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 a | 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. | ||
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|68x70px]] '''Josuke Higashikata''' is a Stand character who does stuff sometimes. | ||
| pros = | | pros = | ||
* ''' | * '''Stable Conversions:''' Just about anything can convert into 236L, 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, 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. | |||
| cons = | | cons = | ||
* ''' | * '''Scaling:''' Combos tend to scale a lot later on, limiting his damage past a point. | ||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
===Watch Your Mouth!=== | |||
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. | |||
===Stats=== | ===Stats=== | ||
Line 45: | Line 53: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Pretty good range for a jab, but overshadowed in neutral and pressure by 2L. | |||
}} | }} | ||
}} | }} | ||
Line 66: | Line 73: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Decent ranged normal with some significant forward movement. Combo and pressure filler. | |||
}} | }} | ||
}} | }} | ||
Line 87: | Line 93: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 108: | Line 113: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Low poke that's huge for its speed. Very good midrange tool, pressure tool, and mixup tool. | |||
}} | }} | ||
}} | }} | ||
Line 129: | Line 133: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 150: | Line 153: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Sweep with the same range as 2L and none of the safety or reward. Don't bother. | |||
}} | }} | ||
}} | }} | ||
Line 171: | Line 173: | ||
|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. | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 192: | Line 195: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Fast, tiny normal that hits all around Josuke. Not much practicality in neutral, but very good for ambiguous crossups. | |||
}} | }} | ||
}} | }} | ||
Line 213: | Line 215: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Strong jump-in that reaches far down. | |||
}} | }} | ||
}} | }} | ||
Line 234: | Line 235: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 257: | Line 257: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 271: | Line 272: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 285: | Line 285: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 307: | Line 306: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 321: | Line 321: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Use run up 214M after landing HHA for the bit of extra damage and ideal mix. | |||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 335: | Line 334: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Too slow to combo off most enders. | |||
}} | }} | ||
}} | }} | ||
Line 348: | Line 346: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 357: | Line 354: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
No difference between button variations. | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 407: | Line 377: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 421: | Line 390: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Another ok projectile. | |||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 435: | Line 403: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Dramatically longer startup, but this projectile knocks down. | |||
}} | }} | ||
}} | }} | ||
Line 456: | Line 423: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 477: | Line 443: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Un-OTGs your opponent. Short-ranged and tied to hair mode, so it doesn't come up much. | |||
}} | }} | ||
}} | }} | ||
Line 502: | Line 467: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Similar to S-Off 5L, but slower and with a higher up hitbox. | |||
}} | }} | ||
}} | }} | ||
Line 523: | Line 487: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Same range as s5L. combo filler. | |||
}} | }} | ||
}} | }} | ||
Line 544: | Line 507: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Very good combo tool, since it's a two-hit normal that keeps opponents in the air in juggles. | |||
}} | }} | ||
}} | }} | ||
Line 565: | Line 527: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 586: | Line 547: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Same range as s2L, and also a low. Better for juggles. | |||
}} | }} | ||
}} | }} | ||
Line 607: | Line 567: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Same range as s2L with less reward. History repeats itself. Don't bother. | |||
}} | }} | ||
}} | }} | ||
Line 628: | Line 587: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Good launcher for combos and conversions. Also quite a big normal, though Crazy Diamond's size mitigates its low profile. | |||
}} | }} | ||
}} | }} | ||
Line 649: | Line 607: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Definitely a move you can do. | |||
}} | }} | ||
}} | }} | ||
Line 670: | Line 627: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gigantic air normal with a generous hitbox. Good for combos and for tagging people from far away. | |||
}} | }} | ||
}} | }} | ||
Line 691: | Line 647: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 714: | Line 669: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 728: | Line 684: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 742: | Line 697: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 764: | Line 718: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 778: | Line 731: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Same move as before. | |||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 792: | Line 744: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Still the same move. | |||
}} | }} | ||
}} | }} | ||
Line 814: | Line 765: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 828: | Line 778: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 842: | Line 791: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
See M version. | |||
}} | }} | ||
}} | }} | ||
Line 864: | Line 812: | ||
|hitadv= | |hitadv= | ||
|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 | ||
Line 878: | Line 825: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Another ok projectile. | |||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 892: | Line 838: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Dramatically longer startup, but this projectile knocks down. | |||
}} | }} | ||
}} | }} | ||
Line 917: | Line 862: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Sure is a grab. Doesn't give you enough time to OTG after. | |||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 931: | Line 875: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Same as above. | |||
}} | }} | ||
}} | }} | ||
Line 952: | Line 895: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Does 623L. Pretty good blockstun assist, but whiffs on crouchers and some short characters. | |||
}} | }} | ||
}} | }} | ||
Line 975: | Line 917: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities. | (Un)Summons Crazy Diamond, altering Josuke's moveset and abilities. Stick with S-Off outside of combos. | ||
}} | }} | ||
}} | }} | ||
Line 995: | Line 937: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Good for ending just about any combo. Gives you enough time to OTG 214M after. | |||
}} | }} | ||
}} | }} | ||
Line 1,015: | Line 956: | ||
|hitadv= | |hitadv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,036: | Line 976: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Good GHA that's easy to combo into. A reversal, too, but not an exceptionally fast one. | |||
}} | }} | ||
}} | }} |
Revision as of 20:41, 4 October 2022
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.
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
Watch Your Mouth!
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.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 1000 | Rumble | #ASBR_JOS #ASBR_JSK4 |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
|
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5M
5M
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
---|
2H
2H
|
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6H
6H
Get closer and pull 300km/h! |
---|
JL
j.L
|
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JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Break through, beat you up!
236L/M/H |
---|
214X
DORA!
214L/M/H |
---|
623X
As you were!
623L/M/H |
---|
421X
I'm a real Deadeye Dick!
421L/M/H |
---|
22H
Watch Your Mouth!
22H |
---|
3M
I'm not done kicking your ass!
3M near downed opponent in Watch Your Mouth mode |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand 3H
3H
DORA...! |
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
Rockabye baby!
236L/M/H |
---|
Stand 214X
He heals pretty quick!
214L/M/H |
---|
Stand 623X
DORARARARARARARA!
623L/M/H |
---|
Stand 421X
I'm a real Deadeye Dick!
421L/M/H |
---|
System Mechanics
Throw
Throw
Guess I wasn't mad enough 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Assist Name |
---|
Stand On
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
|
---|
Heart Heat Attack
You're in my range...
236 + Any Two Attack Buttons |
---|
Meet my homing missile!
236L/M/H during HHA |
---|
Great Heat Attack
You're already fixed!
236L+M+H |
---|