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

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Mechanical terms

These are terms named by the game.

Dash Jump

Forward jumping while dashing forward will execute a jump that is lower than normal. Great for forward movement and during juggle combos.

Guard Break

Referred to in game as Guardbreak. If your Guard Gauge runs out while you're blocking an opponent's attack, you suffer a Guard Break. While in Guard Break, you're left totally defenseless for a period of time and will be unable to take any actions except for calling Reversal Assists.

Stylish Guard

Pressing Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR performs a Stylish Guard: following a white flash, the character enters a parry state where, upon being hit, they will Stylish Evade the next attack. Stylish Guard covers attacks of all types, even most Unblockable attacks, but it does not evade Throws of any kind.

For more information see the System Page.

Stylish Evade

Blocking an attack just before it connects activates Stylish Evade (also known as Stylish Dodge), which activates a superflash and makes the blocking character automatically sidestep while locking the opponent in their attack.

For more information see the System Page.

Down Evade

After getting knocked down by an attack, pressing Template:NotationIcon-JJASBR Dodge will make the character quickly rise back up. This technique cannot be used if the character is affected by an attack that causes a Hard Knockdown, such as Throws.

Dodge

Alternatively known as Rotate.

Characters are able to Dodge by pressing the Dodge (Template:NotationIcon-JJASBR) button. A character who dodges will move in the direction of the background with respect to their opponent, shifting the horizontal plane of gameplay and allowing them to easily avoid most linear attacks. Alternatively, pressing Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR makes the character Dodge in the direction of the foreground.

Taunt

Accessed by pressing the Taunt button (Template:NotationIcon-JJASBR), Taunts cause the character to pose while verbally taunting their opponent. They mostly behave like standard fighting game taunts, simply meant as a mocking gesture. There is, however, one key difference.

Once per match, after inflicting a Hard Knockdown, pressing the Taunt button triggers a Cinematic Taunt, activating a superflash as the camera moves close to the taunting character while also removing 1 bar of HH Gauge from the opponent. Taunts can also be used for a Taunt Combo.

Cancel

Interrupting an attack before the animation ends and moving directly into another is called a cancel. Inputting an attack while an animation is still going can allow you to skip the recovery just after an attack and keep up the pressure without letting the opponent respond. Each move has its own window during which a cancel can be performed.

Chain Beat

A sequence of attack cancels done by using the Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR normal attack in order. The next stronger attack will only come out if previous one hit or was guarded. Some characters also have access to an aerial version, this is called an Aerial Chain Beat.

Heart Heat Gauge

Commonly referred to as meter or bar. Heart Heat Gauge is a special gauge that allows characters to perform strong techniques and other special abilities. It is filled by dealing and receiving damage as well as through other actions; once a bar is filled, a Stock is stored and the gauge empties again.

For more information see the System Page.

Heart Heat Attack (HHA)

Heart Heat Attacks are powerful attacks and abilities that consume 1 bar of HH Gauge to use; they are executed by performing a Template:NotationIcon-JJASBR motion alongside any 2 Attack buttons. Most reward the player with a special animation while dealing significant damage.

For more information see the System Page.

Great Heat Attack (GHA)

Great Heat Attacks are particularly powerful attacks and abilities, being typically the highest damaging move in a character's arsenal; they are executed by performing a Template:NotationIcon-JJASBR motion alongside all 3 Attack buttons (or through the GHA button macro). Unlike Heart Heat Attacks, however, Great Heat Attacks can only either be executed by themselves or chained into from Normal Attacks (with some exceptions).

For more information see the System Page.

Flash Cancel (FC)

Referred to in Japanese (and more commonly known) as Puttsun Cancel (PC). Flash Cancels are activated by pressing all 3 Attack buttons during an attack (or through the Flash Cancel button macro). When activated, at the cost of 1 bar of HH Gauge, it puts the character immediately back into a neutral state following a superflash.

For more information see the System Page.

Stand Rush (SR)

Only usable by Stand Style characters who can summon their Stand, and activated by pressing Template:NotationIcon-JJASBR during certain Special Moves while in Stand On, the ability causes the character and their Stand to 'de-sync', with the player instantly regaining control of their character as their Stand continues its attack.

For more information see the System Page.

Quick Stand On (QSon)

Only available to Stand Style characters and activated by pressing Template:NotationIcon-JJASBR during Normal Attacks while in Stand Off, the character will flash white and quickly summon their Stand while resetting back to neutral.

For more information see the System Page.

Quick Mount (QM)

Exclusive to Mounted Style characters and activated by pressing Template:NotationIcon-JJASBR during Normal Attacks while Dismounted, the character will flash white and quickly summon their Horse, immediately mounting it.

For more information see the System Page.

Assist

When selecting characters, players are allowed to choose a second character, who takes on a non-playable role. Pressing the Assist button (Template:NotationIcon-JJASBR) while in battle will summon said character to do a Support Attack, which can vary depending on the context they are called:

Assault Assist

Available when the character is in a neutral state or attacking, Assault Assists (commonly referred to as simply Assists) bring the partner into play, who will perform an attack or Special Move specific to said character and then leave. The number of times an Assault Assist can be used is determined by the Assault Assist Stocks, which are represented as pink dots below the character's portrait in the HUD. An Assault Assist used in neutral incurs no cooldown; if used during an attack, however, the Assist will incur a slight cooldown.

For more information see the System Page.

Reversal Assist

Available when the character is blocking attacks or getting hit, Reversal Assists (commonly referred to as Breakers or Bursts) will have the partner jumping into the field while performing a non-damaging attack, after which they will leave. The number of times a Reversal Assist can be used is determined by the Reversal Assist Stocks, which are represented as blue diamonds below the character's portrait in the HUD. Using a Reversal Assist while blocking incurs a slight cooldown, while using one while taking damage inflicts the longest possible cooldown.

For more information see the System Page.

Unblockable

Unblockable Attacks are attacks that cannot be blocked at all.

For more information see the System Page.

Command Throw

Certain Special Moves can also be classified as Throw attacks; these are known as Command Throws (alternatively Command Grabs). Command Throws have some advantages over the standard Throw, such as increased range and the inability to escape them, in exchange for executing in a slower manner (being easier to react to as a result).

For more information see the System Page.

Attack Throw

Almost always referred to as "hit grabs/throws". An attack that animates like a throw if it hits you, but is blockable like any attack.

For more information see the System Page.

Chip Damage

The slight damage dealt when the opponent is guarding and blocks a skill, HHA, GHA, or Mounted Normal attack.

For more information see the System Page.

Counters

Moves that put you in a stance that allows you to automatically attack back if you're hit while it's in effect. Some of them only counter certain types of attacks, but Throws (other than Attack Throws) can't be countered.

Counterstrike

Commonly referred to as "Counter Hit".

If you hit your opponent while they're in their attack animation, your attack will deal double damage.

For more information see the System Page.

Guard Point

Commonly referred to as "Auto Guard".

Moves with this property allow you to attack while blocking your opponent's strikes. You can take any attack except for Throws and Unblockable attacks.

For more information see the System Page.

Clash

If you and your opponent's attack hit each other at the same time, you'll both deal damage to each other. However, if two attacks of equal priority hit at the same time, they will clash, dealing no damage.

For more information see the System Page.

Rumble Mode

Used by most of the cast. After falling below 30% HP, Rumble Mode characters deal 5% extra damage, their meter gain is increased and they receive less Guard Damage.

Resolve Mode

Unique to Giorno, Bucciarati, Mista, Fugo, Prosciutto, Ghiaccio, and Ermes. After falling below 20% HP, Resolve Mode characters deal 10% extra damage and have increased meter gain while getting hit. They also gain Super Armor during the active frames of their Normal Attacks and Special Moves.

Baoh Armed Phenomenon

Unique to Baoh, this state has 3 levels that activate after he reaches certain health thresholds. At 75% health, Baoh gains health regeneration, with the regeneration rate increasing at 50% health and increasing even further at 25% health. Baoh will not present special characteristics when first activated, but upon reaching 50% health, his body and Health Gauge feature a blue glow, with it being replaced by a golden glow upon reaching 25% health.

Holy Corpse

Whenever at least one Steel Ball Run character is in the match, three parts of the Holy Corpse will spawn over time for them to collect, with the character gaining different enhancements with each part obtained. Only 3 parts will spawn during the match, so if two Steel Ball Run characters happen to face each other, they'll be forced to fight for them. Both traits are reminiscent of the search for the highly coveted Holy Corpse, whose parts grant miraculous powers (often tied to Stand abilities) to their wielders.

For more information see:

Metagame terms

These are terms coined by the community to describe the game.

Blockstring

Strings (usually airtight) of attacks that get blocked.

Cross-Up

Passing over the opponent and hitting their back while they are facing the wrong way. This can be used to mixup the opponent. Can sometimes be considered a "Left/Right"

Frame Trap

When chaining moves together there are times where the will be a gap between the blockstun of one move ending, and the next move being blocked. This window can be small enough where an opponent attempting to press a button will be hit before their move starts up. This is called a frame trap, whereas gapless sequences are called True Blockstrings. Deliberately delaying your cancels to create these windows is called Staggering, or Stagger Pressure.

Meaty

Using an attack as an opponent is standing up after being knocked down, forcing them to block. When timed correctly, the opponent is forced to block the later active frames of the move, making it more advantageous on block. Characters can often use invincible reversals or Stylish Guard/Evade to beat the technique.

Mixup

Technique used to make an opponent guess between two or more different actions that require different reactions, such a follow-up attack that could either be a low or an overhead attack.

Reversal

An attack that is launched on the first possible frame after your character recovers from a state where they weren't allowed to attack, such as being knocked down or trapped in block stun.

Okizeme (Oki)

Pressure and setups performed during an opponent's wakeup after a knockdown.

Option Select (OS)

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used in this game to shut down multiple options that an opponent may try to use to get out of certain situations. Examples of this can be found on the Esoterics page.

OTG

Term used for moves that can hit opponents "On The Ground", which means hitting them while they're in Hard Knockdown.

Safejump

A jump-in attack used as a meaty. Referred to as safejump for being safe against reversal attacks as landing will cancel your aerial normal's recovery and let you quickly block or just out-space any wake-up attacks such as invulnerable DPs.

Tech

Used interchangeably for two terms:

  1. Breaking a throw, known in game as Throw Escape.
  2. "Teching", known in game as "Down Escape". If you're launched by the opponent into a Soft Knockdown and input Template:NotationIcon-JJASBR Dodge around the time you hit the ground, you'll roll into the impact and avoid being Hard Knockdowned.

Super Armor

Also known as "Armor". Moves with this property allow you to attack without staggering from your opponent's strikes. You can take any attack except for Throws and Attack Throws.

For more information see the System Page.

Hard Knockdown (HKD)

Commonly abbreviated to "HKD". A specific type of knockdown where the time you spend on the ground is set in stone and you typically do not have any extra options (like teching) to choose from when you are waking up. This is in contrast to a Soft Knockdown, where you can choose to "tech" if you like.

Soft Knockdown (SKD)

A specific type of knockdown that offers more options for when (and often where) you can choose to stand up, compared to a hard knockdown. If you input Template:NotationIcon-JJASBR Dodge around the time you hit the ground, you will "tech" and get back into the fight faster.

Reverse Beat

Available only to Josuke Higashikata (Part 4) in "Watch Your Mouth!" Mode. Reverse Beat allows him to chain normals in any order, contrary to a regular Chain Beat.

Tick Throw

A throw performed after getting a fast attack blocked, usually 2/5Template:NotationIcon-JJASBR.

Normal

A basic attack usually activated by a single button press. In most fighting games, you will have different normals if you are standing on the ground, holding down to crouch, or jumping (a normal used while jumping at the opponent is often called a "jump in"). Most characters have special attacks, called command normals), if you hold a direction while pressing a button.

Special

Referred to in game as "Skill". A move that typically requires a joystick motion and a button press to execute (note the difference from a command normal).

Command Normal

Referred to in game as "Special" (not to be confused with the Metagame Term. A normal that requires a direction alongside the button press, usually forward or back.

Dragon Punch (DP)

Used interchangeably for two terms:

  • A powerful rising uppercut attack that is great for anti-air and is usually invincible, making it great for reversal attacks. A dragon punch, or "DP" as it is commonly abbreviated, is a big catch-all term for any motion attack (usually a DP motion) that sees the character attack towards the air with their fist, usually leaving their feet.
  • Any move presented in movelists as a graphic resembling the letter Z, these are performed by starting from a given horizontal direction (for example, Template:NotationIcon-JJASBR), then moving to Template:NotationIcon-JJASBR and finishing by pressing a diagonal direction with the same orientation as the horizontal direction (in this case, Template:NotationIcon-JJASBR). Depending on the direction marked, they can be referred to as Dragon Punch (Template:NotationIcon-JJASBR; abbreviated as DP) or Reverse Dragon Punch (Template:NotationIcon-JJASBR; abbreviated as RDP).

Tiger knee (TK)

When an aerial move (such as j.236) is input on the ground before a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. Changes usage for some moves and may even change recovery. More examples include: 2149X/2148X/2147X, 4219X/4218X/4217X, etc.

Left/Right (L/R)

Ambiguous mixup that commonly involves setting up a knockdown and then attacking the opponent as they wake up in such a way that it's extremely ambiguous whether the attacker is going to land on the left or the right. Some cross-ups are considered a Left/Right.

Absolute Guard

A game mechanic that forces your character to block all incoming attacks while you are trapped in block stun, even if you let go of the joystick. As long as your opponent attacks you with a true block string, you're just stuck.

Restand

Bringing your opponent from an airborne state, or Hard Knockdown state, to a standing state, usually during a combo. Some restands will let you continue the combo, but even if they don't, restands will usually grant you some serious frame advantage so you can go for a mixup. One of the most common ways to restand is using a Taunt Combo.

Infinite Prevention System (IPS)

Referred to in game with "Stale Moves".

The system used to prevent infinite combos. Using the same move three times in a combo will activate it, make the opponent invincible, and Soft Knockdown.

For more information see the System Page.

Taunt Combo

Cinematic Taunts force a restand on the opponent afterwards, with them being unable to block for a very short period of time; this allows for setups where certain projectiles can be set before a Cinematic Taunt, which will hit the opponent after the taunt is completed. More information can be found on the Esoterics page.

Notations

These are terms used to express data about the game on the wiki.

Numpad Notation

Template:ComboLegend-JJASBR

Recovery

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