ones like Iggy


j.B
HFTF DIO j.A.png
j.A's retarded twin
Startup Active Recovery Damage Guard
7 6 (until landing) 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-12 on IOH) {{{block}}} - SU IPS=No Scales=Yes
  • Same as j.A except almost double the startup in exchange for 2 points of extra damage
  • Inferior to j.A but interchangeable, especially if j.A gets anubis countered for example
  • Not as good of an instant overhead


j.C
HFTF DIO j.C.png
underused mix-up tool
Startup Active Recovery Damage Guard
6 2 (until landing) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-14 on IOH) {{{block}}} - SU IPS=No Scales=Yes
  • Great air normal, your best bet at hitting opponents above you
  • Does good damage, and is great for starting combos
  • Great mix-up tool for adding up damage as an IOH with backward shorthops
  • Good for tech-chasing








Dashing

66A
HFTF DIO 5A.png
Pressure normal
Startup Active Recovery Damage Guard
2 2 1p 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Your fastest normal
  • Great pressure tool, can be used for 2A/S+9A s.236x mixups on stand on opponents for one of DIO's most devastating mix-ups
  • Great during pressure to stay on top of your opponent
  • Just as good of an anti-air, if not better, than 5A, due to it's speed and ability to be spaced easily


66B
HFTF DIO 5B.png
Good anti-air
Startup Active Recovery Damage Guard
7 2 16 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Nearly identical to 5B, most notably slower
  • Great for catching prejump during pressure and a great anti-air, just like 5B, except it is easier to space.



66C
HFTF DIO 5C.png
For the love of God, abuse it
Startup Active Recovery Damage Guard
7 5 22 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Absolute godlike normal
  • Has great priority and range
  • This is a normal which you will be starting a lot of your combos and punishes with.
  • Excels when paired with 236s for pressure and absolutely great for anti-airing
  • When in doubt use this
  • Good for ending pressure strings and very good in frame traps



663A
HFTF DIO 2A.png
Godlike punish
Startup Active Recovery Damage Guard
3 3 10 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Your best punish tool, perhaps the best in the game
  • Great range and speed
  • Goes into 214x for a full BnB, great for catching opponents off guard


{

663B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 17 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.
  • Practically identical to 2B, but easier to space
  • Good for catching backjumps on cornered opponents



{

663C
HFTF DIO 2C.png
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Practically identical to 2C
  • More practical as a poke as it has more range
  • Grants 236c oki when cancelled into 623x


Stand On Normal Moves

s.5A
HFTF DIO s.5A.png
Underrated poke
Startup Active Recovery Damage Guard
??? ??? - 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
??? {{{block}}} - SP, SU, TA, CR, WA IPS=No Scales=Yes
  • Your go-to normal for meter building. Hold 4 and mash it whenever fullscreen, as it is walk cancellable and it wont give you chains
  • Underrated as a poke, has a decent hitbox and reach
  • Very important combo tool, used for confirming into tandem
  • Links into any normal you need, like s.663A and s.j.x



s.6A
HFTF NewKakyoin s.6A.png
A better(?) version of s.5A
Startup Active Recovery Damage Guard
7 6 16 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • Could anti-air if you're good at reacting, otherwise a very niche normal
  • Chains into: s.5B, s.6B


s.5B
HFTF DIO s.5B1.png
HFTF DIO s.5B2.png
Great poke and
Raw Startup Active Recovery Damage Guard
6 6 14 (15 on wc and crc) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 (-3 on wc and crc) {{{block}}} - SP, SU, TA, IPS=No Scales=Yes
  • Very good speed for its range and recovery
  • Good at catching people who air-tech down
  • Chains into: s.5C (doesn't chain on whiff)



Chained Startup Active Recovery Damage Guard
8 6 9 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Chains into: s.5C (doesn't chain on whiff)




s.6B
HFTF NewKakyoin s.6B.png
HFTF NewKakyoin s.m.6B.png
Please maintain social distance while committing murder.
Raw Startup Active Recovery Damage Guard
11 4 18 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - None IPS=No Scales=Yes
  • Extremely long ranged poking move, contests an area that other's can't even dream of swinging at, abuse this
  • Good at catching any kind of air-techs
  • Doesn't cancel into anything on its own, however if you chain it into s.5C, you can immediately cancel the start-up of that move instead, effectively "canceling" s.6B
  • Chains into: s.5C


Chained Startup Active Recovery Damage Guard
11 8 16 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 {{{block}}} - None IPS=No Scales=No
  • See above
  • Cancels into: s.5C




s.5C
HFTF NewKakyoin s.5C(1).png
HFTF NewKakyoin s.5C(2).png
The anti to end all airs.
HFTF NewKakyoin s.m.5C.png
OOPS! ALL UNBLOCKABLE!
Hit 1 Startup Active Recovery Damage Guard
12 3 - 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • Bad hitbox, this isn't what you want from this move
  • Chains into: None


Hit 2 Startup Active Recovery Damage Guard
16 8 13 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=No
  • Extremely good hitbox anti-air, with a bit of disjoint as frosting on the cake



Chained Startup Active Recovery Damage Guard
8 9 14 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=No
  • Also has a good anti-air hitbox, but the real attraction is...
  • ...The fact the last 1/3rd of the move's hitbox is completely unblockable
  • Chains into: None



s.4C
HFTF NewKakyoin s.4C(1).png
REJECT HUMANITY
HFTF NewKakyoin s.4C(2).png
EMBRACE KUSOGE
Hit 1 Startup Active Recovery Damage Guard
3 2 - 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • ABSOLUTELY GODLIKE NORMAL. Frame 3, tandem confirm, safe on (push)block, shreds the opponents Stand Gauge even on block, this move has it all. The 2nd hit recovers very fast and has a lot of active frames, making a whiffed s.4C.
  • Extremely hard to punish when paired given the ability of cancelling into Tandem
  • On block this move is anywhere from +4 to -9, depending if they pushblock
  • Chains into: None


Hit 2 Startup Active Recovery Damage Guard
11 8 5 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • Recovers very fast and has a lot of active frames, making a whiffed s.4C extremely hard to punish when paired given the ability of cancelling into Tandem
  • Won't hit if Hit 1 already connected
  • Additionally, due to the command overlap with throw, it can be used for an incredibly rudimentary option select (OS) where you press s.4C in situations where you want a throw if they are up close or a button whiffed, but would benefit from s.4C if the opponent is out of throw range or blocked the prior attack. The most basic example of this is s.665B s.4C after s.2C knockdown, if you hit meaty you can cancel s.4C into net and back off or continue pressure, and if you whiff and they roll, you grab them
  • Chains into: None



s.2A
HFTF NewKakyoin s.2A.png
HFTF NewKakyoin s.2A.png
Looks like an overhead, stings like a low
Raw Startup Active Recovery Damage Guard
5 4 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • Your fastest Stand On low attack, chains into sweep for your easy knockdowns
  • Plenty active frames for oki
  • Chains into: s.5AA, s.5B, s.2B, s.5C, s.2C* (doesn't combo)





Chained Startup Active Recovery Damage Guard
9 2 24 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Can be chained into s.5C, while the raw version cannot
  • Chains into: s.5C, s.2C








s.2B
HFTF NewKakyoin s.2B.png
HFTF NewKakyoin s.2B.png
If your opponents smells, use this as conditioner
Raw Startup Active Recovery Damage Guard
9 2 21 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=Yes
  • Long, low poking move, extremely oppressive if net canceled
  • Big early hurtboxes & not as disjointed as you would expect, don't throw this out against preemptive attacks
  • Vital to learn how to use in neutral
  • Chains into: s.2C


Chained Startup Active Recovery Damage Guard
9 2 24 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 {{{block}}} - SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Can be chained into s.5C, while the raw version cannot
  • Chains into: s.5C, s.2C




s.2B
HFTF NewKakyoin s.2C.png
HFTF NewKakyoin s.m.2C.png
"The priest will set its value, whether high or low; the price will be set as the priest makes the assessment for you." Leviticus 27:12
Raw Startup Active Recovery Damage Guard
14 10 16 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD {{{block}}} - SP*, SU*, TA* IPS=No Scales=Yes
  • Fullscreen sweep. One of this game's most defining moves
  • Sets up easy high/low oki between s.j.B and s.2B/s.2C
  • Can ONLY be canceled before its first active frame.
  • Punishes any whiffed fullscreen action that isn't an invincible super
  • Not impossible to get around, be careful for super-jumps and hyper-hops
  • But still fat enough to catch people before they land
  • Chains into: None


Chained Startup Active Recovery Damage Guard
14 8 18 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD {{{block}}} - SP*, SU*, TA* IPS=No Scales=No
  • Sweep ender, combos from any Stand On move except s.2A and s.5A
  • Sets up easy high/low oki between s.j.B and s.2B/s.2C* Because of the lack of hitstop during hitstun with this version, you lose 12 frames of advantage compared to the raw version. Depending on the other character you should consider that if you want oki afterwards
  • Can ONLY be canceled before its first active frame.
  • Because of the thinner hitbox, this move doesn't hit aerial opponents as well as the raw version.
  • Chains into: None




Special Moves

Emerald Splash (Stand Off) 236 + X

Hierophant Green unleashes his signature move, Emerald Splash, allowing New Kakyoin to instantly move after. This special sends out a smaller ranged emerald splash. It's great to push your opponents away with a quick ranged attack.

Emerald Splash (Stand On, Air OK) 236 + X

Hierophant Green unleashes his signature move, Emerald Splash, this time a volley of 8 projectiles while keeping New Kakyoin in place. Compared to his OG counterpart this move is extremely bad and underwhelming.

Tie Wrap Snake (Stand Off) 214 + X

Hierophant unleashes his signature move, Emerald Splash. Unlike regular Kakyoin, This move only covers half of the original Emerald Splash's range. It’s still useful, but can be punished more easily.

Mystic Cloak/Tie Wrap Snake (Stand OFF) - 214 + X

Hierophant wraps around the opponent if landed. It’s one of his greatest pressure tools. Nothing won’t affect the move depending on the buttons that were pressed. Note: It cannot be used during Stand ON, so setting up Nets and Tailwrap are possible in a stand crash combo. Leads to his biggest damaging combos and okizeme.

Mystic Web/Hierophant Field (Stand ON, Air OK) - 214 + X

Hierophant sets up nets that can stun the opponent for a short period of time. Surprisingly enough, New Kak’s nets are similar to Kakyoin’s nets in JoJo’s Venture. s.214A Net just stuns the opponent. No stand crash included, but you can tandem off of it like Regular Kakyoin. 214 + B/C are pretty similar (Minor differences is the hitboxes). s.214B/C are not useful in a match due to them taking away your s.6B>s.5c. I suggest you stick with s.214A. UNLIKE normal Kakyoin, New Kakyoin's nets *DO NOT* scale.

236 + S (Stand OFF) or 6+AA (Stand ON)

Hierophant dashes out and is controlled via New Kakyoin. There’s nothing really much about it, except that It'll cause New Kakyoin to receive more damage if New Kakyoin is attacked. 236S Has invincibility on startup and can grab while activating. However, s.6AA is significantly faster.

Super Moves

Super Emerald Splash (Stand OFF) 236 + AA

Hierophant's Super Emerald Splash. Similar to OG Kakyoin's 236+AA, New Kak unleashes a full screen Emerald Splash, except a small tad slower. Use this super when they your opponent is launched after Tiewrap Snake or when they whiff with their Stand.

Shin/True 20 Meter Radius Emerald Splash (Stand ON, Air OK) 236 + AA

Hierophant fills the entire screen with Mystic Traps. If hit, Kakyoin will unleash a barrage of Emerald Splashes onto the screen. This super does less damage than stand off 236+AA against some characters. Only use this super to punish your enemies or when they're caught in your airborne net.

India's Arm (Stand OFF) 214 + AA or (Stand ON) 214 + AA

If done with Stand ON you can manually control Hierophant's arm. If with Stand OFF it forms different patterns according to the buttons used, as follows:

  • A + B: Goes forward then up-forward
  • A + C: Goes forward then does a U turn
  • B + C: Does a wave trajectory
  • A + B + C: Forms a five-pointed star

Oshioki no Jikan~/Punishment Time~ (Stand ON) 5A>5A>6>5B>5C

New Kakyoin's most coolest and stylish special, The Raging Demon. This special can only be used with Stand On. Comes out frame 1 after the superflash, and can be comboed into by anything as long as Hierophant's slow moving butt can catch the opponent before they recover from hitstun.

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