User:GunBlaze/Sandbox: Difference between revisions

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|Baoh
|Baoh
|17.80
|17.80
|-
|}
</center>
===HHA / GHA Data===
<center>
{| class="wikitable sortable" style="margin:0em auto 0em auto; text-align:center;"
|+ HHA/GHA Damage
|-
!Character
!HHA
!GHA (LV1)
!GHA (LV2)
!GHA (LV3)
!GHA Duration (sec.)
!Notes
|-
|Jonathan
|190
|340
|408
|510
|14.85
|
|-
|Zeppeli
|200
|360
|432
|540
|14.55
|
|-
|Speedwagon
|170
|382
|458
|573
|15.96
|
|-
|Dio Brando
|170
|330
|396
|495
|15.84
|
<div style="text-align: left;">
*HHA is non-cinematic.
</div>
|-
|Joseph
|84<br>(98/128/148/168)<br>[182/212/232/252]
|320/356/391/429
|369/411/452/495
|444/495/543/595
|11.29
|
<div style="text-align: left;">
*Damage listed in <code>()</code> and <code>[]</code> for HHA (and in general for GHA) takes "Guess I did it again!" Levels into consideration (LV0/LV1/LV2/LVMAX).
*Damage listed in <code>()</code> for HHA takes only the follow-up into consideration.
*Damage listed in <code>[]</code> for HHA assumes all hits connect and includes the follow-up.
*While HHA is non-cinematic, 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 LV damage boost under any circumstance.
</div>
|-
|Caesar
|210
|320
|384
|480
|16.22
|
<div style="text-align: left;">
*HHA and GHA are considered projectiles.
</div>
|-
|Lisa Lisa
|160
|340
|408
|510
|18.58
|
<div style="text-align: left;">
*HHA is Unblockable and can hit OTG.
*HHA is completely incapable of triggering a Counter Hit.
*GHA acts as a counterattack, but will transition into a hit if not triggered.
</div>
|-
|Stroheim
|204
|340
|408
|510
|16.56
|
<div style="text-align: left;">
*HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
*GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
</div>
|-
|Wamuu
|199
|318
|381
|477
|9.52
|
<div style="text-align: left;">
*HHA is non-cinematic.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA is non-cinematic until the final 9 hits.
</div>
|-
|Esidisi
|170
|340
|408
|510
|14.06
|
<div style="text-align: left;">
*HHA heals Esidisi on a successful hit.
*If HHA is used during Mode 2, it will not cost HH Gauge.
</div>
|-
|Kars
|174 (191)
|0
|0
|0
|13.64
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA takes Modes into consideration.
*Damage listed for HHA assumes all hits connect.
*HHA is non-cinematic until the final hit.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA triggers a permanent transformation.
</div>
|-
|Jotaro (Part 3)
|100 (203)
|360
|432
|540
|13.87
|
<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
|14.59
|
<div style="text-align: left;">
*HHA acts as a counterattack.
</div>
|-
|Avdol
|216
|340
|408
|510
|11.82
|
|-
|Kakyoin
|168
|315
|378
|473
|13.79
|
<div style="text-align: left;">
*GHA is considered a projectile.
*Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding 30 extra damage.
**This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
</div>
|-
|Polnareff
|0
|322
|386
|483
|15.46
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
</div>
|-
|Iggy
|142
|348
|417
|522
|14.49 (Default)<br>16.30 (Alternate)
|
<div style="text-align: left;">
*GHA has an alternate animation if Iggy uses his "Special A" costume.
</div>
|-
|Hol Horse
|73/84 [80/92]<br>(193/219 [212/241])
|320 [352]
|384 [422]
|480 [528]
|15.04
|
<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 versions (normal/enhanced).
*Damage listed in <code>[]</code> for both HHA and GHA takes "Hol Horse loves the ladies!" into consideration (normal/enhanced for HHA).
*HHA is non-cinematic and is considered a projectile.
*GHA can hit OTG.
</div>
|-
|Mariah
|136/204/272
|304
|364
|456
|17.47
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
*GHA tracks the opponent's location.
</div>
|-
|Pet Shop
|180
|348
|417
|522
|12.67
|
<div style="text-align: left;">
*Both HHA and GHA can be used in the air via Flight Mode.
</div>
|-
|Vanilla Ice
|190
|340
|407
|510
|12.68
|
<div style="text-align: left;">
*Neither HHA nor GHA can be used while in Stand On.
*HHA refills the Stand Power Gauge on a successful hit.
*Both HHA and GHA are Unblockable.
</div>
|-
|DIO
|160 (120)
|348
|417
|522
|19.30 (Default)<br>34.98 (Alternate)
|
<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 HH Gauges.
</div>
|-
|Josuke (Part 4)
|176 (250)
|316
|379
|474
|17.99
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA includes the follow-up.
</div>
|-
|Jotaro (Part 4)
|215
|325
|389
|487
|15.56
|
|-
|Koichi
|190
|318
|381
|477
|15.45
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Both HHA and GHA inflict 3 Freeze.
</div>
|-
|Okuyasu
|158
|360
|431
|540
|14.04
|
<div style="text-align: left;">
*Both HHA and GHA are Unblockable.
*HHA is non-cinematic, can hit OTG, and can be delayed.
*HHA moves Okuyasu a set distance towards and above the opponent if used while in Stand Off.
*HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
*Okuyasu takes self-damage during GHA.
</div>
|-
|Yukako
|180
|313
|375
|469
|15.72
|
<div style="text-align: left;">
*HHA is non-cinematic.
*GHA tracks the opponent's location.
</div>
|-
|Rohan
|172
|300
|360
|450
|14.50
|
<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 drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
</div>
|-
|Shigechi
|186
|354
|424
|531
|13.03
|
<div style="text-align: left;">
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA restore 3 Harvest stacks upon use.
</div>
|-
|Yuya
|138
|316
|379
|474
|18.10
|
<div style="text-align: left;">
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
</div>
|-
|Keicho
|148
|288
|345
|432
|17.06
|
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
</div>
|-
|Akira
|168 (206)
|309 (361)
|370 (433)
|463 (541)
|15.91
|
<div style="text-align: left;">
*Both HHA and GHA refill the Electricity Gauge.
*Damage listed in <code>()</code> for both HHA and GHA takes MAX Electricity into consideration.
</div>
|-
|Kira
|210
|342
|410
|513
|16.09
|
<div style="text-align: left;">
*GHA is Unblockable, can hit OTG, and tracks the opponent's location.
</div>
|-
|Kosaku
|220
|252
|302
|378
|24.31
|
<div style="text-align: left;">
*HHA acts as a counterattack.
*GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
</div>
|-
|Giorno
|170
|0
|0
|0
|12.77
|
<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
|18.05
|
<div style="text-align: left;">
*HHA has Super Armor and forces Bucciarati into Stand Off on a successful hit.
*Bucciarati takes self-damage during HHA.
*GHA can hit OTG.
</div>
|-
|Mista
|190
|374
|448
|561
|14.87
|
<div style="text-align: left;">
*Damage listed for both HHA and GHA assumes all bullets connect, as each bullet deals individual damage.
*HHA is non-cinematic and has slightly higher minimum damage than average.
*GHA is considered a projectile and homes in on the opponent.
</div>
|-
|Narancia
|180
|330
|395
|495
|15.23
|
<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
|16.17
|
<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
|170 (200)
|320
|383
|480
|15.29
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed in <code>()</code> for HHA is for the Extended version.
</div>
|-
|Abbacchio
|190
|340
|407
|510
|20.09
|
|-
|Prosciutto
|200
|369
|442
|553
|16.25
|
<div style="text-align: left;">
*HHA acts as a counterattack and inflicts Aging.
*GHA dismisses The Grateful Dead, and can hit OTG.
</div>
|-
|Ghiaccio
|0
|360
|432
|540
|22.58
|
<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
|340
|408
|510
|16.46
|
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
*GHA inflicts Iron Deficiency.
</div>
|-
|Diavolo
|0
|504
|604
|756
|16.07
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
*GHA acts as a counterattack.
</div>
|-
|Jolyne
|186
|357
|428
|535
|13.58
|
|-
|Ermes
|200<br>(250/220/310)
|336
|403
|504
|11.96
|
<div style="text-align: left;">
*HHA acts as a counterattack.
*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
|17.88
|
<div style="text-align: left;">
*HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".
*GHA is considered a projectile.
</div>
|-
|Anasui
|206
|356
|427
|534
|16.46
|
<div style="text-align: left;">
*HHA can be delayed.
*GHA tracks the opponent's location.
</div>
|-
|Weather
|0
|312
|374
|468
|15.65
|
<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
|13.78
|
<div style="text-align: left;">
*HHA seals the opponent's own HHA on a successful hit.
*GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
</div>
|-
|Pucci (Final)
|144
|5
|5
|5
|16.21 (Default)<br>19.28 (Alternate)
|
<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 a successful hit.
*GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
</div>
|-
|Johnny
|140/170/200<br>(168/192/251)
|319 (329)
|382 (394)
|478 (493)
|16.81 (Default)<br>22.10 (Alternate)
|
<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 both 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, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
**Uniquely, its activation is not affected by Damage Scaling.
</div>
|-
|Gyro
|179 (188)
|310
|372
|465
|8.63 (Default)<br>15.39 (Alternate)
|
<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, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
</div>
|-
|Diego
|0
|360
|432
|540
|16.20
|
<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
|15.48
|
<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
|15.47
|
<div style="text-align: left;">
*HHA acts as a counterattack.
*GHA is Unblockable.
</div>
|-
|Josuke (Part 8)
|190
|297
|356
|445
|15.67
|
<div style="text-align: left;">
*HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
</div>
|-
|Wonder of U
|153/181/210
|440/470/500
|528/564/599
|660/705/750
|18.30
|
<div style="text-align: left;">
*Damage listed for both HHA and GHA takes Calamity Levels into consideration (LV1/LV2/LV3).
*HHA hits the entire stage and can hit OTG.
*GHA acts as a counterattack.
</div>
|-
|Baoh
|192 (168)
|372
|446
|558
|17.80
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA refers to ranges beyond point blank.
</div>
|-
|-
|}
|}
Line 303: Line 1,030:
|510
|510
|
|
<div style="text-align: left;">
*Total GHA duration: 14.85 seconds.
</div>
|-
|-
|Zeppeli
|Zeppeli
Line 310: Line 1,040:
|540
|540
|
|
<div style="text-align: left;">
*Total GHA duration: 14.55 seconds.
</div>
|-
|-
|Speedwagon
|Speedwagon
Line 317: Line 1,050:
|573
|573
|
|
<div style="text-align: left;">
*Total GHA duration: 15.96 seconds.
</div>
|-
|-
|Dio Brando
|Dio Brando
Line 326: Line 1,062:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA is non-cinematic.
*HHA is non-cinematic.
*Total GHA duration: 15.84 seconds.
</div>
</div>
|-
|-
Line 341: Line 1,078:
*HHA is considered a projectile, and each bullet deals individual damage.
*HHA is considered a projectile, and each bullet deals individual damage.
*GHA can hit OTG, but its activation is not counted towards the GHA LV damage boost under any circumstance.
*GHA can hit OTG, but its activation is not counted towards the GHA LV damage boost under any circumstance.
*Total GHA duration: 11.29 seconds.
</div>
</div>
|-
|-
Line 351: Line 1,089:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA and GHA are considered projectiles.
*HHA and GHA are considered projectiles.
*Total GHA duration: 16.22 seconds.
</div>
</div>
|-
|-
Line 363: Line 1,102:
*HHA is completely incapable of triggering a Counter Hit.
*HHA is completely incapable of triggering a Counter Hit.
*GHA acts as a counterattack, but will transition into a hit if not triggered.
*GHA acts as a counterattack, but will transition into a hit if not triggered.
*Total GHA duration: 18.58 seconds.
</div>
</div>
|-
|-
Line 374: Line 1,114:
*HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
*HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
*GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
*GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
*Total GHA duration: 16.56 seconds.
</div>
</div>
|-
|-
Line 386: Line 1,127:
*If HHA is used during Mode 2, it will not cost HH Gauge.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA is non-cinematic until the final 9 hits.
*GHA is non-cinematic until the final 9 hits.
*Total GHA duration: 9.52 seconds.
</div>
</div>
|-
|-
Line 397: Line 1,139:
*HHA heals Esidisi on a successful hit.
*HHA heals Esidisi on a successful hit.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*Total GHA duration: 14.06 seconds.
</div>
</div>
|-
|-
Line 411: Line 1,154:
*If HHA is used during Mode 2, it will not cost HH Gauge.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA triggers a permanent transformation.
*GHA triggers a permanent transformation.
*Total GHA duration: 13.64 seconds.
</div>
</div>
|-
|-
Line 422: Line 1,166:
*HHA is non-cinematic.
*HHA is non-cinematic.
*Damage listed in <code>()</code> for HHA is for the Extended version.
*Damage listed in <code>()</code> for HHA is for the Extended version.
*Total GHA duration: 13.87 seconds.
</div>
</div>
|-
|-
Line 432: Line 1,177:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA acts as a counterattack.
*HHA acts as a counterattack.
*Total GHA duration: 14.59 seconds.
</div>
</div>
|-
|-
Line 440: Line 1,186:
|510
|510
|
|
<div style="text-align: left;">
*Total GHA duration: 11.82 seconds.
</div>
|-
|-
|Kakyoin
|Kakyoin
Line 451: Line 1,200:
*Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding 30 extra damage.
*Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding 30 extra damage.
**This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
**This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
*Total GHA duration: 13.79 seconds.
</div>
</div>
|-
|-
Line 461: Line 1,211:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA triggers a temporary transformation.
*HHA triggers a temporary transformation.
*Total GHA duration: 15.46 seconds.
</div>
</div>
|-
|-
Line 471: Line 1,222:
<div style="text-align: left;">
<div style="text-align: left;">
*GHA has an alternate animation if Iggy uses his "Special A" costume.
*GHA has an alternate animation if Iggy uses his "Special A" costume.
*Total GHA duration: 14.49 seconds (16.30 seconds for the alternate version).
</div>
</div>
|-
|-
Line 485: Line 1,237:
*HHA is non-cinematic and is considered a projectile.
*HHA is non-cinematic and is considered a projectile.
*GHA can hit OTG.
*GHA can hit OTG.
*Total GHA duration: 15.04 seconds.
</div>
</div>
|-
|-
Line 497: Line 1,250:
*Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
*Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
*GHA tracks the opponent's location.
*GHA tracks the opponent's location.
*Total GHA duration: 17.47 seconds.
</div>
</div>
|-
|-
Line 507: Line 1,261:
<div style="text-align: left;">
<div style="text-align: left;">
*Both HHA and GHA can be used in the air via Flight Mode.
*Both HHA and GHA can be used in the air via Flight Mode.
*Total GHA duration: 12.67 seconds.
</div>
</div>
|-
|-
Line 519: Line 1,274:
*HHA refills the Stand Power Gauge on a successful hit.
*HHA refills the Stand Power Gauge on a successful hit.
*Both HHA and GHA are Unblockable.
*Both HHA and GHA are Unblockable.
*Total GHA duration: 12.68 seconds.
</div>
</div>
|-
|-
Line 532: Line 1,288:
*GHA has an alternate animation if used against Jotaro (Part 3).
*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 HH Gauges.
**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 HH Gauges.
*Total GHA duration: 19.30 seconds (34.98 seconds for the alternate version).
</div>
</div>
|-
|-
Line 542: Line 1,299:
<div style="text-align: left;">
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA includes the follow-up.
*Damage listed in <code>()</code> for HHA includes the follow-up.
*Total GHA duration: 17.99 seconds.
</div>
</div>
|-
|-
Line 550: Line 1,308:
|487
|487
|
|
<div style="text-align: left;">
*Total GHA duration: 15.56 seconds.
</div>
|-
|-
|Koichi
|Koichi
Line 560: Line 1,321:
*HHA is non-cinematic.
*HHA is non-cinematic.
*Both HHA and GHA inflict 3 Freeze.
*Both HHA and GHA inflict 3 Freeze.
*Total GHA duration: 15.45 seconds.
</div>
</div>
|-
|-
Line 574: Line 1,336:
*HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
*HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
*Okuyasu takes self-damage during GHA.
*Okuyasu takes self-damage during GHA.
*Total GHA duration: 14.04 seconds.
</div>
</div>
|-
|-
Line 585: Line 1,348:
*HHA is non-cinematic.
*HHA is non-cinematic.
*GHA tracks the opponent's location.
*GHA tracks the opponent's location.
*Total GHA duration: 15.72 seconds.
</div>
</div>
|-
|-
Line 596: Line 1,360:
*HHA locks out all of the opponent's Command Normals, Special Moves and Style actions (except Stand On/Off and Mounting) for 5 seconds.
*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 drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
*GHA drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
*Total GHA duration: 14.50 seconds.
</div>
</div>
|-
|-
Line 607: Line 1,372:
*HHA is non-cinematic and can hit OTG.
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA restore 3 Harvest stacks upon use.
*Both HHA and GHA restore 3 Harvest stacks upon use.
*Total GHA duration: 13.03 seconds.
</div>
</div>
|-
|-
Line 618: Line 1,384:
*HHA is non-cinematic and can hit OTG.
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
*Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
*Total GHA duration: 18.10 seconds.
</div>
</div>
|-
|-
Line 628: Line 1,395:
<div style="text-align: left;">
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
*Both HHA and GHA are considered projectiles.
*Total GHA duration: 17.06 seconds.
</div>
</div>
|-
|-
Line 639: Line 1,407:
*Both HHA and GHA refill the Electricity Gauge.
*Both HHA and GHA refill the Electricity Gauge.
*Damage listed in <code>()</code> for both HHA and GHA takes MAX Electricity into consideration.
*Damage listed in <code>()</code> for both HHA and GHA takes MAX Electricity into consideration.
*Total GHA duration: 15.91 seconds.
</div>
</div>
|-
|-
Line 649: Line 1,418:
<div style="text-align: left;">
<div style="text-align: left;">
*GHA is Unblockable, can hit OTG, and tracks the opponent's location.
*GHA is Unblockable, can hit OTG, and tracks the opponent's location.
*Total GHA duration: 16.09 seconds.
</div>
</div>
|-
|-
Line 660: Line 1,430:
*HHA acts as a counterattack.
*HHA acts as a counterattack.
*GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
*GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
*Total GHA duration: 24.31 seconds.
</div>
</div>
|-
|-
Line 670: Line 1,441:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA prevents the opponent from taking any actions aside from Assist for a period of time.
*HHA prevents the opponent from taking any actions aside from Assist for a period of time.
*Total GHA duration: 12.77 seconds.
*GHA triggers a temporary transformation.
*GHA triggers a temporary transformation.
</div>
</div>
Line 681: Line 1,453:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA has Super Armor and forces Bucciarati into Stand Off on a successful hit.
*HHA has Super Armor and forces Bucciarati into Stand Off on a successful hit.
*Total GHA duration: 18.05 seconds.
*Bucciarati takes self-damage during HHA.
*Bucciarati takes self-damage during HHA.
*GHA can hit OTG.
*GHA can hit OTG.
Line 695: Line 1,468:
*HHA is non-cinematic and has slightly higher minimum damage than average.
*HHA is non-cinematic and has slightly higher minimum damage than average.
*GHA is considered a projectile and homes in on the opponent.
*GHA is considered a projectile and homes in on the opponent.
*Total GHA duration: 14.87 seconds.
</div>
</div>
|-
|-
Line 705: Line 1,479:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA is non-cinematic, and is considered a projectile from the second hit onwards.
*HHA is non-cinematic, and is considered a projectile from the second hit onwards.
*Total GHA duration: 15.23 seconds.
</div>
</div>
|-
|-
Line 716: Line 1,491:
*HHA is non-cinematic, applies the Homicidal Virus, and refills 3 Homicidal Virus Capsules.
*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.
*GHA triggers a permanent transformation upon use and refills all Homicidal Virus Capsules.
*Total GHA duration: 16.17 seconds.
</div>
</div>
|-
|-
Line 727: Line 1,503:
*HHA is non-cinematic.
*HHA is non-cinematic.
*Damage listed in <code>()</code> for HHA is for the Extended version.
*Damage listed in <code>()</code> for HHA is for the Extended version.
*Total GHA duration: 15.29 seconds.
</div>
</div>
|-
|-
Line 735: Line 1,512:
|510
|510
|
|
<div style="text-align: left;">
*Total GHA duration: 20.09 seconds.
</div>
|-
|-
|Prosciutto
|Prosciutto
Line 745: Line 1,525:
*HHA acts as a counterattack and inflicts Aging.
*HHA acts as a counterattack and inflicts Aging.
*GHA dismisses The Grateful Dead, and can hit OTG.
*GHA dismisses The Grateful Dead, and can hit OTG.
*Total GHA duration: 16.25 seconds.
</div>
</div>
|-
|-
Line 756: Line 1,537:
*HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
*HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
*GHA forces Ghiaccio into Stand Off upon use.
*GHA forces Ghiaccio into Stand Off upon use.
*Total GHA duration: 22.58 seconds.
</div>
</div>
|-
|-
Line 767: Line 1,549:
*Both HHA and GHA are considered projectiles.
*Both HHA and GHA are considered projectiles.
*GHA inflicts Iron Deficiency.
*GHA inflicts Iron Deficiency.
*Total GHA duration: 16.46 seconds.
</div>
</div>
|-
|-
Line 778: Line 1,561:
*HHA triggers a temporary transformation.
*HHA triggers a temporary transformation.
*GHA acts as a counterattack.
*GHA acts as a counterattack.
*Total GHA duration: 16.07 seconds.
</div>
</div>
|-
|-
Line 786: Line 1,570:
|535
|535
|
|
<div style="text-align: left;">
*Total GHA duration: 13.58 seconds.
</div>
|-
|-
|Ermes
|Ermes
Line 797: Line 1,584:
*Damage listed in <code>()</code> for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
*Damage listed in <code>()</code> for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
*Ermes takes self-damage during HHA.
*Ermes takes self-damage during HHA.
*Total GHA duration: 11.96 seconds.
</div>
</div>
|-
|-
Line 808: Line 1,596:
*HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".  
*HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".  
*GHA is considered a projectile.
*GHA is considered a projectile.
*Total GHA duration: 17.88 seconds.
</div>
</div>
|-
|-
Line 819: Line 1,608:
*HHA can be delayed.
*HHA can be delayed.
*GHA tracks the opponent's location.
*GHA tracks the opponent's location.
*Total GHA duration: 16.46 seconds.
</div>
</div>
|-
|-
Line 830: Line 1,620:
*HHA is non-cinematic and triggers a temporary transformation for the opponent.
*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.
*While under the effects of Mode 3, Wamuu is completely immune to Weather's HHA.
*Total GHA duration: 15.65 seconds.
</div>
</div>
|-
|-
Line 841: Line 1,632:
*HHA seals the opponent's own HHA on a successful hit.
*HHA seals the opponent's own HHA on a successful hit.
*GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
*GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
*Total GHA duration: 13.78 seconds.
</div>
</div>
|-
|-
Line 852: Line 1,644:
*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 a successful hit.
*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 a successful hit.
*GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
*GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
*Total GHA duration: 16.21 seconds (19.28 seconds for the alternate version).
</div>
</div>
|-
|-
Line 868: Line 1,661:
*GHA triggers ACT 4 upon use, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
*GHA triggers ACT 4 upon use, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
**Uniquely, its activation is not affected by Damage Scaling.
**Uniquely, its activation is not affected by Damage Scaling.
*Total GHA duration: 16.81 seconds (22.10 seconds for the alternate version).
</div>
</div>
|-
|-
Line 880: Line 1,674:
*HHA is available while both Mounted and Dismounted.
*HHA is available while both Mounted and Dismounted.
*GHA triggers Golden Spin Mode upon use, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
*GHA triggers Golden Spin Mode upon use, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
*Total GHA duration: 8.63 seconds (15.39 seconds for the alternate version).
</div>
</div>
|-
|-
Line 891: Line 1,686:
*HHA triggers a temporary transformation.
*HHA triggers a temporary transformation.
*HHA and GHA are only available while Dismounted, forcing Diego out of Mounted Mode upon use.
*HHA and GHA are only available while Dismounted, forcing Diego out of Mounted Mode upon use.
*Total GHA duration: 16.20 seconds.
</div>
</div>
|-
|-
Line 902: Line 1,698:
*HHA is available while both Mounted and Dismounted.
*HHA is available while both Mounted and Dismounted.
*GHA is only available while Mounted, forcing AW Diego into Mounted Mode upon use.
*GHA is only available while Mounted, forcing AW Diego into Mounted Mode upon use.
*Total GHA duration: 15.48 seconds.
</div>
</div>
|-
|-
Line 913: Line 1,710:
*HHA acts as a counterattack.
*HHA acts as a counterattack.
*GHA is Unblockable.
*GHA is Unblockable.
*Total GHA duration: 15.47 seconds.
</div>
</div>
|-
|-
Line 923: Line 1,721:
<div style="text-align: left;">
<div style="text-align: left;">
*HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
*HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
*Total GHA duration: 15.67 seconds.
</div>
</div>
|-
|-
Line 935: Line 1,734:
*HHA hits the entire stage and can hit OTG.
*HHA hits the entire stage and can hit OTG.
*GHA acts as a counterattack.
*GHA acts as a counterattack.
*Total GHA duration: 18.30 seconds.
</div>
</div>
|-
|-
Line 945: Line 1,745:
<div style="text-align: left;">
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA refers to ranges beyond point blank.
*Damage listed in <code>()</code> for HHA refers to ranges beyond point blank.
*Total GHA duration: 17.80 seconds.
</div>
</div>
|-
|-

Revision as of 16:12, 27 April 2024

Health Values

Health Values
Health Character(s) Notes
1050 Part 6: JJASBR Ermes Small Icon.png Ermes
  • Ermes triggers Resolve Mode at 20% health.
1000 Part 1: JJASBR Jonathan Small Icon.png Jonathan
Part 2: JJASBR Joseph Small Icon.png Joseph, JJASBR Stroheim Small Icon.png Stroheim
Part 3: JJASBR Jotaro Part 3 Small Icon.png Jotaro (Part 3), JJASBR Avdol Small Icon.png Avdol
Part 4: JJASBR Josuke Part 4 Small Icon.png Josuke (Part 4), JJASBR Jotaro Part 4 Small Icon.png Jotaro (Part 4), JJASBR Okuyasu Small Icon.png Okuyasu, JJASBR Rohan Small Icon.png Rohan
Part 5: JJASBR Risotto Small Icon.png Risotto
Part 8: JJASBR Josuke Part 8 Small Icon.png Josuke (Part 8)
  • Through a certain ability, Jonathan can revive after a KO with 100 health.
  • Through a certain ability, Risotto can recover 100 health as White Damage.
950 Part 1: JJASBR Zeppeli Small Icon.png Zeppeli, JJASBR Speedwagon Small Icon.png Speedwagon
Part 2: JJASBR Caesar Small Icon.png Caesar, JJASBR Wamuu Small Icon.png Wamuu
Part 3: JJASBR Old Joseph Small Icon.png Old Joseph, JJASBR Hol Horse Small Icon.png Hol Horse, JJASBR Vanilla Ice Small Icon.png Vanilla Ice
Part 4: JJASBR Akira Small Icon.png Akira, JJASBR Kira Small Icon.png Kira
Part 5: JJASBR Giorno Small Icon.png Giorno, JJASBR Bruno Small Icon.png Bucciarati, JJASBR Mista Small Icon.png Mista, JJASBR Trish Small Icon.png Trish, JJASBR Abbacchio Small Icon.png Abbacchio, JJASBR Prosciutto Small Icon.png Prosciutto, JJASBR Ghiaccio Small Icon.png Ghiaccio
Part 6: JJASBR Jolyne Small Icon.png Jolyne
Part 7: JJASBR Johnny Small Icon.png Johnny
  • Wamuu and Vanilla Ice are considered Stone Mask characters, incurring White Damage upon being hit.
  • Through a certain ability, Vanilla Ice can recover health.
  • Giorno, Bucciarati, Mista, Abbacchio, Prosciutto and Ghiaccio trigger Resolve Mode at 20% health.
  • For the cost of 1 HH Gauge, Bucciarati can revive after a KO with 95 health.
  • Through a certain ability, Giorno can recover 100 health as White Damage.
930 Part 3: JJASBR Polnareff Small Icon.png Polnareff
920 Part 7: JJASBR Diego Small Icon.png Diego, JJASBR AW Diego Small Icon.png AW Diego
900 Part 2: JJASBR Lisa Lisa Small Icon.png Lisa Lisa
Part 3: JJASBR Kakyoin Small Icon.png Kakyoin, JJASBR Mariah Small Icon.png Mariah
Part 4: JJASBR Koichi Small Icon.png Koichi, JJASBR Yukako Small Icon.png Yukako, JJASBR Shigechi Small Icon.png Shigechi, JJASBR Keicho Small Icon.png Keicho, JJASBR Kosaku Small Icon.png Kosaku
Part 5: JJASBR Fugo Small Icon.png Fugo, JJASBR Diavolo Small Icon.png Diavolo
Part 6: JJASBR FF Small Icon.png Foo Fighters, JJASBR Anasui Small Icon.png Anasui, JJASBR Weather Small Icon.png Weather, JJASBR WS Pucci Small Icon.png Pucci (WS), JJASBR Final Pucci Small Icon.png Pucci (Final)
Part 7: JJASBR Gyro Small Icon.png Gyro, JJASBR Valentine Small Icon.png Valentine
  • Prior to version 2.00, Kakyoin possessed 1000 health.
  • For the cost of 1 HH Gauge, Yukako can revive after a match-losing KO with 175 health.
  • Prior to version 2.00, Keicho possessed 840 health.
  • Prior to version 1.30, Kosaku possessed 1000 health.
  • Through his GHA, Kosaku can recover 200 health.
  • Fugo triggers Resolve Mode at 20% health.
  • Prior to version 2.30, Foo Fighters possessed 950 health.
  • Through her HHA, Foo Fighters can recover 100 health.
  • Obtaining 2 Holy Corpse parts reduces the amount of damage Valentine takes by 10%.
  • With D4C -Love Train- active, the amount of damage taken by Valentine is reduced by 25%.
  • Once per match, Valentine can fully recover his health through a certain ability.
850 Part 2: JJASBR Kars Small Icon.png Kars
Part 4: JJASBR Yuya Small Icon.png Yuya
Part 5: JJASBR Narancia Small Icon.png Narancia
Part 8: JJASBR Wonder of U Small Icon.png Wonder of U
Other: JJASBR Baoh Small Icon.png Baoh
  • Kars is considered a Stone Mask character, incurring White Damage upon being hit.
  • Through certain abilities, Yuya can recover health as White Damage.
  • Prior to version 1.30, Narancia possessed 950 health.
  • Wonder of U's Calamity Level increases as it loses health.
  • Baoh triggers Baoh Armed Phenomenon at different amounts of health:
    • Level 1 is triggered by reaching less than 75% health.
    • Level 2 is triggered by reaching less than 50% health.
    • Level 3 is triggered by reaching less than 25% health.
840 Part 3: JJASBR DIO Small Icon.png DIO
  • DIO is considered a Stone Mask character, incurring White Damage upon being hit.
  • Through a certain ability, DIO can recover health.
800 Part 1: JJASBR Dio Brando Small Icon.png Dio Brando
Part 2: JJASBR Esidisi Small Icon.png Esidisi
Part 3: JJASBR Iggy Small Icon.png Iggy, JJASBR Pet Shop Small Icon.png Pet Shop
  • Dio Brando and Esidisi are considered Stone Mask characters, incurring White Damage upon being hit.
  • Through certain abilities, Dio Brando can recover health.
  • Through his HHA, Esidisi can recover 120 health.

HHA / GHA Data

Total GHA Duration

Total GHA Duration
Character GHA Duration (seconds)
Jonathan 14.85
Zeppeli 14.55
Speedwagon 15.96
Dio Brando 15.84
Joseph 11.29
Caesar 16.22
Lisa Lisa 18.58
Stroheim 16.56
Wamuu 9.52
Esidisi 14.06
Kars 13.64
Jotaro (Part 3) 13.87
Old Joseph 14.59
Avdol 11.82
Kakyoin 13.79
Polnareff 15.46
Iggy 14.49 (Default)
16.30 (Alternate)
Hol Horse 15.04
Mariah 17.47
Pet Shop 12.67
Vanilla Ice 12.68
DIO 19.30 (Default)
34.98 (Alternate)
Josuke (Part 4) 17.99
Jotaro (Part 4) 15.56
Koichi 15.45
Okuyasu 14.04
Yukako 15.72
Rohan 14.50
Shigechi 13.03
Yuya 18.10
Keicho 17.06
Akira 15.91
Kira 16.09
Kosaku 24.31
Giorno 12.77
Bucciarati 18.05
Mista 14.87
Narancia 15.23
Fugo 16.17
Trish 15.29
Abbacchio 20.09
Prosciutto 16.25
Ghiaccio 22.58
Risotto 16.46
Diavolo 16.07
Jolyne 13.58
Ermes 11.96
Foo Fighters 17.88
Anasui 16.46
Weather 15.65
Pucci (WS) 13.78
Pucci (Final) 16.21 (Default)
19.28 (Alternate)
Johnny 16.81 (Default)
22.10 (Alternate)
Gyro 8.63 (Default)
15.39 (Alternate)
Diego 16.20
AW Diego 15.48
Valentine 15.47
Josuke (Part 8) 15.67
Wonder of U 18.30
Baoh 17.80


HHA / GHA Data

HHA/GHA Damage
Character HHA GHA (LV1) GHA (LV2) GHA (LV3) GHA Duration (sec.) Notes
Jonathan 190 340 408 510 14.85
Zeppeli 200 360 432 540 14.55
Speedwagon 170 382 458 573 15.96
Dio Brando 170 330 396 495 15.84
  • HHA is non-cinematic.
Joseph 84
(98/128/148/168)
[182/212/232/252]
320/356/391/429 369/411/452/495 444/495/543/595 11.29
  • Damage listed in () and [] for HHA (and in general for GHA) takes "Guess I did it again!" Levels into consideration (LV0/LV1/LV2/LVMAX).
  • Damage listed in () for HHA takes only the follow-up into consideration.
  • Damage listed in [] for HHA assumes all hits connect and includes the follow-up.
  • While HHA is non-cinematic, 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 LV damage boost under any circumstance.
Caesar 210 320 384 480 16.22
  • HHA and GHA are considered projectiles.
Lisa Lisa 160 340 408 510 18.58
  • HHA is Unblockable and can hit OTG.
  • HHA is completely incapable of triggering a Counter Hit.
  • GHA acts as a counterattack, but will transition into a hit if not triggered.
Stroheim 204 340 408 510 16.56
  • HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
  • GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
Wamuu 199 318 381 477 9.52
  • HHA is non-cinematic.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
  • GHA is non-cinematic until the final 9 hits.
Esidisi 170 340 408 510 14.06
  • HHA heals Esidisi on a successful hit.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
Kars 174 (191) 0 0 0 13.64
  • Damage listed in () for HHA takes Modes into consideration.
  • Damage listed for HHA assumes all hits connect.
  • HHA is non-cinematic until the final hit.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
  • GHA triggers a permanent transformation.
Jotaro (Part 3) 100 (203) 360 432 540 13.87
  • HHA is non-cinematic.
  • Damage listed in () for HHA is for the Extended version.
Old Joseph 215 340 407 510 14.59
  • HHA acts as a counterattack.
Avdol 216 340 408 510 11.82
Kakyoin 168 315 378 473 13.79
  • GHA is considered a projectile.
  • Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding 30 extra damage.
    • This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
Polnareff 0 322 386 483 15.46
  • HHA triggers a temporary transformation.
Iggy 142 348 417 522 14.49 (Default)
16.30 (Alternate)
  • GHA has an alternate animation if Iggy uses his "Special A" costume.
Hol Horse 73/84 [80/92]
(193/219 [212/241])
320 [352] 384 [422] 480 [528] 15.04
  • Damage listed for HHA is for the normal/enhanced versions.
  • Damage listed in () for HHA is for the Extended versions (normal/enhanced).
  • Damage listed in [] for both HHA and GHA takes "Hol Horse loves the ladies!" into consideration (normal/enhanced for HHA).
  • HHA is non-cinematic and is considered a projectile.
  • GHA can hit OTG.
Mariah 136/204/272 304 364 456 17.47
  • HHA is non-cinematic.
  • Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
  • GHA tracks the opponent's location.
Pet Shop 180 348 417 522 12.67
  • Both HHA and GHA can be used in the air via Flight Mode.
Vanilla Ice 190 340 407 510 12.68
  • Neither HHA nor GHA can be used while in Stand On.
  • HHA refills the Stand Power Gauge on a successful hit.
  • Both HHA and GHA are Unblockable.
DIO 160 (120) 348 417 522 19.30 (Default)
34.98 (Alternate)
  • Damage listed in () 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 HH Gauges.
Josuke (Part 4) 176 (250) 316 379 474 17.99
  • Damage listed in () for HHA includes the follow-up.
Jotaro (Part 4) 215 325 389 487 15.56
Koichi 190 318 381 477 15.45
  • HHA is non-cinematic.
  • Both HHA and GHA inflict 3 Freeze.
Okuyasu 158 360 431 540 14.04
  • Both HHA and GHA are Unblockable.
  • HHA is non-cinematic, can hit OTG, and can be delayed.
  • HHA moves Okuyasu a set distance towards and above the opponent if used while in Stand Off.
  • HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
  • Okuyasu takes self-damage during GHA.
Yukako 180 313 375 469 15.72
  • HHA is non-cinematic.
  • GHA tracks the opponent's location.
Rohan 172 300 360 450 14.50
  • 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 drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
Shigechi 186 354 424 531 13.03
  • HHA is non-cinematic and can hit OTG.
  • Both HHA and GHA restore 3 Harvest stacks upon use.
Yuya 138 316 379 474 18.10
  • HHA is non-cinematic and can hit OTG.
  • Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
Keicho 148 288 345 432 17.06
  • Both HHA and GHA are considered projectiles.
Akira 168 (206) 309 (361) 370 (433) 463 (541) 15.91
  • Both HHA and GHA refill the Electricity Gauge.
  • Damage listed in () for both HHA and GHA takes MAX Electricity into consideration.
Kira 210 342 410 513 16.09
  • GHA is Unblockable, can hit OTG, and tracks the opponent's location.
Kosaku 220 252 302 378 24.31
  • HHA acts as a counterattack.
  • GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
Giorno 170 0 0 0 12.77
  • HHA prevents the opponent from taking any actions aside from Assist for a period of time.
  • GHA triggers a temporary transformation.
Bucciarati 167 330 395 495 18.05
  • HHA has Super Armor and forces Bucciarati into Stand Off on a successful hit.
  • Bucciarati takes self-damage during HHA.
  • GHA can hit OTG.
Mista 190 374 448 561 14.87
  • Damage listed for both HHA and GHA assumes all bullets connect, as each bullet deals individual damage.
  • HHA is non-cinematic and has slightly higher minimum damage than average.
  • GHA is considered a projectile and homes in on the opponent.
Narancia 180 330 395 495 15.23
  • HHA is non-cinematic, and is considered a projectile from the second hit onwards.
Fugo 206 346 414 519 16.17
  • 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.
Trish 170 (200) 320 383 480 15.29
  • HHA is non-cinematic.
  • Damage listed in () for HHA is for the Extended version.
Abbacchio 190 340 407 510 20.09
Prosciutto 200 369 442 553 16.25
  • HHA acts as a counterattack and inflicts Aging.
  • GHA dismisses The Grateful Dead, and can hit OTG.
Ghiaccio 0 360 432 540 22.58
  • HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
  • GHA forces Ghiaccio into Stand Off upon use.
Risotto 190 340 408 510 16.46
  • Both HHA and GHA are considered projectiles.
  • GHA inflicts Iron Deficiency.
Diavolo 0 504 604 756 16.07
  • HHA triggers a temporary transformation.
  • GHA acts as a counterattack.
Jolyne 186 357 428 535 13.58
Ermes 200
(250/220/310)
336 403 504 11.96
  • HHA acts as a counterattack.
  • Damage listed in () for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
  • Ermes takes self-damage during HHA.
Foo Fighters 0 390 468 575 17.88
  • HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".
  • GHA is considered a projectile.
Anasui 206 356 427 534 16.46
  • HHA can be delayed.
  • GHA tracks the opponent's location.
Weather 0 312 374 468 15.65
  • 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.
Pucci (WS) 160 470 564 705 13.78
  • HHA seals the opponent's own HHA on a successful hit.
  • GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
Pucci (Final) 144 5 5 5 16.21 (Default)
19.28 (Alternate)
  • 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 a successful hit.
  • GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
Johnny 140/170/200
(168/192/251)
319 (329) 382 (394) 478 (493) 16.81 (Default)
22.10 (Alternate)
  • Damage listed for HHA refers to each ACT (ACT 1/ACT 2/ACTs 3 & 4).
  • Damage listed in () for both 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, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
    • Uniquely, its activation is not affected by Damage Scaling.
Gyro 179 (188) 310 372 465 8.63 (Default)
15.39 (Alternate)
  • Damage listed in () for HHA takes Golden Spin Mode into consideration.
  • HHA is available while both Mounted and Dismounted.
  • GHA triggers Golden Spin Mode upon use, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
Diego 0 360 432 540 16.20
  • HHA triggers a temporary transformation.
  • HHA and GHA are only available while Dismounted, forcing Diego out of Mounted Mode upon use.
AW Diego 177 324 388 486 15.48
  • HHA is available while both Mounted and Dismounted.
  • GHA is only available while Mounted, forcing AW Diego into Mounted Mode upon use.
Valentine 220 348 417 522 15.47
  • HHA acts as a counterattack.
  • GHA is Unblockable.
Josuke (Part 8) 190 297 356 445 15.67
  • HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
Wonder of U 153/181/210 440/470/500 528/564/599 660/705/750 18.30
  • Damage listed for both HHA and GHA takes Calamity Levels into consideration (LV1/LV2/LV3).
  • HHA hits the entire stage and can hit OTG.
  • GHA acts as a counterattack.
Baoh 192 (168) 372 446 558 17.80
  • Damage listed in () for HHA refers to ranges beyond point blank.

HHA / GHA Damage

HHA/GHA Damage
Character HHA GHA (LV1) GHA (LV2) GHA (LV3) Notes
Jonathan 190 340 408 510
  • Total GHA duration: 14.85 seconds.
Zeppeli 200 360 432 540
  • Total GHA duration: 14.55 seconds.
Speedwagon 170 382 458 573
  • Total GHA duration: 15.96 seconds.
Dio Brando 170 330 396 495
  • HHA is non-cinematic.
  • Total GHA duration: 15.84 seconds.
Joseph 84
(98/128/148/168)
[182/212/232/252]
320/356/391/429 369/411/452/495 444/495/543/595
  • Damage listed in () and [] for HHA (and in general for GHA) takes "Guess I did it again!" Levels into consideration (LV0/LV1/LV2/LVMAX).
  • Damage listed in () for HHA takes only the follow-up into consideration.
  • Damage listed in [] for HHA assumes all hits connect and includes the follow-up.
  • While HHA is non-cinematic, 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 LV damage boost under any circumstance.
  • Total GHA duration: 11.29 seconds.
Caesar 210 320 384 480
  • HHA and GHA are considered projectiles.
  • Total GHA duration: 16.22 seconds.
Lisa Lisa 160 340 408 510
  • HHA is Unblockable and can hit OTG.
  • HHA is completely incapable of triggering a Counter Hit.
  • GHA acts as a counterattack, but will transition into a hit if not triggered.
  • Total GHA duration: 18.58 seconds.
Stroheim 204 340 408 510
  • HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
  • GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
  • Total GHA duration: 16.56 seconds.
Wamuu 199 318 381 477
  • HHA is non-cinematic.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
  • GHA is non-cinematic until the final 9 hits.
  • Total GHA duration: 9.52 seconds.
Esidisi 170 340 408 510
  • HHA heals Esidisi on a successful hit.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
  • Total GHA duration: 14.06 seconds.
Kars 174 (191) 0 0 0
  • Damage listed in () for HHA takes Modes into consideration.
  • Damage listed for HHA assumes all hits connect.
  • HHA is non-cinematic until the final hit.
  • If HHA is used during Mode 2, it will not cost HH Gauge.
  • GHA triggers a permanent transformation.
  • Total GHA duration: 13.64 seconds.
Jotaro (Part 3) 100 (203) 360 432 540
  • HHA is non-cinematic.
  • Damage listed in () for HHA is for the Extended version.
  • Total GHA duration: 13.87 seconds.
Old Joseph 215 340 407 510
  • HHA acts as a counterattack.
  • Total GHA duration: 14.59 seconds.
Avdol 216 340 408 510
  • Total GHA duration: 11.82 seconds.
Kakyoin 168 315 378 473
  • GHA is considered a projectile.
  • Rarely, for GHA, an additional projectile will connect before the cutscene plays, adding 30 extra damage.
    • This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
  • Total GHA duration: 13.79 seconds.
Polnareff 0 322 386 483
  • HHA triggers a temporary transformation.
  • Total GHA duration: 15.46 seconds.
Iggy 142 348 417 522
  • GHA has an alternate animation if Iggy uses his "Special A" costume.
  • Total GHA duration: 14.49 seconds (16.30 seconds for the alternate version).
Hol Horse 73/84 [80/92]
(193/219 [212/241])
320 [352] 384 [422] 480 [528]
  • Damage listed for HHA is for the normal/enhanced versions.
  • Damage listed in () for HHA is for the Extended versions (normal/enhanced).
  • Damage listed in [] for both HHA and GHA takes "Hol Horse loves the ladies!" into consideration (normal/enhanced for HHA).
  • HHA is non-cinematic and is considered a projectile.
  • GHA can hit OTG.
  • Total GHA duration: 15.04 seconds.
Mariah 136/204/272 304 364 456
  • HHA is non-cinematic.
  • Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
  • GHA tracks the opponent's location.
  • Total GHA duration: 17.47 seconds.
Pet Shop 180 348 417 522
  • Both HHA and GHA can be used in the air via Flight Mode.
  • Total GHA duration: 12.67 seconds.
Vanilla Ice 190 340 407 510
  • Neither HHA nor GHA can be used while in Stand On.
  • HHA refills the Stand Power Gauge on a successful hit.
  • Both HHA and GHA are Unblockable.
  • Total GHA duration: 12.68 seconds.
DIO 160 (120) 348 417 522
  • Damage listed in () 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 HH Gauges.
  • Total GHA duration: 19.30 seconds (34.98 seconds for the alternate version).
Josuke (Part 4) 176 (250) 316 379 474
  • Damage listed in () for HHA includes the follow-up.
  • Total GHA duration: 17.99 seconds.
Jotaro (Part 4) 215 325 389 487
  • Total GHA duration: 15.56 seconds.
Koichi 190 318 381 477
  • HHA is non-cinematic.
  • Both HHA and GHA inflict 3 Freeze.
  • Total GHA duration: 15.45 seconds.
Okuyasu 158 360 431 540
  • Both HHA and GHA are Unblockable.
  • HHA is non-cinematic, can hit OTG, and can be delayed.
  • HHA moves Okuyasu a set distance towards and above the opponent if used while in Stand Off.
  • HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
  • Okuyasu takes self-damage during GHA.
  • Total GHA duration: 14.04 seconds.
Yukako 180 313 375 469
  • HHA is non-cinematic.
  • GHA tracks the opponent's location.
  • Total GHA duration: 15.72 seconds.
Rohan 172 300 360 450
  • 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 drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
  • Total GHA duration: 14.50 seconds.
Shigechi 186 354 424 531
  • HHA is non-cinematic and can hit OTG.
  • Both HHA and GHA restore 3 Harvest stacks upon use.
  • Total GHA duration: 13.03 seconds.
Yuya 138 316 379 474
  • HHA is non-cinematic and can hit OTG.
  • Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
  • Total GHA duration: 18.10 seconds.
Keicho 148 288 345 432
  • Both HHA and GHA are considered projectiles.
  • Total GHA duration: 17.06 seconds.
Akira 168 (206) 309 (361) 370 (433) 463 (541)
  • Both HHA and GHA refill the Electricity Gauge.
  • Damage listed in () for both HHA and GHA takes MAX Electricity into consideration.
  • Total GHA duration: 15.91 seconds.
Kira 210 342 410 513
  • GHA is Unblockable, can hit OTG, and tracks the opponent's location.
  • Total GHA duration: 16.09 seconds.
Kosaku 220 252 302 378
  • HHA acts as a counterattack.
  • GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
  • Total GHA duration: 24.31 seconds.
Giorno 170 0 0 0
  • HHA prevents the opponent from taking any actions aside from Assist for a period of time.
  • Total GHA duration: 12.77 seconds.
  • GHA triggers a temporary transformation.
Bucciarati 167 330 395 495
  • HHA has Super Armor and forces Bucciarati into Stand Off on a successful hit.
  • Total GHA duration: 18.05 seconds.
  • Bucciarati takes self-damage during HHA.
  • GHA can hit OTG.
Mista 190 374 448 561
  • Damage listed for both HHA and GHA assumes all bullets connect, as each bullet deals individual damage.
  • HHA is non-cinematic and has slightly higher minimum damage than average.
  • GHA is considered a projectile and homes in on the opponent.
  • Total GHA duration: 14.87 seconds.
Narancia 180 330 395 495
  • HHA is non-cinematic, and is considered a projectile from the second hit onwards.
  • Total GHA duration: 15.23 seconds.
Fugo 206 346 414 519
  • 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.
  • Total GHA duration: 16.17 seconds.
Trish 170 (200) 320 383 480
  • HHA is non-cinematic.
  • Damage listed in () for HHA is for the Extended version.
  • Total GHA duration: 15.29 seconds.
Abbacchio 190 340 407 510
  • Total GHA duration: 20.09 seconds.
Prosciutto 200 369 442 553
  • HHA acts as a counterattack and inflicts Aging.
  • GHA dismisses The Grateful Dead, and can hit OTG.
  • Total GHA duration: 16.25 seconds.
Ghiaccio 0 360 432 540
  • HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
  • GHA forces Ghiaccio into Stand Off upon use.
  • Total GHA duration: 22.58 seconds.
Risotto 190 340 408 510
  • Both HHA and GHA are considered projectiles.
  • GHA inflicts Iron Deficiency.
  • Total GHA duration: 16.46 seconds.
Diavolo 0 504 604 756
  • HHA triggers a temporary transformation.
  • GHA acts as a counterattack.
  • Total GHA duration: 16.07 seconds.
Jolyne 186 357 428 535
  • Total GHA duration: 13.58 seconds.
Ermes 200
(250/220/310)
336 403 504
  • HHA acts as a counterattack.
  • Damage listed in () for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
  • Ermes takes self-damage during HHA.
  • Total GHA duration: 11.96 seconds.
Foo Fighters 0 390 468 575
  • HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".
  • GHA is considered a projectile.
  • Total GHA duration: 17.88 seconds.
Anasui 206 356 427 534
  • HHA can be delayed.
  • GHA tracks the opponent's location.
  • Total GHA duration: 16.46 seconds.
Weather 0 312 374 468
  • 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.
  • Total GHA duration: 15.65 seconds.
Pucci (WS) 160 470 564 705
  • HHA seals the opponent's own HHA on a successful hit.
  • GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
  • Total GHA duration: 13.78 seconds.
Pucci (Final) 144 5 5 5
  • 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 a successful hit.
  • GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
  • Total GHA duration: 16.21 seconds (19.28 seconds for the alternate version).
Johnny 140/170/200
(168/192/251)
319 (329) 382 (394) 478 (493)
  • Damage listed for HHA refers to each ACT (ACT 1/ACT 2/ACTs 3 & 4).
  • Damage listed in () for both 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, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
    • Uniquely, its activation is not affected by Damage Scaling.
  • Total GHA duration: 16.81 seconds (22.10 seconds for the alternate version).
Gyro 179 (188) 310 372 465
  • Damage listed in () for HHA takes Golden Spin Mode into consideration.
  • HHA is available while both Mounted and Dismounted.
  • GHA triggers Golden Spin Mode upon use, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
  • Total GHA duration: 8.63 seconds (15.39 seconds for the alternate version).
Diego 0 360 432 540
  • HHA triggers a temporary transformation.
  • HHA and GHA are only available while Dismounted, forcing Diego out of Mounted Mode upon use.
  • Total GHA duration: 16.20 seconds.
AW Diego 177 324 388 486
  • HHA is available while both Mounted and Dismounted.
  • GHA is only available while Mounted, forcing AW Diego into Mounted Mode upon use.
  • Total GHA duration: 15.48 seconds.
Valentine 220 348 417 522
  • HHA acts as a counterattack.
  • GHA is Unblockable.
  • Total GHA duration: 15.47 seconds.
Josuke (Part 8) 190 297 356 445
  • HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
  • Total GHA duration: 15.67 seconds.
Wonder of U 153/181/210 440/470/500 528/564/599 660/705/750
  • Damage listed for both HHA and GHA takes Calamity Levels into consideration (LV1/LV2/LV3).
  • HHA hits the entire stage and can hit OTG.
  • GHA acts as a counterattack.
  • Total GHA duration: 18.30 seconds.
Baoh 192 (168) 372 446 558
  • Damage listed in () for HHA refers to ranges beyond point blank.
  • Total GHA duration: 17.80 seconds.
Numpad Notation
JJASBR Up-Left.png JJASBR Up.png JJASBR Up-Right.png
JJASBR Left.png JJASBR Right.png
JJASBR Down-Left.png JJASBR Down.png JJASBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = JJASBR 236 Motion.png
  • 214 = JJASBR 214 Motion.png
  • 623 = JJASBR 623 Motion.png
  • 421 = JJASBR 421 Motion.png
  • 41236 = JJASBR 41236 Motion.png
  • 63214 = JJASBR 63214 Motion.png
  • 46 = JJASBR Left.pngJJASBR Right.png
  • 28 = JJASBR Down.pngJJASBR Up.png
  • Light: JJASBR Light Attack Button.png
  • Medium: JJASBR Medium Attack Button.png
  • Heavy: JJASBR Heavy Attack Button.png
  • Style: JJASBR Style Button.png
  • Assist: JJASBR Assist Button.png
  • Dodge: JJASBR Dodge Button.png
  • Taunt: JJASBR Taunt Button.png
  • Micro Dash = 66 JJASBR Right.pngJJASBR Right.png
  • j. = Jump JJASBR Up-Left.png / JJASBR Up.png / JJASBR Up-Right.png
  • Dash Jump = 669 j.X JJASBR Right.pngJJASBR Right.pngJJASBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • w. = Whiff
  • (m) = Button Mash
  • s. = Stand On Move
  • m. = Mounted Move
  • FC = Flash Cancel
  • QSOn = Quick Stand On
  • SR = Stand Rush
  • QM = Quick Mount
  • TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
  • (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
  • OTG = On The Ground
  • AA = Assault Assist
  • SG = Stylish Guard
  • HHA = Heart Heat Attack
  • GHA = Great Heat Attack
Movelist
  • I order you! = Disc (236L/M/H)
  • You shall be crucified! = Chops (214L/M/H)
  • 14 Words = Chant (22H; Can hold to Extend)

  • It's an illusion. = Counter (22L/M/H)
  • It's mine! = Command Grab (63214L/M/H)

  • I order you! = Disc (236L/M/H)
  • Be gone! = Rocks (214L/M/H)
  • My body is the basis! = Counter (22H)

  • I only need one punch. = Unblockable (236L/M/H)
  • Now you've lost both arms! = Armored Unblockable (214L/M/H)
  • My body is the basis! = Counter (22H)

  • I order you! = Disc (236L/M/H)
  • Where is he?! = Teleport (623L/M/H)

  • Here it comes! = Slice (236L/M/H)
  • Where is he?! = Teleport (623L/M/H)
  • The knives! = Knives (j.214L/M/H)

Stand Select

JJASBR WS Icon (2).png
JJASBR CM Icon (2).png
JJASBR MIH Icon (2).png

Combo Info

  • Hit Effect Inheritance: With Whitesnake, Pucci (Final)'s combos make heavy use of this quirk to store the groundbounces from j.H and 214L, allowing for extended sequences to work.
Stand Off Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
5M > 5H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 262 0 Bars
Whitesnake
  • Works anywhere.
  • Builds 0.75 bars.
  • If Pucci (Final) starts the combo with at least 0.5 bars, he can substitute 5L > 236L > 214H(OTG) for 5M > HHA, increasing combo damage to 306.
  • Should the combo start from point blank, there is a strong chance for Pucci (Final) to switch sides during the first 669 j.H. The combo can still continue normally, but it's something to keep in mind.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 313 0.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1 bar.
  • If Pucci (Final) starts the combo with at least 0.5 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 382.
EmbedVideo is missing a required parameter.
5M > 5H > 236H(FC) > 6[6] 5M > 5H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 346 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 0.75 bars.
  • If Pucci (Final) starts the combo with at least 1.25 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 383.
EmbedVideo is missing a required parameter.
5M > 5H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jM > s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 348 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 0.9 bars.
  • If HHA is not used, combo damage decreases to 276.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 (dl)s.jM > S > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jH > s.2L > s.2L > s.5L> s.5M > s.5H > s.3H > HHA 405 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.3 bars.
  • If HHA is not used, combo damage decreases to 333.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236H > 6[6]9 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 363 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.35 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 402.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 236H(FC) > S > 66 s.5L > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 353 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.35 bars.
  • The Flash Cancel at the start of the combo is meant to be triggered before the DISC hits.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 421.
EmbedVideo is missing a required parameter.
5M > 5H > 3H(QSOn) > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 396 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.25 bars.
  • If Pucci (Final) starts the combo with at least 1.5 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 444.
EmbedVideo is missing a required parameter.
5M > 5H > 236H(FC) > 6[6] 5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 (dl)s.jM > s.2M > s.2M > S > 66 2M > 2H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 382 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.45 bars.
  • If Pucci (Final) starts the combo with at least 1.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 446.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236H > 6[6]9 (dl)j.H > 2H > 3H(QSOn) > s.2M > s.2M > 669 s.jM > s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 441 2.5 Bars
Whitesnake
  • Can only be done at the sidewall.
  • Builds 1.2 bars.
  • If HHA is not used, combo damage decreases to 369.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > 66 s.2M > 66 s.2M > s.5M > s.5H > 66 s.5L > s.5M > s.5H > s.3H > S > 669 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 374 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.45 bars.
  • If Pucci (Final) starts the combo with at least 1.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 438.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > 66 s.5M > s.5H > s.3H > 6[6]9 (dl)s.jM > S > 66 2M > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jH > s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 445 3 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.3 bars.
  • If HHA is not used, combo damage decreases to 373.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > 669 s.jH > s.5L > s.5M > s.5H > s.3H > S > 669 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 457 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.1 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 521.
EmbedVideo is missing a required parameter.
5M > 5H > 3H(QSOn) > s.5H > s.3H(FC) > 669 s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 478 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 527.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 6[6] 5M > 5H > 2M > 2H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 479 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.2 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 541.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 (dl)s.jH > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 2M > 236H > 6[6]9 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 540 3.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
EmbedVideo is missing a required parameter.
Stand Off Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
2M > 5H(QSOn) > 66 s.5M > s.2H > s.3H(m)(Assist) > 669 s.jH > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 472 1 Bar
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
  • The combo can also start from 5M, which increases total damage to 475.
  • If an Assist is not available, an FC can be used instead, requiring an extra bar.
623H(Assist) > S > 669 s.jH > s.5M > s.2H > s.214M > 66 s.5M > s.2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 66 5M > 2H > 214M > 669 j.H > 5L > 5H > 236H(m) > 2L > S > s.3H(m) > HHA(m) 560 1 Bar
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(FC) > 669 s.jH > s.5M > s.2H > s.214M(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > S > s.3H(m) > HHA(m) 555 1 Bar
Whitesnake
Noriaki Kakyoin
  • Can be done from midscreen.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.

Stand On Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
s.5L > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 293 0 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.1 bars.
  • If Pucci (Final) starts the combo with at least 0.1 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 359.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.2M > 66 s.2M > S > 66 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 669 j.H > 5L > 236L > 214H(OTG) 383 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 450.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > 66 s.2M > s.2M > S > 6[6] 5M > 5H > 214L > 669 j.H > 3H > 669 > j.H > 3H > 236H > HHA 432 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.1 bars.
  • If HHA is not used, combo damage decreases to 360.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 6[6] 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 479 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 545.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > S > 66 5M > 5H > 5M > 5H > 214L > 669 > j.H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 j.H > s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 471 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If HHA is not used, combo damage is decreased to 399.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M(FC) > S > 669 (dl)j.M > 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 545 3 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 607.
EmbedVideo is missing a required parameter.
Stand On Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
s.2M > s.2H > s.3H(m)(FC) > 669 sj.H > s.2M > s.2H > s.214M(FC) > 669 s.jH > s.5M > s.214L(Assist) > S > 669 j.M > dl. 2H > 214L > 669 j.H > 5M > 5H > 236M > 66 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 661 2 Bars
Whitesnake
Noriaki Kakyoin
  • The reason for delaying 2H after the Assist is to gain a favorable camera shift.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.

Combo Info

Stand Off Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
5L > 5M > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5L > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 414 1 Bar
C-MOON
  • Works anywhere.
j.H > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 432 1.5 Bars
C-MOON
  • Works anywhere.
623L(FC) > 669 j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 699 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 447 2 Bars
C-MOON
  • Works anywhere.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Bars
C-MOON
EmbedVideo is missing a required parameter.
Stand Off Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
2M > 5H(QSOn) > 66 s.5M > s.2H > s.3H(m)(Assist) > 669 s.jH > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 472 1 Bar
C-MOON
Noriaki Kakyoin
  • Works anywhere.
  • The combo can also start from 5M, which increases total damage to 475.
  • If an Assist is not available, an FC can be used instead, requiring an extra bar.
623H(Assist) > S > 669 s.jH > s.5M > s.2H > s.214M > 66 s.5M > s.2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 66 5M > 2H > 214M > 669 j.H > 5L > 5H > 236H(m) > 2L > S > s.3H(m) > HHA(m) 560 1 Bar
C-MOON
Noriaki Kakyoin
  • Works anywhere.
j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(FC) > 669 s.jH > s.5M > s.2H > s.214M(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > S > s.3H(m) > HHA(m) 555 1 Bar
C-MOON
Noriaki Kakyoin
  • Can be done from midscreen.
Bars
C-MOON
Noriaki Kakyoin
EmbedVideo is missing a required parameter.

Stand On Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
Bars
C-MOON
EmbedVideo is missing a required parameter.
Stand On Combos (Assist)
Combo Damage Meter Cost Stand Assist
C-MOON
Notes Video Example
s.jH > s.5H > s.214L > s.2H > s.3H(m)(FC) > 669 s.jH > 5M > 2H > 214L(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 615 2 Bars
C-MOON
Noriaki Kakyoin
  • Works anywhere.
s.2M > s.2H > s.3H(m)(FC) > 669 sj.H > s.2M > s.2H > s.214M(FC) > 669 s.jH > s.5M > s.214L(Assist) > S > 669 j.M > dl. 2H > 214L > 669 j.H > 5M > 5H > 236M > 66 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 661 2 Bars
C-MOON
Noriaki Kakyoin
  • The reason for delaying 2H after the Assist is to gain a favorable camera shift.
Bars
C-MOON
Noriaki Kakyoin
  • Works anywhere.
EmbedVideo is missing a required parameter.

Combo Info

Stand Off Combos (Solo)
Combo Damage Stand Meter Cost Notes Video Example
5L > 5M > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5L > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 414 1 Bar
Made in Heaven
  • Works anywhere.
j.H > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 432 1.5 Bars
Made in Heaven
  • Works anywhere.
623L(FC) > 669 j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 699 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 447 2 Bars
Made in Heaven
  • Works anywhere.
Bars
Made in Heaven
EmbedVideo is missing a required parameter.
Bars
Made in Heaven
EmbedVideo is missing a required parameter.
Bars
Made in Heaven
EmbedVideo is missing a required parameter.
Stand Off Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
2M > 5H(QSOn) > 66 s.5M > s.2H > s.3H(m)(Assist) > 669 s.jH > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 472 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
  • The combo can also start from 5M, which increases total damage to 475.
  • If an Assist is not available, an FC can be used instead, requiring an extra bar.
623H(Assist) > S > 669 s.jH > s.5M > s.2H > s.214M > 66 s.5M > s.2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 66 5M > 2H > 214M > 669 j.H > 5L > 5H > 236H(m) > 2L > S > s.3H(m) > HHA(m) 560 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(FC) > 669 s.jH > s.5M > s.2H > s.214M(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > S > s.3H(m) > HHA(m) 555 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Can be done from midscreen.
Bars
Made in Heaven
Noriaki Kakyoin
EmbedVideo is missing a required parameter.

Stand On Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
Bars
Made in Heaven
EmbedVideo is missing a required parameter.
Stand On Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
s.jH > s.5H > s.214L > s.2H > s.3H(m)(FC) > 669 s.jH > 5M > 2H > 214L(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 615 2 Bars
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
s.2M > s.2H > s.3H(m)(FC) > 669 sj.H > s.2M > s.2H > s.214M(FC) > 669 s.jH > s.5M > s.214L(Assist) > S > 669 j.M > dl. 2H > 214L > 669 j.H > 5M > 5H > 236M > 66 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 661 2 Bars
Made in Heaven
Noriaki Kakyoin
  • The reason for delaying 2H after the Assist is to gain a favorable camera shift.
Bars
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
EmbedVideo is missing a required parameter.