Polnareff

## Introduction

**Jean Pierre Polnareff** (ジャン・ピエール・ポルナレフ *Jan Piēru Porunarefu*) is a core ally in *Stardust Crusaders*.

In Stardust Crusaders, the Frenchman Polnareff travels with Jotaro and Joseph to avenge his sister, who was murdered by a man with two right hands.

In Heritage For The Future, he is a top dawg with top tier mix-up tools, combo potential and buttons/tools.

Unlike most other characters, Polnareff is a charge character, meaning that some of his moves require the use of charge motions (holding a direction, releasing and pressing a button)

### **Pros and Cons**

**Pros:**

* Good mixups
* Damaging Combos
* Many reset points in combos
* Amazing normal buttons
* Good specials
* Amazing pressure game
* Just shits out meter
* Colors palettes aren't completely trash
* Can run "his" game without much problem
* Not hard to execute his most important combos

**Cons:**

* Hard to punish opponents rolls because you most likely are buffering charge moves
* Bad Okizeme
* Need a controller (keyboard, stick, pad, etc.) and a layout that allows you to hold down buttons comfortably while being able to press other buttons at the same time in order to use all of his options.

## Movelist

### **Stand Off Normals**

'*5A: 5A **is a basic anti air. It's not special. Has one use which I will go over in the shooting star section.**
 2A: 2A **is a basic looking low. It's good for combo filler and you will be buffering your charge moves from** 1A**.** 2A **starts up really quick and beats the startup on a lot of other character's lows.**
 J.'***A:** Out of all of Pol's stand off jump-ins, this one has the least amount of priority. "So it must not be good right?" WRONG YOU FUCKING DINGUS. You can use it at the end of jumps to be a little sneaky boy and even get a full combo off of it after. Plus it comes out so quick so at high level play it can be the key to checking someone for trying to press a button.

**5B:** Dont use this move ever. For real.

'*2B: **Without the stand being out this button is actually just an inferior version of** 2C**. Use** 2C **over this for everything unless the stand is out.**
J.'***B:** If you are new this should be your go to button for air to airs. So much priority on this shit. It's his best jump in and best air to air. Just flat out beats a lot of things and hey guess what, you get a full combo if it connects.

**5C:** Another move you should almost NEVER use. Not even that good in combo filler. Really more of a style thing you can add to combos, but on its own it's actually terrible. It can anti air but Pol has wayyyyyy better options.

'*2C: **THE BUTTON. It's so creamy and juicy. Literally you can just out poke tons of people on the ground because of its range and its quick as fuck startup time.**
J.'***C:** Not a bad jump in, but it doesn't have the priority of **J.B**, so just stick with that one yeah? I would say the only thing it has over **J.B** is that it does more damage, mostly to the stand gauge, so it could be dope af for stand crashes. It also has one other weird use which I'll get to later.

**2B and 2C while the stand is outside of Polnareff in stand off mode:** These buttons get different properties when chariot is outside of pol's body when he is in stand off mode. The **B** and **C** version are the same exact buttons with the same properties. This is a really good ass button to do after the dashing variant of this move.

### **Stand Off Dashing Normals:**

'*d.5A: **Dashing version of** 5A**. Same thing.**
d.2A: **Same as** 2A **but dashing. Wouldn't recommend the dashing version of this move.**
d.'***5B:** No just no. Don't

**d.2B:** Dashing version of **2B**. Don't use over **d.2C**

**d.5C:** A dashing version of his **5C**. An interesting property is that if you end a combo with this you will get a knockdown. Pol has no good oki, but hey it can throw people off. Still not recommended though

**d.2C:** GOD'S GIFT TO EARTH. For real, this shit is such a godlike dashing poke. Same button but now on the move. Should make your pants moist in no time.

**d.2B and d.2C while the stand is outside of Polnareff in stand off mode:** Like the non dashing version of this normal, both the **C** and **B** version have the same properties. This will be your main dash in attack to start your pressure in stand off mode. It's SUPER good and has sooooo much fucking hitstun/blockstun. Like you could live off of it as a nutritious breakfast if hitstun/blockstun were edible.

### **Stand On Normals:**

**S.5A:** Far away it's not a bad poke but it's not the best. Close up the move might be different but I'd say the same things about it **.**

**S.2A:** Super quick low. Not really a good starter for something damaging/cool though. but **D.S.2A** on the otherhand....

**S.J.A:** It's so fucking subtle that from up close this is a great air button. Plus the hitstun on this (and every other stand on jump in) makes it so you can lead into a full tandem combo. Oh yeah this crosses up as well

**S.5B:**  A good anti air but a shorter version of **S.5C**. Use **S.5C** instead dumbo

**S.2B:** Don't use outside of combo filler for the most part. Really only want it for very specific hitbox/hurtbox situations.

**S.J.B:** Like all of pol's stand on jump ins, this one is amazing. I personally prefer it the most because of its disjointed hitbox and the range. Plus like all of his stand on jump ins, you should have enough time to combo after confirming.

**S.5C:** Good anti air that covers all the areas your other ones can't hit. Don't sleep on this

**S.2C:** Not a bad poke because of its weird ass hurtbox and covers a good distance. Not really recommended though when playing neutral. Essential in stand on combos
**S.J.C**: My least favorite out of all 3 stand on air attacks. It's most pol main's favorites though out of all the 3 stand on air attacks. It's REALLY good for tech chasing in the air especially if you know they're gonna mash a button after the tech. As a jump in I prefer it the least. However you can get a full combo after a jump in and....it does a good amount of damage to the stand gauge so could be dope AF for stand crashes.

### **Stand On Dashing Normals:**

**d.S.5A:** Can start some good combos, but really what's dope about this move is if it whiffs it propels you foreward quickly and could be used as an empty dash into throw :D Though if you're new you're probably never going to do that D:
**d.S.2A:** ...This is a really good combo starter and can link into **S.2A**. Really important you learn how that links if you want to get a good start on learning Pol's stand on mode.

'*d.S.5B: **Strangely enough if you want an anti air with this type of hitbox while dashing you will be using this over** d'***.S.5C** because **d.S.5C'**s hitbox is different. Covers some good angles that his other anti airs don't cover so not a bad button.

**d.S.2B:** Same move but dashing. Same stuff on it.

**d.S.5C:** I like to think of this move as a big boy version of **d.S.5A**. Covers a lot more ground and propels you forward so it's not a bad tool at all for movement. Plus as an anti air it does a decent job.

**d.S.2C:** Just a dashing version of **S.2C**, not good outside of a confirming a tandem after standcrash.

### **Command Normals:**

**S.4B:** THE BABY MAKER. This move is so damn good. Mostly because of it's priority and also because it's hitbox is so small and effective while your hurtbox really isnt at risk of being invaded unless you throw this move out at dumb times. You can get chariot to continue using this normal in rapid succession if you hit **C** then **B** then **C** etc.. If you chain into this move from **S.2A S.2B**, it becomes some other trashy move so don't do that.

**S.6B:** Don't use this against enemies on the ground. The modern day other fighting game equivalent would be the DBFZ universal **6B**. This shit is not good and is minus on hit, so you'll get punished for landing this shit. "But hey doesn't it have i-frames on the lower part of pol's body UWU <3<3<3<3??" STFU nerd this move stinks worse than smashers at your local Mickey D's. The only redeeming thing about this move is that it's a subpar anti air (still sucks ass don't use pls).

**S.6C:** A worse version of his **S.4B**. Don't use.

### **Remote Mode Normals:**

The normals are all the same as his stand on mode normals. The only difference is everything uses links instead of magic for combos, and his **6b** is actually useful as a poke in this mode because it has some janky hurtboxes while its hitbox is pretty dope. Also worth noting is his **d.b** is actually really good in remote mode, it kinda slides forward like a tackle and is just dope. Since remote mode is SUPER situational, I advise you to explore it after you get really confident in your Polnareff.

### **Special Moves:**

**Million Pricks** **(Mash A or B or C):**

Don't use. There is like one really dope ass combo that's harder than his most important bnb which uses it. Outside of that don't use it. For real, just don't.

**Ray Dart ( [4 or 1](6 or 3) A or B or C ) :**

**Shooting Star ( [1 or 2 or 3] (7 or 8 or 9) A or B or C ) :**

Stand off Chariot goes to either end of the upper portion of the screen and bounces off the wall. Very unique move that Polnareff has, and if you hold the button down longer Chariot stays on the wall, and accumulates more hits towards your opponent the longer you’ve held the button down. Also the button you press dictates which wall Chariot goes to. **8A** and **8B** send Chariot to the wall behind you at different angles. **8C** sends it to the wall opposite to you.

You can also roll right after sending it out and keep chariot on the wall by keeping the appropriate attack button held after inputting the roll. You can also roll with chariot on the wall after the opponent supers by inputting the roll during the end of their super flash and keeping the appropriate attack button held after inputting the roll.

This move is used for near unblockable mixups, pressure strings, and combos. Learn and master this move, use it, use it, use it!.

One important thing to note is that Chariot hones into where the opponent's stand is after you release. So be careful!

DON'T USE STAND ON SHOOTING STAR

**Needle Pierce:** **S. 214A or S.214B or S.214C:**

Chariot holds out its sparkling sword for an instant and then slashes immediately. If you hold the attack button down it delays the initial hit until you release that attack button. You can stop Chariot from starting the attack by pressing **S**. You can combo into this from a stand on ray dart, but it's distance dependent (you need to hit them with the tippity tip of chariot's sword after ray dart to combo into needle pierce). If you combo into needle pierce, it will knockdown the opponent on the last hit. You can also combo into his last shot super after the needle pierce if the needle pierce was the first hit of the combo. It really blows as a move in general. It's okay at best as a frame trap, but its biggest weakness is like the opponent can down tech and punish you after the last hit of the move most of the time. Same goes if you use last shot super at the end of needle pierce. If you manage to knockdown with needle pierce, you don't have enough time for oki because of it's recovery time.

**Remote Control Mode:** **(In Stand Mode) 6AB or 6AC or 6BC:**

 It's as the name implies.

**Stand Attack:** **(In Stand off Mode) 236S:**

Really only useful in a few situations. The biggest being fishing for that last hit of health and getting a stand crash. Do not use this outside of combos. Will send Chariot out into remote mode btw.

### **Supers:**

**Armor Takeoff:** **236AA** (Two Attack buttons that aren't S)

It has a lot of I-frames on startup and can catch people being a dumbo with jump ins. IT'S NOT AIR UNBLOCKABLE, so I personally do not recommend it outside of combos.

"*This move also isn’t affected by damage scaling when you combo into it from a jump-in **C** to a **2C** (I’m not sure why, but it just is), so if you can pull that off if you can guarantee that you’ll connect the first hit.* "

-GameGeezer (2008-2018)

It's not a glitch however, just shitty programming. For every character, a combo will or will not scale based on what moves you use in it. **J.C 2C 236AA** only uses moves that don't start scaling on the combo which is why it doesn't scale. Thanks Capcom. Great job.

**Last Shot:** **214AB or 214AC or 214BC**

It's really not consistent in combos so don't think of it as a tool outside of a neutral tool. Each version has different properties so I'll just give you the skinny.

* A + B (The horizontal one) : Really good to pull opponent in if super duper far away. NEVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER EVER use this up close. It has I-frames sure, but there are just way better options and you will eat a guard cancel up close. I learned the hard way....

☀https://clips.twitch.tv/HardAntediluvianLyrebirdPraiseIt

* B + C (The vertical one): Only "good" after needle pierce. Useless outside of that imo.
* A + C (The Diamond one): Good for wacky space control, but really I do not recommend this one ever except after needle pierce and even then it's pretty random.
* Air last shot (the air version): Don't use it unless you whiff punish and it's the last hit.

> DON'T USE THE STAND ON VERSION OF LAST SHOT EVER
>
>

**Silver Chariot Requiem:** (Level 3 gauge) **63214AA**

Puts the opponent to sleep. Fun fact if you do it in response to a normal DIO or Jotaro Za Warudo it will beat it out (Thanks Potatoboih). Outside of that, you will never land this against someone with a brain. For real, I'm not even trying to be an asscheek. There are 0 setups for it. DON'T USE!!!!!!!

## Combos

*Note [number] means that you will buffer the charge input at this point. (number + attack) means you will release the charge input at this point and input the attack button necessary. [attack] means hold that attack button. (attack) means release the attack button. Text in italics are comments or things that aren't normally part of the notation, but are important for how the combos are layed out here.*

### **Important Combo Starters**:

**Note: these 3 combo starters are his most important to know if you want to get at least decent with the guy. Use these to start your combo and then choose one of the Tandem Enders to end your combo. This is a guide for beginners-intermediates. Advanced combos will not be covered, however if you wish to learn more difficult combos I have provided links to various good combo videos of Polnareff below.**

#### **Midscreen and Corner**

**[2](8[c]) d.3b 2a, (c) *Let Shooting star finish hitting opponent,* d.3c, 2c, 214S, (ABC X 4-5), *Tandem Ender***

It might be an eyesore to look at in notated form, but I promise you it's a lot easier than it looks. Probably his most practical and deadly combo starter. Learn pls!

'*d.S.2a S.2a S.2c 214S (ABC x 4-5) Tandem Ender
**Very important to note that a stand on jump in is optional. This is your go to tandem starter with the stand on. I used to recommend just** S.2aS.2c 214S **but doing a** D.'***S.2a S.2a** allows you to close any distance you had and for the most part guarantees that the tandem will connect after the **S.2C**. Also Note that the **S.2C** whiffs on some crouching opponents, so be careful and don't use it on opponents that are teeney weeny and are ducking.

#### **Corner Specific**

**[1]a 1a 1c (6)c d.3c 2c 214S (ABC X 4-5) Tandem Ender**

This is the corner specific stand off tandem combo. A jump in is optional here. It's really important to know as it can allow you to clinch out some matches, but you probably won't be using this one very often.

### **Tandem Enders**:

**This is what you will be using after the tandem ends to either end the combo or set up for something cheeky. These are basics, I'll go over some extensions a little later**

**Midscreen and Corner**

**J.c 2c 236aa**

The simplest way to end a combo for a damage route

**J.b [2]a 2a 2c *UNCOMBO* (8)[c]...**

A really consistent way Midscreen to set up for pressure again after a combo. Also useful in the corner too

#### **Corner Specific**

**J.b [1]a 1a 1c (6)c d.3c 2c 236aa**

A very simple and effective way to end the combo if you are looking to get a super off. Really only good for the damage though and if you know it will kill as you don't get any good setups after the super ends

**J.b [1]a 1a 1c (6)c d.[3]c 2c *UNCOMBO* 2c (8)[c]...**

Not a "combo" but a simple and effective way to go for another mixup after your tandem. It's quick and dirty and you basically force your opponent to block another shooting star 50/50. What you do after the "..." is up to you.

###

### **Combo Extension Stuff:**

*Just some basic combo extension stuff if you want to do more damage.*

#### **Midscreen Extension**

After tandem, instead of going for another mixup, it's possible to loop back into tandem for 2 meter (which you'll probably have, because Polnareff shits out meter as though he overdosed on MiraLax). When tandem ends, you can go for **[1]a 1a 1c (6)c d.3c 2c 214AB**. Wait until the final hit of **214AB**, go in with **d.3c 2c 214S**, and then go back into tandem. It's a great way to secure extra damage, though going for a mixup with shooting star instead is great as well. Here's an example for all you shameless weiners: https://www.youtube.com/watch?v=U3ecjct5XHY

#### **Corner Loops and Extensions:**

**Ray Dart Loops:** After stand off Ray Dart hits in the corner anywhere in a combo, you can choose to go for **d.[1]a 1a 1c (6)c**. This ray dart combo can actually be looped! Here's an example of what I mean: https://www.youtube.com/watch?v=v8qLd1pM5MM&lc=z23xt3c5fsibhzy0uacdp43bu5we5lshucg4owtfkpdw03c010c

**Shooting Star Extension:** After stand off Ray Dart hits in the corner anywhere in a combo, you can choose to go for **d.[3]c 2a 2c (8)c 2a d.3c** **2c**. It's a gnarly extension and can do extra damage without you having to worry about being a loop weenie, though weenies rejoice, as it can also be looped. Here's an example of that: https://www.youtube.com/watch?v=hA4-v3f\_n24

* You can also choose to do it like this as well: **d.'***[3]c 2c (8)c 2a d.3c 2c,'* but it's harder to buffer the charge while easier to link the first **3c** to **2c**. Here's an example of that: https://www.youtube.com/watch?v=x7Qw-UL3jTY

Just a heads up, all this snazzy stuff is tracked by the ips (the infinite prevention system) so be careful buckos. I can't explain how it works (because no one knows) but you should able to get at least one extension.

###

### **Simple Stand Crash Stuff:**

*Very easy and effective ways to continue combos after getting a stand crash outside of tandem*

**Stand off mode**: Use **d.2c 214S** after a stand off stand crash

**Stand on mode**: Your best bet in most situations is either **d.S.5c 214S** or **d.S.2c** into **214S**. It can be pretty tricky to land because I know that most stand on stand crashes happen from a distance. But hey it beats going for a raw stand on **214AB**.

**After 236S**: This is pretty damn dope as **236S** can give you a well needed stand crash in some situations. You wanna input **d.c 236aa**. However, if close enough, you can actually do **D.c 214S** and it will combo leading to some very deadly damage off of your fished standcrash. (Thanks Jin for that info) You can also do **d.S.2a S.2a S.2c 214S** or **d.S.c S.2b S.2c**, but they are affected by the ips so watch out kiddos.

###

### **Youtube Combo Vids**:

https://www.youtube.com/watch?v=TLtwbDqiORQ : Basic bnb video showing you what his basic combos look like in motion. The first two and the one starting at 1:30 are the ones I notated in "Combo Starters" and are the most practical in my opinion. Either way it's a good visual aid and can help you see it all in motion.

https://www.youtube.com/watch?v=wyLQU-N8QVU : Good video to understand what links into tandem and what doesn't

https://www.youtube.com/watch?v=dI6S7k-DbQo&t=4s : This video has a lot more advanced stuff in it for the most part. It is really helpful to understand why each thing here links with what it does. Outside of that it's really not mandatory to learn any of these full combos, but it can introduce you to some neat ass extensions.

https://www.youtube.com/watch?v=ozd88rtIpFs : Made by combo hero Kain. Has some very unique stand crash combos. Again not mandatory stuff but very stylish shit in here indeed my man

https://www.youtube.com/watch?v=hg4tnL6zBwI : This one might say "bnbs" but it's really not what's accepted as his bnbs. Still, it has some really really really really weird and dope combos that are mostly for style.

## General Strategy

### **Stand Off:**

While stand off, you are mostly going to be playing offensively. For the most part you will be trying to fish for moments where you can get out **C** shooting star and pressure them in order to force your opponent to stay on the defensive. Here is some stuff before I go into his stand off **C** Shooting Star aka the neutral winner.

* Some things that shine about him while in stand off is his **J.b**, **2c**. They are both fantastic for poking while getting you in the opponents face.
* If you don't want to turn on the stand but want to run away, full screen **C** version of ray dart is good at controlling space from a distance, plus it catches upbacking and is air unblockable.
* You can use **S.4b** to immediately turn your stand on and do his **4b** if you want to do a tricky poke. Same goes for **s.5c** is you want to do an immediate anti air.
* As previously mentioned, **214AB** is a good tool to control space

The following is an essay about **C** Shooting Star which is basically your most important stand off tool:

###

### **C-Shooting Star:**

Part of what makes Polnareff so dangerous is his stand off C version of Shooting Star. The move hones into the opponent, Pol can control the timing of when the move hits the opponent, and Chariot hits overhead. Learning to properly use this move grants Pol crazy pressure. The end result is the ability to freely trap the opponent into crazy 50/50s that need to be TAS blocked. These mixups lead into his full BnB combo and can net crazy damage.

As previously mentioned, you can roll right after you send Chariot out. Furthermore if the opponent supers or tandems you can also roll again as long as you hit the attack buttons right after the flash and hold onto **C**. While not technically CRAZYYYYY WICKEEEEDDDDD execution wise, getting the hang of that will allow you to dodge supers or tandems and even punish the opponent for thinking they can get you with some metered stuff.

#### **The basic formula for mixing your opponent with Shooting Star is this:**

* Send out **C** shooting star and keep **C** held
* Keep your opponent grounded (using **2a** right after sending it out or **J.b** are good ways of doing this)
* Use his lows and a well timed **C** release to make sure your opponent has to guess which comes next (the low or high). Here are a few examples of what you can do:

**D.3b 2a** (release ss) **D.3c 2c**

**D.3b** (release ss) **D.3c 2c**

**2a 2a** (release ss) **D.3c 2c**

(release ss) **D.3c 2c**

Obviously these are some examples but for the most part, the opponent will have to guess which will come first, the lows or the overhead. And even if they do know or guess, it's so hard to block. Either way make sure to set up the beginning so that regardless if either the low or high connects, you can still continue the combo. There's no good way to explain that other than personal experimentation and getting it down with muscle memory.

* If shooting star is charged up for a while, when it connects it will do more hits. Time the follow up if that's what connects very carefully.

* The formula remains the same even after combos, which is why I recommend never going for knockdown as Polnareff, and instead opting for uncomboing into a shooting star mixup.

Now obviously, the strategy is not all cut and dry. So here are some basic things I think about/do after I send out shooting star but before I get them to eat a mixup:

* Generally if you are up against someone who plays more defensively what you are going to want to do is send out shooting star and go for a dash then a hyper hop **J.b**. In the best case scenario, this will lock them down in the air and should allow you to continue with something when they hit the ground. It will also allow you to keep them on the ground if they are already there. Then after you are free to open them up with **2a** and shooting star.

* Another approach if they play more defensively is to **d.3b** immediately after sending out shooting star. This will keep them in place and allow you to use **2a** or **2b** and shooting star to mixup since **d.3b** with the stand out is plus a trillion on block.

* If they are super aggressive its not a bad idea to roll after right as you send out shooting star. Generally if they play really aggressively you will roll past an attack and be able to immediately HARVEST THEIR BLOOD by just releasing shooting star late into your roll. Then baddabing badaboom you get a free combo.

* Backdashing is also a great option and I feel it's personally good if you just want to sort of test the waters with your opponent. It is also good if they are aggressive and have caught on to you rolling after sending out shooting star (since they can grab you out of your roll). A good strat with shooting star and backdashing is to whiff punish your opponent after the backdash if they get too aggressive, or to just backdash and jump in (since Pol's **J.b** is GODLIKE).

* Remember, you can always just let the shooting star hone into your opponent if you notice they are starting up some move and just get some simple free damage.

* If the opponent rolls, **2a** after their roll ends while sending out the shooting star will catch most people

* Also if you notice your opponent just neutral jumping a bunch when Shooting star is out, you can hit them with **5a** since it is air unblockable.

###

### **Stand On:**

This is not going to be as much of an essay as the stand off section. That's because for the most part stand on mode is pretty simple. You are basically going to use your buff ass normals to turtle/poke them to death. Some really good ones to turtle with as previously mentioned are **S.4B**, **S.5C**. A secret japanese turtle strat is cancelling **S.4B** into ray dart. Basically if you go full out stand on mode, you will be winning one hit at a time.

If you don't wanna be a full on turtlareff, you can pressure with the stand on. His '*d.S.5C **and** d.S.5A **are good ways to approach while also creating some nasty hitboxes in front of you. On top of that,** d'***.S.2A** is a good approach and also leads into some big kid combos. You can also poke into confirms with his Stand on air attacks. They are all really nasty and lead into that good juicy tandem stuff.

Something REALLY good about stand on that I use it for, is movement. You can usually get to wherever you want to go by having access to his floaty double jumps.

If you want some stand on cheese, you can catch a lot of people with his double jump into an air normal. It's not really a use 24/7 strategy, but it can catch a lot of people off guard especially since his **S.J.A** crosses up.

### **Remote Mode:**

This is extremely situational. But basically you will either use remote mode to fish for a stand crash and extend your combos through it, or you will use it to squeeze out the last bit of damage you can possibly get in a combo if you run out of meter.

However, there is one situation in which you could use remote mode to your advantage. If you end your combo in the corner with 236s, you can basically trap the opponent with chariot. If the opponent tries to jump you can hit him with an anti air. If the opponent tries to roll, you can react with a grab. If the opponent somehow sneaks around chariot and goes to hit you, well guess what buddy, you can tandem and punish them for even trying to touch you.

I advise you to never use remote mode in a serious match. Although I do advise you to also experiment and prove me wrong.

### **Other Important Things:**

- If you want to wake up reversal, use his tandem. Much I-frames, much options, much do it.

- Polnareff builds meter like fucking crazy which is good for a lot of reasons:

* You will almost never be limited when doing a combo by his meter.

* He can whiff punish a lot of things with his Last Shot super. Just for real, don't rely on it. It is mostly good as a last hit sort of thing.
* You do not have to worry about wasting meter on a wakeup tandem, or neutral tandem if you want free I-frames

- Tandem Tricks:

* Inputting more than 5 (6 if you time it well) reps by default for tandem will cause his million spits special to come out. So if you want to get more reps, you need to input a ray dart in the middle of your tandem before the 5th rep. After you do so you will be able to extend your tandem reps. This is for people with quick af fingers. (Example ABC ABC ABC AB4C 6ABC ABC ABC ABC)
* You can do some nice unblockable loops by inputting shooting star a shitton in tandem. It's pretty fun to do. Though I'm personally still debating on whether or not it's ever practical. At the moment I use it a roll punish or a way to try and get something off of a whiffed tandem. It also isn't bad to open up the opponent (just dont input too many shooting stars). Anyways to do the "woohoo loops" just input **2a8a** a ton. The reason you do A instead of another button is because the A version keeps Chariot on the same side allowing you to combo properly. (Example **2A8A2A8A2A8A2A8A** x a trillion)

## Matchup Strategy

#### Abdul

The biggest thing here is you want to avoid getting hit by avdol's deceiving buttons. Also to beware of any wild avdul reads. If he hits you with his supers, it's like half your health. Really though, as dumb as it sounds, this matchup will feel similar to your matchup against Jotaro. Just try not to get hit by any overheads.

#### Alessi

The most interesting thing to note about this matchup is if alessi runs backwards, the Shooting Star will always whiff regardless of which button you use. That being said, you just gotta approach Alessi and get in his face before you unload your steamy shooting star pressure

#### Black Polnareff

Similar to chaka, you really shouldnt be too worried about this matchup. But also similar to chaka, watch out for wild supers.

#### Chaka

You can run your pressure the same as usual BUTTTT, watch out for chaka's long range normals and his supers. Other than that, this is a really simple matchup for Pol. Personally do not recommend ever going stand on strangely enough for this matchup, since his normals are deceivingly good, especially his **J.C**, making Stand On play a little less worthwhile than Stand Off. But if you must, **S.4B** deals with his jump ins very well, just don't use it at dumb times like when he's right up in your face.

#### Devo

Against a good ass devo, this will be like a 4 player game controlled by 2 people. First thing to note is your stand off normals will beat the startup of every one of devo's normals. Sounds good right? Well, if devo has meter, he can punish you with the crazy i frames of his super of you mistime shit. BE CAREFUL of charge buffering near the puppet. The puppet can instant overhead you into a combo. Turning on stand and moving will be the key to avoiding good puppet placement. If he tries to spear loop you on wakeup, YOU MUST TANDEM. Otherwise you'll probably get fucked. But be careful, devo can cross you up on your wakeup as well and also fake spear loop meaty you. This matchup will play out like scenes in the Matrix so be ready and on high alert 24/7. That being said, it's in Pol's favor.

#### DIO

Similar to Jotaro, dio really can't handle the shooting star pressure. He can stall in the air with his air mudas, though you should be able to hurt him with it. The biggest thing to watch out for is his stand on knives. Other than that, if you get caught in a blockstring, just breathe and pushblock and use **2c** to punish to give you some space. You can also punish DIO's grab as Pol with either tandem or **214AB d.3c 2c 214S**. Here's an example of that: https://youtu.be/XWSyufFKPvQ?t=74

#### Hol Horse

I wanna say this is Free for pol. SQ's Matchup chart says it's bad but not too bad for Hol (UPDATE: SQ now says this is a 8:2 matchup in Pol's favor on his updated tier list). There are almost no answers to Polnareff laying down the hurt. The biggest thing here is Hol Horse's 2a comes out at the same time as Pol's 2a. Also hol's 623A if timed right can prevent C Shooting Star as well as a properly timed slow bullet. Also, as with most the cast, Pol can do a full combo punish on hol horse if he grabs you! Here's what I mean: https://youtu.be/JOWtP8bZ1NE?t=44

#### Hol & Boingo

Same as above but more free imo. His S Bullet is fast as fuck, and will often be used to keep you from getting close. If you have Shooting Star up, he may use S Bullet to take it out. Really though, he has even less answers than Hol when it comes to being up close. If you don't get too predictable with C Shooting Star, you're pretty much guaranteed to get it up. And if you get in it's over for him. Also remember that you can roll while sending out Shooting Star and still keep it out. This will make his "zoning" wayyyy easier to deal with.

#### Iggy

Really the biggest thing here is that you cant effectively go stand on mode against iggy. Other than that, be wary of his weird normals and weird anti airs.

#### Jotaro

Basically you can force Jotaro to be on defense most of the match by using shooting star to pressure. He doesn't have much good answers to that, and the few he does require some fighter jet level reaction times. If he gets too aggressive using **2c** to poke him when he's minus and up close is the life saver. One important thing is to be careful about buffering shooting star on block or when hit. If Jotaro drops his bnb during the hop and you are too focused on the buffer, he will be able to continue the combo because you'll be too dum dum to react at that point.

#### Joseph

The only thing Joeseph has against you is his damage output can be scary. Other than that, he has no real good ways to approach you

#### Kakyoin

Probably Pol's worst matchup. You will have to utilize stand on pressure if you want to win against a good kak. The key is here that you really have to outneutral kak. If he tries to camp around with webs, you gotta use **d.S.C, d.S.A**, or one of pol's stand on air attacks to poke out the webs. Be careful though, as sometimes these webs are baits. One important thing to know is Web can punish you for attempting shooting star. This is probably one of the better examples of a top tier jojo's matchup, because whoever gets the first clean confirm will generally win the match (Pol will be able to force kak into a shitload of mixups back into combos after his first combo and kak can force pol into respecting his layered oki after his combos)

If your opponent sucks at kak though, you should have no problem opening them up with shooting star.

VERY IMPORTANT TO NOTE: **S.2C** whiffs when kak crouches and is punishable. YOU HAVE BEEN WARNED

#### Khan

The biggest thing you have to watch out for is him doing **J.c** on you a bunch while you are charge buffering, or using **J.S** to hit Shooting Star in the corner. Other than that, he has no really good ways of winning.

#### Mariah

This one is actually really weird. You might be forced to pressure in stand on mode if she gets enough charges and uses the plugs in a smart fashion. Be careful, shooting star will hone in on the plugs and it can actually damage you and give her a level/

#### Midler

For the most part midler cannot run her game. The biggest threat is her cars, so always be on the lookout. If they jump too much you just gotta play it safe and anti air a ton in stand on mode.

#### New Kakyoin

Shooting star isnt going to be your go to against new kak when he's stand on. That being said, you should still be able to get around his fluff a lot easier and going stand on and pressuring is a lot easier just because of how much more limited nkak is. Plus, nkak's damage is dudu, so you have a lot of chances to get in if you get smacked around for a bit.

#### Petshop

I have yet to play a serious petshop, but pol's **2c** whiffs at most of petshop's heights. I wish I could give good advise but unfortunately no petshops have come around.

#### Polnareff

This is hell. Avoid if you can for reals. Pol is not so great at handling his own shenanigans. You're both going to be trying to run the same pressure games. Stand on is super not recommended here because of how outclassed it gets by shooting star pressure. Good luck if you run into this matchup a lot.

#### Rubber Soul

Don't get grabbed by him, you have to guess if he does that. There's nothing stopping him from getting rushed down by shooting star pressure so go for that. But a good Rubber should be able to fuck your day up if he can predict your movements well. Biggest thing to take away though is avoid getting trapped in the corner at all costs against Rubber.

Also be careful about charge buffering. He has a double overhead so it can throw you off if you decide to start charge buffering after blocking the first overhead

#### Shadow DIO

Tricky matchup, but not that crazy. The biggest thing here is that during SDio's oki on you, you basically have to respect the guesses because he can meaty your reversals and also side switch in a way that you might input the wrong move. Just make sure not to get grabbed. Other than that, I recommend stand off. A lot of sdios have a bad habit of jumping a ton, so if you just send out shooting star and wait for them to land with a well timed dash in and star release, they'll melt like putty.

#### Vanilla Ice

At first I didn't know how to deal with this shit, however thanks to a lot of practice and matchup discovery, I learned a few good things. A few important things to know about this matchup:

* **S.4B** is the GOAT for long distance pokes against Ice's. They also won't see this badboy coming
* If he does ball, you can time a **2c** or **d.c** into tandem to punish Ice as soon as he lands. The frame window is probably like 3f, but trust me it's well worth it.
* Ice's might try using ball to knock Chariot off the wall during shooting star. If you see the ball startup, you can react by releasing star and hurt them instead.
* DO NOT TRY AND TANDEM OUT OF THE FROG MIXUP. Unless you know they fucked it up, you will get hit because it meaties

#### Young Joseph

Similar to Oldseph, but you can hit him with shooting star if he tries to clacker you. Similar to Robber, REMEMBER TO BLOCK THE DOUBLE OVERHEAD BEFORE CHARGE BUFFERING!!!!

## Trivia

* Hol's taunt changes against Polnareff
* Besides SQ and Yoshida, most Japanese Pol players don't really utilize everything Polnareff Has.
* It's a common misconception that Pol is hard, but he's actually one of the easier characters
* It's also a common misconception that Pol is "honest" probably because he is a charge character. He is in fact up there in cheese with the other top tiers and some other characters.
* Seriously don't use Requiem it's not good.
* Pol's grab when Stand Off is "punishable", since the opponent can hit Chariot as it takes an eternity to disappear. There is a way around this however by using moves that require Chariot such as **J.C**. Here's an example of what I mean: https://youtu.be/m75VAsAkMaQ?t=119 This video also has a lot of grab punishes for all sorts of characters, so use it yeah?

## References

https://www.youtube.com/watch?v=-Pt0IXPgGw0 : An Example of Yoshida's Polnareff. He has the best blend of stand off and stand on stuff in my opinion and is probably the best Polnareff main.

https://youtu.be/FsJOAkP0vWw : An example of Kakky's Polnareff (pink pol). He plays like a doo doo diahrea dumpster boy and wins one hit at a time neutral only (JK love you kakky <3). That being said, he's probably the second best Polnareff main.

https://www.youtube.com/watch?v=bv1\_Ei9Mf2Y&t=1s : SQ's Pol (the green hair). The best HFTF player and his wicked good Polnareff. I think he might be the best Polnareff overall but Polnareff isn't his main dude.

https://youtu.be/ozJPy\_y\_9wQ : Cringe Guide pt.1. Just a visual in depth on his moves

https://www.youtube.com/watch?v=cOD\_5n7v0MM : Cringe Guide pt 2. FAQ, combos, strategy and other junk.

http://blog.livedoor.jp/jojozuki\_kakky/archives/30537391.html : Kakky's blog with hitboxes and hurtboxes for Pol and some other characters (thx Kakky, love you <3)

Players to watch on fightcade: SploogieMcNoodle (retired, RIP Sploogie), DannyTheBalu, "Lamar Davis" (he has no real fightcade name), Cy002, TheShadowJin (also retired), GameGeezer, thelordog, MelvinIsANiceBoy