@@justas423 Not only make his frames high, but make it so his moves can be canceled. For example in his first fight with Josuke, Josuke managed to prevent The hand swiping him away by having Crazy Diamond grab his wrist. In terms of a fighting game this could be a grab, or perhaps a heavy hit. Basically if you make hims low, and half his kit cancelable it can work.
Since he's stupid, make the moves input not work most of the time. By making him frustrating you can balance him out of his huge damage and potential. Also give him low health, just like Akuma in SF.
i really hope they port it to consoles and pc and most important make a good game when it comes out... it have very much potential les hope it doesnt end like those simplistic musou japanese games if you know what i mean
Random Person: *playing fortnite* Bandai Namco: *outside their window* lets do that, but with jojo characters Everybody who wanted new heritage of the future: *suprised pickachu face*
Imagine this: Tournament finals, DIO vs Diavolo, its a tense game, and DIO is setting up a road roller combo, but just before he gets [ZA WARUDO] off, Diavolo activates Epitaph, but it goes unnoticed The combo lands in full and the crowd cheer as Diavolo is crushed by the road roller. But whats this? The match isn't over? And all of a sudden, what seemed like an easy win is not completely offset, as the combo never happened. The hype potential would almost unlimited.
Honestly i think the super is situational bc once diavolo use the super, his opponent will disengage,camp and block for 5 second.the super is not unnoticeable bc u can see diavolo magically used his 5 bar.Maybe it can be very good?but idk
@@jasonho6865 I have an idea to fix this, here's an example: let's say you use it but the bar won't show that you used the attack it will only after normally when the attack finishes
@@SquadraDiMocassini king crimson requiem would probably give Diavolo the ability to manipulate and rewrite his past since that's a big part of his character.
Imagine you fighting Diavolo: you perform an epic combo which kills him. "KO" flashes on the screen with celebretory music. Then suddenly, the screen flashes red and the King Crimson sound effect plays. You hear Diavolo scream "King Crimson!" as the game resets to 5 seconds ago. Diavolo then sets up the perfect combo, and it ends up in you losing. I don't want that I NEED that
Thats not what I meant. He explained it in the video. Once the ability is activated, the next 5 seconds goes as normal. But it is revaled that Diavolo was looking into the future and it would go back 5 seconds. So him dying would be him looking into the future, it didnt actually happen.
No one can escape the fate that was chosen for them. All that remains is the end, where you will all perish. Eternal greatness exists only within myself. Sing a song of sorrow in a world where time has vanished.
@@SlavicDedede zetsubou ga temaneku sekai ni tachimukau Don't care jihi nado iranai sa karada horobiru toki inori mo kiehateru? HELL NO! Hajimari no GOLDEN WIND!
You described King Crimson's ability better than any JoJo youtuber has in their dedicated videos to King Crimson. Also make Fugo faithful to the manga/anime and he just insta kills his opponents
Not insta-kill. Purple Haze just goes bananas, dashing around the stage on his own, and if either Fugo or his opponent get too close, they start losing life AND meter. The more often they come into contact with PH, the faster the drain. After a short while, there's a large animation played over the whole stage where it appears the sun comes out, and the virus is stopped. In addition, all of Fugo's moves can damage him if he is too close, and maybe if there's a 'Stand Power' gauge, when his runs out there's a small chance that PH runs rampant on own.
@@ChargeQM No, Fugo can still control Purple Haze, the reason he doesn't control him in Man in the Mirror is that he can't see him. In Purple Haze Feedback (which isn't canon) Fugo does control his stand, despite it being fucking crazy. This information is found on the wiki, and the fact that Fugo controls his stand near the end of Man in the MIrror (when he can finally see his stand/ is out of the mirror world).
Technically you can use it without time stop, but practically you would certainly need a time stop or any long ass stun to actually pull off the road roller super
Imagine Moody Blues copying Kira's Bites the Dust, so both you and Kira have no stand and the match results in a draw if neither of you beat the other within that timeframe, that'd be such an interesting interaction and I really want a jojo fighting game to be able to do that type of shit.
@@pancakecommanderandbowser2279 HELL YEAH, WE'RE TWO, WE JUST NEED MORE TROOPS. IT WILL BR MORE EPIC THAN THE AEREA 51 RAID. ayeo, btw, I'm doing a post about my ideal jojo game on Reddit. U can check it out if u want. My username is u/Gui_Franco I think. If not tell me and I'll tell u the correct one
@@ventuswill2847 agreed. Sure it'd be hype, but it wouldn't be used for blowing up the opponent, just as a free reset. That means you'd just use it when you're losing, basically nullifying the opponents hard work. Maybe making it so you need 4-5 seconds before you can pull back killer queen?
@@li_ka2 it is a counter after all so as kong as the player keeps track of kira's meter it'll be more manageable.plus it can only be activated once per round and cant be used against zoners
@@nguyenthe7968 yeah, that sounds way more reasonable. I think. I honestly have no real clue about fighting games, so I don't really know if you're right.
He could be a trap character pretty much revolving around Piranha Plant’s Side Special in Super Smash Bros. Ultimate. His virus clouds would rapidly deal chip damage to anybody inside (Including Fugo himself).
Bro I just wanna play as Doppio. I think it would just be cool to have him be almost like a diet version of Diavolo but still viable, in the way that Shadow DIO was.
And based on the Metallica fight, some of the moves could be throwing a scissor and knives and shoving razors up the enemies' ass. And don't forget his signature B O I.
i thought it would just be a neat reskin of diavolo. so when you pull out king crimson, he get larger in size and when you use his super, he starts removing his shirt to become diavolo.
What you're talking about is just playing flowchart characters??? Just get Tekken and play either Jin or Nina, those characters work well as flowchart characters
Your King Crimson + Epitaph idea was freaking genius! I imagine a tense JoJo tournament, and one guy finally lands the killing blow on Diavolo. He jumps up and the crowd goes wild, BUT THEN the screen warps, revealing it to be erased time and then the Diavolo player makes an incredible comeback!
I wanna hear his ideas about some minor villains too, like ghiaccio, guard westwood, or anubis. Hell maybe even cioccolata, he could work as a pair with secco just like hol horse and j geil. I find these videos really interesting.
@@MrOwl-lw3xc obviously that would be too broken if it was like a passive or something,so it could be like a special ability and just make cioccolata's main moveset standard brawling,taking off your limbs and his secondary moveset being secco,but he stays underground and appears only for a few attacks,like spitting mud or dragging the enemy below.
Green Day wasn't really seen as a stand proper outside of the times Cioccolatta was showing off to the viewer, so perhaps Secco could be his "stand". In that way, jumping or falling would be hazardous to both the player and enemy.
There is cool fan made games such as "7th stand user" and heavily JoJo inspired 2d shooter ruclips.net/video/oGppBxKkyNo/видео.html There is also great ideas how to represent Stand powers
I feel like Okuyasu should have really strong and useful tools but sluggish neutrals and just design it in a way that a casual player who doesn't know anything about mix-ups or footsies would actually fight exactly like how Okuyasu fights in the show, but a high-level player would show you how Okuyasu would fight if he was actually smart
He can erase projectile and bring opponent closer which is very good tool. My suggestion to his hand weakness is can only be use contacted timeframe to erase projectile. For the projectile that is not contact his hand can accelerate if not use carefully(similar how he got hit by flower pot) Basically opponent can utilize Okuyasu's hand to bait out swipe and set up accelerate projectiles to hit him to punish and setup counter attack. This way high level player should be aware when to use his hand to erace.
Okuyasu could have a super that would permanently erase the space on the stage, so since he would probably be a Grappler this would give him a huge advantage against more mobile opponents like Johnny
You know Tager from BlazBlue? You could make him have gimmicky Oki options after combos with The Hand just like Gadget finger, make him end a combo in a knockdown and while the opponent is getting up, erase the space between you and them while jumping to have Okuyasu cross them up the moment they wake up, or you can stay in the same side, or even command grab. This can work as a reset in the air too, a special move should be erase space up and forward Okuyasu and then make him grab whatever is above him, imagine the resets you could make if you pretend you drop you juggle combo, just to make the opponents tech up in the air to fall into the unlockable anti air grab.
Another more straight forward super would be an instant K.O. from The Hand. It would be slow and obvious, and cost all your meter, but if there was some kind of guard break mechanic that makes an opponent immobile it could have some great setups.
If I were to pick a La Squadra rep, I'd probably go with Prosciutto and Pesci as a similar kind of deal to Hol Horse mixed with aspects of Alessi. Pesci would be the main fighter, with a weapon stand and most of his moves focused on zoning with Beach Boy. Then, certian specials could include Prosciutto, which could turn opponents old in a similar manner to Alessi turning his opponents into kids.
Have Formaggio be a very weak character physically (does almost no damage at all and takes extra damage from most attacks), but every time he hits the opponent, they get smaller. The smaller the opponent is, the less damage they will do and the more damage they will take, and if they get too small, they become so weak that even Formaggio will be able to kick their ass. The player has to act quick and avoid getting hit too much, so they can beat Formaggio before getting way too small.
6:29 "Arc 5, Vento Aureo's antagonist Diavolo can literally erase an hour of time with his stand King Crimson." Uh. I mean, cumulatively, he has probably erased a grand total of a few hours of time, but I know that's not what they mean.
jojo is really the perfect fit for a fighting game. i hope it gets the dbfz treatment but they let loose and just make it broken also i better get a free command grab if i spent 5 bars..
@@totallynotdio1311 The biggest flaws of the game are in my opinion : 1. more characters, We have atleast 14 different Dio`s (plus the joke characters) but not the main villain from part 7, the jobro from part 7 and not any character from Part 8. 2. A way to turn off joke characters, Picture this : you want to play singleplayer vs random but the bot is a joke character and you need to go back to the title screen just to only get another joke character. Other than that its pretty good
Mugen is bad, it's graphics are bad, it doesn't have a design theme like in asb or hftf, the sounds effects and dubs are really annoying, and the game itself doesn't even have good mechanics, they essentially just mixed hftf with asb, some characters can do the flash cancel from asb which is completely unnecessary, and they weren't that creative with the characters abillities
I really like the way you put it. "Interactivity". The whole time, I kept thinking of Alessi's super when he turn the opponent into a kid and you have to attack them yourself, but that gives your opponent the chance to counter attack or avoid. In the more modern JoJo games, that would have just been a cutscene. Making a game like this with more unusual abilities that JoJo is known for would make every character unique and fun to play. Kira is especially interesting, making it a direct reference to a scene in the source material. This makes me think that this game would be heavily based on match ups as opposed to which character has better options. Who directly hard counters who? Of course, major balancing would need to be arranged.
16:30 actually, kira's bite the dust has some pretty wacky properties, if used against kars, giorno, or any character with a transformation, it will put them back to their default state.
@@twoocean8012 well, Echoes had already unlocked act 3 days before Bites the dust, but if Koichi had unlocked it during the hour of Bites the dust, it would have reverted to act 2
@@snowboundwhale6860 Yo, that would be great. Not only it's a direct reference to the source material, but it's also a way of not making his ability too obvious for the opponent.
@@lucdtinc.7350 Also a nice solution. Only problem is that some players don't like vibration in general. But when it comes to stealth, vibrating the controller would make nearly impossible for the second player to notice time skip.
Taken from the article: "Arc 5, Vento Aureo's main antagonist, Diavolo can literally erase an hour of time" Okay what People should at least fact check
@@mihaiioc.3809 Except that game has major bug problems and overall as a game doesn't work very well. There's a difference between wanting an offical product with polish and settling for the bare minimum.
Josuke could be an extremely interesting character, starting certain combos with healing the opponent but then switching it up and dealing super high damage. Or his imperfect restoration, where you'd heal up an opponent to a certain extent, but they'd have reduced max health for the rest of the match. Rohan could be interesting too. Let's say he's got a basic setup command grab with Heavens Door opening the opponent's face and stuns them whilst you're doing it. Then he has a bunch of enders that change what effects happen (Say, the opponent goes flying, or they debuff to their damage or, for huge damage, he tears a page out of their face) With Koichi, some obvious effects he could generate with Echos: Act 3 would include: Lower Jumps, Disabling Jump entirely (Temporarily), knocking someone to the floor on the spot, obviously changing their get-up time, as well as disabling projectiles on use (Examples, DIO's knives, Stray Cat's Bubbles, Hol Horse's Bullets, just to name a few (Things like SPSE wouldn't be affected), giving him incredible potential in denial while still giving him offensive options. Just a few ideas that come to mind, at least.
IDEA!!! You know blue health? All vampires and pillar man should be able to SLOWLY recover blue health unless they suffer a Hamon based attack, in which case there is no blue health
only problem is, the effects of the opponent are speed up aswell, so fugo's virus spreads even faster and kills him in a instant (a reference to how he dies).
This guy keeps saying Diavolo can't interact with the opponent in stopped time... Except he absolutely does that in the anime and manga, so IDK what dude is on about
@@THEGREATMAX He actually doesn't though. If you have any examples then share them. King Crimson's ability is definitely one of the more confusing ones.
@@THEGREATMAX That isn't during the skipped time. When he teleports behind Polnareff is the time skip, then he talks in real time and Polnareff responds. He then teleports again and deals the final blow . I'm not saying his ability is teleporting, but he is skipping that time and it makes it look that way to Polnareff, and this is how it is presented to the viewer.
Make it a 3 meter super for Giorno. He gets inside Mr. President and Coco Jumbo tries to get to the other of the stage without getting hit, if he makes it to the other side it becomes a time out with him leaving the stage
in the jojo version of mugen made by the comunity stroheim can suicide dealing 50% of the enemy hp damage , what this is for : local 2P vs 2C to sacrifice yourself at low hp so you can deal damage to both enemies but you die anyway while your teammate is still alive : making a 1v1 draw when you lose .
-Soft&Wet: Uses bubbles as a fireball, can Plunder projectiles to reactivate later, can Plunder friction from the ground. Mostly a trap-based character. One of his moves involves the shovel. Go Beyond is his ultimate Super. Appropriately, it's one of the only ways to outright beat Stand ON Toru's defenses, the others being Time Stop, traps, Made in Heaven, and Tusk ACT 4 -Paisley Park: A Weapon Stand character where Stand ON doesn't directly affect Yasuho's moves. Rather, it offers items Yasuho can use and guidance pop-ups that give her new ways to link her moves. -Speed King: Each hit dealt with Speed King adds to the opponent's Heat. While Stand ON, opponents will gradually take damage based on their Heat. However, if Jobin is in Stand OFF, then the opponent's Heat will quickly decrease, so Jobin is in a precarious position. He relies on Heat to build up damage, but staying in Stand ON mode so much is incredibly risky. You have to deal with these clashing factors, just like how Jobin needs to deal with both the Higashikatas and the Rokakaka Organization in order to pursue his goals. -Vitamin C: You know Alessi's gimmick? Yeah, that. -Wonder of U: While Wonder of U is in Stand ON mode, Toru is completely unable to attack, he can only counter. His counters are various and strong, able to affect opponents the instant they inout an attack, but Wonder of U requires that Toru make use of his Stand OFF moveset to get any value out of them. Furthermore, if you're Stand ON for too much of the match, when time runs out, a Go Beyond bubble appears and kills you. Because fuck camping. Stand OFF mode relies on middling basic attacks and some attacks from Do Do Do Do De Da Da Da. You have to set up a scenario where you can successfully punish with Wonder of U without overrelying on it and getting fucked over by fate. Some of these are a little half-baked, but I think you get the picture.
@@bang.marcel0 Funnily enough, his Time-Erase for Diavolo was basically forcing your opponents into tandem as a disadvantage. (only instead of just their stand, its their entire character)
Seeing as they seem really dedicated to splitting these two, I feel like Kira and Kosaku should have more differences beside SHA vs stray cat and BtD. Kira should be okizeme focused character with traps like the coin that’s main focus is to knock the opponent down, as Kira was sneaky guy who avoided direct confrontations and tries to finish fights as quickly as possible. Kosaku on the other hand should be a more aggressive zoner with his fighting style focused on smart usage of his air bombs, as this was when he was more direct and involved in fights. With these changes, it’d make Kira and Kosaku feel like more distinct from one another.
You could give the original Kira a command grab that has slow startup but does good damage and looks like what Kira did to Koichi, just in case the enemy gets too comfortable blocking
honestly i really just want more jonathan. i find it really neat when he meets his decendants and how his gentlemanlike demeanor clashes with characters like young joseph.
Rohan with Heaven's door. Hear me out. Think Arakune, where some attacks fill a debuff meter. However, when the debuff meter is full, he can do an attack/super as a command grab or combo ender and give the opponent different debuffs/enders. The debuff bar comes in 3 parts, and some debuffs/enders might cost more than others. Examples: "I will fly backwards at 60mph" (corner carry) (1 part) "I forget how to use my stand" (2 parts) "I will stand still" (2 parts) "I am going to hell" (instant kill, max super bars and debuff gauge required)
I AGREE A simpler implementation would be (spur of the moment) Command grab; button decides timing (2/4/6 second from now...) And you input whatever you want, Custom Combo style.... FOR YOUR OPPONENT A literal You: Jump OPPONENTS: How high?
the "I am going to hell" one reminds me of Android 16's Level 3 in FighterZ, it would be cool if Rohan does it once so that would make a 3v3 fighting game.
Cool idea tbh I was just thinking about Rohan's Moveset in his JUS Mugen char, although he does have some of those same movesets you mentioned however his one attack which I really liked was to use 3 full bars to make your opponent not attack for around 5-10 secs (including not stopping them from doing their ultimate)
The erased time idea for Diavolo is really great. I think there could be a lot of design potential for 50/50s out of the erased time, and make opponents scared to jump if he is sitting on full meter
Whenever I imagine Diavolo's King Crimson working as a game mechanic, it's usually something along the lines of skipping ahead a couple seconds in a match instantaneously and having the opponent moved according to what their last input was as if that was all they were doing during the time frame skipped.
You’re gonna Eat my chocolate idk diavolo was pretty aggressive, players would probably use time skip to close distance or extend combos and pressure to crazily ridiculous amounts of time
That Time Skip from Diavolo kinda makes me think of what they wanted to use for Isaac in Skullgirls. I can totally see something like that in a 2D fighter and equating meters to number of seconds “predicted” sounds amazing!
They should use the anime sfx for the full meter supers. Like Za Handos bass fart, Za Warudo's bass fart, Star Platinums bass fart and King Crimsons bass fart.
They did that for EOH. ASB came out before Part 3 was animated, and Dio/Jotaro's time stop sounds were these echoing "ding" sounds. Then, when EOH came out, they used the proper BVWWWOOOWWVVWBVWBWVB sound for time stop. They also fucked over Jotaro's default colors to the ugly black jacket instead of blue, just to match the anime.
How about a Jojo game which you play as Jotaro and have 2 choices, Do “research” on dolphins or be a good father and visit your daughter every so often
@Top Hat Walrus You don’t need to worry about that since if you beat the game you can play as Jotaro’s wife where you can visit your daughter in jail or sign the divorce papers
Sounds like a great JRPG idea. Edit: seriously, if I have great writing skills, I would have turn this into a real thing right now using RPGmaker or so help me
They still have a sound library of pretty much any line you could think of for all the characters, plus a shit ton of cut voice content from the last two games
To be honest I prefer some of the game's voice actors to the anime. My main point being Vento Aureo characters, the voices for Narancia, Bruno, Mista, and Giorno just all sound better in ASB and EOH.
Some of these ideas remind me of some of the proposed DLC characters for Skullgirls that didn't make it. There was a character who could time travel by having the future version of himself show up to do an attack, but for it to convert to real damage he has to actually travel back in time within a certain period of time. Another character could record character actions and was kind of Save States the character, and it was pretty cool. There's a lot of room to be creative with fighting games, I would love to have more FGs with creative characters.
I feel like it could be super cool if Okayasu could use The Hand not to just pull opponents in, but to actually shrink the stage. Imagine a grappler who deals with zoners by making the stage smaller and smaller until they're forced to get in range. The grappler archetype also fits Okayasu's personality, so I feel like he could be a super cool character and one I would definitely main.
you could probably make diavolo's action a taunt, so that way it's easily hidden among his other actions and other characters dont know if to approach when he taunts or if he's just BMing
You have very interesting ideas on how to adapt Jojo characters and their unique abilities to a fighting game, and I'd like to see you do more characters, something like Fugo or Risotto or whatever really. Keep up the good shit
@@illdee1 Or every other character that has only one move. Think Hot Pants. For example she can't "fight" well i mean the first time with johnny and gyro she took them by surprise and she just "disabled them". That wouldn't work well in a game, as it will be either overpowered or useless. Also when she was with Diego she was just assisting him, he was doing the fighting while she was distracting Valentine.
Personally, my idea for Diego Brando's moveset would be: Standless Mode: 5A: a weak, but fast punch similar to when he caught a fly in midair in the Scary Monsters arc. Generally, this move would be 1 frame long. 5B: a fast swipe of his claws. This move would do average damage. 5C: Diego would swipe his tail against the opponent. This would a decent amount of damage. 2A: a 1 frame long weak swipe of his claws. 2B: Diego would thrust his tail onto the opponent. Average damage. 2C: A fairly long swipe of his tail that knock down his opponent. j.A: A weak swipe of his claws. 1 frame, for sure. j.B: A thrust of his tail. j.C: A devastating downwards swipe of his tail. Fairly with a ton of end lag. 236+Any attack: Dio would ram the opponent and bite him. 214+Any attack: A command grab in which Diego bites the opponent and leaves the opponent with bleed damage (kinda like Fugo's specials in ASB) Stand Mode: 5A: a weak headbutt. This would be about 2 frames long. 5B: a bite that does average damage. 5C: a devastating swipe of his tail that knocks back the opponent (like what Diego did to Gyro Zeppeli after Diego's transformation). 2A: a weak headbutt. 2B: a fairly weak bite. 2C: a strong swipe of his tail that would knock down his opponent. 236+Any attack: Diego would jump onto the enemy and bite a few times his opponent. Also leaving a bleed effect. 214+Any attack: Diego callls one of his infected dinosaurs that bites the opponent. This move would have a ton of lag. These supers are the same for Standless Mode and Stand Mode. 236+Any attack: Dio would hide in his blanket (like in the Scary Monsters arc before his complete transformation) and does a barrage of bites to his opponent (The cutting only shows up when Dio come out of the blanket). During the blanket phase, Diego is completely invulnerable. If you hold the same keys for the super you get to be hidden until your super meter is depleted. So this could be used in the most desperate of situations. This would cost 1 bar. 214+Any attack: Dio calls an army of infected dinosaurs that rush trough the opponent and bite him. This would cost 1 bar.
The biggest crime from Eyes of Heaven is the complete absence of FF. Be it as a playable character or just a cameo in the credits, hell even Abbacchio appeared in the credits photo.
here are some idea alterative title "why we need another jojo fighting game develope by capcom" because let's be real. that abbachio idea was actually executed in gio gio for the ps2 just you know in a 3D enviroment now here are some idea for characters Trish:she can have a inkling like mecanic from smash ultimate but instead of increasing the damage dealth by you,you decrease the damage dealth by the enemy for a period of time,having heavy attack or light attacks that does this (with one decreasing damage dealth more than the others) and stack up with the time being 5 seconds of decrease damage being reset evertime the damage decrease until it reaches max decreased damage then trish can't reset the timer of decreased damage and super that make the opponent being unable to do damage by like 5 seconds and costing 7 bars or 6 bars thats all i don't have any more ideas
With the Diavolo time erase super it would be really cool if after the time has been "recorded" it just zooms out to show it was diavolo looking through his hair
I'd love to see Superfly in a game as a special arena. Damage inflicted upon the environment would be dealt back and instead of invisible walls as stage limits, you would just get turned to metal and lose the match.
@@jestfullgremblim8002 nah itd be kinda like the tournament stage in most of the dragon ball games you get knocked out of superfly you turn to metal and lose the round I could see it making matches more hype
I absolutely love your idea for Diavolo, for the longest time I was wondering about how to make Time Erase work in a fighting game and I think you got it.
Diavolos epitaph could work like Sir Nighteyes foresight in 'My Hero Ones Justice 2' where the opponent moves as usual but their attacks are somewhat slower as it shows an outline of them doing an attack before it comes out, allowing you to punish them.
I love the idea of the Timeskip super. It shows perfectly how King Crimson actually works, and it makes you feel powerful whether you're in advantage or disadvantage.
My new reps for a new Jojo game (with characters who haven’t been in a Jojo game yet.): Part 1: Tarkus and Bruford as a tag team switch out thing. Part 2: Santana, Straitzo, and maybe even Wired Beck if they can make him a full character. Part 3: The fake Captain. He’s the only other part 3 rep who could be a new full rep Part 4: Keicho Nijimura, Yuya Fungami Part 5: Formaggio, Prosciutto and Pesci, Ghiacchio, Chicolatta and Secco, and Abacchio. Part 6: Kenzou, Lang Rangler, Sports Max, Viviano Westwood, Rikiel. Part 7: Mountain Tim, Sandman, Ringo Roadagain, and the Eleven Men. Part 8: Jobin, A. Phex Brothers, Rai Mamezuku, Tamaki Damo, and part 8 Kira.
Kenzou would be perfect! There would be ”luck” and ”unluck” spots (directions aren’t really possible) that Dragon’s Dream shows (you just have them highlighted in green/red, opponent has to figure them out based on your actions) and your goal is to remain in Luck to be buffed and put your opponent in Unluck to debuff them.
Cool like super move ideas: Heirophant Green: Cover the stage in green tentacles of Heriophant with the voice line "Take this! 20 meter emerald splash!" Every time the enemy moves a bunch of emerald splash fires fly at him, they are dodgable however, but dodging them requires movement and summons another, faster fleet. Kakyoin can also charge at them during this 10 second ability time. The World: Stops time for 9 seconds- with the line "ZA WAURDO STOP TIME!"- in which The World can barrage the enemy with slow but strong attacks saying muda after each. At seven seconds of you push a certain button combo Dio throws a roadroller sealing massive damage in which both players mash attack and whoever mashes the most wins the fight and takes the damage. After this exchange time resumes. If they don't throw the roadroller then at 9 seconds The World rushes forward and violently jabs his hand into the enemy's abdomen. Dio also counts menacingly downwards. Combos can be used. Star Platinum: Begin to levitate and stop time with the voice line, "And let time stand still.". Only for five seconds. Insane movement speed and attack strength and attack speed along with combos like ORA ORA ORA or star finger. At the end of 5 seconds Jotaro rushes to the enemy, turns around, tips his hat and says, "And times begins to move again." After the line is done and time slowly resumes Star Platinum yells ORA and deals one large powerful punch sending them flying away. Crazy Diamond: Josuke brushes his hair slowly as Crazy Diamond begins to punch the ground and turn it into tar or whatever previous form it used to be. You can then attack the enemy while they are unable to jump or move quickly or at all. Then they rush forward barraging the enemy with several attacks after the enemy received enough damaged or 10 seconds after the ground was transformed. If in team battles your friend is entirely healed of all damage. The Emperor: The Entire Stallion takes out Thort/ Oingo Boingo Brothers Adventure and reads it for couple seconds. Grinning then the Complete Mare yanks a pipe from the ground and aims the emperor into it as several pipes appear from the edges of the screen. A clock appears in the left hand corner ticking quickly to 12:00 . Attacking right at 12 sends a flurry of bullets (the amount depends on how much you mashed in the two second start and ending of the frame to shoot) into the pipe slamming into the enemy dealing massive damage. Missing this check will cause the bullets to hit you, dealing meh damage, and the enemy as well, dealing high damage but not as much. Then Hol Horse either grunts, if miss shot, or laughs with correct timing. The damage also is based heavily around how many shots were fired through mashing. A total of six are automatically shot.
One neat idea for Golden Experience Requiem would be making GER basically unbeatable. You do a 5 meter super that, let's say, only works if Giorno has under half of his hp, and Giorno grabs the arrow, shoving it into G.E. But, as the transformation occurs, Giorno stays vulnerable during 3 or 5 seconds. If he takes a hit during that time, he takes damage and the transformation stops, but the 5 super meters are still gone. This way, it feels the same way as it did in the anime. It's a desperate last resort move that is difficult to perform but gives you max satisfaction once you complete it. Once GER is on, it can't be turned of. His attacks will suffer an incredible buff. So will his speed, range and durability. G.E.R doesn't have any super. It would feel wrong, since GER more of a defensive stand. But his counter could be rewinding the opponents attack to zero. If the stage was the colosseum and the opponent Diavolo, there could be a dramatic finish that would pay omage to the anime, with there being multiple Diavolos that repeat the same action and finishing with the muda rush
I'm late but you CAN interact with the Road Roller attack in ASB, but only as Jotaro. It's a button mash ebtween the two players that leads to a unique cutscene if Jotaro wins.
There is a system in an old dragon ball game (Burst Limit) where you don't have assists per say, but rather, if you meet certain conditions during a match, it triggers the events, you pick them at the start of the round. I feel like this would be an effective way of implementing assists into a Jojo fighting game without focusing entirely on a team, but at the same time, you could add in more specific moments that are just triggered via certain actions in the game, or certain situations (Almost like the unique finishers in EoH and ASB, but more versatile and useful than a fancy ending) Lets say, as an example, you're in a stage that contains certain parts that are darker than others, and your 'assist' is Black Sabbath. Then, whenever your opponent steps into the shadows, they have a debuff, or take some damage (I can't really think of the best examples for this, and the one I outlined is incredibly specific) Another better example that comes to mind is having Koichi as your assist Lets say, below a certain point of health, and you are about to do a special move (An example, oh, lets say, a time stop), then Koichi would activate Echoes Act 3, use 3 Freeze on the opponent, and they are basically vulnerable for that one move. Not only is this an effective way of allowing more player freedom in terms of how they play a character, its also more places to be able to add more references (E.G, those two things I outlined could be called 'There are now only 2 paths you can take' and 'You are truly a reliable guy'. I might be getting quotes wrong here; sue me) It also opens up more interesting interactions, which opens up even more doors for gameplay. Idk, its an idea at least.
I honestly can imagine Diavolo having a teleport where he does his erase time thing, but we see it like how everyone else sees it. I think that'd be sick!
Also, blazing fists is such an awesome looking mechanic that's really fun, but has almost no bearing on the outcome of a match, and is relatively rare to witness. I want impactful, slightly more frequent FISTING
Certain blazing fists could lead to different scenarios as well. The different stands could have different damage outputs for winning blazing fists scenarios as well, or even different properties depending on the stand. DIO and Jotaro could have the most damage for the blazing fists, Giorno's GE could cause a long stun-lock in reference to his sense-berserk ability, Kira and Narancia could have large knockback by sending their stands (Kira would use Sheer Heart Attack) to charge at their opponent, etc.
don't we have an example of Moody Blues in the form of Bedman from GGXrd? he literally rewinds his special moves as projectiles, it's a perfect example. and could work really well
Exactly what I had in mind for him. And speaking of Guilty Gear, I think Enigma could have some moves like Faust, in that they summon items, and like May, summoning large objects to work as zoning projectiles.
What if we had 2 versions of Diavolo, one being "Shadow Diavolo" with a moveset more in line with All Star Battle (which I find neat because of how Diavolo's appearance and the extent of KC's time skip power wasn't fully explored when Bruccalati initially fought him) and "True Diavolo" would work with the more technical mechanics that you suggested.
Here is a list of characters that could be included and how they would work : Rohan Kishibe as a grappler / neutral-based character who can use various command grabs to turn the opponent into books and write things into them such as disabling their stand for a limited amount of time , sending them flying away in a direction , disabling access to meter and a counter grab where he shows someone the manuscript and they unravel into strips like how Okuyasu did Hazamada transforming his stand into the opponent via a command grab that changes its moveset and playstyle but cannot use their stand . Tonio animated like how B.B. Hood is in Darkstalkers but the complete opposite where he accidentally attacks the opponent but looks sinister beforehand and maybe a super where the opponent eats one of his meals and takes major damage but that damage is temporary so he has to finish them off before they regain it all . Trish using softened ground and walls to bounce all around the screen or set up traps and barriers . Formaggio throwing shrunken furniture and cars as projectiles before returning them to their normal size . A teleport where he shrinks down and through a sewer grate and a super where Little Feet shrinks them down and Formaggio puts them in a jar where they now have to partake in a short minigame against a spider that the Formaggio player controls . Risotto could form weapons out of the iron in the ground to attack with such as knives , poles , hammers and send them away like projectiles . He could turn invisible for a short time or send waves of scalpels like Dio’s knives super . Maybe a throw where he kicks the opponent onto a literal bed of nails . Cioccolata and Secco working together as a pair where Cioccolata is the main fighter using clouds of mold as traps that only activate if you crouch or jump into one and attacking the opponent with scalpels and by detaching his own arm to swing at them with meanwhile Secco acts as a puppet character that performs different actions depending on how the button is mashed when he is summoned . Diego Brando as a unique stance change character who has access to 4 movesets that each have different stats , partially transformed , on Silver Bullet while partially transformed , fully transformed and having Silver Bullet be fully transformed as it acts independently from Diego . Hot Pants as a weapon stand user who can switch from using Cream Starter to cut the opponent with long ranged lingering attacks at the cost of costing some flesh , which is an exclusive resource that only she can gain through command grabs or by using Cream Starter as a melee weapon with pistol whips like she did to Johnny .
@@AyyJay121 I wasn't downplaying those who play it, like yourself,and keep up with the community, I was just givng my reason as to why I think new players don't get into it as it related to the original comment.
Not only do fighting games take from Jojo's for influence but ALL those characters are a designer dream for a game that would ACTUALLY be unique and successful.
I loved your ideas for Diavolo and Kira, they really fit into the strategic and decisive aspects of a fighting game. Fighting games are more about outsmarting your opponent rather than overpowering them, and the way a lot of JoJo characters' unique powers and fights revolve around outsmarting each other makes it an awesome series for having a fighting game, and HFTF really captures that. All the unique, borderline broken abilities and gimmicks of each character can make for interesting interactions, strategies and *epic* moments with how fights between all these characters can go based on what their players do with them in the decisive moment(s). I have not played ASB but from what I've heard and seen of it, I'd much more prefer specials and supers that need actual consideration, set up and planning before using rather than a damage dealing cutscene.
I have a cool concept for Kars (from JoJo's Bizarre Adventure: Battle Tendency) in a traditional Fighting Game. Kars should have to earn his Ultimate Form by beating The Red Stone of Aja out of the opponent. Then he needs 5 Bars of Meter to activate his Ultimate Form. If he has both, then he gains Ten Jumps, Regen, and basically everything on him has become BUSTED! So playing against Kars would require the opponent to beat him before he gets the Red Stone, just like the entire plot of Battle Tendency!
I'm going to try to edit this concept a small bit (iron out a few details, you can veto these if you'd like) ultimate Kars just gets a small bit of regeneration (so it's still possible to kill him) he gets an attack buff dealing 1.5× his normal damage, he gains the ability to gain a defence buff (at the cost of his jumps and regeneration) in reference to what he did in response to falling into the volcano. And if you counter one of his blade attacks before he's ultimate Kars, it has the chance to break (as his super meter gets higher so do the chances of his blade breaking, with it only actually gaining a chance of breaking at 3 bars, and a decent chance of breaking at 4.) And when he becomes ultimate Kars his blade comes back and it loses the chance to be broken.
Jog Swanson I skimmed through the comment and really like the idea of being able to break the Red Stone. Considering how I have an entire system in my head for gameplay in general, not just Kars, and have a full system planned out. Maybe make it so that Hamon Users (in this base game scenario, Jonathan, Will, and the Joseph’s) can’t break the stone, as the Stone will deflect Hamon back at the user, so fighting Kars as a Hamon Main, it would be a good idea for your partner to be a Non-Hamon Character so they can break the Stone. So most of the cast. Also, while it is extremely difficult to kill Ultimate Kars, stuff like Infinites, Supers, ToDs, etc., are most effective. Kars is a very unique Fighter. And other Kars Players can’t break the Stone, but Wamuu can, explained as accidents happen. If you want, I can go further over general mechanics if you like.
@@takodacorliss5838 I'd like to hear more about this system, and I had meant you can break his blade (like joseph does just before he becomes ultimate kars) but the idea to break the stone is a really nice one too.
Jog Swanson Oh cool. I think Breaking the Blade is Perfect actually. Anyways, the system in place. So basic gameplay is Heritage, but there’s two people, and most characters Special Moves are mapped to the Stand Button, though some characters still have Command Inputs, with every Super being a Command Input. And this is a 2v2, working like DBFZ before Season 3, with every character getting a specific Assist. Hold the Assist Input Down and you swap characters. Now, I really love how All Star Battle did the Maps so I decided to take a similar philosophy to that game Stage Wise. 3D, but feels 2D, with a Run Button when held also being the Dodge Button, where you can move up and down the Planes of the Stage, the opponents always in the same plane and always faces you so no plane camping can be done. Dodges can be interrupted. You can’t Swap Planes while Running, but some characters can circle you if they try, such as Joseph. The Stages are like All Star Battle, but sometimes Obstacles will appear. Some walls can activate Stage Transitions. For an Example, Rome! You start in the Colosseum, but you can transition to the streets on the left wall. Hazards can appear, but can be turned off. Day and Night Variants exist for all stages, mostly due to the Vampires. Basically, I wanted the locations to play a role in Combat. And one final note, since this is a fuckton, Vampires and Hamon Users have Gimmicks! Vampires and Hamon Users both have Red Health Auto Regen. Basically, the health that characters regenerate while put away regens while active with these two. Both are extremely slow, though Vampires are slightly faster. And Hamon Users do more damage to Vampires than everyone else. Yes, Gold Experience is counted as Hamon due to its ability. Basically, a shitton of nitty gritty in order to make a Heritage Sequel embody JoJo’s more while also lowering the skill gap. Remember, JoJo’s is big. VERY BIG in Japan especially, so accessibility is inevitably going to be a factor. You think this is a lot? Well, I haven’t even gotten to the Characters yet! Don’t even get me started on Pucci and Diavolo!
What we need is a fighting game with only hol horses from all universes
Mohammad 12145 36 hol horses on mars
Hol Hol’s Bizarre Adventure : Heritage for the Future
PolPol’s Bizarre Adventure: Into the Hol-Verse
Mohammad 12145
Cursed Hol Horse where he hits women
And the Miles is just Young Mista
Okuyasu would be overpowered since it wont be Okuyasu controlling The Hand anymore
Make up for it by making him slow. And the hand is even slower
@@justas423 Not only make his frames high, but make it so his moves can be canceled. For example in his first fight with Josuke, Josuke managed to prevent The hand swiping him away by having Crazy Diamond grab his wrist. In terms of a fighting game this could be a grab, or perhaps a heavy hit. Basically if you make hims low, and half his kit cancelable it can work.
Just make him like Smash Ganondorf, all his moves are really strong but they've also got a lot of startup lag and endlag so they're not spammable
Since he's stupid, make the moves input not work most of the time. By making him frustrating you can balance him out of his huge damage and potential. Also give him low health, just like Akuma in SF.
Yeah. Like when something ran away and he stood still.
NIGGA YOU HAVE A FUCKING FORCE PULL ATACK. USE IT
I'm now hyped for a game that doesn't exist.
That's sad bruh🤤
And probably never will :(
@@hrgrhrhhr theres still hope. ArCys made a poll announcing which anime should get the DBFZ treatment and jojo was the or almost the nost popular pic
@@danielleballsackguy7374 That's cool!
@Daniel leballe oh shit that's n i c e
Everyone: Can we get a new heritage for the future?
Bandai namco: *You mean a battle royale JoJo game?*
That games actually looks kinda cool
What the f**k
i really hope they port it to consoles and pc and most important make a good game when it comes out... it have very much potential les hope it doesnt end like those simplistic musou japanese games if you know what i mean
Y'know what we need?
ASB2
I want a Arcsys JoJo game, but BN already did a pretty decent job with the original ASB
Random Person: *playing fortnite*
Bandai Namco: *outside their window* lets do that, but with jojo characters
Everybody who wanted new heritage of the future: *suprised pickachu face*
Imagine this:
Tournament finals, DIO vs Diavolo, its a tense game, and DIO is setting up a road roller combo, but just before he gets [ZA WARUDO] off, Diavolo activates Epitaph, but it goes unnoticed
The combo lands in full and the crowd cheer as Diavolo is crushed by the road roller. But whats this? The match isn't over? And all of a sudden, what seemed like an easy win is not completely offset, as the combo never happened.
The hype potential would almost unlimited.
Honestly i think the super is situational bc once diavolo use the super, his opponent will disengage,camp and block for 5 second.the super is not unnoticeable bc u can see diavolo magically used his 5 bar.Maybe it can be very good?but idk
@@jasonho6865 I have an idea to fix this, here's an example: let's say you use it but the bar won't show that you used the attack it will only after normally when the attack finishes
@@kars450 that's genius
@@sevencool2266 I know right 😀
ZombieDerpster
e V o 2 0 1 9 2
6:30 you know this article is bad when they say Diavolo can erase an hour of time
holy shit. that's just terrible.
basically King Crimson Requiem huh
@@SquadraDiMocassini basically made in heaven since time goes so fast it feels like every second that passes is actually 1 hour that passes
@@SquadraDiMocassini king crimson requiem would probably give Diavolo the ability to manipulate and rewrite his past since that's a big part of his character.
I already explained the ability how the fuck did you mess it up?
Imagine you fighting Diavolo: you perform an epic combo which kills him. "KO" flashes on the screen with celebretory music. Then suddenly, the screen flashes red and the King Crimson sound effect plays. You hear Diavolo scream "King Crimson!" as the game resets to 5 seconds ago. Diavolo then sets up the perfect combo, and it ends up in you losing.
I don't want that
I NEED that
Sloozy67 but king crimson doesn’t go back in time. It skips forwards. Gold experience requiem could do that though.
Thats not what I meant. He explained it in the video. Once the ability is activated, the next 5 seconds goes as normal. But it is revaled that Diavolo was looking into the future and it would go back 5 seconds. So him dying would be him looking into the future, it didnt actually happen.
No one can escape the fate that was chosen for them. All that remains is the end, where you will all perish. Eternal greatness exists only within myself. Sing a song of sorrow in a world where time has vanished.
@@SlavicDedede zetsubou ga temaneku
sekai ni tachimukau
Don't care jihi nado iranai sa
karada horobiru toki
inori mo kiehateru? HELL NO!
Hajimari no GOLDEN WIND!
Ex said that he is not allowed to hit the opponent in erased time but set up traps
You described King Crimson's ability better than any JoJo youtuber has in their dedicated videos to King Crimson.
Also make Fugo faithful to the manga/anime and he just insta kills his opponents
Not insta-kill. Purple Haze just goes bananas, dashing around the stage on his own, and if either Fugo or his opponent get too close, they start losing life AND meter. The more often they come into contact with PH, the faster the drain. After a short while, there's a large animation played over the whole stage where it appears the sun comes out, and the virus is stopped. In addition, all of Fugo's moves can damage him if he is too close, and maybe if there's a 'Stand Power' gauge, when his runs out there's a small chance that PH runs rampant on own.
If they wanted to be really faithful then his moveset would be to remove himself from the character select.
Fugo could be a really good zoner
@@ChargeQM No, Fugo can still control Purple Haze, the reason he doesn't control him in Man in the Mirror is that he can't see him. In Purple Haze Feedback (which isn't canon) Fugo does control his stand, despite it being fucking crazy. This information is found on the wiki, and the fact that Fugo controls his stand near the end of Man in the MIrror (when he can finally see his stand/ is out of the mirror world).
No No I thought fugo was immune to the toxin/virus?
The fact DIO’s road roller super in HFTF almost always has to be used with the Time Stop super is honestly very faithful to the source material
And some kickass combos
That do no damage for 4 bars
@@cosmopx1855 Being stylish and looking cool > Beating the Opponent
@@FlackBackTV spoken like a true jojo character
Technically you can use it without time stop, but practically you would certainly need a time stop or any long ass stun to actually pull off the road roller super
Imagine Moody Blues copying Kira's Bites the Dust, so both you and Kira have no stand and the match results in a draw if neither of you beat the other within that timeframe, that'd be such an interesting interaction and I really want a jojo fighting game to be able to do that type of shit.
YES!!! FUCK GAME COMPANIES!!! FUCK WRITTERS!!! LET'S ALL STORM ARK SYSTEM WORKS AND FORCE THEN TO MAKE OUR GAME!!!
@@guilhermefranco2930 HELL YEAH
@@pancakecommanderandbowser2279 HELL YEAH, WE'RE TWO, WE JUST NEED MORE TROOPS. IT WILL BR MORE EPIC THAN THE AEREA 51 RAID.
ayeo, btw, I'm doing a post about my ideal jojo game on Reddit. U can check it out if u want. My username is u/Gui_Franco I think. If not tell me and I'll tell u the correct one
@@guilhermefranco2930 you son of a bitch, I'm in
@@guilhermefranco2930 Me agame developer:
I'M IN DANGER
holy fuck idk what I expected but that diavolo timeskip mechanic is an incredible idea
Try KC as boss fight in heavily JoJo inspired 2d shooter ruclips.net/video/oGppBxKkyNo/видео.html
@@jegerslvjegers5380 wat does any of tht game hve to do w jojo
@@ganjahfarmer4469 Abilities - you can slow down time or control bullets. Bosses and level names - level "It just works", where boss skips time.
i just want a whole series creating character concepts for a theoretical jojo fighting game now please
Yes
Yes
Yes
Cheezepin yes
Yes
Your interpretation of Bites the Dust is perfect for a fighting game. That shit would be hype as hell in a tournament setting
Imagine a Yoshikage Kira tournament. The tournament becomes 3x the length with both players using Bites The Dust each round
@@ventuswill2847 agreed. Sure it'd be hype, but it wouldn't be used for blowing up the opponent, just as a free reset. That means you'd just use it when you're losing, basically nullifying the opponents hard work. Maybe making it so you need 4-5 seconds before you can pull back killer queen?
@@li_ka2 it is a counter after all so as kong as the player keeps track of kira's meter it'll be more manageable.plus it can only be activated once per round and cant be used against zoners
@@nguyenthe7968 yeah, that sounds way more reasonable. I think. I honestly have no real clue about fighting games, so I don't really know if you're right.
@@ventuswill2847 it's note once a round, it's once a MATCH, so if a kira uses BtD on round 1, he can't use it on round 2 or 3
Id love to see Fugo in a fighting game like this where his stand does beastly damage to the opponent but over reliance on it will kill you
Like clouds of virus around that are avoidable but affect both players
@@shonklebonkle324 YES, YES, YES
He could be a trap character pretty much revolving around Piranha Plant’s Side Special in Super Smash Bros. Ultimate. His virus clouds would rapidly deal chip damage to anybody inside (Including Fugo himself).
Hey, I made a post about my ideal jojo game www.reddit.com/r/StardustCrusaders/comments/kgbt75/my_ideal_jojo_game/
@@guilhermefranco2930 cool
Imagine wanting a jojo fighting game. Heh, what we really need is a Jojo Kart, scrub.
The only galaxy brain answer
MORIOH KART: Duel Hearts.
Jotaro just straight up uses Star Platinum to yeet himself into first place
Jafet Lamadrid Za Warudo and King Crimson would be OP
Steel Ball Kart
Bro I just wanna play as Doppio.
I think it would just be cool to have him be almost like a diet version of Diavolo but still viable, in the way that Shadow DIO was.
Yeah, he should have a bit more reckless moveset but access to only King Crimson's arms and Epitaph, right?
i actually really like this idea, a character that can only use king crimson's arms and epitaph sounds awesome
And based on the Metallica fight, some of the moves could be throwing a scissor and knives and shoving razors up the enemies' ass. And don't forget his signature B O I.
i thought it would just be a neat reskin of diavolo. so when you pull out king crimson, he get larger in size and when you use his super, he starts removing his shirt to become diavolo.
That actually sounds pretty brilliant idea
Setplay Diavolo sounds like something I’d totally main. Real shame modern fighting games can’t do setplay very well
I Maine’s Hol for the set play in hftf, and Diavolo is my favourite villain so I’d definitely play him
Sean Phillips yeah I play Hol in that game too. Setplay is dank
What you're talking about is just playing flowchart characters???
Just get Tekken and play either Jin or Nina, those characters work well as flowchart characters
snajpi they don’t have disgusting unblockables or directional traps. High/low mixups are on every Tekken character tho so they have that.
Something tells me you'd enjoy Guilty Gear.
I'm only halfway through but that Diavolo concept is SICK
They could give him a really slow but really strong chop for time erase
alphabot so you can time it for right when it ends
Your King Crimson + Epitaph idea was freaking genius!
I imagine a tense JoJo tournament, and one guy finally lands the killing blow on Diavolo. He jumps up and the crowd goes wild, BUT THEN the screen warps, revealing it to be erased time and then the Diavolo player makes an incredible comeback!
" *Oh yeah* i have defeated you,i won "
" No ya didn't "
"What"
God I want that so bad
fckkkkkkk :"D
“Hah! You LOOOOST! What do you have to say for yourself?”
“...I refuse.”
⬅️ ⬅️
And then BAM, diavolo's opponent does a slide attack
Only remakes or rereleases I want from Capcom and Namco:
- Darkstalkers
- Hftf
Mega Man Battle Network and Mega Man Star Force are what I want from Capcom
Yo I want a new SNK, Tatsunoko, or Marvel vs Capcom
This, AND Lost Planet 2
You want JoJo HFTF but there's one sacrifice....
Me as Dlc character fighting games can't escape me
those are both Capcom games
Can you make this a full series? I'd love to hear how you would make other characters into a HftF style of fighting game.
I wanna hear his ideas about some minor villains too, like ghiaccio, guard westwood, or anubis. Hell maybe even cioccolata, he could work as a pair with secco just like hol horse and j geil.
I find these videos really interesting.
Simone Bennardo so basically when you fight secco and chocolatta you need to be very careful with your jumps
@@MrOwl-lw3xc obviously that would be too broken if it was like a passive or something,so it could be like a special ability and just make cioccolata's main moveset standard brawling,taking off your limbs and his secondary moveset being secco,but he stays underground and appears only for a few attacks,like spitting mud or dragging the enemy below.
Green Day wasn't really seen as a stand proper outside of the times Cioccolatta was showing off to the viewer, so perhaps Secco could be his "stand". In that way, jumping or falling would be hazardous to both the player and enemy.
There is cool fan made games such as "7th stand user" and heavily JoJo inspired 2d shooter ruclips.net/video/oGppBxKkyNo/видео.html There is also great ideas how to represent Stand powers
I feel like Okuyasu should have really strong and useful tools but sluggish neutrals and just design it in a way that a casual player who doesn't know anything about mix-ups or footsies would actually fight exactly like how Okuyasu fights in the show, but a high-level player would show you how Okuyasu would fight if he was actually smart
That sounds wonderful.
Also definitely let him erase projectiles.
@@NXTangl he literally erases a stray cat projectile, he needs to be able to do that.
He need an ability to erase part of arena so it becomes smaller each time he use it.
@@funguy398 naw, it's like the space stone in marvel vs capcom infinite.
He can erase projectile and bring opponent closer which is very good tool.
My suggestion to his hand weakness is can only be use contacted timeframe to erase projectile. For the projectile that is not contact his hand can accelerate if not use carefully(similar how he got hit by flower pot)
Basically opponent can utilize Okuyasu's hand to bait out swipe and set up accelerate projectiles to hit him to punish and setup counter attack. This way high level player should be aware when to use his hand to erace.
Okuyasu could have a super that would permanently erase the space on the stage, so since he would probably be a Grappler this would give him a huge advantage against more mobile opponents like Johnny
ohh that sounds interesting, make the stage smaller, i didnt think about that
You know Tager from BlazBlue? You could make him have gimmicky Oki options after combos with The Hand just like Gadget finger, make him end a combo in a knockdown and while the opponent is getting up, erase the space between you and them while jumping to have Okuyasu cross them up the moment they wake up, or you can stay in the same side, or even command grab.
This can work as a reset in the air too, a special move should be erase space up and forward Okuyasu and then make him grab whatever is above him, imagine the resets you could make if you pretend you drop you juggle combo, just to make the opponents tech up in the air to fall into the unlockable anti air grab.
EX Falchion what Jojolion and steel ball run characters should join
Immobile* crippled ass
Another more straight forward super would be an instant K.O. from The Hand. It would be slow and obvious, and cost all your meter, but if there was some kind of guard break mechanic that makes an opponent immobile it could have some great setups.
Lets just agree that a jojo game has to be made by arcsys.
Arc sys can do pretty much everything when it comes to fighting games
They said that they aren't interested so it will probably be an arena fighter by bandai namco
@@sheipi9978 bandai namco fighters are a joke
@@sheipi9978 so they dont like money? I guarantee you a jojo game would sell better then dragonball
@@matthewlugo2417 i guess they really don't like money
Say it with me
LA SQUADRA NEEDS TO BE REPRESENTED IN A JOJO GAME.
GioGio's Bizarre Adventure, 2002, PS2, JP only, but english patches are out.
If I were to pick a La Squadra rep, I'd probably go with Prosciutto and Pesci as a similar kind of deal to Hol Horse mixed with aspects of Alessi.
Pesci would be the main fighter, with a weapon stand and most of his moves focused on zoning with Beach Boy. Then, certian specials could include Prosciutto, which could turn opponents old in a similar manner to Alessi turning his opponents into kids.
Have Formaggio be a very weak character physically (does almost no damage at all and takes extra damage from most attacks), but every time he hits the opponent, they get smaller. The smaller the opponent is, the less damage they will do and the more damage they will take, and if they get too small, they become so weak that even Formaggio will be able to kick their ass. The player has to act quick and avoid getting hit too much, so they can beat Formaggio before getting way too small.
Got you fam
www.reddit.com/r/StardustCrusaders/comments/kgbt75/my_ideal_jojo_game/
WE NEED THE VENEZIA ICE MAN!
6:29 "Arc 5, Vento Aureo's antagonist Diavolo can literally erase an hour of time with his stand King Crimson."
Uh. I mean, cumulatively, he has probably erased a grand total of a few hours of time, but I know that's not what they mean.
Isn’t it 10 seconds max per time skip?
@@EnigmaEnginseer yep
Yugioh
I like how Gordeau gets to be beaten up by Diavolo and Kira
jojo is really the perfect fit for a fighting game. i hope it gets the dbfz treatment but they let loose and just make it broken
also i better get a free command grab if i spent 5 bars..
And (2D) shooter? ruclips.net/video/oGppBxKkyNo/видео.html
you can always play mugen or make the characters you wish to play as
SouI so xenoverse 2
@Wildy Duce That'll be amazing if there were a jojo tournament fighter by arc
@Wildy Duce At least we got heritage for the future and mugen
6:25 “Diavolo can literally erase and hour of time”
Huh, I don’t remember that one
KC requiem. Diavolo then realizes how useless it is outside of battle
Remember when he was interrupted by a janitor lady and the next second he was gone and the sun was suddenly out? (I‘m not sure myself but yeah lol)
Ex: "We need good jojo characters from other parts!"
JJBA MUGEN community: *"OBSERVE"*
Mugen is a great game. Saddly now its only beta, but i hope in version 3.0 well get some new characters, and the secret characters will be ballanced
@@totallynotdio1311 The biggest flaws of the game are in my opinion : 1. more characters, We have atleast 14 different Dio`s (plus the joke characters) but not the main villain from part 7, the jobro from part 7 and not any character from Part 8. 2. A way to turn off joke characters, Picture this : you want to play singleplayer vs random but the bot is a joke character and you need to go back to the title screen just to only get another joke character. Other than that its pretty good
JoJo's bizarre adventure Subspace wars begs difference.
The Requiem one or which?
Mugen is bad, it's graphics are bad, it doesn't have a design theme like in asb or hftf, the sounds effects and dubs are really annoying, and the game itself doesn't even have good mechanics, they essentially just mixed hftf with asb, some characters can do the flash cancel from asb which is completely unnecessary, and they weren't that creative with the characters abillities
Diavolo would just be the physical embodiment of "Down low! TOO SLOW!!" then *dead*
Down low to slow
Hinjaku hinjaku
I really like the way you put it. "Interactivity". The whole time, I kept thinking of Alessi's super when he turn the opponent into a kid and you have to attack them yourself, but that gives your opponent the chance to counter attack or avoid. In the more modern JoJo games, that would have just been a cutscene. Making a game like this with more unusual abilities that JoJo is known for would make every character unique and fun to play. Kira is especially interesting, making it a direct reference to a scene in the source material. This makes me think that this game would be heavily based on match ups as opposed to which character has better options. Who directly hard counters who? Of course, major balancing would need to be arranged.
16:30 actually, kira's bite the dust has some pretty wacky properties, if used against kars, giorno, or any character with a transformation, it will put them back to their default state.
*i want cuphead to sit on my face*
Mojo oh god I thought you wanted that until I read his name
Did it work on GER tho?
For example, Giorno with GER is inmune to the effects of MiH
It didn't work on Echoes so it would depend how far he makes his Bites The Dust.
@@twoocean8012 well, Echoes had already unlocked act 3 days before Bites the dust, but if Koichi had unlocked it during the hour of Bites the dust, it would have reverted to act 2
Funnily enough the Time Skip mechanic as shown in this vid actually did show up in a real fighting game...
In Mortal Kombat 11
Nathanael Eugene geras?
Or cetrion?
s
Geras was so cool man, love that guy
@@extjmrqcetrion was nature mommy, no time stuff
The small detail shown for activate King Crimson could be to cracked the timer a bit
I like the idea of Diavolo's hair flowing in the wind briefly, since that's how Epitaph is indicated
@@snowboundwhale6860 Yo, that would be great. Not only it's a direct reference to the source material, but it's also a way of not making his ability too obvious for the opponent.
Make it the exact same animation as the standard counter and it doesn’t show the meter burn until the vision is revealed
I thought like, if the game was on a console with controller vibration feature, it would vibrate the controller when you activate Timeskip
@@lucdtinc.7350 Also a nice solution. Only problem is that some players don't like vibration in general. But when it comes to stealth, vibrating the controller would make nearly impossible for the second player to notice time skip.
Imagine abbachio’s super
Just repeats every single action the enemy did throughout the match but at x10 speed
cool
That sounds either very busted or a complete gimmick. Depending in the opponent
He pisses in a pot then splashes the enemy
Neat
Pie C H E E S E
Taken from the article:
"Arc 5, Vento Aureo's main antagonist, Diavolo can literally erase an hour of time"
Okay what
People should at least fact check
That's what happens when blue checkmarks find a niche series.
This better be a jojoke
King Crimson Ultimate
King crimson requiem right there
If Diavolo got pierced
We just need a HtF remake made by ArcSys with everything up to Part 8.
try mugen jojo version , it is in the style of Hftf but with charracters from every part , besides part 8
@@mihaiioc.3809 Except that game has major bug problems and overall as a game doesn't work very well. There's a difference between wanting an offical product with polish and settling for the bare minimum.
@@demiliomason1565 yes , i mean that you can play it , better than getting nothing
Don't forget the torture dance too
@@hahndogg5540 in that game i talk about fugo's taunt is tbe tourture dance , and one map's theme song is Golden Wind
Josuke could be an extremely interesting character, starting certain combos with healing the opponent but then switching it up and dealing super high damage. Or his imperfect restoration, where you'd heal up an opponent to a certain extent, but they'd have reduced max health for the rest of the match.
Rohan could be interesting too. Let's say he's got a basic setup command grab with Heavens Door opening the opponent's face and stuns them whilst you're doing it. Then he has a bunch of enders that change what effects happen (Say, the opponent goes flying, or they debuff to their damage or, for huge damage, he tears a page out of their face)
With Koichi, some obvious effects he could generate with Echos: Act 3 would include: Lower Jumps, Disabling Jump entirely (Temporarily), knocking someone to the floor on the spot, obviously changing their get-up time, as well as disabling projectiles on use (Examples, DIO's knives, Stray Cat's Bubbles, Hol Horse's Bullets, just to name a few (Things like SPSE wouldn't be affected), giving him incredible potential in denial while still giving him offensive options.
Just a few ideas that come to mind, at least.
Pretty neat idea. Better than ASB or EOH interpretation
Your Josuke idea, with lowering the enemies max health but giving them a heal
@@blackbabyyy4782 Aren't you gonna give your opinion on it?
The idea of putting risk in Josuke its pretty neat, if you get punished in a grab or mid combo you just healed your opponent
IDEA!!! You know blue health? All vampires and pillar man should be able to SLOWLY recover blue health unless they suffer a Hamon based attack, in which case there is no blue health
Imagine pucci being able to turn the game speed up to turbo, but only for himself
only problem is, the effects of the opponent are speed up aswell, so fugo's virus spreads even faster and kills him in a instant (a reference to how he dies).
@@ProjektTaku that’s cannon?
@@jojogacha974 him being killed by sped up gas? Yes. Buy purple haze's virus? No.
I n f i n i t e t a n d e m
or make the opponent slower like viewtiful Joe in mvc or the flash in injustice
We need a jojo fighting game where Prosciutto is playable with Pesci assisting him from behind
Alan Wolf or vice versa lmao
@@gamefreaknitro True perfection. It seems you are a man of culture as well
ice climber style
Just like Hol Horse and Hanged man
the dickhead with a green hair and confidence problems? yeah sounds good to me
This man is speaking the language of the gods.....
Dude. 100% agree with the points you made. I hope Arc sees this and listens tbh
This guy keeps saying Diavolo can't interact with the opponent in stopped time... Except he absolutely does that in the anime and manga, so IDK what dude is on about
@@THEGREATMAX He actually doesn't though. If you have any examples then share them. King Crimson's ability is definitely one of the more confusing ones.
@@Dalfydalf He cuts polnareff's eye during skipped time in the most recent episode.
@@THEGREATMAX That isn't during the skipped time. When he teleports behind Polnareff is the time skip, then he talks in real time and Polnareff responds. He then teleports again and deals the final blow
. I'm not saying his ability is teleporting, but he is skipping that time and it makes it look that way to Polnareff, and this is how it is presented to the viewer.
@@Dalfydalf Polnareff can't move during that time, it's the skipped time. What are you talking about
It would be really cool if the transition from normal time to erased time was having the the screen shrink and reveal it to be in Diavolo's hair
This man really just explained King Crimson perfectly in a video for a fighting game
Diavolo’s super is just what happens when you play with 10 rollback on GGPO
we need a jojo fighting game with my man coco jumbo as a playable character
You mean Polnareff? ;)
Coco Jumbo could be' one of giorno's specials, like when he turned his briooch to trap diavolo.
Ngl that would make unironically for a great stage
C o c o L a r g e
Make it a 3 meter super for Giorno. He gets inside Mr. President and Coco Jumbo tries to get to the other of the stage without getting hit, if he makes it to the other side it becomes a time out with him leaving the stage
if they make a new jojo fighting game I need Oingo Boingo so I can have a super where I just die
in the jojo version of mugen made by the comunity stroheim can suicide dealing 50% of the enemy hp damage , what this is for : local 2P vs 2C to sacrifice yourself at low hp so you can deal damage to both enemies but you die anyway while your teammate is still alive : making a 1v1 draw when you lose .
NOTORIOUS B.I.G.
@@SpaceFrog999 Cheap trick
mihaiio C.
They made android 16
@@Abdega
?
Devs when they see jojolion stands : HOW IN THE WORLD AM I SUPPOSED TO MAKE THIS WORK IN A FIGHTING GAME?
I dunno man
Speed King, Soft and Wet, Nut king call and I am rock look "easy" to do
-Soft&Wet: Uses bubbles as a fireball, can Plunder projectiles to reactivate later, can Plunder friction from the ground. Mostly a trap-based character. One of his moves involves the shovel. Go Beyond is his ultimate Super. Appropriately, it's one of the only ways to outright beat Stand ON Toru's defenses, the others being Time Stop, traps, Made in Heaven, and Tusk ACT 4
-Paisley Park: A Weapon Stand character where Stand ON doesn't directly affect Yasuho's moves. Rather, it offers items Yasuho can use and guidance pop-ups that give her new ways to link her moves.
-Speed King: Each hit dealt with Speed King adds to the opponent's Heat. While Stand ON, opponents will gradually take damage based on their Heat. However, if Jobin is in Stand OFF, then the opponent's Heat will quickly decrease, so Jobin is in a precarious position. He relies on Heat to build up damage, but staying in Stand ON mode so much is incredibly risky. You have to deal with these clashing factors, just like how Jobin needs to deal with both the Higashikatas and the Rokakaka Organization in order to pursue his goals.
-Vitamin C: You know Alessi's gimmick? Yeah, that.
-Wonder of U: While Wonder of U is in Stand ON mode, Toru is completely unable to attack, he can only counter. His counters are various and strong, able to affect opponents the instant they inout an attack, but Wonder of U requires that Toru make use of his Stand OFF moveset to get any value out of them. Furthermore, if you're Stand ON for too much of the match, when time runs out, a Go Beyond bubble appears and kills you. Because fuck camping. Stand OFF mode relies on middling basic attacks and some attacks from Do Do Do Do De Da Da Da. You have to set up a scenario where you can successfully punish with Wonder of U without overrelying on it and getting fucked over by fate.
Some of these are a little half-baked, but I think you get the picture.
20:30 so your giving Abbachio tandem without using meter? Badass
damn man, when he explained about it my mouth just drools. even better if the tandem doesn't affect stand bar aaaaa
@@bang.marcel0 Funnily enough, his Time-Erase for Diavolo was basically forcing your opponents into tandem as a disadvantage. (only instead of just their stand, its their entire character)
Seeing as they seem really dedicated to splitting these two, I feel like Kira and Kosaku should have more differences beside SHA vs stray cat and BtD. Kira should be okizeme focused character with traps like the coin that’s main focus is to knock the opponent down, as Kira was sneaky guy who avoided direct confrontations and tries to finish fights as quickly as possible. Kosaku on the other hand should be a more aggressive zoner with his fighting style focused on smart usage of his air bombs, as this was when he was more direct and involved in fights. With these changes, it’d make Kira and Kosaku feel like more distinct from one another.
Nice
We do have to keep in mind that they are the same character, so at least the normals should be the same.
Or scrap the Kira Kosaku bullshit and add a different character instead. Maybe make Kosaku an alternate costume.
This is unnecesary. Just do what arc system did for the evil Majin Buus and make them a single character
You could give the original Kira a command grab that has slow startup but does good damage and looks like what Kira did to Koichi, just in case the enemy gets too comfortable blocking
honestly i really just want more jonathan. i find it really neat when he meets his decendants and how his gentlemanlike demeanor clashes with characters like young joseph.
@Brandon Gray i know, but the only good fighting game doesn't have him.
Rohan with Heaven's door. Hear me out. Think Arakune, where some attacks fill a debuff meter. However, when the debuff meter is full, he can do an attack/super as a command grab or combo ender and give the opponent different debuffs/enders. The debuff bar comes in 3 parts, and some debuffs/enders might cost more than others.
Examples:
"I will fly backwards at 60mph" (corner carry) (1 part)
"I forget how to use my stand" (2 parts)
"I will stand still" (2 parts)
"I am going to hell" (instant kill, max super bars and debuff gauge required)
I AGREE
A simpler implementation would be (spur of the moment)
Command grab; button decides timing (2/4/6 second from now...)
And you input whatever you want, Custom Combo style.... FOR YOUR OPPONENT
A literal
You: Jump
OPPONENTS: How high?
@@ramsey276 Maybe it Rohan could change what your opponents buttons does, like his jab becomes his heavy atack, or the command grab becomes a low.
the "I am going to hell" one reminds me of Android 16's Level 3 in FighterZ, it would be cool if Rohan does it once so that would make a 3v3 fighting game.
Cool idea tbh I was just thinking about Rohan's Moveset in his JUS Mugen char, although he does have some of those same movesets you mentioned however his one attack which I really liked was to use 3 full bars to make your opponent not attack for around 5-10 secs (including not stopping them from doing their ultimate)
The erased time idea for Diavolo is really great. I think there could be a lot of design potential for 50/50s out of the erased time, and make opponents scared to jump if he is sitting on full meter
Whenever I imagine Diavolo's King Crimson working as a game mechanic, it's usually something along the lines of skipping ahead a couple seconds in a match instantaneously and having the opponent moved according to what their last input was as if that was all they were doing during the time frame skipped.
I think Diavolo would be a zoner,skipping time to run out the clock and what not
You’re gonna Eat my chocolate He doesn’t really have any projectiles or ridiculous discounts tho
You’re gonna Eat my chocolate idk diavolo was pretty aggressive, players would probably use time skip to close distance or extend combos and pressure to crazily ridiculous amounts of time
That Time Skip from Diavolo kinda makes me think of what they wanted to use for Isaac in Skullgirls. I can totally see something like that in a 2D fighter and equating meters to number of seconds “predicted” sounds amazing!
Nah Diavolo’s super is just what happens when you play with 10 rollback on GGPO.
They should use the anime sfx for the full meter supers. Like Za Handos bass fart, Za Warudo's bass fart, Star Platinums bass fart and King Crimsons bass fart.
*"BASS FART"*
They did that for EOH. ASB came out before Part 3 was animated, and Dio/Jotaro's time stop sounds were these echoing "ding" sounds. Then, when EOH came out, they used the proper BVWWWOOOWWVVWBVWBWVB sound for time stop. They also fucked over Jotaro's default colors to the ugly black jacket instead of blue, just to match the anime.
How about a Jojo game which you play as Jotaro and have 2 choices, Do “research” on dolphins or be a good father and visit your daughter every so often
Nah add a third one ”adopt green midget”
@Top Hat Walrus You don’t need to worry about that since if you beat the game you can play as Jotaro’s wife where you can visit your daughter in jail or sign the divorce papers
Sounds like a great JRPG idea.
Edit: seriously, if I have great writing skills, I would have turn this into a real thing right now using RPGmaker or so help me
dolphin option looking really hot
just make hftf with more characters and hd models lmao
Online mode too
Hftf but with the EOH models. Also, the correct color scheme. I love my man koichi but he should not be blue
@@puppygirlasuka or johnny the green
@@puppygirlasuka jojo has no canon colors
@@syedzeff2999 I consider the anime color schemes more or less canon. For parts 6-8 I use the colored manga's color schemes.
You are saying: "when an ACTUAL game on console gonna arrive?"
Also you: *inserting sonic 2006 in that moment*
Me: *crying inside*
There's one problem with making another Jojo game though: dead voice actors. Rest in piece, old Joseph.
@Hwite Knoight wow, even Giorno's actor is a gangstar
But they can just simply replace the voice actor with Tomokazu Sugita, just like ASB back then.
They still have a sound library of pretty much any line you could think of for all the characters, plus a shit ton of cut voice content from the last two games
Araki is a vampire he can fix that easily. Also araki would make a nice meme fighter like that fanboy in the japanese version of marvel vs Capcom
To be honest I prefer some of the game's voice actors to the anime. My main point being Vento Aureo characters, the voices for Narancia, Bruno, Mista, and Giorno just all sound better in ASB and EOH.
Some of these ideas remind me of some of the proposed DLC characters for Skullgirls that didn't make it. There was a character who could time travel by having the future version of himself show up to do an attack, but for it to convert to real damage he has to actually travel back in time within a certain period of time. Another character could record character actions and was kind of Save States the character, and it was pretty cool.
There's a lot of room to be creative with fighting games, I would love to have more FGs with creative characters.
I remember hearing about these characters!
Too bad they didn't make it into the game...
Anyone and everyone who has ever said JoJo isn't fit for a fighting game has never played a fighting game in their lives.
This video makes me want the JoJo fighting game I never knew I wanted.
Hey, I made a post about my ideal jojo game. You want to check it out?
www.reddit.com/r/StardustCrusaders/comments/kgbt75/my_ideal_jojo_game/
I feel like it could be super cool if Okayasu could use The Hand not to just pull opponents in, but to actually shrink the stage. Imagine a grappler who deals with zoners by making the stage smaller and smaller until they're forced to get in range. The grappler archetype also fits Okayasu's personality, so I feel like he could be a super cool character and one I would definitely main.
you could probably make diavolo's action a taunt, so that way it's easily hidden among his other actions and other characters dont know if to approach when he taunts or if he's just BMing
A quick taunt, yeah. Very nice.
You have very interesting ideas on how to adapt Jojo characters and their unique abilities to a fighting game, and I'd like to see you do more characters, something like Fugo or Risotto or whatever really. Keep up the good shit
pocoloco would be cool as a joke character, but could actually work in a jojo's fighter.
AJ hella ya, and before the match when it plays the cutscenes he makes a funny remark or joke about his enemy
Miss every punch
He should be the Dan Hibiki of this game.
His special just causes the battle music to turn into Hey Ya
@@Hello-rm2nj you mean Yee Haw!
I want the entire game to be hand drawn by Araki himself, every single part of the UI, the characters, the stages, EVERYTHING.
Eyes of heaven: Has cutscenes
EX Falchion: imma bout to ruin this mans whole career
Why not solo and assist... You know, Skullgirls but JoJo.
Big Band the game.
oh man, for some reason i totally forgot skullgirls pulled that off lol. yeah maybe
Skullgirls is one of the best made fighting games
That way we can have Characters who can be assist only. Like Yukako Yamagishi.
@@illdee1 Or every other character that has only one move. Think Hot Pants. For example she can't "fight" well i mean the first time with johnny and gyro she took them by surprise and she just "disabled them".
That wouldn't work well in a game, as it will be either overpowered or useless. Also when she was with Diego she was just assisting him, he was doing the fighting while she was distracting Valentine.
And also she can be just assist like healing you up a bit (only external wounds) or blinding the enemy for a bit.
Personally, my idea for Diego Brando's moveset would be:
Standless Mode:
5A: a weak, but fast punch similar to when he caught a fly in midair in the Scary Monsters arc. Generally, this move would be 1 frame long.
5B: a fast swipe of his claws. This move would do average damage.
5C: Diego would swipe his tail against the opponent. This would a decent amount of damage.
2A: a 1 frame long weak swipe of his claws.
2B: Diego would thrust his tail onto the opponent. Average damage.
2C: A fairly long swipe of his tail that knock down his opponent.
j.A: A weak swipe of his claws. 1 frame, for sure.
j.B: A thrust of his tail.
j.C: A devastating downwards swipe of his tail. Fairly with a ton of end lag.
236+Any attack: Dio would ram the opponent and bite him.
214+Any attack: A command grab in which Diego bites the opponent and leaves the opponent with bleed damage (kinda like Fugo's specials in ASB)
Stand Mode:
5A: a weak headbutt. This would be about 2 frames long.
5B: a bite that does average damage.
5C: a devastating swipe of his tail that knocks back the opponent (like what Diego did to Gyro Zeppeli after Diego's transformation).
2A: a weak headbutt.
2B: a fairly weak bite.
2C: a strong swipe of his tail that would knock down his opponent.
236+Any attack: Diego would jump onto the enemy and bite a few times his opponent. Also leaving a bleed effect.
214+Any attack: Diego callls one of his infected dinosaurs that bites the opponent. This move would have a ton of lag.
These supers are the same for Standless Mode and Stand Mode.
236+Any attack: Dio would hide in his blanket (like in the Scary Monsters arc before his complete transformation) and does a barrage of bites to his opponent (The cutting only shows up when Dio come out of the blanket). During the blanket phase, Diego is completely invulnerable. If you hold the same keys for the super you get to be hidden until your super meter is depleted. So this could be used in the most desperate of situations. This would cost 1 bar.
214+Any attack: Dio calls an army of infected dinosaurs that rush trough the opponent and bite him. This would cost 1 bar.
The idea of Diego players being security blanket babies is hilarious
Step one: Add Foo Fighters as a playable character.
Anything else is irrelevant.
And Okuyasu, he's a necessity as well.
Genzo For sure. I just thought I’d highlight FF since she hasn’t been playable in *any* previous Jojo fighting game.
The biggest crime from Eyes of Heaven is the complete absence of FF. Be it as a playable character or just a cameo in the credits, hell even Abbacchio appeared in the credits photo.
don't forget the top tier waifu coco jumbo
Bladehero fax
here are some idea
alterative title "why we need another jojo fighting game develope by capcom" because let's be real.
that abbachio idea was actually executed in gio gio for the ps2 just you know in a 3D enviroment
now here are some idea for characters
Trish:she can have a inkling like mecanic from smash ultimate but instead of increasing the damage dealth by you,you decrease the damage dealth by the enemy for a period of time,having heavy attack or light attacks that does this (with one decreasing damage dealth more than the others) and stack up with the time being 5 seconds of decrease damage being reset evertime the damage decrease until it reaches max decreased damage then trish can't reset the timer of decreased damage and super that make the opponent being unable to do damage by like 5 seconds and costing 7 bars or 6 bars
thats all i don't have any more ideas
Sounds beat hopefully with the increasing popularity of jojo they Will make a new game
Hey, I made a post about my ideal jojo game www.reddit.com/r/StardustCrusaders/comments/kgbt75/my_ideal_jojo_game/
With the Diavolo time erase super it would be really cool if after the time has been "recorded" it just zooms out to show it was diavolo looking through his hair
"An actual game for consoles"
And PC plz.
yilli_ hftf tho
@@AyyJay121That's an arcade game that's being emulated.
snajpi yeah, on pc
@@AyyJay121 So its not a pc game
lol xD sure, whatever.
I'd love to see Superfly in a game as a special arena. Damage inflicted upon the environment would be dealt back and instead of invisible walls as stage limits, you would just get turned to metal and lose the match.
Lose the match is too much xd, it should be just a stun
@@jestfullgremblim8002 nah itd
be kinda like the tournament stage in most of the dragon ball games you get knocked out of superfly you turn to metal and lose the round I could see it making matches more hype
@@mynameisname4203 bruhh I remember losing so many of the tournament things in dbz bt3 because I got knocked out of the arena
I absolutely love your idea for Diavolo, for the longest time I was wondering about how to make Time Erase work in a fighting game and I think you got it.
Diavolos epitaph could work like Sir Nighteyes foresight in 'My Hero Ones Justice 2' where the opponent moves as usual but their attacks are somewhat slower as it shows an outline of them doing an attack before it comes out, allowing you to punish them.
I love the idea of the Timeskip super. It shows perfectly how King Crimson actually works, and it makes you feel powerful whether you're in advantage or disadvantage.
tbh I'd like to see you theorycraft some more characters for this hypothetical JJBA fighter.
In a licestream he said that he is working on a sequel
I agree with most your ideas, they seem like really interesting and cool ideas that would work. Maybe we could get an arcsystem jojo game :v
Man at this day and age I can only trust arcsystem to do a JoJo fighting game
My new reps for a new Jojo game (with characters who haven’t been in a Jojo game yet.):
Part 1: Tarkus and Bruford as a tag team switch out thing.
Part 2: Santana, Straitzo, and maybe even Wired Beck if they can make him a full character.
Part 3: The fake Captain. He’s the only other part 3 rep who could be a new full rep
Part 4: Keicho Nijimura, Yuya Fungami
Part 5: Formaggio, Prosciutto and Pesci, Ghiacchio, Chicolatta and Secco, and Abacchio.
Part 6: Kenzou, Lang Rangler, Sports Max, Viviano Westwood, Rikiel.
Part 7: Mountain Tim, Sandman, Ringo Roadagain, and the Eleven Men.
Part 8: Jobin, A. Phex Brothers, Rai Mamezuku, Tamaki Damo, and part 8 Kira.
Kenzou would be perfect! There would be ”luck” and ”unluck” spots (directions aren’t really possible) that Dragon’s Dream shows (you just have them highlighted in green/red, opponent has to figure them out based on your actions) and your goal is to remain in Luck to be buffed and put your opponent in Unluck to debuff them.
Can't forget Foo Fighters from Part 6! But yeah, these ideas sound great to be honest, very fun picks.
Cool like super move ideas:
Heirophant Green: Cover the stage in green tentacles of Heriophant with the voice line "Take this! 20 meter emerald splash!" Every time the enemy moves a bunch of emerald splash fires fly at him, they are dodgable however, but dodging them requires movement and summons another, faster fleet. Kakyoin can also charge at them during this 10 second ability time.
The World: Stops time for 9 seconds- with the line "ZA WAURDO STOP TIME!"- in which The World can barrage the enemy with slow but strong attacks saying muda after each. At seven seconds of you push a certain button combo Dio throws a roadroller sealing massive damage in which both players mash attack and whoever mashes the most wins the fight and takes the damage. After this exchange time resumes. If they don't throw the roadroller then at 9 seconds The World rushes forward and violently jabs his hand into the enemy's abdomen. Dio also counts menacingly downwards. Combos can be used.
Star Platinum: Begin to levitate and stop time with the voice line, "And let time stand still.". Only for five seconds. Insane movement speed and attack strength and attack speed along with combos like ORA ORA ORA or star finger. At the end of 5 seconds Jotaro rushes to the enemy, turns around, tips his hat and says, "And times begins to move again." After the line is done and time slowly resumes Star Platinum yells ORA and deals one large powerful punch sending them flying away.
Crazy Diamond: Josuke brushes his hair slowly as Crazy Diamond begins to punch the ground and turn it into tar or whatever previous form it used to be. You can then attack the enemy while they are unable to jump or move quickly or at all. Then they rush forward barraging the enemy with several attacks after the enemy received enough damaged or 10 seconds after the ground was transformed. If in team battles your friend is entirely healed of all damage.
The Emperor: The Entire Stallion takes out Thort/ Oingo Boingo Brothers Adventure and reads it for couple seconds. Grinning then the Complete Mare yanks a pipe from the ground and aims the emperor into it as several pipes appear from the edges of the screen. A clock appears in the left hand corner ticking quickly to 12:00 . Attacking right at 12 sends a flurry of bullets (the amount depends on how much you mashed in the two second start and ending of the frame to shoot) into the pipe slamming into the enemy dealing massive damage. Missing this check will cause the bullets to hit you, dealing meh damage, and the enemy as well, dealing high damage but not as much. Then Hol Horse either grunts, if miss shot, or laughs with correct timing. The damage also is based heavily around how many shots were fired through mashing. A total of six are automatically shot.
sounds great
You mean "yare yare daze, and time begins to move again"
One neat idea for Golden Experience Requiem would be making GER basically unbeatable. You do a 5 meter super that, let's say, only works if Giorno has under half of his hp, and Giorno grabs the arrow, shoving it into G.E. But, as the transformation occurs, Giorno stays vulnerable during 3 or 5 seconds. If he takes a hit during that time, he takes damage and the transformation stops, but the 5 super meters are still gone. This way, it feels the same way as it did in the anime. It's a desperate last resort move that is difficult to perform but gives you max satisfaction once you complete it.
Once GER is on, it can't be turned of. His attacks will suffer an incredible buff. So will his speed, range and durability. G.E.R doesn't have any super. It would feel wrong, since GER more of a defensive stand. But his counter could be rewinding the opponents attack to zero. If the stage was the colosseum and the opponent Diavolo, there could be a dramatic finish that would pay omage to the anime, with there being multiple Diavolos that repeat the same action and finishing with the muda rush
I'm late but you CAN interact with the Road Roller attack in ASB, but only as Jotaro. It's a button mash ebtween the two players that leads to a unique cutscene if Jotaro wins.
Something similar to how you described Bites the Dust has already been implemented on a MUGEN version of Kira.
jojo should branch out into the board-party game genre
JoJo Uno would be dope!
Mario party but Jojo. Just imagine that.
diavolo makes everyones turn skip
0:23 So you didn't hear about JJBA:Last Survivor?
Good.
There is a system in an old dragon ball game (Burst Limit) where you don't have assists per say, but rather, if you meet certain conditions during a match, it triggers the events, you pick them at the start of the round.
I feel like this would be an effective way of implementing assists into a Jojo fighting game without focusing entirely on a team, but at the same time, you could add in more specific moments that are just triggered via certain actions in the game, or certain situations (Almost like the unique finishers in EoH and ASB, but more versatile and useful than a fancy ending)
Lets say, as an example, you're in a stage that contains certain parts that are darker than others, and your 'assist' is Black Sabbath. Then, whenever your opponent steps into the shadows, they have a debuff, or take some damage (I can't really think of the best examples for this, and the one I outlined is incredibly specific)
Another better example that comes to mind is having Koichi as your assist
Lets say, below a certain point of health, and you are about to do a special move (An example, oh, lets say, a time stop), then Koichi would activate Echoes Act 3, use 3 Freeze on the opponent, and they are basically vulnerable for that one move.
Not only is this an effective way of allowing more player freedom in terms of how they play a character, its also more places to be able to add more references (E.G, those two things I outlined could be called 'There are now only 2 paths you can take' and 'You are truly a reliable guy'. I might be getting quotes wrong here; sue me) It also opens up more interesting interactions, which opens up even more doors for gameplay.
Idk, its an idea at least.
I honestly can imagine Diavolo having a teleport where he does his erase time thing, but we see it like how everyone else sees it. I think that'd be sick!
Although i enjoy a lot playing Diavolo and Kira in All Star Battle, i would play them even more with the things you thought for them)
Also, blazing fists is such an awesome looking mechanic that's really fun, but has almost no bearing on the outcome of a match, and is relatively rare to witness. I want impactful, slightly more frequent FISTING
Certain blazing fists could lead to different scenarios as well. The different stands could have different damage outputs for winning blazing fists scenarios as well, or even different properties depending on the stand. DIO and Jotaro could have the most damage for the blazing fists, Giorno's GE could cause a long stun-lock in reference to his sense-berserk ability, Kira and Narancia could have large knockback by sending their stands (Kira would use Sheer Heart Attack) to charge at their opponent, etc.
don't we have an example of Moody Blues in the form of Bedman from GGXrd? he literally rewinds his special moves as projectiles, it's a perfect example. and could work really well
Exactly what I had in mind for him. And speaking of Guilty Gear, I think Enigma could have some moves like Faust, in that they summon items, and like May, summoning large objects to work as zoning projectiles.
@@blackpants7385 Since he needs to see you afraid to trap you in paper, what if he has a command grab that hits ONLY if you block it?
What if we had 2 versions of Diavolo, one being "Shadow Diavolo" with a moveset more in line with All Star Battle (which I find neat because of how Diavolo's appearance and the extent of KC's time skip power wasn't fully explored when Bruccalati initially fought him) and "True Diavolo" would work with the more technical mechanics that you suggested.
Here is a list of characters that could be included and how they would work :
Rohan Kishibe as a grappler / neutral-based character who can use various command grabs to turn the opponent into books and write things into them such as disabling their stand for a limited amount of time , sending them flying away in a direction , disabling access to meter and a counter grab where he shows someone the manuscript and they unravel into strips like how Okuyasu did
Hazamada transforming his stand into the opponent via a command grab that changes its moveset and playstyle but cannot use their stand .
Tonio animated like how B.B. Hood is in Darkstalkers but the complete opposite where he accidentally attacks the opponent but looks sinister beforehand and maybe a super where the opponent eats one of his meals and takes major damage but that damage is temporary so he has to finish them off before they regain it all .
Trish using softened ground and walls to bounce all around the screen or set up traps and barriers .
Formaggio throwing shrunken furniture and cars as projectiles before returning them to their normal size . A teleport where he shrinks down and through a sewer grate and a super where Little Feet shrinks them down and Formaggio puts them in a jar where they now have to partake in a short minigame against a spider that the Formaggio player controls .
Risotto could form weapons out of the iron in the ground to attack with such as knives , poles , hammers and send them away like projectiles . He could turn invisible for a short time or send waves of scalpels like Dio’s knives super . Maybe a throw where he kicks the opponent onto a literal bed of nails .
Cioccolata and Secco working together as a pair where Cioccolata is the main fighter using clouds of mold as traps that only activate if you crouch or jump into one and attacking the opponent with scalpels and by detaching his own arm to swing at them with meanwhile Secco acts as a puppet character that performs different actions depending on how the button is mashed when he is summoned .
Diego Brando as a unique stance change character who has access to 4 movesets that each have different stats , partially transformed , on Silver Bullet while partially transformed , fully transformed and having Silver Bullet be fully transformed as it acts independently from Diego .
Hot Pants as a weapon stand user who can switch from using Cream Starter to cut the opponent with long ranged lingering attacks at the cost of costing some flesh , which is an exclusive resource that only she can gain through command grabs or by using Cream Starter as a melee weapon with pistol whips like she did to Johnny .
The Tonio idea is actually genius
HFTF is pretty neat, I just wish more meme hell dwellers would play it
Its kind of a hard game to get your hands on if you dont already know what youre doing
@@brandonclarke436 also fighting games are just really hard to get used to. You have to play a lot before you can enjoy them.
I honestly just think the small jaded community along with the game's hardcore jank turn away more new players.
hey fucko i do play it
@@AyyJay121 I wasn't downplaying those who play it, like yourself,and keep up with the community, I was just givng my reason as to why I think new players don't get into it as it related to the original comment.
Not only do fighting games take from Jojo's for influence but ALL those characters are a designer dream for a game that would ACTUALLY be unique and successful.
You think Surface would be a bad Stand for a JoJo game?
Just wait 'til they make a game with Cheap Trick.
There should be a game focused on cheap trick tbh
Surface can work because it would kind of work like a mixture of Kirby's Copy Ability in Smash and Captain Ginyu's body swap in DBFZ
You cannot turn around. All attacks are shorter, weaker and less accurate. Guarding is gone, instead you just start laying on the floor.
Surface is an echo fighter for moody blues
I loved your ideas for Diavolo and Kira, they really fit into the strategic and decisive aspects of a fighting game.
Fighting games are more about outsmarting your opponent rather than overpowering them, and the way a lot of JoJo characters' unique powers and fights revolve around outsmarting each other makes it an awesome series for having a fighting game, and HFTF really captures that.
All the unique, borderline broken abilities and gimmicks of each character can make for interesting interactions, strategies and *epic* moments with how fights between all these characters can go based on what their players do with them in the decisive moment(s).
I have not played ASB but from what I've heard and seen of it, I'd much more prefer specials and supers that need actual consideration, set up and planning before using rather than a damage dealing cutscene.
The abbachio one is dope and we got a pretty similar result in asbr but i would've prefered the diavolo one😅
I have a cool concept for Kars (from JoJo's Bizarre Adventure: Battle Tendency) in a traditional Fighting Game. Kars should have to earn his Ultimate Form by beating The Red Stone of Aja out of the opponent. Then he needs 5 Bars of Meter to activate his Ultimate Form. If he has both, then he gains Ten Jumps, Regen, and basically everything on him has become BUSTED! So playing against Kars would require the opponent to beat him before he gets the Red Stone, just like the entire plot of Battle Tendency!
I'm going to try to edit this concept a small bit (iron out a few details, you can veto these if you'd like) ultimate Kars just gets a small bit of regeneration (so it's still possible to kill him) he gets an attack buff dealing 1.5× his normal damage, he gains the ability to gain a defence buff (at the cost of his jumps and regeneration) in reference to what he did in response to falling into the volcano. And if you counter one of his blade attacks before he's ultimate Kars, it has the chance to break (as his super meter gets higher so do the chances of his blade breaking, with it only actually gaining a chance of breaking at 3 bars, and a decent chance of breaking at 4.) And when he becomes ultimate Kars his blade comes back and it loses the chance to be broken.
Jog Swanson I skimmed through the comment and really like the idea of being able to break the Red Stone. Considering how I have an entire system in my head for gameplay in general, not just Kars, and have a full system planned out. Maybe make it so that Hamon Users (in this base game scenario, Jonathan, Will, and the Joseph’s) can’t break the stone, as the Stone will deflect Hamon back at the user, so fighting Kars as a Hamon Main, it would be a good idea for your partner to be a Non-Hamon Character so they can break the Stone. So most of the cast. Also, while it is extremely difficult to kill Ultimate Kars, stuff like Infinites, Supers, ToDs, etc., are most effective. Kars is a very unique Fighter. And other Kars Players can’t break the Stone, but Wamuu can, explained as accidents happen. If you want, I can go further over general mechanics if you like.
@@takodacorliss5838 I'd like to hear more about this system, and I had meant you can break his blade (like joseph does just before he becomes ultimate kars) but the idea to break the stone is a really nice one too.
Jog Swanson Oh cool. I think Breaking the Blade is Perfect actually. Anyways, the system in place.
So basic gameplay is Heritage, but there’s two people, and most characters Special Moves are mapped to the Stand Button, though some characters still have Command Inputs, with every Super being a Command Input. And this is a 2v2, working like DBFZ before Season 3, with every character getting a specific Assist. Hold the Assist Input Down and you swap characters.
Now, I really love how All Star Battle did the Maps so I decided to take a similar philosophy to that game Stage Wise. 3D, but feels 2D, with a Run Button when held also being the Dodge Button, where you can move up and down the Planes of the Stage, the opponents always in the same plane and always faces you so no plane camping can be done. Dodges can be interrupted. You can’t Swap Planes while Running, but some characters can circle you if they try, such as Joseph. The Stages are like All Star Battle, but sometimes Obstacles will appear. Some walls can activate Stage Transitions. For an Example, Rome! You start in the Colosseum, but you can transition to the streets on the left wall.
Hazards can appear, but can be turned off. Day and Night Variants exist for all stages, mostly due to the Vampires. Basically, I wanted the locations to play a role in Combat. And one final note, since this is a fuckton, Vampires and Hamon Users have Gimmicks! Vampires and Hamon Users both have Red Health Auto Regen. Basically, the health that characters regenerate while put away regens while active with these two. Both are extremely slow, though Vampires are slightly faster. And Hamon Users do more damage to Vampires than everyone else. Yes, Gold Experience is counted as Hamon due to its ability. Basically, a shitton of nitty gritty in order to make a Heritage Sequel embody JoJo’s more while also lowering the skill gap. Remember, JoJo’s is big. VERY BIG in Japan especially, so accessibility is inevitably going to be a factor. You think this is a lot? Well, I haven’t even gotten to the Characters yet! Don’t even get me started on Pucci and Diavolo!
And just tapping the Button with a Stand on Character, the button by itself will just summon the Stand.