JoJo's Bizarre Adventure: All-Star Battle R/Controls
Universal Controls
Movement
Standard dash/backdash. Holding forward usually transitions to a run, while backdashing takes a single step. Dash speed depends on the character. Some characters do have unique movement options, such as Young Joseph's ability to run backwards. Cannot cancel into block immediately, but can cancel into attacks, jumps, and stylish guard.
Inputting 7, 8, or 9 on the ground will allow you to jump in that direction.
New to ASBR, jumping forward out of your dash lets you do a lower, KOF-style short hop. Good for forcing your way in neutral, extending pressure, and opening new juggle routes.
Pressing just the Rotate button rotates you away from the camera, and rotates toward when pressed with the down direction. Similar to a sidestep in a 3d fighter, it can help you dodge projectiles and escape during large gaps in pressure.
Combat Mechanics
Buttons
- L - Light Attack
- M - Medium Attack
- H - Heavy Attack
- S - Style Button
- R - Dodge (Formally known as Rotate)
- A - Assist
'Chain Beat' - L > M > H
Most characters can chain their attacks going from Light to Heavy. You can freely chain from crouching attacks to standing attacks, and vice-versa. Besides Light Attacks (2L->L), you generally cannot use two normals of the same strength in succession.
'Easy Beat' - L > L > L > L > ...
Continually pressing the L button will automatically do a sequence of attacks from your Light, to your Heavy, to your special, and then to your HHA. Can now be toggled off entirely in ASBR. A long time ago, this was used for something called rotate cancels, which are gone now in ASBR.
'Throw' - Any two attack buttons
Standard throw. Very short whiff animation. Holding before the input will allow the player to switch sides, sometimes triggering a different throw animation, doing different damage or leaving the character at different frame advantage. Throw range can increase considerably if you do this with a stand out. Enemy position and frame advantage depend heavily on the character. You can also press this in anticipation of a throw to tech.
'Assist' - A
Summons your chosen assist. Assists are limited in use and run on a cooldown in this game. Your Assist stocks are divided into Assault and Reversal stocks, and the context in which you call an assist determines which one is used and how long it takes for it to be summoned again. An assist used in neutral costs one Assault stock and incurs no cooldown. If used during an attack, the Assist uses an Assault stock and incurs a slight cooldown. Using one while blocking costs one Reversal stock and incurs a slight cooldown (Think of it like a Guard Cancel). And finally, using one while taking damage costs a Reversal stock and inflicts the longest possible cooldown (Think of it like a Burst). Assist attack properties and stock amounts depend completely on which Assist you choose before battle.
'Style' - S
The Style button is used for different purposes depending on the character's indicated "Style" during the character select menu.
Heart Heat Attack - Usually and any two attack buttons
Your standard Super, costs 1 bar. These vary by character, some are Installs, some are attacks, etc.
Great Heat Attack - Usually and three attack buttons
An even stronger Super, requires at least 2 bars. In ASBR, you get a damage increase based on how much extra Heart Heat Gauge you have. 2.5 bars or more gives you a 20% damage increase, while a full 3 bars gives you a whopping 50%. There's also a macro for GHAs.
Defense
Stylish Evade - or in time with enemy's attack
By timing a block just as an attack makes contact, you ~stylishly~ dodge it and sidestep towards the camera. Strong against predictable pressure and can actually dodge otherwise Unblockable attacks.
New to ASBR, you can now put yourself in a stance that automatically stylish evades attacks for a few frames. The only caveat being that there is recovery now, which can easily be punished if baited. Loses to throws as well. You can also cancel into from your normal attacks, making it a good option to defend against reversal assists.
Down Evade - R when landing on the ground
After being hit by a move that doesn't explicitly cause a hard knockdown, you can time the R button as you hit the ground to recover much faster.