JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 8): Difference between revisions

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Josuke raises his knee to do a quick attack.
Josuke raises his knee to do a quick attack.
*Good range for a light attack.
*Good range for a light attack.
*Josuke's fastest S-Off option.
*Josuke's fastest option while in Stand Off.
  }}
  }}
}}
}}
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Josuke summons Soft & Wet to throw out a punch.
Josuke summons Soft & Wet to throw out a punch.
*Decent range, slightly worse than 2H.
*Decent range, slightly worse than 2H.
*Horrible recovery for a 5H, always cancel into something else.
*Horrible recovery for a 5H; always cancel into something else.
  }}
  }}
}}
}}
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  |description=
  |description=
Josuke gets on one hand and kicks the opponent twice as he twirls around.
Josuke gets on one hand and kicks the opponent twice as he twirls around.
*Amazing range, second hit reaches further than the first.
**Most range out of all S-Off normals.
*Causes hard knockdown, leading into oki.
*Causes hard knockdown, leading into oki.
*Can be canceled after the first hit, avoiding hard knockdown.
*The first hit can be canceled, avoiding hard knockdown.
*Horrible recovery on block, always cancel into something else on block.
*Amazing range, with second hit reaching further than the first.
**Most range out of all Stand Off normals.
*Horrible recovery on block; always cancel into something else.
  }}
  }}
}}
}}
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  |description=
  |description=
Soft & Wet is summoned by Josuke to do an uppercut.
Soft & Wet is summoned by Josuke to do an uppercut.
*Hits twice.
*Hits twice with double heavy hitstop, making it good for hitconfirms.
**Double heavy hitstop, so good for hitconfirms.
*Better range than 5H.
*Better range than 5H.
*Can function as an inconsistent anti-air.
*Can function as an inconsistent anti-air.
*Horrible recovery, always cancel into something else.
*Horrible recovery; always cancel into something else.
  }}
  }}
}}
}}
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*Can only be used once per combo.
*Can only be used once per combo.
*Main starter for oki situations.
*Main starter for oki situations.
*Horrible recovery, always cancel into something else if your opponent is standing.
*Horrible recovery; always cancel into something else if the opponent is standing.
  }}
  }}
}}
}}
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Josuke attacks with an aerial knee strike.
Josuke attacks with an aerial knee strike.
*Can cross up.
*Can cross up.
*Lowest hitstun, so can tick throw fastest after.
*Has the lowest hitstun out of Josuke's aerials, which he can take advantage of to tick throw soon after.
  }}
  }}
}}
}}
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*Decently active hitbox.
*Decently active hitbox.
*Can cross up.
*Can cross up.
*Biggest horizontal range aerial S-Off.
*Has the longest horizontal range out of Josuke's aerials while in Stand Off, making it a great air-to-air.
**Great air-to-air.
  }}
  }}
}}
}}
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*Decently active hitbox.
*Decently active hitbox.
*Can cross up.
*Can cross up.
*Large vertical hitbox, can hit most standing opponents rising.
*Large vertical hitbox, can hit most standing opponents while rising.
  }}
  }}
}}
}}
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  |description=
  |description=
Josuke slides and spins around.
Josuke slides and spins around.
*Different versions increase the amount of damage, as well as the distance covered.
*Different versions increase the amount of hits, as well as the distance covered.
*The first hit is a Low, while susqequent hits are Mids.
*The first hit is a Low, while susqequent hits are Mids.
----
----
'''L version:'''
'''L version:'''
*Has the shortest range.
*Has the shortest range.
*Safe on block.
*Safe on block; the go-to blockstring ender.
**Your go-to blockstring ender.
----
----
'''M version:'''
'''M version:'''
*Has average range.
*Has average range.
----
----
'''H version:'''
'''H version:'''
 
*Has the most range.
*Has the most range out of every version.
*Great against run-ins from afar, or as a whiff punish.
*Great against run-ins from far, or as a whiff punish.
  }}
  }}
}}
}}
Line 352: Line 346:
*Move performance is identical across all versions.
*Move performance is identical across all versions.
*Launches on hit.
*Launches on hit.
**Great S-off juggle starter with Flash Cancel.
**Great Stand Off juggle starter with Flash Cancel.
  }}
  }}
}}
}}
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  |description=
  |description=
Josuke weaves forward to deliver a punch.
Josuke weaves forward to deliver a punch.
*Different versions increase the amount of damage and the distance covered.
*Different versions increase the amount of damage, as well as the distance covered.
*Light version is plus on block.
*Causes crumple on hit.
*Josuke has upper-body invulnerability during his weave.
*Josuke has upper-body invulnerability during his weave.
*Causes crumple on hit.
----
'''L version:'''
*Has the shortest range.
*Plus on block.
----
'''M version:'''
*Has average range.
----
'''H version:'''
*Has the longest range.
  }}
  }}
}}
}}
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  |description=
  |description=
Josuke throws bubbles at his opponent as a projectile.
Josuke throws bubbles at his opponent as a projectile.
*Different versions increase the amount of bubbles fired and the distance covered.
*Different versions increase the amount of bubbles fired, as well as the distance covered.
*None of the versions reach past midscreen.
*None of the versions reach past midscreen.
----
----
Line 460: Line 463:
:'''M version:'''
:'''M version:'''
*Josuke sends 8 bubbles.
*Josuke sends 8 bubbles.
*Allows Josuke to combo after at specific ranges with 2H
*Allows Josuke to combo after at specific ranges with 2H.
----
----
:'''H version:'''
:'''H version:'''
*Josuke sends 12 bubbles.
*Josuke sends 12 bubbles.
*Allows Josuke to combo after at specific ranges with 2H
*Allows Josuke to combo after at specific ranges with 2H.
  }}
  }}
}}
}}
Line 516: Line 519:
----
----
'''L version:'''
'''L version:'''
*Has the most recovery, but can be Flash Cancelled the soonest.
*Has the most recovery, but can be Flash Cancelled the soonest.
----
----
'''M version:'''
'''M version:'''
*Balanced recovery.
*Balanced recovery.
----
----
'''H version:'''
'''H version:'''
*Has the least amount of recovery, but takes the longest to Flash Cancel.
*Has the least amount of recovery, but takes the longest to Flash Cancel.
*Primary okizeme tool.
*Primary okizeme tool.
Line 531: Line 531:
</div>
</div>
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
===Stand On===
===Stand On===
====Normal Moves====
====Normal Moves====
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Soft & Wet throws out a jab.
Soft & Wet throws out a jab.
*Decent range, very slightly worse than s.2L.
*Decent range, very slightly worse than s.2L.
*Fastest S-On option.
*Fastest option while in Stand On.
*Great at stopping dash-jumps.
*Great at stopping dash-jumps.
  }}
  }}
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A low kick.
A low kick.
*Good range, slightly more than s.2M.
*Good range, slightly more than s.2M.
*Hits low even though it's a standing normal.
*Hits Low even though it's a standing normal.
*Great poke, hits low and fast.
*Great poke, hits low and fast.
  }}
  }}
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*Decent range, very slightly more than s.5L.
*Decent range, very slightly more than s.5L.
*Can cancel into itself.
*Can cancel into itself.
**Heavily suggest canceling into s.5H after stagger, other options can whiff at max range.
**It's recommended to cancel into s.5H after a stagger pressure attempt, as other options can whiff at max range.
  }}
  }}
}}
}}
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Soft & Wet attacks with a crouching jab.
Soft & Wet attacks with a crouching jab.
*Good range, slightly more than s.2L.
*Good range, slightly more than s.2L.
*Incredibly similar to 5M in almost every aspect, very slightly less range and 1 less damage.
*Incredibly similar to 5M in almost every aspect, with only very slightly shorter range and a very minor difference in damage.
  }}
  }}
}}
}}
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Soft & Wet punches with a hook.
Soft & Wet punches with a hook.
*Average range.
*Average range.
*Fastest S-On aerial.
*Fastest aerial while in Stand On, making it great to contest air-to-airs.
**Great air-to-air contest.
  }}
  }}
}}
}}
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Soft & Wet kicks forward.
Soft & Wet kicks forward.
*Launches on hit.
*Launches on hit.
*Biggest vertical range S-On aerial, can combo even at max range.
*Has the tallest vertical reach out of Josuke's aerials while in Stand On.
**Amazing air-to-air, can combo after.
**This renders the move as an amazing air-to-air, being able to combo even at max range.
  }}
  }}
}}
}}
Line 791: Line 789:
----
----
'''L version:'''
'''L version:'''
*Mainly combo filler.
*Mainly combo filler.
----
----
'''M version:'''
'''M version:'''
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.
----
----
'''H version:'''
'''H version:'''
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.
*Great anti-air tool as it first moves Josuke out of range and then whiff punishes with Soft & Wet.
*Great anti-air tool, as it first moves Josuke out of range and then whiff punishes with Soft & Wet.
  }}
  }}
}}
}}
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----
----
'''L version:'''
'''L version:'''
*Has the shortest range.
*Has the shortest range.
*Mainly combo filler.
*Mainly combo filler.
----
----
'''M version:'''
'''M version:'''
*Has average range.
*Has average range.
----
----
'''H version:'''
'''H version:'''
*Travels the farthest.
*Travels the farthest.
  }}
  }}
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Soft & Wet attacks with a turning kick.
Soft & Wet attacks with a turning kick.
*Different versions alter the distance covered by Soft & Wet.
*Different versions alter the distance covered by Soft & Wet.
*Launches on hit.
*Stand Rush-compatible.
*Stand Rush-compatible.
*Launches on hit.
----
----
'''L version:'''
'''L version:'''
*Has the shortest range.
*Has the shortest range.
*Mainly combo filler.
*Mainly combo filler.
----
----
'''M version:'''
'''M version:'''
*Has average range.
*Has average range.
----
----
'''H version:'''
'''H version:'''
*Travels the farthest.
*Travels the farthest.
  }}
  }}
}}
}}
</div>
</div>
==System Mechanics==
==System Mechanics==
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
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Soft & Wet knocks the opponent off-balance with a bubble, with Josuke following up with a knee strike.
Soft & Wet knocks the opponent off-balance with a bubble, with Josuke following up with a knee strike.
*Leaves the opponent directly in front of Josuke.
*Leaves the opponent directly in front of Josuke.
*Back Throw carries the opponent a farther distance than forward Throw.
*Back Throw carries the opponent a farther distance than Forward Throw.
*Can be followed up by 3H OTG.
*Can be followed up by 3H OTG.
  }}
  }}
Line 1,025: Line 1,013:
Josuke sends forth a bubble, stealing the opponent's vision on hit.
Josuke sends forth a bubble, stealing the opponent's vision on hit.
*Activation is a projectile that covers halfscreen.
*Activation is a projectile that covers halfscreen.
*Causes crumple on hit.
*Invincible on startup, allowing it to plow through an opponent's Reversal Assist.
*Invincible on startup, allowing it to plow through an opponent's Reversal Assist.
*Causes crumple on hit.
*Notably among HHAs, its recovery can be Flash Canceled on hit.
*Notably among HHAs, its recovery can be Flash Canceled on hit.
  }}
  }}
Line 1,052: Line 1,040:
  |description=
  |description=
Josuke throws a bubble at the opponent, stealing their friction. On a successful hit, Soft & Wet starts throwing out a barrage of punches that finishes with the opponent sliding away.
Josuke throws a bubble at the opponent, stealing their friction. On a successful hit, Soft & Wet starts throwing out a barrage of punches that finishes with the opponent sliding away.
*Activation is a projectile that covers fullscreen.
*Activation is a projectile that reaches fullscreen.
*Has slight tracking properties.
*Has slight tracking properties.
*Can be combo'd into from HHA.
*Can be combo'd into from HHA.

Revision as of 09:27, 23 July 2023

Introduction

This article is about the character from Part 8, JoJolion, primarily known as "Josuke 8". For information about the character from Part 4, Diamond is Unbreakable, see Josuke Higashikata (Part 4).

The primary protagonist of JoJolion, the eighth part of JoJo's Bizarre Adventure, Josuke Higashikata is a character who gains momentum by utilizing a variety of powerful okizeme setups. Josuke specializes in strong strike-throw pressure, and uses deceptive mobility to start high damage combos that lead to dangerous hard knockdown situations.

His playstyle in Stand Off revolves around closing the gap in mid-range and starting his oki setups. "So slippery!" hits Low and travels far, making it very effective at catching opponents off guard. Also, while not as good a neutral tool, "Don't mess with me." has upper-body invincibility frames, allowing Josuke to dash through even multi-hitting projectiles (i.e. Kakyoin's Emerald Splash, Narancia's bullets, Risotto's scalpels, etc.). "How to use the bubbles..." is his primary okizeme tool, creating a wall of bubbles that surround Josuke; using this move after a knockdown (such as his Throw) greatly limits the opponent's options on wake-up.

In Stand On, his gameplan is focused on applying pressure and contending in air-to-air situations using his long-range normals. s.jM in particular causes a launch animation, allowing for effective punishes against errant jumpers.

  • Link Combos: Josuke is able to link from special moves into normals much more easily than other characters, being able to juggle at both midscreen and in the corner.
Playstyle
JJASBR Josuke Part 8 Small Icon.png Josuke Higashikata 8 is a Stand character who utilizes his strong pressure and various okizeme setups to keep the opponent guessing.
Pros Cons
  • Self Sufficient: Josuke's meter gain is above average (especially in the corner) thanks to most of his moves being multi-hitting.
  • Good Oki: "How to use the bubbles..." can provide a sort of wall of safety after a hard knockdown > 3H OTG, giving Josuke the chance to attack and start pressure. He also has a great variety of meaty setups.
  • HHA Combos: Unlike most characters in the game, Josuke is able to combo after landing his HHA, which leads to high damage, impressive meter gain, and a potential oki setup.
  • Not So Soft: Josuke can deal solid damage with just a bar and build enough meter back to end in HHA.
  • Needs Meter: If not facing the corner, Josuke needs meter in order to start any decent damage combos.
  • Commital Neutral Options: Most of Josuke's long-range neutral tools have a lot of recovery on whiff or are very unsafe on block, so approaching in neutral can be risky without enough meter to Flash Cancel.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_GAP
#ASBR_JSK8

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Josuke Part 8 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - -4 -

Josuke raises his knee to do a quick attack.

  • Good range for a light attack.
  • Josuke's fastest option while in Stand Off.
5M
5M
JJASBR Josuke Part 8 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 9 - - -4 -

Josuke throws his leg forward.

  • Decent range, slightly better than 2L.
  • Moves Josuke slightly forward.
5H
5H
JJASBR Josuke Part 8 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 13 - - -18 -

Josuke summons Soft & Wet to throw out a punch.

  • Decent range, slightly worse than 2H.
  • Horrible recovery for a 5H; always cancel into something else.
2L
2L
JJASBR Josuke Part 8 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -6 -

Josuke attacks with a crouching chop.

  • Can cancel into itself.
  • Better range than 5L.
2M
2M
JJASBR Josuke Part 8 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 (12, 15) Low 7(10)1 - - -14 -

Josuke gets on one hand and kicks the opponent twice as he twirls around.

  • Causes hard knockdown, leading into oki.
  • The first hit can be canceled, avoiding hard knockdown.
  • Amazing range, with second hit reaching further than the first.
    • Most range out of all Stand Off normals.
  • Horrible recovery on block; always cancel into something else.
2H
2H
JJASBR Josuke Part 8 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (15, 25) Low 13 - - -16 -

Soft & Wet is summoned by Josuke to do an uppercut.

  • Hits twice with double heavy hitstop, making it good for hitconfirms.
  • Better range than 5H.
  • Can function as an inconsistent anti-air.
  • Horrible recovery; always cancel into something else.
3H
3H
Don't screw with me!
JJASBR Josuke Part 8 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Low 23 - - -18 -

Josuke leans forward and stomps on the opponent.

  • Can hit OTG.
  • Can only be used once per combo.
  • Main starter for oki situations.
  • Horrible recovery; always cancel into something else if the opponent is standing.
JL
j.L
JJASBR Josuke Part 8 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 11 - - - -

Josuke attacks with an aerial knee strike.

  • Can cross up.
  • Has the lowest hitstun out of Josuke's aerials, which he can take advantage of to tick throw soon after.
JM
j.M
JJASBR Josuke Part 8 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 11 - - - -

Josuke throws his body forward in the air to kick the opponent.

  • Decently active hitbox.
  • Can cross up.
  • Has the longest horizontal range out of Josuke's aerials while in Stand Off, making it a great air-to-air.
JH
j.H
JJASBR Josuke Part 8 Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 11 - - - -

Josuke summons Soft & Wet to kick the opponent midair.

  • Decently active hitbox.
  • Can cross up.
  • Large vertical hitbox, can hit most standing opponents while rising.

Special Moves

236X
So slippery!
236L/M/H
JJASBR Josuke Part 8 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 18 (2*9) Low, Mid 11 - - -4 -
Medium 24 (2*12) Low, Mid 11 - - -10 -
Heavy 30 (2*15) Low, Mid 11 - - -18 -

Josuke slides and spins around.

  • Different versions increase the amount of hits, as well as the distance covered.
  • The first hit is a Low, while susqequent hits are Mids.

L version:

  • Has the shortest range.
  • Safe on block; the go-to blockstring ender.

M version:

  • Has average range.

H version:

  • Has the most range.
  • Great against run-ins from afar, or as a whiff punish.
236X-6X
Zero Friction
236L/M/H > 6L/M/H
JJASBR Josuke Part 8 236X-6X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (20*2) Low - - - - -

After spinning, Josuke kicks the opponent twice while sliding.

  • Move performance is identical across all versions.
  • Launches on hit.
    • Great Stand Off juggle starter with Flash Cancel.
623X
Don't mess with me.
623L/M/H
JJASBR Josuke Part 8 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 38 Mid 27 - - +2 -
Medium 40 Mid 27 - - 0 -
Heavy 42 Mid 27 - - -2 -

Josuke weaves forward to deliver a punch.

  • Different versions increase the amount of damage, as well as the distance covered.
  • Causes crumple on hit.
  • Josuke has upper-body invulnerability during his weave.

L version:

  • Has the shortest range.
  • Plus on block.

M version:

  • Has average range.

H version:

  • Has the longest range.
214X
Let me take that from you.
214L/M/H
Light
Light
JJASBR Josuke Part 8 214X (2).png
Medium
Medium
JJASBR Josuke Part 8 214X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 (9*4) Mid - - - - -
Medium 72 (9*8) Mid - - - - -
Heavy 108 (9*12) Mid - - - - -

Josuke throws bubbles at his opponent as a projectile.

  • Different versions increase the amount of bubbles fired, as well as the distance covered.
  • None of the versions reach past midscreen.

L version:
  • Josuke sends 4 bubbles.
  • Allows Josuke to combo after at specific ranges with 2L, 5M, 2M and 2H.

M version:
  • Josuke sends 8 bubbles.
  • Allows Josuke to combo after at specific ranges with 2H.

H version:
  • Josuke sends 12 bubbles.
  • Allows Josuke to combo after at specific ranges with 2H.
22X
How to use the bubbles...
22L/M/H
JJASBR Josuke Part 8 22X (1).png
JJASBR Josuke Part 8 22X (2).png
Bubble Buddy!
Bubble Buddy!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10*6) Mid - - - - -
Medium 60 (10*6) Mid - - - - -
Heavy 60 (10*6) Mid - - - - -

Josuke covers himself with bubbles, which will start moving forward after a brief moment.

  • Different versions alter the velocity of the bubbles, although all of them are very slow regardless.
  • Due to its slow startup, it's not a good projectile or combo filler. Instead, it plays the role of an oki tool.

L version:

  • Has the most recovery, but can be Flash Cancelled the soonest.

M version:

  • Balanced recovery.

H version:

  • Has the least amount of recovery, but takes the longest to Flash Cancel.
  • Primary okizeme tool.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Josuke Part 8 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 5 - - -4 -

Soft & Wet throws out a jab.

  • Decent range, very slightly worse than s.2L.
  • Fastest option while in Stand On.
  • Great at stopping dash-jumps.
Stand 5M
5M
JJASBR Josuke Part 8 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Low 7 - - -6 -

A low kick.

  • Good range, slightly more than s.2M.
  • Hits Low even though it's a standing normal.
  • Great poke, hits low and fast.
Stand 5H
5H
JJASBR Josuke Part 8 Stand 5H (1).png
First Punch
First Punch
JJASBR Josuke Part 8 Stand 5H (2).png
Second Punch
Second Punch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
41 (16, 25) Mid 13 - - -4 +4

Soft & Wet throws out 2 punches.

  • Amazing range.
  • Low recovery, safe on block and plus on hit.
Stand 2L
2L
JJASBR Josuke Part 8 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 7 - - -4 -

Soft & Wet attacks with a low kick.

  • Decent range, very slightly more than s.5L.
  • Can cancel into itself.
    • It's recommended to cancel into s.5H after a stagger pressure attempt, as other options can whiff at max range.
Stand 2M
2M
JJASBR Josuke Part 8 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - -6 -

Soft & Wet attacks with a crouching jab.

  • Good range, slightly more than s.2L.
  • Incredibly similar to 5M in almost every aspect, with only very slightly shorter range and a very minor difference in damage.
Stand 2H
2H
JJASBR Josuke Part 8 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Low 13 - - -8 -

Soft & Wet performs a sweeping kick.

  • Causes hard knockdown.
  • Good range, slightly more than s.5M.
Stand JL
j.L
JJASBR Josuke Part 8 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 7 - - - -

Soft & Wet punches with a hook.

  • Average range.
  • Fastest aerial while in Stand On, making it great to contest air-to-airs.
Stand JM
j.M
JJASBR Josuke Part 8 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 11 - - - -

Soft & Wet kicks forward.

  • Launches on hit.
  • Has the tallest vertical reach out of Josuke's aerials while in Stand On.
    • This renders the move as an amazing air-to-air, being able to combo even at max range.
Stand JH
j.H
JJASBR Josuke Part 8 Stand Jump H (1).png
First Punch
First Punch
JJASBR Josuke Part 8 Stand Jump H (2).png
Second Punch
Second Punch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 (18, 20) Overhead 11(6)1 - - - -

Soft & Wet punches below itself twice.

  • Good vertical range.
  • Can cross up.
  • Resets vertical momentum if used while descending.

Special Moves

Stand 236X
The hell is your problem?!
236L/M/H
JJASBR Josuke Part 8 Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (5*7, 25) Mid 17 - - -2 -
Medium 60 (5*7, 25) Mid 23 - - -4 -
Heavy 60 (5*7, 25) Mid 25 - - -4 -

Josuke jumps backwards while Soft & Wet performs an advancing barrage of punches.

  • Different versions alter the distance Josuke leaps backwards, as well as Soft & Wet's speed and distance covered.
  • Stand Rush-compatible.
  • The final hit launches.
  • All versions are safe on block, great blockstring ender.

L version:

  • Mainly combo filler.

M version:

  • Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.

H version:

  • Can be used as a pseudo-reversal after an opponent's successful Stylish Guard.
  • Great anti-air tool, as it first moves Josuke out of range and then whiff punishes with Soft & Wet.
Stand 623X
Don't try anything funny!
623L/M/H
JJASBR Josuke Part 8 Stand 623X (1).png
JJASBR Josuke Part 8 Stand 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 135 (5*7, 100) Mid - - - - -
Medium 135 (5*7, 100) Mid - - - - -
Heavy 135 (5*7, 100) Mid - - - - -

Jouske and Soft & Wet perform an advancing barrage of punches, following up by reaching for the opponent and throwing them behind themselves.

  • Different versions alter the distance covered.
  • The final hit leads into a hitgrab that causes a hard knockdown and switches sides.
  • Since Josuke is floating during the move, he can go over grounded traps.

L version:

  • Has the shortest range.
  • Mainly combo filler.

M version:

  • Has average range.

H version:

  • Travels the farthest.
Stand 214X
I gotta win this!
214L/M/H
JJASBR Josuke Part 8 Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid 21 - - -10 -
Medium 55 Mid 27 - - -10 -
Heavy 55 Mid 35 - - -14 -

Soft & Wet attacks with a turning kick.

  • Different versions alter the distance covered by Soft & Wet.
  • Launches on hit.
  • Stand Rush-compatible.

L version:

  • Has the shortest range.
  • Mainly combo filler.

M version:

  • Has average range.

H version:

  • Travels the farthest.

System Mechanics

Throw
Throw
I've taken your friction.
5/4 + Any Two Attack Buttons
JJASBR Josuke Part 8 Throw (1).png
JJASBR Josuke Part 8 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 7 - - - -

Soft & Wet knocks the opponent off-balance with a bubble, with Josuke following up with a knee strike.

  • Leaves the opponent directly in front of Josuke.
  • Back Throw carries the opponent a farther distance than Forward Throw.
  • Can be followed up by 3H OTG.
Assist
Assist
So slippery!
JJASBR Josuke Part 8 236X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (2*15) Low, Mid - - - - -

Josuke slides and spins around.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H
  • As the first hit is a Low, this can be used to set up hard-to-blockable situations.
5S
Stand On/Off
5S
JJASBR Josuke Part 8 Stand On.png
Stand On
Stand On
JJASBR Josuke Part 8 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

(Un)Summons Soft & Wet, altering Josuke's moveset and abilities.

Heart Heat Attack

I can steal your vision.
236 + Any Two Attack Buttons
JJASBR Josuke Part 8 HHA (1).png
JJASBR Josuke Part 8 HHA (2).png
JJASBR Josuke Part 8 HHA (3).png
Can't actually steal your vision.
Can't actually steal your vision.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (30+160) Mid - - 190 - -

Josuke sends forth a bubble, stealing the opponent's vision on hit.

  • Activation is a projectile that covers halfscreen.
  • Causes crumple on hit.
  • Invincible on startup, allowing it to plow through an opponent's Reversal Assist.
  • Notably among HHAs, its recovery can be Flash Canceled on hit.

Great Heat Attack

Soft & Wet
236L+M+H
JJASBR Josuke Part 8 GHA (1).png
Soft & Wet. Pop!
Soft & Wet. Pop!
JJASBR Josuke Part 8 GHA (2).png
I just stole the friction from your body.
I just stole the friction from your body.
JJASBR Josuke Part 8 GHA (3).png
Just slide away.
Just slide away.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
297 (40+36+3*50+70+1) Mid - - - - -

Josuke throws a bubble at the opponent, stealing their friction. On a successful hit, Soft & Wet starts throwing out a barrage of punches that finishes with the opponent sliding away.

  • Activation is a projectile that reaches fullscreen.
  • Has slight tracking properties.
  • Can be combo'd into from HHA.
  • Among the lowest damaging GHAs in the game.

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)

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