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

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A singular strike at the end of Requiem's 236X to deal additional damage.
A singular strike at the end of Requiem's 236X to deal additional damage.
*It's feels really good to finish off your opponent with this move.
*It feels really good to finish off your opponent with this move.
  }}
  }}
}}
}}

Revision as of 15:38, 27 October 2022

Introduction

The main protagonist of Vento Aureo, the fifth part of JoJo’s Bizarre Adventure and the son of DIO, Giorno Giovanna is a ticking time bomb and a solid character with a decent amount of offensive and defensive tools in his kit that allow him to dictate the tempo of a fight and decide how to demonstrate his resolve.

In Stand Off, his small frame and hurtbox allow him to nimbly move around the field, but at the cost of short normals that require him to get in harm's way. This makes it so he has to play defensively for a good part of the match, but what he lacks in reach, he makes up for in utility. Although not offering much in the way of damage, his Stand Off specials allow him to utilize his Stand’s life giving abilities in versatile and unique ways to control and move around in neutral, such as projectile animals to keep enemies at bay, a reversal movement tool that he can use out of any of his normals to reposition himself, a counter stance and a heal to keep himself in the fight for longer. Alongside these, he has his 3H, a sweep which causes a hard knockdown and can allow Giorno to either escape and reposition or continue the pressure with a setup.

Once you’ve gotten comfortable and decide to go on the offensive, his Stand On mode allows for a good amount of damage, pressure and rush down tactics. His Stand, Gold Experience sports good reaching normals, an invincible uppercut move, a unique Stand Rush that moves him forward and a combo breaker in case of emergencies at the cost of 2 bars. Moves like "Useless, useless, useless, useless!" and "WRYYYYYYYYYYY!" allow Giorno to gain a substantial amount of meter, which compliment what can be considered the most character-defining tool in his kit: Gold Experience Requiem, an install which changes Giorno's dashes, grants him new special moves (including an on-demand combo breaker), and activates Resolve Mode, giving him armor on all of his moves. Gold Experience Requiem is a very powerful tool in Giorno's kit and can turn the tide of a fight easily.

  • Gold Experience Requiem: Giorno can evolve his Stand into Gold Experience Requiem (GER) for a period of time, gaining dashes new and special moves.
Playstyle
JJASBR Giorno Small Icon.png Giorno Giovanna is a Stand character who utilizes his abilities in order to either rush down the opponent or defend and heal himself.
Pros Cons
  • Gold Experience Requiem: Gold Experience Requiem's moveset makes it hard for Giorno to be combo'd, as for 0.25 gauge, Giorno can break the combo and nullify projectiles, making it very easy for Giorno to keep momentum in this form.
  • HHA: Giorno's HHA has an effect that stops the opponent from performing any actions for a bit on hit, allowing for Giorno to do what he wants from across the screen with no risk.
  • Combos: Giorno's specials do not interact with each other in a way that allows for long combos, reducing his overall damage output without GER.
  • Stubby Normals: Giorno has stubby normals, making it hard for him to get hits.
  • Zoning Troubles: Giorno does not have any fullscreen projectiles, and when combined with his stubby normals, make it tough for him to approach against zoning.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Resolve #ASBR_GIO
JJASBR Giorno Artwork.png

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png
Requiem

Stand Off

Normal Moves

5L
5L
JJASBR Giorno 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Giorno attacks with a kick down in front of him.

  • Believe it or not, this is not a low despite how it looks.
5M
5M
JJASBR Giorno 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10*2 Mid - - - - -

Giorno does two hitting right uppercut.

  • Slightly pushes him forward.
5H
5H
JJASBR Giorno 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Mid - - - - -

Giorno summons Gold Experience, attacking with a backfist strike.

  • Giorno’s go-to button to Quick Stand On.
2L
2L
JJASBR Giorno 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

Giorno crouches and extends his fist forward.

  • Decent confirm button.
2M
2M
JJASBR Giorno 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 Low - - - - -

Giorno crouches and attacks by sweeping with his leg.

  • Pretty decent startup, terrible reach.
2H
2H
JJASBR Giorno 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low - - - - -

Giorno summons Gold Experience to attack by extending its leg.

  • Does not cause a knockdown.
3H
3H
It's useless!
JJASBR Giorno 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12*3 Low - - - - -

Giorno summons Gold Experience to deliver a three hitting low.

  • Godlike command normal with great reach. Causes a hard knockdown on the third hit.
JL
j.L
JJASBR Giorno Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

Giorno extends his leg diagonally downwards.

  • This button is a good and easy way to confirm into his j.214X series.
JM
j.M
JJASBR Giorno Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -

Giorno attacks with a kick in the air in front of him.

  • His main crossup tool.
  • If you manage to hit an aerial opponent while descending, you’ll have time to activate Stand On and continue a combo without spending meter if you’re fast enough.
JH
j.H
JJASBR Giorno Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead - - - - -

Giorno summons Gold Experience and attacks with a swinging downward hook punch.

  • Hitbox does not activate until a third of the way down, making this a very unreliable move to use as a means of jumping in on your opponent, especially from a dash jump.

Special Moves

214X
Now, it lives.
214L/M/H
JJASBR Giorno 214X (1).png
Midrange zoning tool.
Midrange zoning tool.
JJASBR Giorno 214X (2).png
Throw this before fish to cover options.
Throw this before fish to cover options.
JJASBR Giorno 214X (3).png
Oki Setup tool.
Oki Setup tool.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -

Giorno imbues one of his ladybug brooches with life and uses it as a projectile.

  • Launches a fish that travels forward in an arc.
Medium 32 Low - - - - -
  • Summons a snake that travels slowly on the ground. Causes the opponent to crumple on hit.
Heavy 40 Overhead - - - - -

Summons a piranha that flys upward and falls in front of Giorno.

  • Can be used as a meaty after a knockdown.
623X
Life, spring forth...!
623L/M/H
JJASBR Giorno 623X (1).png
Nature
Nature
JJASBR Giorno 623X (2).png
is
is
JJASBR Giorno 623X (3).png
healing.
healing.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
Medium - - - - - - -
Heavy - - - - - - -

Giorno uses Gold Experience to sprout a tree from underneath him and sits on top of it, lifting him from the ground.

  • Height depends on the version used.
  • Giorno can attack or immediately jump out of the tree once he reaches the max height. He can also do any jumping special while on top of the branches or after jumping.
  • He’s completely invincible during the growth animation until he sits on the branches, making this Giorno’s only true reversal in Stand Off.
j421X
This is our true path!
j.214L/M/H
Locked on target!
Locked on target!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20, 4*3, 30 [20, 4*9, 30] Overhead - - - - -
Medium 20, 4*5, 40 [20, 4*13, 40] Overhead - - - - -
Heavy 20, 4*5, 50 [20, 4*13, 50] Overhead - - - - -

Giorno sends Gold Experience downward to attack with a series of kicks that causes a hard knockdown on hit.

  • The angle changes depending on the version used.
41236X
It's useless.
41236L/M/H
Come on, hit me!
Come on, hit me!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 - - - - - -
Medium 100 - - - - - -
Heavy 120 - - - - - -

A counter where Giorno transforms one of his ladybug brooches into a frog and places it on his chest.

  • Damage and startup increase with versions.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Giorno Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

Gold Experience performs a fast punch in front of itself.

Stand 5M
5M
JJASBR Giorno Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Gold Experience delivers a quick gut punch in front.

Stand 5H
5H
JJASBR Giorno Stand 5H (1).png
First Hit
First Hit
JJASBR Giorno Stand 5H (2).png
Second Hit
Second Hit
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 22 Mid - - - - -

Gold Experience attacks with a two hit punch combo.

  • This move has some interesting properties as it essentially has enough hitstun and blockstun that it can be used to reverse beat into a Stand On 5M either on hit or block, making it a good combo extender or frametrap.
Stand 2L
2L
JJASBR Giorno Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Gold Experience crouches and punches down in front of itself.

Stand 2M
2M
JJASBR Giorno Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Gold Experience extends its leg on the ground to attack.

Stand 2H
2H
JJASBR Giorno Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

Gold Experience lays down on the ground and attacks with a far reaching kick.

  • Will cause a hard knockdown.
Stand 3H
3H
This doesn't feel good...
JJASBR Giorno Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low - - - - -

Gold Experience will look down on the opponent and stomp them while they’re on the ground.

  • Giorno’s only OTG move.
Stand JL
j.L
JJASBR Giorno Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Gold Experience will extend its knee upwards and attack with it.

Stand JM
j.M
JJASBR Giorno Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

Gold Experience attacks with a downward punch.

Stand JH
j.H
JJASBR Giorno Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Gold Experience will extend its leg and perform a sweeping downward kick.

  • Better than Stand Off j.H.

Special Moves

Stand 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR Giorno Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15, 3*6, 30 Mid - - - - -
Medium 15, 3*12. 30 Mid - - - - -
Heavy 15, 3*18, 30 Mid - - - - -

Gold Experience unleashes a barrage of punches while moving forward along with Giorno.

  • Amount of hits and distance covered increase with versions.
Stand 623X
WRYYYYYYYYYYY!
623L/M/H
JJASBR Giorno Stand 623X (1).png
7 Page Invulnerability
7 Page Invulnerability
JJASBR Giorno Stand 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15, 8*6, 10 Mid - - - - -

Gold Experience will leap upward and perform a barrage of punches in the air.

  • Recovery on the light version is so little you can perform a 5L almost immediately after the move finishes to continue a combo.
Medium 10, 15, 8*6, 10 Mid - - - - -
  • Invincible on startup making this move Giorno’s only true meterless reversal attack.
Heavy 19, 15, 8*6, 10, 18 Mid - - - - -
  • Full invincibility and has a finisher that sends the opponent back down.
Stand 421S
A path opens on dark plains!
421S
JJASBR Giorno Stand 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7*6, 23 Mid - - - - -

Giorno steps back and retreats briefly before Gold Experience counterattacks with a flurry of kicks.

  • Combo Breaker move that requires 2 bars to activate.

Gold Experience Requiem

Normal Moves

Requiem 5L
5L
JJASBR Giorno Requiem 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

GER performs a fast punch in front of itself.

Requiem 5M
5M
JJASBR Giorno Requiem 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 Mid - - - - -

GER delivers a quick gut punch in front.

Requiem 5H
5H
First Hit
First Hit
Second Hit
Second Hit
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16, 27 Mid - - - - -

GER attacks with a two hit punch combo.

Requiem 2L
2L
JJASBR Giorno Requiem 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Low - - - - -

GER crouches and punches down in front of itself.

Requiem 2M
2M
JJASBR Giorno Requiem 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Low - - - - -

GER extends its leg on the ground to attack.

Requiem 2H
2H
JJASBR Giorno Requiem 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
41 Low - - - - -

GER lays down on the ground and attacks with a far reaching kick.

  • Will cause a hard knockdown.
Requiem JL
j.L
JJASBR Giorno Requiem Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

GER will extend its knee upwards and attack with it.

Requiem JM
j.M
JJASBR Giorno Requiem Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Overhead - - - - -

GER attacks with a downward punch.

Requiem JH
j.H
JJASBR Giorno Requiem Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
48 Overhead - - - - -

GER will extend its leg and perform a sweeping downward kick.

Requiem Special Moves

Requiem 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR Giorno Requiem 236X.png
Not to be confused with Useless, useless, useless, useless!
Not to be confused with Useless, useless, useless, useless!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 2*28, 22 [2*43] Mid - - - - -
Medium 3*28, 22 [3*43] Mid - - - - -
Heavy 4*28, 22 [4*43] Mid - - - - -

GER moves forward along with Giorno and unleashes a barrage of punches.

Requiem 236XX
Useless!
Mash L/M/H during Useless, useless, useless, useless!
One Last Muda.
One Last Muda.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 49 Mid - - - - -
Medium 49 Mid - - - - -
Heavy 49 Mid - - - - -

A singular strike at the end of Requiem's 236X to deal additional damage.

  • It feels really good to finish off your opponent with this move.
Requiem 214X
Can you escape destruction?
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 71 Unblockable - - - - -

GER takes aim and fires a scorpion at the opponent at high velocities.

  • All versions can be used in the air as well.
  • On the ground, the light version will be aimed upwards.
  • In the air, it will go straight ahead.
Medium 71 Unblockable - - - - -
  • On the ground it will be aimed in a straight line. Can go near full screen.
  • In the air, will be aimed slightly downwards.
  • On hit it leaves the opponent stunned, immediately followed by a crumple state that gives GER enough time to dash and combo off of it from near full screen.
Heavy 71 Unblockable - - - - -
  • On the ground, it will be aimed straight down at GER's feet. You can use this in the middle of a blockstring to catch an opponent off guard and immediately open them up.
  • In the air, it will be aimed below GER's current position. On hit, you can follow up with a falling j.H to begin a combo.
Requiem 421S
You will never reach the truth!
421S
JJASBR Giorno Requiem 421S.png
No.
No.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - -

GER surrounds itself in a spherical aura that resets everything back to Zero.

  • One of the most broken moves in the game. This move is an ON-DEMAND combo breaker that makes him invulnerable to projectiles and can even nullify some GHA projectiles as well. (Why does he need this?)
  • If used in Neutral, it will not cost any resource. While getting hit, it will cost 0.25 meter and restore a bit of your health.
  • Can only be used while grounded. If you’re in the air, it will not activate.
  • None who stand before this move will ever see the truth of their actions, regardless of their setups, mixups, or meaties.

System Mechanics

Throw
Throw
I must beat them!
5/4 + Any Two Attack Buttons
JJASBR Giorno Throw (1).png
JJASBR Giorno Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (20+10*6+40) Throw - - - - -

Gold Experience grabs the opponent and proceeds to unleash a barrage of punches on the opponent.

  • Forward Throw sends them a dash distance away from Giorno.
  • Back Throw puts them in front of Giorno allowing for an oki setup.
  • No differences between the Stand On or Stand Off versions.
Assist
Assist
Useless, useless, useless, useless
JJASBR Giorno Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Gold Experience unleashes a barrage of punches while moving forward along with Giorno.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.236X
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Gold Experience, altering Giorno's moveset and abilities.

  • Cannot be used while Gold Experience Requiem is active.
22S
Now this is a part of me!
22S
JJASBR Giorno 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Giorno imbues a brooch with life and heals himself.

  • Only available in User Mode.
  • Requires 0.5 bars to activate.
  • Giorno gives himself a bit of silver health to recover. If he is hit at any point while recovering grey health, it will immediately go back to the amount before the heal began.

Heart Heat Attack

The pain will be slow!
236 + Any Two Attack Buttons
JJASBR Giorno HHA (1).png
JJASBR Giorno HHA (2).png
JJASBR Giorno HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60, 110 Mid - - - - -

Giorno and Gold Experience move forward as Gold Experience punches the opponent, shooting life into them and causing their senses to go berserk.

  • Puts a debuff on the opponent that prevents them from taking any actions for a period of time
  • When done against Jonathan Joestar, Gold Experience will stick his thumb out to gouge out Jonathan's eye, much like his father

Great Heat Attack

Your "end" has no ending!
236L+M+H
JJASBR Giorno GHA (1).png
"Kore ga...
"Kore ga...
JJASBR Giorno GHA (2).png
Requiem...
Requiem...
JJASBR Giorno GHA (3).png
da!"
da!"
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

An Install Super. Giorno pierces himself with the stand arrow, transforming Gold Experience into Gold Experience Requiem for a set period of time.

  • Can guarentee the activation with HHA's stun effect
  • The time GER is active is determined by how much meter Giorno had at the time of activation.

Navigation

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