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

From SuperCombo Wiki

Movelist

Normals

Normals

5a
5a.png
Low kick that doesn't hit low. When will the lies end?
HOL HORSE 5A.GIF.gif
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
HOL HORSE 5B.GIF.gif
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
Combo? Frametrap? With our patented 5c technology, you can do both at once!
HOL HORSE 5C.GIF.gif
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 cannot 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
HOL HORSE 2A.GIF.gif
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
HOL HORSE 2B.GIF.gif
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
HOL 2C.GIF.gif
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
HOL HORSE J.A. GIF.gif
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
HOL HORSE J.A. GIF.gif
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
Holhorsejc.gif
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
Run up and kick their shins
D.5A HOL HORSE.gif
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
Kick their shins harder
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
scaling.mp3
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
More sand.
D.2A HOL HORSE.gif
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 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
Secondhand smoke is bad for your lungs, and your jump ins.
HOL 4A. GIF.gif
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 corner you can combo into 214aa for a ToD.


4b
Hftfholhorse4b.png
Enziguri kick
HOL 4B.GIF.gif
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
Block this low *also sets up an overhead*
HOL 4C.GIF.gif
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.


Unique moves

S
Hftfholhorsesbullet56.png
S-Bullet
Startup Active Recovery Damage Guard
39 - 0 23(In total, each hit does different amount) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=Yes Scales=yes Mid

Hol fires a single, delayed bullet from the emperor. You can control the path of the bullet by inputing directions on its startup frames and you can also change the starting angle of it by inputting a direction before pressing s. This move can cover areas that Hol's other moves can't which makes it a good move to control space with yet can be punished even on reaction by many characters due to its slow startup.


Guard Cancel(623x while in blockstun)
Hftfholhorsegc.png
Get them away from you, in style.
Holhorsegc.gif
Startup Active Recovery Damage Guard
12 3 18 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - None IPS=No Scales=No Mid

Hol performs a fast version of d.5c as his guard cancel. Has a pretty good hitbox that can hit most characters while crouching. Pretty mediocare overall.


Specials

236a/b
Hftfholhorse236anb.png
Mighty gun!
Holhorse236bgif.gif
Startup Active Recovery Damage Guard
11 6 (Point blank) 21 (Point blank) 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - None IPS=Yes Scales=Yes Mid

One of your main zonning tools, a quick projectile that travels fullscreen. You should mostly use the b version, as the bullet travels faster than the a version. You can control the trajectory of the bullet by holding up or down.


236c
Hftfholhorse236c.png
Catch them lackin with the mightier gun.
Holhorse236cgif.gif
Startup Active Recovery Damage Guard
13 6(Point blank) 20(Point blank) 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - None IPS=No Scales=No Low

Another very important zonning tool. Unlike the a and b versions, this version hits low which makes it more useful in blockstrings. Just like with the a and b versions, you can control the trajectory of the bullet. The posture makes it so you can low profile some moves. Remember to use his projectiles carefully, as careless use can lead you to get punished, especially against characters with strong mobility.


623a/b/c
Hftfholhorse623b.png
Block this overhead *also presses a low*
Holhorse623bgif.gif
Startup Active Recovery Damage Guard
10 24 33 14 (7 hits, each hit does 2 damage) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+42 {{{block}}} - None IPS=Yes Scales=Yes High

Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall from above. This move is an important part of hol's kit. Does good damage and decent chip. Each version has a set distance, a being the closest and c being the furthest. Can be used to anti-air or as a follow-up to a successful anti-air. Do not overuse this move, as it is pretty punishable.


j.623x
Hftfholhorsej623x.png
Air glass. Do it in moderation, it's a gateway drug to sucking.
Holhorsej623xgif.gif
Startup Active Recovery Damage Guard
6 50(Tiger knee'd) 13(Tiger knee'd) 14 (7 hits, each hit does 2 damage) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2(Tiger knee'd) {{{block}}} - None IPS=Yes Scales=Yes High

While in the air, Hol fires a single upward-angled shot at fixed angle, which upon connecting with the ceiling will cause glass shards to rain down from above. Unlike the grounded version, the button you press doesn't affect the position of the glass, which is actually defined by the position of your opponent relative to you. Can be a good option use after an air-tech in order to stuff anti-air attempts - but don't overuse this move! Air glass, if properly evaded, often leaves Hol in a vulnerable position, as you're left suspended in the air, incapable of blocking until you've landed again. Chose your spots carefully as this move can be punished fairly easily by some characters.


214a/b/c
Hftfholhorse214b.png
option select after 5c :trollface:
Startup Active Recovery Damage Guard
22 4 6 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+52 {{{block}}} - None IPS=Yes Scales=Yes Mid
Air-UB

An essential move for your combos, blockstrings and frametraps. Hol gives the signal for his partner, J.Geil, to attack the opponent with his stand hidden in a rain puddle. You will find yourself using this move a lot, On hit, the opponent will be left in 52 frames of hitstun, from which you can perform most of Hol's heavy-damaging combos. If blocked, your opponent will be stuck in blockstun for a fairly long time. while if pushblocked early, the blockstun will be decreased immensely. The distance the move travels depends on the button pressed, a being the shortest and c being the furthest. Keep in mind that the move can be jumped over by some characters and even stuffed by some buttons due to the long startup, so keep your blockstrings varied.


Supers

236ab
Hftfholhorse236ab.png
Extremely mighty gun!
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=Yes Scales=No Mid


236ac/bc
236ac-bc.png
Catch them lackin deluxe: set up an unblockable from fullscreen edition
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=No Scales=No Low


j.236aa
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=No Scales=No Mid


214aa
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=No Scales=No Mid


421aa
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - None IPS=No Scales=No Mid
UB


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