Death13

## INTRODUCTION

Death 13(デスサーティーン（死神13） Desu Sātīn), A.K.A Mannish Boy was an as an enemy stand user fought by the Stardust Crusaders in Jojo's Bizarre Adventure : Stardust Crusaders.Mannish possesses his stand: Death13

Death Thirteen is a unique stand due to the fact that he can only exist inside a dream world and thus requires that its victims are asleep. It is incredibly dangerous because it is certain to take people by surprise and it was only through chance that the Joestar Group survived its encounter. It is offset by the fact that the user, a baby at that, is defenseless when everyone is awake and cannot attract suspicion.

Death13 isn't a normal character,he was scrapped in development and resigns in being a boss character only to be fought in the story modes of some cast members.He can only be accessed and used with the debug version of the game.With all that aside,he can be used as a normal character and could be treated as one.

Death13 specializes on his fast teleport with Iframes,his mid range zoning with the ability to setup and be used in combo extensions and his phenomenal tech chasing.

Pros

* Great mobility with the best mobility tool in the game(maybe best move overall)
* Great tech chasing that can be switched around to become unpredictable
* Disgustingly good hurtbox
* Really fast roll that can't be punished (Death13 can't be grabbed)

Cons

* Can't block
* A lot of slow and punishable moves.Even his best moves are punishable on hit at certain ranges
* He can't grab
* Really low damage output for the most part(He can reach massive amounts of damage but he requires either setup projectiles or an attack that only works against 6 characters)
* Very limited moveset.Certain moves will be repeated a lot

## NORMALS

**5x-**Death13 throws his scythe in a horizontal position at different heights

* **5a-**Death13 throws his scythe close to the floor.Hits low
* **5b-**Death13 throws his scythe at medium range, around the opponent's chest
* **5c-**Death13 throws his scythe at the opponent's head but most times it will be above then ending up not hitting them

This is actually your only normal since the rest are command normals.

**5a is** a great move if used correctly.Due to being one of Death13's only lows and also because of its speed and low profile you will end up using this move a lot.It's one of your main tools to stop zoning attempts and to beat out projectiles.Its low profile makes it able to not have to compete with most projectiles and will out speed a lot of zoning tools.You can also use this move to surprise your opponent since most aren't expecting a long range low move coming from Death13.Using it against opponents who are conditioned to block your projectiles standing is also recommended.**5b** and **5c** are useless,overshadowed by **6x** in every single way.

The main factor with **5x** is that at certain ranges it is punishable on hit as is the case with some of Death13's moves.Some characters can punish it at any range.Knowing when to use this move safely is a skill definitely worth learning

## COMMAND NORMALS

**4x-**Death13 throws his scythe in a horizontal position at different heights,this time making it travel a shorter distance but recovering faster

* **4a-**Death13 throws his scythe close to the floor.Hits low
* **4b-**Death13 throws his scythe at medium range, around the opponent's chest
* **4c-**Death13 throws his scythe at the opponent's head but most times it will be above then ending up not hitting them

Again avoid using the b and c versions since they are overshadowed by **6a.**This move is basically **5x** but only hits in the range where its punishable on hit.Thanks Capcom!In general this move should never be used since you have better buttons to use at close range.It stays active for way longer than it seems so it might surprise someone if used on wakeup but again it's punishable on hit so it doesn't matter that much.

**6x-**Death13 throws his scythe in a vertical position in front of him.After the scythe reaches its max distance it comes back in the exact same way it traveled dealing its damage 2 times.Until the scythe comes back you can't move or do anything at all.

The distance it travels depends on the button pressed.

* **6a-**The scythe travels a really short distance and because of that it combos into its second hit at point blank.
* **6b-**The scythe travels a medium distance.It only combos into its second hit near its max distance
* **6c-**The scythe travels the entire screen.It only combos at its max distance as well

These moves is phenomenal.Great startup,long reach,a returning mechanic and a disgustingly good hitbox makes them one of your main tools.**6a** is one of your only close range options and your best at doing that.In the corner it combos into it self an infinite amount of times and because death13 doesn't get affected by ips or scaling,this gives him some much needed damage.Its return mechanic makes it easy to retaliate with a guard cancel so watch out when you use it for pressure.It can also be used as an anti air due to its gigantic hitbox.**6b** shares the same properties as **6a** but the scythe travels a bigger distance at the cost of having to stand still a longer amount of time until it returns.This move is used in stand on combos to reach massive amounts of damage with projectile extensions.Besides that,this move is a good keep away tool since it pushes the opponent a good distance.Like **5x and** **4x** the move is punishable on hit if done at a close distance,mostly at point blank so be careful when using it.The opponent can also roll past the first hit of the move potentially leading to a big punish.**6c** is used to apply pressure with its chip damage since Death13 doesn't really have a full screen zoning tool besides this move and **j.236a.**After doing one of his projectiles to apply some defense you will want to use this move to force them to approach.The chip damage is honestly really bad but it deals great stand gauge damage.It is also used for long range punishes,but be careful when trying to prevent projectiles since,and this applies to all of the moves (**6a;6b;6c),**although they seem like they are unpreventable, they will be nullified by a lot of projectiles and even in some occasions will punish death 13 for trying to use it.If you want to try to beat projectiles position yourself correctly and use **5a**.**6c** is also used in techchasing which i will go more in depth below.**6b** and **6c** can also be used as pseudo frame traps.The first hit of **6b/c** will hit them and when they think they can move and attack the second hit will return and surprise them.Don't rely on this too much since it will only work around one time against someone.

## DASHING NORMALS

**66/44x-**Death13 will use his scythe to deliver a slash.The way he swings the scythe and the properties of a successful hit depend on the button pressed

* **66a-**Death13  throws an upwards swing with his scythe that will launch on hit.After enough hits it will knockdown.Hits low
* **66b-**Death13 throws a swing vertically that launches on hit and wallbounce.The wallbounce is techable
* **66c-**Death13 throws a downwards swing with his scythe that will knock down on hit.If done in the air the opponent can tech right after the hit.

Extremely important set of moves.Used in a lot of situations.**66a** is an amazing low that although doesn't provide any combo damage on hit,gives amazing techchasing potential(primarily if you use **44a**), Death13's main source of damage.Along with **44c**,it is used in his okizeme,something i will talk about later on.**66a** can be combed out of a **6a** in the corner which adds a little more damage to the corner standoff loop.**66b** is aswell an amazing dashing move with marvelous horizontal range that brings,although slightly worse than **44/66a**, different and still great techchasing.Unlike **66a**,**66b** is an amazing combo tool and one of your main combo starters when in stand off mode since you wont be near the corner all the time.It is also used in the stand on optimized loop combo.Be aware of using this move when approaching because a lot of characters can duck it and maybe punish you in return(list of characters that can do such thing will be down bellow).**66c** is,you guessed it,an amazing move too.Being your only overhead makes this move crucial when your opponent is crouching a lot to avoid your aproaches.It is not only your main way to confirm into okizeme,but also an oki tool that can provide him most of the damage he achieves with it.**66c** should **not** be used as an anti air since as previously said if the opponent is in the air,he can tech right after and punish Death13 in some cases.**66c** is also an amazing combo finisher more specific when in stand on mode.Since Death13 has an amazing dash you will find yourself using these moves a lot.

## AERIALS

**J.X-**Death13 throws his scythe coming from his upper part and the scythe will travel downwards and after reaching near floor level(unless you hyper hopped) it will return to Death13.The distance it travels depends on the button pressed.Causes hard knockdown.**NOT AN OVERHEAD**

* **j.a-**Death13 will throw his scythe in a short distance
* **j.b-**Death13 will throw his scythe in a medium distance(around mid screen)
* **j.c-**Death13 will throw his scythe in a long distance(around full screen)

Generally avoid using these moves since they are very risky even on hit.They take a long time to hit the opponent and on some characters and at certain ranges the opponent can wake up and hit Death13 before the scythe comes back.**J.b** is generally more safe and **j.c** is always safe due to the moves only being able to hit opponents at far away ranges where it is not punishable.**J.c** will be the move you will use the most(if you ever use it at all).It can prove quite useful when trying to punish supers like boingo and hol horse's **236aa** since you can jump and use **j.c** from far away to knock them down before you touch the ground.If such thing happens at close range you have to use **j.b.Generally** avoid doing these moves except for these situations.Be careful when you are trying to air tech since you might do these moves instead.

**j.4x-**Death13 will throw his scythe with the opposite trajectory of **j.x**,exiting from Death13's lower body and after reaching its max range turning around and returning through Death 13's upper body.The distance it travels depends on the button pressed.Will launch on hit.**NOT AN OVERHEAD**

* **j.4a-**Death13 will throw his scythe in a short distance
* **j.4b-**Death13 will throw his scythe in a medium distance(around mid screen)
* **j.4c-**Death13 will throw his scythe in a long distance(around full screen)

~~Lol don't use this shit.~~On the other bad moves i gave some tiny uses for them but this one is a lost cause.Its punishable on hit anywhere at any range.After enough hits in a combo it will knockdown and can be combed out of a **6a** and a **41236x** but unfortunately even though it knocks down its so slow that the opponent can wake up in time to punish which makes it useless which is unfortunate since it's the only way to end the **6a** loop with a knockdown.Avoid using them especially when trying to air tech as it may come out.

## SPECIAIS

**Note: the trajectory of Death13's projectiles are tricky to describe with words.Click on the move notation to see how they function**

236a-Death13 throws 3 tiny scythes one after the other from his middle body part.After they reach their maximum range they will stop and all 3 scythes will  switch they're direction andreturn,again,one at a time.Once they return,all scythes will lower their position and once again switch they're direction and will move forward without stopping.

The startup and recovery on this projectile make it risky to use and punishable by almost any projectile.Although it is risky up close,since **236a** comes out from your middle part and has a decently good hitbox,you will be able to use it against jump-ins and dashing attempts without much trouble.You,however,really have to be careful with rolls since it makes it very likely to be punished by the opponent.The map pressure it provides is quite helpful and even making you able to do some setup combos without having to take more risks like with  **236b** and **214c**.

After the first return the scythes will be lowered so much that it won't hit anything,unless you do **236a** in the air(**j.236a**)**.**This will leave you very opened since there isn't anything you can do until you land.It is your only other full screen projectile besides **6c** so you can also use it to punish some moves if you have a good read since it deals more damage than **6c**.**236a** is,if used ahead,an amazing anti air.Sadly,the startup makes it almost impossible to work if done on reaction.**236a** is a key component in death 13's techchasing.If you know when to use it,this move can be quite useful in your gameplan.His **236a** suprisingly enough doesn't get affected by crossup protection.When the scythes are returning,the opponent has to block to the direction Death13 is.This makes it an amazing tool to confuse the opponent.

236b-Death13 throws 3 scythes from his middle body part.The scythes will switch directions and do a half circle bellow death 13 then coming from his behind to his upper body part.They will elevate themselves quite high and after will lower themselves to around  slightly above or at the opponent's head(Characters that duck this low point standing will be listed in the table) and elevating once again until they fly away from the screen.All projectiles travel at the same time.

This projectile can be deadly in the right hands.Knowing when it's low point is going to happen no matter where you use it is one of the main factors in learning Death13.Like **236a**,**236b** comes out from his middle body and has a good hitbox making it safe to use even against jump-ins and dash-ins.**236b** has a really weird trajectory so it takes really a long while for the opponent to understand how it works.You'll want to use **236b** when you are really sure the opponent can't stop you from setting it up.Preferably against jump-ins and dashing attempts because as i said it becomes quite safe in those situations.If you use it  right you will create a situation where the opponent either gets stopped by the projectile coming out or has to let you set up **236b**.This especial can also create some projectile combos and can even be combo'd with **66a**, which is rare to see in combos since it usually is just a combo ender.Figure out how **236b** works,and you will become a great Death13.

**NOTE-**Death13 has 7 different projectile attacks that have the same trajectory(**214a,623a,214b,623b,214c, 236c,623c**).There are only 2 examples worth noting.

214c-Death13 throws 3 scythes upwards from his upper body part.After elevating for a while,they will move to be in front of Death13 in terms of length.All 3 scythes will lower in height until they reach Death13's middle body.Once they reach said place they will move backwards passing through Death13 and never stop,disappearing when they exit the screen.

**214c** is the chosen projectile because it's the one with the better hitbox,being able to hit more characters like stand on iggy.This is generally your least used projectile.Unlike the previous projectiles,**214c** leaves you really unprotected because,since it comes out from above Death13's head,you won't have the starting hitbox to protect you against jump-ins and dashing attempts.You'll want to use **214c** when you have life lead because the projectile stays quite close to you in his trajectory meaning you will have more protection and the opponent will have a harder time approaching.That is,if you can set it up.You can also use the fact that **214c** comes out from Death13's head to your advantage.You can use it after the **66b 6a** combo to prevent some tech options the opponent might try to do.You should,however,avoid using **214c** for this task since the especial in the next section does this job better.

623a-The trajectory of this move is the same as **214c**.

**623a** servers some different uses from 214c.Basically,this movie's hitbox is a bit wider so it will hurt the opponent as it comes out from Death13.This makes **623a** more useful as a followup or a cheeky tech chasing option since it comes out from Death13's upper body.As previously said when talking about **214c**,**623a** is a great option to use after a **66b 6a** combo.You can also use it in the corner to punish opponents high in the air that used a move to hold them in place there like Mariah's **236aa**Hol's or Hoingo's **j.623x** or **j.236aa.**Besides these uses,don't utilize this move bcs it leaves you quite open for punishes.Unfortunately,even though **623a** can hit the opponent as it comes out,it doesn't come close to the size of the starting hitbox **236a** or **236b** have so watch out when using this move.

**421x**-Death13 teleports to a location.The place where he teleports to depends on the button pressed.

**421a-**Death13 teleports away from the opponent

**421b-**Death13 teleports a medium distance to his opponent(a middle distance between the opponent and the edge of the viewable stage)

**421c-**Death13 teleports to be close to his opponent.If done to close, Death13 will teleport to the other side of the opponent

Arguably the best move in the game.This move is disgustingly broken.Basically no startup, almost no recovery and completely covered in iframes in both.Neutral,techchasing,combos,zoning, approaching,okizeme, this does it all extremely well!!If it wasn't for this move Death13 wouldn't even be playable because of how bad he would be.This move does not make Death13 broken though.It instead balances the fact that he can't block at all.As i previously said this move is useful in basically every aspect of Death13.**421a** is used especially in tech chasing after hitting a 66a(more info below),mind-games and trying to catch punishes from the opponent.Doing a **66b 6a** auto combo and when the opponent expects you to do a projectile like **623a** you use **421a** and do another **66b** or **66a/c**.You can use it with dashes to bait out supers and punish them.**421a** can be used in techchasing as well, especially to position yourself better after using a **66a** for example.**421a** also possesses the ability to ghost.If done in a corner you can use it repeatedly and use the i frames it provides to become impossible to hit.This act is however illegal and if the opponent is trying to play by the rules it's extremely rude to do so avoid doing it.Even though it gets Death13 away from the opponent,you shouldn't use **421a** for zoning and keep away since there is a version that does that better.**421b** is generally the least used version.You mostly want to use it to surprise your opponent since,after a big amount of matches,might start predicting where you are gonna teleport with **421c**(your more used version).Using **421b** can help you to stay unpredictable.**421b** is also used in combos that,although only work on 6 characters,can deal some massive damage.**421c** is,as i said before,your most used version.It is the best version for approaching since it teleports you right next to the opponent and is the best version for zoning,because if done close to the opponent it will make Death13 switch sides and be far away from him.**421c** is also crucial in Death13's oki which i will talk about in more detail in a section bellow.**421c** is used as well in techchasing when your opponent tries to tech away from you.Death13's teleport can be used in the air and it is one of your main tools to get out of pressure.Teching up and teleporting away from your opponent works wonders when trying to avoid pressure and techchasing.Overall,if you don't use this movie you might as well quit playing him.

**41236x**(only on the 6 crusaders)-Death13 sends out a copy of the opponents stand to do an attack.Depending on the character and button pressed,each **41236x** will be different.Here are the buttons you should always use for each character(they're damage is the same the only thing that changes is the hitbox):

* Avdol-**41236 c**
* Iggy-**41236 b**
* Jotaro-**41236 c**
* Polnareff-**41236 c**
* Kakyoin-**41236 a**
* Old Joseph-**41236c**

This move turns Death13 into a combo machine.It has an incredibly fast startup  and can make a lot of links possible because of it.Due to requiring a **41236x** input and stopping your dash completely,this move can feel quite clunky to use in neutral.Besides combos,this move can be used from time to time to apply some block pressure to keep your opponent on his toes(like Mariah's **214x** kind of).**41236x** is also one of the best round starters in the game so take any opportunity to use it there.This move doesn't only work on the ground.If done in the air it will travel the exact same way but will do it while Death13 is in the air..Because of this,using **41236x** in the air is a great way to utilize this move as a combo starter since it combos out of a **6a**.Being in the air is not something the opponent is expecting from Death13 so this tactic will definitely surprise them.This move is also an excellent anti air because it is air unblockable.In case the opponent does a short jump definitly use it without hesitation.

## OKIZEME

After you knockdown with **66c/a** or **41236x** with the optimized loop combo(more info on that bellow),instead of just trying to do **66c** or **66a** you do **44c/44a**.Since you are doing it while backwashing it won't be punishable on block in case you guess wrong.If you land **44a** you are done with oki they will be launched away and you can begin  setup or start tech chasing.In case you land a **44c** you will teleport back to the opponent with **421c** and will try to do **44c/44a** again.On another note because you back dashed with **44a** you will be in a position where you can start techchasing more effectively.Another positive about this oki is the fact that since you are backdashing you will be at a decent position in neutral where you can start zoning.

A demonstration of Death13 okizeme is shown here.

This okizeme is actually pretty good.As i said before,it's unpunishable if you guess wrong and resets you to a good neutral position, can enable techchasing and can semi vortex.Unfortunately, the oki wont work on pet shop (for now.It might be possible but further testing is required.If it is possible,it's really hard to do).On him and on opponents where you don't feel like you will be able to hit a 44a/c meaty,your best option is to dash/teleport away from the opponent and try to zone or setup.However,it is very important to learn Death13's okizeme as it will boost your offense and damage.

Death13 also has crossup okizeme,after a **66c**,you can teleport behind them with **421c** and doing either **66c** or **66a**.This option will meaty everyone besides petshop.Keep in mind however that this option is quite reactable and because you are using **66c** and **66a** it will punished in case the opponent blocks so use this option sparingly.It is still a good option to learn,as it allows you to have another chance of hitting another **66c** and continue the vortex.

A demonstration of Death13 crossup okizeme is shown here

## TECH CHASING

As previously said, Death13 has phenomenal techchasing.He has many options at his disposal and many moves to start his techchasing.

**NOTE-**Techasing has a lot of different variables.In this section im gonna explain a few situations and what to do depending on what the opponent does

**44a-**This move provides the best techchasing since it launches really far in the air and puts Death13 in an advantageous position.You will usually be able to hit this move with his okizeme.After landing a **44a** you usually use **236a**.If done with the right timing and at the right location(preferably near a corner),you will be able to cover every tech option the opponent has.Most of the time the opponent will try to tech towards you.To use **236a** to its fullest potential in this scenario you will want to delay the move enough so that the opponent will only get hit by the last projectile that comes out from **236a**.This way you still prevented the opponent from reaching the ground and still kept 2 of your projectiles in the air.On the second tech,the opponent will tech away from you most of the time.In case this happens you can use **421c** to teleport behind  the opponent and hit them with a move of your choice.If you did everything right,the 2 projectiles from the **236a** you used at the start will begin switching they're direction.After teleporting behind the opponent you wait for him to get hit by the projectiles from **236a** and after do a move of your choice.This move will almost always be **6b**.If you position yourself just right the best outcome should be the follow up:they get hit by projectiles,try to tech,you use **6b** to prevent them from reach any distance from teaching,they will try to tech again,the second hit of **6b** will prevent them from reaching any substantial distance from teaching.This is Death13's best scenario from his techchasing.In case the opponent decides to tech towards you  from the **236a**,you can back dash or use **421a** and use another **236a**.Remember that for Death 13 even if the damage isn't that high,keeping the opponent in the air for a long amount of time is your main priority.In case the opponent starts to tech away almost every time you use **44a**,you can take this opportunity to use **214c** or **236b** and increase your pressure for basically free.This type of tech chasing although might be really strong has a flaw:it can be punished by some attacks(supers that can used in the air mostly) these attacks are:

* Hol and Hoingo's **j.236aa**
* Mariah's **j.236aa**
* Dio's **214aa**
* Dio's **j.236aa**

On these characters you can do a couple of other things.If they instantly do these supers(Besides Dio's **214aa)** after teaching your best option is to use **421c** to teleport  bellow them and use **623a** to catch them while landing.This strategy is not perfect as well since the opponent can predict if you are going to do it and back tech into super to punish the **623a** If a Dio instantly uses his **214aa** you can just not do anything,wait for the road roller,roll to avoid it and then punish with a **6a** loop.The reason why Dio's **214aa** is able to punish Death13's attempts of using projectyles in techchasing is because,since **44a** launches him so far in the air,he is able to instantly fly outside the stage and do road roller.Because of this reason,Dio can't use road roller to punish well if he doesn't use it instantly after teching.In case the opponent knows what they are doing,they will try to play tricks on you.If such case happens,you can play some mind tricks of your own.Try to mix your options around and punish their punish attempts.Overall,**44a** brings amazing techchasing that can be switched around to help you.His other options are a bit more limited but still are very useful to learn.

**66a-**This option is just slightly worst but overall you'll be able to land a **66a** way more times than the previous option.In case you want to use **236a**,use **421a** to be at the normal distance you end up after a **44a**.However,because of the time it takes to teleport to said place,you almost never be able to only hit the opponent with the last projectyle of **236a.**One of your best options after a **66a** is to use **623a** and catch the opponent since most people usually tech down after it.Since you're completely below them,all the moves that punish your projectile tech chasing attempts will whiff(besides Dio's **214aa**).The only way for the opponent to punish is to tech away from you and use their attacks to punish **623a**.However,this process take long and you are able to see what is happening and wait for the punish.

**66b 6a-**This is Death13’s main combo.As so,you'll find yourself utilizing the techchasing potential it provides.After landing the **6a** the opponent will be quite high up in the air.Because you’re comboing out of **66b**,the **6a** will always land in the corner.Usually,your best option is to do a **623a**,since it covers basically any tech possibility.Only Dio’s **214aa** can punish this option.If said punish is happening a lot,you can do what was recommended in a section above.You can also use **421a** and use **236a**.Although not your best tech chasing starter,it will be the you will find yourself using the most.

## NEUTRAL

In general,when playing Death13 you will find yourself dashing and teleporting a lot.His dash is incredible and his teleport might be the best move in the game so it's only normal for this to happen.If you have life lead try to zone your opponent with **6x** and **236a.**Try to use **236b** and **214c** whenever you can to greatly boost your defence and pressure.When you want to approach usually utilize **421c** and instantly do a **6a** out of it since it comes out really fast.Try to position yourself correctly to use **5a,6b** and **6c.**Death13 functions quite differently from other characters.You can’t block so always try to avoid moves instead of thinking that you can block them like with usual characters.Since his aerials are so unusual(and bad),you don't usually jump that much with him.His jump is interesting in the sense that it makes Death13 fall slowly when holding 8.A short hop backwards is a good way to bait out punishes in case the opponent sees you dashing to them.Always be on your toes when playing him.Every move the opponent makes is a threat to a character that can't block.Although his roll is unpunishable by grabs and is quite fast,don’t rely on it to much as some moves can caught you on the end of your roll.Since his optimal combos aren’t that complicated,his neutral is where his difficult lies.

## COMBOS

STAND OFF(without **41236x**)

**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 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

**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;66b;6a-**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 projectyles 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-**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 that much otherwise it won't work.

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

## MATCHUPS

**Death13 matchups:**

**9:1-Khan,alessi**

**8:2**

**7:3-Old joseph,B-pol**

**6:4-young joseph,hol,midler**

**5:5-Iggy,devo,s dio**

**4:6-Jotaro,Vanilla-ice,hoingo**

**3:7-Mariah,kak(if he doesnt lame),new kak(if he doesnt lame)**

**2:8-Rubber,petshop,Dio,Polnareff,Avdol, chaka**

**1:9-Kak,new kak,**

**Note:Due to being a debug character, finding matches with good players with Death13 can prove quite tricky.Instead of very detailed guides,most characters will include just some tips(If proper testing was conducted,all the people who helped will be credited)**

**Table of info when playing against characters**

**Alessi-**Important moves that whiff-**2a;d.2a;2c;236aa;s.5a;s.5c;s.d.5c;**

**s.6b;s.cl.5b;s.63214x**

Moves to watch out for-**j.a;j.c;5a;214aa;s.214aa;41236x;s.5b;s.2b;5c;214s**

lol you win.This matchup is extremely one sided,there isnt much alessi can do,you ignore all his main attacks and his main gimmick with your hurtbox and debug jank.Just zone him out or whatever you want,you will win."here are my thoughts regarding alessi:d13

d13 has everything that counters alessi. floating hurtbox makes everything but 5a, 5c and s.5b whiff. 5a is as fast as 5c so i have two buttons to poke you with. 5c can be confirmed into 214S but there's not enough hitstun for alessi to get close enough for s.5c(close) to come out. s.5c(far) whiffs so he can't confirm. d13 has an immunity child mode that can seemingly attack back. d13 has long, active stuff with his projectiles which directly stops all of alessi's preemptive hurtboxes. even alessi's j.c loses to everything because it's big hurtbox comes out way before the hitbox does. d13 has a teleport and fast fullscreen dash which stops gun from being functional d13 also outranges alessi in every way alessi has no good pokes, no approach options except roll (which can be meatied cause alessi won't reverse you in that MU), no damage, no potential for laming you out etc. it pulls the elements of what makes airdashing kakyoin-alessi so impossible to win, cranks it up to 11 and makes a whole character centered around it. the only way for alessi to win is for d13 to continuously fuck up and eat like fifteen 5c's until he dies"-Captaintenshou

**Avdol-**important moves that whiff-**2a;2c;63214x**

Moves to watch out for-**2b;5a;5b;5c214x;236aa;623x;s.6a;s.5c;s.623x;s.jc;s.214aa;s.236aa;214s**

**B-pol-**important moves that whiff-**2a;2b;5c;rekka second hit;214x**

Moves to watch out for-**5a;5b;2c;jc;5s;4s;623x;236aa;214aa**

**Chaka**-Important moves that whiff-**5b;5c;s.5a;s.214x;s.2a;s.2b;s.2c**

Moves to watch out for-**5a;2c;jc;236aa;236s;s.6a;s.5b; s.236aa;214s**

**Devo-**Important moves that whiff-**2a;2c;236aa;s.5a;s.5c;s.236aa**

Moves to watch out for-**5a;5c;236x;214x;22x;214aa;jc;s.6a; s.jc;s.214aa;214s**

**Dio-**Important moves that whiff-**2a;2c;s.2a;s.2b;s.2c;suck**

Moves to watch out for-**5a;5b;5c;66c;jc;214x;236x;214aa; s.5a;s.5c;s.236aa;214s**

**Hoingo**-Important moves that whiff-**5a;5b;2a;2b;2c;4c;236c;270x; 236bc;**

Moves to watch out for-**4a;4b;66c;236b;5s;623x;jc;236aa; j236aa;421x;**

**Hol Horse**-Important moves that whiff-**5a;5b;2a;2b;2c;214x;236c;214aa; 236bc**

Moves to watch out for-**4a;4b;5c;jc;236b;623x;236aa;j236aa; 421aa;**

**Iggy-**Important moves that whiff-**2a;2b;5b;5c;6b;41236x;aa6bc;s.2a**

Moves to watch out for-**2c;cl.c;236aa;jc;s.5a;sandballs;s.jc; s.236aa;214s**

**Jotaro-**Important moves that whiff-**2a;2b;2c;6b;6c**

Moves to watch out for-**5a;5b;5c;3c;jc;214x;623x;214aa; 236aa;s.5a;s.214x;s.214aa;s.236aa;214s**

**Kakyoin**-Important moves that whiff-**2a;s.2a;s.2b;s.2c;s.chained 5c;s.623aa;s.aa6bc;**

Moves to watch out for-**5a;5b;5c;214x;jc;236aa;s.5a;s.5b; s.6a;s.jc;s.214x;s.236aa;214s**

**Khan**-Important moves that whiff-**5a;5c;2a;2b;2c;4b;[4] 6c;214aa**

Moves to watch out for-**5b;[4] 6a/b;jb;jc;js;5s;236aa**

**Mariah**-Important moves that whiff-**5a;5b;2a;2b;2c;2s;214x**

Moves to watch out for-**5c;5s;6s;4s;js;j6s;236x;623x;214aa; 236aa**

**Midler**-Important moves that whiff-**5b;2a;2b;2c;s.2a;s.2b;236aa;623aa**

Moves to watch out for-**5a;5c;jb;jc;236x;214x;214aa;236s; s.5a;s.5c;s.2c;s.jc;214s**

**New Kakyoin**-Important moves that whiff-**2a;2b;2c;214x;s.5b;s.2a;s.2b;s.2c; s.236aa;s.aa6bc**

Moves to watch out for-**5a;5b;5c;jc;236aa;s.5a;s.5c;s.4c; s.66b;s.jc;s.214x;214s**

**Old joseph**-Important move that whiff-**2a;2b;2c;3b;3c;214x;270x;s.2a; s.2b;s.2c;s.3b;s.3c;s.236x;s.270x**

Moves to watch out for-**5a;5b;5c;jc;236x;623x;236aa;s.5a; s.5b;s.5c;s.236aa;s.214aa;214s**

**Petshop**-Important moves that whiff-**5a;2a;2c;2s;aa6bc;**

Moves to watch out for-**5c;2b;ja;jc;3c;icicles;5s;41236s; 236aa;214aa**

**Polnareff**-Important moves that whiff-**5b;2a;2b;2c;chained s.5a;s.2a;s.2b**

Moves to watch out-**5a;5c;jb;jc;236s;[2] 8x;[4] 6x;236aa;214aa;214s;s.5a;s.5b; s.5c;s.2c;s.jb;s.jc;s.214a;s.236aa;s.214a**

**Rubber Soul-**Important moves that whiff-**2a;2b;2s;214s;214x;270x**

Moves to watch out for-**5a;5b;5c;ja;5s;6s;4s;js;236x;236aa**

**Shadow Dio-**Important moves that whiff-**2a;5c;3c;2s;41236c;623x**

**Moves to watch out for-5a;5b;2b;663c;5s;41236s;63214x; 41236a/b;236aa;623aa;214aa**

**Vanilla Ice-**important moves that whiff-**2a;2c;6c;214x;s.2a;s.2b**

Moves to watch out for**-5a;5c;2b;6b;ja;jb;j8b;jc;236x236aa; 214s;s.5a;s.5b;s.5c;s.2c;s.j6c;s.236x; s.236aa**

**Young joseph-**Important moves that whiff**-2a;2b;2c;3b;3c;2s**

Moves to watch out for**-5a;5b;5c;jb;jc;5s;66s;6s;js;236b; 236s;214s;41236x;236aa;214aa**

**Thank you for reading the Death13 guide!If you have any questions please**

**feel free to @ me on the jojo heritage for the future discord to kopv18#4506**

**Players to go for advice: kopv18**