JoJo's Bizarre Adventure: All-Star Battle R/Johnny Joestar

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Introduction

Insert character introduction here.

  • Mounted: While on his horse, Johnny cannot be downed by a sweep, be thrown, or be crumpled, but also loses access to Stylish Evade, Stylish Guard, and Throw.
  • Limited Movement: When Johnny is not on his horse, his mobility is severely much more limited due to being unable to dash, run or jump. In this state, he's one of two characters who lack the ability to run (the other being Wamuu), as well as the only character unable to dash or jump.
  • Holy Corpse Parts: Johnny can pick up the Holy Corpse parts, gaining different blessings with each part obtained.
  • Tusk's Growth: Johnny is able to evolve his Stand during battle, gaining access to new moves and abilites.
Playstyle
JJASBR Johnny Small Icon.png Johnny Joestar is a Mount character who utilizes his horse to move around while powering himself up by progressing his Stand's ACTs.
Pros Cons
  • Good Zoning: Johnny has access to a plethora of projectiles, many of which have differing angles or distances for him to use. He can also shoot multiple projectiles at once, forcing the opponent to keep an eye out for everything Johnny throws out.
  • High Damage: Johnny can do above average damage for BnBs with little effort, and can do devastating damage by spending only a bar or two.
  • Reversal Options: While not every option is invincible, Johnny has many fast options he can use to escape certain situations or setups, such as using "I've got to get there!" on wakeup to either clash or hit the opponent very quickly before knocking them down with "My nails are spinning!".
  • Limited Movement: When not on his horse, Johnny cannot dash, run or jump, severely limiting his normal movement and forcing him to use command normals and special moves to move effectively.
  • Meter Reliant: When Johnny is knocked off the horse, it is better for him to try to get back on, which is most effectively done through Quick Mount. This requires him to spend half a bar of HH Gauge, and this can happen many times within a round if Johnny is not keeping up momentum. Johnny also has to use an HHA or GHA in order to progress Tusk's ACTs, eating up even more meter.

Tusk's Growth

Seen above the HH Gauge, Tusk's Growth is a mechanic that controls Johnny's ACTs, which determine the special moves available to him, sometimes replacing existing ones. Johnny starts in ACT 1, and can progress his ACTs through an HHA or his GHA; the latter automatically puts Tusk in ACT 4, the last ACT, making it an easy way to progress the ACTs.

From ACT 2 onwards, Johnny will gain special moves involving Nail Bullets, indicated by the Nail Bullet Stocks next to the ACTs indicator. Using most special moves consume one Nail Bullet, with Johnny being able to hold a total of 10 Nail Bullets; these will begin to automatically replenish once they have all been used, but Johnny can manually replenish them all with "Care for some herbal tea?".

Holy Corpse

All of the Steel Ball Run characters possess the Holy Corpse mechanic. This spawns three parts of the Holy Corpse over time for the Steel Ball Run characters to collect. Each part collected provides a buff to the character who picks it up; this buff is active until the part is lost via being knocked down, which drops the most recent part collected. Holy Corpse parts collected by a character will be carried over between rounds.

For Johnny, the buffs applied are the following:

  • One: Increases attack power by ~10%.
  • Two: Johnny's Nail Bullet special moves gain Super Armor.
  • Three: Increases HH Gauge gain.

Stats

Style Health Low Health Mode Hashtag(s)
Mounted 950 Rumble #ASBR_JOH
JJASBR Johnny Artwork.png

Move List

JJASBR User Icon.png
JJASBR Mounted Icon.png

Dismounted

  • [] is for damage with one Holy Corpse part.

Normal Moves

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

Johnny performs a poking attack.

  • Reaches very low due to Johnny's stance, not good for anti-airs.
5M
5M
JJASBR Johnny 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Johnny performs a stabbing attack upwards.

  • Reaches above Johnny, good for stopping dash jumps.
5H
5H
JJASBR Johnny 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid - - - - -

Johnny performs an overhead punch.

  • Moves Johnny forward.
  • Good range for pokes.
2L
2L
JJASBR Johnny 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Johnny performs a poking attack with his finger.

  • Very stubby jab, not good for pokes.
2M
2M
JJASBR Johnny 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low - - - - -

Johnny performs a poking attack with his pointer finger on the opposite hand.

  • Moves Johnny forward.
  • Good for pokes and counter-pokes.
2H
2H
JJASBR Johnny 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

Johnny throws a spinning cork at the opponent's feet.

  • Provides hard knockdown.
  • Good range for pokes, but has travel time.
6H
6H
I've got to get there!
JJASBR Johnny 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Johnny rolls on his spinning nails to move forward.

  • Launches on hit.
  • Often clashes with other attacks.
  • Very fast attack, good for escaping certain situations.
  • Can be cancelled into special moves, but not into Mount or "Care for some herbal tea?".
  • Be careful when using this move against Diavolo, Pucci (Whitesnake), or Lisa Lisa, as their counter GHAs are devastatingly powerful and 6H cannot be cancelled before hitting most of the time.
4H
4H
I've got to get there!
JJASBR Johnny 4H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Johnny rolls on his spinning nails to move backwards.

  • Often clashes with other attacks.
  • Very fast attack, good for escaping certain situations.
  • Can be cancelled into special moves, even on whiff, but not into Mount or "Care for some herbal tea?".

Special Moves

ACT 1 236X
I'll call them Tusks!
236L/M/H while in ACT 1
JJASBR Johnny ACT 1 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 (10*3) Mid - - - - -
Medium 40 (10*4) Mid - - - - -
Heavy 50 (10*5) Mid - - - - -

Johnny fires his nails like bullets at the opponent.

  • All versions have the same angle.

L version:

  • Johnny shoots 3 nails.

M version:

  • Johnny shoots 4 nails.

H version:

  • Johnny shoots 5 nails.
ACT 2 236X
Golden Spin Nail Bullets
236L/M/H while in ACT 2
JJASBR Johnny ACT 2 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 79 (60, 4, 5*3) Mid - - - - -
Medium 79 (60, 4, 5*3) Mid - - - - -
Heavy 79 (60, 4, 5*3) Mid - - - - -

Johnny fires a single Nail Bullet, infused with the Golden Spin.

  • Consumes 1 Nail Bullet Stock.

L version:

  • Johnny fires a Nail Bullet straight outwards.

M version:

  • Johnny fires a Nail Bullet at ~45 degree angle.

H version:

  • Johnny fires a Nail Bullet almost directly above him.
ACT 1 214X
What is this?!
214L/M/H while in ACT 1
JJASBR Johnny ACT 1 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 40 Mid - - - - -

Johnny spins his nails into the ground, using the arising dust as a blade to attack his opponent.

  • Provides hard knockdown.
ACT 2 214X
The hole will attack you.
214L/M/H while in ACT 2
JJASBR Johnny ACT 2 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 45 Mid - - - - -
Heavy 45 Mid - - - - -

Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Different versions change the speed and duration of the chasing hole.
  • Causes crumple on hit.
  • Consumes 1 Nail Bullet Stock.
623X
My nails are spinning!
623L/M/H
JJASBR Johnny 623X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 50 (25*2) Mid - - - - -
Heavy 60 (20*3) Mid - - - - -

Johnny uses his spinning nails like a blade to slash at his opponent.


L version:

  • This version has no invul.

M version:

  • This version has invul on startup.
  • Cannot be Flash Canceled.

H version:

  • This version has invul on startup.
  • Cannot be Flash Canceled.
ACT 3 421X
Where's the upper half?!
421L/M/H while in ACTs 3 & 4
JJASBR Johnny ACT 3 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
Medium - - - - - - -
Heavy - - - - - - -

Johnny shoots himself and travels through the hole created with invincibility.

  • Holding the button consumes 1 Nail Bullet Stock and continues travelling.
  • While holding the button, pressing H will cancel the travel and fake it out.

L version:

  • Johnny travels towards the opponent and can cross up.

M version:

  • Johnny travels away from the opponent.

H version:

  • Johnny does not move and remains stationary in the hole.
22X
Send me down the hole!
22L/M/H while in ACTs 3 & 4
JJASBR Johnny 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 102 (17*6) Mid - - - - -
Medium 102 (17*6) Mid - - - - -
Heavy - - - - - - -

Johnny shoots himself and sends his arm down the hole created, having it reappear next to the opponent and fire Nail Bullets at them.


L version:

  • The hole travels at a slow speed.
  • Consumes 1 Nail Bullet Stock.
  • Can be canceled by pressing H at any point during the move, this will consume a nail stock.
  • hits otg.

M version:

  • The hole travels at a fast speed.
  • Consumes 1 Nail Bullet Stock.
  • Can be canceled by pressing H at any point during the move, this will consume a nail stock.
  • hits otg.

H version:

  • Johnny performs a feint version of the attack.
  • Does not consume any Nail Bullet Stocks.
  • Can be used to fake out the opponent, but not to make attacks safer.
236S
Who'll be the sacrifice?
236S while in ACT 4
JJASBR Johnny 236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
98 (7*14) Mid - - - - -

Johnny summons Tusk ACT 4 right in front of him as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Provides hard knockdown.
623S
Chumimin!
623S while in ACT 4
JJASBR Johnny 623S (1).png
JJASBR Johnny 623S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
91 (6, 13, 6*12) Mid - - - - -

Johnny summons Tusk ACT 4 directly in front of the opponent as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Can be used as a long range punish.
22S
Care for some herbal tea?
22S while in ACTs 2, 3 & 4
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Johnny drinks a cup of chamomile tea.

  • Replenishes all of Johnny's Nail Bullet stocks.

Mounted

  • [] is for damage with one Holy Corpse part.

Normal Moves

Mounted 5L
5L
JJASBR Johnny Mounted 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid - - - - -

Slow Dancer performs an attack with its head.

  • A (somewhat) standard jab, good at stopping dash jumps.
Mounted 5M
5M
JJASBR Johnny Mounted 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 (7+8+9) Mid - - - - -

Johnny throws a steel ball down at his opponent.

  • Reaches very far down.
  • Stubbier than most 5M's.
Mounted 5H
5H
JJASBR Johnny Mounted 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid - - - - -

Slow Dancer performs a kick with its hind legs.

  • Good range for pokes and counter-pokes.
Mounted 2L
2L
JJASBR Johnny Mounted 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 Low - - - - -

Slow Dancer performs an attack with its neck.

  • A slow jab, not good for beating out other buttons.
Mounted 2M
2M
JJASBR Johnny Mounted 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 Low - - - - -

Slow Dancer performs a stomp attack with a hoof.

  • Stubby for a 2M.
Mounted 2H
2H
JJASBR Johnny Mounted 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
43 Low - - - - -

Slow Dancer performs a sweeping attack with its hoof.

  • Provides hard knockdown.
  • Good range for a poke.
Mounted JL
j.L
JJASBR Johnny Mounted Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Overhead - - - - -

Slow Dancer performs an attack with its knees.

  • Stubby aerial, good for air-to-airs.
Mounted JM
j.M
JJASBR Johnny Mounted Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Slow Dancer performs an outwards kick with its hind legs.

  • Deceptively good jump-in button.
  • Johnny's best aerial button.
Mounted JH
j.H
JJASBR Johnny Mounted Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

Slow Dancer performs an attack with its front legs.

  • Reaches very far down.
  • Good for jump-ins.

Special Moves

Mounted 46X
I can make it!
46L/M/H
JJASBR Johnny Mounted 46X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
Medium 65 Mid - - - - -
Heavy 75 [85] Mid - - - - -

Johnny commands Slow Dancer to perform a shoulder tackle.


L version:

  • Provides hard knockdown.

M version:

  • Launches the opponent on hit.

H version:

  • Launches the opponent at a ~45 degree angle on hit.
  • Can be combo'd off of naturally, although jump attacks can be subbed in for easier positioning.
Mounted ACT 1 236X
I'll call them Tusks!
236L/M/H while in ACT 1
JJASBR Johnny Mounted ACT 1 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 (10*3) Mid - - - - -
Medium 40 (10*4) Mid - - - - -
Heavy 50 (10*5) Mid - - - - -

While mounting Slow Dancer, Johnny fires his nails like bullets at the opponent.

  • All versions have the same angle.

L version:

  • Johnny shoots 3 nails.

M version:

  • Johnny shoots 4 nails.

H version:

  • Johnny shoots 5 nails.
Mounted ACT 2 236X
Golden Spin Nail Bullets
236L/M/H while in ACTs 2, 3 & 4
JJASBR Johnny Mounted ACT 2 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 79 (60, 4, 5*3) Mid - - - - -
Medium 79 (60, 4, 5*3) Mid - - - - -
Heavy 79 (60, 4, 5*3) Mid - - - - -

While mounting Slow Dancer, Johnny fires a single Nail Bullet, infused with the Golden Spin.

  • Consumes 1 Nail Bullet Stock.

L version:

  • Johnny fires a Nail Bullet straight outwards.

M version:

  • Johnny fires a Nail Nullet at ~45 degree angle.

H version:

  • Johnny fires a Nail Bullet almost directly above him.
Mounted 623X
My nails are spinning!
623L/M/H
JJASBR Johnny Mounted 623X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 50 (25*2) Mid - - - - -
Heavy 60 (20*3) Mid - - - - -

While mounting Slow Dancer, Johnny uses his spinning nails like a blade to slash at his opponent.


L version:

  • This version has no invul.

M version:

  • This version has invul on startup.
  • Cannot be Flash Canceled.

H version:

  • This version has invul on startup.
  • Cannot be Flash Canceled.
Mounted 214X
The hole will attack you.
214L/M/H while in ACTs 2, 3 & 4
JJASBR Johnny Mounted 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 45 Mid - - - - -
Heavy 45 Mid - - - - -

While mounting Slow Dancer, Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Different buttons change the speed and duration of the chasing hole.
  • Causes crumple on hit.
  • Consumes 1 Nail Bullet Stock.
Mounted 22X
Send me down the hole!
22L/M/H while in ACTs 3 & 4
JJASBR Johnny Mounted 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 102 (17*6) Mid - - - - -
Medium 102 (17*6) Mid - - - - -
Heavy - - - - - - -

While mounting Slow Dancer, Johnny shoots himself and sends his arm down the hole created, having it reappear next to the opponent and fire Nail Bullets at them.


L version:

  • The hole travels at a slow speed.
  • Consumes 1 Nail Bullet Stock.

M version:

  • The hole travels at a fast speed.
  • Consumes 1 Nail Bullet Stock.

H version:

  • Johnny performs a feint version of the attack.
  • Does not consume any Nail Bullet Stocks.
  • Can be used to fake out the opponent, but not to make attacks safer.
Mounted 236S
Who'll be the sacrifice?
236S while in ACT 4
JJASBR Johnny Mounted 236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
98 (7*14) Mid - - - - -

While mounting Slow Dancer, Johnny summons Tusk ACT 4 right in front of him as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Provides hard knockdown.
Mounted 623S
Chumimin!
623S while in ACT 4
JJASBR Johnny Mounted 623S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
91 (6, 13, 6*12) Mid - - - - -

While mounting Slow Dancer, Johnny summons Tusk ACT 4 directly in front of the opponent as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Can be used as a long range punish.
Mounted 22S
Care for some herbal tea?
22S while in ACTs 2, 3 & 4
Only available from ACT 2 onwards
Only available from ACT 2 onwards
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

While mounting Slow Dancer, Johnny drinks a cup of chamomile tea.

  • Replenishes all of Johnny's Nail Bullet stocks.

System Mechanics

Throw
Throw
My body just leapt up!
5/4 + Any Two Attack Buttons
JJASBR Johnny Throw (1).png
JJASBR Johnny Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

Johnny grabs the opponent and uses his spinning nails to propel his body off of his opponent.

  • Only available while Dismounted.
  • Leaves the opponent very close to Johnny.
  • Both Throws are identical aside from direction.
Assist
Assist
The hole will attack you.
JJASBR Johnny Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 Mid - - - - -

Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214M (ACT2)
  • Causes crumple on hit.
5S
Mounting
5S
JJASBR Johnny Mount.png
Mount
Mount
JJASBR Johnny Dismount.png
Dismount
Dismount
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal - - - - - - -
Quick Mount 25 Mid - - - - -

Summons Johnny's horse, Slow Dancer, altering Johnny's moveset and abilities.

  • Quick Mount is considered an attack that launches on hit and carries Super Armor.
  • The Guard Gauge will not restore while Johnny is Mounted.
  • Johnny cannot be grabbed while Mounted.
  • Being hit by moves that launch will knock Johnny off of the horse.

Heart Heat Attacks

HHA 1
Even if my spin falters, I will never die!
236 + Any Two Attack Buttons while in ACT 1
JJASBR Johnny ACT 1 HHA (1).png
JJASBR Johnny ACT 1 HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 (30+110) Mid, Low - - - - -

Johnny fires a Nail Bullet towards the ground, causing the resulting hole to chase the opponent and attack them.

  • Available while both Mounted and Dismounted.
  • The nail can hit the opponent on its way to the ground.
  • Progresses Johnny to ACT 2.
HHA 2
Now I know where to shoot!
236 + Any Two Attack Buttons while in ACT 2
JJASBR Johnny ACT 2 HHA (1).png
JJASBR Johnny ACT 2 HHA (2).png
JJASBR Johnny ACT 2 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (30*4+20+30) Mid - - - - -

Fueled by dark determination, Johnny shoots himself with a Nail Bullet, using it to travel through a hole that attacks the opponent before he reappears and repeatedly shoots the opponent.

  • Available only while Dismounted.
  • This is a hitgrab.
  • Progresses to ACT 3.
HHA 2
Complete Golden Spin Energy...
236 + Any Two Attack Buttons while in ACTs 3 & 4
JJASBR Johnny ACT 3 HHA (1).png
JJASBR Johnny ACT 3 HHA (2).png
JJASBR Johnny ACT 3 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
200 (3*12+8+20+10+5*20+31) Mid - - - - -

Johnny summons Tusk ACT 4 and barrages the opponent punches, pushing them into the ground.

  • Available only while Mounted.
  • The last hit is a hitgrab that continues the animation.
  • Progresses to ACT 4.

Great Heat Attack

It was such a long, roundabout path...
236L+M+H
JJASBR Johnny GHA (1).png
JJASBR Johnny GHA (2).png
JJASBR Johnny GHA (3).png
Thank you, Gyro...
Thank you, Gyro...
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
319 (50+2*39+3*35+24+63) Mid - - - - -

Johnny leaps off of slow dancer and fires a nail bullet with infinite rotational energy at the opponent, summoning Tusk ACT 4 as it barrages the opponent with attacks before sending its energy through the opponent and finishing with a burst of damage.

  • Can only be used while Mounted. Will force Johnny into Mount Mode if Dismounted when activated, increasing startup.
  • Automatically puts Johnny in ACT 4 upon activation.
  • Slow Dancer running forward after Johnny propels himself is a hitbox that confirms into the GHA.
  • Has a special animation if used against Valentine.

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)
Special D (Color 1)
Special D (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