JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 8): Difference between revisions
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Josuke raises his knee to do a quick attack. | Josuke raises his knee to do a quick attack. | ||
*Good range for a light attack. | *Good range for a light attack. | ||
*Josuke's fastest | *Josuke's fastest option while in Stand Off. | ||
}} | }} | ||
}} | }} | ||
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Josuke summons Soft & Wet to throw out a punch. | Josuke summons Soft & Wet to throw out a punch. | ||
*Decent range, slightly worse than 2H. | *Decent range, slightly worse than 2H. | ||
*Horrible recovery for a 5H | *Horrible recovery for a 5H; always cancel into something else. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Josuke gets on one hand and kicks the opponent twice as he twirls around. | Josuke gets on one hand and kicks the opponent twice as he twirls around. | ||
*Causes hard knockdown, leading into oki. | *Causes hard knockdown, leading into oki. | ||
* | *The first hit can be canceled, avoiding hard knockdown. | ||
*Horrible recovery on block | *Amazing range, with second hit reaching further than the first. | ||
**Most range out of all Stand Off normals. | |||
*Horrible recovery on block; always cancel into something else. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Soft & Wet is summoned by Josuke to do an uppercut. | Soft & Wet is summoned by Josuke to do an uppercut. | ||
*Hits twice | *Hits twice with double heavy hitstop, making it good for hitconfirms. | ||
*Better range than 5H. | *Better range than 5H. | ||
*Can function as an inconsistent anti-air. | *Can function as an inconsistent anti-air. | ||
*Horrible recovery | *Horrible recovery; always cancel into something else. | ||
}} | }} | ||
}} | }} | ||
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*Can only be used once per combo. | *Can only be used once per combo. | ||
*Main starter for oki situations. | *Main starter for oki situations. | ||
*Horrible recovery | *Horrible recovery; always cancel into something else if the opponent is standing. | ||
}} | }} | ||
}} | }} | ||
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Josuke attacks with an aerial knee strike. | Josuke attacks with an aerial knee strike. | ||
*Can cross up. | *Can cross up. | ||
* | *Has the lowest hitstun out of Josuke's aerials, which he can take advantage of to tick throw soon after. | ||
}} | }} | ||
}} | }} | ||
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*Decently active hitbox. | *Decently active hitbox. | ||
*Can cross up. | *Can cross up. | ||
* | *Has the longest horizontal range out of Josuke's aerials while in Stand Off, making it a great air-to-air. | ||
}} | }} | ||
}} | }} | ||
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*Decently active hitbox. | *Decently active hitbox. | ||
*Can cross up. | *Can cross up. | ||
*Large vertical hitbox, can hit most standing opponents rising. | *Large vertical hitbox, can hit most standing opponents while rising. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Josuke slides and spins around. | Josuke slides and spins around. | ||
*Different versions increase the amount of | *Different versions increase the amount of hits, as well as the distance covered. | ||
*The first hit is a Low, while susqequent hits are Mids. | *The first hit is a Low, while susqequent hits are Mids. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Has the shortest range. | *Has the shortest range. | ||
*Safe on block | *Safe on block; the go-to blockstring ender. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Has average range. | *Has average range. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Has the most range. | |||
*Has the most range | *Great against run-ins from afar, or as a whiff punish. | ||
*Great against run-ins from | |||
}} | }} | ||
}} | }} | ||
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*Move performance is identical across all versions. | *Move performance is identical across all versions. | ||
*Launches on hit. | *Launches on hit. | ||
**Great | **Great Stand Off juggle starter with Flash Cancel. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Josuke weaves forward to deliver a punch. | Josuke weaves forward to deliver a punch. | ||
*Different versions increase the amount of damage | *Different versions increase the amount of damage, as well as the distance covered. | ||
* | *Causes crumple on hit. | ||
*Josuke has upper-body invulnerability during his weave. | *Josuke has upper-body invulnerability during his weave. | ||
* | ---- | ||
'''L version:''' | |||
*Has the shortest range. | |||
*Plus on block. | |||
---- | |||
'''M version:''' | |||
*Has average range. | |||
---- | |||
'''H version:''' | |||
*Has the longest range. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Josuke throws bubbles at his opponent as a projectile. | Josuke throws bubbles at his opponent as a projectile. | ||
*Different versions increase the amount of bubbles fired | *Different versions increase the amount of bubbles fired, as well as the distance covered. | ||
*None of the versions reach past midscreen. | *None of the versions reach past midscreen. | ||
---- | ---- | ||
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:'''M version:''' | :'''M version:''' | ||
*Josuke sends 8 bubbles. | *Josuke sends 8 bubbles. | ||
*Allows Josuke to combo after at specific ranges with 2H | *Allows Josuke to combo after at specific ranges with 2H. | ||
---- | ---- | ||
:'''H version:''' | :'''H version:''' | ||
*Josuke sends 12 bubbles. | *Josuke sends 12 bubbles. | ||
*Allows Josuke to combo after at specific ranges with 2H | *Allows Josuke to combo after at specific ranges with 2H. | ||
}} | }} | ||
}} | }} | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Has the most recovery, but can be Flash Cancelled the soonest. | *Has the most recovery, but can be Flash Cancelled the soonest. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Balanced recovery. | *Balanced recovery. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Has the least amount of recovery, but takes the longest to Flash Cancel. | *Has the least amount of recovery, but takes the longest to Flash Cancel. | ||
*Primary okizeme tool. | *Primary okizeme tool. | ||
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</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=== | ||
====Normal Moves==== | ====Normal Moves==== | ||
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Soft & Wet throws out a jab. | Soft & Wet throws out a jab. | ||
*Decent range, very slightly worse than s.2L. | *Decent range, very slightly worse than s.2L. | ||
*Fastest | *Fastest option while in Stand On. | ||
*Great at stopping dash-jumps. | *Great at stopping dash-jumps. | ||
}} | }} | ||
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A low kick. | A low kick. | ||
*Good range, slightly more than s.2M. | *Good range, slightly more than s.2M. | ||
*Hits | *Hits Low even though it's a standing normal. | ||
*Great poke, hits low and fast. | *Great poke, hits low and fast. | ||
}} | }} | ||
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*Decent range, very slightly more than s.5L. | *Decent range, very slightly more than s.5L. | ||
*Can cancel into itself. | *Can cancel into itself. | ||
** | **It's recommended to cancel into s.5H after a stagger pressure attempt, as other options can whiff at max range. | ||
}} | }} | ||
}} | }} | ||
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Soft & Wet attacks with a crouching jab. | Soft & Wet attacks with a crouching jab. | ||
*Good range, slightly more than s.2L. | *Good range, slightly more than s.2L. | ||
*Incredibly similar to 5M in almost every aspect, very slightly | *Incredibly similar to 5M in almost every aspect, with only very slightly shorter range and a very minor difference in damage. | ||
}} | }} | ||
}} | }} | ||
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Soft & Wet punches with a hook. | Soft & Wet punches with a hook. | ||
*Average range. | *Average range. | ||
*Fastest | *Fastest aerial while in Stand On, making it great to contest air-to-airs. | ||
}} | }} | ||
}} | }} | ||
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Soft & Wet kicks forward. | Soft & Wet kicks forward. | ||
*Launches on hit. | *Launches on hit. | ||
* | *Has the tallest vertical reach out of Josuke's aerials while in Stand On. | ||
** | **This renders the move as an amazing air-to-air, being able to combo even at max range. | ||
}} | }} | ||
}} | }} | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Mainly combo filler. | *Mainly combo filler. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard. | *Can be used as a pseudo-reversal after an opponent's successful Stylish Guard. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Can be used as a pseudo-reversal after an opponent's successful Stylish Guard. | *Can be used as a pseudo-reversal after an opponent's successful Stylish Guard. | ||
*Great anti-air tool as it first moves Josuke out of range and then whiff punishes with Soft & Wet. | *Great anti-air tool, as it first moves Josuke out of range and then whiff punishes with Soft & Wet. | ||
}} | }} | ||
}} | }} | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Has the shortest range. | *Has the shortest range. | ||
*Mainly combo filler. | *Mainly combo filler. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Has average range. | *Has average range. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Travels the farthest. | *Travels the farthest. | ||
}} | }} | ||
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Soft & Wet attacks with a turning kick. | Soft & Wet attacks with a turning kick. | ||
*Different versions alter the distance covered by Soft & Wet. | *Different versions alter the distance covered by Soft & Wet. | ||
*Launches on hit. | |||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Has the shortest range. | *Has the shortest range. | ||
*Mainly combo filler. | *Mainly combo filler. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Has average range. | *Has average range. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Travels the farthest. | *Travels the farthest. | ||
}} | }} | ||
}} | }} | ||
</div> | </div> | ||
==System Mechanics== | ==System Mechanics== | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
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Soft & Wet knocks the opponent off-balance with a bubble, with Josuke following up with a knee strike. | Soft & Wet knocks the opponent off-balance with a bubble, with Josuke following up with a knee strike. | ||
*Leaves the opponent directly in front of Josuke. | *Leaves the opponent directly in front of Josuke. | ||
*Back Throw carries the opponent a farther distance than | *Back Throw carries the opponent a farther distance than Forward Throw. | ||
*Can be followed up by 3H OTG. | *Can be followed up by 3H OTG. | ||
}} | }} | ||
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Josuke sends forth a bubble, stealing the opponent's vision on hit. | Josuke sends forth a bubble, stealing the opponent's vision on hit. | ||
*Activation is a projectile that covers halfscreen. | *Activation is a projectile that covers halfscreen. | ||
*Causes crumple on hit. | |||
*Invincible on startup, allowing it to plow through an opponent's Reversal Assist. | *Invincible on startup, allowing it to plow through an opponent's Reversal Assist. | ||
*Notably among HHAs, its recovery can be Flash Canceled on hit. | *Notably among HHAs, its recovery can be Flash Canceled on hit. | ||
}} | }} | ||
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|description= | |description= | ||
Josuke throws a bubble at the opponent, stealing their friction. On a successful hit, Soft & Wet starts throwing out a barrage of punches that finishes with the opponent sliding away. | Josuke throws a bubble at the opponent, stealing their friction. On a successful hit, Soft & Wet starts throwing out a barrage of punches that finishes with the opponent sliding away. | ||
*Activation is a projectile that | *Activation is a projectile that reaches fullscreen. | ||
*Has slight tracking properties. | *Has slight tracking properties. | ||
*Can be combo'd into from HHA. | *Can be combo'd into from HHA. |
Revision as of 09:27, 23 July 2023
Introduction
- This article is about the character from Part 8, JoJolion, primarily known as "Josuke 8". For information about the character from Part 4, Diamond is Unbreakable, see Josuke Higashikata (Part 4).
The primary protagonist of JoJolion, the eighth part of JoJo's Bizarre Adventure, Josuke Higashikata is a character who gains momentum by utilizing a variety of powerful okizeme setups. Josuke specializes in strong strike-throw pressure, and uses deceptive mobility to start high damage combos that lead to dangerous hard knockdown situations.
His playstyle in Stand Off revolves around closing the gap in mid-range and starting his oki setups. "So slippery!" hits Low and travels far, making it very effective at catching opponents off guard. Also, while not as good a neutral tool, "Don't mess with me." has upper-body invincibility frames, allowing Josuke to dash through even multi-hitting projectiles (i.e. Kakyoin's Emerald Splash, Narancia's bullets, Risotto's scalpels, etc.). "How to use the bubbles..." is his primary okizeme tool, creating a wall of bubbles that surround Josuke; using this move after a knockdown (such as his Throw) greatly limits the opponent's options on wake-up.
In Stand On, his gameplan is focused on applying pressure and contending in air-to-air situations using his long-range normals. s.jM in particular causes a launch animation, allowing for effective punishes against errant jumpers.
- Link Combos: Josuke is able to link from special moves into normals much more easily than other characters, being able to juggle at both midscreen and in the corner.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 1000 | Rumble | #ASBR_GAP #ASBR_JSK8 |
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
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2H
2H
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3H
3H
Don't screw with me! |
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
So slippery!
236L/M/H |
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236X-6X
Zero Friction
236L/M/H > 6L/M/H |
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623X
Don't mess with me.
623L/M/H |
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214X
Let me take that from you. 214L/M/H Light Light Medium Medium Heavy Heavy
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22X
How to use the bubbles... 22L/M/H Bubble Buddy! Bubble Buddy!
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H First Punch First Punch Second Punch Second Punch
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H First Punch First Punch Second Punch Second Punch
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Special Moves
Stand 236X
The hell is your problem?!
236L/M/H |
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Stand 623X
Don't try anything funny!
623L/M/H |
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Stand 214X
I gotta win this!
214L/M/H |
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System Mechanics
Throw
Throw
I've taken your friction. 5/4 + Any Two Attack Buttons |
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Assist
Assist
So slippery! |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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Heart Heat Attack
I can steal your vision. 236 + Any Two Attack Buttons Can't actually steal your vision. Can't actually steal your vision.
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Great Heat Attack
Soft & Wet 236L+M+H Soft & Wet. Pop! Soft & Wet. Pop! I just stole the friction from your body. I just stole the friction from your body. Just slide away. Just slide away.
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