JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 8): Difference between revisions

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==Introduction==
==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 [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)|Josuke Higashikata (Part 4)]].''
:''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 [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)|Josuke Higashikata (Part 4)]].''
The primary protagonist of "JoJolion", the eighth part of "JoJo's Bizarre Adventure", Josuke Higashikata 8 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. "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#236X|So slippery!]]" hits low and travels far, making it very effective at catching opponents off guard. Also, while not as good a neutral tool, "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#623X|Don't mess with me.]]" has invincibility frames allowing Josuke to dash through even multi-hitting projectiles (i.e. Emerald Splash, Narancia's bullets, Risotto's scalpels, etc.). "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#22X|How to use the bubbles...]]" is his primary okizeme tool, creating a wall of bubbles that surround Josuke. Using this move after grab or on knockdown greatly limits the opponent's options on wake-up. In Stand-On, his gameplan is focused on applying strong pressure using his long-range normals. [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#Stand 5H|S.5H]] in particular is plus on block, allowing for easy stagger pressure.  
The primary protagonist of "JoJolion", the eighth part of "JoJo's Bizarre Adventure", Josuke Higashikata 8 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. "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#236X|So slippery!]]" hits low and travels far, making it very effective at catching opponents off guard. Also, while not as good a neutral tool, "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#623X|Don't mess with me.]]" has invincibility frames allowing Josuke to dash through even multi-hitting projectiles (i.e. Emerald Splash, Narancia's bullets, Risotto's scalpels, etc.). "[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#22X|How to use the bubbles...]]" is his primary okizeme tool, creating a wall of bubbles that surround Josuke. Using this move after grab or on knockdown greatly limits the opponent's options on wake-up. In Stand-On, his gameplan is focused on applying strong pressure using his long-range normals. [[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Part 8#Stand 5H|s.5H]] in particular is plus on block, allowing for easy stagger pressure.  


*'''Link Combos''': Josuke 8 is able to link from special into normals much more easily than other characters, being able to juggle at both midscreen and in the corner. This leads to him having high damage potential on many hits.  
*'''Link Combos''': Josuke 8 is able to link from special into normals much more easily than other characters, being able to juggle at both midscreen and in the corner. This leads to him having high damage potential on many hits.  

Revision as of 13:02, 24 February 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 8 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 invincibility frames allowing Josuke to dash through even multi-hitting projectiles (i.e. 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 grab or on knockdown greatly limits the opponent's options on wake-up. In Stand-On, his gameplan is focused on applying strong pressure using his long-range normals. s.5H in particular is plus on block, allowing for easy stagger pressure.

  • Link Combos: Josuke 8 is able to link from special into normals much more easily than other characters, being able to juggle at both midscreen and in the corner. This leads to him having high damage potential on many hits.
  • HHA Combos: Unlinke most characters in the game, Josuke 8 is able to combo after landing HHA, which leads to high damage, impressive meter gain, and an oki setup.
Playstyle
JJASBR Josuke Part 8 Small Icon.png Josuke Higashikata 8 is a Stand character who utilizes his strong pressure and various okizeme setups to keep the opponent guessing.
Pros Cons
  • Self Sufficient: Josuke's meter gain is above average (especially in the corner) thanks to most of his moves being multi-hitting.
  • Good Oki: Josuke's 22X can provide a sort of wall of safety after hard knockdown>3H OTG, giving him the chance to attack and start pressure. He also has a great variety of meaty setups.
  • HHA: Josuke's HHA activation has invincible frames so defensive assists can't always interrupt it. It can also lead to a combo after a grounded hit.
  • Execution: Josuke's combos are very long and somewhat precise (especially in the corner). Calling assist after HHA has strict timing.
  • Needs Meter If not facing the corner, Josuke needs meter in order to start any decent damage combo's.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_GAP
#ASBR_JSK8


Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Josuke Part 8 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - - -

Josuke raises his knee to do a quick attack.

  • Good range for a light
5M
5M
JJASBR Josuke Part 8 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

Josuke throws his leg forward.

  • Decent range
5H
5H
JJASBR Josuke Part 8 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid - - - - -

Josuke summons Soft and Wet to throw out a punch.

  • Decent range
2L
2L
JJASBR Josuke Part 8 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

A crouching chop.

  • Decent range
2M
2M
JJASBR Josuke Part 8 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 15 Low - - - - -

Josuke gets on one hand and kicks the opponent twice as he twirls around.

  • Good range
  • Downs on hit, leads to oki
2H
2H
JJASBR Josuke Part 8 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15, 25 Low - - - - -

Soft and Wet is summoned to do an uppercut.

  • Mostly combo filler
3H
3H
Don't screw with me!
JJASBR Josuke Part 8 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Low - - - - -

Josuke leans forward and stomps on the grounded opponent.

  • OTGs
  • Main starter for oki situations
JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

An arial knee strike.

  • Can cross up
JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

Josuke throws his body forward in the air to kick the opponent.

  • Decently active hitbox
  • Can cross up
JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Soft and Wet is summoned to kick the opponent midair.

  • Decently active hitbox
  • Crosses up

Special Moves

236X
So slippery!
236L/M/H
JJASBR Josuke Part 8 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 2*9 Low - - - - -

Josuke spins around and hits his opponent in the process. Depending on L/M/H, the range changes.

  • Has the shortest range.
  • Safe on block
Medium 2*12 Low - - - - -
  • Has average range.
Heavy 2*15 Low - - - - -
  • Has the most range out of every version.
236X-6X
Zero Friction
236L/M/H>6L/M/H
JJASBR Josuke Part 8 236X-6X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20*2 Low - - - - -

After spinning, Josuke kicks the opponent down. Depending on L/M/H, the distance the opponent is left at from you changes.

  • Leaves the opponent close by you.
Medium 20*2 Low - - - - -
  • Leaves the opponent at an average range from you.
Heavy 20*2 Low - - - - -
  • The opponent is knocked back the farthest in this version.
214X
Let me take that from you.
214L/M/H
Light
Light
JJASBR Josuke Part 8 214X (2).png
Medium
Medium
JJASBR Josuke Part 8 214X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 9*4 Mid - - - - -

Josuke throws bubbles at his opponent as a projectile. Depending on L/M/H, the amount of bubbles thrown changes.

  • 4 Bubbles are thrown.
  • Allows you to combo after at specific ranges with 2L, 5M, 2M and 2H.
Medium 9*8 Mid - - - - -
  • 8 Bubbles are thrown.
  • Allows you to combo after at specific ranges with 2H
Heavy 9*12 Mid - - - - -
  • 11 Bubbles are thrown.
  • Allows you to combo after at specific ranges with 2H
623X
Don't mess with me.
623L/M/H
JJASBR Josuke Part 8 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 38 Mid - - - - -

Josuke weaves forward to deliver a punch that neutralizes the opponent. Depending on L/M/H, the range that Josuke travels changes. All versions are plus on block.

  • Has the shortest range.
Medium 40 Mid - - - - -
  • Has average range.
Heavy 42 Mid - - - - -
  • Has the furthest range.
22X
How to use the bubbles...
22L/M/H
JJASBR Josuke Part 8 22X (1).png
JJASBR Josuke Part 8 22X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10*6 Mid - - - - -

Josuke covers himself with bubbles.

  • Can be flash cancelled the fastest
Medium 10*6 Mid - - - - -
  • Can be flash cancelled the second fastest
Heavy 10*6 Mid - - - - -
  • Least amount of recovery
  • Primary okizeme tool

Stand On

Normal Moves

Stand 5L
5L
JJASBR Josuke Part 8 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

Soft and Wet throws out a jab.

  • Decent range
Stand 5M
5M
JJASBR Josuke Part 8 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid - - - - -

A low kick.

  • Decent range
  • Poor hitbox
Stand 5H
5H
JJASBR Josuke Part 8 Stand 5H (1).png
First Punch
First Punch
JJASBR Josuke Part 8 Stand 5H (2).png
Second Punch
Second Punch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16, 25 Mid - - - - -

Soft and Wet throws out 2 punches.

  • Good range
  • Plus on block
Stand 2L
2L
JJASBR Josuke Part 8 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -
  • Decent range
Stand 2M
2M
JJASBR Josuke Part 8 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low - - - - -
  • Good range
Stand 2H
2H
JJASBR Josuke Part 8 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Low - - - - -
  • Good range
Stand JL
j.L
JJASBR Josuke Part 8 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -
  • Average range
Stand JM
j.M
JJASBR Josuke Part 8 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead - - - - -
  • Decent range
Stand JH
j.H
JJASBR Josuke Part 8 Stand Jump H (1).png
First Punch
First Punch
JJASBR Josuke Part 8 Stand Jump H (2).png
Second Punch
Second Punch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18, 20 Overhead - - - - -
  • Good range
  • Hits twice
  • Can cross up

Special Moves

Stand 236X
The hell is your problem?!
236L/M/H
JJASBR Josuke Part 8 Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 5*7, 25 Mid - - - - -
  • Mainly combo filler
Medium 5*7, 25 Mid - - - - -
  • Can be used as a pseudo-reversal after being Stylish Guarded
Heavy 5*7, 25 Mid - - - - -
  • Can be used as a pseudo-reversal after being Stylish Guarded
Stand 214X
I gotta win this!
214L/M/H
JJASBR Josuke Part 8 Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
  • Has the shortest range
  • Mainly combo filler
Medium 55 Mid - - - - -
  • Has average range
Heavy 55 Mid - - - - -
  • Travels the farthest
Stand 623X
Don't try anything funny!
623L/M/H
JJASBR Josuke Part 8 Stand 623X (1).png
JJASBR Josuke Part 8 Stand 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 5*7, 100 Mid - - - - -

Josuke and his stand float forward unleashing a barrage of punches ending in a hit-grab. Can float over grounded traps

  • Has the shortest range
Medium 5*7, 100 Mid - - - - -
  • Has average range
Heavy 5*7, 100 Mid - - - - -
  • Travels the farthest

System Mechanics

Throw
Throw
I've taken your friction.
5/4 + Any Two Attack Buttons
JJASBR Josuke Part 8 Throw (1).png
JJASBR Josuke Part 8 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -
  • Both Throws are identical aside from direction.
  • Leaves the opponent directly in front of Josuke.
  • Can be followed up by 3H OTG.
Assist
Assist
So slippery!
JJASBR Josuke Part 8 236X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low, Mid - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H
  • As the first hit is a low, this can be used to set up hard-to-blockable situations.
5S
Stand On/Off
5S
JJASBR Josuke Part 8 Stand On.png
Stand On
Stand On
JJASBR Josuke Part 8 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Soft and Wet, altering Josuke's moveset and abilities.

Heart Heat Attack

I can steal your vision.
236 + Any Two Attack Buttons
JJASBR Josuke Part 8 HHA (1).png
JJASBR Josuke Part 8 HHA (2).png
JJASBR Josuke Part 8 HHA (3).png
Can't actually steal your vision.
Can't actually steal your vision.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (30+160) Mid - - 190 - -

Josuke sends forth a bubble, stealing the opponent's vision on hit.

  • Can be Flash Cancelled.
  • Crumples on hit during recovery.

Great Heat Attack

Soft and Wet
236L+M+H
JJASBR Josuke Part 8 GHA (1).png
JJASBR Josuke Part 8 GHA (2).png
JJASBR Josuke Part 8 GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
297 (40+36+3*50+70+1) Mid - - - - -

Josuke throws a bubble at the opponent stealing their friction, ending with Soft and Wet throwing out a barrage of punches.

  • Tracks somewhat
  • Can be combo'd from HHA

Costumes

Normal

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

Special

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

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