JoJo's Bizarre Adventure: Heritage for the Future/Death13/Combos

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6a combo facts

When trying to lab death13 combos such as 6a 66b or 6a 66c you will find that it seems like those links are either really easy or really hard.That is because 6a has some properties that give it some inconsistency.As you may know,6a is a move that has death13 throw his scythe in a vertical position,once it reaches its maximum distance it will return,hitting the opponent a second time.The way this works is that 6a is a 2 hitting projectile and has its hitbox pass the opponent 2 times.Sadly this makes the move not work so well on certain characters because if a character gets hit by the second hit of 6a very early on,the hitstun of the first hit will be substantially lost because it will overlap with the hitstun of the second hit taking more time between the scythes return and death13 being able to attack again.That is the reason the returning hits of 6b or 6c seem more consistent,because they don't overlap at all with their first hits.Another thing is death13's idle animation,which is very weird.Even though his hurtbox doesn't change, death13 technically moves while doing it,making his moves appear further or back,if a move appear less further it will overlap its hitstun and not be so plus,and vice versa.You can see that if death13's idle animation is further back 6a will not be as plus,and depending on the character it will have different plus values.Fortunately,6a will always link into itself since the move is always at least +10.This makes something like 6a 66b either a 5 frame link,a 1 frame link or not even a link depending on the character and state of your idle animation.

Combos


6a-2 hits because of the return mechanic.

6b(at medium range)-2 hits because of the return mechanic

6c(at long range).2 hits because of the double return mechanic

66b;6a-Although small and with low damage,this is your bnb.It can be done whenever you want and can lead right into tech chasing.Learning it is crucial when playing Death13.

66b;6a;6a-In case you hit a 66b close to the corner you can land 6a two times.Useful to learn.

6a;6a;6a…-Your famous corner loop.It deals some much needed damage and has some enders available with it.Pretty easy to time.


6a;6a;6a;66b-Your best ender.Not the best reward but it is more consistent than the 66c ender

6a;6a;6a;66c-Oki confirm off of the 6a loop.Very incosistent so don't use it that much

6a;6a;6a;j.4a-Causes knockdown but its so slow the opponent can wake up and punish you.Don’t use it

44b;66b;6a(corner)-44b combos into 66b.After you can do 6a.Quite rare to occur

STAND CRASH COMBOS

6a;6a;6a;SC!;66c/44a/66a-Your small stand gauge combo.You can choose from either confirming into oki or tech chasing.The 44a ender will only work on chaka so use it on him for better techchasing.

6a;6a;6a;6b;SC!;(second hit of 6b will hit);66c:Your medium stand gauge combo.Even though 6b is punishable on hit at point blank,if the first hit stand crashes the opponent will be kept in hitstun long enough for the second hit to combo.

6a;6a;6a;66b;SC!;66c/44a-Your large gauge combo.After the standcrash,you can choose between knockdown with 66c or techchasing with 44a.

Death13 standcrash combo exhibition:https://youtu.be/MCHJq2cJsSY

Setup combos

236b;(wait);66a-In case you open your opponent up with this move setup, this is your best combo in this situation

The opponent will be hit by the projectiles from 236b to stop the momentum from the 66a launch.After that you can do 66b 6a for more damage.

214c;6a;6a;6a;(projectile hits);66c-After using 6a 3 times,the projectiles from 214c will hit the opponent.This allows you to recover from the 6a and do 66c to confirm into okizeme.

Stand on combos(with 41236x)

41236x;6a;41236x;66c-Your main easier midscreen combo.Confirms into oki and deals some good damage all by itself.

41236x;6a;41236x;6a;41235x;6a;41236x;66a/c-Very high damaging corner combo.Since after enough hits it will knockdown,you can use 66a if you want.

41236x;6a;41236x;6a;41236x;6a;41236x;66b;41236x-This version of the loop combo deals more damage.However,it won't work on iggy.For some reason,the last 41236x will do hard knockdown on Generaly not useful

Advanced combos-

41236X;6A;41236X;6A;SC;421b;miniwalk backwards;41236X;6B;41236X;6B;41236X;6B;41236X;66C/A-Best stand crash route for small stand gauges,requires a mini walk backwards to be able to link both hits of 6B into 41236x.You need to do the 3 reps of the loop without moving much otherwise it won't work.

Example-https://streamable.com/8cfhwm

41236X;6A;41236X;6A;41236x;SC;421b;miniwalk backwards;41236X;6B;41236X;6B;41236X;6B;41236X;66A/C-Best stand crash route for medium stand gauges,requires a mini walk backwards to be able to link both hits of 6B into 41236x.You need to do the 3 reps of the loop without moving much otherwise it won't work.

41236X;6A;41236X;6A;41236x;6a;6a;SC;421b;miniwalk backwards;41236X;6B;41236X;6B;41236X;6B;41236X;66C/A-Best stand crash route for larges stand gauges,requires a mini walk backwards to be able to link both hits of 6B into 41236x.You need to do the 3 reps of the loop without moving much otherwise it won't work.

623b;41236x;6a;41236x;6a;41236x;421b;miniwalk backwards;41236X;6B;41236X;6B;41236X;6B;41236X;66C-Your best route after a 214c/623b/214a setup in the corner,,requires a mini walk backwards to be able to link both hits of 6B into 41236x.You need to do the 3 reps of the loop without moving much otherwise it won't work.

236b;421c;41236X;6A;41236X;6A;SC;421b;miniwalk backwards;41236X;6B;41236X;6B;41236X;6B;236b hits;421c;41236x;6a;41236x;66c/a-Great damage to convert off of a 236b in the correct spot against stand on jotaro in the corner,the chances of being able to set up this combo is extremely small but at least its very stylish.

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