JoJo's Bizarre Adventure: Heritage for the Future/System Info: Difference between revisions
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== Stand Durabilities == | == Stand Durabilities == | ||
Each Active Stand Character has their own durability value. This value dictates how many hits of damage blocked or otherwise they can take before they enter the Stand Crash state. | Each Active Stand Character has their own durability value. This value dictates how many hits of damage blocked or otherwise they can take before they enter the Stand Crash state. If a character blocks the hit that depletes their stand gauge they will go into a Stand Crush state instead, suffering from increased hitstun compared to a normal Stand Crash. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ Stand Durabilities | |+ Stand Durabilities | ||
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| Vanilla Ice|| 72 | | Vanilla Ice|| 72 | ||
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= Frame Data = | = Frame Data = | ||
== Rolling Speeds == | == Rolling Speeds == |
Revision as of 22:32, 13 July 2022
Health Data
When taking Damage in Heritage For The Future, a few mechanics are uncovered. They are explained here.
Damage Reduction and Increase
HFTF has two levels of Damage Reduction. First is the amount of hits in a combo, and the second is how much life you have left. Depending on these values you might take less damage than normally.
Normal: 144-64 Low: 63-32 Critical: 31-0
While you take less damage when you have less health, there is also another health based mechanic. This is considered to be the games natural 'Comeback Mechanic'.
Base Damage: 144-129
Damage shifts every 16 health:
128-113
112-97
96-81
80-65
64-49
48-33
32-17
16-1
Maximum Damage: 0
The less life you have, the more damage your attacks do, up to roughly 150% damage at the lowest threshold, or 200% for Devo only.
Defense Values
While every character might have the same health (144), each has their own defense values. Characters are sorted by damage taken from Young Joseph's 214AA on the highest damage setting, the most damaging single hit in the game. The higher the number the more damage they take when hit. Having your stand on when taking damage might add or lower a characters defense.
Rank | Character | Stand-off | Stand-on |
---|---|---|---|
1ST | Hol Horse | 78 | |
1ST | Hol and Boingo | 78 | |
3RD | Devo | 78 | 89 |
4TH | Old Joseph | 81 | 81 |
5TH | Mariah | 84 | |
5TH | Rubber Soul | 84 | |
5TH | Shadow Dio | 84 | |
8TH | DIO | 87 | 76 |
9TH | Black Polnareff | 87 | |
10TH | Jotaro | 89 | 76 |
10TH | Midler | 89 | 76 |
12TH | Avdol | 89 | 78 |
12TH | Kakyoin | 89 | 78 |
12TH | Vanilla Ice | 89 | 78 |
15TH | Polnareff | 89 | 81 |
16TH | Chaka | 89 | 84 |
16TH | Alessi | 89 | 84 |
18TH | Young Joseph | 89 | |
19TH | Iggy | 91 | 81 |
20TH | New Kakyoin | 94 | 89 |
21TH | Khan | 94 | |
22ND | Petshop | 105 |
Stand Durabilities
Each Active Stand Character has their own durability value. This value dictates how many hits of damage blocked or otherwise they can take before they enter the Stand Crash state. If a character blocks the hit that depletes their stand gauge they will go into a Stand Crush state instead, suffering from increased hitstun compared to a normal Stand Crash.
Character | Amount |
---|---|
Avdol | 80 |
Alessi | 88 |
Chaka | 72 |
Devo | 88 |
DIO | 80 |
Iggy | 80 |
Old Joseph | 80 |
Jotaro | 72 |
Kakyoin | 88 |
Midler | 88 |
New Kakyoin | 88 |
Polnareff | 80 |
Vanilla Ice | 72 |
Frame Data
Rolling Speeds
Rolling in Heritage For The Future is an interesting mechanic, and each character has a different roll speed. Depending on the roll speed itself, you may be able to dodge long projectile super more easily, or be more easily punished for a bad roll. On the other hand, if your roll speed is fast, you might be able to avoid getting punished but might have to take chip damage from projectile supers.
Here are every characters roll speed.
Rank | Name | Frames |
---|---|---|
1ST | Hol Horse, Hol and Boingo | 25 |
3RD | Devo | 28 |
4TH | Petshop, Vanilla Ice | 29 |
6TH | Rubber Soul | 32 |
7TH | Mariah | 33 |
8TH | Kakyoin, New Kakyoin | 34 |
10TH | Jotaro, Khan | 36 |
12TH | Chaka | 38 |
13TH | Polnareff, Abdul, Old Joseph, Young Joseph, Anubis Polnareff | 39 |
18TH | DIO | 41 |
19TH | Iggy, Midler, Alessi | 42 |
22ND | Shadow Dio | 47 |
Wakeup Speeds
Every character has a different wakeup speed. Depending on these speeds and the character you are playing, you might need to adjust your Okizeme setups differently for each character, or change it on the fly depending on your position on the screen.
Note that these wakeup speeds do not take crumple time (the period of time where a character falls down to the ground) into consideration. Some moves will give you more time to set up your okizeme than others (even excluding the move's recovery time) and as such, the table below should serve as a general guideline to wakeup speeds rather than a specific timing or order of wakeup speed.
Here are each characters Wakeup speeds from fastest to slowest.
Character | Frames |
---|---|
Petshop | 24 |
Rubber Soul | 28 |
Iggy | 32 |
Avdol | 33 |
Alessi | 33 |
Jotaro | 34 |
Vanilla Ice | 35 |
Devo | 35 |
Polnareff | 36 |
Black Polnareff | 36 |
Hol Horse | 36 |
Hol & Boingo | 36 |
Khan | 37 |
Midler | 37 |
Mariah | 37 |
DIO | 38 |
Shadow Dio | 38 |
Chaka | 39 |
Kakyoin | 40 |
New Kakyoin | 40 |
Young Joseph | 50 |
Old Joseph | 50 |
Throws
Every character in HFTF can throw, but each throw is very different. Some might get punished, some might do less or more damage, and some have multiple hits.
These Damage values are rough estimates however, since throw damage is based on each characters defense value and health condition.
Character | Damage |
---|---|
Avdol | 17 |
Alessi | 17 |
Black Polnareff | 17 |
Chaka | 17 |
Devo | 13 |
DIO | 17 |
Hol Horse | 17 |
Hol and Boingo | 17 |
Iggy | 17 |
Old Joseph | 17 |
Jotaro | 17 |
Kakyoin | 1 x 8 (8) |
Khan | 1 x 3 + 9 (12) |
Mariah | 17 |
Midler | 6 + 5 + 6 (17) |
New Kakyoin | 1 x 8 (8) |
Petshop | 4 x 3 (12) |
Polnareff | 17 |
Rubber Soul | 3 x 8 (24) |
Shadow Dio | 17 |
Vanilla Ice | 17 |
Young Joseph | 17 |
Prejump
Inputting a jump in Heritage for the Future will cause the character to enter a vulnerable state called "prejump" before going airborne. During prejump, the player will be unable to block and getting hit will cancel the prejump and put the character into grounded hitstun. The time spent in prejump depends on the character and inputs made during prejump. Read more on the in-depth system mechanics page
The table below shows default amount of prejump frames if not cancelled. The next frame is airborne (For example: Stand OFF Jotaro with '6' frames prejump will go airborne on the 7th frame).
Character | Stand-off | Stand-on |
---|---|---|
Avdol | 2 | 2 |
Alessi | 2 | 2 |
Black Polnareff | 5 | |
Chaka | 2 | 2 |
Devo | 5 | 3 |
DIO | 4 | 2 |
Hol Horse | 4 | |
Hol and Boingo | 4 | |
Iggy | 4 | 5 |
Old Joseph | 4 | 4 |
Jotaro | 6 | 4 |
Kakyoin | 6* | 4 |
Khan | 5 | |
Mariah | 6 | |
Midler | 2 | 2 |
New Kakyoin | 6* | 4 |
Petshop | 3 | |
Polnareff | 5 | 5 |
Rubber Soul | 6 | |
Shadow Dio | 4 | |
Vanilla Ice | 5 | 4 |
Young Joseph | 4 |
- Kakyoin and New Kakyoin has a 5 frame prejump if jumping with 7 or 9 rather than 8 while stand OFF (due to his flip)
Dashes
Character | Forward Dash Type | Backward Dash Type | Instantly Walk Cancelable? |
---|---|---|---|
Avdol | Flat distance | Flat distance | Yes |
Alessi1 | Flat distance | Indefinitely Extendable | No |
Black/Anubis Polnareff | Flat Distance | Flat Distance | No |
Chaka | Flat Distance | Flat Distance | No |
Devo2 | Flat Distance | Flat Distance | No |
DIO | Flat Distance | Flat Distance | Yes |
Hol Horse | Indefinitely Extendable | Indefinitely Extendable | Yes |
Hol Horse & Boingo | Indefinitely Extendable | Indefinitely Extendable | Yes |
Iggy | Indefinitely Extendable | Flat Distance3 | No |
Old Joseph | Indefinitely Extendable | Indefinitely Extendable | Yes |
Jotaro | Extendable | Flat Distance | No |
Khan | Flat Distance | Flat Distance | Yes |
Kakyoin | Flat Distance | Flat Distance | No |
Mariah | Indefinitely Extendable | Indefinitely Extendable | No |
Midler | Flat Distance | Flat Distance | Yes |
New Kakyoin4 | Flat Distance | Flat Distance | No |
Petshop | Extendable | Extendable | No |
Polnareff | Flat Distance | Flat Distance | No |
Shadow DIO | Extendable | Extendable | Yes |
Vanilla Ice | Flat Distance | Flat Distance | Yes |
Young Joseph | Indefinitely Extendable | Indefinitely Extendable | Yes |
1Note that when his opponent is transformed into a child, Alessi's dash attributes swap (his forward dash can be extended but his back can't).
2When Devo is in Stand, his dashes can be held indefinitely.
3When Iggy is in Stand On, his back dash can be extended indefinitely, but his normal walk speed is extremely fast anyway.
4New Kakyoin's dashes are unusual in Stand On - He has a Morrigan/Jedah dash, moving him upwards at an angle of about 65 degrees. Note that the dashes aren't cancelable into a jump or an air dash, however they can be canceled into aerial attacks and special moves.
Character Height
A character's height can affect whether or not an attack would whiff depending on the move's height. Note that a character's hurtbox is usually taller during preguard, meaning a move that would whiff on a short crouching character could hit their crouching block. For example: Alessi holding 2 or 3 can duck underneath Midler's harpoon projectile, but holding 1 will make it hit his block instead.
Character | Stand-off Standing | Stand-off Crouching | Stand-on Standing | Stand-on Crouching | Remote Standing/Crouching |
---|---|---|---|---|---|
Alessi | 77 | 54 | 77 | 54 | |
Avdol | 106 | 65 | 114 | 114 | 114 / 114 |
Black Polnareff | 108 | 63 | |||
Chaka | 105 | 66 | 108 | 89 | |
Devo | 106 | 53 | 84 | 53 | 66 / 59 |
DIO | 119 | 77 | 140 | 140 | |
Hol Horse | 113 | 71 | |||
Hol & Boingo | 113 | 71 | |||
Iggy | 56 | 52 | 95 | 82 | |
Jotaro | 111 | 68 | 118 | 116 | |
Kakyoin | 107 | 63 | 114 | 114 | 114 / 114 |
Khan | 81 | 65 | |||
Mariah | 104 | 66 | |||
Midler | 106 | 69 | 110 | 92 | |
New Kakyoin | 108 | 63 | 114 | 114 | 114 / 114 |
Old Joseph | 110 | 80 | 110 | 80 | |
Petshop | 103 | 64 | |||
Polnareff | 108 | 75 | 116 | 116 | 116 / 116 |
Rubber Soul | 116 | 67 | |||
Shadow Dio | 117 | 73 | |||
Vanilla Ice | 116 | 68 | 144 | 83 | |
Young Joseph | 112 | 80 |
Other Universal System Data
Block-only frames
Every character in their first frame of wakeup and in the first frame after leaving hitstun are only allowed to block. So unlike in many other fighting games where you can buffer moves to activate as soon as you wake up, HFTF only allows your character to block.
In practice this means that there ARE NO TRUE REVERSALS IN HFTF. Doesn't matter if a super move has frame 1 invinciblity or not, if done on wakeup and you are meatied properly, it will not come out and you'll get hit.
Any attacks that hit the opponent on their first frame of wakeup, will either be BLOCKED or HIT. This system can create unblockable situations or force blocking and continued pressure.
Sources
All info was taken and tested by and from Hardedge and Standcrash JoJo wiki pages.
https://wiki.hardedge.org/wiki/JoJo%27s_Bizarre_Adventure:_Heritage_for_the_Future
http://wiki.standcrash.com/index.php?title=System_DATA
Wakeup Speeds were tested and charted by Mo.Sin