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

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==Offense==
==Offense==
===Hit Effect Inheritance===
An interesting quirk about [[JoJo's Bizarre Adventure: All-Star Battle R/System#Hit Effects|hit effects]] is that moves without such properties will not overwrite them. This effectively means that is it possible to inflict a hit effect during a combo (such as a Groundbounce effect) and extend it long enough for said effect to happen at a later point. This particular interaction sees use in several combos to allow for otherwise impossible chains.
An example of this quirk, using {{NotationIcon-ASBR|Final Pucci Mini}} as an example, is the following:
#With Whitesnake at his disposal, Pucci (Final) performs the following sequence against the opponent: <code>5L > 5M > 5H > 3H > 214L</code>. This sequence ends in a groundbounce, so if Pucci (Final) lands attacks without hit effects during it, the state will not be overwritten and the combo will likely end. To be able to extend the combo, Pucci (Final) has to connect another attack with a hit effect (such as another 3H, which causes the Launch effect).
#However, if Pucci (Final) instead performs a Flash Cancel during 214L and prevents the opponent from reaching the ground, the groundbounce will not take place until they do so. One chain that makes this possible is the following: <code>5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236L</code>. Since the hit effect in this chain was never overwritten, it will seem as if 236L was the cause of the groundbounce despite being incapable of doing so.
#Because of the newfound distance at which the groundbounce took place, the following combo becomes possible: <code>5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236L > 6[6] 9 j.H > 3H(QSOn) > s.2M > s.2M > 66 s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA</code>.


===Stand Rush===
===Stand Rush===
Line 20: Line 28:


===Prebuffering===
===Prebuffering===
===Knockdown===
It's impossible to transition from a knockdown state into a crouching state immediately. While getting up, a character will go through a brief animation transition where they'll be forced into a standing animation; at frame 18, their hurtbox will be extended and will be vulnerable for 1 frame to [[JoJo's Bizarre Adventure: All-Star Battle R/Glossary#Fuzzy|fuzzy attacks]].


===Complete Unblockables===
===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 {{NotationIcon-ASBR|Diavolo}} and {{NotationIcon-ASBR|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 {{NotationIcon-ASBR|JosephMini}} or {{NotationIcon-ASBR|Jotaro 3 Mini}}.
*'''Unblockable Stand Rush + Blockstring:''' an example of this is this sequence by {{NotationIcon-ASBR|Jotaro 3 Mini}}: <code>s.5H > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)#Stand 623X|s.623L]](SR) > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)#3H|3H]]</code>. 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 {{NotationIcon-ASBR|AW Diego Mini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego#Assist|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 {{NotationIcon-ASBR|Ghiaccio}}: <code>2H > [[JoJo's Bizarre Adventure: All-Star Battle R/Ghiaccio#236X|236H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Ghiaccio#214X|214H]]</code>, 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 {{NotationIcon-ASBR|Old Joseph Mini}} with this sequence: <code>5H > [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar#214X|214L]] > 5S > [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar#Stand 63214X|dl.s.63214M]]</code> 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: {{NotationIcon-ASBR|ShigechiMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu#623X|I can get anything I want!]]" (L/M versions), {{NotationIcon-ASBR|JolyneMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|String Barrier]]", and {{NotationIcon-ASBR|WeatherMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report#HHA|HHA]]. For more information on Phantom Hits, [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Phantom Hit|see its separate section on this page]].
**While Weather's HHA has no hitstun in general, Shigechi's and Jolyne's aforementioned moves have a trigger Phantom Hit which has no hitstun and is merely used to activate the projectile. Shigechi can use the following sequence: <code>2H > [[JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu#4S-6S|4/6S]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu#4S-6S|4/6S]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu#623X|623L]] > 5M > 66 > Throw</code> which, as mentioned earlier, can be easily escaped with a Throw Break.
*As for a setup without a '''Phantom Hit''', {{NotationIcon-ASBR|AW Diego Mini}} can use the following sequence: <code>Throw > [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego#22X|22L]] > 66 > dl.Throw</code>, with manual timing applied to create an almost completely unblockable situation. The difference between this setup and {{NotationIcon-ASBR|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====
Another setup is using the '''3 Freeze''' effect on {{NotationIcon-ASBR|KoichiMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Assist|Assist]] to set up an unblockable situation. This effect temporarily disables a lot of options, but most importantly jump. Hitting a Command Throw while '''3 Freeze''' is in effect is inescapable, as the opponent is unable to jump.
*'''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.
For more information on '''3 Freeze''', see the description on {{NotationIcon-ASBR|KoichiMini}}'s page.


==Defense==
==Defense==
===Dodge===
{{MoveData
|image=JJASBR Back Dodge.png
|caption=Dodging to the back
|image2=JJASBR Front Dodge.png
|caption2=Dodging to the front
|name=Dodge
|subtitle=
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=2
|active=
|recovery=Total 36
|description=
*Invincible between frames 1-16f
*Can be cancelled into Stylish Guard from '''frame 22''' onwards
*Can be cancelled into Forward Dash from '''frame 26''' onwards
}}
}}


===Stylish Evade===
===Stylish Evade===
{{MoveData
|image=JJASBR Stylish Dodge.png
|caption=
|name=Stylish Evade
|subtitle=
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=2
|active=
|recovery=
|description=
*Recovery after successful SG: 0f
*Full Invincibility after successful SE: 50f
**Max Invincibility after successful SE is canceled early: 42f
}}
}}


===Stylish Guard===
===Stylish Guard===
Stylish Guard (SG) can be input with any combination of buttons as long as it contains {{NotationIcon-JJASBR|down}} + {{NotationIcon-JJASBR|L}} + {{NotationIcon-JJASBR|D}} as it has the highest [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Input Priority|Input Priority]] in the game. This universal mechanic flashes the character white, strikes a pose, and parries almost any hit with 0 recovery frames. Stylish Guard will trigger on any hit, except for Throw type hits (regular [[JoJo's Bizarre Adventure: All-Star Battle R/System#Throws|Throws]] and [[JoJo's Bizarre Adventure: All-Star Battle R/System#Command Throws|Command Throws]], this excludes [[JoJo's Bizarre Adventure: All-Star Battle R/System#Attack Throws|Attack Throws]] of course), [[JoJo's Bizarre Adventure: All-Star Battle R/Rudol von Stroheim#HMG 22S|Stroheim 22S]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Risotto 22X]]. During the move, your character will strike a pose different from your idle animation, meaning your hurtbox gets slightly shifted. This can make you easier or harder to hit depending on the character. <br>
{{MoveData
Frame Data for Stylish Guard is the same for every character, no exceptions as far as we are currently aware of, here it is:
|image=JJASBR Stylish Guard (1).png
*Full Duration: 42f
|caption=Activation
*Startup: 3f
|image2=JJASBR Stylish Guard (2).png
*Active: 13f
|caption2=Success
*Recovery: 27f
|name=Stylish Guard
|subtitle=
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=2
|active=13
|recovery=28
|description=
*Recovery after successful SG: 0f
*Recovery after successful SG: 0f
*Full Invincibility after successful SG: 14f
*Full Invincibility after successful SG: 12f
*Max Invincibility after successful SG is canceled early: 4f
**Max Invincibility after successful SG is canceled early: 2f
Like all moves, SG isn't "frame 1", it either has to use the [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Snooze Frames|Snooze Frames]] of wakeup, or not get hit to survive frame 1. <br>
 
When you hit your opponent's Stylish Guard, you can still chain into other moves post freeze, it does not count as a whiff. If you buffered your Flash Cancel prior to hitting it, it will Flash Cancel right as it triggers. Only Flash Cancel can do this and Stylish Evade and Stylish Guard are the only counters you can do this to. This will give you 0 recovery post freeze just like your Stylish Guarding opponent. Flash Canceling post freeze will have some recovery and not give you equal footing against the opponent. <br>
'''Stylish Guard''' (SG) can be input with any combination of buttons as long as it contains {{NotationIcon-ASBR|down}} + {{NotationIcon-ASBR|L}} + {{NotationIcon-ASBR|D}}, as it has the highest [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Input Priority|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 [[JoJo's Bizarre Adventure: All-Star Battle R/System#Throws|Throws]] and [[JoJo's Bizarre Adventure: All-Star Battle R/System#Command Throws|Command Throws]]), {{NotationIcon-ASBR|StroheimMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Rudol von Stroheim#HMG 22S|Farewell, you annoying Englishman!]]", and {{NotationIcon-ASBR|RisottoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Control iron within 5-10 meters]]". 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.
Recovery after your successful Stylish Guard is 0f, there's a little 2f reset to idle animation but your opponent's move doesn't continue during this, if you're Player 1, Player 2's Assist Icon will flash up 2 frames earlier than yours, but it cannot be used and your opponent does not have an advantage. <br>
 
You get 14f of invincibility post freeze if you input nothing, canceling your Stylish Guard recovery with valid options will give you 4f to work with as long as it doesn't go over that 14f limit. For example, if you use a 5f 5L after Stylish Guard, and your opponent is using a move as well, you will be invincible for the startup and trade as the hit happens.
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, and its recovery will play out during the screen freeze; this cancel 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.


===Dodge===
Hitting a jumping move on an opponent's Stylish Guard will let 2 extra frames play between the trigger and the freeze, this means that hitting it at it's lowest will sit out the landing recovery before the freeze, and you'll be at 0 advantage post-freeze instead of -2. Jumping Light attacks have especially weird behavior in this, as they can cancel this recovery window and input something post-trigger, technically giving you +2 advantage.
 
Your options are:
 
*Normals
*Command Normals
*Specials
*HHA
*GHA
*Dodge
 
This behavior isn't particularly useful, as your attack will be telegraphed due to frame 3 of startup being visible during the freeze, and the opponent most likely dodging out of the move due to the Stylish Guard.
 
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 12f of invincibility post-freeze if they do nothing; canceling Stylish Guard's recovery with valid options will reduce this window to 2 frames (as long as it doesn't go over that 12 frame limit). For example, using a 4f 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.
}}
}}


===Proximity Blocks===
===Proximity Blocks===


===Techs===
===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 [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Hitstun|Hit Recovery]], 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 2.


===Reversal Assist===
===Reversal Assist===
Line 53: Line 165:


===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>
|-
|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>
|-
|Yukako
|180
|313
|375
|469
|
<div style="text-align: left;">
*HHA is non-cinematic.
*GHA tracks the opponent's location.
</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>
|-
|Anasui
|206
|356
|427
|534
|
<div style="text-align: left;">
*HHA can be delayed.
*GHA tracks the opponent's location.
</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>
|-
|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
|
|14
|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
|
|
|
|
|
|
|-
|Rohan
|
|
|
|
|
|
|-
|Yukako
|
|
|
|
|
|
|-
|Shigechi
|
|
|
|
|11
|22
|-
|Keicho
|
|
|
|
|
|
|-
|Akira
|
|
|
|
|
|
|-
|Kira
|
|
|
|
|
|
|-
|Kosaku
|
|
|
|
|
|
|-
|Giorno
|
|
|
|
|
|
|-
|Bucciarati
|
|
|
|
|
|
|-
|Mista
|
|
|
|
|
|
|-
|Narancia
|
|
|
|
|
|
|-
|Fugo
|
|
|
|
|
|
|-
|Trish
|
|
|
|
|
|
|-
|Prosciutto
|
|
|
|
|
|
|-
|Ghiaccio
|
|
|
|
|15
|22
|-
|Risotto
|
|
|
|
|
|
|-
|Diavolo
|
|
|
|
|
|
|-
|Jolyne
|
|
|
|
|
|
|-
|Ermes
|
|
|
|
|
|
|-
|Anasui
|
|
|
|
|
|
|-
|Foo Fighters
|
|
|
|
|
|
|-
|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
|-
|Rohan
|15
|11
|30
|18
|3.3
|38
|8.15
|28
|13
|-
|Yukako
|12
|11
|26
|16
|4
|41
|11
|31
|15
|-
|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 parentheses 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
|-
|Anasui
|15
|11
|34
|20
|4.5
|43
|11
|32
|18
|-
|Foo Fighters
|15
|11
|34
|20
|4.5
|43
|13.5
|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
|
|-
|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>
|-
|Yukako
|You dumbass!<br>(623L)
| -
|Yes
|
|-
|-
|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==
Line 2,741: Line 175:


===Dash===
===Dash===
'''WORK IN PROGRESS'''<br>
'''THIS INFORMATION IS CURRENTLY ONLY GUARANTEED TO APPLY TO WEATHER REPORT, THIS INFORMATION DOES NOT COUNT FOR EVERY CHARACTER'''
 
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.
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.
<!--Replace this with a frame data bar!-->
<!--Replace this with a frame data bar!-->


'''Instant'''<br>
'''Instant'''
 
Instant recovery happens at frame 5 of the dash, the following options can be performed from this frame onward:
Instant recovery happens at frame 5 of the dash, the following options can be performed from this frame onward:
*Normal (Crouching and Standing)
*Normal (Crouching and Standing)
*Special Moves
*Special Moves
Line 2,754: Line 191:
*Pillar Men Mode
*Pillar Men Mode


'''Late'''<br>
'''Late'''
Late recovery happens at different frames depending on character within a range of 9 to 17 frames. For specific numbers for your character check out the [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Movement Data|Character Movement Frame Data table]].
 
Late recovery happens at different frames depending on character within a range of 9 to 17 frames. For character-specific numbers, check out the [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Movement Data|Character Movement Frame Data table]].


The following options, including those of Instant recovery, can be performed from these frames onward:
The following options, including those of Instant recovery, can be performed from these frames onward:
*Command Normal
*Command Normal
*Stylish Guard (Cannot be buffered)
*Stylish Guard (Cannot be buffered)
*Rotate
*Dodge
*Forward Jump
*Forward Jump
*Shigechi Style
*Shigechi Style


'''Full'''<br>
'''Full'''
Full recovery happens at different frames depending on character within a range of 23 to 27 frames. For specific numbers for your character check out the [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Movement Data|Character Movement Frame Data table]].
 
Full recovery happens at different frames depending on character within a range of 23 to 27 frames. For character-specific numbers, check out the [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Movement Data|Character Movement Frame Data table]].


The following options, including those of Instant and Late recovery, can be performed from these frames onward:
The following options, including those of Instant and Late recovery, can be performed from these frames onward:
*Stand On/Off, Hamon Breathing
*Stand On/Off, Hamon Breathing
*GHA
*GHA
Line 2,776: Line 216:
<!--Replace this with a frame data bar!-->
<!--Replace this with a frame data bar!-->


===Snooze Frames===
===Phantom Hit===
<!--Replace this with a frame data bar!-->
Phantom Hits are special hitboxes that do not interact with characters in the same way normal hitboxes do. They are usually coded as a single-hitting, non-damaging hitbox (though some deal 1 non-lethal point of damage) that does not deal hitstun and does not add a step towards damage scaling either. Despite not dealing damage or hitstun, it is still possible to perform Stylish Evade/Stylish Guard against them.
 
Their primary use is to act as a trigger for trap-based moves. One such example is {{NotationIcon-ASBR|KeichoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 22X|A l-landmine?!]]" special move.


====Hitstun====
==Input Tricks==
<!--Replace this with a frame data bar!-->


====Blockstun====
===Input Priority===
<!--Replace this with a frame data bar!-->
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.


====Flipout====
The Input Priority order, depending on the situation, is as follows:
<!--Replace this with a frame data bar!-->


====Hard Knockdown====
*'''In Neutral/Combo:''' GHA > Stylish Guard > HHA > Special > Throw > Command Normal > Flash Cancel > Style > Heavy > Medium > Light > Dodge > Jump
<!--Replace this with a frame data bar!-->
*'''For Command Normals:''' Light > Medium > Heavy
*'''For Special Moves:''' Heavy > Medium > Light > Style


====Soft Knockdown====
====Special Moves in detail====
<!--Replace this with a frame data bar!-->
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.


==Input Tricks==
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.


===Option Selects===
===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 [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Input Priority|Input Priority]] in the game, this can be easily used to the player's advantage by inputting {{NotationIcon-ASBR|down}} + {{NotationIcon-ASBR|L}} + {{NotationIcon-ASBR|D}} + {{NotationIcon-ASBR|M}} / {{NotationIcon-ASBR|H}}. 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 [https://twitter.com/Bonbei_XRD?s=20 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''' > {{NotationIcon-ASBR|S}} + '''Command Normal''' / '''Special Move'''.
On [[JoJo's Bizarre Adventure: All-Star Battle R/Glossary#Okizeme (Oki)|Oki]] or in Neutral 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. This can be especially useful in neutral because it gives your opponent a lot less time to punish a whiff.
====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 allows 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 the Pillar Men's 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.
[https://x.com/ElroyASB/status/1691543679993827328?s=20 Click here] for an example.
==Known Bugs==
===[[File:JJASBR_Joseph_Small_Icon.png|40px]] Joseph Joestar===
*'''Sticky Boomerang'''
*If {{NotationIcon-ASBR|JosephMini}} blocks or gets hit by a reflected [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#214X|Clacker Boomerang]] twice (both the hit from the initial reflected projectile and then the return), the projectile will be stuck to Joseph's body.
**This glitch is merely visual, the projectile will no longer have an active hitbox.
**It's possible to keep stacking multiple boomerangs.
**Any attack that triggers a cinematic cutscene will make the Clacker Boomerang(s) disappear.
[https://twitter.com/MakotoHikawa/status/1787022889620824464 Click here] for an example.
===[[File:JJASBR_Diego_Small_Icon.png|40px]] Diego Brando===
*'''Scary Monsters Softlock'''
*If {{NotationIcon-ASBR|Jotaro3Mini}}, {{NotationIcon-ASBR|DIO}}, {{NotationIcon-ASBR|Jotaro4Mini}}, or {{NotationIcon-ASBR|AWDiegoMini}} stop time on the first frame of {{NotationIcon-ASBR|DiegoMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#Heart Heat Attack|HHA]] (before the cinematic cutscene), Diego will not possess Super Armor until after the first attack. Should a launcher be used as the first attack, conventional IPS will apply to Scary Monsters from that point forward, despite Scary Monsters' Super Armor. If IPS is hit, Diego will be permanently invulnerable as a dinosaur, and softlocked for the rest of the round, only able to call his Reversal Assist. Once the round timer ends, both players will be softlocked.
**{{NotationIcon-ASBR|RisottoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Control iron within 5-10 meters]]" caused a similar bug before [[JoJo's Bizarre Adventure: All-Star Battle R/Patch Notes/Ver. 2.00#Risotto Nero|it was fixed in Ver. 2.00]].
[https://youtu.be/C3G6bsWz_Gk?si=XgNbZWAsqSQFygCj=141 Click here] and [https://youtu.be/XDT2lOcM21Q?si=x5U9sFQkSRJmjF5R here] for an example.
==Retired Esoterics==
The mechanics explained in this section were removed at some point via game updates, but are still listed for preservation purposes.
===Kami Frame===
'''''Removed in Patch 2.3'''''
Term coined by the Japanese community referring to the frame at which only jump, block, and [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Stylish Evade|Stylish Evade]] are available out of certain recovery types.
The types of recovery are:
*Hit
*Tech Roll (Down Evade)
*Throw Tech
These options will lock out the ability to perform any input, other than the ones mentioned previously, for a total of 2 frames.
This results in the necessity to avoid an Unblockable-type hit upon getting out of hitstun with a Stylish Evade, as the ability to [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Dodge|Dodge]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Stylish Guard|Stylish Guard]] is locked. Left-rights and high-lows are also a great way to make use of the lack of defensive options. Current notable users of these 'Kami Frame resets' are: {{NotationIcon-ASBR|Kars}} ([[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Ultimate Life Form|ULF]]), {{NotationIcon-ASBR|PolnareffMini}}, and {{NotationIcon-ASBR|ShigechiMini}}.
*An easy example is this sequence by {{NotationIcon-ASBR|Kars}} ([[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Ultimate Life Form|ULF]]): <code>5H > [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 6H|6H]]</code> on hit, as this will land the 6H unblockable perfectly as they get out of hitstun. Your only option to avoid this hit is to Stylish Evade.
===Taunt Guard===
'''''Removed in Patch 2.3'''''


===Input Priority===
Repeatedly inputting a Stylish Guard command during a Taunt (or moves with similar functions, like {{NotationIcon-ASBR|FinalPucciMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico_Pucci_(Final)#WS 22H|14 Words]]") will buffer said action as a Stylish Evade, removing some inherent risks from Stylish Guard (like a whiff animation or the need to properly time its use). It's also possible to buffer a Throw Escape by inputting the command as a Stylish Guard Tech ({{NotationIcon-ASBR|down}} + {{NotationIcon-ASBR|L}} + {{NotationIcon-ASBR|D}} + {{NotationIcon-ASBR|M}} / {{NotationIcon-ASBR|H}}) for an added layer of protection.
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 you're in, it'll go for the next possible one with your inputs. For instance, when inputting 5H and then 236LMH it'll Flash Cancel, as a GHA is not possible on whiff. <br>
The Input Priority order is written in this section for varying situations.


====In Neutral/Combo====
[https://twitter.com/S_R_S_E_/status/1732227252254085321 Click] [https://twitter.com/ElroyASB/status/1732378117895823694 here] for a few examples.
Stylish Guard > GHA > HHA > Special > Throw > Command Normal > Flash Cancel > Style > Heavy > Medium > Light > Dodge > Jump


====In Special Move====
===Cheating Guard===
When performing a Special Move you have a window of X frames after your first movement input was made for your attack button input to successfully perform the special move. For instance, inputting '''2-3-6''' sequentially one frame after another gives you X frames to input your attack button. <br>
'''''Removed in Patch 1.40'''''
If two separate Special Move movements are both valid in the same input frame, the game will prioritize the first. For instance, if you input '''2-3-6''', then immediately after '''2-1-4''' and an attack button, then game will output a '''2-3-6''' Special Move instead. You'll have to wait for the input window of the first Special Move movement input to time out before a different one can appear.


Also, the input priority when performing a special move is as follows:
Performing the Stylish Guard command repeatedly during blockstun lets a character block any combination of both high and low attacks without the need to time switching guard positions, and if there's a gap then Stylish Guard will be triggered.
Heavy > Medium > Light > Style


===Command Normal===
[https://twitter.com/d2ftaxi/status/1567891863474163712 Click here] for a demonstration.
Light > Medium > Heavy


==Bugs==
===IPS Bypass===
'''''Removal started in Patch 1.30, completely removed by Patch 1.60'''''


Due to a flaw in the way certain multi-hit attacks are coded, where only the final hit registers the move for the purposes of IPS, finding a way to whiff this final hit will not consider the move to have been used in a given combo (and thus allow using the same move more than twice per combo). {{NotationIcon-ASBR|GiornoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Giorno Giovanna#Stand 623X|WRYYYYYYYYYYY!]]" and {{NotationIcon-ASBR|KiraMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Yoshikage Kira#236X|Ha!]]" are good examples of moves that can IPS Bypass.


[https://twitter.com/RinChan_prpr/status/1618236025964462080 Here's] an example of a combo with IPS Bypass.


==Navigation==
==Navigation==
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[[Category:JoJo's Bizarre Adventure: All-Star Battle R]]
[[Category:JoJo's Bizarre Adventure: All-Star Battle R]]

Latest revision as of 19:04, 4 June 2024

Offense

Hit Effect Inheritance

An interesting quirk about hit effects is that moves without such properties will not overwrite them. This effectively means that is it possible to inflict a hit effect during a combo (such as a Groundbounce effect) and extend it long enough for said effect to happen at a later point. This particular interaction sees use in several combos to allow for otherwise impossible chains.

An example of this quirk, using JJASBR Final Pucci Small Icon.png Pucci (Final) as an example, is the following:

  1. With Whitesnake at his disposal, Pucci (Final) performs the following sequence against the opponent: 5L > 5M > 5H > 3H > 214L. This sequence ends in a groundbounce, so if Pucci (Final) lands attacks without hit effects during it, the state will not be overwritten and the combo will likely end. To be able to extend the combo, Pucci (Final) has to connect another attack with a hit effect (such as another 3H, which causes the Launch effect).
  2. However, if Pucci (Final) instead performs a Flash Cancel during 214L and prevents the opponent from reaching the ground, the groundbounce will not take place until they do so. One chain that makes this possible is the following: 5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236L. Since the hit effect in this chain was never overwritten, it will seem as if 236L was the cause of the groundbounce despite being incapable of doing so.
  3. Because of the newfound distance at which the groundbounce took place, the following combo becomes possible: 5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236L > 6[6] 9 j.H > 3H(QSOn) > s.2M > s.2M > 66 s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA.

Stand Rush

Quick Stand On

Quick Mount

Flash Cancel

Taunt

Taunt Combos

Assault Assist

Prebuffering

Knockdown

It's impossible to transition from a knockdown state into a crouching state immediately. While getting up, a character will go through a brief animation transition where they'll be forced into a standing animation; at frame 18, their hurtbox will be extended and will be vulnerable for 1 frame to fuzzy attacks.

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 JJASBR Diavolo Small Icon.png Diavolo and JJASBR Vanilla Ice Small Icon.png 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 JJASBR Joseph Small Icon.png Joseph or JJASBR Jotaro Part 3 Small Icon.png Jotaro (Part 3).
  • Unblockable Stand Rush + Blockstring: an example of this is this sequence by JJASBR Jotaro Part 3 Small Icon.png 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 JJASBR AW Diego Small Icon.png 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 JJASBR Ghiaccio Small Icon.png 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 JJASBR Old Joseph Small Icon.png 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: JJASBR Shigechi Small Icon.png Shigechi's "I can get anything I want!" (L/M versions), JJASBR Jolyne Small Icon.png Jolyne's "String Barrier", and JJASBR Weather Small Icon.png Weather's HHA. For more information on Phantom Hits, see its separate section on this page.
    • While Weather's HHA has no hitstun in general, Shigechi's and Jolyne's aforementioned moves have a trigger Phantom Hit which has no hitstun and is merely 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.
  • As for a setup without a Phantom Hit, JJASBR AW Diego Small Icon.png 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 JJASBR Ghiaccio Small Icon.png 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

Another setup is using the 3 Freeze effect on JJASBR Koichi Small Icon.png Koichi's Assist to set up an unblockable situation. This effect temporarily disables a lot of options, but most importantly jump. Hitting a Command Throw while 3 Freeze is in effect is inescapable, as the opponent is unable to jump.

  • 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.

For more information on 3 Freeze, see the description on JJASBR Koichi Small Icon.png Koichi's page.

Defense

Dodge

Dodge
JJASBR Back Dodge.png
Dodging to the back
Dodging to the back
JJASBR Front Dodge.png
Dodging to the front
Dodging to the front
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 2 - Total 36 - -
  • Invincible between frames 1-16f
  • Can be cancelled into Stylish Guard from frame 22 onwards
  • Can be cancelled into Forward Dash from frame 26 onwards

Stylish Evade

Stylish Evade
JJASBR Stylish Dodge.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 2 - - - -
  • Recovery after successful SG: 0f
  • Full Invincibility after successful SE: 50f
    • Max Invincibility after successful SE is canceled early: 42f

Stylish Guard

Stylish Guard
JJASBR Stylish Guard (1).png
Activation
Activation
JJASBR Stylish Guard (2).png
Success
Success
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 2 13 28 - -
  • Recovery after successful SG: 0f
  • Full Invincibility after successful SG: 12f
    • Max Invincibility after successful SG is canceled early: 2f

Stylish Guard (SG) can be input with any combination of buttons as long as it contains JJASBR Down.png + JJASBR Light Attack Button.png + JJASBR Dodge Button.png, 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), JJASBR Stroheim Small Icon.png Stroheim's "Farewell, you annoying Englishman!", and JJASBR Risotto Small Icon.png Risotto's "Control iron within 5-10 meters". 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.

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, and its recovery will play out during the screen freeze; this cancel 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.

Hitting a jumping move on an opponent's Stylish Guard will let 2 extra frames play between the trigger and the freeze, this means that hitting it at it's lowest will sit out the landing recovery before the freeze, and you'll be at 0 advantage post-freeze instead of -2. Jumping Light attacks have especially weird behavior in this, as they can cancel this recovery window and input something post-trigger, technically giving you +2 advantage.

Your options are:

  • Normals
  • Command Normals
  • Specials
  • HHA
  • GHA
  • Dodge

This behavior isn't particularly useful, as your attack will be telegraphed due to frame 3 of startup being visible during the freeze, and the opponent most likely dodging out of the move due to the Stylish Guard.

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 12f of invincibility post-freeze if they do nothing; canceling Stylish Guard's recovery with valid options will reduce this window to 2 frames (as long as it doesn't go over that 12 frame limit). For example, using a 4f 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.

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 Hit Recovery, 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 2.

Reversal Assist

Fuzzy Guard

White Health

Reversals & Recovery

Reversals

Jumping

Dash

THIS INFORMATION IS CURRENTLY ONLY GUARANTEED TO APPLY TO WEATHER REPORT, THIS INFORMATION DOES NOT COUNT FOR EVERY CHARACTER

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)
  • Dodge
  • 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

Phantom Hit

Phantom Hits are special hitboxes that do not interact with characters in the same way normal hitboxes do. They are usually coded as a single-hitting, non-damaging hitbox (though some deal 1 non-lethal point of damage) that does not deal hitstun and does not add a step towards damage scaling either. Despite not dealing damage or hitstun, it is still possible to perform Stylish Evade/Stylish Guard against them.

Their primary use is to act as a trigger for trap-based moves. One such example is JJASBR Keicho Small Icon.png Keicho's "A l-landmine?!" special move.

Input Tricks

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: GHA > Stylish Guard > 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.

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 JJASBR Down.png + JJASBR Light Attack Button.png + JJASBR Dodge Button.png + JJASBR Medium Attack Button.png / JJASBR Heavy Attack Button.png. 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 > JJASBR Style Button.png + Command Normal / Special Move.

On Oki or in Neutral 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. This can be especially useful in neutral because it gives your opponent a lot less time to punish a whiff.

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 allows 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 the Pillar Men's 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.

Click here for an example.

Known Bugs

JJASBR Joseph Small Icon.png Joseph Joestar

  • Sticky Boomerang
  • If JJASBR Joseph Small Icon.png Joseph blocks or gets hit by a reflected Clacker Boomerang twice (both the hit from the initial reflected projectile and then the return), the projectile will be stuck to Joseph's body.
    • This glitch is merely visual, the projectile will no longer have an active hitbox.
    • It's possible to keep stacking multiple boomerangs.
    • Any attack that triggers a cinematic cutscene will make the Clacker Boomerang(s) disappear.

Click here for an example.

JJASBR Diego Small Icon.png Diego Brando

  • Scary Monsters Softlock
  • If JJASBR Jotaro Part 3 Small Icon.png Jotaro (Part 3), JJASBR DIO Small Icon.png DIO, JJASBR Jotaro Part 4 Small Icon.png Jotaro (Part 4), or JJASBR AW Diego Small Icon.png AW Diego stop time on the first frame of JJASBR Diego Small Icon.png Diego's HHA (before the cinematic cutscene), Diego will not possess Super Armor until after the first attack. Should a launcher be used as the first attack, conventional IPS will apply to Scary Monsters from that point forward, despite Scary Monsters' Super Armor. If IPS is hit, Diego will be permanently invulnerable as a dinosaur, and softlocked for the rest of the round, only able to call his Reversal Assist. Once the round timer ends, both players will be softlocked.

Click here and here for an example.

Retired Esoterics

The mechanics explained in this section were removed at some point via game updates, but are still listed for preservation purposes.

Kami Frame

Removed in Patch 2.3

Term coined by the Japanese community referring to the frame at which only jump, block, and Stylish Evade are available out of certain recovery types.

The types of recovery are:

  • Hit
  • Tech Roll (Down Evade)
  • Throw Tech

These options will lock out the ability to perform any input, other than the ones mentioned previously, for a total of 2 frames.

This results in the necessity to avoid an Unblockable-type hit upon getting out of hitstun with a Stylish Evade, as the ability to Dodge or Stylish Guard is locked. Left-rights and high-lows are also a great way to make use of the lack of defensive options. Current notable users of these 'Kami Frame resets' are: JJASBR Kars Small Icon.png Kars (ULF), JJASBR Polnareff Small Icon.png Polnareff, and JJASBR Shigechi Small Icon.png Shigechi.

  • An easy example is this sequence by JJASBR Kars Small Icon.png Kars (ULF): 5H > 6H on hit, as this will land the 6H unblockable perfectly as they get out of hitstun. Your only option to avoid this hit is to Stylish Evade.

Taunt Guard

Removed in Patch 2.3

Repeatedly inputting a Stylish Guard command during a Taunt (or moves with similar functions, like JJASBR Final Pucci Small Icon.png Pucci (Final)'s "14 Words") will buffer said action as a Stylish Evade, removing some inherent risks from Stylish Guard (like a whiff animation or the need to properly time its use). It's also possible to buffer a Throw Escape by inputting the command as a Stylish Guard Tech (JJASBR Down.png + JJASBR Light Attack Button.png + JJASBR Dodge Button.png + JJASBR Medium Attack Button.png / JJASBR Heavy Attack Button.png) for an added layer of protection.

Click here for a few examples.

Cheating Guard

Removed in Patch 1.40

Performing the Stylish Guard command repeatedly during blockstun lets a character block any combination of both high and low attacks without the need to time switching guard positions, and if there's a gap then Stylish Guard will be triggered.

Click here for a demonstration.

IPS Bypass

Removal started in Patch 1.30, completely removed by Patch 1.60

Due to a flaw in the way certain multi-hit attacks are coded, where only the final hit registers the move for the purposes of IPS, finding a way to whiff this final hit will not consider the move to have been used in a given combo (and thus allow using the same move more than twice per combo). JJASBR Giorno Small Icon.png Giorno's "WRYYYYYYYYYYY!" and JJASBR Kira Small Icon.png Kira's "Ha!" are good examples of moves that can IPS Bypass.

Here's an example of a combo with IPS Bypass.

Navigation

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