User:Zeta/sandbox: Difference between revisions

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{{Character Subnav HFTF|name=Jotaro}}
=Mechanics=
=Normals=
==Movement==
===Stand OFF===
===Ground Movement ===
{{MoveData
{{ComboCard
|image=Jotaro5a.png|frameless
|title=Walk
|input=5A
|notation='''4''' / '''6''' on the ground
|data=
|content=Moves you on the ground slowly.
  {{AttackData-HFTF
  |startup=3
  |active=3
  |recovery=3
  |hit=+6
  |block=+5
  |pushblock=+2
  |guard=Mid
  |damage=5
  |standdamage=3
  |cancel=SP, SU, TA
  |description=
Fast, safe jab. Primarily used in combos and as a close-range poke. Non-standard hitbox allows it to hit most crouching characters, but trying to use it as an emergency anti-air can be awkward.  
  |ips=Yes
  |scaling=yes
  |meterwhiff=0
  |meterhit=4
  }}
}}
}}
<br>
{{ComboCard
{{MoveData
|title=Dash
|image=Jotaro5c.png|frameless
|notation='''44''' / '''66''' on the ground
|input=5C
|content=Dashing is faster than walking.
|caption= Or-Orah! Or-Orah!
|data=
  {{AttackData-HFTF
  |startup=7
  |active=1, 4
  |recovery=17
  |hit=-3
  |block=-4
  |pushblock=-4
  |guard=Mid
  |damage=7, 4
  |standdamage=8×2
  |cancel=SP, SU, TA
  |description=
Despite not being very useful as a poke, this move is surprisingly good as an anti-air for jump-ins that are further away. Hits twice. Can combo into 236X.
*Repeatedly whiffing 5C xx 236S builds meter quickly.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6×2
  }}
}}
<br>
{{MoveData
|image=Jotaro2c.png|frameless
|input=2C
|data=
  {{AttackData-HFTF
  |startup=7
  |active=2
  |recovery=20
  |hit=Knockdown
  |block=-5
  |pushblock=-17
  |guard=Low
  |damage=12
  |standdamage=20
  |cancel=SP, SU, TA
  |description=
  Sweep with respectable range. Has a lot of recovery and enlarges your hurtbox, so it's quite dangerous to whiff.
*Using it to end combos lets you set up your best oki against characters with fast wakeups such as {{CharacterLabel-HFTF|Avdol}} or {{CharacterLabel-HFTF|Vanilla Ice}}.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
<br>
{{MoveData
|image=Jotaro5a.png|frameless
|input=d.5A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=4
  |recovery=6
  |hit=+2
  |block=+1
  |pushblock=-2
  |guard=Mid
  |damage=4
  |standdamage=3
  |cancel=SP, SU, TA
  |description=
Very similar to 5A, albeit with slightly different frame data. Can be highly rewarding if it hits late into its active frames, as it allows it to link into 5A for a full conversion.
  |ips=Yes
  |scaling=yes
  |meterwhiff=3
  |meterhit=4
  }}
}}
<br>
{{MoveData
|image=JotaroJc.png|frameless
|input=j.C
|data=
  {{AttackData-HFTF
  |startup=6
  |active=6
  |recovery=Until Landing
  |hit=+12
  |block=+11
  |pushblock=+8
  |guard=High
  |damage=9
  |standdamage=5
  |cancel=None
  |properties=IPS=No Scales=No
  |description=Jotaro's main jumpin button in Stand OFF, and a great one at that. Despite not looking very threatening this move can be surprisingly tricky to antiair, especially on shallow jumps. Occasionally crosses up some wider characters.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
<br>
 
===Stand On===
{{anchor|s5a}}
{{MoveData
|image=Jotaros5a.png|frameless
|caption=Everyone knows you're mashing it, '''everyone knows they can't stop you'''
|input=s.5A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=2
  |recovery=12
  |hit=+1
  |block=+0
  |pushblock=-3
  |guard=Mid
  |damage=5
  |standdamage=4
  |cancel=SP, SU, TA
  |description=
  Contender for one of the best normals in the game. Extremely fast, strong hitbox in spite of being susceptible to low profile, and the reward on hit can range from a knockdown into 50/50 to near ToD combos. The lightning-fast startup lends itself to great uses both in offense and defense. Truly a jab befitting Star Platinum.
  |ips=No
  |scaling=Yes
  |meterwhiff=3
  |meterhit=4
  }}
}}
<br>
{{MoveData
|image=Jotaros6b.png|frameless
|input=s.6B
|data=
  {{AttackData-HFTF
  |startup=25
  |active=2
  |recovery=11
  |hit=-8
  |block=-10
  |pushblock=-15
  |guard=High
  |damage=6
  |standdamage=12
  |cancel=SP, SU, TA
  |properties=IPS=No Scales=No <br>Air-UB
  |description=
  Not useful. Slow to come out and quite disadvantageous even on hit so it's likely to get punished unless it kills. If an overhead is desperately needed, just use an IOH s.j.A instead since it's much faster.  
  |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=5
  }}
}}
<br>
{{MoveData
|image=JotaroSJa.png|frameless
|input=s.j.A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=2
  |recovery=Until Landing
  |hit=+12
  |block=+11
  |pushblock=+8
  |guard=High
  |damage=6
  |standdamage=12
  |cancel=SP, SU
  |properties=IPS=No Scales=Yes
  |description=
  Excellent all-around air button. Extremely fast and hits from surprisingly far away, so it's great in nearly any aerial interaction except techchasing, where s.j.C is better. The angle of the punch makes it a very effective IOH, though the reward isn't great.
  |ips=No
  |scaling=Yes
  |meterwhiff=3
  |meterhit=4
  }}
}}
}}
<br>
{{ComboCard
====Chain Combos====
|title=Roll
<br>
|notation='''ABC''' on the ground (Stand OFF only)
{{MoveData
|content=Invincible to strikes for its entire duration and then some.
|image=Jotarochains2c.png|frameless
====Standstill i-frames====
|name=s.2C (Chain Ender)
Certain characters can gain extra invincibility from their rolls by standing still after their roll finishes. Note that this only applies to rolls that don't sideswitch - if you roll past an opponent, you only get whatever guaranteed post-roll iframes you would normally. <br>
|input=s.2ABAB > C <br> s.5AB > 2C
This is an extremely strong technique - the standstill state can be interrupted at any point with no downtime, allowing characters with generous iframes to effectively bait out punish attempts.
|data=
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: left;"
  {{AttackData-HFTF
{{!}}+ Roll Properties
  |startup=16
  |active=5
  |recovery=26
  |hit=Knockdown
  |block=-20
  |pushblock=-19
  |guard=Low
  |damage=12
  |standdamage=4
  |cancel=None
  |version=s.2ABAB > C
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.5AB > 2C
  |startup=20
  |active=5
  |recovery=26
  |hit=Knockdown
  |block=-20
  |pushblock=-19
  |guard=Low
  |damage=12
  |standdamage=22
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description=
Causes knockdown, but the long recovery makes the potential followup oki mediocre.
*When done out of s.5AB > 2C, the last hit will not combo.
 
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: left"
{{!}}+ Frame Advantage Chart
! style = "width=40%" {{!}} {{Tooltip | text=Character | hovertext=Character.}}
! style = "width=40%" {{!}} {{Tooltip | text=Character | hovertext=Character.}}
! style = "width=20%" {{!}} {{Tooltip | text=Adv. | hovertext=How much earlier you can move while the opponent is knocked down.}}
! style = "width=20%" {{!}} {{Tooltip | text=Total | hovertext=Total duration of the roll.}}
! style = "width=40%" {{!}} {{Tooltip | text=Oki | hovertext=What Okizeme option works on this character.}}
! style = "width=20%" {{!}} {{Tooltip | text=Post-roll | hovertext=Time the character is invincible for after the roll finishes.}}
! style = "width=20%" {{!}} {{Tooltip | text=Standstill | hovertext=Extra i-frames gained by standing still after a roll that does not sideswitch.}}
{{!}}-
{{!}} {{CharacterLabel-HFTF|Alessi}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Avdol}}
{{!}} 39
{{!}} 2
{{!}} 0
{{!}}-
{{!}} {{CharacterLabel-HFTF|Black Polnareff}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Chaka}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Devo}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Dio}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Hol & Boingo}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Hol Horse}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Iggy}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Jotaro}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Kakyoin}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Khan}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Mariah}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Midler}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|New Kakyoin}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}}-
{{!}} {{CharacterLabel-HFTF|Old Joseph}}
{{!}} {{CharacterLabel-HFTF|Old Joseph}}
{{!}} +1000
{{!}} -
{{!}} Timestop
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Pet Shop}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Polnareff}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Rubber Soul}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Shadow Dio}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}} {{CharacterLabel-HFTF|Vanilla Ice}}
{{!}} -
{{!}} -
{{!}} -
{{!}}-
{{!}}-
{{!}} {{CharacterLabel-HFTF| Polnareff}}
{{!}} {{CharacterLabel-HFTF|Young Joseph}}
{{!}} +22
{{!}} -
{{!}} Star Finger
{{!}} -
{{!}} -
{{!}}-
{{!}}-
{{!}} {{CharacterLabel-HFTF| Rubber Soul}}
{{!}} -700
{{!}} Eat a GC
{{!}}}
{{!}}}
  |meterhit=3/6
  |meterwhiff=3/5
  |scaling=No
  |ips=No
  |additionalinfo=The first meter values are for s.2ABAB > C, while the second values are for s.5AB > C
  }}
}}
}}


<br>
===Air Movement===
 
{{ComboCard
=Universal Mechanics=
|title=Jump
===Stand OFF===
|notation=Any Upward Direction on the ground
{{MoveData
|content=Puts you in the air. Not throw invuln on startup i think
|image=HFTF-jotaro-throw.png|frameless
}}
|name=Throw
{{ComboCard
|input=6/4C
|title=Super Jump
|data=
|notation=Any Downward Direction > Any Upward Direction on the ground
  {{AttackData-HFTF
|content=Puts you higher in the air.
  |startup=1
}}
  |active=1
{{ComboCard
  |recovery=Total 49
|title=Hop
  |hit=Launch
|notation=Briefly Tap Any Upward Direction on the ground
  |block=-
|content=Puts you lower in the air
  |pushblock=-
}}
  |guard=Throw
{{ComboCard
  |damage=16
|title=Hyper Hop
  |standdamage=-
|notation=Any Downward Direction > Briefly Tap Any Upward Direction on the ground
  |cancel=-
|content=Puts you lower in the air but moves fast horizontally
  |description=Standard throw. Doesn't do anything exceptional, but it doesn't need to.  
}}
*Can be punished by some characters if thrown into the corner.
==Guard==
  |ips=No
{{ComboCard
  |scaling=No
|title=Ground Block
  |meterwhiff=0
|notation='''4''' / '''1''' on the ground
  |meterhit=0
|content=The most fundamental defensive option. Some moves must be blocked with '''1''' while some must be blocked with '''4'''.
  }}
}}
{{ComboCard
|title=Air Block
|notation='''7''' / '''4''' / '''1''' in the air
|content=All grounded normals are air unblockable. Air blockstun lasts until landing.
}}
{{ComboCard
|title=Pushblock
|notation='''ABC''' while ground blocking
|content=Be careful of the input overlap with roll.
}}
{{ComboCard
|title=Guard Cancel
|notation='''623X''' while ground blocking
|content={{CharacterLabel-HFTF|Rubber Soul}}
}}
{{ComboCard
|title=Tech Hit
|subtitle=Also commonly known as Throw Teching or just Teching
|notation='''4C''' / '''6C''' within 2f of getting thrown.
|content=Tight window but you'll have to deal with it.
}}
==Attacks==
{{ComboCard
|title=Normal Attacks
|content=Heritage for the Future is a 4-button game, 3 of which are tied to your normal attacks.  
}}
{{ComboCard
|title=Throw
|notation='''4C''' / '''6C''' while close to opponent
|content=All throws are equal, but some throws are more equal than others. 2f window to tech
}}
{{ComboCard
|title=Special Moves
|notation=Motion Input + '''A''' / '''B''' / '''C''' / '''S'''
|content=Most specials deal chip damage
}}
}}
<br>
{{ComboCard
{{MoveData
|title=Super Moves
|image=Jotaros214cender.png|frameless
|notation=Motion Input + Any 2 Attack Buttons
|name=Stand Activation Attack
|content=Cost meter. All supers have some form of invuln.
|input=236S
|data=
  {{AttackData-HFTF
  |startup=6
  |active=2
  |recovery=25 [11]
  |hit=-11 [+4]
  |block=-12 [+2]
  |pushblock=-19 [-5]
  |guard=Mid
  |damage=12
  |standdamage=24
  |cancel=s.214X
  |description=Excellent conversion tool that lets you transition nearly and Stand OFF normal into a combo. Uniquely, can be cancelled into s.214X as part of your BnB, but not very remarkable otherwise.
*Can be cancelled into s.214X at any point.
*Repeatedly whiffing 5C xx 236S builds meter very quickly.
*Data in brackets indicates values on walk cancel.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=8
  }}
}}
}}
<br>
==Knockdown and Air Tech==
{{MoveData
{{ComboCard
|image=Jotaro214abc.png|frameless
|title=Wakeup
|name=Guard Cancel
|notation=Automatic after knockdown
|input=623X while blocking
|content=Wakeup time varies per character. Be very mindful of the block-only frame, don't attempt wakeup reversals if the opponent can meaty this frame properly.
|data=
  {{AttackData-HFTF
  |startup=9-14
  |active=3
  |recovery=Total 15 [0]
  |hit=Launch
  |block=+18
  |pushblock=-45
  |guard=Mid
  |damage=8
  |damage=16
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description= A solid guard cancel that can get you out of tight spots in a pinch. Not particularly noteworthy, but exercise caution when using it as having it baited will result in Star Finger.
*Data in brackets indicates Star Platinum's recovery.
*Star Platinum becomes usable 60 frames after recovering.
  |invuln=1-9 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=8
  }}
}}
}}
<br>
{{ComboCard
{{MoveData
|title=Air Tech
|image=HFTF-jotaro-roll.png|frameless
|notation=Any Direction + Any 2 Attack Buttons
|name=Roll
|content=Autopilot downtech forever
|input=ABC
|data=
  {{AttackData-HFTF
  |startup=1
  |active=
  |recovery=Total 36
  |block=-
  |damage=
  |cancel=None
  |guard=-
  |description=An exceptional roll and a big part of what makes fighting Jotaro so frustrating. The roll itself is average in terms of speed, but it's possible to extend the iframes by up to 11 frames by standing still after the roll is finished. This stand-still period can be interrupted at any time with any action other than standing, which allows Jotaro to bait out punish attempts. Just don't get grabbed.
  |invuln=1-36 + 3 Strike, 22 stand-still
  }}
}}
}}
==Stands==
Stands are HFTF's most unique mechanic and a big part of what makes the game so interesting.
<br>
<br>
 
Most Stand-related actions are tied to the '''S''' button.
Every character belongs to one of three types:
*Active Stand
*Weapon Stand
*Passive Stand
Active and Weapon Stand characters use the '''S''' button to toggle between Stand ON and Stand OFF modes.
===Stand ON===
===Stand ON===
{{MoveData
Going Stand ON bestows several unique and powerful benefits.
|image=HFTF-jotaro-throw.png|frameless
{{ComboCard
|name=Throw
|title=Entirely different moveset
|input=6/4C
|content=Characters in Stand ON will have an entirely new set of normals, specials and supers. <gallery mode="packed">
|data=
File:Jotaro5a.png|Jotaro's jab in Stand OFF
  {{AttackData-HFTF
File:Jotaros5a.png|Jotaro's jab in Stand ON
  |startup=1
</gallery>
  |active=1
Moves performed in Stand ON will have the "'''s'''." prefix, i.e. Jotaro's '''5A''' in Stand ON would be '''s'''.'''5A'''
  |recovery=Total 49
  |hit=Launch
  |block=-
  |pushblock=-
  |guard=Throw
  |damage=16
  |standdamage=-
  |cancel=-
  |description=Identical to the Stand OFF version.
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=0
  }}
}}
}}
<br>
{{ComboCard
{{MoveData
|title=Chip Damage Nullification
|image=Jotaro214abc.png|frameless
|content=Characters in Stand ON receive no chip damage. Instead, moves that would normally inflict chip will now damage the Stand Gauge.
|name=Guard Cancel
|input=623X while blocking
|data=
  {{AttackData-HFTF
  |startup=13
  |active=3
  |recovery=23
  |hit=Launch
  |block=-10
  |pushblock=-16
  |guard=Mid
  |damage=8
  |standdamage=16
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description= Very similar to the Stand OFF Guard Cancel, but Jotaro moves together with Star Platinum. Slightly more consistent than the former for this reason.
  |invuln=1-9 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=8
  }}
}}
}}
<br>
{{ComboCard
=Specials=
|title=Knockdown Immunity
===Stand OFF===
|content=Characters in Stand ON cannot be knocked down - almost every move that would normally cause a knockdown will instead launch you into the air.
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Blazing Strike
|input=214A/B/C
|data=
  {{AttackData-HFTF
  |version=214A
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-35
  |block=+17-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |standdamage=20
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=214B
  |startup=14-20
  |active=2
  |recovery=15 Total [0]
  |hit=+30-41
  |block=+17-24
  |pushblock=+17-24
  |guard=Mid
  |damage=10
  |standdamage=20
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=214C
  |startup=18-26
  |active=2
  |recovery=15 Total [0]
  |hit=+30-47
  |block=+21-30
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |standdamage=20
  |description=Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.
* Data in brackets indicates Star Platinum's recovery.
* Star Platinum becomes usable 60 frames after it recovers.
  |ips=No
  |scaling=No
  |meterwhiff=5(A) 6(B) 7(C)
  |meterhit=5(A) 6(B) 7(C)
  |additionalinfo=
  }}
}}
}}
<br>
In addition, characters will gain extra options in Stand ON based on if they're an Active or a Weapon Stand:
{{MoveData
=====Active Stand=====
|image=Jotaro623abc.png|frameless
{{ComboCard
|name=Star Finger
|title=Double Jump
|input=623A/B/C
|notation=Any Upward Direction in the air
|data=
|content=Puts you in the air in the air
  {{AttackData-HFTF
  |startup=21+7
  |active=3
  |recovery=15 Total [28]
  |hit=
  |block=
  |pushblock=
  |guard=Mid
  |damage=11
  |standdamage=22
  |cancel=None
  |description=Star Platinum pulls back its arm to charge an attack. Holding the button delays the attack while Jotaro is free to act, making this a powerful setup tool. Most combos that end in knockdowns will be followed up with setting up this move so Jotaro can meaty the opponent with either a 6B for a low or a rising j.C for an IOH before releasing Star Finger to convert into another combo into a knockdown. While this move isn't limited to oki, using it in neutral or pressure situations is quite risky as Jotaro can't block while his Stand is out.
* Data in brackets indicates Star Platinum's recovery.
* Star Platinum becomes usable 20 frames after it recovers.
* Fully charging the move makes it unblockable, but the charge time is so long that this is pretty much impossible to apply.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=9
  }}
}}
}}
<br>
{{ComboCard
===Stand On===
|title=Air Dash
{{MoveData
|subtitle={{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|Vanilla Ice}}, {{CharacterLabel-HFTF|New Kakyoin}} and {{CharacterLabel-HFTF|Iggy}} only
|image=HFTF-jotaro-s236x.png|frameless
|notation='''44''' / '''66''' in the air
|hitbox=Jotaros236abc - 1.png|frameless
|content=Puts you horizontally fast in the air
|hitbox2=Jotaros236abc - 2.png|frameless
|hitbox3=Jotaros236abc - 3.png|frameless
|hitbox4=Jotaros236abc - 4.png|frameless
|name=Blazing Fists
|input=s.236A/B/C
|data=
  {{AttackData-HFTF
  |version=s.236A
  |startup=7
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.236B
  |startup=9
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.236C
  |startup=11
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  |description=Star Platinum unleashes a barrage of punches similar to the Stand OFF version, but Jotaro moves together with Star Platinum. This move is a big reason why Jotaro is so good at breaking Stands due to this move being very easy to combo into and dealing very high Stand damage. Cancels into your s.214X Rekka, which forms the basis of your BnB.
* Button used affects Jotaro's movement during the move: A is stationary, B moves forward slowly and C moves faster.
* Does three hits by default, though mashing extends move with more hits.
* Can be cancelled into s.214X at any point.
* Adv. on block/pushblock is assuming the last hit whiffs.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=8, 2×N, 8
  |cancel=s.214X
  }}
}}
}}
{{MoveData
{{ComboCard
|image=HFTF-jotaro-sj236x.png|frameless
|title=Tandem
|hitbox=Jotaros236abc - 1.png|frameless
|difficulty={{DifficultyText|Very Easy}}
|hitbox2=Jotaros236abc - 2.png|frameless
|notation='''214S'''
|hitbox3=Jotaros236abc - 3.png|frameless
|content=Insanely effective at everything - if you can dream it, Tandem can do it.
|hitbox4=Jotaros236abc - 4.png|frameless
|name=Air Blazing Fists
|input=s.j.236A/B/C
|data=
  {{AttackData-HFTF
  |version=s.j.236A
  |startup=7
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.j.236B
  |startup=9
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.j.236C
  |startup=11
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  |description=Pretty much s.236X but in the air and a lot less useful. Doesn't have any use in combos, pressure, neutral or okizeme. Very punishable too - 12 frames of landing recovery makes it quite unsafe and even in the best case scenario you'll usually have to give up your turn. The move does let you control your air movement while it's active, but it's hard to get any good use from this.
* Button used affects Jotaro's movement during the startup: A is stationary, B moves forward and C moves further.
* Does three hits by default, though mashing extends move with more hits.
  |ips=No
  |scaling=No
  |meterwhiff=2
  |meterhit=2×N
  }}
}}
}}
<br>
=====Weapon Stand=====
{{MoveData
{{ComboCard
|image=Jotaros214abc.png|frameless
|title=Custom Combo
|name=Blazing Strike
|notation='''214S'''
|input=s.214X
|content=Mostly used as a combo and a punish tool. Not as obscene as Tandem, but still useful.
|data=
  {{AttackData-HFTF
  |version=s.214A
  |startup=9-11
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  }}
  {{AttackData-HFTF
  |version=s.214B
  |noheader=y
  |startup=11-15
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  }}
  {{AttackData-HFTF
  |version=s.214C
  |noheader=y
  |startup=18-23
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  |description=Jotaro follows Star Platinum as it delivers a rushing punch. Jotaro's most common combo ender, as its followups can either knock down for oki or launch for a techchase, both of which he excels at. Dangerous to throw out on block because it's very punishable if pushblocked, but the ludicrous Stand Damage can make this an enticing option regardless: breaking the opponent's Stand with this move can open up extremely damaging extensions.
* Version used determines startup and distance traveled.
* Can be Cancelled into enders during recovery.
  |additionalinfo=If s.214A is used to start the Rekka, the enders gain the ability to be cancelled into s.623X.
  |ips=No
  |scaling=No
  |meterwhiff=5(A) 6(B) 7(C)
  |meterhit=5(A) 6(B) 7(C)
  }}
}}
}}
{{MoveData
====Stand Durability====
|image=Jotarochains2c.png|frameless
{{ComboCard
|name=A Ender
|title=Stand Crash!
|input=s.214X > 214A
|notation=Stand Gauge depleted when getting hit
|data=
|content=Stand Crashes put the victim in a period of extended hitstun - giving opponents more time to extend a combo, give them extra advantage on a knockdown or letting them convert off moves that they normally wouldn't be able to.
  {{AttackData-HFTF
  |startup=11-13
  |active=5
  |recovery=25
  |hit=Knockdown
  |block=-13
  |pushblock=-32
  |guard=Low
  |damage=6
  |standdamage=0
  |cancel=s.623X (see s.214X notes)
  |description=Low kick that knocks down. Recovers fast enough to turn off your Stand and set up Star Finger, making this your ideal combo ender against most characters. Make sure to confirm your hit before canceling into this, as it's extremely punishable on pushblock.  
  |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=4
  }}
}}
}}
{{MoveData
{{ComboCard
|image=Jotaros2c_-_3.png|frameless
|title=Stand Crush
|name=B Ender
|notation=Stand Gauge depleted while blocking
|input=s.214X > 214B
|content=Stand Crush is a more powerful version of Stand Crash that forces the victim to take even longer to recover than from a Stand Crash. The extra time not only lets the opponent set up more damaging followups, but also resets damage scaling so whatever they hit you with hurts even more.
|data=
  {{AttackData-HFTF
  |startup=11-15
  |active=6
  |recovery=22
  |hit=Unscaled Launch
  |block=-10
  |pushblock=-23
  |guard=Mid
  |damage=6
  |standdamage=20
  |cancel=s.623X (see s.214X notes)
  |description=Uppercut followup that looks similar to s.2C. Launches opponents up to set up Jotaro's powerful techchasing. Preferred over the A Ender if the opponent's Stand is ON or if a techchase would be better than knockdown, such as against characters like {{CharacterLabel-HFTF|Alessi}} or {{CharacterLabel-HFTF|Rubber Soul}}. Unsafe on block, but the high Stand damage can score Stand Crushes if their gauge is low.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
}}
{{MoveData
 
|image=Jotaros214cender.png|frameless
==Jotaro Combos==
|name=C Ender
<div class="mw-collapsible mw-collapsed">
|input=s.214X > 214C
===Beginner Combos===
|data=
{{ComboCard
  {{AttackData-HFTF
   |title=Stand OFF 236S Confirm
  |startup=7-14
   |subtitle=How Jotaro gets his knockdowns
  |active=3
   |difficulty={{DifficultyText|Basic}}
  |recovery=32
   |notation='''5A''', '''6B''' xx '''236S''' xx '''s.214B''' > '''214A'''
  |hit=OFFscreen Launch
   |content=Very simple confirm into Jotaro's rekkas ending in a knockdown. Absolute must-know combo for any aspiring Jotaro as it allows him to put the opponent in an unreactable 50/50 via Star Finger. Note that nearly any Stand OFF normal may be used instead of the '''5A''', '''6B''' link, but it's best to learn this link early as it's the gateway to Jotaro's more optimal combos.
  |block=-35
   |file=Jojoban-logo.gif
   |pushblock=-54
   |guard=Mid
   |damage=6
  |standdamage=0
   |cancel=s.623X (see s.214X notes)
   |description=Probably the least useful ender. It's very fast, but doesn't deal very much damage and doesn't put Jotaro in any significant advantage after. Forcefully disables the opponent's Stand, but Jotaro's Stand damage is already so high that by the time you combo into this move they've probably already been Stand Crashed. This move can reach near-fullscreen very quickly, but the potential uses for this are dubious at best.
   |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=4
  }}
}}
}}
<br>
{{ComboCard
=Super Moves=
  |title=Stand ON Rekka Confirm
===Tandem===
  |subtitle=How to turn Jotaro's strong Stand ON normals into a knockdown
{{MoveData
  |difficulty={{DifficultyText|Basic}}
|image=Jotaro214S.png|frameless
   |notation='''d.s.5A''', '''s.5AAB''' xx '''s.214B''' > '''214A'''
|name=Tandem
   |content=Not only is '''d.s.5A''' extremely fast, but it's also consistently rewarding on hit thanks to reliably comboing into '''s.214B''' > '''214A'''. <br> '''d.s.5A''', '''s.5A''' is a link you'll need to practice to hit consistently, but it's fairly lenient and well worth the effort.
|input=214S / s.214S
   |file=Jojoban-logo.gif
|data=
  {{AttackData-HFTF
  |startup= 5
   |active=(80 Flash)
   |recovery= Total 8
  |hit= -
  |block=
  |pushblock=
  |guard=-
  |damage= -
  |cancel=S to cancel
  |description=Jotaro poses while the game freezes and the screen begins flashing. During this period, you can input a series of actions which will be performed in sequence by Star Platinum once the flashing ends.  
Tandems are extremely powerful regardless of the character they're attached to and Jotaro is no exception. It's possible to route into Tandem from most of your standard BnBs, though it's usually easier in Stand OFF. Combining Tandem's extreme invulnerability with Jotaro's extremely lenient post-roll invincibility lets him bully his way through almost anything.  
* While it's active, all meter gain is disabled and damage is scaled very harshly.
* Resets IPS.
* The input window can be extended by holding S after the flash. The Stand Gauge will be drained at a rate of 1 point/frame.
* The attack portion can be cancelled by pressing S.
   |invuln=5+18, 17 on release
  }}
}}
}}
<br>


===Stand OFF===
===Core Combos===
{{MoveData
{{ComboCard
|image=Jotaro236aa - 1.png|frameless
  |title=Basic Stand ON !SC Combo
|hitbox=Jotaro236aa - 1.png|frameless
  |subtitle=The reason it's so scary to play Stand ON vs. Jotaro
|hitbox2=Jotaro236aa - 2.png|frameless
  |difficulty={{DifficultyText|Basic}}
|hitbox3=Jotaro236aa - 3.png|frameless
  |notation='''d.s.5A''', '''s.5AAB''' xx '''s.214B''' '''!SC''', (...)
|hitbox4=Jotaro236aa - 4.png|frameless
  |content=Makes people wince when it lands. A lot of characters benefit from playing in Stand ON, but Jotaro's titanic Stand Damage makes Stand Crashing a breeze. Always be wary of your opponent's Stand Gauge, as adjusting your routing to cause a '''!SC''' makes it very easy to deal a ton of damage. It's ideal to '''!SC''' with '''s.214B''', as it moves Jotaro right up to the opponent's face and recovers fast enough to follow up, usually with a '''d.s.5C''' xx '''214S'''.
|name=Jaguar Varied Assault
*In a pinch, you can consider following through with this string even on block, as fully depleting the opponent's Stand Gauge while they're blocking gives you even more time to kill them with a combo of your choosing. However, '''s.214X''' is fairly unsafe on block, so weigh the risks carefully.
|input=236AA
  |file=Jojoban-logo.gif
|data=
}}
  {{AttackData-HFTF
{{ComboCard
   |startup=14+15
   |title=Stand OFF BnB
   |active=94
   |subtitle=Where the real damage comes from
   |recovery=14 Total [1]
   |difficulty={{DifficultyText|Intermediate}}
   |hit=Launch (Last Hit)
   |notation='''(...)''' '''5A''', '''6B''' xx '''214B''', '''hh.C''', '''5A''', '''6B''' ...
   |block=+159
   |content=Stylish and damaging - what else could you ask for? This is a bit of a step up compared to basic confirms into '''236S''', but this extension improves Jotaro's corner carry and does far more damage. There's a few tricky bits here:
  |pushblock=+154
*You may find it's easier to negative edge '''6B''' xx '''214B''' like so: '''6[B]''' xx '''214]B['''.
  |guard=Mid
*It's vital that you hyperhop before doing '''j.C'''. You may find that sometimes a regular jump will suffice, but this is very inconsistent so it's better to always hyperhop.<br>
  |damage=1×32
The two main ways you'll follow up on this extension is by canceling into '''236S''' to end the combo or extend it further using '''Tandem (214S)'''. Both of these require Star Platinum to have disappeared after recovering from '''214B''', so adjust your timing accordingly. <br>
  |standdamage=2
As useful as this combo part is, using it more than once in the same combo can be unreliable as IPS can force it to drop.
  |cancel=None
   |file=Jojoban-logo.gif
  |description=
  Jotaro calls out Star Platinum to do an extended version of its 236X special. Interesting super move with some unique use cases, but it really shines when used as a combo piece. Due to each hit having 1 base damage, this super will do high damage regardless of combo scaling, the opponent's defense or guts. However, the long startup requires unique routing to combo into it. Advanced players can manipulate the opponent and Star Platinum's spacing to force the last hit to whiff, allowing them to combo out of this super. <br>
While the frame advantage on block seems enticing, this super is extremely easy to Guard Cancel and thus can't be used to effectively force your turn.
* Resets IPS.
* Data in brackets indicates Star Platinum's recovery.
* Star Platinum becomes usable 60 frames after recovering.
  |meterhit=0
   |meterwhiff=0
  |ips=Reset
  |scaling=Yes
  }}
}}
}}
<br>
{{MoveData
|image=Jotarotimestop.png|frameless
|name=Star Platinum: The World!
|input=6 B A 6 S
|data=
  {{AttackData-HFTF
  |startup=6+67
  |active=53 frames per 1 meter
  |recovery=112 Total
  |hit=Offscreen Launch
  |block=
  |pushblock=
  |guard=Unblockable
  |damage=
  |cancel=
  |description=
Requires at least 3 bars. <br>
After a lengthy startup animation, Jotaro calls out Star Platinum to stop time.
Very cool, but unfortunately not very good. The extremely slow startup makes it very, very punishable unless properly set up by combining a Stand Crash with a knockdown to force the opponent into it. The hefty meter cost is also a factor, as Jotaro gets a lot of value out of his 1-bar Super Moves. Even when you are able to stop time, unless you have a lot of meter stocked the return on investment generally won't be worth it.


* While active, all damage is scaled by half.
===Miscellaneous Combos===
* When {{CharacterLabel-HFTF|Dio}}, {{CharacterLabel-HFTF|Shadow Dio}} or {{CharacterLabel-HFTF|Jotaro}} use their own Time Stop supers, you can input this move to "invade" their timestop without needing to go through the lengthy animation. This also foregoes the usual 3-bar minimum, though you'll still need at least 1 bar of meter.
{{ComboCard
   }}
  |title=The BBC Link
  |subtitle=No BBC = Anger
  |difficulty={{DifficultyText|Advanced}}
  |notation='''...''' '''d.2B'''~'''236AA''', '''6B''' '''(236AA hits)'''
  |content=A very unique, stylish and situationally optimal combo part. Normally, canceling Stand OFF normals that use your stand works as expected, i.e. the normal is canceled into the special/super/whatever else. However, certain normals have an unusual property that allows the Stand User to cancel into a different action while the Stand continues attacking.<br>
This combo abuses the fact that '''d.2B''' has this property by canceling its startup into '''236AA''' to reduce Jotaro's recovery while Star Platinum continues the attack. Because of this stagger, it's possible to link into '''6B''' before '''236AA''' actually hits.
*The primary way to combo into this is by ending Tandem strings with '''s.5AB xx s.623X'''. Forcing a '''!SC''' on the last hit gives you far more time, but isn't necessary.
*There's several input shortcuts to help with the unusual cancel:
**'''661B''' '''[ABC]''' ~ '''236]ABC['''
**'''[A]''' '''661[ABC]''' ~ '''236]ABC['''
**'''6612B[AC]''' ~ '''36]AC['''
   |file=Jojoban-logo.gif
}}
}}
<br>
</div>
==Character Overviews==
<div class="mw-collapsible mw-collapsed">
Note that this is by no means a comprehensive overview of the characters in this game, but it does aim to give first-time readers a basic idea of what to expect from each character. For a more complete look, click on the character's name to go to their page and learn more! (editor's note: the ones with an asterisk are ones i'm not quite happy with so i hope someone with better writing skills/character knowledge can fix them - thanks!)
====Active Stand====
*'''{{CharacterLabel-HFTF|Jotaro}}''' is a close range brawler with equally strong options in the midrange. Gets his hits by outspeeding or outboxing the opponent's moves before converting said hits into combos with monstrous damage that lead to oppressive 50/50 okizeme.
 
*'''{{CharacterLabel-HFTF|Avdol}}''' is a jack-of-all-trades who heavily rewards fighting game fundamentals. His lack of any real weakness allows him to adapt to nearly any situation or matchup. Has some of the best-in-class tools for nearly any situation, although he can struggle to take back momentum once he's at a disadvantage.
 
*'''{{CharacterLabel-HFTF|Kakyoin}}''' is everything you can dream of and more. Normals that are fast and long, amazing movement, obscene combo damage, suffocating oki and pressure along with Nets - the best move in the game, bar ''one''. His only real downside? Being tournament-banned.
 
*'''{{CharacterLabel-HFTF|Polnareff}}''' is both hard to keep away and impossible to get in on. He's extremely good at playing a patient, neutral-focused game supported by his excellent pokes and massive air normals, but Polnareff can switch to a smothering offense with mixups backed by his Shooting Star special in a heartbeat if he needs to.
 
*'''{{CharacterLabel-HFTF|Dio}}''' is an extremely volatile character defined by lightning-fast dashes and the potential to end rounds off a single opening. Once he’s in the lead, Dio’s movement, strong air normals and the exceptional Stand ON Knives super can put the opponent in checkmate - literally.
 
*'''{{CharacterLabel-HFTF|Devo}}''' is widely considered to be the first real example of a puppet character, and he embodies the archetype perfectly. Effective doll placement allows Devo to attack from two directions, which gives him obscene damage, mixup potential and neutral control.
 
*'''{{CharacterLabel-HFTF|Iggy}}'''* is the smallest character in the game when in Stand OFF, but gains an airdash along with a unique glide in Stand ON, which allows him to play an unorthodox aerial keepaway and high/low game. He's also a dog.
 
*'''{{CharacterLabel-HFTF|Midler}}''' is an unorthodox character with excellent neutral and footsies. She doesn't have a defined win condition, so she instead focuses on abusing the opponent's weaknesses with her varied toolkit, which include obnoxious air normals and the excellent Stand OFF Cars super.
 
*'''{{CharacterLabel-HFTF|Vanilla Ice}}'''* is terrifying - only a select few characters compare in terms of sheer efficiency. Ice is very straightforward - his fast movement combined with excellent dashing normals make him threatening from a surprising distance and his exceptional Stand ON normals make him near impossible to approach once he's in the lead.
 
*'''{{CharacterLabel-HFTF|New Kakyoin}}''' is a zoner-rushdown hybrid that combines oppressive limb zoning with equally oppressive mixups thanks to his unique Stand ON hoverdash. Also has access to Nets, which bolster every facet of his gameplay.
 
====Weapon Stand====
 
*'''{{CharacterLabel-HFTF|Alessi}}''' fights in the midrange and gets the bulk of his damage through his unique Child Transformation mechanic, hitting like a truck when a successful hit is capitalised off of. He specialises in controlling neutral, but his many exploitable weaknesses require adaptations and smart play to truly let him shine.
 
*'''{{CharacterLabel-HFTF|Chaka}}''' is a Weapon Stand character focused on close range combat. Constantly switches between Stand OFF's excellent mobility and Stand ON's higher variety of options including access to the situational but strong Learning Counter.
 
*'''{{CharacterLabel-HFTF|Old Joseph}}''' might look seem like a grappler at first, but in reality he plays more of a punish-reliant and okizeme-focused style. While the old man is by no means fast, the opponent has to be mindful of his solid dashing normals including a low-hitting slide, his near-fullscreen hitgrab and his Custom Combo - all of which can lead to a full combo.
 
====Passive Stand====
 
*'''{{CharacterLabel-HFTF|Mariah}}''' is a setup-based zoner with a unique level-up mechanic. Although she’s far weaker than most of the cast, landing hits with her Outlet S-Moves will upgrade all her special and super moves, leveling the playing field somewhat.
 
*'''{{CharacterLabel-HFTF|Hol Horse}}'''* is a zoning oriented character with several useful projectile attacks at his disposal. Although he is quite limited up close, his gameplan relies on frustrating the opponent to make mistakes before punishing them with anything ranging from basic positional advantage to Touch-of-Death combos.
 
*'''{{CharacterLabel-HFTF|Pet Shop}}'''  is notorious for being one of the cheapest characters ever put in a fighting game. High damage, a unique standing hurtbox and fast movement are supplemented by Icicle Break - one of if not the best move in the game thanks to hitting overhead and needing no commitment to set up, making it an exceptional neutral, combo and setup tool.
 
*'''{{CharacterLabel-HFTF|Black Polnareff}}''' is a character of extremes. He has great normals including good jump-ins and two 2f jabs that all lead to his signature infinite, but his nearly non-existent pressure and bog-standard movement mean it's very difficult to actually land a hit.
 
*'''{{CharacterLabel-HFTF|Khan}}''' has very few surprises. He uses his surprisingly competent normals and movement to gradually wear down the opponent with a combination of dashing low pokes and a relatively safe instant overhead. Although his damage is underwhelming, it can improve with meter.
 
*'''{{CharacterLabel-HFTF|Hol & Boingo}}'''* is an alternative version of Hol Horse with some altered attacks, new supers and a vastly improved S-Bullet special. While the duo might look a lot like Hol Horse on the surface, these changes have a massive impact on how they approach most situations.
 
*'''{{CharacterLabel-HFTF|Rubber Soul}}'''* isn't exactly fast, but sticks to the opponent like glue once he’s in. If he finds a hit or lands a grab, Rubber can force hard to escape, looping pressure with mixups. His exceptional defensive options also can set up this brutal vortex, meaning Rubber can be one Guard Cancel away from stealing the round.
 
*'''{{CharacterLabel-HFTF|Shadow Dio}}'''* is a unique midrange character that rewards reading and conditioning the opponent. Very feast-or-famine, as he has excellent damage, okizeme and movement but starts to struggle as soon as he's put on the back foot due to his weak defensive options.


===Stand On===
*'''{{CharacterLabel-HFTF|Young Joseph}}'''* is the only character with no actual Stand - despite this, he functions the same as other Passive Stand characters. While his pressure and damage are average, these can improve if he's able set up one of his projectiles. In addition, Young Joseph is full of unique setups and knowledge checks the opponent might not be ready for.
{{MoveData
<div>
|image=Jotaros214aa.png
|name=Star Breaker
|input=s.214AA
|data=
  {{AttackData-HFTF
  |startup=11+(3-11)+Charge
  |active=4
  |recovery=35
  |hit=Offscreen Launch*
  |block=-3
  |pushblock=-20
  |guard=Mid
  |damage=38
  |standdamage=Forced !SC (0)
  |cancel=S during charge
  |description=
Star Platinum moves winds up and charges for a very powerful strike.
The reason fighting a Jotaro with meter is so scary. Extremely fast, hits from far away, does a ton of damage and is covered in iframes. One wrong move from the opponent and they can expect to eat a Star Breaker. If that wasn't enough, Jotaro can both charge and feint out of this super completely, negating a lot of the risk associated with moves like this.
*On an air Stand Crash, the Offscreen Launch doesn't happen which allows Jotaro to follow up with a short combo.
*When fully charged, Star Platinum begins flashing to indicate that the super is now unblockable. This is pretty much completely useless due to the obscene charge time.
  |invuln=1-22 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=0
  }}
}}
=Navigation=
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]

Latest revision as of 14:23, 5 March 2025

Mechanics

Movement

Ground Movement

Walk

4 / 6 on the ground
Moves you on the ground slowly.


Dash

44 / 66 on the ground
Dashing is faster than walking.


Roll

ABC on the ground (Stand OFF only)
Invincible to strikes for its entire duration and then some.

Standstill i-frames

Certain characters can gain extra invincibility from their rolls by standing still after their roll finishes. Note that this only applies to rolls that don't sideswitch - if you roll past an opponent, you only get whatever guaranteed post-roll iframes you would normally.
This is an extremely strong technique - the standstill state can be interrupted at any point with no downtime, allowing characters with generous iframes to effectively bait out punish attempts.

Roll Properties
Character Total Post-roll Standstill
text-middle Alessi - - -
text-middle Avdol 39 2 0
text-middle Black Polnareff - - -
text-middle Chaka - - -
text-middle Devo - - -
text-middle Dio - - -
text-middle Hol & Boingo - - -
text-middle Hol Horse - - -
text-middle Iggy - - -
text-middle Jotaro - - -
text-middle Kakyoin - - -
text-middle Khan - - -
text-middle Mariah - - -
text-middle Midler - - -
text-middle New Kakyoin - - -
text-middle Old Joseph - - -
text-middle Pet Shop - - -
text-middle Polnareff - - -
text-middle Rubber Soul - - -
text-middle Shadow Dio - - -
text-middle Vanilla Ice - - -
text-middle Young Joseph - - -


Air Movement

Jump

Any Upward Direction on the ground
Puts you in the air. Not throw invuln on startup i think


Super Jump

Any Downward Direction > Any Upward Direction on the ground
Puts you higher in the air.


Hop

Briefly Tap Any Upward Direction on the ground
Puts you lower in the air


Hyper Hop

Any Downward Direction > Briefly Tap Any Upward Direction on the ground
Puts you lower in the air but moves fast horizontally


Guard

Ground Block

4 / 1 on the ground
The most fundamental defensive option. Some moves must be blocked with 1 while some must be blocked with 4.


Air Block

7 / 4 / 1 in the air
All grounded normals are air unblockable. Air blockstun lasts until landing.


Pushblock

ABC while ground blocking
Be careful of the input overlap with roll.


Guard Cancel

623X while ground blocking


Tech Hit Also commonly known as Throw Teching or just Teching

4C / 6C within 2f of getting thrown.
Tight window but you'll have to deal with it.


Attacks

Normal Attacks

Heritage for the Future is a 4-button game, 3 of which are tied to your normal attacks.


Throw

4C / 6C while close to opponent
All throws are equal, but some throws are more equal than others. 2f window to tech


Special Moves

Motion Input + A / B / C / S
Most specials deal chip damage


Super Moves

Motion Input + Any 2 Attack Buttons
Cost meter. All supers have some form of invuln.


Knockdown and Air Tech

Wakeup

Automatic after knockdown
Wakeup time varies per character. Be very mindful of the block-only frame, don't attempt wakeup reversals if the opponent can meaty this frame properly.


Air Tech

Any Direction + Any 2 Attack Buttons
Autopilot downtech forever


Stands

Stands are HFTF's most unique mechanic and a big part of what makes the game so interesting.
Most Stand-related actions are tied to the S button. Every character belongs to one of three types:

  • Active Stand
  • Weapon Stand
  • Passive Stand

Active and Weapon Stand characters use the S button to toggle between Stand ON and Stand OFF modes.

Stand ON

Going Stand ON bestows several unique and powerful benefits.

Entirely different moveset

Characters in Stand ON will have an entirely new set of normals, specials and supers. Moves performed in Stand ON will have the "s." prefix, i.e. Jotaro's 5A in Stand ON would be s.5A


Chip Damage Nullification

Characters in Stand ON receive no chip damage. Instead, moves that would normally inflict chip will now damage the Stand Gauge.


Knockdown Immunity

Characters in Stand ON cannot be knocked down - almost every move that would normally cause a knockdown will instead launch you into the air.


In addition, characters will gain extra options in Stand ON based on if they're an Active or a Weapon Stand:

Active Stand

Double Jump

Any Upward Direction in the air
Puts you in the air in the air


Air Dash text-middle Kakyoin , text-middle Vanilla Ice , text-middle New Kakyoin and text-middle Iggy only

44 / 66 in the air
Puts you horizontally fast in the air


Tandem Very Easy

214S
Insanely effective at everything - if you can dream it, Tandem can do it.


Weapon Stand

Custom Combo

214S
Mostly used as a combo and a punish tool. Not as obscene as Tandem, but still useful.


Stand Durability

Stand Crash!

Stand Gauge depleted when getting hit
Stand Crashes put the victim in a period of extended hitstun - giving opponents more time to extend a combo, give them extra advantage on a knockdown or letting them convert off moves that they normally wouldn't be able to.


Stand Crush

Stand Gauge depleted while blocking
Stand Crush is a more powerful version of Stand Crash that forces the victim to take even longer to recover than from a Stand Crash. The extra time not only lets the opponent set up more damaging followups, but also resets damage scaling so whatever they hit you with hurts even more.


Jotaro Combos

Beginner Combos

Stand OFF 236S Confirm How Jotaro gets his knockdowns Basic

5A, 6B xx 236S xx s.214B > 214A
Very simple confirm into Jotaro's rekkas ending in a knockdown. Absolute must-know combo for any aspiring Jotaro as it allows him to put the opponent in an unreactable 50/50 via Star Finger. Note that nearly any Stand OFF normal may be used instead of the 5A, 6B link, but it's best to learn this link early as it's the gateway to Jotaro's more optimal combos.
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Stand ON Rekka Confirm How to turn Jotaro's strong Stand ON normals into a knockdown Basic

d.s.5A, s.5AAB xx s.214B > 214A
Not only is d.s.5A extremely fast, but it's also consistently rewarding on hit thanks to reliably comboing into s.214B > 214A.
d.s.5A, s.5A is a link you'll need to practice to hit consistently, but it's fairly lenient and well worth the effort.
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Core Combos

Basic Stand ON !SC Combo The reason it's so scary to play Stand ON vs. Jotaro Basic

d.s.5A, s.5AAB xx s.214B !SC, (...)
Makes people wince when it lands. A lot of characters benefit from playing in Stand ON, but Jotaro's titanic Stand Damage makes Stand Crashing a breeze. Always be wary of your opponent's Stand Gauge, as adjusting your routing to cause a !SC makes it very easy to deal a ton of damage. It's ideal to !SC with s.214B, as it moves Jotaro right up to the opponent's face and recovers fast enough to follow up, usually with a d.s.5C xx 214S.
  • In a pinch, you can consider following through with this string even on block, as fully depleting the opponent's Stand Gauge while they're blocking gives you even more time to kill them with a combo of your choosing. However, s.214X is fairly unsafe on block, so weigh the risks carefully.
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Stand OFF BnB Where the real damage comes from Intermediate

(...) 5A, 6B xx 214B, hh.C, 5A, 6B ...
Stylish and damaging - what else could you ask for? This is a bit of a step up compared to basic confirms into 236S, but this extension improves Jotaro's corner carry and does far more damage. There's a few tricky bits here:
  • You may find it's easier to negative edge 6B xx 214B like so: 6[B] xx 214]B[.
  • It's vital that you hyperhop before doing j.C. You may find that sometimes a regular jump will suffice, but this is very inconsistent so it's better to always hyperhop.

The two main ways you'll follow up on this extension is by canceling into 236S to end the combo or extend it further using Tandem (214S). Both of these require Star Platinum to have disappeared after recovering from 214B, so adjust your timing accordingly.

As useful as this combo part is, using it more than once in the same combo can be unreliable as IPS can force it to drop.
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Miscellaneous Combos

The BBC Link No BBC = Anger Advanced

... d.2B~236AA, 6B (236AA hits)
A very unique, stylish and situationally optimal combo part. Normally, canceling Stand OFF normals that use your stand works as expected, i.e. the normal is canceled into the special/super/whatever else. However, certain normals have an unusual property that allows the Stand User to cancel into a different action while the Stand continues attacking.

This combo abuses the fact that d.2B has this property by canceling its startup into 236AA to reduce Jotaro's recovery while Star Platinum continues the attack. Because of this stagger, it's possible to link into 6B before 236AA actually hits.

  • The primary way to combo into this is by ending Tandem strings with s.5AB xx s.623X. Forcing a !SC on the last hit gives you far more time, but isn't necessary.
  • There's several input shortcuts to help with the unusual cancel:
    • 661B [ABC] ~ 236]ABC[
    • [A] 661[ABC] ~ 236]ABC[
    • 6612B[AC] ~ 36]AC[
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Character Overviews

Note that this is by no means a comprehensive overview of the characters in this game, but it does aim to give first-time readers a basic idea of what to expect from each character. For a more complete look, click on the character's name to go to their page and learn more! (editor's note: the ones with an asterisk are ones i'm not quite happy with so i hope someone with better writing skills/character knowledge can fix them - thanks!)

Active Stand

  • text-middle Jotaro is a close range brawler with equally strong options in the midrange. Gets his hits by outspeeding or outboxing the opponent's moves before converting said hits into combos with monstrous damage that lead to oppressive 50/50 okizeme.
  • text-middle Avdol is a jack-of-all-trades who heavily rewards fighting game fundamentals. His lack of any real weakness allows him to adapt to nearly any situation or matchup. Has some of the best-in-class tools for nearly any situation, although he can struggle to take back momentum once he's at a disadvantage.
  • text-middle Kakyoin is everything you can dream of and more. Normals that are fast and long, amazing movement, obscene combo damage, suffocating oki and pressure along with Nets - the best move in the game, bar one. His only real downside? Being tournament-banned.
  • text-middle Polnareff is both hard to keep away and impossible to get in on. He's extremely good at playing a patient, neutral-focused game supported by his excellent pokes and massive air normals, but Polnareff can switch to a smothering offense with mixups backed by his Shooting Star special in a heartbeat if he needs to.
  • text-middle Dio is an extremely volatile character defined by lightning-fast dashes and the potential to end rounds off a single opening. Once he’s in the lead, Dio’s movement, strong air normals and the exceptional Stand ON Knives super can put the opponent in checkmate - literally.
  • text-middle Devo is widely considered to be the first real example of a puppet character, and he embodies the archetype perfectly. Effective doll placement allows Devo to attack from two directions, which gives him obscene damage, mixup potential and neutral control.
  • text-middle Iggy * is the smallest character in the game when in Stand OFF, but gains an airdash along with a unique glide in Stand ON, which allows him to play an unorthodox aerial keepaway and high/low game. He's also a dog.
  • text-middle Midler is an unorthodox character with excellent neutral and footsies. She doesn't have a defined win condition, so she instead focuses on abusing the opponent's weaknesses with her varied toolkit, which include obnoxious air normals and the excellent Stand OFF Cars super.
  • text-middle Vanilla Ice * is terrifying - only a select few characters compare in terms of sheer efficiency. Ice is very straightforward - his fast movement combined with excellent dashing normals make him threatening from a surprising distance and his exceptional Stand ON normals make him near impossible to approach once he's in the lead.
  • text-middle New Kakyoin is a zoner-rushdown hybrid that combines oppressive limb zoning with equally oppressive mixups thanks to his unique Stand ON hoverdash. Also has access to Nets, which bolster every facet of his gameplay.

Weapon Stand

  • text-middle Alessi fights in the midrange and gets the bulk of his damage through his unique Child Transformation mechanic, hitting like a truck when a successful hit is capitalised off of. He specialises in controlling neutral, but his many exploitable weaknesses require adaptations and smart play to truly let him shine.
  • text-middle Chaka is a Weapon Stand character focused on close range combat. Constantly switches between Stand OFF's excellent mobility and Stand ON's higher variety of options including access to the situational but strong Learning Counter.
  • text-middle Old Joseph might look seem like a grappler at first, but in reality he plays more of a punish-reliant and okizeme-focused style. While the old man is by no means fast, the opponent has to be mindful of his solid dashing normals including a low-hitting slide, his near-fullscreen hitgrab and his Custom Combo - all of which can lead to a full combo.

Passive Stand

  • text-middle Mariah is a setup-based zoner with a unique level-up mechanic. Although she’s far weaker than most of the cast, landing hits with her Outlet S-Moves will upgrade all her special and super moves, leveling the playing field somewhat.
  • text-middle Hol Horse * is a zoning oriented character with several useful projectile attacks at his disposal. Although he is quite limited up close, his gameplan relies on frustrating the opponent to make mistakes before punishing them with anything ranging from basic positional advantage to Touch-of-Death combos.
  • text-middle Pet Shop is notorious for being one of the cheapest characters ever put in a fighting game. High damage, a unique standing hurtbox and fast movement are supplemented by Icicle Break - one of if not the best move in the game thanks to hitting overhead and needing no commitment to set up, making it an exceptional neutral, combo and setup tool.
  • text-middle Black Polnareff is a character of extremes. He has great normals including good jump-ins and two 2f jabs that all lead to his signature infinite, but his nearly non-existent pressure and bog-standard movement mean it's very difficult to actually land a hit.
  • text-middle Khan has very few surprises. He uses his surprisingly competent normals and movement to gradually wear down the opponent with a combination of dashing low pokes and a relatively safe instant overhead. Although his damage is underwhelming, it can improve with meter.
  • text-middle Hol & Boingo * is an alternative version of Hol Horse with some altered attacks, new supers and a vastly improved S-Bullet special. While the duo might look a lot like Hol Horse on the surface, these changes have a massive impact on how they approach most situations.
  • text-middle Rubber Soul * isn't exactly fast, but sticks to the opponent like glue once he’s in. If he finds a hit or lands a grab, Rubber can force hard to escape, looping pressure with mixups. His exceptional defensive options also can set up this brutal vortex, meaning Rubber can be one Guard Cancel away from stealing the round.
  • text-middle Shadow Dio * is a unique midrange character that rewards reading and conditioning the opponent. Very feast-or-famine, as he has excellent damage, okizeme and movement but starts to struggle as soon as he's put on the back foot due to his weak defensive options.
  • text-middle Young Joseph * is the only character with no actual Stand - despite this, he functions the same as other Passive Stand characters. While his pressure and damage are average, these can improve if he's able set up one of his projectiles. In addition, Young Joseph is full of unique setups and knowledge checks the opponent might not be ready for.