JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4): Difference between revisions

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{{ASBR Character Intro|char=Josuke Part 4|short=js4|content=
{{ASBR Character Intro|char=Josuke Part 4|short=js4|content=
==Introduction==
==Introduction==
The primary protagonist of JJBA's fourth part, ''Diamond is Unbreakable'', Josuke Higashikata is an up-close mixup character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.
:''This article is about the character from Part 4, ''Diamond is Unbreakable'', primarily known as "Josuke 4". For information about the character from Part 8, ''JoJolion'', see [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 8)|Josuke Higashikata (Part 8)]].''
The primary protagonist of ''Diamond is Unbreakable'', the fourth part of ''JoJo's Bizarre Adventure'', Josuke Higashikata is a rushdown character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.


On offense, he boasts a strong mixup game with his left-right setups. His guard damage also adds an additional threat of guard breaking to his pressure.  
On offense, he boasts a strong mixup game with his left-right setups. His Guard Damage also adds an additional threat of guard breaking to his pressure.  


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Josuke_Part_4_Small_Icon.png|68x70px]] '''Josuke Higashikata''' is a Stand character who does stuff sometimes.
| intro = [[file:JJASBR_Josuke_Part_4_Small_Icon.png|50px]] '''Josuke Higashikata 4''' is a Stand character who closes in on the opponent in order to break down both their Health and their Guard Gauge.
| pros =
| pros =
* '''Stable Conversions:''' Just about anything can convert into 236L, letting him turn most hits in neutral into a longer combo.
* '''Stable Conversions:''' Just about anything can convert into "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#236X|Break through, beat you up!]]", letting him turn most hits in neutral into a longer combo.
* ''Strong Oki:''' Good left-right mixups with his crossup j.L, allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
* '''Strong Oki:''' Good left-right mixups with his crossup [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#JL|j.L]], allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
* '''Guard Damage:''' Can deal a lot of damage to an opponent's guard, potentially letting him score guard breaks after the opponent successfully blocks his mixups.
* '''Guard Damage:''' Can deal a lot of damage to an opponent's Guard Gauge, potentially letting him score Guard Breaks after the opponent successfully blocks his mixups.
* '''Good Neutral:''' Has solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and win neutral.
* '''Good Neutral:''' Josuke has an array of solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and make his way through neutral.
* '''High Damage:''' Josuke has above average damage, allowing him to finish the opponent with relatively few interactions.
| cons =
| cons =
* '''Scaling:''' Combos tend to scale a lot later on, limiting his damage past a point.
* '''Unsafe Pressure:''' Almost all of Josuke's special moves are unsafe, resulting in him needing to be careful during blockstrings or use Flash Cancels to keep himself safe.
|tablewidth=80
|tablewidth=80
}}
}}


===Watch Your Mouth!===
===Watch Your Mouth! Mode===
A unique stance Josuke enters after blocking an attack with 22H. In this mode, Josuke will constantly walk towards the opponent, and cannot move backwards or crouch. However, Josuke gains perpetual hyper armor, the ability to chain normals into each other in any order, and a new un-OTG move in 3M.
After blocking an attack with "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#22H|Watch Your Mouth!]]", Josuke enters a unique state where he receives the following benefits:
 
*Josuke features a special version of Super Armor that automatically escapes universal Throws and prevents the successful activation of Command Throws, as well as attacks with hitgrab properties, HHAs and GHAs.
*All of Josuke's Normal Attacks have altered speed, damage and Guard Damage.
*None of Josuke's moves will activate Counters.
*Josuke is able to chain his ground attacks together indefinitely, including chaining the same normal repeatedly.
**For the purposes of [[JoJo's Bizarre Adventure: All-Star Battle R/System#Infinite Prevention System|IPS]], each Normal Attack can be used up to 8 times in a single combo.
*Gains access to "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#3M|I'm not done]] [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 3M|kicking your ass!]]".
*"[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 214X|He heals pretty quickly!]]" is enhanced.
 
In return, however, Josuke will be forced to walk towards the opponent, becoming unable to stop moving, crouch, run, move backwards, dodge, jump in any direction that isn't forward, or block.


===Stats===
===Stats===
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}}
}}
}}
}}
==Move List==
==Move List==
<div class="movelist-toggles">
<div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div>
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<div id="movelist-1" class="movelist"><!-- Stand Off Move List -->
<div id="movelist-1" class="movelist"><!-- Stand Off Move List -->
===Stand Off===
===Stand Off===
*Values in [] apply during Watch Your Mouth! Mode.
====Normal Moves====
====Normal Moves====
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=7 [14]
  |guard=
  |guard=Mid
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Pretty good range for a jab, but overshadowed in neutral and pressure by 2L.
Josuke performs a backhanded attack.
*A standard jab, good for stopping dash jumps.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=23 [11]
  |guard=
  |guard=Mid
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-4
  |hitadv=
  |hitadv=0
  |description=
  |description=
Decent ranged normal with some significant forward movement. Combo and pressure filler.  
Josuke performs an advancing hook.
*Good range for pokes and counter-pokes.
*Mainly used as combo and pressure filler.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=35 [17]
  |guard=
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=-2
  |description=
  |description=
Crazy Diamond pops out to take a swing at the opponent. Ok poke, and very good hitconfirm tool. Can combo out of things like max range 2L.
Josuke summons Crazy Diamond, who performs a quick punch.
*Good range for pokes and confirms.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=13
  |guard=
  |guard=Low
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Low poke that's huge for its speed. Very good midrange tool, pressure tool, and mixup tool.
Josuke performs a stationary kick.
*Very good range for pokes.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=18
  |guard=
  |guard=Low
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-4
  |hitadv=
  |hitadv=0
  |description=
  |description=
A sliding low with a lower profile than 2L and some forward movement. Scales less and reaches a bit farther, making it a potentially more rewarding starter.
Josuke performs a sliding kick.
*Good range for pokes and counter pokes.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=33
  |guard=
  |guard=Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Sweep with the same range as 2L and none of the safety or reward. Don't bother.
Josuke summons Crazy Diamond, who performs an overhead punch to the ground.
*Causes hard knockdown.
*Good range for pokes.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=42 (10, 6*2, 10*2)
  |guard=
  |guard=Mid
  |startup=
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=
  |description=
  |description=
Does a ''lot'' of guard damage, making it very useful for guard break setups. However, there isn't a way to true blockstring into this with just Josuke's normals, so be wary of potential SGs and SDs.  
Josuke summons Crazy Diamond's fists to performs a barrage of punches.
 
*The fourth hit causes crumple, causing the move to restand crouching opponents.
Not something you want to actually hit your opponents with, since it uses up your one crumple for combo for whatever reason. This ends your combo pretty much immediately, since it robs you of the ability to use 236L's crumple as an extension tool.
**Because of this, canceling into [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#236X|236L]] will knock the opponent down.
*Cannot be canceled into [[JoJo's Bizarre Adventure: All-Star Battle R/System#Uses of the Heart Heat Gauge|Quick Stand On]].
*Does a lot of Guard Damage, making it very useful for Guard Break setups. However, it is difficult to true blockstring into this with just Josuke's normals, so be wary of potential SE/SG attempts.
**Causes an instant Guard Break while [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Watch Your Mouth! Mode|Watch Your Mouth! Mode]] is active.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=17 [8]
  |guard=
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
Line 195: Line 218:
  |hitadv=
  |hitadv=
  |description=
  |description=
Fast, tiny normal that hits all around Josuke. Not much practicality in neutral, but very good for ambiguous crossups.
Josuke performs an attack with his knees.
*Small, but can cross up.
*Good for air-to-airs and jump-ins.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=26 [13]
  |guard=
  |guard=Overhead
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
Line 215: Line 240:
  |hitadv=
  |hitadv=
  |description=
  |description=
Strong jump-in that reaches far down.
Josuke performs a kick downwards.
*A good jump-in due to its angle.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=30 [18]
  |guard=
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Launches the opponent on hit, and can technically combo after an air-to-air, but its slow speed and short horizontal range make it unwieldly as an air-to-air.
Josuke summons Crazy Diamond, who performs an uppercut.
*Launches on hit.
*Does not reach very far downwards, but can be used as combo filler.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_236X.png
|image=JJASBR_Josuke_Part_4_236X_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_236X_(2).png
|caption2=Start
|image3=JJASBR_Josuke_Part_4_236L.png
|caption3=Light
|image4=JJASBR_Josuke_Part_4_236M.png
|caption4=Medium
|image5=JJASBR_Josuke_Part_4_236H.png
|caption5=Heavy
|name=Break through, beat you up!
|name=Break through, beat you up!
|input=236L/M/H
|input=236L/M/H
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  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=109 (10*4, 4*11, 5, 20)
  |guard=
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-22
  |hitadv=
  |hitadv=Crumple
  |description=
  |description=
Very important move for Josuke. Crumples for combo extensions and combos out of basically any gatling. Lets you turn any hit from anywhere into a full combo. Also does a healthy amount of guard gauge.
Not safe on block at all, which makes it not ideal as a blockstring ender.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=114 (10*4, 4*11, 30)
  |guard=
  |guard=Mid, Overhead
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-22
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
The crumpling hit is replaced with an overhead that knocks down immediately. Not super rewarding most of the time.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=118 (10*4, 4*11, 34)
  |guard=
  |guard=Mid, Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-18
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Low that will never combo. Potentially rewarding launcher on hit, but since the overhead threat is so weak, this is mostly a knowledge check.
Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches that ends with a final attack.
*The final attack depends on the version used.
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/System#Rush Mode|Rush Mode]].
*Josuke's main combo tool while in Stand Off.
----
'''L version:'''
 
Josuke finishes the barrage with a straight punch.
*Causes crumple on hit.
*Can be followed up with a micro-dash 2L.
----
'''M version:'''
 
Josuke finishes the barrage with an overhead punch.
*Causes a groundbounce on hit.
*Cannot be followed up without spending meter or OTG.
----
'''H version:'''
 
Josuke finishes the barrage with a sweeping punch.
*Launches on hit and causes hard knockdown.
*Too large of a gap between the last hit and the previous ones to be a true combo against grounded opponents. Still, both portions can combo during a juggle.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">214X</font> ======
====== <font style="visibility:hidden" size="0">214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_214X.png
|image=JJASBR_Josuke_Part_4_214X_(1).png
|caption=
|caption=Attack
|image2=JJASBR_Josuke_Part_4_214X_(2).png
|caption2=Aftermath
|name=DORA!
|name=DORA!
|input=214L/M/H
|input=214L/M/H
Line 298: Line 353:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=60 (10*6)
  |guard=
  |guard=Low
  |startup=
  |startup=28
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-22
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Josuke strikes the ground repeatedly, hitting opponents that are lying on the ground. In addition to tacking on extra OTG damage after any combo, it also leaves them in the perfect position for a left-right mixup.
Hits low, but it's never worth it to try and land this on a not-knocked-down opponent.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=87 (12*6, 15)
  |guard=
  |guard=Low
  |startup=
  |startup=36
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-22
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Use run up 214M after landing HHA for the bit of extra damage and ideal mix.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=118 (14*7, 20)
  |guard=
  |guard=Low
  |startup=
  |startup=48
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-22
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Too slow to combo off most enders.
Josuke summons Crazy Diamond, who rapidly punches the ground, breaking it and leaving a small hole.
*The amount of hits, as well as the startup, depends on the version used.
*Causes hard knockdown.
*Can hit OTG.
*Leaves some rubble on the floor, which remains for the rest of the round or until "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#623X|As you were!]]" is used.
**If the move is used again with rubble already present on the field, the previous rubble will be removed.
----
'''L version:'''
*Fastest version with the least damage.
*Can OTG after [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 236X|s.236L/M/H]] in the corner.
----
'''M version:'''
*Balanced speed and damage.
*Not particularly useful.
----
'''H version:'''
*Slowest version with the most damage.
*The most used version, as it can OTG after [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#236X|236L/M]] and both versions of [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Heart Heat Attack|HHA]].
  }}
  }}
}}
}}
Line 346: Line 414:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=10
  |guard=
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-14
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
No difference between button variations.
Josuke rapidly slides across the floor, back to the spot where he last used "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#214X|DORA!]]".
 
*Move performance is identical across all versions.
Josuke rapidly slides across the floor, back to the last spot where he used 214X. An overhead for some reason, but you need backwall and Flash Cancel to convert, so it's not really useful as a mixup. Can be used to get out of a sticky situation due to its speed and low profile.
*Causes knockback on hit and triggers a wallbounce, in addition to causing hard knockdown.
*Incredibly active, making it usable as a meaty.
  }}
  }}
}}
}}
Line 369: Line 438:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=50
  |guard=
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Usable in both S-Off and S-On. L and M both fire a quick projectile, with the M version traveling faster than the L version. Good as something to throw out at far ranges for that bit of extra damage and pressure.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=60
  |guard=
  |guard=Mid
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-16
  |hitadv=
  |hitadv=-10
  |description=
  |description=
Another ok projectile.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=70
  |guard=
  |guard=Mid
  |startup=
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-18
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Dramatically longer startup, but this projectile knocks down.  
Josuke summons Crazy Diamond, who flicks an object at the opponent.
*The version used alters the speed of the projectile.
*Shares IPS with the Stand On version.
*Reaches very high, so it can be crouched under.
----
'''L version:'''
*Crazy Diamond fires a bearing.
*Travels at a slow speed.
----
'''M version:'''
*Crazy Diamond fires a bearing.
*Travels faster than the L version.
----
'''H version:'''
*Crazy Diamond fires a bullet.
*Travels the fastest.
*Launches the opponent away on hit.
  }}
  }}
}}
}}
Line 409: Line 492:
====== <font style="visibility:hidden" size="0">22H</font> ======
====== <font style="visibility:hidden" size="0">22H</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_22H.png
|image=JJASBR_Josuke_Part_4_22H_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_22H_(2).png
|caption2=
|image3=JJASBR_Josuke_Part_4_22H_(3).png
|caption3=''WHAT DID YOU SAY ABOUT MY HAIR?!''
|name=Watch Your Mouth!
|name=Watch Your Mouth!
|input=22H
|input=22H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=0
  |guard=
  |guard=
  |startup=
  |startup=
Line 423: Line 510:
  |hitadv=
  |hitadv=
  |description=
  |description=
Costs 1 bar to use. Counter that puts you in hair mode on connect. Since hair mode is not very good, this counter is not very good by extension.
Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, sending Josuke into a blind rage as his hair spikes upward.
*Requires 1 HH Gauge to be used, consuming it only during a successful activation.
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Watch Your Mouth! Mode|Watch Your Mouth! Mode]].
*Every character has a unique quote for falling victim to this attack.
  }}
  }}
}}
}}
Line 429: Line 519:
====== <font style="visibility:hidden" size="0">3M</font> ======
====== <font style="visibility:hidden" size="0">3M</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_3M.png
|image=JJASBR_Josuke_Part_4_22H-3M_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_22H-3M_(2).png
|caption2=
|name=I'm not done kicking your ass!
|name=I'm not done kicking your ass!
|input=3M near downed opponent in Watch Your Mouth mode
|input=3M during Watch Your Mouth! Mode
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=0
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 443: Line 535:
  |hitadv=
  |hitadv=
  |description=
  |description=
Un-OTGs your opponent. Short-ranged and tied to hair mode, so it doesn't come up much.
Josuke grabs the opponent off the ground, allowing him to continue his enraged assault.
*Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
*Restands the opponent.
  }}
  }}
}}
}}
</div>
</div>
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
===Stand On===
===Stand On===
*Values in [] apply during Watch Your Mouth! Mode.
====Normal Moves====
====Normal Moves====
====== <font style="visibility:hidden" size="0">Stand 5L</font> ======
====== <font style="visibility:hidden" size="0">Stand 5L</font> ======
Line 455: Line 549:
|image=JJASBR_Josuke_Part_4_Stand_5L.png
|image=JJASBR_Josuke_Part_4_Stand_5L.png
|caption=
|caption=
|name=5L
|name=s.5L
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=15 [7]
  |guard=
  |guard=Mid
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Similar to S-Off 5L, but slower and with a higher up hitbox.
Crazy Diamond performs a quick backhanded attack.
*Standard jab, good at stopping dash-jumps.
*Short range, but fast.
  }}
  }}
}}
}}
Line 475: Line 571:
|image=JJASBR_Josuke_Part_4_Stand_5M.png
|image=JJASBR_Josuke_Part_4_Stand_5M.png
|caption=
|caption=
|name=5M
|name=s.5M
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=25 [12]
  |guard=
  |guard=Mid
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Same range as s5L. combo filler.
Crazy Diamond performs backhanded attack that reaches further out.
*Faster and bigger than it seems at first glance.
*Hits high up in juggles, but doesn’t launch very high.
  }}
  }}
}}
}}
Line 495: Line 593:
|image=JJASBR_Josuke_Part_4_Stand_5H.png
|image=JJASBR_Josuke_Part_4_Stand_5H.png
|caption=
|caption=
|name=5H
|name=s.5H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=36 (12, 24) [18 (8, 10)]
  |guard=
  |guard=Mid
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Very good combo tool, since it's a two-hit normal that keeps opponents in the air in juggles.
Crazy Diamond moves forward and attacks with an uppercut.
*Can convert into a combo when used as an anti-air if quickly canceled into [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 623X|s.623L]].
*Great as combo filler for juggles, as it hits very high and launches very high as well.
  }}
  }}
}}
}}
Line 515: Line 615:
|image=JJASBR_Josuke_Part_4_Stand_2L.png
|image=JJASBR_Josuke_Part_4_Stand_2L.png
|caption=
|caption=
|name=2L
|name=s.2L
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=14
  |guard=
  |guard=Low
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
A low, despite the animation hitting some characters' chests. Ok poking normal, but doesn't hold a candle to its S-Off competition.
Crazy Diamond performs a crouching jab.
*Despite its animation, hits Low.
*Bigger than 5L, but still below average in range for a move of its kind.
  }}
  }}
}}
}}
Line 535: Line 637:
|image=JJASBR_Josuke_Part_4_Stand_2M.png
|image=JJASBR_Josuke_Part_4_Stand_2M.png
|caption=
|caption=
|name=2M
|name=s.2M
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=23
  |guard=
  |guard=Low
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-4
  |hitadv=
  |hitadv=0
  |description=
  |description=
Same range as s2L, and also a low. Better for juggles.
Crazy Diamond performs a backhanded attack that reaches slightly upwards.
*Good range for pokes and counter-pokes.
*Shorter than s.5M and doesn’t hit as high up, but launches much higher in comparison.
  }}
  }}
}}
}}
Line 555: Line 659:
|image=JJASBR_Josuke_Part_4_Stand_2H.png
|image=JJASBR_Josuke_Part_4_Stand_2H.png
|caption=
|caption=
|name=2H
|name=s.2H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=36
  |guard=
  |guard=Low
  |startup=
  |startup=13
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Same range as s2L with less reward. History repeats itself. Don't bother.
Crazy Diamond performs a sweeping kick.
*Causes hard knockdown.
*Good range for pokes, but not particularly useful otherwise.
  }}
  }}
}}
}}
Line 575: Line 681:
|image=JJASBR_Josuke_Part_4_Stand_3H.png
|image=JJASBR_Josuke_Part_4_Stand_3H.png
|caption=
|caption=
|name=3H
|name=s.3H
|subtitle=DORA...!
|subtitle=DORA...!
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=25 [35]
  |guard=
  |guard=Mid
  |startup=
  |startup=23
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-28
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Good launcher for combos and conversions. Also quite a big normal, though Crazy Diamond's size mitigates its low profile.
Josuke and Crazy Diamond slide along the ground, after which Crazy Diamond kicks upwards.
*Launches on hit.
*Landing both hits of s.5H in a juggle guarantees this move will always connect. This is great for helping to prevent combo drops.
*Canceling into s.623L on grounded hit allows a meterless conversion into a combo.
*Can connect a [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 421X|s.421L/M/H]], [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 236X|s.236L/M/H]], or [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 623X|s.623L/M/H]] against grounded opponents, while [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 214X|s.214L/M/H]] can only combo during a juggle.
  }}
  }}
}}
}}
Line 595: Line 705:
|image=JJASBR_Josuke_Part_4_Stand_Jump_L.png
|image=JJASBR_Josuke_Part_4_Stand_Jump_L.png
|caption=
|caption=
|name=j.L
|name=s.jL
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=18 [9]
  |guard=
  |guard=Overhead
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
Line 607: Line 717:
  |hitadv=
  |hitadv=
  |description=
  |description=
Definitely a move you can do.
Crazy Diamond performs a quick punch downwards.
*Good for air-to-airs.
  }}
  }}
}}
}}
Line 615: Line 726:
|image=JJASBR_Josuke_Part_4_Stand_Jump_M.png
|image=JJASBR_Josuke_Part_4_Stand_Jump_M.png
|caption=
|caption=
|name=j.M
|name=s.jM
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=28 [14]
  |guard=
  |guard=Overhead
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
Line 627: Line 738:
  |hitadv=
  |hitadv=
  |description=
  |description=
Gigantic air normal with a generous hitbox. Good for combos and for tagging people from far away.
Crazy Diamond performs a kick outwards.
*Good for jump-ins and combo filler.
  }}
  }}
}}
}}
Line 633: Line 745:
====== <font style="visibility:hidden" size="0">Stand JH</font> ======
====== <font style="visibility:hidden" size="0">Stand JH</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_Jump_H.png
|image=JJASBR_Josuke_Part_4_Stand_Jump_H_(1).png
|caption=
|caption=
|name=j.H
|image2=JJASBR_Josuke_Part_4_Stand_Jump_H_(2).png
|caption2=
|name=s.jH
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=37 (22, 15) [20 (13, 7)]
  |guard=
  |guard=Overhead
  |startup=
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
Line 647: Line 761:
  |hitadv=
  |hitadv=
  |description=
  |description=
Beefy two-hit jump-in normal. Impractical to land both hits on a grounded opponent most of the time, so it's mostly just juggle filler.
Crazy Diamond performs 2 jumping punches downwards.
*Good for jump-ins and combo filler.
  }}
  }}
}}
}}
Line 654: Line 769:
====== <font style="visibility:hidden" size="0">Stand 236X</font> ======
====== <font style="visibility:hidden" size="0">Stand 236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_236X.png
|image=JJASBR_Josuke_Part_4_Stand_236X_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_Stand_236X_(2).png
|caption2=
|name=Rockabye baby!
|name=Rockabye baby!
|input=236L/M/H
|input=s.236L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=83 (20, 4*12, 15)
  |guard=
  |guard=Mid
  |startup=
  |startup=19
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Hitgrab into hard knockdown. Stronger button variations travel farther and do more damage at the cost of greater startup and recovery on both hit and whiff.
The knockdown doesn't give you enough time to OTG with S-Off 214X, but you can get a safejump.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=100 (20, 5*13, 15)
  |guard=
  |guard=Mid
  |startup=
  |startup=25
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Another version of this move. Josuke doesn't use Stand-On much anyway, and his combos have better enders, so you won't have to agonize over whether to use s236L or s236M.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=119 (20, 6*14, 15)
  |guard=
  |guard=Mid
  |startup=
  |startup=37
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-16
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
The animation you're locked into on hit doesn't give you enough time to actually pressure the opponent after the knockdown. Very bad.
Crazy Diamond backhands the opponent before following up with a barrage of punches.
*Different versions change the distance covered by Crazy Diamond.
*This is a hitgrab.
*Launches the opponent away on a successful hit, and causes hard knockdown.
----
'''L version:'''
*Crazy Diamond remains right next to Josuke.
*Deals the least damage and builds the least amount of HH Gauge, but compensates by setting up the best oki.
----
'''M version:'''
*Crazy Diamond attack a bit away from Josuke.
*A middle of the pact, still allowing for a jump-in (but it's harder to time right).
----
'''H version:'''
*Crazy Diamond attacks very far away from Josuke.
*Deals the most damage and builds the most amount of HH Gauge, but acts as a hard neutral reset.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand 214X</font> ======
====== <font style="visibility:hidden" size="0">Stand 623X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_214X.png
|image=JJASBR_Josuke_Part_4_Stand_623X.png
|caption=
|caption=
|name=He heals pretty quick!
|name=DORARARARARARARA!
|input=214L/M/H
|input=s.623L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=61 (3, 4*12, 10)
  |guard=
  |guard=Mid
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Josuke's classic barrier move. Spawns a barrier a set distance from Josuke, with it spawning further away based on button strength. The barrier becomes an active hitbox shortly after forming and can be Stand Rushed, making it a good combo extender. The barrier itself can also be used to block opponents' projectiles or limit their movement for resets.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=77 (5, 4*13, 20)
  |guard=
  |guard=Mid
  |startup=
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Same move as before.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=93 (7, 4*14, 30)
  |guard=
  |guard=Mid
  |startup=
  |startup=21
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-12
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Still the same move.
Crazy Diamond performs a barrage of punches upwards.
*The version used alters Crazy Diamond's movement.
*The first hit causes crumple, causing the move to restand crouching opponents. Subsequent hits launch the opponent.
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/System#Rush Mode|Rush Mode]].
*Good anti-air.
----
'''L version:'''
*Josuke stays in place.
*Does not have invul.
*The only version that can be cancelled into [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Heart Heat Attack|HHA]].
*Has such low recovery that it can lead into a combo against airborne opponents.
----
'''M version:'''
*Josuke slides forward slightly.
*This version has invul prior to the first active frame.
*Cannot be Flash Canceled.
----
'''H version:'''
*Josuke slides forward more.
*This version has invul up until the first active frame.
*Cannot be Flash Canceled.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand 623X</font> ======
====== <font style="visibility:hidden" size="0">Stand 214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_623X.png
|image=JJASBR_Josuke_Part_4_Stand_214X_(1).png
|caption=
|caption=Punch
|name=DORARARARARARARA!
|image2=JJASBR_Josuke_Part_4_Stand_214X_(2).png
|input=623L/M/H
|caption2=Wall
|image3=JJASBR_Josuke_Part_4_Stand_214X_(3).png
|caption3=Enhanced Wall
|name=He heals pretty quick!
|input=s.214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=15
  |guard=
  |guard=Low
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-12
  |hitadv=
  |hitadv=-10
  |description=
  |description=
Punch rush, but angled up. L version is the only one that isn't a true reversal. It can be Flash Cancelled, though, so it's good for combo extension.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=15
  |guard=
  |guard=Low
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-12
  |hitadv=
  |hitadv=-10
  |description=
  |description=
Real dp. Not that useful, since you can't use it on wakeup and Josuke isn't in S-On much in neutral.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=15
  |guard=
  |guard=Low
  |startup=
  |startup=16
|active=
|recovery=
|blockadv=-12
|hitadv=-10
|description=
}}
{{AttackData-ASBR
|version=Wall
|header=no
|damage=20 [25]
|guard=Mid
|startup=40
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=+14
  |hitadv=
  |hitadv=+20
  |description=
  |description=
See M version.
Crazy Diamond punches the ground and repairs the rubble into a wall.
*The different versions of the move place the wall at different distances.
*Stand Rush-compatible.
*The wall remains for about 5 seconds, and will manifest even if the first hit is Flash Canceled.
**Only one wall can be active at a time; attempting to create a second wall will destroy an existing one.
**The wall can block most non-HHA/GHA projectiles, but will disintegrate upon blocking one such projectile. It will also disintegrate if either the opponent or Josuke touch it (Josuke will not be damaged in this instance).
*While in [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Watch Your Mouth! Mode|Watch Your Mouth! Mode]], Josuke creates larger walls that deal more damage and can absorb a greater amount of projectiles.
----
'''L version:'''
*Crazy Diamond creates the wall right next to Josuke.
*If not canceled into Stand Rush, the wall touches Crazy Diamond, causing it to disintegrate instantly (therefore not dealing damage).
----
'''M version:'''
*Crazy Diamond creates the wall away from Josuke.
----
'''H version:'''
*Crazy Diamond creates the wall very far away from Josuke.
  }}
  }}
}}
}}
Line 797: Line 973:
====== <font style="visibility:hidden" size="0">Stand 421X</font> ======
====== <font style="visibility:hidden" size="0">Stand 421X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_421X.png
|image=JJASBR_Josuke_Part_4_Stand_421X.png
|caption=
|caption=
|name=I'm a real Deadeye Dick!
|name=I'm a real Deadeye Dick!
|input=421L/M/H
|input=s.421L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=
  |damage=50
  |guard=
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Usable in both S-Off and S-On. L and M both fire a quick projectile, with the M version traveling faster than the L version. Good as something to throw out at far ranges for that bit of extra damage and pressure.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=
  |damage=60
  |guard=
  |guard=Mid
  |startup=
  |startup=17
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-16
  |hitadv=
  |hitadv=-10
  |description=
  |description=
Another ok projectile.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=
  |damage=70
  |guard=
  |guard=Mid
|startup=21
|active=
|recovery=
|blockadv=-18
|hitadv=KD
|description=
Crazy Diamond flicks an object at the opponent.
*The version used alters the speed of the projectile.
*Shares IPS with the Stand Off version.
*Reaches very high, so it can be crouched under.
----
'''L version:'''
*Crazy Diamond fires a bearing.
*Travels at a slow speed.
----
'''M version:'''
*Crazy Diamond fires a bearing.
*Travels at a fast speed.
----
'''H version:'''
*Crazy Diamond fires a bullet.
*Travels the fastest.
*Launches the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">Stand 3M</font> ======
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_22H-3M_(1).png
|caption=
|image2=JJASBR_Josuke_Part_4_Stand_22H-3M_(2).png
|caption2=
|name=I'm not done kicking your ass!
|input=s.3M during Watch Your Mouth! Mode
|data=
{{AttackData-ASBR
|damage=0
|guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 838: Line 1,050:
  |hitadv=
  |hitadv=
  |description=
  |description=
Dramatically longer startup, but this projectile knocks down.  
Josuke grabs the opponent off the ground, allowing him to continue his enraged assault.
*Identical to the Stand Off version.
*Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
*Restands the opponent.
  }}
  }}
}}
}}
</div>
</div>
==System Mechanics==
==System Mechanics==
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Throw.png
|image=JJASBR_Josuke_Part_4_Throw_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_Throw_(2).png
|caption2=
|name=Throw
|name=Throw
|subtitle=Guess I wasn't mad enough
|subtitle=Guess I wasn't mad enough
Line 853: Line 1,069:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Forward
  |damage=130
|damage=
  |guard=Throw
|guard=
  |startup=6
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Sure is a grab. Doesn't give you enough time to OTG after.
}}
{{AttackData-ASBR
|version=Back
|header=no
  |damage=
  |guard=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
Line 875: Line 1,077:
  |hitadv=
  |hitadv=
  |description=
  |description=
Same as above.
Josuke grabs the opponent, who Crazy Diamond punches.
*Leaves the opponent next to Josuke, but its high recovery prevents OTG hits from "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#214X|DORA!]]".
*Regardless of the version used, Josuke's Throws slightly rotate the axis.
*Both Throws are identical besides direction.
  }}
  }}
}}
}}
Line 884: Line 1,089:
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=Assist Name
|subtitle=DORARARARARARARA!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=93 (7, 4*14, 30)
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Does 623L. Pretty good blockstun assist, but whiffs on crouchers and some short characters.
Josuke summons Crazy Diamond, who performs a barrage of punches upwards.
*Assault Assist Stocks: 1
*Reversal Assist Stocks: 2
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)#Stand 623X|s.623H]]
*Launches on hit.
*The first hit causes crumple, causing the move to restand crouching opponents.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand On</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_Stand_On.png
|image=JJASBR_Josuke_Part_4_Stand_On.png
Line 917: Line 1,127:
  |hitadv=
  |hitadv=
  |description=
  |description=
(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities. Stick with S-Off outside of combos.
(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities.
  }}
  }}
}}
}}
Line 923: Line 1,133:
==Heart Heat Attack==
==Heart Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_HHA.png
|image=JJASBR_Josuke_Part_4_HHA_(1).png
|caption=
|caption=
|image2=JJASBR_Josuke_Part_4_HHA_(2).png
|caption2=
|image3=JJASBR_Josuke_Part_4_HHA_(3).png
|caption3=
|name=You're in my range...
|name=You're in my range...
|input=236 + Any Two Attack Buttons
|input=236 + Any Two Attack Buttons
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=176 (24+2*33+14+2*6+12+24*2)
  |guard=
  |guard=Mid
  |startup=
  |startup=2+10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-24
  |hitadv=
  |hitadv=HKD (+82)
  |description=
  |description=
Good for ending just about any combo. Gives you enough time to OTG 214M after.
Crazy Diamond punches the opponent, following up with a barrage of punches and finishing with an overhead punch followed by an uppercut.
*This is a hitgrab.
*Has enough frame advantage on hit to follow up with 66 > 214H.
*No invincibility, unlike most HHAs.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_HHA_236X.png
|image=JJASBR_Josuke_Part_4_HHA_Followup.png
|caption=
|caption=
|name=Meet my homing missile!
|name=Meet my homing missile!
|input=236L/M/H during HHA
|input=236L/M/H during "You're in my range..."
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=250 (24+2*30+8+2*9+27*2+68+18)
  |guard=
  |guard=
  |startup=
  |startup=
Line 954: Line 1,171:
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD (+88)
  |description=
  |description=
Tacks on a bit of extra damage for an extra half a bar. Often does ''less'' damage than just HHA into 214M due to scaling. Not that useful.
Crazy Diamond shoots a piece of glass through the opponent and "repairs" it back to hit a second time.
*Changes the ending of the HHA.
*Costs an additional 0.5 HH Gauge.
  }}
  }}
}}
}}
Line 962: Line 1,181:
==Great Heat Attack==
==Great Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_Josuke_Part_4_GHA.png
|image=JJASBR_Josuke_Part_4_GHA_(1).png
|caption=
|caption=''Crazy Diamond!''
|image2=JJASBR_Josuke_Part_4_GHA_(2).png
|caption2=''If I heal you first...''
|image3=JJASBR_Josuke_Part_4_GHA_(3).png
|caption3=''Then it's not cheating, is it?!''
|name=You're already fixed!
|name=You're already fixed!
|input=236L+M+H
|input=236L+M+H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=316 (60+20+2*90+56)
  |guard=
  |guard=Mid
  |startup=
  |startup=2+24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-26
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Good GHA that's easy to combo into. A reversal, too, but not an exceptionally fast one.
Josuke summons Crazy Diamond, who punches the opponent to the ground, healing them back to full health before beating them down with a barrage of punches.
*Among the lower-damaging GHAs in the game.
*The heal is purely aesthetic and doesn't affect actual damage numbers.
  }}
  }}
}}
}}


==Costumes==
===Normal===
{{ColorGallery | filePrefix=JJASBR_Josuke_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|1|  text=Normal (Color 1) }}
{{ColorGallery/Color|2|  text=Normal (Color 2) }}
{{ColorGallery/Color|3|  text=Normal (Color 3) }}
{{ColorGallery/Color|4|  text=Normal (Color 4) }}
}}
===Special===
{{ColorGallery | filePrefix=JJASBR_Josuke_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
{{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}
{{ColorGallery/Color|Special B 1|  text=Special B (Color 1) }}
{{ColorGallery/Color|Special B 2|  text=Special B (Color 2) }}
{{ColorGallery/Color|Special C 1|  text=Special C (Color 1) }}
{{ColorGallery/Color|Special C 2|  text=Special C (Color 2) }}
{{ColorGallery/Color|Special D 1|  text=Special D (Color 1) }}
{{ColorGallery/Color|Special D 2|  text=Special D (Color 2) }}
{{ColorGallery/Color|Special E 1|  text=Special E (Color 1) }}
{{ColorGallery/Color|Special E 2|  text=Special E (Color 2) }}
}}
===Extra===
{{ColorGallery | filePrefix=JJASBR_Josuke_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Extra A 1|  text=Extra A (Color 1) }}
{{ColorGallery/Color|Extra A 2|  text=Extra A (Color 2) }}
}}
===Stand===
{{ColorGallery | filePrefix=JJASBR_Josuke_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Stand 1|  text={{Tooltip|color=purple|text=Crazy Diamond (Color 1)|hovertext=Used for odd-numbered colors.}} }}
{{ColorGallery/Color|Stand 2|  text={{Tooltip|color=purple|text=Crazy Diamond (Color 2)|hovertext=Used for even-numbered colors.}} }}
}}
==Notable Players==
:{{Template:PlayerListDisclaimer}}
{| class="wikitable" style="text-align:center;"
!width="95"|Name
!width="90"|Usual Color
!width="125"|Region
!Contact
!Example Play
|-
|やこ (Yako)<br>(ALL-_-f_o_X)
|[[File:JJASBR Josuke Part 4 Color Extra A 1.png|200x200px|Extra A (Color 1)]]
|[[File:Flag_jp.png]]<br>Japan
|[https://twitter.com/__Yac0 @__Yac0]
|[https://www.youtube.com/watch?v=_FoFkuDrh8I Tournament Footage]<br>[https://www.youtube.com/@user-yn4re9ej6u/streams YouTube Channel]
|}


==Navigation==
==Navigation==

Latest revision as of 21:36, 8 June 2024

Introduction

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

The primary protagonist of Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Josuke Higashikata is a rushdown character with a variety of powerful tools. He can play at a variety of ranges well and convert just about any hit into a knockdown, allowing him to set up his powerful offense.

On offense, he boasts a strong mixup game with his left-right setups. His Guard Damage also adds an additional threat of guard breaking to his pressure.

Playstyle
JJASBR Josuke Part 4 Small Icon.png Josuke Higashikata 4 is a Stand character who closes in on the opponent in order to break down both their Health and their Guard Gauge.
Pros Cons
  • Stable Conversions: Just about anything can convert into "Break through, beat you up!", letting him turn most hits in neutral into a longer combo.
  • Strong Oki: Good left-right mixups with his crossup j.L, allowing him to turn most knockdowns into a scary high-low-left-right-throw guessing game.
  • Guard Damage: Can deal a lot of damage to an opponent's Guard Gauge, potentially letting him score Guard Breaks after the opponent successfully blocks his mixups.
  • Good Neutral: Josuke has an array of solid pokes with a good combination of speed and range, good jump-ins, decent mobility, and an acceptable projectile, letting him play at a variety of ranges and make his way through neutral.
  • High Damage: Josuke has above average damage, allowing him to finish the opponent with relatively few interactions.
  • Unsafe Pressure: Almost all of Josuke's special moves are unsafe, resulting in him needing to be careful during blockstrings or use Flash Cancels to keep himself safe.

Watch Your Mouth! Mode

After blocking an attack with "Watch Your Mouth!", Josuke enters a unique state where he receives the following benefits:

  • Josuke features a special version of Super Armor that automatically escapes universal Throws and prevents the successful activation of Command Throws, as well as attacks with hitgrab properties, HHAs and GHAs.
  • All of Josuke's Normal Attacks have altered speed, damage and Guard Damage.
  • None of Josuke's moves will activate Counters.
  • Josuke is able to chain his ground attacks together indefinitely, including chaining the same normal repeatedly.
    • For the purposes of IPS, each Normal Attack can be used up to 8 times in a single combo.
  • Gains access to "I'm not done kicking your ass!".
  • "He heals pretty quickly!" is enhanced.

In return, however, Josuke will be forced to walk towards the opponent, becoming unable to stop moving, crouch, run, move backwards, dodge, jump in any direction that isn't forward, or block.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_JOS
#ASBR_JSK4
JJASBR Josuke Part 4 Artwork.png

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

  • Values in [] apply during Watch Your Mouth! Mode.

Normal Moves

5L
5L
JJASBR Josuke Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 [14] Mid 4 - - -2 +2

Josuke performs a backhanded attack.

  • A standard jab, good for stopping dash jumps.
5M
5M
JJASBR Josuke Part 4 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 [11] Mid 8 - - -4 0

Josuke performs an advancing hook.

  • Good range for pokes and counter-pokes.
  • Mainly used as combo and pressure filler.
5H
5H
JJASBR Josuke Part 4 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 [17] Mid 12 - - -8 -2

Josuke summons Crazy Diamond, who performs a quick punch.

  • Good range for pokes and confirms.
2L
2L
JJASBR Josuke Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Josuke performs a stationary kick.

  • Very good range for pokes.
2M
2M
JJASBR Josuke Part 4 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low 8 - - -4 0

Josuke performs a sliding kick.

  • Good range for pokes and counter pokes.
2H
2H
JJASBR Josuke Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 12 - - -8 HKD

Josuke summons Crazy Diamond, who performs an overhead punch to the ground.

  • Causes hard knockdown.
  • Good range for pokes.
6H
6H
Get closer and pull 300km/h!
JJASBR Josuke Part 4 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 (10, 6*2, 10*2) Mid 18 - - -6 -

Josuke summons Crazy Diamond's fists to performs a barrage of punches.

  • The fourth hit causes crumple, causing the move to restand crouching opponents.
    • Because of this, canceling into 236L will knock the opponent down.
  • Cannot be canceled into Quick Stand On.
  • Does a lot of Guard Damage, making it very useful for Guard Break setups. However, it is difficult to true blockstring into this with just Josuke's normals, so be wary of potential SE/SG attempts.
JL
j.L
JJASBR Josuke Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [8] Overhead 8 - - - -

Josuke performs an attack with his knees.

  • Small, but can cross up.
  • Good for air-to-airs and jump-ins.
JM
j.M
JJASBR Josuke Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 [13] Overhead 10 - - - -

Josuke performs a kick downwards.

  • A good jump-in due to its angle.
JH
j.H
JJASBR Josuke Part 4 Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [18] Overhead 8 - - - KD

Josuke summons Crazy Diamond, who performs an uppercut.

  • Launches on hit.
  • Does not reach very far downwards, but can be used as combo filler.

Special Moves

236X
Break through, beat you up!
236L/M/H
JJASBR Josuke Part 4 236X (1).png
JJASBR Josuke Part 4 236X (2).png
Start
Start
JJASBR Josuke Part 4 236L.png
Light
Light
JJASBR Josuke Part 4 236M.png
Medium
Medium
JJASBR Josuke Part 4 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 109 (10*4, 4*11, 5, 20) Mid 12 - - -22 Crumple
Medium 114 (10*4, 4*11, 30) Mid, Overhead 12 - - -22 Groundbounce
Heavy 118 (10*4, 4*11, 34) Mid, Low 12 - - -18 HKD

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches that ends with a final attack.

  • The final attack depends on the version used.
  • Triggers Rush Mode.
  • Josuke's main combo tool while in Stand Off.

L version:

Josuke finishes the barrage with a straight punch.

  • Causes crumple on hit.
  • Can be followed up with a micro-dash 2L.

M version:

Josuke finishes the barrage with an overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be followed up without spending meter or OTG.

H version:

Josuke finishes the barrage with a sweeping punch.

  • Launches on hit and causes hard knockdown.
  • Too large of a gap between the last hit and the previous ones to be a true combo against grounded opponents. Still, both portions can combo during a juggle.
214X
DORA!
214L/M/H
JJASBR Josuke Part 4 214X (1).png
Attack
Attack
JJASBR Josuke Part 4 214X (2).png
Aftermath
Aftermath
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10*6) Low 28 - - -22 HKD
Medium 87 (12*6, 15) Low 36 - - -22 HKD
Heavy 118 (14*7, 20) Low 48 - - -22 HKD

Josuke summons Crazy Diamond, who rapidly punches the ground, breaking it and leaving a small hole.

  • The amount of hits, as well as the startup, depends on the version used.
  • Causes hard knockdown.
  • Can hit OTG.
  • Leaves some rubble on the floor, which remains for the rest of the round or until "As you were!" is used.
    • If the move is used again with rubble already present on the field, the previous rubble will be removed.

L version:

  • Fastest version with the least damage.
  • Can OTG after s.236L/M/H in the corner.

M version:

  • Balanced speed and damage.
  • Not particularly useful.

H version:

  • Slowest version with the most damage.
  • The most used version, as it can OTG after 236L/M and both versions of HHA.
623X
As you were!
623L/M/H
JJASBR Josuke Part 4 623X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Overhead 8 - - -14 HKD

Josuke rapidly slides across the floor, back to the spot where he last used "DORA!".

  • Move performance is identical across all versions.
  • Causes knockback on hit and triggers a wallbounce, in addition to causing hard knockdown.
  • Incredibly active, making it usable as a meaty.
421X
I'm a real Deadeye Dick!
421L/M/H
JJASBR Josuke Part 4 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid 12 - - -8 -4
Medium 60 Mid 16 - - -16 -10
Heavy 70 Mid 20 - - -18 KD

Josuke summons Crazy Diamond, who flicks an object at the opponent.

  • The version used alters the speed of the projectile.
  • Shares IPS with the Stand On version.
  • Reaches very high, so it can be crouched under.

L version:

  • Crazy Diamond fires a bearing.
  • Travels at a slow speed.

M version:

  • Crazy Diamond fires a bearing.
  • Travels faster than the L version.

H version:

  • Crazy Diamond fires a bullet.
  • Travels the fastest.
  • Launches the opponent away on hit.
22H
Watch Your Mouth!
22H
JJASBR Josuke Part 4 22H (1).png
JJASBR Josuke Part 4 22H (2).png
JJASBR Josuke Part 4 22H (3).png
WHAT DID YOU SAY ABOUT MY HAIR?!
WHAT DID YOU SAY ABOUT MY HAIR?!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, sending Josuke into a blind rage as his hair spikes upward.

  • Requires 1 HH Gauge to be used, consuming it only during a successful activation.
  • Triggers Watch Your Mouth! Mode.
  • Every character has a unique quote for falling victim to this attack.
3M
I'm not done kicking your ass!
3M during Watch Your Mouth! Mode
JJASBR Josuke Part 4 22H-3M (1).png
JJASBR Josuke Part 4 22H-3M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - -

Josuke grabs the opponent off the ground, allowing him to continue his enraged assault.

  • Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
  • Restands the opponent.

Stand On

  • Values in [] apply during Watch Your Mouth! Mode.

Normal Moves

Stand 5L
s.5L
JJASBR Josuke Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 [7] Mid 4 - - -2 +2

Crazy Diamond performs a quick backhanded attack.

  • Standard jab, good at stopping dash-jumps.
  • Short range, but fast.
Stand 5M
s.5M
JJASBR Josuke Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [12] Mid 7 - - -8 -4

Crazy Diamond performs backhanded attack that reaches further out.

  • Faster and bigger than it seems at first glance.
  • Hits high up in juggles, but doesn’t launch very high.
Stand 5H
s.5H
JJASBR Josuke Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (12, 24) [18 (8, 10)] Mid 11 - - -10 -4

Crazy Diamond moves forward and attacks with an uppercut.

  • Can convert into a combo when used as an anti-air if quickly canceled into s.623L.
  • Great as combo filler for juggles, as it hits very high and launches very high as well.
Stand 2L
s.2L
JJASBR Josuke Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 7 - - -2 +2

Crazy Diamond performs a crouching jab.

  • Despite its animation, hits Low.
  • Bigger than 5L, but still below average in range for a move of its kind.
Stand 2M
s.2M
JJASBR Josuke Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 9 - - -4 0

Crazy Diamond performs a backhanded attack that reaches slightly upwards.

  • Good range for pokes and counter-pokes.
  • Shorter than s.5M and doesn’t hit as high up, but launches much higher in comparison.
Stand 2H
s.2H
JJASBR Josuke Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 13 - - -8 HKD

Crazy Diamond performs a sweeping kick.

  • Causes hard knockdown.
  • Good range for pokes, but not particularly useful otherwise.
Stand 3H
s.3H
DORA...!
JJASBR Josuke Part 4 Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [35] Mid 23 - - -28 KD

Josuke and Crazy Diamond slide along the ground, after which Crazy Diamond kicks upwards.

  • Launches on hit.
  • Landing both hits of s.5H in a juggle guarantees this move will always connect. This is great for helping to prevent combo drops.
  • Canceling into s.623L on grounded hit allows a meterless conversion into a combo.
  • Can connect a s.421L/M/H, s.236L/M/H, or s.623L/M/H against grounded opponents, while s.214L/M/H can only combo during a juggle.
Stand JL
s.jL
JJASBR Josuke Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 [9] Overhead 9 - - - -

Crazy Diamond performs a quick punch downwards.

  • Good for air-to-airs.
Stand JM
s.jM
JJASBR Josuke Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 [14] Overhead 11 - - - -

Crazy Diamond performs a kick outwards.

  • Good for jump-ins and combo filler.
Stand JH
s.jH
JJASBR Josuke Part 4 Stand Jump H (1).png
JJASBR Josuke Part 4 Stand Jump H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 (22, 15) [20 (13, 7)] Overhead 15 - - - -

Crazy Diamond performs 2 jumping punches downwards.

  • Good for jump-ins and combo filler.

Special Moves

Stand 236X
Rockabye baby!
s.236L/M/H
JJASBR Josuke Part 4 Stand 236X (1).png
JJASBR Josuke Part 4 Stand 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 83 (20, 4*12, 15) Mid 19 - - -6 HKD
Medium 100 (20, 5*13, 15) Mid 25 - - -10 HKD
Heavy 119 (20, 6*14, 15) Mid 37 - - -16 HKD

Crazy Diamond backhands the opponent before following up with a barrage of punches.

  • Different versions change the distance covered by Crazy Diamond.
  • This is a hitgrab.
  • Launches the opponent away on a successful hit, and causes hard knockdown.

L version:

  • Crazy Diamond remains right next to Josuke.
  • Deals the least damage and builds the least amount of HH Gauge, but compensates by setting up the best oki.

M version:

  • Crazy Diamond attack a bit away from Josuke.
  • A middle of the pact, still allowing for a jump-in (but it's harder to time right).

H version:

  • Crazy Diamond attacks very far away from Josuke.
  • Deals the most damage and builds the most amount of HH Gauge, but acts as a hard neutral reset.
Stand 623X
DORARARARARARARA!
s.623L/M/H
JJASBR Josuke Part 4 Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 61 (3, 4*12, 10) Mid 9 - - -4 KD
Medium 77 (5, 4*13, 20) Mid 15 - - -8 KD
Heavy 93 (7, 4*14, 30) Mid 21 - - -12 KD

Crazy Diamond performs a barrage of punches upwards.

  • The version used alters Crazy Diamond's movement.
  • The first hit causes crumple, causing the move to restand crouching opponents. Subsequent hits launch the opponent.
  • Triggers Rush Mode.
  • Good anti-air.

L version:

  • Josuke stays in place.
  • Does not have invul.
  • The only version that can be cancelled into HHA.
  • Has such low recovery that it can lead into a combo against airborne opponents.

M version:

  • Josuke slides forward slightly.
  • This version has invul prior to the first active frame.
  • Cannot be Flash Canceled.

H version:

  • Josuke slides forward more.
  • This version has invul up until the first active frame.
  • Cannot be Flash Canceled.
Stand 214X
He heals pretty quick!
s.214L/M/H
JJASBR Josuke Part 4 Stand 214X (1).png
Punch
Punch
JJASBR Josuke Part 4 Stand 214X (2).png
Wall
Wall
JJASBR Josuke Part 4 Stand 214X (3).png
Enhanced Wall
Enhanced Wall
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Low 16 - - -12 -10
Medium 15 Low 16 - - -12 -10
Heavy 15 Low 16 - - -12 -10
Wall 20 [25] Mid 40 - - +14 +20

Crazy Diamond punches the ground and repairs the rubble into a wall.

  • The different versions of the move place the wall at different distances.
  • Stand Rush-compatible.
  • The wall remains for about 5 seconds, and will manifest even if the first hit is Flash Canceled.
    • Only one wall can be active at a time; attempting to create a second wall will destroy an existing one.
    • The wall can block most non-HHA/GHA projectiles, but will disintegrate upon blocking one such projectile. It will also disintegrate if either the opponent or Josuke touch it (Josuke will not be damaged in this instance).
  • While in Watch Your Mouth! Mode, Josuke creates larger walls that deal more damage and can absorb a greater amount of projectiles.

L version:

  • Crazy Diamond creates the wall right next to Josuke.
  • If not canceled into Stand Rush, the wall touches Crazy Diamond, causing it to disintegrate instantly (therefore not dealing damage).

M version:

  • Crazy Diamond creates the wall away from Josuke.

H version:

  • Crazy Diamond creates the wall very far away from Josuke.
Stand 421X
I'm a real Deadeye Dick!
s.421L/M/H
JJASBR Josuke Part 4 Stand 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid 13 - - -8 -4
Medium 60 Mid 17 - - -16 -10
Heavy 70 Mid 21 - - -18 KD

Crazy Diamond flicks an object at the opponent.

  • The version used alters the speed of the projectile.
  • Shares IPS with the Stand Off version.
  • Reaches very high, so it can be crouched under.

L version:

  • Crazy Diamond fires a bearing.
  • Travels at a slow speed.

M version:

  • Crazy Diamond fires a bearing.
  • Travels at a fast speed.

H version:

  • Crazy Diamond fires a bullet.
  • Travels the fastest.
  • Launches the opponent away on hit.
Stand 3M
I'm not done kicking your ass!
s.3M during Watch Your Mouth! Mode
JJASBR Josuke Part 4 Stand 22H-3M (1).png
JJASBR Josuke Part 4 Stand 22H-3M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - -

Josuke grabs the opponent off the ground, allowing him to continue his enraged assault.

  • Identical to the Stand Off version.
  • Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
  • Restands the opponent.

System Mechanics

Throw
Throw
Guess I wasn't mad enough
5/4 + Any Two Attack Buttons
JJASBR Josuke Part 4 Throw (1).png
JJASBR Josuke Part 4 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 6 - - - -

Josuke grabs the opponent, who Crazy Diamond punches.

  • Leaves the opponent next to Josuke, but its high recovery prevents OTG hits from "DORA!".
  • Regardless of the version used, Josuke's Throws slightly rotate the axis.
  • Both Throws are identical besides direction.
Assist
Assist
DORARARARARARARA!
JJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Josuke Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
93 (7, 4*14, 30) Mid - - - - KD

Josuke summons Crazy Diamond, who performs a barrage of punches upwards.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on s.623H
  • Launches on hit.
  • The first hit causes crumple, causing the move to restand crouching opponents.
5S
Stand On/Off
5S
JJASBR Josuke Part 4 Stand On.png
Stand On
Stand On
JJASBR Josuke Part 4 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities.

Heart Heat Attack

You're in my range...
236 + Any Two Attack Buttons
JJASBR Josuke Part 4 HHA (1).png
JJASBR Josuke Part 4 HHA (2).png
JJASBR Josuke Part 4 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
176 (24+2*33+14+2*6+12+24*2) Mid 2+10 - - -24 HKD (+82)

Crazy Diamond punches the opponent, following up with a barrage of punches and finishing with an overhead punch followed by an uppercut.

  • This is a hitgrab.
  • Has enough frame advantage on hit to follow up with 66 > 214H.
  • No invincibility, unlike most HHAs.
Meet my homing missile!
236L/M/H during "You're in my range..."
JJASBR Josuke Part 4 HHA Followup.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
250 (24+2*30+8+2*9+27*2+68+18) - - - - - HKD (+88)

Crazy Diamond shoots a piece of glass through the opponent and "repairs" it back to hit a second time.

  • Changes the ending of the HHA.
  • Costs an additional 0.5 HH Gauge.

Great Heat Attack

You're already fixed!
236L+M+H
JJASBR Josuke Part 4 GHA (1).png
Crazy Diamond!
Crazy Diamond!
JJASBR Josuke Part 4 GHA (2).png
If I heal you first...
If I heal you first...
JJASBR Josuke Part 4 GHA (3).png
Then it's not cheating, is it?!
Then it's not cheating, is it?!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
316 (60+20+2*90+56) Mid 2+24 - - -26 HKD

Josuke summons Crazy Diamond, who punches the opponent to the ground, healing them back to full health before beating them down with a barrage of punches.

  • Among the lower-damaging GHAs in the game.
  • The heal is purely aesthetic and doesn't affect actual damage numbers.

Costumes

Normal

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

Special

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

Extra

Extra A (Color 1)
Extra A (Color 2)

Stand

Crazy Diamond (Color 1)
Crazy Diamond (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
やこ (Yako)
(ALL-_-f_o_X)
Extra A (Color 1) Flag jp.png
Japan
@__Yac0 Tournament Footage
YouTube Channel

Navigation

General
FAQ
Controls
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System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
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DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
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Kira
Kosaku
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JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
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AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh