Jojo hftf

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JoJo's Bizarre Adventure (Arcade)

What we have here is like 65-75% of an actual game. Capcom didn't really get a chance to finish it, even after another revision.

There are a lot of things that were removed from both games, JoJo's Venture and JoJo's Bizarre Adventure. Every single effort made on finding stuff in this game unearths something new, so this may take a bit.

To do:
  • Rip graphics from the Development Menu.
  • Add information about Enya, Grey Fly, and Zombie sprites.
  • Add information about JoJo's Bizarre Adventure content found in JoJo's Venture (Hol Horse sprite).
  • Add information about all of the unused sound effects and voice samples. There are a lot.
  • Organize better.

Content Found in JoJo's Bizarre Adventure/JoJo's Venture

Much of the content found in this game can also be found in JoJo's Venture. On this page icons are used to denote which versions of the game this content can be found in. Icons will be changed if they are found in earlier or later versions.

Venture.png This shows that the content can only be found in JoJo's Venture.

Bizarre adventure.png This shows that the content can only be found in JoJo's Bizarre Adventure.

Bizarre venture.png This shows that the content was found in both games.


JojoBA Rsh.png
Unused Sounds
Page on the many unused sound effects and voice files found in the game.

Bizarre venture.png Developer Mode

In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available:

  • Pressing button 5 during gameplay will pause the game until it is pressed again.
  • Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button 5 will act as a frame advance.
  • Holding button 1 while activating the service menu will open a developer's test menu.

JojoBA Testmenu.png

To do:
  • Expect a complete page going over everything that the Development Menu has to offer since there is a lot to cover here.

Bizarre venture.png Regional Differences

Seeing as how this game is based on a Japanese manga that didn't see any sort of media in most other regions before this game, there are some differences between the USA/European and Japanese versions of this game.

Some censorship was also done, such as recoloring most of the in-game blood effects to white. It's possible to reverse most of these changes in the international versions of the arcade game by turning the "Regulation" option OFF in the configuration menu, as well as in the HD re-release, where it is under "Expressions". Changing it to "Original" removes the censorship.

KO Screen in the Japanese Version KO Screen in the English Versions

The KO screen provided more of an explanation concerning the losing character's defeat. The kanji used (usually read as "saikifunou") typically means "out of comission", "no hope of recovery", or alternatively, "disabled for life". The reading provided, however, is "ritaiya" (as in retired), in katakana.

Polnareff's Silver Chariot Requiem in the Japanese Version Polnareff's Silver Chariot Requiem in the English Version

In part five of the JoJo's Bizarre Adventure manga, Vento Aureo, Polnareff's Silver Chariot is shot by an arrow, making it become Silver Chariot Requiem. Silver Chariot Requiem puts all around it to sleep, so the effect bubble for sleeping opponents was changed for the international release.

The Standard "Here Comes A New Challenger!!" Text in the USA/Euro version The Hero version of the "Here Comes A New Challenger!!" Text in the JP version
Jojoba RD nc2.pngJojoba RD nc1.png
The Villain version of the "Here Comes A New Challenger!!" Text in the JP version The Female version of the "Here Comes A New Challenger!!" Text in the JP version
Jojoba RD nc3.pngJojoba RD nc4.png

The text for the "Here Comes A New Challenger!!" screen is different in the English version, with the English version having only one, and the Japanese version has several.

There are differences on what the text says depending on if you are a hero, villain, or a female character. For heroes, the text essentially reads "A new stand user, huh!" (arate no sutando tsukai ka!). The text for villains (nanimono da!?) and females (nanimono!?) are basically the same and both read "Who are you!?"

Dio's death animation in the US/Censored version Dio's death animation in the JP/Uncensored version

DIO has a special cutscene animation when he is beaten by most of the hero characters. In the censored versions, DIO merely flies offscreen. In the uncensored version of the game, DIO instead glows red, splits apart and violently explodes, his arm flying at the camera and his legs being the only part of him left, much like his death in the manga.

Chaka's sword color in the US/Censored version In-game
Chaka's sword color in the JP/Uncensored version In-game

One bizarre (no pun intended) change is the color of Chaka's sword. In the censored version, the blade is colored brown. In the uncensored version, it is silver. Oddly, Khan and Black Polnareff's swords are all colored silver in the censored version, even though all three characters use the same blade in the manga.

N'Doul stage start in US/Censored version N'Doul stage in JP/Uncensored version with dead pilot
Geb attacks... And cuts the pilot's hand off like in the manga

When playing the N'Doul bonus stage, the unconscious bodies of various other hero characters can be seen in the background. Notably, one of them is a dead Speedwagon Foundation helicopter pilot. This character was removed from the censored version of the game. This is because not long after you start the stage, N'Doul's stand, Geb, attacks the pilot's beeping wristwatch and cuts his hand off like in the manga (N'Doul is blind and his Stand was reacting to the watch's alarm).

Daniel J. D'Arby's line on the continue screen was also changed between versions. In other versions of the game, he asks"Gēmu o tsudzukeru kana?" while in the English versions, he asks "Continue?" The text at the top is also replaced to reflect the changes.

In the Asian versions, any of the Japanese voices were removed and instead either replaced with another sound byte in English, or just grunting. This is in part to South Korean censorship on Japanese media, where Japanese voices cannot be used in media. This has some strange results, ranging from lines that use English words being replaced, or DIO yelling in agony whenever he uses any of his specials.

The Asia and Korea regions have the default difficulty setting set to 8, while every other region has it set to 2.

Bizarre venture.pngHidden Word at the Top of the Desert Town Stage

Message ingame.png

This is found at the very top of the desert town stage. It translates to "invisible" (みえず).

Bizarre adventure.png Anubis Silver Chariot Sprite Concept Drawing

JJBA-Arcade Sil char drawing.png

This single frame was found under Anubis Silver Chariot's sprite list. It is a scanned attack that was never finished. The default palette was used to take this picture.

JJBA-Arcade Anu pol 3.png

This frame is more complete than the above.

Anubis sil concept.png

This is concept artwork (from the JoJo's Bizarre Adventure Secret File) of the removed move.

Bizarre venture.png Curious Story Mode "Iggy" Message

This message appears near the end of Polnareff's story mode. Iggy charges forward only for Vanilla Ice to kick him to death. This text box pops up right after:


This is strange as it happens when the game's language is set to "Euro", as the message is written in Japanese. An English version of said box can be found in the game's data:

JJBA-Arcade Iggydead2.png

Notably this box spells Iggy's name with a "Y" as opposed to a second "I". The US 990108 version of the game retains the Japanese popup box.

Unused Graphics

Bizarre adventure.png Unused Vanilla Iced Animation

Jojoba iced eat.gif

This animation shows Cream eating Avdol's freshly severed arms, much like in the manga. Even when the game is uncensored this animation does not play, although it is later used in the PSX version. This also shows up in Cream's move animation checker in the development menu, meaning the animation can be displayed if it were ever called to.

Bizarre venture.png Joseph Unused Sprites

JJBA-Arcade Jss1.pngJJBA-Arcade Jss2.png

JJBA-Arcade Jss3.png

A set of sprites for Joseph using his Hermit Purple as a grappling hook. This was likely intended for a mid-story cutscene while DIO was chasing Joseph around Cairo near the end of the game, as Joseph moves around like this in the original manga.

Bizarre adventure.png Rubber Soul Unused Sprites

JJBA-Arcade Rs1.pngJJBA-Arcade Rs2.pngJJBA-Arcade Rs4.png

These sprites are for an animation set where Rubber Soul changes back to his regular self while on the floor. It is likely that this was meant to be a special knockout animation for Rubber Soul when he was defeated.

JJBA-Arcade Rs3.png

This randomly used head of Rubber Soul is a marker for unused sprite locations just like the red "x" boxes like the ones in the Unused/Unfinished Animation Frames section. Looks like the devs had somewhat of a sense of humor when developing this game. There are a lot of them (around 100-150ish unused sprites with this marker in place) meaning they likely used Kakyoin's sprite base for Rubber Soul. The stretch that is performed in Rubber Soul's intro was built into the sprite so each sprite was manually stretched, meaning that the CPS-3's built-in sprite zoom isn't in use.

Bizarre adventure.png Multiple Petshop Super Sprites

One of Petshop's supers is him summoning a giant ice ball down to hit his opponents.


The game has data for 3 different sizes of the sprite for the ice ball but only uses the smallest one and makes it bigger with the zooming capabilities of the CPS3 board.

  • The game technically has two sprites for each size since uses one frame for the incoming attack and then the next one clips a little of off the bottom for when it sits on the ground for around a second.
  • JJBA-Arcade Ice2.png
  • JJBA-Arcade Ice3.png
  • JJBA-Arcade Ice4.png
  • JJBA-Arcade Ice5.png

Petshop also has multiple sprites for the same action in different sizes for his "Raging Demon" super.


But in this case, the one that is used is the larger one instead of the smaller one.

  • JJBA-Arcade Petss2.png
  • JJBA-Arcade Petss3.png

Bizarre venture.png The Iggy/Akuma Raging Demon Sprite

Iggy akuma.png

This sprite appears to be tied to Iggy's Shun Goku Satsu parody super. Supposedly it was used in playtest versions, appearing when it was used to KO Iggy's opponent. The kanji means "dog" in Japanese (along with an accompanying paw print,) and is of course a parody of the "天" ("heaven") kanji most associated with Akuma of Street Fighter fame.

Bizarre venture.pngUnused Avdol Special/Super Animation


This unfinished animation can be found in both games. It is possible that it was to be an unused super that would have also gone with the bigger sprites for his guard cancel fire effect.

Bizarre venture.png Unused Victory Logos


Death 13 is ordinarily unplayable in any context rendering this win message unused. Said text also exists for other characters such as Gray Fly.

Bizarre venture.png Hidden Message in Avdol/Magician Red's Sprites

Jojoba avdol message 2.png

This can be found with Avdol's sprites. It translates to "Vibrate" which is correct since there is another frame of the same sprite that shifted upwards by one pixel, right after this one in the graphics test menu.

JJBA-Arcade Mag red message.png

This single frame was found with Magician Red's sprites. It can be roughly translated as "Take this! Red Bind!!"

Bizarre venture.png Unused PlayStation Button Text

Jojoba psx buttons.png

This text can be found in the Text debug. It appears they had a plan to release this on the PlayStation the whole time.

Unused Characters

Bizarre adventure.png Tower of Gray/Gray Fly

Tower of Gray/Gray Fly is in the game's roster and he can be selected via using the debug mode or the developer mode. The information for assembling what the sprite looks like is unfinished and thus it uses Jotaro's sprite assembly method. Gray Fly has sprites for the beetle and the stand user, all inside the game. They are all mostly finished (around 95% done).


  • This is how Grey Fly appears in-game.


  • Grey Fly has Winning VS logo files, death animation, and an in-game fight portrait.


All animation was taken from the Object Test in the Dev Menu. These are approximations on what the move was most likely to be (a little was based on the PSX version). The last frame of the animation is extended for 5 more frames.

Jojoba gf attack.gif

  • This serves as one of the attacks that Grey Fly has. In the PSX version, it forces a wall bounce.

Jojoba gf attack 2.gif

  • This is also an attack, in which Grey Fly would just headbutt the opponent several times as based on the PSX version.

Jojoba gf attack3.gif

  • This is another attack used by Grey Fly.

Jojoba gf die.gif

  • This is a set of hurt and death animations for Grey Fly.

Jojoba gf flip.gif

  • This is a set of animations for how Grey Fly would have most likely gotten around the screen.

Jojoba gf omf.gif

  • This is a set of animations most likely to be used for a cut-scene where the stand user (unknowns to the Heroes) would have seen the blood on the wall and freaked out and fell down (a more direct translation from the manga).

Jojoba gf omr.gif

  • This is a set of animation, also more likely to have been used in a cut-scene, where the stand user would have shown that he was the one in control of Grey Fly.

Jojoba gf omd.gif

  • This is a set of animation, that once again was to be used in a cut-scene, where the stand user is killed.

Bizarre venture.png Playable N'Doul

N'Doul (or N'Dool in the English translation) is one of the more curious cases of cut content in JoJo. He appears normally as a sub-boss in the Joestar group's story modes, in which the payer must run across a desert in order to defeat him.

Through basic MAME or Final Burn Alpha cheats, you can play as him. He is an unfinished character in the game's roster.

Ndoul 1.png

He has "Here Comes A New Challenger!!" artwork assets.

Ndoul 2.png

N'Doul has no character select art, but he does have a VS. screen picture.

Ndoul 8.png

This is him normally in the game. The only sprites of him in his stand off mode are of him standing, sitting down, and falling down.

  • He has normal portrait artwork for the HUD, which has frames for standing, attacking, and getting hurt.
  • His stand can be turned on and off like most of the stand users.
  • He has a dash that sends him flying in the direction that he is facing and does not stop.
  • He has no throw or any supers.
  • Activating his stand lets you activate several of the attacks that are used during the normally played mini-boss version of him.
  • The only way to actually see him in a fight is to start the 2nd round, as the game starts him way off (as he normally would be for the sub-boss level). When the next round starts, it re-spawns him normally, like everyone else.

Ndoul 9.png

He has text displaying that he has won (which isn't too surprising since a lot of cut characters have the same kind of text).


He also has an alternate color palette, supporting the idea that he was to be playable at one point in development.

Jojoba ndool super.png

Although he doesn't have any normal supers, through hacking we can see that his VS. screen artwork was properly set up for one, as all the characters have.

Due to the fact that many of his stand's attacks are drawn with the reflection of the desert in it, it's likely that he was kept a sub-boss so that Capcom didn't need to redraw all of his stand's sprites.

Ndool concept.pngNdool concept child.png

These pictures from the JoJo's Bizarre Adventure Secret File Brochure show how N'Doul would have fought, as well as a concept for his child form when affected by Alessi.

Although he technically isn't unused, Death 13, the stand of Mannish Boy in the manga, is unplayable, but has all the coding necessary to be, with fully functional moves and everything. Rather, he appears as a hidden boss character. He can be selected via debug or cheats.

Bizarre venture.png Playing as Bosses

Through hacking, it's possible to play as both the boss version of Vanilla Ice/Iced and DIO.

DIO's Boss-Only First Form

To do:
Try and find the value for the "first form" bit, if it's not tied to story progression.
Behold! I, DIO's trendy half-jacket and tiara!

The first form of DIO isn't a unique character. Rather, it's a sub-form of the playable version of DIO, activated via bit when playing through Adventure's Story or Venture's single-player mode. This means that he shares quite a lot of data with the playable version, such as his character ID and sprites. In fact, he's essentially a less-powerful version of his playable form with the following exceptions:

  • Most obvious of all, he still has his jacket, crown, and long hairstyle in all of that form's frames of animation.
  • His taunt causes him to clap twice (like he's teleporting), rather than injure himself in a display of power.
  • All of his ground attacks result in a Medium attack (a high, sweeping kick).
  • He can't crouch – doing so only makes him freeze in his idle animation until Down is released.
    • Although he can't duck, holding Down and attacking with his Stand, The World, works as expected.
  • He can jump, but any attacks he makes will revert his sprites to his playable form until he lands (unless attacking with The World).
  • Using any of his Super Moves causes his sprite to revert to his playable form until the move is finished.
  • If under the effects of Allesy's age-draining Stand, Sethan, he still gets swapped with his minion, Nukesaku. However, Nukesaku's palette is incorrect, for some reason.

It's very clear that this version of DIO was never meant to be played, as there are no more frames than necessary for the computer player, for this form. However, aside from animation weirdness, this form works fine.

Vanilla Ice/Iced Sub-Boss

Vanilla Ice(d) is more of an interesting case than DIO. When he was promoted to playable status in the "Bizarre Adventure" update, rather than make his boss form a sub-form of the playable version or vice-versa, Capcom opted to make an entirely new character…

Boss version Playable version
After the makeover, I went from glam…… to kablam! Jealous?

…even going so far as to redo several of his sprites in the process. That being said, there are a whole lot of differences between the boss version and the playable version of Ice(d).

Vanilla Ice/Iced, baby

In the English versions of Bizarre Adventure, this version is still labeled as "Vanilla Ice" on the character select screen (though, you can't normally select the boss version). Although the two characters are separate, they do share the same character select sprite, complete with five different color schemes. However, the boss version of Ice(d) only has one palette, despite his Versus portrait changing colors. It's also worth mentioning that, in the Japanese version, selecting the boss version of Ice(d) will play Young Joseph (JoJo)'s selection quote of "Happī ure pī yoropiku ne!" rather than his own. Despite the unique names on the character select screen, though…

Iced is iced by Iced

… he still uses the playable version's name, when winning a Versus match.

Since he was never meant to be playable, his Story Mode uses DIO's data, though every single opponent he faces is Jotaro and all but two stages are set in his boss room. He also draws his win quotes from Jotaro, rather than Ice(d)…

Crushed Ice

… as well as his continued sprite layout, from the looks of things.

As mentioned, the playable version of Ice(d) received a significant facelift, resulting in the boss version looking far less complete, by comparison. The boss version also has significantly fewer frames of animation. As far as his moveset goes, he is significantly stronger (as you'd expect from a sub-boss), though he's not without some quirks:

  • Both his Weak and Medium attacks are a fierce, downward punch and his Strong is a sharp kick (playable Ice(d)'s Forward-Medium). This applies to both his standing and jumping moves.
  • He can't crouch, though pressing Down does cause his idle animation to reset.
    • Neither he nor his Stand, Cream, have crouching attacks of any kind.
  • His dash reaches all the way across the screen and a little more.
  • His Stand doesn't fully manifest itself when summoned and only uses a simple chop attack with speed and strength relative to the attack button pressed.
    • It also has a dashing spear and chop attacks, while attacking with forwarding held.
  • He only crawls inside his Stand during special and Super moves.
  • All of his special moves cause him to hop into his Stand and launch an unblockable, uninterruptable attack that does just short of 1/4 of the opponent's health bar.
  • He only has two Supers – one that causes his Stand (with him inside) to spiral inward toward the center of the area and one causes it to zoom through the left, center, and right (or vice-versa) of the middle of the area

It seems like the boss version of Ice(d) is a little more "polished" than the weaker form of DIO, though still not intended for normal play, considering his powerful, unblockable attacks. It's also very interesting that hardly any of this version's attacks made it into his playable version, in the update.

Initially, Vanilla Ice(d) was voiced by Yuji Kishi in JoJo's Venture, but his new voice here is Sho Hayami would later voice him in the anime.


JoJo's Bizarre Adventure: Heritage for the Future





JoJo's Bizarre Adventure: Heritage for the Future




Heritage for the Future HD Logo.jpg



Arcade, Dreamcast, PlayStation Network, Xbox Live Arcade

Release Date(s)

  • JP September 13, 1999
  • EU September 13, 1999
Dreamcastfor Matching ServicePSN/XBLA


Single-player, two-player multiplayer, eight-player online (HD Ver. only)


CPS-3, GD-ROM, Digital

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), simply called JoJo's Bizarre Adventure in the West, is an arcade game developed by Capcom based on the third part of JoJo's Bizarre Adventure, Stardust Crusaders. It was released on September 13, 1999, on the CPS-3 arcade system. As a revision of JoJo's Venture, Heritage for the Future adds eight playable characters and adjusts several aspects of the game.

The game combines Capcom's trademark anime-inspired graphics, as seen in the Darkstalkers series, with the colorful characters and events of Hirohiko Araki's creation, resulting in a highly stylized and detailed visual style. It features many of the gameplay mechanics seen on previous Capcom fighting games, such as the use of power gauges for super moves, as well as a brand-new Stand Mode: a character's Stand can be summoned or dismissed at will by the player, resulting in variations in the character's move list and abilities.

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. In 2012, Heritage for the Future was ported to Xbox Live Arcade and PlayStation Network with upscaled graphics as JoJo's Bizarre Adventure HD Ver., though this version was delisted in 2014.[8]

The basic gameplay mechanics are those of a standard fighting game: one-on-one battles consisting of two or three time-limited rounds, in which the goal is to deplete the adversary's Vitality Gauge using regular attacks and character-specific special and super moves. Special and super moves require the input of button combinations and/or accumulated energy, which is displayed in a Super Combo Gauge that increases every time damage is dealt or taken.

The game uses a simplified four-button control scheme, consisting of three attack buttons (light, medium, and heavy) and a Stand button, which switches the character's Stand Mode on or off. Pressing all three attack buttons triggers a invulnerable forward dodge; pressing the three buttons while blocking pushes the opponent back a set distance. Depending on which button is used to select a character, a different color palette will be used for that character.

Two single-player modes are available: Story Mode, which traces a character's path through a predefined series of battles and cutscenes, and Challenge Mode, which sees the player take on a series of ten battles while having to choose between health recovery and extra energy after each battle. The game's three unlockable characters can either be unlocked via time release or the game's service menu in the original arcade version; in the Dreamcast rerelease, they can be obtained by clearing Story Mode as certain characters. None of the new characters have AI, so they cannot be fought in Story or Challenge Mode.

Stand Mode

Fighting with Stand Mode on enhances a character's offensive and defensive abilities; these improvements heavily depend on the character and Stand, but the most common benefits are double jumping, absorbing residual damage when blocking special attacks, and more powerful special moves.

Stands themselves are physical extensions of their users, and thus damage and attack effects inflicted upon one carries over to its user. Like avatar/puppet-based characters in other fighting games, Stands are able to act independently of their users, allowing for several offensive gimmicks.

Most of the game's unique mechanics derive from the introduced Stand Mode. Many special moves and attacks send a combatant's Stand away from its user, making it more difficult to protect both at the same time; each character's orientation is based on their position towards their opponent, and not necessarily the opponent's Stand. If a character is damaged while their Stand is far away, the damage received is doubled. On top of the Vitality Gauge and Super Combo Gauge, there is a third gauge, the Stand Gauge, which decreases when a character's Stand is damaged and refills when Stand Mode is switched off. If this gauge is depleted, a Stand Crash occurs, leaving the character paralyzed and open to attack for a moment.

Another feature of Stands is Tandem Attack, which can be executed once a character has one stock of the Super Combo Gauge to expend. During the extended startup flash, inputs can be provided for the character's Stand; the Stand will then perform these button inputs on their own as a Program Attack, leaving the user free to do as they please and attack simultaneously. Controlling the Stand directly by performing a special move will cancel the Stand's predetermined onslaught early, however. Weapon Stand users such as Hol Horse and Joseph Joestar, who are unable to separate their Stand from themselves, can instead perform a Real Time Attack, in which most of their moves can be chained into one another until the stock is emptied.

Some characters lack the ability to enter Stand Mode, such as Mariah and Evil Incarnate Dio; these Passive Stand Users introduce their own complex and specific mechanics into the game. The two nonplayable characters that appear in the game's Story Mode (Death Thirteen and N'Doul) are either present in Stand form only or move completely independently of their Stand.

The mechanics of each Stand create strong differences between the game's characters, and force different offensive approaches for each one. This "character-dependent gameplay" style would inspire several subsequent fighting games, such as the latter entries of the Guilty Gear series (which, interestingly enough, also contains rock and pop music references).


If certain attacks of the same strength and intensity occur at the same time and collide, clashing occurs. This only happens with characters with an Active Stand. It is hard to see this system in action as it happens very infrequently. This mechanic would later be incorporated into future JoJo games, such as All Star Battle.

In some cases, when two certain opposing special moves are performed at the very same time, a Blazing Fists Match can occur. When this happens, both combatants are prompted to rapidly tap the attack buttons to win the duel and decide who will receive damage, a feature first seen in Samurai Shodown. This feature has since been adopted and expanded in All Star Battle.

Bonus Stages and Special Battles

In some battles, special rules are applied in order to reenact certain chapters of the original manga that were unable to be adapted into the normal circumstances of the 1v1 battles.

  • N'Doul is not fought directly; instead, the player character finds himself on a corridor level and must reach N'Doul at the end of the level. Throughout the stage, Geb will attack, and the player must avoid the Stand's attacks by jumping or dashing.
  • Mannish Boy (or rather, Death Thirteen) can only be fought in Story Mode if the player clears the first five stages without using continues and while playing as one of the heroes. His attacks exploit the dream-like nature of his stage, as well as the absence of his user. Whether the player wins or loses against Death Thirteen, they are allowed to continue Story Mode.

Changes in Heritage for the Future

Every starting character from JoJo's Venture is available from the get-go, along with DIO and five new characters: Hol Horse, Anubis Dual-Wielding Polnareff, Mariah, Pet Shop, and a newly-playable Vanilla Ice. The names of Young Joseph (若ジョセフ) and Shadow DIO (影DIO) were changed to Proud Lineage Joseph (誇り高き血統ジョセフ) and Evil Incarnate Dio (邪悪の化身ディオ!!) respectively. In addition, four new hidden characters have been added, these being Rubber Soul, Khan, Hol Horse & Boingo, and Fearless Kakyoin. Furthermore, several of the returning characters from JoJo's Venture have new moves, such as Jotaro's new Blazing Strike variations or Polnareff's Chariot Requiem super move; other moves, such as Jotaro's Ora-Ora, are now able to be performed in the air. Additional palettes for each character have also been added to be used with the Stand button. Less significantly, Vanilla Ice's boss AI has been toned down, and Proud Lineage Joseph now wears his tank top from Battle Tendency.

Venture's menu systems have been entirely redesigned, and its Survival Mode has been replaced by a variation named Challenge Mode. Sound effects throughout the game have been added or changed, and the startup animations for super moves and Tandem Attacks have been altered. The Super Combo Gauge now resets to one stock after every round, unlike in Venture where it would keep energy between rounds. The input to perform a Guard Cancel was also slightly changed, now resembling the method seen in the Darkstalkers series.

The HD rereleases of the game support online play, including the ability to filter opponents by location and connection speed in a similar manner to newer Capcom fighting games such as Super Street Fighter IV and Marvel vs. Capcom 3. The online mode also introduces a new eight-player multiplayer mode, where players can compete for a chance to battle in the final showdown.

  • Jotaro removes Kakyoin's flesh bud at the hospital immediately after defeating him as an antagonist. In the manga and anime adaptations, Jotaro takes him to the Kujo household and removes the flesh bud there.
  • Perhaps due to programming constraints, much of each character's story is not logically explained. One example is in Kakyoin's storyline: after encountering Jotaro, his story immediately jumps to Devo without introducing his victim Polnareff in Hong Kong first.
    • Some character interactions and scenes were cut in the arcade version, possibly to make the pacing appropriate to a fighting game. Many of these were later introduced in the PlayStation port's Super Story Mode.
    • Many character-altering injuries were downplayed or outright cut, such as with Polnareff and Iggy.
  • The playable villains have very different storylines from the manga in Story Mode. Most minor villains turn on Dio in their storylines, while Dio himself must face a surviving Avdol and Iggy in his storyline.
    • New scenarios were also written for Fearless Kakyoin, explaining his lengthy hospital stay as a result of Mannish Boy's revenge, and Proud Lineage Joseph, explaining his appearance as a result of Alessi's Stand ability.
  • Midler is seen with a new character design as the result of a collaboration between Araki and Capcom. She has been drawn by Araki with this new design ever since.
  • DIO's explosive death is more violent in the game, as only his bloodied lower torso is left. In the manga and anime, his upper torso remains, sans his decimated head.

The game's English localization changes the names of several characters to avert possible legal issues. Most of these localized names have never been used since.

  • Proud LineageJoseph (誇り高き血統ジョセフ) was shortened to JoJo (inadvertently making him the titular character).
  • Evil Incarnate Dio (邪悪の化身ディオ!!) was renamed to Shadow DIO.
  • Anubis Dual-Wielding Polnareff (アヌビス二刀流ポルナレフ) was renamed to Black Polnareff.
  • Fearless Kakyoin (恐怖をのり越えた花京院) was renamed to New Kakyoin.
  • Iggy was renamed to Iggi.
  • Devo the Cursed was renamed to D'bo, the Cursed One.
  • Vanilla Ice was renamed to Iced.
  • Chaka was renamed to Chaca.
  • Alessi was renamed to Alessy.
  • Mariah was renamed to Mahrahia.
  • Oingo and Boingo were renamed to Oing and Voing.
  • Rubber Soul was renamed to Robber Soul.
  • Khan was renamed to Kan.
  • N'Doul was renamed to N'Dool.
  • Holy Kujo was renamed to Holley Kujo.
  • J. Geil was renamed to J. Gale.
  • Enya was renamed to N-Yah.

In addition, the blood in the game is colored white, and DIO's defeat in Story Mode is changed to him being sent flying off-screen (where he presumably dies). Near the start of N'Doul's bonus stage, an animation of Geb reacting to the dead helicopter pilot's watch alarm and cutting off his hand has been removed,[9] and the blade of Chaka's sword is changed to a wooden brown color in every sprite it appears in. These changes, unlike the name changes, can be reverted in the arcade and HD versions by disabling the game's regulation.



  • Yellow Temperance (Fake Kakyoin)

  • Anubis Dual-Wielding Polnareff


  • Evil Incarnate Dio's Stage

Promotional Material

  • Cover (for Matching Service)

  • Back (for Matching Service)

HD Ver. Screenshots

17 jojosachievements01.jpg
17 jojosachievements02.jpg
  • The game's name is derived from Stardust Crusaders's original name during serialization in Weekly Shonen Jump, Part 3 Jotaro Kujo: Heritage for the Future.[10]
  • While some of its sound effects have been borrowed from the Darkstalkers series, the unique sound effects used in this game have been recycled several times in other titles from Capcom, including Capcom vs. SNK 2, Capcom Fighting Evolution, Marvel vs. Capcom 2, and even the Street Fighter series.
    • Regarding the Darkstalkers series, Evil Incarnate Dio uses a voice filter similar to that used by one of the games' characters, Jedah Dohma (from Vampire Savior). In addition, Dio is voiced by the same voice actor as Jedah (Isshin Chiba) in this game. This adaptation is the only time Dio's voice is rendered with a filter; in all other adaptations, he speaks without any notable filters or distortions.
  • Some of the visual effects used in this game (particularly the sparks, dust, and super sparks) have been borrowed from Capcom's Marvel vs. series.
  • DIO’s Road Roller super move, which has him pummel a steamroller repeatedly until it explodes, mirrors the 1993 OVA where the tank truck DIO uses explodes after he pummels it. In the manga and anime, the steamroller does not explode.
  • GioGio's Bizarre Adventure, another JoJo game developed by Capcom, features an orchestral rendition of Polnareff's theme as the background music for Chapter 11-1. In addition, some cutscenes use the villain intro theme from this game's Story Mode.
  • The underlying mechanics of All Star Battle (and by extension, Eyes of Heaven) borrow heavily from this game. In addition, All Star Battle has two DLC costumes for Jotaro and Polnareff based on promotional material for this game.[11]
  • Iggy's Sand Storm super move is a reference to the Shun Goku Satsu move used by Akuma in the Street Fighter series. This is further evidenced in the game's debug mode, where an unused graphic shows the kanji for the word dog (犬, inu) stylized in a similar manner to Akuma's kanji for heaven (天, ten).
  • Four of the game's voice actors return to voice different characters in All Star Battle: Mitsuaki Madono (Kakyoin), Hōchū Ōtsuka (Young Joseph), Sho Hayami (Vanilla Ice), and Toru Okawa (Joseph Joestar). Madono voices Part 8's Josuke, Hōchu voices Hol Horse, Hayami voices Enrico Pucci, and Okawa voices Weather Report.
    • Hayami reprised his role as Vanilla Ice in the Stardust Crusaders anime adaptation and Eyes of Heaven. As a result, Pucci is instead voiced by Jouji Nakata in the latter.
    • Okawa voices the narrator in the anime, and reprises his role as Weather Report in Eyes of Heaven.
  • The game's English logo became the de facto English logo of the JoJo franchise's games until 2014, as All Star Battle adapted the style of this game's logo. However, as of Eyes of Heaven, all English logos of the series now follow the style introduced by Crunchyroll.
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Jotaro Kujo

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Joseph Joestar

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Muhammad Avdol

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Noriaki Kakyoin

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Jean Pierre Polnarref

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DIO Brando

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Shadow DIO

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Vanilla Ice

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Hol Horse

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Rubber Soul

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Crazy Jojo Tournament Moments


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.

It was originally released in arcades in 1998 on the CPS-3 board; this version known outside Japan as JoJo's Venture. 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.

Gameplay & Controls 

Notations guide image.jpg
Heritage for the Future is a 4 button 2D fighting game.

A - Light
B - Medium
C - Heavy
S - Stand

Numpad Notation

Heritage for the Future uses Numpad notations. This entire Wiki, each player and every notation used for the game uses this notation system so learning it is essential.

Learn the Numpad Notation HERE

Stand Mechanic

Each character's Stand (S) button varies depending on the type of character they are. 
Active - Activates your Stand ON/OFF,changing your entire moveset and movement. Can use the Tandem Attack super.
Remote - Activate and control your Stand independently. There is only one character that has a purely Remote Stand.
Active+Remote - Some Active Stand characters can go into Remote Mode after inputing 236+S in Stand OFF or 6+AA in Stand ON.
Weapon - Alternative version of Active Stand characters, having their Stands act as weapons that enhance their attacks. Can use the Custom Combo super.
Passive - Some characters can't activate their Stand, instead, they have special moves tied to the button.
None - There is one character with no Stand, but has a special move to replace it. Plays just like a Passive Stand user.

System mechanics


Roll - Pressing A+B+C will input a roll. 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. Every character's Roll has a different duration.
Guard Cancel - 623 + A/B/C while in blockstun will input a Guard Cancel. This is a reversal move to use while being pressured by your opponent. Each character has a different Guard Cancel with a varying level of usefulness.
Push Block (Advancing Guard) - Pressing A+B+C while in blockstun will input a Push Block that will push your opponent away. Can also be used on projectiles. Note that only one source can be Push Blocked at a time. This can greatly reduce the amount of blockstun from most attacks if done as early as possible.
Air 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. You can perform Reversal Special/Super attacks during an Air Recovery but only if your character can perform such in midair.
Ground Recovery - Any combination of two attack buttons (A+B/B+C/A+C + Direction) while falling close to the ground will perform an invincible Ground Recovery with a special animation. You can perform Reversal Special/Super attacks during a Ground Recovery, although there are a few characters that do not have this ability.
Throws - 6C will grab your opponent and throw them forward. 4C will throw them behind you. Tech Hit can be done by inputting the grab at the same time as your opponent or a frame after the activation, giving the player only 2 frames to react to regular grabs. After a successful Tech Hit neither side takes damage and both players return to neutral positions without any penalties. Tech Hit cannot be performed during a Roll.
Tandem Attack - 214+S allows you input normal A/B/C, Special and Super inputs in 80 frames long super flash, afterward your stand will rush towards the opponent and do the inputs you did in order, you are free to move after the stand rushes out. (Only for Active/Remote Stand characters)
Custom Combo - 214+S allows you to do your normal and special moves with added speed allowing them to link together, unlike tandem you rush out with your character instead of your Stand and there is no window to input buttons, instead, you do the inputs while rushing forward. (Only for Weapon Stand Characters) 

Other Terms

Negative Edge - Allows you to input special attacks faster and more precisely with only a single button press and release. The game registers releasing the button as an additional button press. If a button is held during a special's movement input and released after, the special comes out. This is useful for confirming the linking of a special from a Normal button. It is used for a few characters such as Vanilla Ice and DIO.
Wake up - Used to describe a character's state after they have been knocked down and are about to regain the ability to act.
Okizeme(Oki) - Attacking an opponent when they're about to wake up, usually with meaty attacks or mixups.
Meaty Attack - Performing an attack early on okizeme to gain a lot of frame advantage and bait reversals. Note: In this game, you can meaty on the first frame of the enemy's wake up to prevent any kind of reversals and force them to block. This work because on the first frame of the wake up you cannot do anything but block. In practice, this means that you can create situations where the opponent can't even reversal out of your attacks and is forced to block or get hit.
Footsies - A term used to describe the neutral game where both players are attempting to find an opening in their opponents defense.

Universal Stand Systems


Attacks Change (Active/Weapon Stand) - When you press S, all your A/B/C, special and super moves are now different or modified due to having your Stand ON.
Double Jump (Active Stand) - When your stand is ON, you can double jump in the air giving you greater air movement. Some characters have extra air movement options such as Air Dashes. Only Active Stand character without a Double Jump is Iggy, who instead has the option to glide in midair after pressing and holding any up direction while in midair.
Triple Jump (Active+Remote Stand) - When your stand is in Remote Mode, you can triple jump in the air giving you EVEN greater air movement.
Stand Crash (Active/Remote/Weapon Stand) - If you take damage with your Stand ON, or block specific attacks, your stand bar will drain and if it reaches zero, you enter a Stand Crash Stun that leaves you stunned for about 2 seconds and turns your stand OFF. You can regain Stand Gauge when your Stand is OFF. A Stand Crash caused when blocking specific moves will stun the player for an even longer period of time.
No Hard Knockdown (Active/Weapon Stand) - If your Stand is ON, you cannot be Knocked Down with sweep attacks, instead you will be launched slightly off the ground and backwards where you can air tech or recover almost instantly from hitstun.
Remote Stand Damage - When a character is in Remote mode, if the user is hit, they take extra damage. If the user takes enough damage, their Stand will be turned Off while your character receives no pushback from such hit.

Super Meter


Each character starts the match with 1 meter. Additional meter can be built in multiple ways up to 10 stocks:

  • Performing certain normal and special moves
  • Hitting you opponent with a normal or special move (some super moves also build meter)
  • Getting hit by your opponent
  • Grabs (except Rubber Soul) will not build meter



A video made by ExFalchion explaining the games various mechanics to newer players as well as giving some tips on how to keep improving and learning the game, as well as fighting games as a whole.

The video was approved by few of the great players on FightCade as a reliable information source for new players.

This site is a collaborative effort from the JoJo's FightCade Community to consolidate an updated source of information about the game. This Wiki uses sources from older JJBAHFTF wikis such as:

HardEdge :


Training mode for this game can be found by watching this video:


FightCade is a network gaming platform used to play a variety of arcade games.

For information go to


Hftf jojo

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Crazy Jojo Tournament Moments

But you know, yesterday you did kunni to me at the highest level. And where did you get so much experience. I came almost as hard as when Chidi licked me.

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