

This can greatly reduce the amount of blockstun from most attacks if done as early as possible.Īir Recovery - Any combination of two attack buttons (A+B/B+C/A+C + Direction) after being hit in the air will perform an Air Tech allowing you to recover away, towards or in place from the air. Note that only one source can be Push Blocked at a time. Push Block (Advancing Guard) - Pressing A+B+C while in blockstun will input a Push Block that will push your opponent away. Each character has a different Guard Cancel with a varying level of usefulness. This is a reversal move to use while being pressured by your opponent. Guard Cancel - 623 + A/B/C while in blockstun will input a Guard Cancel. Every character's Roll has a different duration. You are Invulnerable to normal attacks, special attacks, supers, and command grabs for the duration of the roll, but you can be grabbed out of a roll by a regular throw. Can not be input while your stand is ON. None - There is one character with no Stand, but has a special move to replace it. Passive - Some characters can't activate their Stand, instead, they have special moves tied to the S button. Weapon - Alternative version of Active Stand characters, having their Stands act as weapons that enhance their attacks. There is only one character that has a purely Remote Stand.Īctive+Remote - Some Active Stand characters can go into Remote Mode after inputing 236+S in Stand OFF or 6+AA in Stand ON. Remote - Activate and control your Stand independently. Learn the Numpad Notation HERE Stand MechanicĮach character's Stand (S) button varies depending on the type of character they are.Īctive - Activates your Stand ON/OFF,changing your entire moveset and movement. This entire Wiki, each player and every notation used for the game uses this notation system so learning it is essential. Heritage for the Future uses Numpad notations.

Heritage for the Future is a 4 button 2D fighting game. An updated version of the game was released in 1999 as JoJo's Bizarre Adventure: Heritage for the Future (ジョジョの奇妙な冒険 未来への遺産 JoJo no Kimyō na Bōken Mirai e no Isan), becoming the sixth and last game released for the board. It was originally released in arcades in 1998 on the CPS-3 board this version known outside Japan as JoJo's Venture. 2 Tandems allowed if the first causes a stand crash and ends right after.JoJo's Bizarre Adventure (ジョジョの奇妙な冒険 JoJo no Kimyō na Bōken) is the name commonly given to any one of the versions and ports of a fighting game developed by Capcom based on Part 3, Stardust Crusaders.
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