what key do i press to to turn on jojo mode

Setting up controls on FightCade

Buttons used (FightCade)

Heritage For The Future uses only 4 attack buttons (6 buttons if you lot include grooming/dev style) which are:

Weak Punch - A

Medium Punch - B

Stiff Punch - C

Stand - Stand/S

Not in utilise 1 - Used for training and debug mode

Not in use 2 - Used for preparation and debug mode

Other

Coin - Inserts a coin

Outset - Taunt, Enables play for P1 or P2, Re-challenge and a color push button in character select

Keyboard

The most common setup for keyboard is

West - Upwardly

S - Downwards

A - Left

D - Right

I - Weak Punch (A)

O - Medium Dial (B)

P - Potent Punch (C)

J / Space - Weak Boot (S)

Pad

Common pad setup

The about common setup for pad is

Foursquare / X - Weak Dial (A)

Triangle / Y - Medium Dial (B)

Circle / B - Stiff Punch (C)

X / A - OR - R1 / RB - Weak Boot (S)

Fightstick

Hftf common stick layout

The almost common setup for a Fightstick is

Top Row:

-Weak Dial (A)

-Medium Punch (B)

-Potent Punch (C)

Lesser Row:

-Weak Kick (S)

Notation

Number Annotation

HFTF Notation guide

AA - Double push press. Simultaneously pressing two dissimilar force buttons, like A+B.

6 - Frontwards - Tilt stick forward/towards the opponent. (X-axis)

4 - Back - Tilt stick backward/away from the opponent. (X-centrality)

eight - Up - Tilt stick upwards. (Y-axis)

2 - Down - Tilt stick downward. (Y-axis)

236 - Quarter circle forwards/Hadouken/Fireball - Tilt stick down, then to downward and forward, then frontwards.

214 - Quarter circle backward - Tilt stick downwards, then to downwards and backward, so backward.

41236 - One-half circle forwards - Tilt stick backwards, then to downwards and backward, then to downward, and then to downwards and forward, and then forrard.

63214 - Half circle astern - Tilt stick forwards, then to downward and frontward, and then to downwardly, then to down and backward, and so backward.

623 - Dragon punch - Tilt stick forrad, so to downwards, and so to downwards and forward.

"360°" / 8426 - Full circle - Unlike other games diagonals can exist skipped for consistency, and simply a 270° motion is needed.

720° / 84268426 - Double Full Circle - Complete a 720 caste rotation of the stick.

[4]]6[ / [2]]viii[ - Charge - Agree 4 or 2 (Depending) and so press 6 or eight respectively.

Numpad notation refers to the use of numbers for directional inputs, pregnant that movement inputs are listed down as numbers from the numpad on a keyboard.

Numpad notation is not hard to learn. It might be difficult to remember at first but once learned information technology is the fastest and easiest way to write down any combos, moves or techniques into text form.

Numpad note applies for all command layouts. Stick, pad or keyboard. The actual buttons you use for movement do not matter, as long equally they correspond to a direction.

All notations are written in a way that the graphic symbol is facing right and on the left side of the screen, Even IF THE COMBO HAS THE CHARACTER SWITCH SIDES.

(Example: Forrad (half dozen) DOES Not Go BACKWARDS (iv) when on the right side of the screen and facing left)

Button Notation

  • A - Low-cal Attack/Jab
  • B - Medium Attack
  • C - Heavy Attack
  • S - Stand button. This may be used for multiple things depending on character (see Graphic symbol Types below)
  • Start - Get-go/Taunt button
  • Coin - Money Button (FightCade)

Connectors

  • s. - The post-obit move is a Stand up On movement.
  • rs. - Stand in Remote mode. Does not employ to Devo's doll every bit his remote mode acts like stand activation
  • j. - The following move is an air move.
  • m. - The following motion is the magic series version of this move.
  • +: Used betwixt two other pieces of notation to signify that they should be performed at the aforementioned fourth dimension. i.due east. "S+5A".
  • twenty (Sometimes x): Used between 2 other pieces of annotation to signify that the beginning should exist cancelled (Interrupted earlier than it would finish otherwise) into the second.
  • ,- Indicates a link. Press the attack button right after the first attack ends.
  • > Indicates a follow-up. Input the side by side attack correct after the beginning hitting connected with the opponent.
  • / and 'or' - Indicates an alternative move or an alternative button to printing. Such attacks can be interchangeable in combos.
  • sh. - Short Hop. Indicates that the move needs to be performed later on a Curt Hop. This is performed past tapping 7/viii/9 briefly.
  • hj. - Hyper spring. Requires you to perform a regular jump right after borer two briefly.
  • hh. - Hyper Hop. Same as to a higher place except you also need to tap the jump button briefly.
  • d. - While dashing. Yous need to input 66 to dash forward or 44 to nuance backward.
  • d.j. - Dashing jump. Requires the role player to nuance before inputting the jump. While similar to Hyper jumps, Dash jumps have their own unique physics.
  • d.sh. - Dashing short hop. Same as above, except tap the jump push button instead of holding information technology.
  • o. - Stand out. Used when you use a normal that requires your stand when it'due south already out, i.east Jotaro o66c afterwards oki.

Special Deportment

  • Nuance: (66 or 44). Your graphic symbol will make a short dash towards or away from your opponent. All dashes (including dorsum dashes) are cancelable into attacks; some characters may instantly cancel their dash by pressing 4/six during the dash; some characters may extend their nuance by holding forrad/backwards on the second tap. Some dashes are besides faster than others, and some may exist hops or jumps as opposed to sliding motions.
  • Stand up On Double/Triple Leap: This allows your grapheme to perform a 2nd jump in the air. The double jump may be performed at whatsoever point during the initial airtime, and in whatever direction. Triple jumps are only possible during Remote Mode (see beneath). Weapon Stand users, even with Stand Style on, cannot perform double jumps.
  • Pushblock: (A+B+C while blocking an attack) This action pushes an attacking opponent back a short altitude equally yous block their attacks. Can likewise be used on projectiles. Note that just one source can exist Push Blocked at a time. This tin can greatly reduce the amount of blockstun from near attacks if done as early on as possible.
  • Guard Abolish: (623+any attack while blcoking) Your character volition immediately break from their cake animation and will perform a graphic symbol specific attack with invincibility. All guard abolish techniques involve some invulnerable frames, though their usefulness depends on the character.
  • Air-Teching: (any two attack buttons pressed at the aforementioned fourth dimension while falling) This technique involves your character righting themselves in mid-air and then they can subsequently block/perform attacks/move. Concur a management while pressing two attacks to move in the held direction. Performing an air-tech while close to the ground volition result in your character footing-teching, giving them full invincibility on their recovery. Air-teching normally as well has some invincibility frames - both grounded and aerial teching are Stand On, special, and super cancelable.
  • Grab: (vi/4C while close to opponent) The character will perform an unblockable grab assail that throws the opponent. 6C activates a forward throw, and 4C does a backwards one. Both frontward and backwards grabs are the same. The but way to intermission from an opponent'south throw is via a Tech Hit (encounter below). Throw damage and launching effects depends on the character using them.
  • Tech Striking: (four/6C when grabbed) Performing this action will result in your character and the opponent billowy off each other instead of either throwing. Note that unlike in some other games, at that place is no means of escaping a throw when the throw has already been begun The tech window is extremely small at 2 frames - the frame the grab activates, and the frame afterward.
  • Whorl: (A+B+C In Stand Off) Your character volition slide forwards a short distance, leaving a trail of shadows. All attacks excluding throws will go right through a character in this country, including projectiles and supers. The character can also get through their opponent. Old Joseph is an exception, in that he tin coil while Stand On - at the cost of nigh of information technology's invincibility frames. You can't tech hit while rolling.
  • Stand up Activation Attack: (236S+South in Stand Off) This turns you lot Stand On and performs an attack at the same time. Effects of Stand up Attacks vary greatly by graphic symbol. Some characters' Stand up Activation Attacks (Kakyoin, Abdul, Polnareff, Devo) immediately put them in Remote Manner.
  • Remote Mode: (half dozen+AA): Allows your Stand to be controlled independently to your grapheme. You may perform attacks as normal controlling only the Stand up, while your character is left completely defenseless. Stands in Remote Fashion can triple spring, and may accept access to the same Stand On moves, with some modest exceptions. Pressing the S button calls the Stand back, merely your character is entirely vulnerable until the Stand returns. Only available to sure characters (Kakyoin, Abdul, Polnareff, Devo). Note: if the character (not the Stand) is hit during Remote Manner, they'll take far more impairment than usual. Another note is that Devo is the only character who is permanently in Remote Style whenever he turns on his Stand up.
  • Tandem Attack: (214+S) When used by Active Stand users, y'all accept 80 frames to input commands (equally you would when performing regular moves). When the superflash finishes, your graphic symbol'southward Stand volition rush forward and perform all of the techniques you performed during the input catamenia. Your character is controllable separately to the Stand; you can perform your own basic attacks to buffer the attacks the Stand up is performing. If the Stand is hitting during a Tandem Attack, it will disappear. You can lengthen the fourth dimension for input by holding the Stand button during superflash. While property the Stand push button it volition drain your Stand up bar. All Tandems count equally supers, and every Tandem is invincible on frame 1.
  • Custom Combo (214+S) When used by Weapon Stand Users, the graphic symbol will rush forwards with blue afterimages in their wake, with their Stand Bar rapidly depleting. Moves performed during the Custom Combo are generally much faster, and always cancelable. If the Stand Bar completely runs out, the Custom Combo will end the moment the user finishes their magic series attacks (Instance: Chaka's Custom Combo works similar this: 6C 236C > 236C 5A >Bar depletes< 5AA 5B 5C 2B 236C > 236C, allowing Chaka to continue the majority of the combo even when the Stand up bar is empty.)
  • Walk Abolish (WC) Cancel the recovery of the concluding move by property either 6 or 4. Mostly useful while linking into Stand up On normals, as the previous assault'south elapsing usually interrupts stand activation until interrupted by motility.
  • Dash Cancel (DC) Forward dashes for nearly characters can be canceled by belongings either 4 or 1, while backdashes can exist canceled past holding 6 or 3.
  • Hunker Cancel (CrC) Abolish the recovery of the final move by holding or tapping 2 at a very specific time. Crouch cancel links tin can be very difficult to perform right. This mostly applies to some standing Calorie-free attacks.
  • Instant Air Nuance (IAD) Information technology ways you lot input 66 or 44 instantly after jumping into midair. Only some characters can perform Air Dashes.
  • Stand Crash (!SC) Causes a special animation that pauses the game for a very brief moment, followed up by a huge hitstun caused by the last move. This is only used in combos that volition cause a Stand Crash on opponents with Stand On. Notation that some attacks will e'er cause a Stand Crash while some will instantly turn it off. If Stand up Crash is not a part of the combo or the combo works without information technology, !SC volition not be added to the philharmonic notation.
  • Stand Crush Stand Crash performed versus a blocking opponent. Breaks their baby-sit and causes additional hitstun (usually performed during combo resets.)

Game Navigation

General

Controls

Controls

System Info

Organization Info

In-depth System Info

In-depth Organisation Info

FAQ

FAQ

Active

Avdol

Avdol

Devo

Devo

DIO

DIO

Iggy

Iggy

Jotaro

Jotaro

Kakyoin

Kakyoin

Midler

Midler

New Kakyoin

New Kakyoin

Polnareff

Polnareff

Vanilla Ice

Vanilla Water ice

Weapon

Alessi

Alessi

Chaka

Chaka

Old Joseph

Old Joseph

Passive

Black Polnareff

Black Polnareff

Boingo

Boingo

Hol Horse

Hol Horse

Khan

Khan

Mariah

Mariah

Petshop

Petshop

Rubber Soul

Rubber Soul

Shadow Dio

Shadow Dio

Young Joseph

Young Joseph

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Source: https://wiki.supercombo.gg/w/JoJo's_Bizarre_Adventure:_Heritage_for_the_Future/Controls

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