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Hol Horse - The Best Worst Character

Mar 31, 2024
One of the great things about Heritage going forward is the sheer amount of dirt that can be found in the bottom half of the list. Obviously the higher levels have access to tons of broken stuff, but the almost non-existent balance of this game means that even some of the mid and lower levels of the game also have tons of stupidity, it may not make them more viable, but it sure does. makes them more interesting. Still, you have to wonder where the line is drawn in such a crazy game, how much Grime? Can a

character

have it and still end up being outclassed by more than half the list?
hol horse   the best worst character
What kind of problems does a

character

with solid zoning, excellent Oki, good anti-air, and one of the

best

supas in the game have to have to be considered in the bottom six? the question I will answer as we watch Whole Horse Whole Horse The humble cowboy comes to unleash the power of his position as emperor in Heritage. You might be surprised to know that a hole in Heritage was actually added for the future update of the original JoJo's Venture game, which is really strange to me, the manga's author Hiro hio oraki was really into it, hence the multiple appearances he made and the fact that he was meant to join the main cast of the role, so it seems strange that when a fighting game based on Stardust Crusaders was created, he was overlooked;
hol horse   the best worst character

More Interesting Facts About,

hol horse the best worst character...

Unfinished Whole Horse Sprites exist in the JoJo's Venture data, which seems to suggest that they were at least planned for inclusion in that game when Heritage was released for the future update. Released Whole Horse was added as a passive character who teams up with j and uses his trusty weapon to become an extremely annoying fighter who can be dangerous under the right circumstances. It's all about cheap tactics and never fighting alone, as he was a giant at it. manga, it makes sense that this would translate to him owning it in the game, but he has a very interesting kit with some truly terrifying tools, although he is generally considered a zonator and has moves that can complement that playstyle.
hol horse   the best worst character
His greatest strengths come from his incredible Oki and his high cash damage starting with just normal

horse

s is nothing to write home about but there is some solid stuff to be found here, it's nothing surprising but it means you're not completely screwed if the opponent achieves it in his 5A and 2A. Both are extremely solid, the three frame start at 5A and the four frame start at 2A means they are your go to options at close range, very reliable for AAR and both button presses, they also combine with each other allowing you charge a low damage, but hey, you. take what you can get 2A also dispels any projectiles it comes into contact with which is a nice little buff 2C is a slide that travels quite far and hits low, this is a major normal but shouldn't be spammed, it offers two very important things that are integral to H's game plan, he hits low and takes down when this move hits the hole, it's a Happy Fella for reasons I'll get to soon, but be careful with normal slides in fighting games, they usually share a constant weakness, they are very unsafe in the locking holes.
hol horse   the best worst character
It is not different and it cannot be a special channel either. If the opponent blocks it or even completely avoids it, you will probably receive a big punishment. However, Hull also has two versions of the move that can be performed from a 442c script. and 66 2C will alter the glide to travel a shorter or longer distance, respectively. These versions of the move take longer to initiate, but make up for it by being specially cancelable. Either way, these moves end up being some of the most threatening on his team under the right conditions, so keep them in the back of your thoughts.
H's 5c is a very dumb normal with the ability to bounce off the wall. Wall bounce makes 5c essential for dealing big damage with a hole and has excellent synergy with some of his special moves. Decent range as he moves forward and Hole can use him in block chains to frame and trap the opponent, which is a big point for Hole as it allows him to potentially score the wall bounce and capitalize on some big damage. . H buttons in general tend to be friendly. situation and has some that are outright bad, particularly when it comes to his handsome normals, most of them are just inferior versions of his standing normals and some have worse properties.
Dash c, as an example, does not knock down, meaning he loses all of the damage potential of standing 5c ​​in addition to having a longer startup. The normal H commands are actually pretty solid. 4a is a puff of cigarette smoke and 4B is a jump kick. Both have a similar purpose which is anti-aircraft. 4 a is Overall more preferable as it has a higher hitbox and can generate combos, but both are solid. The overall strength is low quite fast, which is important for isoki and is also good for blocking ropes in the air. Hull's 5c provides an excellent jump with a long hitbox and quick start hole.
He is not a character who needs to be in the air frequently, but if you decide to jump, this move is his rock as a whole, he is a passive character. Pressing the S button will activate a unique attack for him. Emperor Bullet This is a really cool move and indicative of Capcom's ability to adapt the original manga's many powers and abilities into neat mechanics. The bullet will remain on the screen for a few seconds during which you can enter different directions to influence where the bullet flies and you can time it. in almost any direction you want, allowing you to cover areas of the screen that the hole couldn't reach.
The hole can influence the angle of the bullet fired in some of his other specials, but this one gives you complete freedom over the bullets. While it seems like it would be an epic tool for space control and zoning, the slow start compounded by the amount of time it takes for the bullet to start traveling kills, that potential has its uses in certain Oki builds that lead to takedowns. , so it's not completely useless, but again it's a situational thing, also depending on the emulator you're playing on, you can freeze the game by making certain inputs while using the move, pretty fun specials are what your game plan follows, although against certain characters it can be a threat. that instills fear in even the most inveterate players and are essential to be successful with it, but before talking about that, there are two properties that everything has and that help is the control of space and zoning quite a bit, the first is an extremely fast and the other is the unique ability to run, most characters have dashes and dashes back, but tapping forward or backward twice to make a hole will make you move forward directly.
The fast speed and overall control it gives you over your maneuverability is something that is extremely appreciated by a character who generally wants to stay away from his H opponent. The main tool for staying away is 2 36x, a straight projectile with fast start and speed fast travel. You can tilt the bullet up or down to catch crouchers or jumpers, and it can be combined with his other specials to create a wall. That can be difficult for many players and characters to cross. 236 H travels extremely low and actually goes that low which is funny but also very strong to catch people walking backwards so this move covers horizontal space but to control space. above and below him and his opponent, your calls at 214x and 623 because this can be punished with a whip, you will usually know which versions to do at the correct range just by playing, but be careful if you are starting out and don't have the low positions when hitting, the opponent becomes trapped and vulnerable to an easy Bounce off the wall 5c and even if the opponent blocks it, you stay in Block stun for an extremely long time.
It's a great blocking Ender because it allows the hole to retreat or combo, putting you in an advantageous situation regardless of whether it hits or not. The high damage potential with the meter is what makes Hole a serious contender, but we'll get to that shortly. Glass shots are an extremely annoying move with a dangerous property. Hole fires a bullet into the air and if it makes contact with the ceiling even in stages that take place outdoors glass shards will fall, this move is pretty nasty as an anti-air, it's fast and you can do 4a for solid damage and positioning , but the real danger is in the glass that falls after the bullet. hit the ceiling, these pieces of glass shards are hit as above and the hole can act as they fall, as well as being able to perform them when the opponent is knocked down, keep this in mind because it will be extremely important later, the hole has three supers. and they make his meter bend pretty flexible, the 236 AA bullet flurry is a wall of projectiles with solid damage, as well as being one of the only things he can do with a jump that isn't just normal, he has a bend. variation that makes the bullets hit them all so low, that's pretty fun, but it's also a solid reversal thanks to how low the ground hole crouches and it's a solid punishment for tandems, just be careful it can being punished with a whip due to the high recovery super hanging man causes the hole to fire three shots at the screen, if any of them connect you are rewarded with a creepy cinematic that deals good damage, all three shots have a range really good, so it's a solid punishment option, but keep in mind that it takes a long time to travel, the super also causes bounce off the wall, which is really good for the hole.
Both are good uses of the meter, it's hard to say no to such solid damage, but they are fundamentally outclassed by Hull's

best

super and perhaps his strongest tool. the 421 AA slow bullet will cause hle to fire a bullet that greatly slows down the game. This bad boy has so many uses I don't even know where to start. The damage is excellent EX, in addition to high raw damage, you can also combo it. The super slow bullet itself can be a really scary call in neutral, like the Emperor's bullets, this can be manually controlled by the player and because of the way it slows down the game, it is harder than it seems to avoid this. , I'm sure you can roll it. but it interferes a lot with your inputs due to the slowdown.
Mistimed rolls are always a threat when this baby is out. The most devastating property of this move is something I'd rather demonstrate than discuss, so please remain seated, note that in the clip. you are about to witness how AB is holding himself back and is therefore blocking low, yes, oh, it should hit like an overhead right, that's a bit strange, isn't it? Oh, all the slow bullet is unblockable, it's time to talk about holes. Okay, it's one thing to keep this guy hanging no matter how decent his zoning is and how irritating his 5c frame traps would be.
It all comes together the moment this achieves a drop. I overstated the bounce potential of the 5c wall and glass shots are over the top and for good reason. Let's tackle the ladder first, since glass shots are overhead, meaning hitting with a low level at the same time will be unblockable. The opponent has a variety of ways to get to the unblockables, but 5c tends to be his most consistent method since bouncing off the wall will do it. cause a knockdown and give you enough time to set up another glass shot which you can then combine with your low hit strength into the hangman special, potentially giving you unblockable loop builds and even if they're not unblockable you can still Strength for some Very ambiguous 50/50 with this 5S Hul can also use these situations to build a lot of meters, giving him even more incentive to go for the KD in an ideal situation.
Hul can easily make your life hell with just one fall or hang. which is not as difficult as it seems thanks to the cheats framework of it. The threat of whether or not he'll call hangman, shoot, or 5c when a block chain ends can make situations like this quite dangerous in certain matchups, especially against characters. with slow wake up times like old Joseph you can really raise hell, however this is just the beginning, these boring glass shots in 2C Loops don't compare to the more dangerous H setups involving the slow bullet for some context, this is what Whole Horse's ideal round looks like with three or four bars of meter, only a 5c can allow Whole Horse to finish one life bar completely.
The crazy thing is that even without a clean 5c hit, you can still make aLoop with the Super Slow Bullet more than three times for an easy 50 to 75% combo. This super is really disgusting and makes Hole downright terrifying to go up against. He's already a frustrating character to fight against due to a zoning-oriented playstyle, but knowing that a single street hangman can end the game entirely. and creating inescapable checkmate situations only increases the power of the mental stack this character creates again. I can't underestimate the power of slowness, but it's the Crux that H's viability hinges on, so it sounds pretty broken, right?
This character has to be at least in the top 10. You know this song and dance, that last section was very idealistic in a perfect world. Every second or third hole round would start with 5C and end with a victory screen and maybe an angry message in Cade's chat from the fight, if only that were the case. so he is overwhelmed by numerous problems, Bell, the power of the slow bullet and his Oki, his reputation in the community has never been particularly good. The oldest tier list I saw dates back to 2018 and even back then he was wandering in the bottom 10 or close to that point when it became obvious how exploitable his weaknesses were, not to mention optimizing other characters he once saw. considered low-mid tier, like Dvo, their stocks fell even further, the Heritage metaphor continues to change, albeit in more subtle ways with characters like Newak and Rubber Soul slowly moving up the tier lists, characters that were once considered worse or around the same level overall have risen while Cowboy just continues to fall, the simple fact is that H's explosive kit of unblockable builds and the nasty Oki quickly fall apart in many situations, especially when it comes to active position characters , it's been a while since I covered Heritage in a video, so let's count some.
The system mechanic activates and characters with weapon support can press the S button to highlight their support, modify their moveset and bless them with a host of benefits, among the most important of which is immunity to knockdowns, adding two and two, and you start to realize why. this is a huge problem for everyone, he needs takedowns for the TOs and without them his game plan boils down to flee, retreat, flee and also anti-air occasionally, he's obviously not the only character with Godly Oki, but if you take Whole Horse and compare him to let's say Vanilla Ice, another character with pretty decent Oki, the day and night falls in this game are super strong wake ups and Heritage has a quirk where you can't enter any buttons for a frame while you get up from a fall, this means you can't perform reversals against Oki, that's meaty, the simple version is that all those crazy 50/50s and unlockables you see players perform after a fall, you have to maintain that characters like joto and vice have mountains of fortresses that can get around the fact that a stand over the opponent can't be knocked down, but the hole doesn't share that quality, even crashing into a stand isn't a great solution.
Glass Shots can add up to decent damage against support meters, but it's extremely easy to just turtle and get that meter back. while the hole is far away, it's so weak up close that it's simply not threatening enough to scare an active position into disable. Actually getting a turtle is a pretty big problem for Whole Horse in general against most higher levels, but he absolutely needs life as he is vastly outclassed by all of them if life gets away from him it's extremely easy for most of the active STS use their excellent buttons and double jumps to camp him with little effort and this is only in a general sense because we delve into the details of the matchup. it only makes Gap even easier to point out that cacs standon vice joto path and abdol have some of the best buttons in the game and there's little hle can do to contest them if he has to come in, it usually means there's little hope of winning In-game, most of these characters are already capable of traversing entire areas and delivering the nastiest back shots you've ever seen, so the fact that you lose to them at the furthest screen ranges you want standing isn't exactly a good look for the hle character might have a chance with his zoning evening the odds with chip damage, but standon characters don't take chip damage wamp wamp as far as the details go, well it's as desperate as you think.
Whole Horse struggles to cut off Kac's Nets so have fun, you'd think Hull would be able to intimidate given KAC and Newak have one of the slowest wake times in the game which would make them vulnerable to Oki but is active, so no, this matchup is highly favored for both kacin since they both have nets and Godly standon normals that allow them to turtle into the hole and the hole can't do much against their downward rush. Pet Shop is possibly just as hostile to keep this is a miserable matchup in a battle of The unlockable Pet Shop wins in practicality because the icicles generally break but also because 2C and 4C Whi against Pet Shop when standing, since Hull can almost never set up his Oki in this match and most of his specials are slow enough.
Giving the Pet Shop enough time to get in, this means all you can really do here is a slow bullet and hope to fire off a few shots in a row once the pet shop is in or the hole runs out of meter, well then you die , I guess since CAC and Pet. Shops are still frequently banned in most tournaments, no big deal, but if you play in a tournament where both are legalized, don't expect Hold to be able to do much against the legal top three, it doesn't. much better since Vice and Joto can double tap him with a single hit and he doesn't do much better against PA, or they all have incredibly good jabs that can easily do a lot of damage in tandem, so once they come in there's no much I can do.
They are good at turning into turtles and standing their ground and they can't do much against this either. P not being able to block while the shooting star is active may have posed a problem, you can simply accompany him with your divine position on the buttons and he cannot do it against shooting star when the pole is in his face, he has difficulties especially against Vice due to Vice's strange box makes some combos much more difficult and his roles are so fast that you might think you're just rolling, but this opens up another unique problem. has the throw of the whole

horse

is punished by hitting against a good part of the list, you can recover before H's animation ends and punish him for making a throw if Whole Horse successfully rolls with a throw, unless throwing mate at all the player is punished for making the correct read God I love this game, this makes it even harder to deal with the turtles.
I think perhaps the biggest problem Hole in the Void suffers from is the extremely high risks he has to take, since he is a character who makes a lot of mistakes. He needs to hit 5c to get the big damage out of him, but think about how many characters can land a jab and end up in an even more advantageous situation than Hull would have after the best openers from him. Hull's quicker openers, on the other hand, lead to great hitting. The disparity in damage haunts Hole and forces him to play an extremely slow game that only gives the Superior character even more time to land a winning blow, so let's recap.
Hull is extremely reliant on takedowns he can't take down active or weapon support characters when in standon mode H's best damage requires him to use risky moves which if blocked or whipped can easily kill him if he can't take him down it depends on poor zoning and an anti-aircraft system that cannot call. he rolls out due to a shitty throw and gets close to the top TI in pretty much any weapon or active position, but if he gets that decisive 5C and has the meter to do a slow bullet loop, he kills you. The slow bullet does a lot of heavy lifting for this. character, it's crazy, the back of this movement is killing him because of how hard he takes it, he would be a beautiful character without it, right?
And here we are Whole Horse and Boingo, who were Cally known to the community as Hindo, are one of the six secret characters in Heritage and like the other Sans Khan, is a modified version of an existing character. It's extremely funny to me that two versions of Hull were added in Heritage, but the funniest part is that Hingo is even worse than regular Whole Horse. usually seen as the bottom two, right at the bottom of most tier lists, along with Mariah Boingo, takes the already pretty thin basic hole kit and strips it away, leaving it figuratively naked in a game where it doesn't really you want to be like that It is based on the moment in the manga where Whole Horse joins Boingo, one of Dio's assassins, who has to resist in order to predict the future.
This means that in the game, Hingo loses access to all of his moves involving the hanging man and so does he. he misses the slow bullet for some reason, you can probably already see where this is going, but it wouldn't be much fun to stop there without describing his unique tools. Hinko holds down gunshots and glass shots as well as most normals, but unfortunately they are harsh. Downgraded from Whole, some normals like 2A and 5c had their startup and recovery increased, making it even worse in pressure and frame capture, something that is only exacerbated by the lack of the hanging man.
Boingo's meterless damage is miserable but without the option to scare a smashing or jumping opponent. With the threat of being choked in a fall you don't have much to make people respect you with this character as I mentioned, Hingo doesn't have the super slow bullet, instead he takes two new ones that don't exactly make up for it. the pipeline, I'm honestly still not sure what to say about this. Hingo shoots a bunch of bullets at a pipe and after a few seconds they will start shooting at a certain angle that changes depending on which buttons are used. he activates the super, the bullets that are fired are unblockable and you can do combos after they hit, allowing you to do decent damage.
The best hindo usually realistically solves the problem, the super is so fucking slow it already takes forever to start so you're not configuring the settings. this unless your opponent decides to go AFK and drop you with 5c don't even think about using this in neutral it's not happening bullets being unblockable is a strong property that can't be denied but this super has a fatal flaw that sort of thing is fixed if you hit Hingo while the pipes are up, they will disappear. This super is very ingenious. The initial hit is unblockable and doesn't deal any damage, so you can make memes with it, but overall it's just not a particularly useful super, aside from the fact that your opponent pretty much has to let it happen, the reward on hitting is pretty lackluster, especially compared to his other super, the truck is a command throw and Hoo's main meter, as well as being his best combo tool afterwards. a 5A or 2A also causes a knockdown and allows you to set up Oki, he's punishable for that so be careful with his jumps and pushing blocks, trying to score this throw is a tricky business because Hingo doesn't really have any way to do it.
Threatening the opponent to stay in range in a position where he can make any type of strike pitch would make this a valuable option, but for punishing, a button on the truck is always reliable. H makes two unique sup downs, do they make up for the loss? slow bullet at all, there is one more unique property of hingo to discuss and that is that the button on his s hoo fires a controllable bullet like hle, but hoo's bullet is one of the few aspects of the character that is far superior to the normal starting hole. Much faster, which means it's actually a practical and neutral, if risky, tool that the guy needs when he can't do anything up close, but with the ability to time the bullets' movement in different erratic ways.
Hingo appreciates this as an approximation tool. and as a zoning tool, hingo plays a similar hole in many ways, annoying glass shot, high and low combos, zoning and some low damage combos up close, there are things they can both do, but the main difference is that Hull has the slow bullet that hits it best. takedown rewards he's infinitely scarier to face in neutral than anything hindo has and without him he's just an annoying guy you can make something work that's been tested by people like puzzle 3301 Zeta and goroam hindo may be swimming at 82 and 91, but as long as you have the mental strength to run around and piss people off, you can have some fun with ittalking about Whole Horse.
It's not totally useless either. His strengths must not be undermined. A passive position with damage potential. It is not common to come across such easy holes and it has a good number of players who have shown the potential of the character, such as spoy mnogi Mr business, the aforementioned puzzle 3301 and tex Western, who won the Heritage tournament at CEO taku 2022 using the hole The Power Tournament is a series of online tournaments run by a person named Surubu and the most recent edition of the tournament that featured Heritage for the Future was won by an all-rounder named Autumn Falls.
You will often see newer, inexperienced players expressing anger towards everything. he is a Zoner and can kill you with very simple mistakes, so it is easy for him to do something new but with little effort; However, more experienced players will know how to exercise patience against the hole without taking advantage of big mistakes to cash in with slow bullet loops that he writes. of just has to weaken you, which is a dangerous game when fighting an active standard, you should only play a high level hole in general, fairly deliberately consistent anti-airs are something that all top hole players are excellent at and it's important to him, but this way he's making sure he doesn't spread himself too thin.
Hole can cash out after risking a lot, but those risks can just as easily get him killed in some ways. She's somewhat similar to Mariah, so this video was a little difficult to write. They are both zonators that I struggle in The Meta because I can't use their powerful Okon active stances, obviously there are more differences and it has more practical damage and doesn't need to be leveled up to not be terrible, but it's a fun comparison. I spent some time. Playing the hole just to get a feel for the character is extremely fun, but it requires some pretty quick thinking and good skill in choosing to make your moves punishable means it's very easy to make a bad Hang Man or glass shot and get punished for This, so it's important to recognize when to use your safest tools to create space between you and your opponent and when to go for those delicious TOS.
It may be annoying to fight, but playing it and watching it was a lot of fun anyway, that's all for now, as always. Links to the players whose replays were used will be left in the description. Thanks for watching. Have a great night and take care.

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