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The younger Joseph's moveset is based primarily around his clackers, alongside a few gadgets from Battle Tendency. Young Joseph is a fairly simple rushdown character, with good zoning tools. Though he lacks a Stand, Joseph has a lot of exceptional pressure tools in his kit, and very simple combos. Young Joseph's main gimmick are his Clacker Boomerangs, his primary offensive and zoning tool. He is also able to run instead of dash.
Normals
Standing Light
MID / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Normal jab, combos into his other standing normals.
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
14
+7
+5
+2
4
2
Standing Medium
MID / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
25
+1
-1
-9
8
4
Standing Heavy
MID / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
7
4
29
0
-2
-15
13
6
Crouching Light +
MID / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Not a low for some reason. Super quick and and super plus, important combo starter.
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
9
+12
+10
+7
4
2
Crouching Medium +
LOW / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
4
2
19
+6
+4
-4
8
4
Crouching Heavy +
MID / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
8
3
23
+6
+4
-9
13
6
Jumping Light +
OVERHEAD
Startup
Active
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
12
12
+10
+7
5
2
Jumping Medium +
OVERHEAD
Slightly slower than the light version.
Startup
Active
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
7
8
12
+10
+7
10
5
Jumping Heavy +
OVERHEAD
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
9
Active until Joseph lands
23
+12
+10
+7
14
7
Command Normals
Forward Heavy +
OVERHEAD
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
14
3
29
-9
-11
-24
9
4
Crouching Forward Medium + +
LOW / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
4
17
19
-8
-10
-18
6
3
Crouching Forward Heavy + +
LOW / AIR-UNBLOCKABLE / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
8
21
24
Knockdown
-14
-27
10
5
Dashing Normals
Dashing Light/Medium/Heavy + +
OVERHEAD
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
14
3
35
Launch
-17
-22
10
5
Dashing Crouching Forward Light/Medium + + or
LOW / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
4
25
17
-19
-21
-24
10
5
Dashing Crouching Forward Heavy + +
LOW / SPECIAL-SUPER CANCELLABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
4
25
21
Launch
-15
-28
10
5
Clackers
Clackers
MID / AIR-UNBLOCKABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
18
9
38
-3
-14
-14
13
20
Forward Clackers +
MID / AIR-UNBLOCKABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
10
6
25
Launch
-6
-6
12
Stand Crash
Crouching Clackers +
LOW
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
18
3
17
Knockdown
+8
+5
4
2
Jumping Clackers +
OVERHEAD
Startup
Active
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
8
10
+11
+6
+13
12
Dashing Clackers + +
MID / AIR-UNBLOCKABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
10
12
45
-3
-11
-14
14
23
Throw
Throw or +
Special Moves
Turquoise Blue Overdrive(青縁波紋疾走Tākoizu Burū Ōbādoraibu) +
MID
MangaAnime
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
12
2
23
+5
+3
-23
15
30
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
12
4
25
+3
+1
-25
15
30
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
37
8
12
Wall-Bounce
+22
+3
20
40
Overdrive +
MID
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
14
+7
+5
+2
4
2
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
14
+7
+5
+2
4
2
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
5
2
14
+7
+5
+2
4
2
Hamon Soda +
MID / AIR-UNBLOCKABLE
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
8
4
26
Launch
-5
-13
8
4
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
14
4
26
Launch
-5
-13
10
5
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
21
4
26
Launch
-5
-13
12
6
Clackers Rekka +
MID
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
12
8
29
+5
+3
-23
9
14
Clackers Rekka Follow-Up
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
7
9
46
-19
-22
-19
9
14
Clackers Rekka Ender +
Startup
Active
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
25
Acive until Joseph lands
+3
-5
-1
13
Stand Crash
Clackers Rekka Ender
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
8
6
34
Launch
-18
-11
12
Stand Crash
Clackers Rekka Ender +
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
22
4
17
Knockdown
+7
+6
11
4
Iron Bowgun(アイアンボーガン) +
MID / AIR-UNBLOCKABLE (Heavy)
MangaAnime
Startup
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
19
-16
-23
-21
10
20
Startup
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
19
-16
-23
-21
11
22
Startup
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
156 (Times it takes for the ball to come around)
+26
+13
+16
11
24
Clackers
MID / AIR-UNBLOCKABLE
Startup
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
156 (Times it takes for the ball to come around)
+26
+13
+16
11
24
Clacker Boomerang +
MID
MangaAnime
DescriptionExamples
Startup
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
Damage (Stand)
32
15
+13/+27
+11/+25
+3/+16
12
24
Super Moves
Clackers
MID
MangaAnime
Startup
Active
Recovery
Hit Advantage
Block Advantage
Pushblock Advantage
Damage
8
4
46
Knockdown
-17
-15
43
Clackers
Startup
Active
Recovery
Hit Advantage
Damage
67
8
46
Knockdown
56
Special Moves
Ogre Slash (鬼連斬)
+
Chaka's Ogre Slash is a 3-slash "Rekka". The final slash changes depending on the button pressed.
+ : Chaka will perform a sweep.
+ : Chaka will perform an overhead slash.
+ : Chaka will slash upwards.
A
{{CBox|Title=|Center|bg=HFTF3|bg2=HFTF2|
Stage 1Stage 2Stage 3TransparentTransparent
A
A
A
A
A
Challenge Mode
In Challenge Mode, Joseph Joestar will appear at the end of a run to commentate on your performance. These comments are based on your accumulated points and level.
Challenge Mode Lines
Show AllEnglishJapaneseRomaji
“
Those kinds of techniques won't do you any good! (それぐらいのテクニックでは無駄じゃな!)
”
“
You have a lot to learn. Why don't you go see Lisa Lisa? (まだまだ修行がたりんのぉ、リサリサの所へ行かんか?)
”
“
Your guard needs a bit of work. (ガードが甘いのぉ)
”
“
Make sure to use your special moves! (必殺技は確実に出せ!)
”
“
And now you say, "Surely I'm stronger than that!" (お前は「オレはもっと強いハズ」という!)
”
“
You've got battle experience... but you're still not ready. (戦いの年季が…まだまだ甘いのぉ)
”
“
Be careful when your Stand Gauge gets low, or else your guard will break! (スタンドゲージが少ないときは要注意じゃ!ガードが崩されるぞ)
”
“
Use your Advancing Guard if things get too rough! (ピンチにはアドバンシングガードじゃ)
”
“
You should try to chain your moves together! (連続技をねらうのじゃ!)
”
“
It's not just technique: the art of the bluff is important, too. (技だけじゃない、ハッタリも大事じゃな)
”
“
When the enemy's in the air, that's your chance to strike! (敵が空中にいるときがチャンスじゃ)
”
“
Attack as soon as you get the chance! (チャンスには一気に攻めろ)
”
“
Defeat your opponent as fast as you can! (素早く相手を倒せ!)
”
“
Try to KO with a Super Combo! (スパコンKOを狙うのじゃ)
”
“
Make good use of your dash attack! (ダッシュ攻撃をうまく使え!)
”
“
Use your forward dodge if you need to get close to the opponent! (回り込みで敵のふところへもぐりこむのじゃ)
”
“
You can use four different neutral attacks with the control stick! Use your upward neutral attack for a chance to strike back! (レバーで4種類の受身を使い分けろ レバー上受身は反撃のチャンスじゃ!)
”
“
Use your Guard Cancel against single attacks! (単発攻撃にはガードキャンセルをうまく使え!)
”
“
Rack up those Hit Combos with Tandem Attacks! (タンデムアタックでヒットコンボを稼げ!)
”
“
A short jump after a dash will allow you to pull off a quick yet powerful strike! (ダッシュからの小ジャンプは素早く強力な攻撃が可能になるのじゃ!)
”
“
It seems your strength hasn't fully recovered yet. (体力を回復させているようじゃまだまだじゃの)
”
“
Well, now! You're one talented Stand user! (ほぉ、なかなかのスタンド使いじゃ)
”
“
You're even better than I thought! (こやつ、結構やりおるわい!)
”
“
That power! You haven't put on the stone mask, have you? You couldn't have! (その強さ!?まさか、石仮面を使っている…わけないのう!)
”
“
I fought a certain Santana a long time ago, but your power rivals even his! (おぬし…昔、戦ったサンタナにも匹敵する強さじゃッ!)
”
“
Breathe in for ten minutes, then out for ten minutes! Kooooooohhh... (息を10分間吸いつづけ、10分間吐き続けるのじゃ コォォォォォォォォォォォォォッ!!)
”
“
You're at Kars's level now—you're the strongest in the world! (おぬし…もはやカーズのレベル(地上最強)じゃ!)
”
Other Ports
SEGA Dreamcast
Both Heritage for the Future and its earlier revision would later be ported to the Sega Dreamcast under the former's title, allowing the player to choose which revision they want to play. A special edition of the Dreamcast version named JoJo's Bizarre Adventure: Heritage for the Future for Matching Service added an online mode to the game, which has since become defunct.
The Dreamcast port features a few new modes, along with more options to existing ones like selecting difficulty in Story Mode or handicaps for Versus Mode.
The SEGA Dreamcast port contains the following new game modes:
NetworkTrainingSurvival ModeAlessi Mode
Network
Network (ネットワーク, Nettowāku)
This mode is exclusively available in the For Matching Service edition of the game, and is accessible via the main menu. From this mode, the player can either visit the game's Japanese homepage via the Dream Passport browser or connect to Capcom's servers to access the game's online matchup functionality. Both the homepage and the game's servers are currently defunct, however.
Training
Training Mode (トレーニングモード, Torēningu Mōdo)
This mode allows the player to practice character attacks, skills, and combos using various battle settings and opponent behaviors. The player can also choose to display attack data, combo data, and damage.
Survival Mode
Survival Mode (サバイバルモード, Sabaibaru Mōdo)
Similarly to Heritage for the Future's Challenge Mode, this mode features a gauntlet of single-round matches on a single health bar and Super Combo Gauge. Unlike Challenge Mode, the gauntlet continues endlessly until the player is defeated. In addition, the player is not offered the opportunity to choose a gauge to refill after each match: instead, a small portion of health is automatically restored.
Alessi Mode
Alessi Mode (アレッシーモード, Aresshī Mōdo)
Alessi Mode is not a mode in and of itself: it is instead a menu that allows the player to set one of three gameplay modifiers based on Sethan's ability for Versus Mode. Depending on the selected modifier, a character will morph into children during the match either after a Stand Crash, in alternation every ten seconds, or for the entire match.
JoJo's Bizarre Adventure HD Ver. (PSN/XBLA)
In 2012, Heritage for the Future was ported to Xbox Live Arcade and PlayStation Network with upscaled graphics and online play, as JoJo's Bizarre Adventure HD Ver., though this version was delisted in 2014.[1]