JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)

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Introduction

The primary protagonist of Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Josuke Higashikata is an rushdown 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
JJASBR Josuke Part 4 Small Icon.png Josuke Higashikata is a Stand character who closes in on the opponent in order to break down both their Health and their Guard Gauge.
Pros Cons
  • Stable Conversions: Just about anything can convert into "Break through, beat you up!", 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: Josuke has an array 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 make his way through neutral.
  • High Damage: Josuke has above average damage, allowing him to finish the opponent with relatively few interactions.
  • Unsafe Pressure: Josuke's specials are almost all unsafe, making him have to be careful with blockstrings or use Flash Cancels to keep himself safe.

Watch Your Mouth!

A unique stance Josuke enters after blocking an attack with "Watch Your Mouth!". 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 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
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Josuke Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 Mid - - - - -

Josuke performs a backhanded attack.

  • A standard jab, good for stopping dash jumps.
5M
5M
JJASBR Josuke Part 4 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

Josuke performs a an advancing hook.

  • Good range for pokes and counter-pokes.
  • Mainly used as combo and pressure filler.
5H
5H
JJASBR Josuke Part 4 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid - - - - -

Crazy Diamond performs a quick punch.

  • Good range for pokes and confirms.
2L
2L
JJASBR Josuke Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Josuke performs a stationary kick.

  • Very good range for pokes.
2M
2M
JJASBR Josuke Part 4 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low - - - - -

Josuke performs a sliding kick.

  • Good range for pokes and counter pokes.
2H
2H
JJASBR Josuke Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low - - - - -

Crazy Diamond performs an overhead punch to the ground.

  • Provides hard knockdown.
  • Good range for pokes.
6H
6H
Get closer and pull 300km/h!
JJASBR Josuke Part 4 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 6*2, 10*2 Mid - - - - -

Crazy Diamond performs a barrage of punches without fully manifesting.

  • Does a lot of guard damage, making it very useful for guard break setups. However, it is difficult to true blockstring into this with just Josuke's normals, so be wary of potential SGs and SDs.
  • Despite not causing crumple, uses crumple on hit.
JL
j.L
JJASBR Josuke Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

Josuke performs an attack with his knees.

  • Small, but can cross up.
  • Good for air-to-airs and jump-ins.
JM
j.M
JJASBR Josuke Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead - - - - -

Josuke performs a kick downwards.

  • A good jump-in due to its angle.
JH
j.H
JJASBR Josuke Part 4 Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Crazy Diamond performs an uppercut.

  • Launches on hit.
  • Does not reach very far down, but good for combo filler.

Special Moves

236X
Break through, beat you up!
236L/M/H
JJASBR Josuke Part 4 236L.png
L version
L version
JJASBR Josuke Part 4 236M.png
M version
M version
JJASBR Josuke Part 4 236H.png
H version
H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10*4, 4*11, 20 Mid - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final straight punch.

  • Josuke's main Stand Off combo tool.
  • Causes crumple on hit.
  • Cannot followed up without spending HH Gauge or OTG.
  • Does a lot of guard damage.
Medium 10*4, 4*11, 30 Mid, Overhead - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final overhead punch.

  • Causes ground bounce on hit.
  • Cannot be followed up without spending meter or OTG.
Heavy 10*4, 4*11, 34 Mid, Low - - - - -

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches and a final sweeping punch.

  • Launches on hit.
  • Can not combo on grounded hit, but can combo after a juggle.
214X
DORA!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10*6 Low - - - - -

Crazy Diamond rapidly punches the ground, breaking it and leaving a small hole.

  • Can hit OTG.
  • L version can OTG after s.236X in the corner.
Medium 12*6, 15 Low - - - - -
Heavy 14*7, 20 Low - - - - -
  • Most used version, can OTG after 236L/M and both versions of HHA
623X
As you were!
623L/M/H
JJASBR Josuke Part 4 623X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Overhead - - - - -

Josuke rapidly slides across the floor, back to the last spot where he used 214X.

  • All versions do the same thing.
  • Incredibly active, making is usable as a meaty.
421X
I'm a real Deadeye Dick!
421L/M/H
JJASBR Josuke Part 4 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid - - - - -

Crazy Diamond flicks a bearing like a bullet at the opponent.

  • Standard projectile, reaches very high and can be crouched under.
Medium 60 Mid - - - - -
  • Travels faster than the L version.
Heavy 70 Mid - - - - -
  • Travels faster than the M version.
  • Launches on hit.
22H
Watch Your Mouth!
22H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, putting him into Watch Your Mouth! mode.

  • Costs 1 HH Gauge to use.
3M
I'm not done kicking your ass!
3M near downed opponent in Watch Your Mouth! mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - -

Josuke grabs the opponent off the ground, allowing him to continue his enraged assault on the opponent.

  • Can only be used as an OTG.

Stand On

Warning: Don't use this mode(aside from in combos)

Normal Moves

Stand 5L
5L
JJASBR Josuke Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

Crazy Diamond performs a quick backhanded attack.

  • Standard jab, good at stopping dash jumps.
Stand 5M
5M
JJASBR Josuke Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Crazy Diamond performs backhanded attack that reaches further out.

  • Good range for pokes and counter-pokes.
Stand 5H
5H
JJASBR Josuke Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 24 Mid - - - - -

Crazy Diamond performs an uppercut.

  • Moves Josuke forward.
  • Good range for counter-pokes.
  • Good for combo filler for juggles.
Stand 2L
2L
JJASBR Josuke Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -

Crazy Diamond performs a crouching jab.

  • Despite its animation, hits low.
  • Otherwise standard jab.
Stand 2M
2M
JJASBR Josuke Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low - - - - -

Crazy Diamond performs a backhanded attack that reaches slightly upwards.

  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR Josuke Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - - -

Crazy Diamond performs a sweeping kick.

  • Provides hard knockdown.
  • Good range for pokes.
Stand 3H
3H
DORA...!
JJASBR Josuke Part 4 Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Josuke and Crazy Diamond slide along the ground and Crazy Diamond kicks upwards.

  • Launches on hit.
Stand JL
j.L
JJASBR Josuke Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Crazy Diamond performs a quick punch downwards.

  • Good for air-to-airs.
Stand JM
j.M
JJASBR Josuke Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Crazy Diamond performs a kick outwards.

  • Good for jump-ins and combo filler.
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22, 15 Overhead - - - - -

Crazy Diamond performs 2 jumping punches downwards.

  • Good for jump-ins and combo filler.

Special Moves

Stand 236X
Rockabye baby!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20, 4*12, 15 Mid - - - - -
Medium 20, 5*13, 15 Mid - - - - -
Heavy 20, 6*14, 15 Mid - - - - -

Crazy Diamond punches the opponent before barraging the opponent with punches.

  • Hitgrab.
  • Launches the opponent away at the end.
  • Different versions change the startup and damage.
Stand 214X
He heals pretty quick!
214L/M/H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15, 20 Low, Mid - - - - -

Crazy Diamond punches the ground and repairs the rubble into a wall.

  • The different versions of the move place the wall at different distances, increasing distance with each strength.
Stand 623X
DORARARARARARARA!
623L/M/H
JJASBR Josuke Part 4 Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 3, 4*12, 10 Mid - - - - -

Crazy Diamond performs a barrage of punches upwards.

  • Good anti-air.
  • Does not have invul.
Medium 3, 4*13, 20 Mid - - - - -
  • This version has invul.
Heavy 3, 4*14, 30 Mid - - - - -
  • This version has invul.
Stand 421X
I'm a real Deadeye Dick!
421L/M/H
JJASBR Josuke Part 4 Stand 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid - - - - -

Crazy Diamond flicks a bearing like a bullet at the opponent.

  • Standard projectile, reaches very high and can be crouched under.
Medium 60 Mid - - - - -
  • Travels faster than the L version.
Heavy 70 Mid - - - - -
  • Travels faster than the M version.
  • Launches on hit.

System Mechanics

Throw
Throw
Guess I wasn't mad enough
5/4 + Any Two Attack Buttons
JJASBR Josuke Part 4 Throw (1).png
JJASBR Josuke Part 4 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

Josuke grabs the opponent, who Crazy Diamond punches.

  • Leaves the opponent too far to OTG.
  • Back Throw is identical to Forward Throw besides direction.
Assist
Assist
DORARARARARARARA!
JJASBR Josuke Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
3, 4*14, 30 Mid - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.623H
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Crazy Diamond, altering Josuke's moveset and abilities.

Heart Heat Attack

You're in my range...
236 + Any Two Attack Buttons
JJASBR Josuke Part 4 HHA (1).png
JJASBR Josuke Part 4 HHA (2).png
JJASBR Josuke Part 4 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
176 (24+2*33+14+2*6+12+24*2) Mid - - - - -

Crazy Diamond punches the opponent, following up with a barrage of punches and finishing with an overhead punch followed by an uppercut.

  • This is a hit-grab.
  • Low enough recovery to follow up with 66>214H.
Meet my homing missile!
236L/M/H during HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
202 (24+2*43+27*2+38) - - - - - -

Crazy Diamond shoots a piece of glass through the opponent and "repairs" it back to hit a second time.

  • Changes the ending of the HHA.
  • Costs an additional 0.5 HH gauge.

Great Heat Attack

You're already fixed!
236L+M+H
JJASBR Josuke Part 4 GHA (1).png
JJASBR Josuke Part 4 GHA (2).png
JJASBR Josuke Part 4 GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
280 (60+20+2*90+20) Mid - - - - -

Crazy Diamond punches the opponent to the ground, healing them back to full health before beating them down with a barrage of punches.

  • The heal is purely aesthetic and doesn't affect actual damage numbers.
  • Just make sure it hits.

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