JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 45: Line 45:
}}
}}
==Move List==
==Move List==
<div class="movelist-toggles">
<div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Mounted_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Mounted_Icon.png|link=]]</div>

Revision as of 13:34, 6 February 2023

Introduction

The deuteragonist from Steel Ball Run, the seventh part of JoJo's Bizarre Adventure, Gyro Zeppeli is focused around resource management that rewards the player with higher damage and improved special moves. Gyro's moveset allows him to play footsies and perform strike/throw mixups. As a Mount character, Gyro also has access to Mounted Mode, which gives him access to a separate moveset along with altered movement (in a similar way to characters with the Stand style). He also uses his unique Spin Gauge and Steel Ball mechanics to pressure and mix up opponents from up close. He has good moves and buttons for footsies, as some moves will reach fairly far out and the normals that do so can be made safe via "Spin" (both Mounted and Dismounted).

  • Mounted: While on his horse, Gyro cannot be downed by a sweep, be thrown, or be crumpled, but also loses access to Stylish Evade, Stylish Guard, and Throw.
  • Holy Corpse Parts: Gyro can pick up the Holy Corpse parts, gaining different blessings with each part obtained.
  • Spin Gauge: Gyro is the only character with the Spin Gauge, which alters the damage his Steel Balls do; if fully filled, Gyro will enter a special install that enhances his Steel Balls even further.
Playstyle
JJASBR Gyro Small Icon.png Gyro Zeppeli is a Mount character who utilizes his Steel Balls and Spin Gauge to attack from a comfortable range.
Pros Cons
  • Meter Gain: Gyro has combo routes that build a good amount of meter without spending too much, being able to build back half a bar of HH Gauge after using Quick Mount.
  • Safe Pressure: Gyro's "Spin" allows him to cancel out of any normal, allowing him to make safe pokes at an opponent's guard.
  • Golden Spin Mode: When Gyro uses Golden Spin Mode, all of his Steel Ball special moves are enhanced, making them more of a threat on hit and block.
  • Hard Routing: While Gyro can build meter well with his routes, some of his meterless routes are a bit harder, making it easy to drop combos.
  • Strange Angles: "Spin, spin!" has three angles, but only one can really be used to attack from long range. While "Scan" does track the opponent, it requires a second Steel Ball to be thrown in order to do so.
  • Many Resources: Gyro has three different resources to worry about while playing: the Spin Gauge, the Steel Balls, and the Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on.

Spin Gauge & Steel Balls

The Spin Gauge functions as a unique mechanic that controls Gyro's Steel Balls.

Lying above the Heart Heat Gauge, the Spin Gauge features two Steel Ball icons that notify when Steel Balls are available. If sent out, the icons will become greyed out, showing that they're unable to be used.

The Spin Gauge itself drains over time and with Steel Ball use, and can be refilled by using "Spin" (whether Mounted or Dismounted) or GHA. The higher the gauge is filled, the more damage Gyro's Steel Ball special moves will do. However, once it is completely filled, Gyro enters Golden Spin Mode: while active, Gyro's Spin Gauge becomes a timer for an install where all of his special moves are enhanced.

Holy Corpse

All of the Steel Ball Run characters possess the Holy Corpse mechanic. This spawns three parts of the Holy Corpse over time for the Steel Ball Run characters to collect. Each part collected provides a buff to the character who picks it up; this buff is active until the part is lost via being knocked down, which drops the most recent part collected. Holy Corpse parts collected by a character will be carried over between rounds.

For Gyro, the buffs are applied as follows:

  • One: Gyro gains access to "Scan" (both Mounted and Dismounted, as well as its follow-up).
  • Two: Gyro's Steel Ball special moves are armored.
  • Three: Gyro enters Golden Spin Mode until the Holy Corpse part is dropped.

Stats

Style Health Low Health Mode Hashtag(s)
Mounted 900 Rumble #ASBR_GYR
JJASBR Gyro Artwork.png

Move List

JJASBR User Icon.png
JJASBR Mounted Icon.png

Dismounted

Normal Moves

5L
5L
JJASBR Gyro 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 5 - - -4 +2

Gyro performs a low kick.

  • Not a Low, despite appearances.
  • Decent reach, but by no means big. Will mainly see use as combo filler or pressure tool.
5M
5M
JJASBR Gyro 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 7 - - -6 0

Gyro performs a kick outwards.

  • A good move for counter-pokes. Because Gyro has forward momentum as well, it reaches farther, giving it an edge.
5H
5H
JJASBR Gyro 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 13 - - -8 0

Gyro performs an overhand punch.

  • Gyro's farthest reaching standing normal. Good for punishing moves that are very unsafe.
2L
2L
JJASBR Gyro 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 7 - - -4 +2

Gyro performs a crouching kick.

  • A good poke with more range than 5L.
2M
2M
JJASBR Gyro 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 7 - - -2 -

Gyro slides on the ground with a kick.

  • Gyro's sweep, causes hard knockdown.
2H
2H
JJASBR Gyro 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 13 - - -8 -

Gyro performs an uppercut.

  • Gyro's most reliable anti-air. It still isn't the best anti-air due to its speed and hurtbox, but when it does it, it leads to a full combo due to its launch effect. It is also great combo filler for this reason.
JL
j.L
JJASBR Gyro Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 9 - - - -

Gyro attacks with both knees simultaneously.

  • Gyro's smallest aerial. Good for cross ups due to the hitbox encompassing both knees.
JM
j.M
JJASBR Gyro Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 11 - - - -

Gyro performs an aerial kick outwards.

  • Gyro's go-to air-to-air aside from j.L. It reaches out, making it good at poking out an airborne opponent.
JH
j.H
JJASBR Gyro Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 15 - - - -

Gyro swings his arm downwards.

  • Another good cross up aerial, but is also good for adding an aerial attack to a combo.

Special Moves

  • Golden Spin Mode damage values are listed in [].
236X
Spin, spin!
236L/M/H
JJASBR Gyro 236L.png
Light
Light
JJASBR Gyro 236M.png
Medium
Medium
JJASBR Gyro 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Medium 32 (5, 9*3) [65 (20, 15*3)] Mid 17 - - -2 +2
Heavy 32 (5, 9*3) [65 (20, 15*3)] Mid 17 - - -2 +2

Gyro throws a Steel Ball.

  • Different versions throw the Steel Ball at different angles.

L version:

Gyro throws a Steel Ball upwards.

  • Can be used as an anti-air, though it is a bit difficult.
  • Good for combo filler.

M version:

Gyro throws a Steel Ball straight ahead.

  • Best used for footsies/zoning.

H version:

Gyro throws a Steel Ball downwards.

  • Best used for pressure.
  • Very awkward angle.
236X-X
Spin, spin! (Follow-up)
236L/M/H~L/M/H
JJASBR Gyro 236X-L.png
Light
Light
JJASBR Gyro 236X-M.png
Medium
Medium
JJASBR Gyro 236X-H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Medium 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Heavy 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -

Gyro throws a second Steel Ball.

  • Different versions throw the Steel Ball at different angles.

L version:

Gyro throws a second Steel Ball upwards.


M version:

Gyro throws a second Steel Ball straight forward.


H version:

Gyro throws a second Steel Ball downwards.

623X
I'm gonna throw it away!
623L/M/H
JJASBR Gyro 623X (1).png
JJASBR Gyro 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 44 (12, 32) [56 (8*3, 32)] Mid 25 - - -8 -
Medium 56 (12*2, 32) [64 (8*4, 32)] Mid 21 - - -4 -
Heavy 68 (12*3, 32) [72 (8*5, 32)] Mid 25 - - -4 -

Gyro drops both Steel Balls to the ground. Imbued with the Spin, the two forcibly kick up debris in front if Gyro.

  • Requires both Steel Balls.
  • Partially filled Spin Gauge does not increase move's damage.

L version:

  • Can be combo'd off of without spending meter.

M version:

  • Can only confirm into a combo with a Flash Cancel.

H version:

  • Can only confirm into a combo with a Flash Cancel.
214X
Raaaaugh!
214L/M/H
JJASBR Gyro 214X (1).png
JJASBR Gyro 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (17, 45) [105 (30, 75)] Low, Mid 17 - - -18 -14
Medium 69 (24, 45) [115 (40, 75)] Low, Mid 21 - - -24 -20
Heavy 76 (31, 45) [125 (50, 75)] Low, Mid -32 - - -32 -28

Gyro throws a Steel Ball to the ground as it proceeds to quickly move forward. After some time, the Steel Ball releases the Spin in an upwards blast.

  • Full distance is travelled if the button is held until completion.
  • Second hit launches.
  • Both hits do not combo naturally into each other outside of Golden Spin Mode.

L version:

  • Goes the least distance.

M version:

  • Goes to about halfscreen.

H version:

  • Goes fullscreen.
22M
Spin
22M
JJASBR Gyro 22M (1).png
Charge
Charge
JJASBR Gyro 22M (2).png
Golden Spin
Golden Spin
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Gyro charges the Spin Energy into his Steel Balls.

  • Charges the Spin Gauge.
236S
Scan
236S
JJASBR Gyro 236S (1).png
JJASBR Gyro 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
56 [80] Mid 19 - - -30 -

Gyro throws a Steel Ball with greater Spin energy straight outward, which floats in the air after stopping.

  • Requires at least 1 Holy Corpse part to be used.
  • Can fly for longer if the button is held.
  • If the ball is touched while floating, it deals the damage and comes back.
  • The ball returns the moment it makes contact with the opponent.
236S-236S
Scan (Follow-up)
236S~236S
JJASBR Gyro 236S-236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
73 (26.5, 15.5*3) [105 (37.5, 22.5*3)] Mid - - - - -

Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent.

  • Requires both Steel Balls.
  • Launches on hit.
  • Provides hard knockdown.
  • The ball returns the moment it makes contact with the opponent.

Mounted

Normal Moves

Mounted 5L
5L
JJASBR Gyro Mounted 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

While atop Valkyrie, Gyro performs a kick outwards.

  • A good poke, as Gyro kicks fairly far out.
Mounted 5M
5M
JJASBR Gyro Mounted 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid - - - - -

Valkyrie performs a lunge attack.

  • A fairly standard medium normal, good for counter-pokes.
Mounted 5H
5H
JJASBR Gyro Mounted 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid - - - - -

Valkyrie slams both hooves on the ground.

  • A slow normal that launches on air hit, good for Quick Mount combos.
Mounted 2L
2L
JJASBR Gyro Mounted 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid - - - - -

Valkyrie raises a knee to attack.

  • Reaches high enough to help juggle in Quick Mount combos.
  • Can chain into itself up to 3 or 4 times on block.
Mounted 2M
2M
JJASBR Gyro Mounted 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Low - - - - -

Valkyrie pokes low with a hoof.

  • Hits very low, but reaches far enough to be a decent poke.
Mounted 2H
2H
JJASBR Gyro Mounted 2H (1).png
JJASBR Gyro Mounted 2H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (18*2) Low, Mid - - - - -

Valkyrie kicks twice with both hind legs.

  • A bit awkward to combo into, but the second hit launches away on hit.
Mounted JL
j.L
JJASBR Gyro Mounted Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Valkyrie performs an attack with both knees.

Mounted JM
j.M
JJASBR Gyro Mounted Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Gyro jumps off Valkyrie and kicks outwards.

  • A good air-to-air button due to its reach.
Mounted JH
j.H
JJASBR Gyro Mounted Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

Valkyrie attacks downwards with both hooves.

Special Moves

  • Golden Spin Mode damage values are listed in [].
Mounted 236X
Spin, spin!
236L/M/H
JJASBR Gyro Mounted 236L.png
Light
Light
JJASBR Gyro Mounted 236M.png
Medium
Medium
JJASBR Gyro Mounted 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Medium 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Heavy 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -

While atop Valkyrie, Gyro throws a Steel Ball.

  • Different versions throw the Steel Ball at different angles.

L version:

Gyro throws a Steel Ball upwards.

  • Can be used as an anti-air, though it is a bit difficult.
  • Good for combo filler.

M version:

Gyro throws a Steel Ball straight forward.

  • Best used for footsies/zoning.

H version:

Gyro throws a Steel Ball downwards.

  • Best used for pressure.
  • Less awkward angle than the Dismounted variant due to height.
Mounted 236X-X
Spin, spin! (Follow-up)
236L/M/H~L/M/H
JJASBR Gyro Mounted 236X-L.png
Light
Light
JJASBR Gyro Mounted 236X-M.png
Medium
Medium
JJASBR Gyro Mounted 236X-H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Medium 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -
Heavy 32 (5, 9*3) [65 (20, 15*3)] Mid - - - - -

While atop Valkyrie, Gyro throws a second Steel Ball.

  • Different versions throw the Steel Ball at different angles.

L version:

  • Gyro throws a second Steel Ball upwards.

M version:

  • Gyro throws a second Steel Ball straight forward.

H version:

  • Gyro throws a second Steel Ball downwards.
Mounted 623X
Run wild, run free!
623L/M/H
JJASBR Gyro Mounted 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low - - - - -
Medium 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low - - - - -
Heavy 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low - - - - -

While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing the horse to spin around while stomping wildly.

  • Requires both Steel Balls.
  • Partially filled Spin Gauge does not increase move's damage.
  • All versions can hit OTG.
    • All versions can be punished on OTG if against the wall.
  • Different versions move Gyro further.

L version:

  • Requires both Steel Balls
  • Keeps Gyro basically stationary.

M version:

  • Moves Gyro a bit forward.

H version:

  • Moves Gyro the furthest.
Mounted 214X
Winds from Mexico
214L/M/H
JJASBR Gyro Mounted 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (20, 45) Mid - - - - -
Medium 70 (20, 50) Mid - - - - -
Heavy 75 (20, 55) Mid - - - - -

While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing his horse to gallop forward at full speed.

  • Requires both Steel Balls.
  • Partially filled Spin Gauge does not increase move's damage.
  • Launches on hit.

L version:

  • Covers the least distance.

M version:

  • Covers more distance.

H version:

  • Covers the most distance.
Mounted 22M
Spin
22M
JJASBR Gyro Mounted 22M (1).png
Charge
Charge
JJASBR Gyro Mounted 22M (2).png
Golden Spin
Golden Spin
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

While atop Valkyrie, Gyro charges the Spin Energy into his Steel Balls.

  • Charges the Spin Gauge.
Mounted 236S
Scan
236S
JJASBR Gyro Mounted 236S (1).png
JJASBR Gyro Mounted 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
56 [80] Mid - - - - -

While atop Valkyrie, Gyro throws a Steel Ball straight outward and floats in the air.

  • Requires at least 1 Holy Corpse part to be used.
  • Can fly for longer if the button is held.
  • If the ball is touched while floating, it deals the damage and comes back.
  • The ball returns the moment it makes contact with the opponent.
Mounted 236S-236S
Scan (Follow-up)
236S~236S
JJASBR Gyro Mounted 236S-236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
73 (26.5, 15.5*3) [105 (37.5, 22.5*3)] Mid [Unblockable] - - - - -

While atop Valkyrie, Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent.

  • Requires both Steel Balls.
  • Launches on hit.
  • Provides hard knockdown.
  • The ball returns the moment it makes contact with the opponent.

System Mechanics

Throw
Throw
Can only spin for a bit!
5/4 + Any Two Attack Buttons
JJASBR Gyro Throw (1).png
JJASBR Gyro Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

Gyro shoves the opponent off balance, before using Spin energy to form a rotating, compressed ball of air in his hands and blasting them with it.

  • Only available while Dismounted.
Assist
Assist
Raaaaugh!
JJASBR Gyro Assist (1).png
JJASBR Gyro Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
74 (20, 54) Low, Mid - - - - -

Gyro throws a Steel Ball to the ground as it proceeds to quickly move forward. After some time, the Steel Ball releases the Spin in an upwards blast.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 214L
  • Both hits do not combo naturally into each other.
  • The second hit launches.
5S
Mount/Dismount
5S
JJASBR Gyro Mount.png
Mount
Mount
JJASBR Gyro Dismount.png
Dismount
Dismount
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 0 - - - - - -
Quick Mount 25 Mid - - - - -

(Un)Summons Gyro's horse, Valkyrie, altering Gyro's moveset and abilities.

  • Quick Mount is considered an attack that launches on hit.
  • The Guard Gauge will not restore while Gyro is Mounted.
  • Gyro cannot be grabbed while Mounted.
  • Being hit by moves that launch will knock Gyro off of the horse.
4S
I toughened my skin.
4S
JJASBR Gyro 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Gyro uses a Steel Ball to guard more effectively.

  • Only available while Dismounted.
  • Prevents chip damage, Guard Breaks, and Unblockable Attacks (aside from Throws) at the cost of draining the HH Gauge over time.

Heart Heat Attack

One moooore shot!
236 + Any Two Attack Buttons
JJASBR Gyro HHA (1).png
JJASBR Gyro HHA (2).png
JJASBR Gyro HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
179 (21, 50, 108) [188 (30, 50, 108)] Mid - - - - -

Gyro throws a Steel Ball imbued with a large amount of Spin Energy towards the opponent at high speeds, possessing some homing capabilities. If it connects, he'll then forcefully throw the other one as the two Steel Balls shred the opponent's face and send them flying.

  • [] is for Golden Spin Mode.
  • Available while both Mounted and Dismounted.
  • Tracks to the opponent's location on activation.

Great Heat Attack

Ball Breaker
236L+M+H
JJASBR Gyro GHA (1).png
JJASBR Gyro GHA (2).png
JJASBR Gyro GHA (3).png
The untold powers of the Golden Rectangle!
The untold powers of the Golden Rectangle!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
310 (50+248+12) Mid - - - - -

Gyro, galloping forward on horseback, launches a singularly powerful Steel Ball imbued and cloaked with Complete Golden Spin Energy. If it lands, the Steel Ball will shred into the opponent's torso, before Ball Breaker appears in front of them and funnels itself into the Steel Ball, dramatically increasing its power and rotation speed.

  • Can only be used while Mounted. Will force Gyro into Mount Mode if Dismounted when activated, increasing startup.
  • Puts Gyro into Golden Spin Mode automatically.
  • The horse has a hitbox as it runs forward, confirming into the GHA.
  • Has a special animation if used against Valentine.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh