![fightcade jojo hftf fightcade jojo hftf](https://i.ytimg.com/vi/SiXEBLSYm-A/maxresdefault.jpg)
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. Character HeightĪ character's height can affect whether or not an attack would whiff depending on the move's height. 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. 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)ġ Note 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).Ģ When Devo is in Stand, his dashes can be held indefinitely.ģ When Iggy is in Stand On, his back dash can be extended indefinitely, but his normal walk speed is extremely fast anyway.Ĥ New Kakyoin's dashes are unusual in Stand On - He has a Morrigan/Jedah dash, moving him upwards at an angle of about 65 degrees.The next frame is airborne (For example: Stand OFF Jotaro with '6' frames prejump will go airborne on the 7th frame). The table below shows default amount of prejump frames if not cancelled.
![fightcade jojo hftf fightcade jojo hftf](https://i.ytimg.com/vi/YtT2wydmAxw/maxresdefault.jpg)
Read more on the in-depth system mechanics page The time spent in prejump depends on the character and inputs made during prejump. During prejump, the player will be unable to block and getting hit will cancel the prejump and put the character into grounded hitstun. Inputting a jump in Heritage for the Future will cause the character to enter a vulnerable state called "prejump" before going airborne. These Damage values are rough estimates however, since throw damage is based on each characters defense value and health condition. Some might get punished, some might do less or more damage, and some have multiple hits. Here are each characters Wakeup speeds from fastest to slowest.Įvery character in HFTF can throw, but each throw is very different. 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. Note that these wakeup speeds do not take crumple time (the period of time where a character falls down to the ground) into consideration. 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. Polnareff, Abdul, Old Joseph, Young Joseph, Anubis PolnareffĮvery character has a different wakeup speed. 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. 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. Rolling in Heritage For The Future is an interesting mechanic, and each character has a different roll speed. This value dictates how many hits of damage blocked or otherwise they can take before they enter the Stand Crash state. Having your stand on when taking damage might add or lower a characters defense.Įach Active Stand Character has their own durability value. The higher the number the more damage they take when hit.
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Characters are sorted by damage taken from Young Joseph's 214AA on the highest damage setting, the most damaging single hit in the game. While every character might have the same health (144), each has their own defense values. 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. This is considered to be the games natural 'Comeback Mechanic'. While you take less damage when you have less health, there is also another health based mechanic.