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

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===White Health===
===White Health===
==Character Data==
===Health===
<center>
{| class="wikitable" style="display:inline-table"
|+ Health Values
|-
!Health
!Character(s)
!Notes
|-
|align="center"|1050
|Ermes
|
<div style="text-align: left;">
*Ermes has Resolve Mode.
</div>
|-
|align="center"|1000
|Jonathan, Joseph, Stroheim, Jotaro (Part 3), Avdol, Josuke (Part 4), Jotaro (Part 4), Okuyasu, Rohan, Risotto, Josuke (Part 8)
|
|-
|align="center"|950
|Zeppeli, Speedwagon, Caesar, Wamuu, Old Joseph, Hol Horse, Vanilla Ice, Akira, Kira, Giorno, Bucciarati, Mista, Trish, Prosciutto, Ghiaccio, Jolyne, Foo Fighters, Johnny
|
<div style="text-align: left;">
*Wamuu and Vanilla Ice incur White Damage upon being hit.
*Giorno, Bucciarati, Mista, Prosciutto and Ghiaccio have Resolve Mode.
</div>
|-
|align="center"|930
|Polnareff
|
|-
|align="center"|920
|Diego, AW Diego
|
|-
|align="center"|900
|Lisa Lisa, Kakyoin, Mariah, Koichi, Yukako, Shigechi, Keicho, Kosaku, Fugo, Diavolo, Anasui, Weather, Pucci (WS), Pucci (Final), Gyro, Valentine
|
<div style="text-align: left;">
*Fugo has Resolve Mode.
</div>
|-
|align="center"|850
|Kars, Narancia, Baoh
|
<div style="text-align: left;">
*Kars incurs White Damage upon being hit.
*Baoh triggers Baoh Armed Phenomenon at low health.
</div>
|-
|align="center"|840
|DIO
|
<div style="text-align: left;">
*DIO incurs White Damage upon being hit.
</div>
|-
|align="center"|800
|Dio Brando, Esidisi, Iggy, Pet Shop
|
<div style="text-align: left;">
*Dio Brando and Esidisi incur White Damage upon being hit.
</div>
|-
|}
</center>
===HHA / GHA Damage===
<center>
{| class="wikitable sortable" style="margin:0em auto 0em auto; text-align:center;"
|+ HHA/GHA Damage
|-
!Character
!HHA
!GHA (LVL1)
!GHA (LVL2)
!GHA (LVL3)
!Notes
|-
|Jonathan
|190
|340
|408
|510
|
|-
|Zeppeli
|200
|360
|432
|540
|
|-
|Speedwagon
|170
|382
|458
|573
|
|-
|Dio Brando
|170
|330
|396
|495
|
<div style="text-align: left;">
*HHA is non-cinematic.
</div>
|-
|Joseph
|84<br>(174/183/183/189)
|320<br>(356/391/429)
|369<br>(411/452/495)
|444<br>(495/543/595)
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA and GHA takes "Guess I did it again!" Levels into consideration (LVL1/LVL2/LVLMAX).
*Damage listed in <code>()</code> for HHA assumes all hits connect and includes the follow-up (Raw Damage: 98/108/108/115).
*HHA is non-cinematic, while the follow-up is.
*HHA is considered a projectile, and each bullet deals individual damage.
*GHA can hit OTG, but its activation is not counted towards the GHA LVL damage boost.
</div>
|-
|Caesar
|210
|320
|384
|480
|
<div style="text-align: left;">
*HHA and GHA are considered projectiles.
</div>
|-
|Lisa Lisa
|160
|440
|527
|660
|
<div style="text-align: left;">
*HHA is Unblockable.
*GHA is a counter.
</div>
|-
|Stroheim
|204
|340
|408
|510
|
<div style="text-align: left;">
*HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on hit.
*GHA has faster startup while in UV Laser Mode.
*GHA leaves Stroheim in UV Laser Mode on whiff, and switches to Heavy Machine Gun Mode on hit.
</div>
|-
|Wamuu
|199
|318
|381
|477
|
<div style="text-align: left;">
*HHA is non-cinematic.
*If HHA is used during Mode 2, it will not cost meter.
*GHA is non-cinematic until the final 9 hits.
</div>
|-
|Esidisi
|170
|340
|408
|510
|
<div style="text-align: left;">
*HHA heals Esidisi on hit.
*If HHA is used during Mode 2, it will not cost meter.
</div>
|-
|Kars
|174
|0
|0
|0
|
<div style="text-align: left;">
*HHA is non-cinematic until the final hit.
*If HHA is used during Mode 2, it will not cost meter.
*GHA is a permanent transformation.
</div>
|-
|Jotaro (Part 3)
|100 (203)
|360
|432
|540
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed in <code>()</code> for HHA is for the extended version.
</div>
|-
|Old Joseph
|215
|340
|407
|510
|
<div style="text-align: left;">
*HHA is a counter.
</div>
|-
|Avdol
|216
|340
|408
|510
|
|-
|Kakyoin
|168
|315
|378
|473
|
<div style="text-align: left;">
*GHA is considered a projectile.
*Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding extra damage that is ignored by it.
</div>
|-
|Polnareff
|0
|322
|386
|483
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
</div>
|-
|Iggy
|142
|348
|417
|521
|
<div style="text-align: left;">
*GHA has an alternate animation if the "Special A" costume is used.
</div>
|-
|Hol Horse
|73/84 (193/219)
|320
|384
|480
|
<div style="text-align: left;">
*Damage listed for HHA is for the normal/enhanced versions.
*Damage listed in <code>()</code> for HHA is for the extended/enhanced versions.
*HHA is non-cinematic and is considered a projectile.
*GHA can hit OTG.
</div>
|-
|Mariah
|136/204/272
|304
|364
|456
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed for HHA takes Magnetization Gauge Levels into consideration (LVL1/LVL2/LVLMAX).
*GHA tracks the opponent's location.
</div>
|-
|Pet Shop
|180
|348
|417
|522
|
<div style="text-align: left;">
*HHA and GHA can be used in the air via Flight Mode.
</div>
|-
|Vanilla Ice
|190
|340
|407
|510
|
<div style="text-align: left;">
*Both HHA and GHA are Unblockable.
</div>
|-
|DIO
|160 (120)
|348
|417
|522
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA is for the Time Stop version.
*Time Stop version of HHA is non-cinematic.
*GHA has an alternate animation if used against Jotaro (Part 3).
*Jotaro (Part 3) can reduce the damage taken from DIO's GHA and prevent it from taking him below 1 HP for the cost of 2 bars.
</div>
|-
|Josuke (Part 4)
|176 (250)
|316
|379
|474
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA includes the follow-up.
</div>
|-
|Jotaro (Part 4)
|215
|325
|389
|487
|
|-
|Koichi
|190
|318
|381
|477
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Both HHA and GHA inflict 3 Freeze.
</div>
|-
|Okuyasu
|158
|360
|431
|540
|
<div style="text-align: left;">
*HHA is non-cinematic and can be delayed.
*Both HHA and GHA are Unblockable.
*HHA moves Okuyasu a set distance towards and above the opponent if used in Stand Off.
*HHA drags the opponent a set distance towards Okuyasu if used in Stand On, with the drag causing hitstun but no damage.
*Okuyasu takes self-damage during GHA.
</div>
|-
|Yukako
|180
|313
|375
|469
|
<div style="text-align: left;">
*HHA is non-cinematic.
*GHA tracks the opponent's location.
</div>
|-
|Rohan
|172
|300
|360
|450
|
<div style="text-align: left;">
*HHA locks out all of the opponent's Command Normals, Special Moves and Style actions (except Stand On/Off and Mounting) for 5 seconds.
*GHA locks out all of the opponent's actions aside from movement, Stand On/Off, Mounting, and Assist for 5 seconds.
</div>
|-
|Shigechi
|186
|354
|424
|531
|
<div style="text-align: left;">
*HHA is non-cinematic and can hit OTG.
</div>
|-
|Keicho
|148
|288
|345
|432
|
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
</div>
|-
|Akira
|168 (206)
|309 (361)
|356 (433)
|463 (541)
|
<div style="text-align: left;">
*Both HHA and GHA refill the Electricity Gauge.
*Damage listed in <code>()</code> for HHA and GHA takes MAX Electricity into consideration.
</div>
|-
|Kira
|210
|342
|410
|513
|
<div style="text-align: left;">
*GHA is Unblockable, can hit OTG, and tracks the opponent's location.
</div>
|-
|Kosaku
|220
|252
|302
|378
|
<div style="text-align: left;">
*HHA is a counter; its hits do not combo during the animation, but it cannot be escaped once activated.
*GHA is Unblockable, heals Kosaku on hit, and reverts all character-specific resources and transformations.
</div>
|-
|Giorno
|170
|0
|0
|0
|
<div style="text-align: left;">
*HHA prevents the opponent from taking any actions aside from Assist for a period of time.
*GHA triggers a temporary transformation.
</div>
|-
|Bucciarati
|167
|330
|395
|495
|
<div style="text-align: left;">
*HHA forces Bucciarati into Stand Off on hit.
*Bucciarati has Super Armor and takes self-damage during HHA.
*GHA can hit OTG.
</div>
|-
|Mista
|190
|374
|448
|561
|
<div style="text-align: left;">
*HHA is non-cinematic.
*GHA is considered a projectile and homes in on the opponent.
*Damage listed for HHA and GHA assumes all bullets connect, as each bullet deals individual damage.
</div>
|-
|Narancia
|180
|330
|395
|495
|
<div style="text-align: left;">
*HHA is non-cinematic, and is considered a projectile from the second hit onwards.
</div>
|-
|Fugo
|206
|346
|414
|519
|
<div style="text-align: left;">
*HHA is non-cinematic, applies the Homicidal Virus and refills 3 Homicidal Virus Capsules.
*GHA triggers a permanent transformation upon use and refills all Homicidal Virus Capsules.
</div>
|-
|Trish
|160 (170)
|320
|383
|480
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed in <code>()</code> for HHA is for the extended version.
</div>
|-
|Prosciutto
|200
|369
|442
|553
|
<div style="text-align: left;">
*HHA is a counter and inflicts Aging.
*GHA dismisses The Grateful Dead, and can hit OTG.
</div>
|-
|Ghiaccio
|0
|360
|432
|540
|
<div style="text-align: left;">
*HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
*GHA forces Ghiaccio into Stand Off upon use.
</div>
|-
|Risotto
|190
|360
|432
|540
|
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
*GHA inflicts Iron Deficiency.
</div>
|-
|Diavolo
|0
|504
|604
|756
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
*GHA is a counter.
</div>
|-
|Jolyne
|186
|357
|428
|535
|
|-
|Ermes
|200<br>(250/220/310)
|336
|403
|504
|
<div style="text-align: left;">
*HHA is a counter.
*Damage listed in <code>()</code> for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
*Ermes takes self-damage during HHA.
</div>
|-
|Foo Fighters
|0
|390
|468
|575
|
<div style="text-align: left;">
*HHA is non-cinematic, heals Foo Fighters and refills Plankton Stocks.
*GHA is considered a projectile.
</div>
|-
|Anasui
|206
|356
|427
|534
|
<div style="text-align: left;">
*HHA can be delayed.
*GHA tracks the opponent's location.
</div>
|-
|Weather
|0
|312
|374
|468
|
<div style="text-align: left;">
*HHA is non-cinematic and triggers a temporary transformation for the opponent.
*While under the effects of Mode 3, Wamuu is completely immune to Weather's HHA.
</div>
|-
|Pucci (WS)
|160
|470
|564
|705
|
<div style="text-align: left;">
*HHA seals the opponent's own HHA on hit.
*GHA is a counter and seals the opponent's HH Gauge on a successful activation.
</div>
|-
|Pucci (Final)
|144
|5
|5
|5
|
<div style="text-align: left;">
*HHA is only available with Whitesnake, and seals the opponent's Command Normals, Special Moves and Style actions (except Stand On/Off and Mounting) on hit.
*GHA is only available with C-MOON, its activation is not counted towards the GHA LVL damage boost, and triggers a temporary transformation.
</div>
|-
|Johnny
|140/170/200<br>(168/192/251)
|319 (329)
|382 (394)
|478 (493)
|
<div style="text-align: left;">
*Damage listed for HHA refers to each ACT (ACT 1 / ACT 2 / ACTs 3 & 4).
*Damage listed in <code>()</code> for HHA and GHA takes Holy Corpse parts into consideration.
*In ACT 1, HHA is available while both Mounted and Dismounted.
*In ACT 2, HHA is available only while Dismounted.
*In ACTs 3 & 4, HHA is available only while Mounted.
*GHA triggers ACT 4 upon use, switches Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
</div>
|-
|Gyro
|179 (188)
|310
|372
|465
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA takes Golden Spin Mode into consideration.
*HHA is available while both Mounted and Dismounted.
*GHA triggers Golden Spin Mode upon use, switches Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
</div>
|-
|Diego
|0
|360
|432
|540
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
*HHA and GHA are only available while Dismounted, forcing Diego out of Mounted Mode upon use.
</div>
|-
|AW Diego
|177
|324
|388
|486
|
<div style="text-align: left;">
*HHA is available while both Mounted and Dismounted.
*GHA is only available while Mounted, forcing AW Diego into Mounted Mode upon use.
</div>
|-
|Valentine
|220
|348
|417
|522
|
<div style="text-align: left;">
*HHA is a counter.
*GHA is Unblockable.
</div>
|-
|Josuke (Part 8)
|190
|297
|356
|445
|
|-
|Baoh
|192 (168)
|372
|446
|558
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA refers to ranges beyond point blank.
</div>
|-
|}
</center>
===Movement Data===
<center>
{| class="wikitable sortable" style="display:inline-table; text-align:center;"
|+ Character Frame Data (Default Forms)
|-
!Character
!Pre-Jump
!Jump
!Landing
!Backdash
!{{Tooltip | text=Forward Dash Late| hovertext=Late cancel frame of the character's Dash, they can perform specific actions from this frame onward. For more information see the Dash section on the Esoterics page.}}
!{{Tooltip | text=Forward Dash Full| hovertext=Full duration of the character's Dash, they can perform any action after this. For more information see the Dash section on the Esoterics page.}}
|-
|Jonathan
|
|
|
|
|15
|26
|-
|Zeppeli
|6
|42
|2
|
|15
|22
|-
|Speedwagon
|6
|36
|2
|
|15
|22
|-
|Dio Brando
|6/6/4
|34/26/48
|2
|
|15
|24
|-
|Joseph
|
|
|
|
|15
|22
|-
|Caesar
|
|
|
|
|15
|22
|-
|Lisa Lisa
|
|
|
|
|
|
|-
|Stroheim
|
|
|
|
|
|
|-
|Wamuu
|6
|34
|2
|
| -
|20
|-
|Esidisi
|
|
|
|
|17
|24
|-
|Kars
|6
|34
|2
|
|15
|22
|-
|Jotaro (Part 3)
|
|
|
|
|
|
|-
|Old Joseph
|
|
|
|
|
|
|-
|Avdol
|
|
|
|
|
|
|-
|Kakyoin
|
|
|
|
|
|
|-
|Polnareff
|
|
|
|
|
|
|-
|Iggy
|
|
|
|
|9
|24
|-
|Hol Horse
|
|
|
|
|
|
|-
|Mariah
|
|
|
|
|
|
|-
|Pet Shop
|
|
|
|
|
|
|-
|Vanilla Ice
|
|
|
|
|
|
|-
|DIO
|
|
|
|
|
|
|-
|Josuke (Part 4)
|
|
|
|
|
|
|-
|Jotaro (Part 4)
|
|
|
|
|
|
|-
|Koichi
|
|
|
|
|
|
|-
|Okuyasu
|
|
|
|
|
|
|-
|Yukako
|
|
|
|
|
|
|-
|Rohan
|
|
|
|
|
|
|-
|Shigechi
|
|
|
|
|11
|22
|-
|Keicho
|
|
|
|
|
|
|-
|Akira
|
|
|
|
|
|
|-
|Kira
|
|
|
|
|
|
|-
|Kosaku
|
|
|
|
|
|
|-
|Giorno
|
|
|
|
|
|
|-
|Bucciarati
|
|
|
|
|
|
|-
|Mista
|
|
|
|
|
|
|-
|Narancia
|
|
|
|
|
|
|-
|Fugo
|
|
|
|
|
|
|-
|Trish
|
|
|
|
|
|
|-
|Prosciutto
|
|
|
|
|
|
|-
|Ghiaccio
|
|
|
|
|15
|22
|-
|Risotto
|
|
|
|
|
|
|-
|Diavolo
|
|
|
|
|
|
|-
|Jolyne
|
|
|
|
|
|
|-
|Ermes
|
|
|
|
|
|
|-
|Foo Fighters
|
|
|
|
|
|
|-
|Anasui
|
|
|
|
|
|
|-
|Weather
|
|
|
|
|15
|22
|-
|Pucci (WS)
|
|
|
|
|
|
|-
|Pucci (Final)
|
|
|
|
|
|
|-
|Johnny
| -
| -
| -
| -
| -
| -
|-
|Gyro
|
|
|
|
|
|
|-
|Diego
|
|
|
|
|
|
|-
|AW Diego
|
|
|
|
|
|
|-
|Valentine
|
|
|
|
|
|
|-
|Josuke (Part 8)
|
|
|
|
|
|
|-
|Baoh
|
|
|
|
|
|
|-
|}
{| class="wikitable sortable" style="display:inline-table; text-align:center;"
|+ Character Frame Data (Alternate Forms)
|-
!Character
!Pre-Jump
!Jump
!Landing
!Backdash
!Forward Dash
|-
|Wamuu (Mode 1)
|6
|32
|2
|
|
|-
|Wamuu (Mode 2)
|6
|26
|2
|
|
|-
|Wamuu (Mode 3)
|6
|34
|2
|
|
|-
|Esidisi (Mode 1)
|
|
|
|
|
|-
|Esidisi (Mode 2)
|
|
|
|
|
|-
|Kars (Mode 1)
|6
|28
|2
|
|
|-
|Kars (Mode 2)
|6
|24
|2
|
|
|-
|Kars (Ultimate Life Form)
|6
|34
|2
|
|
|-
|Jotaro (Part 3) (Stand On)
|
|
|
|
|
|-
|Old Joseph (Stand On)
|
|
|
|
|
|-
|Avdol (Stand On)
|
|
|
|
|
|-
|Kakyoin (Stand On)
|
|
|
|
|
|-
|Polnareff (Stand On)
|
|
|
|
|
|-
|Iggy (Stand On)
|
|
|
|
|
|-
|Vanilla Ice (Stand On)
|
|
|
|
|
|-
|DIO (Stand On)
|
|
|
|
|
|-
|Josuke (Part 4) (Stand On)
|
|
|
|
|
|-
|Jotaro (Part 4) (Stand On)
|
|
|
|
|
|-
|Koichi (Stand On)
|
|
|
|
|
|-
|Okuyasu (Stand On)
|
|
|
|
|
|-
|Rohan (Stand On)
|
|
|
|
|
|-
|Akira (Stand On)
|
|
|
|
|
|-
|Kira (Stand On)
|
|
|
|
|
|-
|Kosaku (Stand On)
|
|
|
|
|
|-
|Giorno (Stand On)
|
|
|
|
|
|-
|Bucciarati (Stand On)
|
|
|
|
|
|-
|Narancia (Stand On)
|
|
|
|
|
|-
|Fugo (Stand On)
|
|
|
|
|
|-
|Trish (Stand On)
|
|
|
|
|
|-
|Prosciutto (Stand On)
|
|
|
|
|
|-
|Ghiaccio (Stand On)
|
|
|
|
|
|-
|Diavolo (Stand On)
|
|
|
|
|
|-
|Jolyne (Stand On)
|
|
|
|
|
|-
|Ermes (Stand On)
|
|
|
|
|
|-
|Anasui (Stand On)
|
|
|
|
|
|-
|Weather (Stand On)
|
|
|
|
|
|-
|Pucci (WS) (Stand On)
|
|
|
|
|
|-
|Pucci (Final) (Stand On; Whitesnake)
|
|
|
|
|
|-
|Pucci (Final) (Stand On; C-MOON)
|
|
|
|
|
|-
|Pucci (Final) (Stand On; Made in Heaven)
|
|
|
|
|
|-
|Johnny (Mounted)
|
|
|
|
|
|-
|Gyro (Mounted)
|
|
|
|
|
|-
|Diego (Mounted)
|
|
|
|
|
|-
|AW Diego (Mounted)
|
|
|
|
|
|-
|Valentine (Stand On)
|
|
|
|
|
|-
|Josuke (Part 8) (Stand On)
|
|
|
|
|
|-
|}
</center>
<center>
{| class="wikitable sortable" style="display:inline-table; text-align:center;"
|+ Character Raw Data (Default Forms)
|-
!Character
!Walk Speed (Fwd)
!Walk Speed (Back)
!Run Speed (Fwd)
!Run Speed (Back)
!Gravity
!Jump Force (Neutral)
!Jump Force (Fwd)
!Jump Force (Dash)
!Dash Jump Distance
|-
|Jonathan
|15
|11
|34
|20
|4.5
|43
|11
|32
|18
|-
|Zeppeli
|15
|11
|30
|18
|3.3
|38
|8.15
|28
|13
|-
|Speedwagon
|15
|11
|30
|18
|4
|39
|10
|29
|13
|-
|Dio Brando
|12
|11
|42
|20
|4.5
|43
|11
|32
|18
|-
|Joseph
|20
|11
|34
|20
|4.2
|38
|8.97
|31
|15
|-
|Caesar
|20
|11
|30
|18
|3.3
|38
|9.78
|28
|16
|-
|Lisa Lisa
|12
|11
|34
|20
|3.3
|38
|8.15
|28
|13
|-
|Stroheim
|12
|11
|26
|16
|4
|31
|8.97
|31
|15
|-
|Wamuu
|15
|11
|30
|25
|4.5
|43
|13.04
|32
|21
|-
|Esidisi
|12
|11
|26
|16
|4.5
|43
|11
|39
|18
|-
|Kars
|20
|11
|34
|20
|4.5
|43
|13.04
|32
|21
|-
|Jotaro (Part 3)
|15
|11
|30
|18
|4.5
|43
|11
|32
|18
|-
|Old Joseph
|12
|11
|26
|16
|4.5
|43
|11
|32
|18
|-
|Avdol
|12
|11
|26
|16
|4
|41
|8.97
|31
|15
|-
|Kakyoin
|12
|11
|26
|16
|3.3
|38
|8.15
|28
|13
|-
|Polnareff
|13
|8
|23
|18
|4
|38
|8.15
|28
|14
|-
|Iggy
|20
|11
|34
|20
|3.3
|38
|9.78
|28
|16
|-
|Hol Horse
|20
|11
|30
|18
|3.3
|38
|8.15
|28
|13
|-
|Mariah
|15
|11
|30
|18
|4
|41
|11
|31
|15
|-
|Pet Shop
|15
|15
|30
|25
|3.2
|39
|12
|29
|15
|-
|Vanilla Ice
|12
|11
|26
|16
|4.5
|43
|11
|32
|18
|-
|DIO
|12
|11
|34
|20
|4
|41
|10.6
|31
|18
|-
|Josuke (Part 4)
|15
|11
|30
|18
|4.5
|43
|11
|32
|18
|-
|Jotaro (Part 4)
|10
|7
|30
|18
|4.5
|43
|13.5
|32
|18
|-
|Koichi
|13
|8
|20
|18
|4
|38
|9.63
|28
|17
|-
|Okuyasu
|12
|11
|26
|16
|4
|41
|8.97
|31
|15
|-
|Yukako
|12
|11
|26
|16
|4
|41
|11
|31
|15
|-
|Rohan
|15
|11
|30
|18
|3.3
|38
|8.15
|28
|13
|-
|Shigechi
|8
|8
|23
|20
|4
|41
|11
|31
|15
|-
|Keicho
|14
|12
|24
|14
|4.5
|43
|11
|32
|18
|-
|Akira
|10
|8
|20
|18
|4
|38
|9.63
|28
|17
|-
|Kira
|15
|11
|30
|18
|4.5
|43
|11
|32
|18
|-
|Kosaku
|10
|8
|30
|18
|4.5
|43
|11
|32
|18
|-
|Giorno<ref>Data in <code>()</code> corresponds to when Gold Experience Requiem (GER) is active.</ref>
|20 (15)
|11 (16)
|34 (30)
|20 (25)
|4 (3.2)
|41 (39)
|10.6 (8.15)
|31 (29)
|18 (10)
|-
|Bucciarati
|15
|11
|30
|18
|4
|41
|10.6
|31
|18
|-
|Mista
|15
|11
|30
|25
|3.3
|38
|9.78
|28
|16
|-
|Narancia
|20
|11
|34
|20
|4.5
|43
|11
|32
|18
|-
|Fugo
|20
|11
|30
|18
|4
|41
|8.97
|31
|15
|-
|Trish
|15
|11
|30
|18
|4
|41
|13
|31
|18
|-
|Prosciutto
|15
|11
|30
|18
|4
|41
|11
|31
|18
|-
|Ghiaccio
|13
|7
|20
|18
|4
|38
|11.82
|28
|17
|-
|Risotto
|15
|11
|30
|18
|4.7
|43
|11
|32
|18
|-
|Diavolo
|12
|11
|30
|25
|4.5
|43
|11
|32
|18
|-
|Jolyne
|15
|11
|34
|20
|4.2
|41
|10.6
|31
|18
|-
|Ermes
|15
|11
|30
|18
|4
|41
|8.97
|31
|15
|-
|Foo Fighters
|15
|11
|34
|20
|4.5
|43
|13.5
|32
|18
|-
|Anasui
|15
|11
|34
|20
|4.5
|43
|11
|32
|18
|-
|Weather
|15
|11
|30
|18
|3.3
|38
|12
|28
|16
|-
|Pucci (WS)
|12
|11
|26
|16
|3.3
|38
|10
|28
|13
|-
|Pucci (Final)
|12
|11
|26
|16
|3.3
|38
|10
|28
|13
|-
|Johnny
|8
|7
|30
|25
|3.2
|35
|10.19
|26
|12
|-
|Gyro
|13
|8
|30
|18
|3.3
|38
|8.15
|28
|13
|-
|Diego
|15
|11
|30
|20
|4.5
|43
|13.5
|32
|18
|-
|AW Diego
|16
|12
|31
|21
|5.5
|44
|14.5
|33
|19
|-
|Valentine
|12
|11
|26
|16
|4.5
|43
|11
|32
|18
|-
|Josuke (Part 8)
|15
|11
|30
|18
|4
|41
|8.97
|31
|15
|-
|Baoh
|12
|11
|45
|25
|4
|41
|8.97
|31
|15
|-
|}
</center>
<references/>
===Easy Beat Finishers===
<center>
{| class="wikitable sortable" style="display:inline-table; text-align:center;"
|+ Easy Beat Finishers
|-
!Character
!Finisher (Default)
!Finisher (Alternate)
!Chains into HHA?
!Notes
|-
|Jonathan
|Overdrive Barrage<br>(22H)
| -
|Yes
|
|-
|Zeppeli
|Zoom Punch<br>(6M)
| -
|Yes
|
<div style="text-align: left;">
*Finisher is a Command Normal.
</div>
|-
|Speedwagon
|Don't try to bluff, you rich little snot!<br>(236H)
| -
|Yes
|
|-
|Dio Brando
|KUA! > That must be five or six ribs broken!<br>(236H > L)
| -
|Yes
|
<div style="text-align: left;">
*Second part of the finisher requires an extra button press.
</div>
|-
|Joseph
|Clacker Volley > Now who's laughing?!<br>(236H > 6L/M/H)
| -
|Yes
|
<div style="text-align: left;">
*Second part of the finisher requires an extra button press.
*Can chain into the HHA follow-up with an extra button press.
</div>
|-
|Caesar
|Bubble Launcher<br>(236L)
| -
|Yes
|
|-
|Lisa Lisa
|Hamon Master! > All I need is this scarf! > You picked a bad time to test me!<br>(236L > L > L)
| -
|Yes
|
<div style="text-align: left;">
*Second and third parts of the finisher requires extra button presses.
</div>
|-
|Stroheim
|This can fire through 30 mm armor plating!<br>(236H)
| -
|Yes
|
<div style="text-align: left;">
*Does not have a finisher in UV Laser Mode.
*HHA cannot be used while in UV Laser Mode.
</div>
|-
|Wamuu
|Never stand in my shadow!<br>(623L)
| -
|Yes
|
<div style="text-align: left;">
*Finisher changes to the Mode versions if Modes are active.
*The H version was used as the finisher prior to game version 2.00.
**This only applied if Wamuu was on his Normal Form, or if "I shall see with the wind." was active.
</div>
|-
|Esidisi
|The Burning King<br>(236H)
| -
|Yes
|
<div style="text-align: left;">
*Finisher changes to the Mode versions if Modes are active.
</div>
|-
|Kars
|Cruel and beautiful violence!<br>(236L)
|This cannot be!<br>(623L)
|Yes
|
<div style="text-align: left;">
*Default finisher changes to the Mode versions if Modes are active.
*Finisher changes in ULF.
*ULF does not have an HHA.
</div>
|-
|Jotaro (Part 3)
|ORA, ORA!<br>(236L)
| -
|Yes
|
<div style="text-align: left;">
*In Stand On, the finisher can chain into HHA with an extra L button press, even if extended with other buttons.
**However, it cannot be chained into "ORAAA!".
</div>
|-
|Old Joseph
|Hamon Overdrive<br>(236L)
|Hermit Purple! > Solar Energy Hamon!<br>(236M > 6S)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand On, the second part of the finisher requires an extra button press and at least 0.5 HH Gauge.
</div>
|-
|Avdol
|Crossfire Hurricane<br>(236H)
|HELL 2 U!<br>(214M)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Kakyoin
|Emerald Splash<br>(236H)
| -
|Yes
|
|-
|Polnareff
|Start packing for hell! > You miserable cur!<br>(236L > 6H)
|Cuts everywhere else!<br>(623H)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand Off, the second part of the finisher requires an extra button press.
</div>
|-
|Iggy
|DIO Doppelganger<br>(214H)
|The Fool<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Hol Horse
|You lose, loser!<br>(236H)
| -
|Yes
|
|-
|Mariah
|Sorry, but you'll have to die now.<br>(236L)
| -
|Yes
|
|-
|Pet Shop
|Caw caw!<br>(623H)
| -
|Yes
|
|-
|Vanilla Ice
|How dare you!<br>(623L)
| -
|Yes
|
<div style="text-align: left;">
*Cannot use Easy Beat while in Stand On.
</div>
|-
|DIO
|Right in front of me!?<br>(236L)
|Useless, useless, useless, useless!<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Josuke (Part 4)
|Break through, beat you up!<br>(236L)
|DORARARARARARARA!<br>(623L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*Can chain into the HHA follow-up with an extra button press and at least 0.5 HH Gauge.
</div>
|-
|Jotaro (Part 4)
|If I throw this bearing...<br>(236L)
|ORA, ORA!<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand On, the finisher cannot be chained into any version of "ORAAA!".
</div>
|-
|Koichi
|I'll never forgive you! > "Ah, tranquility, seeping into a rocky crag, a cicada's trill"<br>(236L > L/M/H)
|Hit them, ACT 3!<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand Off, the second part of the finisher requires an extra button press.
</div>
|-
|Okuyasu
|Chew on this!<br>(214H)
| -
|Yes
|
|-
|Yukako
|You dumbass!<br>(623L)
| -
|Yes
|
|-
|Rohan
| -
|I'm on the rise!<br>(214H)
|Yes
|
<div style="text-align: left;">
*Cannot use Easy Beat while in Stand Off.
*In Stand On, the finisher cannot be chained into "Your body will fly backwards at 70km/h!" or "I think I'll put you out of commission.".
</div>
|-
|Shigechi
|Don't underestimate Harvest!<br>(236L)
|Don't come any closer! > I'll protect them!<br>(214L > 6L/M/H)
|Yes
|
<div style="text-align: left;">
*Finisher changes based on Formation; both require at least 1 Harvest Stack.
*In Defensive Formation, the second part of the finisher requires an extra button press.
</div>
|-
|Keicho
|All units, charge!<br>(236L)
|Commence attack!<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes based on formation.
*If Keicho uses Easy Beat while "All units, halt!" is active, it will not have a finisher.
</div>
|-
|Akira
|Spitfire<br>(236M)
|More power than a jet engine.<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*Both finishers require Electricity Gauge.
*While in Stand Off and against short-sized opponents:
**Outside of MAX Electricity, the finisher whiffs even if both hits of 5H connect.
**While in MAX Electricity, the finisher whiffs if Akira does not allow the second hit of 5H to connect.
*While in Stand Off, the finisher does not allow using the follow-up.
**It can still chain into HHA on whiff, but HHA will only come out once the move finishes.
</div>
|-
|Kira
|Ha!<br>(236L)
|You bastard!<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Kosaku
|I'll have to fight it out!<br>(236L)
|The First Bomb<br>(236L)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Giorno
|Now, it lives.<br>(214L)
|Useless, useless, useless, useless!<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*With Gold Experience Requiem, the finisher can be extended with extra button presses.
**The second part of the finisher triggers if extended enough.
*Gold Experience Requiem does not have an HHA.
</div>
|-
|Bucciarati
|Saw it coming miles away!<br>(421L)
|ARI ARI ARI ARI<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Mista
|Gonna light you up!<br>(236M)
| -
|Yes
|
<div style="text-align: left;">
*Finisher requires at least one bullet and cannot be extended.
</div>
|-
|Narancia
|You're not going anywhere!<br>(236L)
|Shoot, shoot, shoot it up!<br>(214L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Fugo
|Hit them!<br>(236L)
|Fugo's Violent Side<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*Both finishers allow Fugo to manually chain into Homicidal Virus Capsule before chaining into HHA.
</div>
|-
|Trish
|Spice Girl!<br>(236L)
| -
|Yes
|
<div style="text-align: left;">
*Finisher cannot be extended.
</div>
|-
|Prosciutto
|Beach Boy! > You can feel shocks through the line!<br>(236L > L/M/H)
|You're soft!<br>(236H)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand Off, the second part of the finisher requires an extra button press.
</div>
|-
|Ghiaccio
|And now you're frozen solid!<br>(236L)
|You thought you could get away from me?<br>(236M)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Risotto
|I won't get closer to you.<br>(3H)
| -
|Yes
|
<div style="text-align: left;">
*Finisher is a Command Normal.
*The finisher will whiff if Risotto allows both hits of 5H to connect.
</div>
|-
|Diavolo
|The passage of time resumes!<br>(236H)
| -
|No
|
<div style="text-align: left;">
*Does not have a finisher in Stand On.
</div>
|-
|Jolyne
|Sweet dreams, creep!<br>(236L)
|So you're the enemy, huh?<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Ermes
|USHAAAA!<br>(236H)
|Uryaaaaaaaaaaa!<br>(236H)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Anasui
|And...RELEASE!<br>(214L)
|Dive!<br>(236H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand Off, the finisher requires at least 0.5 HH Gauge and cannot be charged.
</div>
|-
|Foo Fighters
|Hwah!<br>(623L)
| -
|No
|
|-
|Weather
|Don't you dare touch me! I'll kill you!<br>(623H)
|I'm blowing in!<br>(236L)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand On, the second part of the finisher requires an extra button press.
</div>
|-
|Pucci (WS)
|I order you!<br>(236H)
|Die!<br>(3H)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand On, the finisher is a Command Normal.
</div>
|-
|Pucci (Final)
|I order you!<br>(236H with Whitesnake and Made in Heaven)<br>Be gone!<br>(214L with C-MOON)
|Die!<br>(3H with Whitesnake)<br>I only need one punch.<br>(236L with C-MOON)<br>Here it comes!<br>(236L with Made in Heaven)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*With Whitesnake, the finisher in Stand On is a Command Normal.
*Neither C-MOON nor Made in Heaven have an HHA.
</div>
|-
|Johnny
|I'll call them Tusks!<br>(236L)
|Golden Spin Nail Bullets<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes upon reaching ACT 2.
*In ACT 1, the finisher can chain into HHA both Mounted and Dismounted.
*In ACT 2, the finisher can only chain into HHA if Dismounted.
*In ACTs 3 & 4, the finisher can only chain into HHA if Mounted.
</div>
|-
|Gyro
|I'm gonna throw it away!<br>(623H)
|Run wild, run free!<br>(623M)
|Yes
|
<div style="text-align: left;">
*Finisher changes while Mounted.
</div>
|-
|Diego
|Gouge > Are you ready?!<br>(236L > H)
|USHAAAAAAAA!<br>(236L)
|No
|
<div style="text-align: left;">
*Finisher changes during HHA.
*Outside of HHA, the second part of the finisher requires an extra button press and at least one Holy Corpse part.
*Outside of HHA, the H version was used as the first part of the finisher prior to game version 2.00.
</div>
|-
|AW Diego
|Hmph!<br>(3H)
|Your sentence is death!<br>(623L)
|Yes
|
<div style="text-align: left;">
*Finisher changes while Mounted.
*While Dismounted, the finisher is a Command Normal.
</div>
|-
|Valentine
|It's merely self-defense.<br>(236H)
|Well, now you've done it!<br>(236H)
|No
|
<div style="text-align: left;">
*Finisher changes in Stand On.
</div>
|-
|Josuke (Part 8)
|So slippery! > Zero Friction<br>(236H > 6L/M/H)
|The hell is your problem?!<br>(236L)
|Yes
|
<div style="text-align: left;">
*Finisher changes in Stand On.
*In Stand Off, the second part of the finisher requires an extra button press.
</div>
|-
|Baoh
|Baoh Hardened Saber<br>(214H)
| -
|Yes
|
<div style="text-align: left;">
*The L version was used as the finisher in game version 1.41.
</div>
|}
</center>


==Reversals & Recovery==
==Reversals & Recovery==

Revision as of 13:10, 6 August 2023

Offense

Stand Rush

Quick Stand On

Quick Mount

Flash Cancel

Taunt

Taunt Combos

Assault Assist

Prebuffering

Complete Unblockables

The game has some situations that set up Complete Unblockables, which have no real counterplay to avoiding damage once they're set up.

Blockstring + Unblockable

One of the easiest examples is an Unblockable during a blockstring. If an Unblockable hit occurs while the opponent is stuck in blockstun, it'll be completely unavoidable. Here's some examples set-ups:

  • Blockstring + Unblockable Assist: This works with any character. Examples for Unblockable Assists are Diavolo and Vanilla Ice.
  • Blockstring Assist + Unblockable: if a character has access to an Unblockable attack, they can use an Assist to put a character into blockstun and time their Unblockable to hit during it. Good Assists for this are Joseph or Jotaro (Part 3).
  • Unblockable Stand Rush + Blockstring: an example of this is this sequence by Jotaro (Part 3): s.5H > s.623L(SR) > 3H. Note that there is a gap between s.5H and 3H which can be used to avoid this setup, but if 3H gets blocked the hit from s.623L will be unavoidable.

Hit + Command Throw

A more uncommon example is timing a Command Throw the same frame a Hit would occur. If these two occur on the same frame, it will create an unblockable situation where one of the two will hit depending on the defensive input.

It will become a hit if anything is done to avoid the Command Throw, like jump, otherwise it'll register as the Command Throw. Here's some examples of setting it up:

  • Assist + Command Throw: any character with a Command Throw can use an Assist to time both to hit at the same time. Good example of this is AW Diego's Assist.
  • Projectile + Command Throw: This setup is available to characters who have access to both a delayed (or very active) projectile which has enough range as to where it cannot be backdashed, and a (Command) Throw.
    • An easy example is this sequence by Ghiaccio: 2H > 236H > 214H, which will always result in either a hit or the Command Throw landing. Counterplay to Ghiaccio's setup is jumping to take the hit, as 214H will whiff and its recovery will open it up to be counterattacked (although the victim will always take damage in some form against this setup).
    • Another character is Old Joseph with this sequence: 5H > 214L > 5S > dl.s.63214M using manual timing.

Why does this not work with Throws? The reason for this is the ability to Throw Break, although how that has to be done depends on the setup:

  • When a "Projectile + Throw" or "Assist + Throw" is setup, the first factor to look at is if the "Projectile / Assist" is a "Phantom Hit", a hit without hitstun. In the case of a Phantom Hit + Throw, a Throw Break is all that is needed, which on Oki can just be done by mashing Throw. Examples of projectiles without hitstun on their initial hits which can be used for setups are: Shigechi 623L/M, Jolyne 22X, and Weather Report HHA.
    • While Weather Report HHA has no hitstun in general, Shigechi 623L/M and Jolyne 22X have a trigger Phantom Hit which has no hitstun and is seemingly used to activate the projectile. Shigechi can use the following sequence: 2H > 4/6S > 4/6S > 623L > 5M > 66 > Throw which, as mentioned earlier, can be easily escaped with a Throw Break. For more information on "Phantom Hits" see its separate section on this page.
  • As for a setup without a "Phantom Hit", AW Diego can use the following sequence: Throw > 22L > 66 > dl.Throw, with manual timing applied to create an almost completely unblockable situation. The difference between this setup and Ghiaccio's, is that 22X crumples, and the recovery on AW Diego's Throw is short enough to combo after, meaning this setup cannot be jumped to punish AW Diego. What can be done instead, however, is holding block and Throw Break after the grab hit to beat this set-up. Although it isn't known how exactly this influences the outcome, the blocking is necessary to beat this setup.

"3 Freeze" + Command Throw / Unblockable

An increasingly common setup recently is using Koichi Assist's "3 Freeze" effect to set up and unblockable situation. Previously using a Command Throw while "3 Freeze" was in effect was already inescapable, but now Dodge has been locked away with the recent patch Unblockable attacks are unavoidable as well. Here's some examples:

  • Koichi Assist + Command Throw: any character with a Command Throw can set this up by applying the Freeze effect prior to using an Command Throw on knockdown for example.
  • Koichi Assist + Unblockable: as of Patch 2.0 any character with an Unblockable can set this up by applying the Freeze effect prior to using an Unblockable on knockdown for example.
  • Koichi s.623X / HHA / GHA + Unblockable Assist: can be used by Koichi himself to set up an unblockable situation. Setting up the Freeze effect and then calling either Diavolo or Vanilla Ice to hit them with an Unblockable attack.

For more information on "3 Freeze", see Koichi's page.

Defense

Stylish Evade

Stylish Guard

Stylish Guard (SG) can be input with any combination of buttons as long as it contains Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR, as it has the highest Input Priority in the game. This universal mechanic causes the character to flash white while striking a pose, and parries almost any hit with 0 recovery frames. Stylish Guard will trigger on any hit, except for Throw-type moves (regular Throws and Command Throws), Stroheim 22S, and Risotto 22X. During the move, the character will strike a pose different from their idle animation, meaning their hurtbox gets slightly shifted. This can make it easier or harder for the opponent to hit the Stylish Guard, depending on the character.

Frame Data for Stylish Guard is the same for every character; no exceptions have been discovered so far:

  • Full Duration: 42f
  • Startup: 3f
  • Active: 13f
  • Recovery: 27f
  • Recovery after successful SG: 0f
  • Full Invincibility after successful SG: 14f
  • Max Invincibility after successful SG is canceled early: 4f

Like all moves, SG isn't "frame 1"; it either has to use the Snooze Frames of wake-up, or not get hit to survive frame 1.

When the opponent's Stylish Guard is hit, the attacker can still chain into other moves post-freeze, as it does not count as a whiff. If a Flash Cancel was buffered prior to hitting it, the Flash Cancel will take effect right as it triggers; this behavior is exclusive to Flash Cancel, and can do take place after a Stylish Evade. Flash Canceling post-freeze will have some recovery and not give the attacker equal footing against the opponent.

Recovery after a successful Stylish Guard is 0f; while there's a little 2f reset to the character's idle animation, the opponent's move doesn't continue during this. The defender will get 14 f of invincibility post-freeze if they do nothing; canceling Stylish Guard's recovery with valid options will reduce this window to 4 frames (as long as it doesn't go over that 14 frame limit). For example, using a 5f 5L after a Stylish Guard, with the opponent using a move as well, will render the original attacker invincible for the startup and trade as the hit happens.

Dodge

Proximity Blocks

Throw Clash/Break

Throw Clashes/Breaks will happen either when two Throws clash with each other by both being in startup, or when at least two attack buttons are input within a 6 frame window after the Throw connects. A Throw Clash or Break will make both characters invincible and always result in both characters resetting to neutral with neither side having a frame advantage.

  • If it's a Throw Clash, meaning any Throw input before or on the frame the throw hits, it'll Throw Break 2 frames after the Throw hits.
  • If it's a Throw Break input two frames after the Throw hits, it'll break 26 frames after the Throw hits.

Throw Break uses Hitstun Snooze Frames, so the only options upon getting hit post-invincibility are Block, Stylish Evade, or Jump. Players can abuse this by setting up an Assist (possibly one with an Unblockable hit) prior to the Throw Break to limit their opponent's options.

The Flash Cancel bind can be used to Throw in neutral, but it cannot be used to Throw Break. It can only Throw Clash as long as startup has reached frame 3.

Reversal Assist

Fuzzy Guard

White Health

Reversals & Recovery

Reversals

Jumping

Dash

WORK IN PROGRESS

During a dash, recovery may very depending on what button is pressed during the dash. Every character, except for Wamuu and GER Giorno, has an Instant, Late and Full recovery. Instant recovery is the same for every character, while Slow and Full may vary.

Instant

Instant recovery happens at frame 5 of the dash, the following options can be performed from this frame onward:

  • Normal (Crouching and Standing)
  • Special Moves
  • Throw
  • Backward/Neutral/Dash Jump
  • HHA
  • Pillar Men Mode

Late

Late recovery happens at different frames depending on character within a range of 9 to 17 frames. For character-specific numbers, check out the Character Movement Frame Data table.

The following options, including those of Instant recovery, can be performed from these frames onward:

  • Command Normal
  • Stylish Guard (Cannot be buffered)
  • Rotate
  • Forward Jump
  • Shigechi Style

Full

Full recovery happens at different frames depending on character within a range of 23 to 27 frames. For character-specific numbers, check out the Character Movement Frame Data table.

The following options, including those of Instant and Late recovery, can be performed from these frames onward:

  • Stand On/Off, Hamon Breathing
  • GHA
  • Walk
  • (Back)dash

Back Dash

Snooze Frames

Hitstun

Blockstun

Flipout

Hard Knockdown

Soft Knockdown

Phantom Hit

Input Tricks

Option Selects

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used in this game to shut down multiple options that an opponent may try to use to get out of certain situations. Written below are a few examples.

Stylish Guard Tech

Since Stylish Guard has the highest Input Priority in the game, this can be easily used to the player's advantage by inputting Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR / Template:NotationIcon-JJASBR. This extra input has no reprocussions whatsoever, and simply allows the user to Throw Break automatically in the case of being grabbed prior to the Stylish Guard. Of course, this doesn't work if the Stylish Guard appears before the Throw, as that will count as a punish instead. Technically, this should always be used instead of a regular Stylish Guard.

Bonbei Oki

Discovered by Bonbei, accessible to characters with QSOn or QM, this uses the cancel difference between whiffing or hitting a move. A more complicated OS using Any attack button > Template:NotationIcon-JJASBR + Command Normal / Special Move.

On Oki for example, this can be used to set up a meaty normal, which on whiff, Stylish Guard, or Stylish Evade will be canceled into QSOn/QM, and on Hit/Block will be the desired Special/Command Normal. This way, players can safely cut their recovery upon whiff (for 0.5 HH Gauge of course), and easily confirm on the Special Move / Command Normal for hit/block. Note that against Stylish Guard and Stylish Evade, QSOn's recovery is too high to be able to protect oneself from a lot of moves, while for QM the hitbox created can stuff any counterattack. Best on characters that have a Special Move / Command Normal they can safely use on hit/block.

FC Bonbei Oki

A variation on Bonbei Oki, accessible to every character (and useful for plenty), which uses a Flash Cancel instead. A similar OS generally using Any attack button > Flash Cancel button + Command Normal / Special Move (that doesn't use a 236 motion).

This can also be done with all three attack buttons instead of the Flash Cancel button, but at the cost of causing Special Moves to default to the Heavy version (while also defaulting to Command Normals that involve the L button). This way allwos the character to safely cut their recovery upon whiff, Stylish Guard, and Stylish Evade (for 1 bar of course), and easily confirm on a Special Move / Command Normal for hit/block. The benefit of this compared to regular Bonbei Oki, is that recovery is completely removed against Stylish Guard and Stylish Evade, leaving the defender on equal footing post-freeze.

The reason 236 inputs cannot be used is because they will be read as a HHA or GHA. Some character-specific installs (like Kars' Modes or Fugo's Purple Haze Distortion) can mess with the setup as well, though they would still Flash Cancel on whiff, Stylish Guard, or Stylish Evade.

Input Priority

While simultaneously inputting multiple options at the same time, this game will prioritize them in a certain order. Note that when a certain action isn't possible in the situation the character's in, it'll go for the next possible one. For instance, when inputting 5H and then 236L+M+H, a Flash Cancel will take effect, as a GHA cancel is not possible on whiff.

The Input Priority order, depending on the situation, is as follows:

  • In Neutral/Combo: Stylish Guard > GHA > HHA > Special > Throw > Command Normal > Flash Cancel > Style > Heavy > Medium > Light > Dodge > Jump
  • For Command Normals: Light > Medium > Heavy
  • For Special Moves: Heavy > Medium > Light > Style

Special Moves in detail

When performing a Special Move, there is a window of X frames after the first direction was pressed for the attack button input to successfully perform the special move. For instance, inputting 2-3-6 sequentially one frame after another gives X frames to input the desired attack button.

If two separate Special Move movements are both valid in the same input frame, the game will prioritize the first. For instance, inputting 2-3-6, then immediately after 2-1-4 and an attack button, will result in the game outputting a 2-3-6 Special Move instead. As a result, the input window of the first Special Move direction must time out before a different one can appear.

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