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** Trace of Bullets, often referred to as "slow bullet", is the main reason that Hol Horse can do his job. Consisting of a bullet that puts the entire game in slow-motion while active, it's an immensely damaging single-hit super that can be guided in mid-flight, which makes it optimal for hitting an opponent in the process of getting up from a knockdown--especially since it knocks the opponent down if it hits. If Hol gets a knockdown and has enough bars, he can just keep using Trace of Bullets until the opponent runs out of health. Even facing it in neutral can be a scary prospect, as it's pretty easy to hit with and can't be blocked.

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** Trace of Bullets, often referred to as "slow bullet", is the main reason that Hol Horse can do his job. Consisting of a bullet that puts the entire game in slow-motion while active, it's an immensely damaging single-hit super that can be guided in mid-flight, which makes it optimal for hitting an opponent in the process of getting up from a knockdown--especially since it knocks the opponent down if it hits. Oh, and it's ''unblockable''. If Hol gets a knockdown and has enough bars, he can just keep using Trace of Bullets until the opponent runs out of health. Even facing it in neutral can be a scary prospect, as it's pretty easy to hit with and can't be blocked.the slow-mo can mess up your dodging.

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** Pet Shop's Icicle Break spawns an icicle at the top of the screen when you hold a button, with the exact location varying depending on which button you hold. Releasing the button after a second or two causes the icicle to drop down and hit the opponent. These icicles are considered overheads and can cross up if they hit the opponent from behind. If they're released at the same time Pet Shop does a low attack, then it can easily become impossible to block both the attack and the icicle at the same time, allowing Pet Shop to confirm into one of their many touch-of-death combos. It's worth noting that Pet Shop is far from the only character with an unblockable setup, but other characters have to commit to theirs or rely on specific circumstances like knockdowns. Pet Shop just holds a button for a bit and suddenly there's an entire section of the screen that you can't enter without taking your life into your hands.
%%** Hierophant's Field
%%** Trace of Bullets

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** Pet Shop's Icicle Break spawns an icicle at the top of the screen when you hold a button, with the exact location varying depending on which button you hold. Releasing the button after a second or two causes the icicle to drop down and hit the opponent. These icicles are considered overheads and can cross up if they hit the opponent from behind. If they're released at the same time Pet Shop does a low attack, then it can easily become impossible to block both the attack and the icicle at the same time, allowing Pet Shop Shop's player to confirm into one of their many touch-of-death combos. It's worth noting that Pet Shop is far from the only character with an unblockable setup, but other characters have to commit to theirs or rely on specific circumstances like knockdowns. Pet Shop just holds a button for a bit and suddenly there's an entire section of the screen that you can't enter without taking your life into your hands.
%%** ** Kakyoin's Hierophant's Field
%%**
Field, informally referred to as "the net." This is a trap that Kakyoin can lay down by holding a button, which stuns the opponent for about two seconds if Kakyoin releases the button while the opponent is inside the net's area of effect. Now, let's count the ways this is overpowered: it covers a large amount of space, it lasts an absurdly long time (29 seconds), Kakyoin can have up to three active at any given time by inputting different buttons, it comes out fast enough that he can ignore its trap utility and use it mid-combat, the stun also counts as a Stand Crash, it can only be removed by damaging it with a Stand On attack (which means Passive Stand characters simply ''cannot'' get rid of it), and to cap it all off, the nets are ''invisible''. The sole downside is that if the net misses or breaks, then Kakyoin has to wait a bit before using it again. Getting hit with it once is enough to instantly decide a match in a lot of cases, as Kakyoin can easily manage a touch-of-death on a stunned opponent.
**
Trace of BulletsBullets, often referred to as "slow bullet", is the main reason that Hol Horse can do his job. Consisting of a bullet that puts the entire game in slow-motion while active, it's an immensely damaging single-hit super that can be guided in mid-flight, which makes it optimal for hitting an opponent in the process of getting up from a knockdown--especially since it knocks the opponent down if it hits. If Hol gets a knockdown and has enough bars, he can just keep using Trace of Bullets until the opponent runs out of health. Even facing it in neutral can be a scary prospect, as it's pretty easy to hit with and can't be blocked.
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* ThatOneAttack
** Pet Shop's Icicle Break spawns an icicle at the top of the screen when you hold a button, with the exact location varying depending on which button you hold. Releasing the button after a second or two causes the icicle to drop down and hit the opponent. These icicles are considered overheads and can cross up if they hit the opponent from behind. If they're released at the same time Pet Shop does a low attack, then it can easily become impossible to block both the attack and the icicle at the same time, allowing Pet Shop to confirm into one of their many touch-of-death combos. It's worth noting that Pet Shop is far from the only character with an unblockable setup, but other characters have to commit to theirs or rely on specific circumstances like knockdowns. Pet Shop just holds a button for a bit and suddenly there's an entire section of the screen that you can't enter without taking your life into your hands.
%%** Hierophant's Field
%%** Trace of Bullets
%%** Jotaro's Stand On jabs
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** Standard Hol Horse is considered a SkillGateCharacter, who can punish mistakes hard, set up unblockable mixups with glass shards and Hanged Man, and evaporate an opponent's entire healthbar after a knockdown with his "slow bullet" super, but his overreliance on said knockdowns, slow supers, and lackluster buttons gives him a bad matchup against most of the top tiers. That said, he's still lower-mid-tier at worst... and then there's Hol Horse and Boingo, who, in a seeming reflection of Hol's VillainDecay, is in competition with Khan and Mariah for the worst character. "Hoingo" loses almost all of Hol Horse's good tools, including the slow bullet and all moves that rely on Hanged Man (in the process, dropping his damage output from amazing to mediocre), many of his other moves are tweaked or weakened, and though he does have some advantages and new tricks, they fail to make up for his losses. Essentially, he loses the "reward" part of "high-risk, high-reward", and generally can't do much more than be annoying.

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** Standard Hol Horse is considered a SkillGateCharacter, {{Skill Gate Character|s}}, who can punish mistakes hard, set up unblockable mixups with glass shards and Hanged Man, and evaporate an opponent's entire healthbar after a knockdown with his "slow bullet" super, but his overreliance on said knockdowns, slow supers, and lackluster buttons gives him a bad matchup against most of the top tiers. That said, he's still lower-mid-tier at worst... and then there's Hol Horse and Boingo, who, in a seeming reflection of Hol's VillainDecay, is in competition with Khan and Mariah for the worst character. "Hoingo" loses almost all of Hol Horse's good tools, including the slow bullet and all moves that rely on Hanged Man (in the process, dropping his damage output from amazing to mediocre), many of his other moves are tweaked or weakened, and though he does have some advantages and new tricks, they fail to make up for his losses. Essentially, he loses the "reward" part of "high-risk, high-reward", and generally can't do much more than be annoying.

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Fixing a sinkhole


* AdaptationDisplacement: Used to be the case, at least in the West. Since the manga was [[NoExportForYou not translated into English at the time]], the only other piece of ''[=JoJo=]'' media that was officially available was the somewhat obscure OVA. As a result, this game, and [[MemeticMutation the many memes it spawned]], was the first thing most Westerners associated with the ''[=JoJo=]'' franchise. This died down considerably with the release of the 2012 anime adaptation, which helped bring ''[=JoJo=]'' back into the mainstream and turned it into one of the biggest names in Japanese media.
* CharacterTiers: Being an older fighting game, the tier gaps in ''Heritage'' tend to be very wide, with 8-2 and 9-1 matchups being downright common. In the typical meta, Kakyoin and Pet Shop are considered the absolute top tiers, with their only even matchups being each other, and are very frequently banned. Beneath them are the stronger Active Stand characters, like Vanilla Ice, Polnareff, Avdol, Jotaro, and DIO. The rest of the cast is arguable in terms of how they place and are generally agreed to be still able to compete with the non-banned top tiers, but just about everyone agrees that some order of the Josephs, Khan, Hol Horse/Boingo, and Mariah are at the bottom, with Mariah in particular being viewed as the hardest character in the game to win with.

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* AdaptationDisplacement: AdaptationDisplacement:
**
Used to be the case, at least in the West. Since the manga was [[NoExportForYou not translated into English at the time]], the only other piece of ''[=JoJo=]'' media that was officially available was the somewhat obscure OVA. As a result, this game, and [[MemeticMutation the many memes it spawned]], was the first thing most Westerners associated with the ''[=JoJo=]'' franchise. This died down considerably with the release of the 2012 anime adaptation, which helped bring ''[=JoJo=]'' back into the mainstream and turned it into one of the biggest names in Japanese media.
** Even today, this game brought a lot of focus onto various lesser-light characters in Part 3, such that a lot of fans are more likely to think of the game's version first rather than the manga or anime, where those characters were largely unimportant. This includes Devo, Midler, Khan, and Alessi, who didn't make much of an impression in their initial outings (Alessi is frequently outright hated), but became playable characters here and got a lot of love as a result. It helps that in some cases, ''Heritage'' removed criticisms of their arcs; Midler gets an actual design, and Alessi gets the grossout aspects removed and finally delivers on the idea of him fighting Joseph.
* CharacterTiers: Being an older fighting game, the tier gaps in ''Heritage'' tend to be very wide, with 8-2 and 9-1 matchups being downright common. In the typical meta, Kakyoin and Pet Shop are considered the absolute top tiers, with their only even matchups being each other, and are very frequently banned. Beneath them are the stronger Active Stand characters, like Vanilla Ice, Polnareff, Avdol, Jotaro, New Kakyoin, and DIO. The rest of the cast is arguable in terms of how they place and are generally agreed to be still able to compete with the non-banned top tiers, but just about everyone agrees that some order of the Josephs, Khan, Hol Horse/Boingo, and Mariah are at the bottom, with Mariah in particular being viewed as the hardest character in the game to win with.with against a skilled opponent.

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* CharacterTiers: One thing that's for certain is that Kakyoin is very much high tier due to his Mystic Trap setups. Pet Shop, meanwhile, is broken enough that he's ''tournament banned''. Everyone else not named Mariah, Khan or Old Joseph are usually considered to be very viable, with Mariah in particular usually singled out as the most difficult character to master in the game.
** Due to meta developments Kakyoin has also been frequently banned in several tournaments with a lot of players considering him to be even better than Pet Shop while Hol Horse with Boingo/[[FanNickname Hoingo]] has joined the bottom tier due to losing most of regular Hol Horse's best moves who was already suffering somewhat due to his widely considered status as a SkillGateCharacter.

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* CharacterTiers: One thing that's for certain is that Being an older fighting game, the tier gaps in ''Heritage'' tend to be very wide, with 8-2 and 9-1 matchups being downright common. In the typical meta, Kakyoin is very much high tier due to his Mystic Trap setups. and Pet Shop, meanwhile, is broken enough that he's ''tournament banned''. Everyone else not named Mariah, Khan or Old Joseph Shop are usually considered the absolute top tiers, with their only even matchups being each other, and are very frequently banned. Beneath them are the stronger Active Stand characters, like Vanilla Ice, Polnareff, Avdol, Jotaro, and DIO. The rest of the cast is arguable in terms of how they place and are generally agreed to be very viable, still able to compete with the non-banned top tiers, but just about everyone agrees that some order of the Josephs, Khan, Hol Horse/Boingo, and Mariah are at the bottom, with Mariah in particular usually singled out being viewed as the most difficult hardest character to master in the game.
** Due
game to meta developments Kakyoin has also been frequently banned in several tournaments with a lot of players considering him to be even better than Pet Shop while Hol Horse with Boingo/[[FanNickname Hoingo]] has joined the bottom tier due to losing most of regular Hol Horse's best moves who was already suffering somewhat due to his widely considered status as a SkillGateCharacter.win with.
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* LowTierLetdown: Characters with Passive Stands that are on the whole round tend to be less well-regarded, since they essentially have half the moveset of characters with Active Stands that can turn them off and on, and lack all the tools that an Active Stand provides, like added mobility or negating chip damage and knockdowns. Still, most of them can at least work within those limitations (Pet Shop in particular has a moveset that is ''just that good''), with the exception of:

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* LowTierLetdown: Characters with Passive Stands that are on for the whole round tend to be less well-regarded, since they essentially have half the moveset of characters with Active Stands that can turn them off and on, and lack all the tools that an Active Stand provides, like added mobility or negating chip damage and knockdowns. Still, most of them can at least work within those limitations (Pet Shop in particular has a moveset that is ''just that good''), with the exception of:

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