JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4): Difference between revisions

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{{ASBR Character Intro|char=Josuke Part 4|short=js4|content=
{{ASBR Character Intro|char=Josuke Part 4|short=js4|content=
==Introduction==
==Introduction==
The primary protagonist of ''Diamond is Unbreakable'', the fourth part of ''JoJo's Bizarre Adventure'', Josuke Higashikata is an up-close mixup character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.
The primary protagonist of ''Diamond is Unbreakable'', the fourth part of ''JoJo's Bizarre Adventure'', Josuke Higashikata is an rushdown character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.


On offense, he boasts a strong mixup game with his left-right setups. His guard damage also adds an additional threat of guard breaking to his pressure.  
On offense, he boasts a strong mixup game with his left-right setups. His guard damage also adds an additional threat of guard breaking to his pressure.  


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Josuke_Part_4_Small_Icon.png|50px]] '''Josuke Higashikata''' is a Stand character who does stuff sometimes.
| intro = [[file:JJASBR_Josuke_Part_4_Small_Icon.png|68x70px]] '''Josuke Higashikata''' is a Stand character who closes in on the opponent in order to break down both their health bar and their guard gauge
| pros =
| pros =
* '''Stable Conversions:''' Just about anything can convert into 236L, letting him turn most hits in neutral into a longer combo.
* '''Stable Conversions:''' Just about anything can convert into 236L, letting him turn most hits in neutral into a longer combo.
* '''Strong Oki:''' Good left-right mixups with his crossup j.L, allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
* '''Strong Oki:''' Good left-right mixups with his crossup j.L, allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
* '''Guard Damage:''' Can deal a lot of damage to an opponent's guard, potentially letting him score guard breaks after the opponent successfully blocks his mixups.
* '''Guard Damage:''' Can deal a lot of damage to an opponent's guard, potentially letting him score guard breaks after the opponent successfully blocks his mixups.
* '''Good Neutral:''' Has solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and win neutral.
* '''Good Neutral:''' Josuke has an array solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and make his way through neutral
* '''Damage:''' Has absurdly high damage, mostly thanks to his 214H. Deals more damage than nearly every other character in the game, only behind one or two other characters.
* '''High Damage:''' Josuke has above average damage, allowing him to finish the opponent with relatively few interactions
| cons =
| cons =
*  
* '''Unsafe Pressure:''' Josuke's specials are almost all unsafe, making him have to be careful with blockstrings or use PCs to keep himself safe
|tablewidth=80
|tablewidth=80
}}
}}


===Watch Your Mouth!===
===Watch Your Mouth!===
A unique stance Josuke enters after blocking an attack with 22H. In this mode, Josuke will constantly walk towards the opponent, and cannot move backwards or crouch. However, Josuke gains perpetual hyper armor, the ability to chain normals into each other in any order, and a new un-OTG move in 3M.
A unique stance Josuke enters after blocking an attack with 22H. In this mode, Josuke will constantly walk towards the opponent, and cannot move backwards or crouch. However, Josuke gains perpetual hyper armor, the ability to chain normals into each other in any order, and a new OTG move in 3M.


===Stats===
===Stats===
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=7
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 52: Line 52:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a backhanded attack
Pretty good range for a jab, but overshadowed in neutral and pressure by 2L.
*A standard jab, good for stopping dash jumps
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=23
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 72: Line 72:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a an advancing hook
Decent ranged normal with some significant forward movement. Combo and pressure filler.
*Good range for pokes and counter-pokes
*Mainly used as combo and pressure filler
  }}
  }}
}}
}}
Line 85: Line 86:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=35
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 92: Line 93:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a quick punch
Crazy Diamond pops out to take a swing at the opponent. Ok poke, and very good hitconfirm tool. Can combo out of things like max range 2L.
*Good range for pokes and confirms
  }}
  }}
}}
}}
Line 105: Line 106:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=13
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 112: Line 113:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a stationary kick
Low poke that's huge for its speed. Very good midrange tool, pressure tool, and mixup tool.
*Very good range for pokes
  }}
  }}
}}
}}
Line 125: Line 126:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=18
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 132: Line 133:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a sliding kick
A sliding low with a lower profile than 2L and some forward movement. Scales less and reaches a bit farther, making it a potentially more rewarding starter.
*Good range for pokes and counter pokes
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=33
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 152: Line 153:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs an overhead punch to the ground
Sweep with the same range as 2L and none of the safety or reward. Don't bother.
*Provides hard knockdown
*Good range for pokes
  }}
  }}
}}
}}
Line 165: Line 167:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=10, 6*2, 10*2
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 172: Line 174:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a barrage of punches without fully manifesting
Does a ''lot'' of guard damage, making it very useful for guard break setups. However, there isn't a way to true blockstring into this with just Josuke's normals, so be wary of potential SGs and SDs.  
*Does a lot of guard damage, making it very useful for guard break setups. However, it is difficult to true blockstring into this with just Josuke's normals, so be wary of potential SGs and SDs.
 
*Despite not causing crumple, uses crumple on hit
Not something you want to actually hit your opponents with, since it uses up your one crumple for combo for whatever reason. This ends your combo pretty much immediately, since it robs you of the ability to use 236L's crumple as an extension tool.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=17
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 194: Line 195:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs an attack with his knees
Fast, tiny normal that hits all around Josuke. Not much practicality in neutral, but very good for ambiguous crossups.
*Small, but can cross up
*Good for air-to-airs and jump-ins
  }}
  }}
}}
}}
Line 207: Line 209:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=26
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 214: Line 216:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a kick downwards
Strong jump-in that reaches far down.
*A good jump-in due to its angle
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=30
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 234: Line 236:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs an uppercut
Launches the opponent on hit, and can technically combo after an air-to-air, but its slow speed and short horizontal range make it unwieldly as an air-to-air.
*Launches on hit
*Does not reach very far down, but good for combo filler
  }}
  }}
}}
}}
Line 244: Line 247:
|image=JJASBR_Josuke_Part_4_236X.png
|image=JJASBR_Josuke_Part_4_236X.png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_236L.png
|caption2=L version
|image3=JJASBR_Josuke_Part_4_236M.png
|caption3=M version
|image4=JJASBR_Josuke_Part_4_236H.png
|caption4=H version
|name=Break through, beat you up!
|name=Break through, beat you up!
|input=236L/M/H
|input=236L/M/H
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  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=10*4, 4*11, 20
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 256: Line 265:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final straight punch
Very important move for Josuke. Crumples for combo extensions and combos out of basically any gatling. Lets you turn any hit from anywhere into a full combo. Also does a healthy amount of guard gauge.
*Causes crumple on hit
 
*Can not followed up without spending HH gauge or OTG
Not safe on block at all, which makes it not ideal as a blockstring ender.
*Does a lot of guard damage
*Josuke's main Stand Off combo tool
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=10*4, 4*11, 30
  |guard=
  |guard=Mid, Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 271: Line 281:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final overhead punch
The crumpling hit is replaced with an overhead that knocks down immediately. Not super rewarding most of the time.
*Causes ground bounce on hit
*Can not be followed up without spending meter or OTG
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=10*4, 4*11, 34
  |guard=
  |guard=Mid, Low
  |startup=
  |startup=
  |active=
  |active=
Line 284: Line 295:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final sweeping punch
Low that will never combo. Potentially rewarding launcher on hit, but since the overhead threat is so weak, this is mostly a knowledge check.
*Launches on hit
*Can not combo on grounded hit, but can combo after a juggle
  }}
  }}
}}
}}
Line 298: Line 310:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=10*6
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 305: Line 317:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond rapidly punches the ground, breaking it and leaving a small hole
Josuke strikes the ground repeatedly. It can OTG, meaning it can hit people while they're knocked down. 214H is a better option for this.
*Can OTG
 
*L version can OTG after [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 236X|Rockabye baby!]] in the corner
Hits low, but it's not useful. There's not much reason to use it over other moves ever.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=12*6, 15
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 321: Line 332:
  |hitadv=
  |hitadv=
  |description=
  |description=
Also not useful
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=14*7, 20
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
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  |hitadv=
  |hitadv=
  |description=
  |description=
This is the move that makes Josuke's damage go from good to nearly the best in the game. Always try to fit this in after a combo. This can be used as an OTG after nearly every knockdown, which includes from an HHA. Also puts you in a good situation for a crossup with jL.
*Most used version, can OTG after [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#236X|236L/M]] and both versions of [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Heart Heat Attack|HHA]]
  }}
  }}
}}
}}
Line 346: Line 356:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=10
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 353: Line 363:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke rapidly slides across the floor, back to the last spot where he used [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#214X|214X]]
No difference between button variations.
*All versions do the same thing
 
*Incredibly active, making is usable as a meaty
Josuke rapidly slides across the floor, back to the last spot where he used 214X. An overhead for some reason, but you need backwall and Flash Cancel to convert, so it's not really useful as a mixup. Can be used to get out of a sticky situation due to its speed and low profile.
  }}
  }}
}}
}}
Line 369: Line 378:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=50
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 376: Line 385:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond flicks a bearing like a bullet at the opponent
Usable in both S-Off and S-On. L and M both fire a quick projectile, with the M version traveling faster than the L version. Good as something to throw out at far ranges for that bit of extra damage and pressure.
*Standard projectile, reaches very high and can be crouched under
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=60
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 390: Line 399:
  |hitadv=
  |hitadv=
  |description=
  |description=
Another ok projectile.
*Travels faster than the L version
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=70
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 403: Line 412:
  |hitadv=
  |hitadv=
  |description=
  |description=
Dramatically longer startup, but this projectile knocks down.
*Travels faster than the M version
*Launches on hit
  }}
  }}
}}
}}
Line 422: Line 432:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, putting him into Watch Your Mouth! mode
Costs 1 bar to use. Counter that puts you in hair mode on connect. Since hair mode is not very good, this counter is not very good by extension.
*Costs 1 HH gauge to use
  }}
  }}
}}
}}
Line 432: Line 442:
|caption=
|caption=
|name=I'm not done kicking your ass!
|name=I'm not done kicking your ass!
|input=3M near downed opponent in Watch Your Mouth mode
|input=3M near downed opponent in Watch Your Mouth! mode
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=0
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 442: Line 452:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke grabs the opponent off the ground, allowing him to continue his enraged assault on the opponent
Un-OTGs your opponent. Short-ranged and tied to hair mode, so it doesn't come up much.
*Can only be used as an OTG
  }}
  }}
}}
}}
Line 459: Line 469:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=15
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 466: Line 476:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a quick backhanded attack
Similar to S-Off 5L, but slower and with a higher up hitbox.
*Standard jab, good at stopping dash jumps
  }}
  }}
}}
}}
Line 479: Line 489:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=25
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 486: Line 496:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs backhanded attack that reaches further out
Same range as s5L. combo filler.
*Good range for pokes and counter-pokes
  }}
  }}
}}
}}
Line 499: Line 509:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=12, 24
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 506: Line 516:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs an uppercut
Very good combo tool, since it's a two-hit normal that keeps opponents in the air in juggles.
*Moves Josuke forward
*Good range for counter-pokes
*Good for combo filler for juggles
  }}
  }}
}}
}}
Line 519: Line 531:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=14
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 526: Line 538:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a crouching jab
A low, despite the animation hitting some characters' chests. Ok poking normal, but doesn't hold a candle to its S-Off competition.
*Despite its animation, hits low
*Otherwise standard jab
  }}
  }}
}}
}}
Line 539: Line 552:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=23
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 546: Line 559:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a backhanded attack that reaches slightly upwards
Same range as s2L, and also a low. Better for juggles.
*Good range for pokes and counter-pokes
  }}
  }}
}}
}}
Line 559: Line 572:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=36
  |guard=
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 566: Line 579:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a sweeping kick
Same range as s2L with less reward. History repeats itself. Don't bother.
*Provides hard knockdown
*Good range for pokes
  }}
  }}
}}
}}
Line 579: Line 593:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=25
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke and Crazy Diamond slide along the ground and Crazy Diamond kicks upwards
Good launcher for combos and conversions. Also quite a big normal, though Crazy Diamond's size mitigates its low profile.
*Launches on hit
  }}
  }}
}}
}}
Line 599: Line 613:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=18
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 606: Line 620:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a quick punch downwards
Definitely a move you can do.
*Good for air-to-airs
  }}
  }}
}}
}}
Line 619: Line 633:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=28
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 626: Line 640:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a kick outwards
Gigantic air normal with a generous hitbox. Good for combos and for tagging people from far away.
*Good for jump-ins and combo filler
  }}
  }}
}}
}}
Line 639: Line 653:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=22, 15
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 646: Line 660:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs 2 jumping punches downwards
Beefy two-hit jump-in normal. Impractical to land both hits on a grounded opponent most of the time, so it's mostly just juggle filler.
*Good for jump-ins and combo filler
  }}
  }}
}}
}}
Line 661: Line 675:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=20, 4*12, 15
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 669: Line 683:
  |hitadv=
  |hitadv=
  |description=
  |description=
Hitgrab into hard knockdown. Stronger button variations travel farther and do more damage at the cost of greater startup and recovery on both hit and whiff.
The knockdown doesn't give you enough time to OTG with S-Off 214X, but you can get a safejump.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=20, 5*13, 15
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 684: Line 695:
  |hitadv=
  |hitadv=
  |description=
  |description=
Another version of this move. Josuke doesn't use Stand-On much anyway, and his combos have better enders, so you won't have to agonize over whether to use s236L or s236M.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=20, 6*14, 15
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 696: Line 706:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond punches the opponent before barraging the opponent with punches
The animation you're locked into on hit doesn't give you enough time to actually pressure the opponent after the knockdown. Very bad.
*Hit-grab
*Launches the opponent away at the end
*Different versions change the startup and damage
  }}
  }}
}}
}}
Line 709: Line 721:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Light
  |damage=15, 20
  |damage=
  |guard=Low, Mid
  |guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Josuke's classic barrier move. Spawns a barrier a set distance from Josuke, with it spawning further away based on button strength. The barrier becomes an active hitbox shortly after forming and can be Stand Rushed, making it a good combo extender. The barrier itself can also be used to block opponents' projectiles or limit their movement for resets.
}}
{{AttackData-ASBR
|version=Medium
|header=no
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Same move as before.
}}
{{AttackData-ASBR
|version=Heavy
|header=no
|damage=
|guard=
  |startup=
  |startup=
  |active=
  |active=
Line 743: Line 728:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond punches the ground and repairs the rubble into a wall
Still the same move.
*The different versions of the move place the wall at different distances, increasing distance with each strength
  }}
  }}
}}
}}
Line 757: Line 742:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=3, 4*12, 10
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 764: Line 749:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond performs a barrage of punches upwards
Punch rush, but angled up. L version is the only one that isn't a true reversal. It can be Flash Cancelled, though, so it's good for combo extension.
*Good anti-air
*Does not have invul
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=3, 4*13, 20
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 778: Line 764:
  |hitadv=
  |hitadv=
  |description=
  |description=
Real dp. Not that useful, since you can't use it on wakeup and Josuke isn't in S-On much in neutral.
*This version has invul
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=3, 4*14, 30
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 791: Line 777:
  |hitadv=
  |hitadv=
  |description=
  |description=
See M version.
*This version has invul
  }}
  }}
}}
}}
Line 797: Line 783:
====== <font style="visibility:hidden" size="0">Stand 421X</font> ======
====== <font style="visibility:hidden" size="0">Stand 421X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_421X.png
|image=JJASBR_Josuke_Part_4_Stand_421X.png
|caption=
|caption=
|name=I'm a real Deadeye Dick!
|name=I'm a real Deadeye Dick!
Line 804: Line 790:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=50
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 811: Line 797:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond flicks a bearing like a bullet at the opponent
Usable in both S-Off and S-On. L and M both fire a quick projectile, with the M version traveling faster than the L version. Good as something to throw out at far ranges for that bit of extra damage and pressure.
*Standard projectile, reaches very high and can be crouched under
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=60
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 825: Line 811:
  |hitadv=
  |hitadv=
  |description=
  |description=
Another ok projectile.
*Travels faster than the L version
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=70
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 838: Line 824:
  |hitadv=
  |hitadv=
  |description=
  |description=
Dramatically longer startup, but this projectile knocks down.
*Travels faster than the M version
*Launches on hit
  }}
  }}
}}
}}
Line 854: Line 841:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Forward
  |version=Forward
  |damage=
  |damage=130
  |guard=
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 861: Line 848:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Josuke grabs the opponent and Crazy Diamond punches the opponent
Sure is a grab. Doesn't give you enough time to OTG after.
*Leaves the opponent too far too OTG
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Back
  |version=Back
  |header=no
  |header=no
  |damage=
  |damage=130
  |guard=
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 875: Line 862:
  |hitadv=
  |hitadv=
  |description=
  |description=
Same as above.
*Identical to forward throw, but backwards
  }}
  }}
}}
}}
Line 884: Line 871:
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=Assist Name
|subtitle=DORARARARARARARA!
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 895: Line 882:
  |hitadv=
  |hitadv=
  |description=
  |description=
Does 623L. Pretty good blockstun assist, but whiffs on crouchers and some short characters.
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 2
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 623X|s.623L]]
  }}
  }}
}}
}}
Line 917: Line 906:
  |hitadv=
  |hitadv=
  |description=
  |description=
(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities. Stick with S-Off outside of combos.
(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities
  }}
  }}
}}
}}
Line 929: Line 918:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=176 (24+2*33+14+2*6+12+24*2)
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 936: Line 925:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond punches the opponent, following up with a barrage of punches and finishing with an overhead punch followed by an uppercut
Good for ending just about any combo. Gives you enough time to OTG 214H after.
*This is a hit-grab
*Low enough recovery to follow up with 66>214H
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_HHA_236X.png
|image=JJASBR_Josuke_Part_4_HHA_236X.png
Line 948: Line 937:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=202 (24+2*43+27*2+38)
  |guard=
  |guard=
  |startup=
  |startup=
Line 955: Line 944:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond shoots a piece of glass through the opponent and "repairs" it back to hit a second time
Tacks on a bit of extra damage for an extra half a bar. Often does ''less'' damage than just HHA into 214H due to scaling. Not that useful.
*Changes the ending of the HHA
*Costs an additional 0.5 HH gauge
  }}
  }}
}}
}}
Line 968: Line 958:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=280 (60+20+2*90+20)
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 975: Line 965:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=Crazy Diamond punches the opponent to the ground, healing them back to full health before beating them down with a barrage of punches.
Good GHA that's easy to combo into. A reversal, too, but not an exceptionally fast one.
*The heal is purely aesthetic and doesn't affect actual damage numbers
*Just make sure it hits
  }}
  }}
}}
}}

Revision as of 16:27, 26 October 2022

Introduction

The primary protagonist of Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Josuke Higashikata is an rushdown character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.

On offense, he boasts a strong mixup game with his left-right setups. His guard damage also adds an additional threat of guard breaking to his pressure.

Playstyle
JJASBR Josuke Part 4 Small Icon.png Josuke Higashikata is a Stand character who closes in on the opponent in order to break down both their health bar and their guard gauge
Pros Cons
  • Stable Conversions: Just about anything can convert into 236L, letting him turn most hits in neutral into a longer combo.
  • Strong Oki: Good left-right mixups with his crossup j.L, allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
  • Guard Damage: Can deal a lot of damage to an opponent's guard, potentially letting him score guard breaks after the opponent successfully blocks his mixups.
  • Good Neutral: Josuke has an array solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and make his way through neutral
  • High Damage: Josuke has above average damage, allowing him to finish the opponent with relatively few interactions
  • Unsafe Pressure: Josuke's specials are almost all unsafe, making him have to be careful with blockstrings or use PCs to keep himself safe

Watch Your Mouth!

A unique stance Josuke enters after blocking an attack with 22H. In this mode, Josuke will constantly walk towards the opponent, and cannot move backwards or crouch. However, Josuke gains perpetual hyper armor, the ability to chain normals into each other in any order, and a new OTG move in 3M.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_JOS
#ASBR_JSK4

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Josuke Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 Mid - - - - -

Josuke performs a backhanded attack

  • A standard jab, good for stopping dash jumps
5M
5M
JJASBR Josuke Part 4 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

Josuke performs a an advancing hook

  • Good range for pokes and counter-pokes
  • Mainly used as combo and pressure filler
5H
5H
JJASBR Josuke Part 4 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid - - - - -

Crazy Diamond performs a quick punch

  • Good range for pokes and confirms
2L
2L
JJASBR Josuke Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Josuke performs a stationary kick

  • Very good range for pokes
2M
2M
JJASBR Josuke Part 4 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low - - - - -

Josuke performs a sliding kick

  • Good range for pokes and counter pokes
2H
2H
JJASBR Josuke Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low - - - - -

Crazy Diamond performs an overhead punch to the ground

  • Provides hard knockdown
  • Good range for pokes
6H
6H
Get closer and pull 300km/h!
JJASBR Josuke Part 4 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 6*2, 10*2 Mid - - - - -

Crazy Diamond performs a barrage of punches without fully manifesting

  • Does a lot of guard damage, making it very useful for guard break setups. However, it is difficult to true blockstring into this with just Josuke's normals, so be wary of potential SGs and SDs.
  • Despite not causing crumple, uses crumple on hit
JL
j.L
JJASBR Josuke Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

Josuke performs an attack with his knees

  • Small, but can cross up
  • Good for air-to-airs and jump-ins
JM
j.M
JJASBR Josuke Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead - - - - -

Josuke performs a kick downwards

  • A good jump-in due to its angle
JH
j.H
JJASBR Josuke Part 4 Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Crazy Diamond performs an uppercut

  • Launches on hit
  • Does not reach very far down, but good for combo filler

Special Moves

236X
Break through, beat you up!
236L/M/H
JJASBR Josuke Part 4 236L.png
L version
L version
JJASBR Josuke Part 4 236M.png
M version
M version
JJASBR Josuke Part 4 236H.png
H version
H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10*4, 4*11, 20 Mid - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final straight punch

  • Causes crumple on hit
  • Can not followed up without spending HH gauge or OTG
  • Does a lot of guard damage
  • Josuke's main Stand Off combo tool
Medium 10*4, 4*11, 30 Mid, Overhead - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final overhead punch

  • Causes ground bounce on hit
  • Can not be followed up without spending meter or OTG
Heavy 10*4, 4*11, 34 Mid, Low - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final sweeping punch

  • Launches on hit
  • Can not combo on grounded hit, but can combo after a juggle
214X
DORA!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10*6 Low - - - - -

Crazy Diamond rapidly punches the ground, breaking it and leaving a small hole

Medium 12*6, 15 Low - - - - -
Heavy 14*7, 20 Low - - - - -
  • Most used version, can OTG after 236L/M and both versions of HHA
623X
As you were!
623L/M/H
JJASBR Josuke Part 4 623X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Overhead - - - - -

Josuke rapidly slides across the floor, back to the last spot where he used 214X

  • All versions do the same thing
  • Incredibly active, making is usable as a meaty
421X
I'm a real Deadeye Dick!
421L/M/H
JJASBR Josuke Part 4 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid - - - - -

Crazy Diamond flicks a bearing like a bullet at the opponent

  • Standard projectile, reaches very high and can be crouched under
Medium 60 Mid - - - - -
  • Travels faster than the L version
Heavy 70 Mid - - - - -
  • Travels faster than the M version
  • Launches on hit
22H
Watch Your Mouth!
22H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, putting him into Watch Your Mouth! mode

  • Costs 1 HH gauge to use
3M
I'm not done kicking your ass!
3M near downed opponent in Watch Your Mouth! mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - -

Josuke grabs the opponent off the ground, allowing him to continue his enraged assault on the opponent

  • Can only be used as an OTG

Stand On

Normal Moves

Stand 5L
5L
JJASBR Josuke Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

Crazy Diamond performs a quick backhanded attack

  • Standard jab, good at stopping dash jumps
Stand 5M
5M
JJASBR Josuke Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Crazy Diamond performs backhanded attack that reaches further out

  • Good range for pokes and counter-pokes
Stand 5H
5H
JJASBR Josuke Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 24 Mid - - - - -

Crazy Diamond performs an uppercut

  • Moves Josuke forward
  • Good range for counter-pokes
  • Good for combo filler for juggles
Stand 2L
2L
JJASBR Josuke Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -

Crazy Diamond performs a crouching jab

  • Despite its animation, hits low
  • Otherwise standard jab
Stand 2M
2M
JJASBR Josuke Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low - - - - -

Crazy Diamond performs a backhanded attack that reaches slightly upwards

  • Good range for pokes and counter-pokes
Stand 2H
2H
JJASBR Josuke Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - - -

Crazy Diamond performs a sweeping kick

  • Provides hard knockdown
  • Good range for pokes
Stand 3H
3H
DORA...!
JJASBR Josuke Part 4 Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Josuke and Crazy Diamond slide along the ground and Crazy Diamond kicks upwards

  • Launches on hit
Stand JL
j.L
JJASBR Josuke Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Crazy Diamond performs a quick punch downwards

  • Good for air-to-airs
Stand JM
j.M
JJASBR Josuke Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Crazy Diamond performs a kick outwards

  • Good for jump-ins and combo filler
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22, 15 Overhead - - - - -

Crazy Diamond performs 2 jumping punches downwards

  • Good for jump-ins and combo filler

Special Moves

Stand 236X
Rockabye baby!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20, 4*12, 15 Mid - - - - -
Medium 20, 5*13, 15 Mid - - - - -
Heavy 20, 6*14, 15 Mid - - - - -

Crazy Diamond punches the opponent before barraging the opponent with punches

  • Hit-grab
  • Launches the opponent away at the end
  • Different versions change the startup and damage
Stand 214X
He heals pretty quick!
214L/M/H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15, 20 Low, Mid - - - - -

Crazy Diamond punches the ground and repairs the rubble into a wall

  • The different versions of the move place the wall at different distances, increasing distance with each strength
Stand 623X
DORARARARARARARA!
623L/M/H
JJASBR Josuke Part 4 Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 3, 4*12, 10 Mid - - - - -

Crazy Diamond performs a barrage of punches upwards

  • Good anti-air
  • Does not have invul
Medium 3, 4*13, 20 Mid - - - - -
  • This version has invul
Heavy 3, 4*14, 30 Mid - - - - -
  • This version has invul
Stand 421X
I'm a real Deadeye Dick!
421L/M/H
JJASBR Josuke Part 4 Stand 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid - - - - -

Crazy Diamond flicks a bearing like a bullet at the opponent

  • Standard projectile, reaches very high and can be crouched under
Medium 60 Mid - - - - -
  • Travels faster than the L version
Heavy 70 Mid - - - - -
  • Travels faster than the M version
  • Launches on hit

System Mechanics

Throw
Throw
Guess I wasn't mad enough
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 130 Throw - - - - -

Josuke grabs the opponent and Crazy Diamond punches the opponent

  • Leaves the opponent too far too OTG
Back 130 Throw - - - - -
  • Identical to forward throw, but backwards
Assist
Assist
DORARARARARARARA!
JJASBR Josuke Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.623L
Stand On
Stand On/Off
5S
JJASBR Josuke Part 4 Stand On.png
Stand On
Stand On
JJASBR Josuke Part 4 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities

Heart Heat Attack

You're in my range...
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
176 (24+2*33+14+2*6+12+24*2) Mid - - - - -

Crazy Diamond punches the opponent, following up with a barrage of punches and finishing with an overhead punch followed by an uppercut

  • This is a hit-grab
  • Low enough recovery to follow up with 66>214H
Meet my homing missile!
236L/M/H during HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
202 (24+2*43+27*2+38) - - - - - -

Crazy Diamond shoots a piece of glass through the opponent and "repairs" it back to hit a second time

  • Changes the ending of the HHA
  • Costs an additional 0.5 HH gauge

Great Heat Attack

You're already fixed!
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
280 (60+20+2*90+20) Mid - - - - -

Crazy Diamond punches the opponent to the ground, healing them back to full health before beating them down with a barrage of punches.

  • The heal is purely aesthetic and doesn't affect actual damage numbers
  • Just make sure it hits


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Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
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Vento Aureo
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Stone Ocean
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Steel Ball Run
Johnny
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AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
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