1. Nope, 236S>S>S chain (if not raw and confirmed out of 2a2a5b etc.) doesn't let you juggle with a super. Actually, there are NO juggle combos in this game except for some characters who have untechable normals. Otherwise, everything can be teched and escaped, and if you go for things like that you'll most likely get punished... 2. On higher levels your careless usage of things will get punished more cruel, sometimes leading to an actual death. Learn to press things consistently and never in the air. Whiff punishes CAN and WILL be fatal. Raw aja is also the worst super to use in neutral, never do that. 3. Watch out for their habits. A good amount of characters can punish clackers on wind up ON REACTION, so if you tend to zone with them you must look for them to maybe jump backwards and mostly have no meter. 4. Learn to Guard Cancel. This technique alone will solve a lot of defense problems. All you have to do is input 623x while blocking, you have 10 entire frames to do so. 5. Poke! Use your pokes! 2c, 5b - these two are your best pokes! You can confirm into both 236x or 236s>s>s chain. A need! 6. Learn to ACTUALLY approach. You're doing everything BUT things you should. j.c j.s is great, d2b is great. 7. If you're blocked on your 236s>s>s chain or anything really, sometimes it's worth it not going for any cheap. Guard Cancel might occur. Taking any damage as Young Joseph is bad since he can't keep his lifelead for too long due to him being a Stand Passive character. That's it...
Another tip is never use hamon beam UNLESS you stand crash your opponent. If you do it fast enough you can hit them before they recover from the stand crash. The only other way to make use of it is as a punish for long super charges or for someone who missed tandem. For example hamon beam has enough invul frames to not get hit by road roller and it can also hit dio right as he lands. Edit: actually no blocking the road roller with the I frames will make the beam miss so you have to block road roller and after that use beam
A tip I didn't see given by anyone else (or maybe I'm blind) is that you tried to block while running. You cannot run and block in HFTF. Instead, return to neutral by letting go, and then swiftly go back to holding back for block.
Remember that the clacker rekka has three final hit variations One that attacks and lifts the opponent by doing S without any direction The other is a low attack, you can do it at the last part of the rekka by hitting 2S And the last one is like ICED's Cream Hop, you do it like the low attack, but instead of 2S is 6S I hope this little tip helps you, and I hope we can play one day :D
1. Nope, 236S>S>S chain (if not raw and confirmed out of 2a2a5b etc.) doesn't let you juggle with a super. Actually, there are NO juggle combos in this game except for some characters who have untechable normals. Otherwise, everything can be teched and escaped, and if you go for things like that you'll most likely get punished...
2. On higher levels your careless usage of things will get punished more cruel, sometimes leading to an actual death. Learn to press things consistently and never in the air. Whiff punishes CAN and WILL be fatal. Raw aja is also the worst super to use in neutral, never do that.
3. Watch out for their habits. A good amount of characters can punish clackers on wind up ON REACTION, so if you tend to zone with them you must look for them to maybe jump backwards and mostly have no meter.
4. Learn to Guard Cancel. This technique alone will solve a lot of defense problems. All you have to do is input 623x while blocking, you have 10 entire frames to do so.
5. Poke! Use your pokes! 2c, 5b - these two are your best pokes! You can confirm into both 236x or 236s>s>s chain. A need!
6. Learn to ACTUALLY approach. You're doing everything BUT things you should. j.c j.s is great, d2b is great.
7. If you're blocked on your 236s>s>s chain or anything really, sometimes it's worth it not going for any cheap. Guard Cancel might occur. Taking any damage as Young Joseph is bad since he can't keep his lifelead for too long due to him being a Stand Passive character.
That's it...
@@amogfudi Thanks for all the info!
@@akaruii1 I'll strike again next vid...
Another tip is never use hamon beam UNLESS you stand crash your opponent. If you do it fast enough you can hit them before they recover from the stand crash. The only other way to make use of it is as a punish for long super charges or for someone who missed tandem. For example hamon beam has enough invul frames to not get hit by road roller and it can also hit dio right as he lands.
Edit: actually no blocking the road roller with the I frames will make the beam miss so you have to block road roller and after that use beam
A tip I didn't see given by anyone else (or maybe I'm blind) is that you tried to block while running. You cannot run and block in HFTF. Instead, return to neutral by letting go, and then swiftly go back to holding back for block.
Remember that the clacker rekka has three final hit variations
One that attacks and lifts the opponent by doing S without any direction
The other is a low attack, you can do it at the last part of the rekka by hitting 2S
And the last one is like ICED's Cream Hop, you do it like the low attack, but instead of 2S is 6S
I hope this little tip helps you, and I hope we can play one day :D
Just do the bolas long range attacks, the 3 rolento combo and the charged super. He is easy to play.
The what 😭😭😭
do you like old joseph?
Not really, I really like Young Joseph though
@@akaruii1 Apparently Old Joseph is the "grappler" of hftf
i like it. On what prog do you play hftf?
im not the yojo main but either way,its Fightcade2
Ayo where to play this game online? I know pc but how?
Fightcade
what do you play on? i really wanna get into hftf but i can only play on keyboard
I play on keyboard