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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:
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.
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.
|1ST||Hol and Boingo||78|
Stand Crashing is a feature related to Active and Weapon Stands. Stand On mode provides many benefits such as immunity to chip damage, double jumping, inability to be knocked down and often bigger and better Normal moves. As such, the Stand Gauge is a balancing feature that attempts to offset these advantages by incorporating a threat to its prolonged use.
The Stand Gauge length differs per character and is either 72, 80, or 88 pixel and is depleted through means of stand gauge damage, which depends on the move used to hit the opponent while they're in Stand On and Remote mode. Generally Stand Off normals and non stand specials deal little Stand Gauge damage, as opposed to Stand On normals and Stand Off normals using a stand which do a greater amount. On block, non Stand moves do not inflict any Stand Gauge damage, however Stand moves (Stand On normals, Specials, and Stand Off normals that use the character's Stand) deal half the damage they do on hit. It's also important to note that while you are in Remote mode, the Stand Gauge damage on hit and block are swapped. This means the gauge will drain much slower while getting hit, but much faster while blocking.
Upon the depletion of the Stand Gauge there are two possible outcomes:
- If the Stand Gauge is depleted by an attack hitting the opponent, a Stand Crash occurs. This Stand Crash leaves your opponent in about 72 frames of hitstun plus the hitstun of the move that crashed them (needs confirmation).
- If they blocked the hit that depleted their stand gauge then they suffer a Stand Crush. This is similar to a Guard Crush from other fighting games like the Street Fighter Alpha Series and as stated previously it can only be done by Stand moves. Stand Crushes reset both the Combo Counter and Combo Scaling, but IPS is a different matter (see the IPS retention section).
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.
|1ST||Hol Horse, Hol and Boingo||25|
|4TH||Petshop, Vanilla Ice||29|
|8TH||Kakyoin, New Kakyoin||34|
|13TH||Polnareff, Abdul, Old Joseph, Young Joseph, Anubis Polnareff||39|
|19TH||Iggy, Midler, Alessi||42|
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.
|Hol & Boingo||36|
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.
|Hol and Boingo||17|
|Kakyoin||1 x 8 (8)|
|Khan||1 x 3 + 9 (12)|
|Midler||6 + 5 + 6 (17)|
|New Kakyoin||1 x 8 (8)|
|Petshop||4 x 3 (12)|
|Rubber Soul||3 x 8 (24)|
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).
|Hol and Boingo||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)
|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|
|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|
|Polnareff||Flat Distance||Flat Distance||No|
|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.
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|
|Avdol||106||65||114||114||114 / 114|
|Devo||106||53||84||53||66 / 59|
|Hol & Boingo||113||71|
|Kakyoin||107||63||114||114||114 / 114|
|New Kakyoin||108||63||114||114||114 / 114|
|Polnareff||108||75||116||116||116 / 116|
Other Universal System Data
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.
All info was taken and tested by and from Hardedge and Standcrash JoJo wiki pages.
Wakeup Speeds were tested and charted by Mo.Sin