User:GunBlaze/Sandbox: Difference between revisions

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*Through certain abilities, Dio Brando can recover health.
*Through certain abilities, Dio Brando can recover health.
*Through his HHA, Esidisi can recover 120 health.
*Through his HHA, Esidisi can recover 120 health.
</div>
|-
|}
</center>
==HHA / GHA Data==
===Total GHA Duration===
<center>
{| class="wikitable sortable" style="display:inline-table; text-align:center;"
|+ Total GHA Duration
|-
!Character
!GHA Duration (seconds)
|-
|Jonathan
|14.85
|-
|Zeppeli
|14.55
|-
|Speedwagon
|15.96
|-
|Dio Brando
|15.84
|-
|Joseph
|11.29
|-
|Caesar
|16.22
|-
|Lisa Lisa
|18.58
|-
|Stroheim
|16.56
|-
|Wamuu
|9.52
|-
|Esidisi
|14.06
|-
|Kars
|13.64
|-
|Jotaro (Part 3)
|13.87
|-
|Old Joseph
|14.59
|-
|Avdol
|11.82
|-
|Kakyoin
|13.79
|-
|Polnareff
|15.46
|-
|Iggy
|14.49 (Default)<br>16.30 (Alternate)
|-
|Hol Horse
|15.04
|-
|Mariah
|17.47
|-
|Pet Shop
|12.67
|-
|Vanilla Ice
|12.68
|-
|DIO
|19.30 (Default)<br>34.98 (Alternate)
|-
|Josuke (Part 4)
|17.99
|-
|Jotaro (Part 4)
|15.56
|-
|Koichi
|15.45
|-
|Okuyasu
|14.04
|-
|Yukako
|15.72
|-
|Rohan
|14.50
|-
|Shigechi
|13.03
|-
|Yuya
|18.10
|-
|Keicho
|17.06
|-
|Akira
|15.91
|-
|Kira
|16.09
|-
|Kosaku
|24.31
|-
|Giorno
|12.77
|-
|Bucciarati
|18.05
|-
|Mista
|14.87
|-
|Narancia
|15.23
|-
|Fugo
|16.17
|-
|Trish
|15.29
|-
|Abbacchio
|20.09
|-
|Prosciutto & Pesci
|16.25
|-
|Ghiaccio
|22.58
|-
|Risotto
|16.46
|-
|Diavolo
|16.07
|-
|Jolyne
|13.58
|-
|Ermes
|11.96
|-
|Foo Fighters
|17.88
|-
|Anasui
|16.46
|-
|Weather
|15.65
|-
|Pucci (WS)
|13.78
|-
|Pucci (Final)
|16.21 (Default)<br>19.28 (Alternate)
|-
|Johnny
|16.81 (Default)<br>22.10 (Alternate)
|-
|Gyro
|8.63 (Default)<br>15.39 (Alternate)
|-
|Diego
|16.20
|-
|AW Diego
|15.48
|-
|Valentine
|15.47
|-
|Josuke (Part 8)
|15.67
|-
|Wonder of U
|18.30
|-
|Baoh
|17.80
|-
|}
</center>
===HHA / GHA Damage===
<center>
{| class="wikitable sortable" style="margin:0em auto 0em auto; text-align:center;"
|+ HHA/GHA Damage
|-
!Character
!HHA
!GHA (LV1)
!GHA (LV2)
!GHA (LV3)
!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>(98/128/148/168)<br>[182/212/232/252]
|320/356/391/429
|369/411/452/495
|444/495/543/595
|
<div style="text-align: left;">
*Damage listed in <code>()</code> and <code>[]</code> for HHA (and in general for GHA) takes "Guess I did it again!" Levels into consideration (LV0/LV1/LV2/LVMAX).
*Damage listed in <code>()</code> for HHA takes only the follow-up into consideration.
*Damage listed in <code>[]</code> for HHA assumes all hits connect and includes the follow-up.
*While HHA is non-cinematic, the follow-up is.
*HHA is considered a projectile, and each bullet deals individual damage.
*GHA can hit OTG, but its activation is not counted towards the GHA LV damage boost under any circumstance.
</div>
|-
|Caesar
|210
|320
|384
|480
|
<div style="text-align: left;">
*HHA and GHA are considered projectiles.
</div>
|-
|Lisa Lisa
|160
|340
|408
|510
|
<div style="text-align: left;">
*HHA is Unblockable and can hit OTG.
*HHA is completely incapable of triggering a Counter Hit.
*GHA acts as a counterattack, but will transition into a hit if not triggered.
</div>
|-
|Stroheim
|204
|340
|408
|510
|
<div style="text-align: left;">
*HHA can only be used in Heavy Machine Gun Mode, and refills the UV Laser Gauge on a successful hit.
*GHA has faster startup while in UV Laser Mode. In addition, it leaves Stroheim in UV Laser Mode on whiff, but switches to Heavy Machine Gun Mode on a successful hit.
</div>
|-
|Wamuu
|199
|318
|381
|477
|
<div style="text-align: left;">
*HHA is non-cinematic.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA is non-cinematic until the final 9 hits.
</div>
|-
|Esidisi
|170
|340
|408
|510
|
<div style="text-align: left;">
*HHA heals Esidisi on a successful hit.
*If HHA is used during Mode 2, it will not cost HH Gauge.
</div>
|-
|Kars
|174 (191)
|0
|0
|0
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA takes Modes into consideration.
*Damage listed for HHA assumes all hits connect.
*HHA is non-cinematic until the final hit.
*If HHA is used during Mode 2, it will not cost HH Gauge.
*GHA triggers a permanent transformation.
</div>
|-
|Jotaro (Part 3)
|100 (203)
|360
|432
|540
|
<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 acts as a counterattack.
</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 30 extra damage.
**This extra damage is not taken into account by the cutscene, which will also prevent it from factoring into Training Mode's Damage Display.
</div>
|-
|Polnareff
|0
|322
|386
|483
|
<div style="text-align: left;">
*HHA triggers a temporary transformation.
</div>
|-
|Iggy
|142
|348
|417
|522
|
<div style="text-align: left;">
*GHA has an alternate animation if Iggy uses his "Special A" costume.
</div>
|-
|Hol Horse
|73/84 [80/92]<br>(193/219 [212/241])
|320 [352]
|384 [422]
|480 [528]
|
<div style="text-align: left;">
*Damage listed for HHA is for the normal/enhanced versions.
*Damage listed in <code>()</code> for HHA is for the Extended versions (normal/enhanced).
*Damage listed in <code>[]</code> for both HHA and GHA takes "Hol Horse loves the ladies!" into consideration (normal/enhanced for HHA).
*HHA is non-cinematic and is considered a projectile.
*GHA can hit OTG.
</div>
|-
|Mariah
|136/204/272
|304
|364
|456
|
<div style="text-align: left;">
*HHA is non-cinematic.
*Damage listed for HHA takes Magnetization Gauge Levels into consideration (LV1/LV2/LVMAX).
*GHA tracks the opponent's location.
</div>
|-
|Pet Shop
|180
|348
|417
|522
|
<div style="text-align: left;">
*Both HHA and GHA can be used in the air via Flight Mode.
</div>
|-
|Vanilla Ice
|190
|340
|407
|510
|
<div style="text-align: left;">
*Neither HHA nor GHA can be used while in Stand On.
*HHA refills the Stand Power Gauge on a successful hit.
*Both HHA and GHA are Unblockable.
</div>
|-
|DIO
|160 (120)
|348
|417
|522
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA is for the Time Stop version.
*Time Stop version of HHA is non-cinematic.
*GHA has an alternate animation if used against Jotaro (Part 3).
**Jotaro (Part 3) can reduce the damage taken from DIO's GHA and prevent it from taking him below 1 HP for the cost of 2 HH Gauges.
</div>
|-
|Josuke (Part 4)
|176 (250)
|316
|379
|474
|
<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;">
*Both HHA and GHA are Unblockable.
*HHA is non-cinematic, can hit OTG, and can be delayed.
*HHA moves Okuyasu a set distance towards and above the opponent if used while in Stand Off.
*HHA drags the opponent a set distance towards Okuyasu if used while in Stand On, with the drag causing hitstun but no damage.
*Okuyasu takes self-damage during GHA.
</div>
|-
|Yukako
|180
|313
|375
|469
|
<div style="text-align: left;">
*HHA is non-cinematic.
*GHA tracks the opponent's location.
</div>
|-
|Rohan
|172
|300
|360
|450
|
<div style="text-align: left;">
*HHA locks out all of the opponent's Command Normals, Special Moves and Style actions (except Stand On/Off and Mounting) for 5 seconds.
*GHA drains 2 HH Gauges from the opponent, and locks out all of their actions (aside from movement, Stand On/Off, Mounting, and Assist) for 5 seconds.
</div>
|-
|Shigechi
|186
|354
|424
|531
|
<div style="text-align: left;">
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA restore 3 Harvest stacks upon use.
</div>
|-
|Yuya
|138
|316
|379
|474
|
<div style="text-align: left;">
*HHA is non-cinematic and can hit OTG.
*Both HHA and GHA are considered projectiles, and steal Health and HH Gauge on a successful hit (with the stolen Health being converted into White Damage).
</div>
|-
|Keicho
|148
|288
|345
|432
|
<div style="text-align: left;">
*Both HHA and GHA are considered projectiles.
</div>
|-
|Akira
|168 (206)
|309 (361)
|370 (433)
|463 (541)
|
<div style="text-align: left;">
*Both HHA and GHA refill the Electricity Gauge.
*Damage listed in <code>()</code> for both HHA and GHA takes MAX Electricity into consideration.
</div>
|-
|Kira
|210
|342
|410
|513
|
<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 acts as a counterattack.
*GHA is Unblockable. In addition, it heals Kosaku and reverts all character-specific resources and transformations on a successful hit.
</div>
|-
|Giorno
|170
|0
|0
|0
|
<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 has Super Armor and forces Bucciarati into Stand Off on a successful hit.
*Bucciarati takes self-damage during HHA.
*GHA can hit OTG.
</div>
|-
|Mista
|190
|374
|448
|561
|
<div style="text-align: left;">
*Damage listed for both HHA and GHA assumes all bullets connect, as each bullet deals individual damage.
*HHA is non-cinematic and has slightly higher minimum damage than average.
*GHA is considered a projectile and homes in on the opponent.
</div>
|-
|Narancia
|180
|330
|395
|495
|
<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
|170 (200)
|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>
|-
|Abbacchio
|190
|340
|407
|510
|
|-
|Prosciutto
|200
|369
|442
|553
|
<div style="text-align: left;">
*HHA acts as a counterattack and inflicts Aging.
*GHA dismisses The Grateful Dead, and can hit OTG.
</div>
|-
|Ghiaccio
|0
|360
|432
|540
|
<div style="text-align: left;">
*HHA triggers a temporary transformation and forces Ghiaccio into Stand On.
*GHA forces Ghiaccio into Stand Off upon use.
</div>
|-
|Risotto
|190
|340
|408
|510
|
<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 acts as a counterattack.
</div>
|-
|Jolyne
|186
|357
|428
|535
|
|-
|Ermes
|200<br>(250/220/310)
|336
|403
|504
|
<div style="text-align: left;">
*HHA acts as a counterattack.
*Damage listed in <code>()</code> for HHA takes Kiss Stickers into consideration (Arms/Legs/Both).
*Ermes takes self-damage during HHA.
</div>
|-
|Foo Fighters
|0
|390
|468
|575
|
<div style="text-align: left;">
*HHA is non-cinematic, heals Foo Fighters, refills Plankton Stocks, and grants access to a one-time buff to "F.F. Shot".
*GHA is considered a projectile.
</div>
|-
|Anasui
|206
|356
|427
|534
|
<div style="text-align: left;">
*HHA can be delayed.
*GHA tracks the opponent's location.
</div>
|-
|Weather
|0
|312
|374
|468
|
<div style="text-align: left;">
*HHA is non-cinematic and triggers a temporary transformation for the opponent.
*While under the effects of Mode 3, Wamuu is completely immune to Weather's HHA.
</div>
|-
|Pucci (WS)
|160
|470
|564
|705
|
<div style="text-align: left;">
*HHA seals the opponent's own HHA on a successful hit.
*GHA acts as a counterattack and seals the opponent's HH Gauge on a successful activation.
</div>
|-
|Pucci (Final)
|144
|5
|5
|5
|
<div style="text-align: left;">
*HHA is only available with Whitesnake, and seals the opponent's Command Normals, Special Moves and Style actions (except Stand On/Off and Mounting) on a successful hit.
*GHA is only available with C-MOON and triggers a temporary transformation, but its activation is not counted towards the GHA LV damage boost despite dealing damage.
</div>
|-
|Johnny
|140/170/200<br>(168/192/251)
|319 (329)
|382 (394)
|478 (493)
|
<div style="text-align: left;">
*Damage listed for HHA refers to each ACT (ACT 1/ACT 2/ACTs 3 & 4).
*Damage listed in <code>()</code> for both HHA and GHA takes Holy Corpse parts into consideration.
*In ACT 1, HHA is available while both Mounted and Dismounted.
*In ACT 2, HHA is available only while Dismounted.
*In ACTs 3 & 4, HHA is available only while Mounted.
*GHA triggers ACT 4 upon use, forces Johnny into Mounted Mode, and has an alternate animation if used against Valentine.
**Uniquely, its activation is not affected by Damage Scaling.
</div>
|-
|Gyro
|179 (188)
|310
|372
|465
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA takes Golden Spin Mode into consideration.
*HHA is available while both Mounted and Dismounted.
*GHA triggers Golden Spin Mode upon use, forces Gyro into Mounted Mode, and has an alternate animation if used against Valentine.
</div>
|-
|Diego
|0
|360
|432
|540
|
<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 acts as a counterattack.
*GHA is Unblockable.
</div>
|-
|Josuke (Part 8)
|190
|297
|356
|445
|
<div style="text-align: left;">
*HHA can be Flash Canceled on a successful hit, as well as canceled into GHA.
</div>
|-
|Wonder of U
|153/181/210
|440/470/500
|528/564/599
|660/705/750
|
<div style="text-align: left;">
*Damage listed for both HHA and GHA takes Calamity Levels into consideration (LV1/LV2/LV3).
*HHA hits the entire stage and can hit OTG.
*GHA acts as a counterattack.
</div>
|-
|Baoh
|192 (168)
|372
|446
|558
|
<div style="text-align: left;">
*Damage listed in <code>()</code> for HHA refers to ranges beyond point blank.
</div>
</div>
|-
|-
Line 1,002: Line 145:
==Combo Info==
==Combo Info==
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Hit Effect Inheritance|Hit Effect Inheritance]]:''' With Whitesnake, Pucci (Final)'s combos make heavy use of this quirk to store the groundbounces from j.H and 214L, allowing for extended sequences to work.
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Esoterics#Hit Effect Inheritance|Hit Effect Inheritance]]:''' With Whitesnake, Pucci (Final)'s combos make heavy use of this quirk to store the groundbounces from j.H and 214L, allowing for extended sequences to work.
==Combo List==
<tabber>
<tabber>
|-|Stand Off=
|-|Stand Off=
Line 1,430: Line 575:
<div id="movelist-2" class="movelist"><!-- C-MOON Combo List -->
<div id="movelist-2" class="movelist"><!-- C-MOON Combo List -->
==Combo Info==
==Combo Info==
==Combo List==
<tabber>
<tabber>
|-|Stand Off=
|-|Stand Off=
Line 1,672: Line 819:
<div id="movelist-3" class="movelist"><!-- Made in Heaven Combo List -->
<div id="movelist-3" class="movelist"><!-- Made in Heaven Combo List -->
==Combo Info==
==Combo Info==
==Combo List==
<tabber>
<tabber>
|-|Stand Off=
|-|Stand Off=

Latest revision as of 21:43, 17 June 2024

Health Values

Health Values
Health Character(s) Notes
1050 Part 6: JJASBR Ermes Small Icon.png Ermes
  • Ermes triggers Resolve Mode at 20% health.
1000 Part 1: JJASBR Jonathan Small Icon.png Jonathan
Part 2: JJASBR Joseph Small Icon.png Joseph, JJASBR Stroheim Small Icon.png Stroheim
Part 3: JJASBR Jotaro Part 3 Small Icon.png Jotaro (Part 3), JJASBR Avdol Small Icon.png Avdol
Part 4: JJASBR Josuke Part 4 Small Icon.png Josuke (Part 4), JJASBR Jotaro Part 4 Small Icon.png Jotaro (Part 4), JJASBR Okuyasu Small Icon.png Okuyasu, JJASBR Rohan Small Icon.png Rohan
Part 5: JJASBR Risotto Small Icon.png Risotto
Part 8: JJASBR Josuke Part 8 Small Icon.png Josuke (Part 8)
  • Through a certain ability, Jonathan can revive after a KO with 100 health.
  • Through a certain ability, Risotto can recover 100 health as White Damage.
950 Part 1: JJASBR Zeppeli Small Icon.png Zeppeli, JJASBR Speedwagon Small Icon.png Speedwagon
Part 2: JJASBR Caesar Small Icon.png Caesar, JJASBR Wamuu Small Icon.png Wamuu
Part 3: JJASBR Old Joseph Small Icon.png Old Joseph, JJASBR Hol Horse Small Icon.png Hol Horse, JJASBR Vanilla Ice Small Icon.png Vanilla Ice
Part 4: JJASBR Akira Small Icon.png Akira, JJASBR Kira Small Icon.png Kira
Part 5: JJASBR Giorno Small Icon.png Giorno, JJASBR Bruno Small Icon.png Bucciarati, JJASBR Mista Small Icon.png Mista, JJASBR Trish Small Icon.png Trish, JJASBR Abbacchio Small Icon.png Abbacchio, JJASBR Prosciutto Small Icon.png Prosciutto, JJASBR Ghiaccio Small Icon.png Ghiaccio
Part 6: JJASBR Jolyne Small Icon.png Jolyne
Part 7: JJASBR Johnny Small Icon.png Johnny
  • Wamuu and Vanilla Ice are considered Stone Mask characters, incurring White Damage upon being hit.
  • Through a certain ability, Vanilla Ice can recover health.
  • Giorno, Bucciarati, Mista, Abbacchio, Prosciutto and Ghiaccio trigger Resolve Mode at 20% health.
  • For the cost of 1 HH Gauge, Bucciarati can revive after a KO with 95 health.
  • Through a certain ability, Giorno can recover 100 health as White Damage.
930 Part 3: JJASBR Polnareff Small Icon.png Polnareff
920 Part 7: JJASBR Diego Small Icon.png Diego, JJASBR AW Diego Small Icon.png AW Diego
900 Part 2: JJASBR Lisa Lisa Small Icon.png Lisa Lisa
Part 3: JJASBR Kakyoin Small Icon.png Kakyoin, JJASBR Mariah Small Icon.png Mariah
Part 4: JJASBR Koichi Small Icon.png Koichi, JJASBR Yukako Small Icon.png Yukako, JJASBR Shigechi Small Icon.png Shigechi, JJASBR Keicho Small Icon.png Keicho, JJASBR Kosaku Small Icon.png Kosaku
Part 5: JJASBR Fugo Small Icon.png Fugo, JJASBR Diavolo Small Icon.png Diavolo
Part 6: JJASBR FF Small Icon.png Foo Fighters, JJASBR Anasui Small Icon.png Anasui, JJASBR Weather Small Icon.png Weather, JJASBR WS Pucci Small Icon.png Pucci (WS), JJASBR Final Pucci Small Icon.png Pucci (Final)
Part 7: JJASBR Gyro Small Icon.png Gyro, JJASBR Valentine Small Icon.png Valentine
  • Prior to version 2.00, Kakyoin possessed 1000 health.
  • For the cost of 1 HH Gauge, Yukako can revive after a match-losing KO with 175 health.
  • Prior to version 2.00, Keicho possessed 840 health.
  • Prior to version 1.30, Kosaku possessed 1000 health.
  • Through his GHA, Kosaku can recover 200 health.
  • Fugo triggers Resolve Mode at 20% health.
  • Prior to version 2.30, Foo Fighters possessed 950 health.
  • Through her HHA, Foo Fighters can recover 100 health.
  • Obtaining 2 Holy Corpse parts reduces the amount of damage Valentine takes by 10%.
  • With D4C -Love Train- active, the amount of damage taken by Valentine is reduced by 25%.
  • Once per match, Valentine can fully recover his health through a certain ability.
850 Part 2: JJASBR Kars Small Icon.png Kars
Part 4: JJASBR Yuya Small Icon.png Yuya
Part 5: JJASBR Narancia Small Icon.png Narancia
Part 8: JJASBR Wonder of U Small Icon.png Wonder of U
Other: JJASBR Baoh Small Icon.png Baoh
  • Kars is considered a Stone Mask character, incurring White Damage upon being hit.
  • Through certain abilities, Yuya can recover health as White Damage.
  • Prior to version 1.30, Narancia possessed 950 health.
  • Wonder of U's Calamity Level increases as it loses health.
  • Baoh triggers Baoh Armed Phenomenon at different amounts of health:
    • Level 1 is triggered by reaching less than 75% health.
    • Level 2 is triggered by reaching less than 50% health.
    • Level 3 is triggered by reaching less than 25% health.
840 Part 3: JJASBR DIO Small Icon.png DIO
  • DIO is considered a Stone Mask character, incurring White Damage upon being hit.
  • Through a certain ability, DIO can recover health.
800 Part 1: JJASBR Dio Brando Small Icon.png Dio Brando
Part 2: JJASBR Esidisi Small Icon.png Esidisi
Part 3: JJASBR Iggy Small Icon.png Iggy, JJASBR Pet Shop Small Icon.png Pet Shop
  • Dio Brando and Esidisi are considered Stone Mask characters, incurring White Damage upon being hit.
  • Through certain abilities, Dio Brando can recover health.
  • Through his HHA, Esidisi can recover 120 health.
Numpad Notation
JJASBR Up-Left.png JJASBR Up.png JJASBR Up-Right.png
JJASBR Left.png JJASBR Right.png
JJASBR Down-Left.png JJASBR Down.png JJASBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = JJASBR 236 Motion.png
  • 214 = JJASBR 214 Motion.png
  • 623 = JJASBR 623 Motion.png
  • 421 = JJASBR 421 Motion.png
  • 41236 = JJASBR 41236 Motion.png
  • 63214 = JJASBR 63214 Motion.png
  • 46 = JJASBR Left.pngJJASBR Right.png
  • 28 = JJASBR Down.pngJJASBR Up.png
  • Light: JJASBR Light Attack Button.png
  • Medium: JJASBR Medium Attack Button.png
  • Heavy: JJASBR Heavy Attack Button.png
  • Style: JJASBR Style Button.png
  • Assist: JJASBR Assist Button.png
  • Dodge: JJASBR Dodge Button.png
  • Taunt: JJASBR Taunt Button.png
  • Micro Dash = 66 JJASBR Right.pngJJASBR Right.png
  • j. = Jump JJASBR Up-Left.png / JJASBR Up.png / JJASBR Up-Right.png
  • Dash Jump = 669 j.X JJASBR Right.pngJJASBR Right.pngJJASBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • w. = Whiff
  • (m) = Button Mash
  • s. = Stand On Move
  • m. = Mounted Move
  • FC = Flash Cancel
  • QSOn = Quick Stand On
  • SR = Stand Rush
  • QM = Quick Mount
  • TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
  • (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
  • OTG = On The Ground
  • AA = Assault Assist
  • SG = Stylish Guard
  • HHA = Heart Heat Attack
  • GHA = Great Heat Attack
Movelist
  • I order you! = Disc (236L/M/H)
  • You shall be crucified! = Chops (214L/M/H)
  • 14 Words = Chant (22H; Can hold to Extend)

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

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

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

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

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

Stand Select

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

Combo Info

  • Hit Effect Inheritance: With Whitesnake, Pucci (Final)'s combos make heavy use of this quirk to store the groundbounces from j.H and 214L, allowing for extended sequences to work.

Combo List

Stand Off Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
5M > 5H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 262 0 Bars
Whitesnake
  • Works anywhere.
  • Builds 0.75 bars.
  • If Pucci (Final) starts the combo with at least 0.5 bars, he can substitute 5L > 236L > 214H(OTG) for 5M > HHA, increasing combo damage to 306.
  • Should the combo start from point blank, there is a strong chance for Pucci (Final) to switch sides during the first 669 j.H. The combo can still continue normally, but it's something to keep in mind.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 313 0.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1 bar.
  • If Pucci (Final) starts the combo with at least 0.5 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 382.
EmbedVideo is missing a required parameter.
5M > 5H > 236H(FC) > 6[6] 5M > 5H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 346 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 0.75 bars.
  • If Pucci (Final) starts the combo with at least 1.25 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 383.
EmbedVideo is missing a required parameter.
5M > 5H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jM > s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 348 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 0.9 bars.
  • If HHA is not used, combo damage decreases to 276.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 (dl)s.jM > S > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jH > s.2L > s.2L > s.5L> s.5M > s.5H > s.3H > HHA 405 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.3 bars.
  • If HHA is not used, combo damage decreases to 333.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236H > 6[6]9 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 363 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.35 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 402.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 236H(FC) > S > 66 s.5L > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 353 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.35 bars.
  • The Flash Cancel at the start of the combo is meant to be triggered before the DISC hits.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 421.
EmbedVideo is missing a required parameter.
5M > 5H > 3H(QSOn) > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 396 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.25 bars.
  • If Pucci (Final) starts the combo with at least 1.5 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 444.
EmbedVideo is missing a required parameter.
5M > 5H > 236H(FC) > 6[6] 5M > 5H(QSOn) > s.5M > s.5H > s.3H > 669 (dl)s.jM > s.2M > s.2M > S > 66 2M > 2H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 382 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.45 bars.
  • If Pucci (Final) starts the combo with at least 1.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 446.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H > 236H > 6[6]9 (dl)j.H > 2H > 3H(QSOn) > s.2M > s.2M > 669 s.jM > s.5L > s.5M > s.5H > 66 s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 441 2.5 Bars
Whitesnake
  • Can only be done at the sidewall.
  • Builds 1.2 bars.
  • If HHA is not used, combo damage decreases to 369.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > 66 s.2M > 66 s.2M > s.5M > s.5H > 66 s.5L > s.5M > s.5H > s.3H > S > 669 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 374 1.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.45 bars.
  • If Pucci (Final) starts the combo with at least 1.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 438.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > 66 s.5M > s.5H > s.3H > 6[6]9 (dl)s.jM > S > 66 2M > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 s.jH > s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 445 3 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.3 bars.
  • If HHA is not used, combo damage decreases to 373.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > 669 s.jH > s.5L > s.5M > s.5H > s.3H > S > 669 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 457 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.1 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 521.
EmbedVideo is missing a required parameter.
5M > 5H > 3H(QSOn) > s.5H > s.3H(FC) > 669 s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 478 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.35 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 527.
EmbedVideo is missing a required parameter.
5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 6[6] 5M > 5H > 2M > 2H > 3H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 479 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If Pucci (Final) starts the combo with at least 2.2 bars, he can substitute 5L > 236L > 214H(OTG) for 2M > HHA, increasing combo damage to 541.
EmbedVideo is missing a required parameter.
5L > 5M > 5H > 3H > 214L(FC) > 66 5M > 5H(QSOn) > s.5M > s.5H > s.3H(FC) > 669 (dl)s.jH > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 66 2M > 236H > 6[6]9 (dl)j.H > 2H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 540 3.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
EmbedVideo is missing a required parameter.
Stand Off Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
2M > 5H(QSOn) > 66 s.5M > s.2H > s.3H(m)(Assist) > 669 s.jH > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 472 1 Bar
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
  • The combo can also start from 5M, which increases total damage to 475.
  • If an Assist is not available, an FC can be used instead, requiring an extra bar.
623H(Assist) > S > 669 s.jH > s.5M > s.2H > s.214M > 66 s.5M > s.2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 66 5M > 2H > 214M > 669 j.H > 5L > 5H > 236H(m) > 2L > S > s.3H(m) > HHA(m) 560 1 Bar
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(FC) > 669 s.jH > s.5M > s.2H > s.214M(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > S > s.3H(m) > HHA(m) 555 1 Bar
Whitesnake
Noriaki Kakyoin
  • Can be done from midscreen.
Bars
Whitesnake
Noriaki Kakyoin
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Stand On Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
s.5L > s.5M > s.5H > s.3H > 669 s.jM > s.2M > s.2M > S > 66 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 293 0 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.1 bars.
  • If Pucci (Final) starts the combo with at least 0.1 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 359.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.2M > 66 s.2M > S > 66 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 669 j.H > 5L > 236L > 214H(OTG) 383 1 Bar
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 450.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > 66 s.2M > s.2M > S > 6[6] 5M > 5H > 214L > 669 j.H > 3H > 669 > j.H > 3H > 236H > HHA 432 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.1 bars.
  • If HHA is not used, combo damage decreases to 360.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M > S > 6[6] 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 479 2 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 545.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > S > 66 5M > 5H > 5M > 5H > 214L > 669 > j.H > 3H > 214L > 669 j.H > 3H(QSOn) > s.2M > s.2M > 669 j.H > s.2L > s.2L > s.5L > s.5M > s.5H > s.3H > HHA 471 2.5 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.4 bars.
  • If HHA is not used, combo damage is decreased to 399.
EmbedVideo is missing a required parameter.
s.jH > s.5L > s.5M > s.5H > s.3H(FC) > 9 (dl)s.jM > s.5H > s.3H(FC) > 669 s.jH > s.2M > s.2M(FC) > S > 669 (dl)j.M > 5M > 5H > 5M > 5H > 214L > 669 j.H > 3H > 214L > 669 j.H > 5L > 236L > 214H(OTG) 545 3 Bars
Whitesnake
  • Works anywhere.
  • Builds 1.15 bars.
  • If Pucci (Final) starts the combo with at least 0.85 bars, he can substitute 5L > 236L > 214H(OTG) for 3H > 236H > HHA, increasing combo damage to 607.
EmbedVideo is missing a required parameter.
Stand On Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
s.2M > s.2H > s.3H(m)(FC) > 669 sj.H > s.2M > s.2H > s.214M(FC) > 669 s.jH > s.5M > s.214L(Assist) > S > 669 j.M > dl. 2H > 214L > 669 j.H > 5M > 5H > 236M > 66 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 661 2 Bars
Whitesnake
Noriaki Kakyoin
  • The reason for delaying 2H after the Assist is to gain a favorable camera shift.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
  • Works anywhere.
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.
Bars
Whitesnake
Noriaki Kakyoin
EmbedVideo is missing a required parameter.

Combo Info

Combo List

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

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

Combo Info

Combo List

Stand Off Combos (Solo)
Combo Damage Stand Meter Cost Notes Video Example
5L > 5M > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5L > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 414 1 Bar
Made in Heaven
  • Works anywhere.
j.H > 2H > 214M > 669 j.M > S > s.5M > s.2H > s.214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 432 1.5 Bars
Made in Heaven
  • Works anywhere.
623L(FC) > 669 j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 699 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 447 2 Bars
Made in Heaven
  • Works anywhere.
Bars
Made in Heaven
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Bars
Made in Heaven
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Bars
Made in Heaven
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Stand Off Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
2M > 5H(QSOn) > 66 s.5M > s.2H > s.3H(m)(Assist) > 669 s.jH > 5M > 2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 472 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
  • The combo can also start from 5M, which increases total damage to 475.
  • If an Assist is not available, an FC can be used instead, requiring an extra bar.
623H(Assist) > S > 669 s.jH > s.5M > s.2H > s.214M > 66 s.5M > s.2H > 214M(SR) > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 66 5M > 2H > 214M > 669 j.H > 5L > 5H > 236H(m) > 2L > S > s.3H(m) > HHA(m) 560 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
j.H > 2H > 214L > S > 669 s.jM > 5M > 2H > 214M(FC) > 669 s.jH > s.5M > s.2H > s.214M(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > S > s.3H(m) > HHA(m) 555 1 Bar
Made in Heaven
Noriaki Kakyoin
  • Can be done from midscreen.
Bars
Made in Heaven
Noriaki Kakyoin
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Stand On Combos (Solo)
Combo Damage Meter Cost Stand Notes Video Example
Bars
Made in Heaven
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Stand On Combos (Assist)
Combo Damage Meter Cost Stand Assist Notes Video Example
s.jH > s.5H > s.214L > s.2H > s.3H(m)(FC) > 669 s.jH > 5M > 2H > 214L(Assist) > S > 669 j.M > 2H > 214L > 669 j.H > 5M > 5H > 236M(m) > 2L > 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 615 2 Bars
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
s.2M > s.2H > s.3H(m)(FC) > 669 sj.H > s.2M > s.2H > s.214M(FC) > 669 s.jH > s.5M > s.214L(Assist) > S > 669 j.M > dl. 2H > 214L > 669 j.H > 5M > 5H > 236M > 66 2M > 2H > 214L > 669 j.H > 5M > 5H > 236H(m) > 2L > 2M > S > s.3H(m) > HHA(m) 661 2 Bars
Made in Heaven
Noriaki Kakyoin
  • The reason for delaying 2H after the Assist is to gain a favorable camera shift.
Bars
Made in Heaven
Noriaki Kakyoin
  • Works anywhere.
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