JoJo's Bizarre Adventure: Heritage for the Future: Difference between revisions

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*'''Recovery:''' (any two attack buttons pressed at the same time while falling) This technique involves your character righting themselves in mid-air so they can subsequently block/perform attacks/move. Hold a direction while using Recovery to move in held direction. Performing a recovery while close to the ground will result in your character landing on their feet with a different animation (these can be quite fun to watch).
*'''Recovery:''' (any two attack buttons pressed at the same time while falling) This technique involves your character righting themselves in mid-air so they can subsequently block/perform attacks/move. Hold a direction while using Recovery to move in held direction. Performing a recovery while close to the ground will result in your character landing on their feet with a different animation (these can be quite fun to watch).


*'''Tech:''' (any two attack buttons pressed at the same time while being thrown by an opponent) Tech Hits will lessen or negate throw damage and escape the throw animation.  
*'''Tech:''' (A1 A2 A3 in succession while being thrown by an opponent) Tech Hits will lessen or negate throw damage and escape the throw animation.  


*'''Backlash/Dodge:''' (A1+A2+A3 with Stand Mode off) Your character will slide forwards a short distance, leaving a trail of shadows. All attacks excluding throws will go right through a character in this state, including projectiles and supers (excluding super throws, of course). The character can also go through their opponent. This is a decent means of getting out of a corner or avoiding powerful attacks.
*'''Backlash/Dodge:''' (A1+A2+A3 with Stand Mode off) Your character will slide forwards a short distance, leaving a trail of shadows. All attacks excluding throws will go right through a character in this state, including projectiles and supers (excluding super throws, of course). The character can also go through their opponent. This is a decent means of getting out of a corner or avoiding powerful attacks.

Revision as of 11:54, 17 January 2009

File:Jojo01.jpg
Cover of the Dreamcast version of the game.


Introduction

Based on Part Three of the manga of the same name, JoJo's adds a twist to the action through the use of each characters' "Stand", a supernatural ability or being unique to each character. The game seems like a more ground-focused take on the Marvel vs. formula (There's a good reason for this.), and uses the three-button control scheme seen in more recent games like Akatsuki Blitzkampf.

Though the Dreamcast version is the more accurate port, the Playstation version is still a decent game in its own right.

Gameplay

Basic Controls

A1 Light Attack/Jab
A2 Medium Attack
A3 Heavy Attack
S Stand button. This is used for multiple things depending on character (see Character Types below)
T Start/Taunt button

Character Types

Active Stand Characters that can activate a Stand that can fight with/in place of character. The Stand can be called by pressing the Stand button.
Weapon Stand Characters that utilize their Stand as a weapon. These work in a fairly similar way to Active Stand characters.
Passive/no Stand Characters that have no Stand meter. These Characters use the Stand button as an extra ability or attack. They are always considered to have their Stand off.
Character Stand Type
Abdul Active
Alessi Weapon
Black Polnareff/Anubis Polnareff Passive
Chaka Weapon
D'Bo/Devo Active1
Dio Active
Hol Horse Passive
Hol Horse w/ Boingo Passive
Iggi Active
Joseph Weapon
Jotaro Active
Kahn Passive
Kakyoin Active
Mariah Passive
Midler Active
New Kakyoin Active
Pet Shop Passive
Polnareff Active
Shadow Dio Passive
Vanilla Ice Active
Young Joseph Passive (none)

1D'Bo's Stand functions unusually. See his character page for details.

Special Actions

  • Dash: Double tap forwards or backwards. Your character will make a short dash towards or away from your opponent. All dashes are cancelable into attacks; some characters may extend their dash by holding forwards/backwards on the second tap. Some dashes are also faster than others, and some may be hops or jumps as opposed to sliding motions. A table of characters' dashing abilities follows:
Character Forward Dash Type Backward Dash Type
Abdul Flat distance Flat distance
Alessi1 Flat distance Indefinitely Extendable
Black Polnareff/Anubis Polnareff Flat Distance Flat Distance
Chaka Flat Distance Flat Distance
D'Bo/Devo2 Flat Distance Flat Distance
Dio Flat Distance Flat Distance
Hol Horse Indefinitely Extendable Indefinitely Extendable
Hol Horse w/ Boingo Indefinitely Extendable Indefinitely Extendable
Iggi Indefinitely Extendable Flat Distance3
Joseph Indefinitely Extendable Indefinitely Extendable
Jotaro Flat Distance Flat Distance
Kahn Flat Distance Flat Distance
Kakyoin Flat Distance Flat Distance
Mariah Indefinitely Extendable Indefinitely Extendable
Midler Flat Distance Flat Distance
New Kakyoin4 Flat Distance Flat Distance
Pet Shop Extendable Extendable
Polnareff Flat Distance Flat Distance
Shadow Dio Extendable Extendable
Vanilla Ice Flat Distance Flat Distance
Young Joseph Indefinitely Extendable Indefinitely Extendable

1Note that when his opponent is transformed, Alessi's dash attributes swap (his forward dash can be extended but his back can't).
2When D'Bo is in Stand Mode, his dashes can be held indefinitely.
3When Iggi is in Stand Mode, his back dash can be extended indefinitely.
4New Kakyoin's dashes are unusual in Stand Mode - they move him upwards at an angle of about 80 degrees. Note that the dashes aren't cancelable into a jump or an air dash, making them rather useless and annoying.

  • Double/Triple Jump: (Up/Up-Left/Up-Right during a jump, with Stand Mode on) this allows your character to perform a second jump in the air. The double jump may be performed at any point during the initial airtime, and in any direction. Triple jumps are only possible during a Stand Release (see below). Weapon Stand users, even with Stand Mode on, cannot perform double jumps.
  • Pushblock: (A1+A2+A3 while blocking an attack) This action pushes an attacking opponent back a short distance as you block their attacks. This is used to get out of corners or break combos.
  • Guard Cancel: (Down, Forward, Down+Forward + any attack button while blocking an attack) Your character will immediately break from their block animation and will perform an attack (specific attack dependent on character).
  • Recovery: (any two attack buttons pressed at the same time while falling) This technique involves your character righting themselves in mid-air so they can subsequently block/perform attacks/move. Hold a direction while using Recovery to move in held direction. Performing a recovery while close to the ground will result in your character landing on their feet with a different animation (these can be quite fun to watch).
  • Tech: (A1 A2 A3 in succession while being thrown by an opponent) Tech Hits will lessen or negate throw damage and escape the throw animation.
  • Backlash/Dodge: (A1+A2+A3 with Stand Mode off) Your character will slide forwards a short distance, leaving a trail of shadows. All attacks excluding throws will go right through a character in this state, including projectiles and supers (excluding super throws, of course). The character can also go through their opponent. This is a decent means of getting out of a corner or avoiding powerful attacks.
  • Throw: (A3+Forward or Back while close to opponent) The character will perform an unblockable attack that throws the opponent backwards. The only way to break from an opponent's throw is via a Tech Hit. Throw damage and launching effects depend on character.
  • Stand Attack: (QCF+S with Stand Mode off) This turns your Stand on and performs an attack at the same time. Effects of Stand Attacks vary greatly by character, but much of the time using a Stand Attack is the most effective means of linking attacks with Stand Mode off and those with it on. Some characters' Stand Attacks (Kakyoin, Abdul, Polnareff, D'Bo) have similar effects to a Stand Release (see below).
  • Tandem Attack: (QCB+S) When used by Active Stand users, you have a limited amount of time to input commands (as you would when performing regular moves). When the input period finishes, your character's Stand will rush forward and perform all of the techniques you performed during the input period. Your character is controllable separately to the Stand; you can perform your own basic attacks to buffer the attacks the Stand is performing. If the Stand is hit during a Tandem Attack, it will disappear. You can lengthen the time for input by holding the Stand button after inputting QCB+S. While holding the Stand button, your Stand meter will start to drain. You can hold the Stand button until this meter runs out, but you are free to release any time before that. While the initial Tandem input time will give you some time with no interruption, holding the button after the normal allotted time to gain additional time grants you no invincibility, and your opponent is free to attack. When used by Weapon Stand users, the technique is similar to Custom Combos seen in the Street Fighter Alpha series, in which all of your attacks are sped up so that they chain very easily. (Passive/No Stand users cannot perform Tandem Attacks)
  • Stand Release: (Forward+any two attack buttons): Allows your Stand to be controlled independently to your character. You may perform attacks as normal controlling only the Stand, while your character is left completely defenseless. Stands in a Stand Release state may triple jump, and may have access to more techniques (or less). Pressing the Stand button calls the Stand back. Only available to certain characters (Kakyoin, Abdul, Polnareff, D'Bo).

Basic Strategy/Tips

Stands:

  • Learning to use your Stand wisely is an important part of gameplay. Active Stand users have bonuses granted to them with their Stand on. While your Stand is out, you suffer no chip damage from Normal, Special, and Super moves, with the exception of Throws. You gain extra mobility in the air from Double Dump, your attacks do more damage, and you also suffer less damage from attacking opponents. Furthermore, some Super moves cannot be used without your Stand on. However, Having your Stand on also has it's drawbacks. A major one is Stand Break. Every hit excluding normal non-stand attacks will lower your Stand Meter. When your Stand meter is completely gone, you will be in a state called Stand Break. In this time, you are stunned momentarily and are completely vulnerable to most any attack. However, you can avoid this by putting away your Stand. Having your Stand off will refill your Stand Meter. Also important to note, if you are thrown with your Stand on, your Stand will will disappear. While you have your Stand on, your Stand is considered a part of you. Meaning, if someone hits your Stand with an attack, you suffer the damage. Characters that can send out their Stand using Stand Release can have their Stand hit by any attack. Finally, you cannot utilize Dodge while your Stand is on. Weapon Stand users have specific key differences. Weapon Stand users cannot send out their Stand, therefore their hitbox area does not change. Weapon Stand users cannot Double Jump with their Stand on. Passive Stand/No Stand users for the most part, will not have to worry about the weaknesses of Stand on. Passive Stand users will want to look out for one weakness shared by Active Stand users. Rubber Soul, Black Polnereff, and Shadow Dio all have a form of Stand that can actually be hit while they are attacking. Their Stands can appear and attack along with the character, but they also have their own hitbox that counts for damage against the character if hit.
  • OCF+S is a necessity during close quarters combat or in the middle of a combo if you want to bring out your stand without any sort of lag.
For example: "Jotaro: j.A3, s.A3, QCF+S":
  • In order to reduce chip damage, bring out your Stand before blocking.

Misc:

  • Footsies are very important in this game.
  • Learn how each character works so you can use their weaknesses against them.
  • Tandem Attack is useful, but not to be abused. Choose your moment carefully.
  • Countering is definitely useful, but can easily be abused. It doesn't use any meter so you can do it as many times as you like.

Characters

Active Stand

20%.gif Jotaro Kujo (JoJo)
50%.gif Muhammed Abdul
20%.gif Kakyouin Noriaki
00%.gif Jean Pierre Polnareff
40%.gif Dio
20%.gif D'Bo
20%.gif Iggy
00%.gif Midler
00%.gif Vanilla Ice
00%.gif New Kakyoin

Weapon Stand

00%.gif Alessi
00%.gif Chaka
20%.gif Joseph Joestar

Passive/No Stand

00%.gif Mariah
40%.gif Hol Horse
00%.gif Pet Shop
50%.gif Black Polnareff
00%.gif Kahn
00%.gif Hol Horse & Boingo
50%.gif Rubber Soul
50%.gif Shadow Dio
40%.gif JoJo (Young Joseph)

Game Versions

Links