JoJo's Bizarre Adventure: Heritage For The Future.

JoJo's Bizarre Adventure: Heritage For The Future (JOJO HFTF) is a 2D fighter with lots of mobility options, wacky character designs, and a surprising amount of defensive mechanics. The manga's iconic Stand feature allows players to temporarily control two characters at the same time. Run/dashes, short hops, and high jumps allow players to close distance quickly. Free pushblocking, Alpha Counters, and Rolls allow players to create distance easily. Players constantly weave in and out of ranges. This is a game all about situational awareness and quick decision making.

Helpful Resources

Heritage for the Future Player Guide
The JOJO HFTF wiki.
The JOJO HFTF Discord server.
The community is great and they run tournaments every week.

Notation

Attack Notation

A Light Attack
B Medium Attack
C Heavy Attack
S Stand

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

JoJo's Bizarre Adventure: Heritage For The Future uses Legacy frame data notation. If an attack has 7 frames of startup, it hits on the 8th frame.

Throws are proximity throws performed with 4C/6C and are teched with the same input. The throw tech window is only 2 frames. Throwing is powerful and has to be because of the many free defensive mechanics in this game.

Throws can be teched with a combination of buttons. This is important because you don't want to whiff a slow C attack when trying to tech. Weaker strength normal attacks have input priority over heavier normal attacks. Tech with A+C to get an A attack and tech with B+C to get a B attack.

Guard Cancel is this game's Alpha Counter. Press 623 and any attack button in blockstun to perform it. It has varying amounts of invincibility. Guard Cancel is not fast because it is free. Most Guard Cancels hit on the 11th frame but the range for the cast is between 6 and 16 frames. Some characters have a great Guard Cancel and others have a terrible one. Guard Cancel changes when a character's Stand is on or off.

Most Guard Cancels are unsafe on block. Guard Cancel can be baited to whiff because it is short ranged and there are plenty of long ranged attacks in this game. Blockstun is short which means Guard Cancel has to be inputted preemptively instead of reactively. Buffer 632143A/B/C for a stand block Guard Cancel and 63213A/B/C for a crouch block Guard Cancel.

Pushblock with A+B+C in blockstun. Pushblocking is important because there are a lot of multi-hitting attacks as a result of the Stand mechanic. Unlike most games, pushblocking reduces blockstun instead of adding it or locking the character in a predetermined amount of blockstun. The earlier the pushblock is, the earlier the character recovers from blockstun. Pushblocking will always help you. Even if you pushblock something with no pushback like S attacks, you still get the benefit of recovering faster.

Guard Cancel and pushblock are two powerful and free defensive mechanics. How do you beat them? One way is by never putting your opponent in blockstun. Empty hop is a way to do this while closing the distance and keeping pressure.

Another way to beat the defensive mechanics is by leaving a gap in pressure so that your opponent never enters blockstun and performs a Roll.

Roll is performed with A+B+C, which is the same input for pushblock. It is strike-invulnerable and projectile-invulnerable but can be thrown. Roll is useful for switching sides and escaping the corner. Characters have different Rolls and some characters have Rolls that are incredibly slow and not worth using. Stand characters cannot Roll when their Stand is on.

66 is a dash or run. Some characters can run backwards.

There are dedicated dashing attacks. They are good for approaching and closing the distance. Certain characters can cancel their dashing attack into another attack, which is very valuable. For characters that run instead of dashing, their running attack is just their regular attack with more forward movement.

You'll see the term dash canceling used in combo notation. It means dashing, canceling the dash by pressing 1, then immediately attacking.

There is dash blocking. The recovery frames of dash can be canceled by holding 1.

There is regular jump, short hop, and high jump. Lightly tap 7/8/9 to short hop. Press 1/2/3 then 7/8/9 to high jump.

Running into a jump is a high jump. Running into short hop is a hop with more horizontal distance. Both are great tools for approaching.

After a knockdown, press A+B+C to quick recover. There isn't a lot of okizeme in this game because combos usually keep characters standing.

The defender can only block on their first frame of wakeup. Wakeup reversals are not possible, which means perfect meaties are guaranteed for the attacker. Every character has a different wakeup timing which makes timing meaties more difficult. Wakeup blocking isn't a terrible option because pushblock and Guard Cancel are free.

There is air blocking and it blocks air attacks. Certain grounded special attacks and super attacks can be air blocked. Air-to-air interactions are common because players jump a lot. Anti-airs are low damaging and don't dissuade players from jumping.

After getting hit out of the air, hold 4, 5, or 6 and press an attack button to air recover.

Air recovery travels farther than most fighting games. Players will actually air recover forward to pressure their opponent. You will see players run forward to chase a neutral/backwards air recovery or to cross-under a forward air recovery to create a scramble.

Getting cornered isn't too bad in this game. Roll and air recovery allow players to switch sides. Anti-air damage is low and players willingly get hit out of the air to escape the corner.

Special cancelable normal attacks can be canceled into special attacks even on whiff.

It's not JoJo's without Stands. There are advantages and disadvantages when fighting with Stands. For example, Dio wants his Stand off if he prioritizes movement and wants his Stand on if he prioritizes defense. There are three different types of Stand characters: Active Stand, Weapon Stand, and Passive Stand.

Active Stand characters use their Stand like a puppet. These characters are also able to double jump when their Stand is on. 236S is a unique Stand attack that turns Stand on. A nice thing about these Stands is they let you get combos off of instant overheads.

Active + Remote is a subset of Active Stand characters. These characters go into Remote Mode by inputting 236S while their Stand is off or 6AA while their Stand is on.

The hitbox on Stand attacks is tall enough that it whiffs on short or crouching characters. Also there are attacks you can duck under that you can't when Stand is on.

214S activates Tandem. Tandem records inputs for your Stand to perform while you'll still have control of your own character. The input for Tandem is usually ABCABC over and over again. Roll or jump over your opponent during Tandem to create a sandwich situation.

Weapon Stand characters can still turn on a Stand but it is a weapon instead of a puppet-like entity. Weapon Stand characters activate custom combo with 214S. Stand gauge refills quickly for Weapon Stand characters.

The Stand gauge depletes entirely during custom combo and the combo ends when the gauge is empty. However, if you successfully chain and/or cancel attacks after the gauge has depleted, you can stay in custom combo mode for a little bit longer.

Passive Stand characters can't summon a Stand, instead their S button is a special attack that can be canceled into from any normal attack including jumping normal attacks and whiffed normal attacks.

The main advantage of Passive Stand characters is they do not suffer Stand Crash. Underneath the health bar is another health bar for Active and Weapon Stand characters. This bar depletes when the character gets hit or blocks certain attacks while Stand is on. The bar refills when Stand is off. When the bar is empty, the character suffers a Stand Crash and is completely vulnerable. Stand Crash is very short which means it doesn't guarantee big punishes. The Stand bar quickly refills after Stand Crash.

Time Stop is mostly useless outside of proper Stand Crash combos because of its very long and punishable startup. It is mostly used to show off and impress your friends at the arcade. The more meter you have, the longer Time Stop lasts.

To unlock the hidden characters in the arcade version, open the debug menu (usually the F2 key). Select the seventh option (configuration) then on the next screen select the second option (GAME). On this screen input 8261ABCS and you'll hear Dio scream. Now select the bottom option (EXIT), on the next screen select (SAVE & EXIT), and exit again. All the characters are now unlocked. They're off screen and you select them by scrolling past the character selection.