Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 3 | 10 [8] | 4 (1 Stand) | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+6 | +5 | +2 | Special/Super WC/CrC |
Air UB | ||||
Short, fast kick. Okay to press after a roll, leads to decent damage and a knockdown by canceling into truck. Data in brackets is recovery on crouch cancel. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 13 | 10 (4 Stand) | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +1 | -7 | Special/Super | Air UB | ||||
Stupid quick and has a great hitbox. Good at stopping reckless approaches and as a poke in neutral, very solid button all around. Finds occasional use as an antiair. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
15 | 3 | 31 | 16 (5 Stand) | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch (Knockdown at 3 hits) | -17 | -20 | Special/Super | Air UB Wallbounce | ||||
Slow, winding heel kick. Very slow to come out and recover, and the launch isn't too useful on a raw hit. Has an admittedly nice hitbox, but its speed prevents it from being an effective tool, relegating it to a niche antiair and pressure option. The forward movement on startup allows for kara cancels, which can be used to give Truck extra range. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 9 | 3 (6 Stand) | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | 0 | -3 | Special/Super | Air UB | ||||
Quick low, doesn't have much range. Fast startup can let you mash out of some things, but the long recovery makes that risky. Doesn't lead to much, but you can try going into truck if you're sure it'll land. Chaka, Khan, BPol and SDio can use their counter against 2A but Rubber Soul and Old Joseph can't. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 17 | 8 (4 Stand) | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -3 | -11 | Block (Frame 1 only) Special/Super |
Air UB | ||||
The Brick. You'll be using this a lot - it's a fantastic poke and is great at stopping dashes thanks to its fast startup and great hitbox. The recovery isn't great, so try not to whiff this. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 18 | 10 | 9 (5 Stand) | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Knockdown | -10 | -24 | Special/Super (Before frame 9) | Air UB | ||||
Lowers your hurtbox instantly and moves you forward about half a screen. The knockdown on hit can lead into a variety of strong setups, so the reward is nothing to scoff at. However, keep the mediocre frame data and the fact that it isn't cancelable in mind before you press this as you can be punished hard if the opponent sees this move coming. Overall, a pretty good move that you should still be cautious about using. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | Until landing | 4 (3 Stand) | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | Special/Super | - | ||||
Decent air to air due to alright hitbox and fast startup. Reliable instant overhead on most of the cast, which you can convert off of with j.236AA for damage and a reset back to neutral. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | Until landing | 4 (3 Stand) | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | Special/Super | - | ||||
Identical to j.A. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 4 | Until landing | 9 (5 Stand) | High | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | Special/Super | - | ||||
Your main jump in, but works well as an air to air if you need the extra range. Good button to press while doing backward hops to keep the opponent away. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
2 | 3 | 10 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +1 | -2 | Special/Super | Air UB | ||||
Pretty much 5A but with momentum. Can tag opponents unexpectedly, combo into truck to make the most out of the hit. Occasionally used to reestablish pressure against passive opponents. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 5 | 14 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+2 | 0 | -8 | Special/Super | Air UB | ||||
Dashing version of 5B. It's much slower than the standing version and only does half the damage. Not very useful, avoid it if you can. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 3 | 33 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch (Knockdown after 5 hits) | -19 | -32 | Special/Super | Air UB | ||||
Looks like 5C, but much faster. Can be used as a niche antiair out of a run, but where it really shines is as a knockdown tool in your setups. If comboed into after 5 hits, d.5C knocks down, and because it's cancelable unlike 2C you have a lot more time to set up. Other than that, the launch doesn't offer much. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 9 | - | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | -2 | -5 | Special/Super | Air UB | ||||
Dashing 2A. The hitbox doesn't follow you as you move, so running back extends and running forward decreases its range. Has some utility as a surprise low and can lead to truck, but not much else can be said about this move. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 13 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | +1 | -7 | Special/Super | Air UB | ||||
A slower, dashing 2B with less recovery. Good for covering far off space whether you're dashing forwards or backwards. Can help to reset pressure with good conditioning and effective spacing. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
16 | 24 | 13 | - | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Knockdown | -18 | -31 | - | Low | ||||
A slower, more damaging 2C. Very little reason to use this move. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
1 | - | Total 70 | - | Throw | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch (-19 on earliest tech) | - | - | - | Grab | ||||
Hol grabs the opponent by the nose and shoots them in the face. The opponent can recover right after getting hit by this grab, which can result in a fast punish, making it rather useless.. The only matchup it is safe in is against Rubber Soul, and Young Joseph can't punish it unless you grab him into the corner, but you can just grab him in the opposite direction if you're near it anyway. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 4 | 25 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -18 | -21 | Special/Super | Air UB | ||||
Hol puffs some cigarette smoke. Whiffs on most crouchers. Useless as a footsies normal due to bad startup, hitbox, and hitstun, but finds obscure use if cancelled. If you cancel after at least 5 frames of startup, its hitbox will still come out, potentially protecting you during the startup of your next move. This also allows it to combo into 5S if you want to pull off something stylish, but chances of that happening in a real match are very low. Trades with projectiles. Chaka, Khan, BPol and SDio can use their counter against 4A but Rubber Soul and Old Joseph can't. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 23 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-4 | -6 | -17 | Special/Super | Air UB | ||||
Enziguri style kick. Very fast and has good horizontal range, but it does low damage and has a high hitbox allowing it to be ducked under. Its primary use is as an anti-air, but some better jump-in attacks will beat it. It can also dodge some low attacks since it raises your hurtbox for a moment. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 4 frames per shot, 5 frame gap between shots | 15 | - | Low | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-7 | -5 | -2 | Special/Super | - | ||||
Three downward shots that hit low. His main oki tool, and is also decent at stopping dash-ins and pressuring. Unfortunately has a slow startup and far, slightly random hitboxes. It is best to cancel this attack right after it connects because it's unsafe even on hit. This move counts as a projectile, and like 4A, can linger after you cancel it, though less noticeably as an individual bullet has little active frames. You can cancel the move after 3 frames and the first hitbox will still come out, after 11 frames and the second hitbox will still come out and after 20 frame for the last hitbox to still come out. Be careful about the input overlap with throw, since an accidental throw can get you killed. |
Unique Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
22 (Ground) 26 (Air) |
Until offscreen | Total 33 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Hol Horse fires a single, delayed bullet from the Emperor which can have its path programmed by pressing directions during startup. The bullet can hit up to 10 times. Does no damage to stand bars. If 2 "S bullets" are on screen, only the newer one will deal damage. You can start inputting directions after 6 frames of startup. Then you have a 15 frame window to input up to 8 directions. You can't input twice the same direction in a row, the only way to delay a direction is to input more directions before, waiting doesn't work. If you're on keyboard/hitbox and revision 990913, pressing 8 and 2 simultaneously during the startup will have the bullet stop in place with glitchy sprites for some demented reason in FBA. (See Trivia section) |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Hol Horse starts running. Running isn't unique to Hoingo, but it's so important to him that it deserves its own section. You'll be doing this a lot: running back and forth to keep your opponent guessing, running away for some breathing room to set up, as a defensive option, and simply to just reposition. As important as an option as this is, you should remember how much space there is behind you: running away isn't always possible, so you should try not to overuse this. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 3 | 19 | - | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | -10 | -18 | - | Air UB | ||||
Hol performs a fast version of his Yakuza kick, kicking the opponent away without a wall rush. It also has a vertically better hitbox that can hit most crouching characters. Be careful with using this GC: if it's properly baited, you'll do a 623x, which is insanely punishable. Very mediocre overall. |
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 (A/B) 11 (C) |
- | 36 (A/B) 33 (C) |
- | Mid Low (C) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-9 | -11 | -18 | - | - | ||||
Hol fires a single shot from the Emperor. Slightly longer recovery compared to the original version. Holding 8 or 2 will change the vertical trajectory of the bullet. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 (A) 11 (B/C) 5 (Air) |
- | 23 (A) 22 (B/C) |
- | Mid (Bullet) High (Glass) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Hol fires a single shot upwards at the ceiling, if the shot connects with the ceiling, glass shards will fall down, hitting multiple times. Hoingo shoots slightly later than normal Hol on his B and C variants but recovers at the same time as him regardless. The shards also have a smaller hitbox than normal Hol's. |
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 (AB) 13 (AC/BC) 7 (Air) |
- | 83 (AB) 73 (AC/BC) |
- | Mid (AB) Low (AC/BC) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Hol fires 10 shots rapidly. Hol will fire the gun while standing while the A+B is pressed. This version has a slower startup on the ground but can still be used in some combos. The A+C and B+C versions of the super will have Hol fire while crouching, lowering his hitbox and making the bullets hit low. When done in mid-air, Hol will fire 12 bullets in a wider spread as well as be propelled upwards and back slightly. The air version comes out noticeably faster than regular Hol's. Has decent iframes around superflash which can allow it to beat out some moves. Can beat raw tandems. One of the bullets will always cause a knockdown, but it might randomly miss, meaning the opponent won't drop to the floor sometimes as they normally should. Every version of this super doesn't combo Stand ON opponents well, and can be punished on hit, especially the jumping version. Due to a bug, when buffered the standing version can come out even when the low version is input. Damage is seemingly random, but still doesn't vary much. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 45 | 26 | - | Mid (Pipe) Unblockable (Bullets) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | Air UB (Pipe) Unblockable (Bullets) | ||||
A pipe magically appears from the ground and Hol Horse shoots 7 bullets inside of it. Depending which combination of buttons was pressed while performing this super, the side from which they will come out will change. The pipe itself has a long air-unblockable hitbox which causes a Stand Crash but does no damage on its own. The bullets that fire from the pipe are all unblockable and build meter. It takes about 5 seconds for them to start firing from one of the ends, during that period Hol can freely walk around and perform any attack and special/super, with the exception of another Pipe Maze super. If Hol is hit before the bullets fire out from one of the sides of the pipe, the super will be canceled, which makes this super a big risk at times. Each version produces a different series of ricochet effects just before the bullets release. A+B version - bullets come from the left end 254 frames after the end of the recovery.(Red) B+C version - bullets come from the right end 226 frames after the end of the recovery. (Blue) A+C version - bullets come from the top end 265 frames after the end of the recovery. (Green) |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 5 | 45 | - | Fusion Grab (still connects during hit/blockstun) | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | Fusion Grab | ||||
Once upon a time, there was a boy that could predict the future, so he told his friend to stick up his fingers in his nemesis' nose in order to defeat him. After doing so, the nemesis was hit by a truck. |