JoJo's Bizarre Adventure: All-Star Battle R/Esoterics
Offense
Stand Rush
Quick Stand On
Quick Mount
Flash Cancel
Taunt
Taunt Combos
Assault Assist
Prebuffering
Complete Unblockables
The game has some situations that set up Complete Unblockables, which have no real counterplay to avoiding damage once they're set up.
Blockstring + Unblockable
One of the easiest examples is an Unblockable during a blockstring. If an Unblockable hit occurs while the opponent is stuck in blockstun, it'll be completely unavoidable. Here's some examples set-ups:
- Blockstring + Unblockable Assist: This works with any character. Examples for Unblockable Assists are Diavolo and Vanilla Ice.
- Blockstring Assist + Unblockable: if a character has access to an Unblockable attack, they can use an Assist to put a character into blockstun and time their Unblockable to hit during it. Good Assists for this are Joseph or Jotaro (Part 3).
- Unblockable Stand Rush + Blockstring: an example of this is this sequence by Jotaro (Part 3):
s.5H > s.623L(SR) > 3H
. Note that there is a gap between s.5H and 3H which can be used to avoid this setup, but if 3H gets blocked the hit from s.623L will be unavoidable.
Hit + Command Throw
A more uncommon example is timing a Command Throw the same frame a Hit would occur. If these two occur on the same frame, it will create an unblockable situation where one of the two will hit depending on the defensive input.
It will become a hit if anything is done to avoid the Command Throw, like jump, otherwise it'll register as the Command Throw. Here's some examples of setting it up:
- Assist + Command Throw: any character with a Command Throw can use an Assist to time both to hit at the same time. Good example of this is AW Diego's Assist.
- Projectile + Command Throw: This setup is available to characters who have access to both a delayed (or very active) projectile which has enough range as to where it cannot be backdashed, and a (Command) Throw.
- An easy example is this sequence by Ghiaccio:
2H > 236H > 214H
, which will always result in either a hit or the Command Throw landing. Counterplay to Ghiaccio's setup is jumping to take the hit, as 214H will whiff and its recovery will open it up to be counterattacked (although the victim will always take damage in some form against this setup). - Another character is Old Joseph with this sequence:
5H > 214L > 5S > dl.s.63214M
using manual timing.
- An easy example is this sequence by Ghiaccio:
Why does this not work with Throws? The reason for this is that the ability to Throw Break, although how that has to be done depends on the setup:
- When a "Projectile + Throw" or "Assist + Throw" is setup, the first factor to look at is if the "Projectile / Assist" is a "Phantom Hit", a hit without hitstun. In the case of a Phantom Hit + Throw, a Throw Break is all that is needed, which on Oki can just be done by mashing Throw. Examples of projectiles without hitstun on their initial hits which can be used for setups are: Shigechi 623L/M, Jolyne 22X, and Weather Report HHA.
- While Weather Report HHA has no hitstun in general, Shigechi 623L/M and Jolyne 22X have a trigger Phantom Hit which has no hitstun and is seemingly used to activate the projectile. Shigechi can use the following sequence:
2H > 4/6S > 4/6S > 623L > 5M > 66 > Throw
which, as mentioned earlier, can be easily escaped with a Throw Break. For more information on "Phantom Hits" see its separate section on this page.
- While Weather Report HHA has no hitstun in general, Shigechi 623L/M and Jolyne 22X have a trigger Phantom Hit which has no hitstun and is seemingly used to activate the projectile. Shigechi can use the following sequence:
- As for a setup without a "Phantom Hit", AW Diego can use the following sequence:
Throw > 22L > 66 > dl.Throw
, with manual timing applied to create an almost completely unblockable situation. The difference between this setup and Ghiaccio's, is that 22X crumples, and the recovery on AW Diego's Throw is short enough to combo after, meaning this setup cannot be jumped to punish AW Diego. What can be done instead, however, is holding block and Throw Break after the grab hit to beat this set-up. Although it isn't known how exactly this influences the outcome, the blocking is necessary to beat this setup.
"3 Freeze" + Command Throw / Unblockable
An increasingly common setup recently is using Koichi Assist's "3 Freeze" effect to set up and unblockable situation. Previously using a Command Throw while "3 Freeze" was in effect was already inescapable, but now Dodge has been locked away with the recent patch Unblockable attacks are unavoidable as well. Here's some examples:
- Koichi Assist + Command Throw: any character with a Command Throw can set this up by applying the Freeze effect prior to using an Command Throw on knockdown for example.
- Koichi Assist + Unblockable: as of Patch 2.0 any character with an Unblockable can set this up by applying the Freeze effect prior to using an Unblockable on knockdown for example.
- Koichi s.623X / HHA / GHA + Unblockable Assist: can be used by Koichi himself to set up an unblockable situation. Setting up the Freeze effect and then calling either Diavolo or Vanilla Ice to hit them with an Unblockable attack.
For more information on "3 Freeze", see Koichi's page.
Defense
Stylish Evade
Stylish Guard
Stylish Guard (SG) can be input with any combination of buttons as long as it contains Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR, as it has the highest Input Priority in the game. This universal mechanic causes the character to flash white while striking a pose, and parries almost any hit with 0 recovery frames. Stylish Guard will trigger on any hit, except for Throw-type moves (regular Throws and Command Throws), Stroheim 22S, and Risotto 22X. During the move, the character will strike a pose different from their idle animation, meaning their hurtbox gets slightly shifted. This can make it easier or harder for the opponent to hit the Stylish Guard, depending on the character.
Frame Data for Stylish Guard is the same for every character; no exceptions have been discovered so far:
- Full Duration: 42f
- Startup: 3f
- Active: 13f
- Recovery: 27f
- Recovery after successful SG: 0f
- Full Invincibility after successful SG: 14f
- Max Invincibility after successful SG is canceled early: 4f
Like all moves, SG isn't "frame 1"; it either has to use the Snooze Frames of wake-up, or not get hit to survive frame 1.
When the opponent's Stylish Guard is hit, the attacker can still chain into other moves post-freeze, as it does not count as a whiff. If a Flash Cancel was buffered prior to hitting it, the Flash Cancel will take effect right as it triggers; this behavior is exclusive to Flash Cancel, and can do take place after a Stylish Evade. Flash Canceling post-freeze will have some recovery and not give the attacker equal footing against the opponent.
Recovery after a successful Stylish Guard is 0f; while there's a little 2f reset to the character's idle animation, the opponent's move doesn't continue during this. The defender will get 14 f of invincibility post-freeze if they do nothing; canceling Stylish Guard's recovery with valid options will reduce this window to 4 frames (as long as it doesn't go over that 14 frame limit). For example, using a 5f 5L after a Stylish Guard, with the opponent using a move as well, will render the original attacker invincible for the startup and trade as the hit happens.
Dodge
Proximity Blocks
Throw Clash/Break
Throw Clashes/Breaks will happen either when two Throws clash with each other by both being in startup, or when at least two attack buttons are input within a 6 frame window after the Throw connects. A Throw Clash or Break will make both characters invincible and always result in both characters resetting to neutral with neither side having a frame advantage.
- If it's a Throw Clash, meaning any Throw input before or on the frame the throw hits, it'll Throw Break 2 frames after the Throw hits.
- If it's a Throw Break input two frames after the Throw hits, it'll break 26 frames after the Throw hits.
Throw Break uses Hitstun Snooze Frames, so the only options upon getting hit post-invincibility are Block, Stylish Evade, or Jump. Players can abuse this by setting up an Assist (possibly one with an Unblockable hit) prior to the Throw Break to limit their opponent's options.
The Flash Cancel bind can be used to Throw in neutral, but it cannot be used to Throw Break. It can only Throw Clash as long as startup has reached frame 3.
Reversal Assist
Fuzzy Guard
White Health
Character Data
Health
Health | Character(s) | Notes |
---|---|---|
1050 | Ermes |
|
1000 | Jonathan, Joseph, Stroheim, Jotaro (Part 3), Avdol, Josuke (Part 4), Jotaro (Part 4), Okuyasu, Rohan, Risotto, Josuke (Part 8) | |
950 | Zeppeli, Speedwagon, Caesar, Wamuu, Old Joseph, Hol Horse, Vanilla Ice, Akira, Kira, Giorno, Bucciarati, Mista, Trish, Prosciutto, Ghiaccio, Jolyne, Foo Fighters, Johnny |
|
930 | Polnareff | |
920 | Diego, AW Diego | |
900 | Lisa Lisa, Kakyoin, Mariah, Koichi, Yukako, Shigechi, Keicho, Kosaku, Fugo, Diavolo, Anasui, Weather, Pucci (WS), Pucci (Final), Gyro, Valentine |
|
850 | Kars, Narancia, Baoh |
|
840 | DIO |
|
800 | Dio Brando, Esidisi, Iggy, Pet Shop |
|
HHA / GHA Damage
Character | HHA | GHA (LVL1) | GHA (LVL2) | GHA (LVL3) | Notes |
---|---|---|---|---|---|
Jonathan | 190 | 340 | 408 | 510 | |
Zeppeli | 200 | 360 | 432 | 540 | |
Speedwagon | 170 | 382 | 458 | 573 | |
Dio Brando | 170 | 330 | 396 | 495 |
|
Joseph | 84 (174/183/183/189) |
320 (356/391/429) |
369 (411/452/495) |
444 (495/543/595) |
|
Caesar | 210 | 320 | 384 | 480 |
|
Lisa Lisa | 160 | 440 | 527 | 660 |
|
Stroheim | 204 | 340 | 408 | 510 |
|
Wamuu | 199 | 318 | 381 | 477 |
|
Esidisi | 170 | 340 | 408 | 510 |
|
Kars | 174 | 0 | 0 | 0 |
|
Jotaro (Part 3) | 100 (203) | 360 | 432 | 540 |
|
Old Joseph | 215 | 340 | 407 | 510 |
|
Avdol | 216 | 340 | 408 | 510 | |
Kakyoin | 168 | 315 | 378 | 473 |
|
Polnareff | 0 | 322 | 386 | 483 |
|
Iggy | 142 | 348 | 417 | 521 |
|
Hol Horse | 73/84 (193/219) | 320 | 384 | 480 |
|
Mariah | 136/204/272 | 304 | 364 | 456 |
|
Pet Shop | 180 | 348 | 417 | 522 |
|
Vanilla Ice | 190 | 340 | 407 | 510 |
|
DIO | 160 (120) | 348 | 417 | 522 |
|
Josuke (Part 4) | 176 (250) | 316 | 379 | 474 |
|
Jotaro (Part 4) | 215 | 325 | 389 | 487 | |
Koichi | 190 | 318 | 381 | 477 |
|
Okuyasu | 158 | 360 | 431 | 540 |
|
Rohan | 172 | 300 | 360 | 450 |
|
Yukako | 180 | 313 | 375 | 469 |
|
Shigechi | 186 | 354 | 424 | 531 |
|
Keicho | 148 | 288 | 345 | 432 |
|
Akira | 168 (206) | 309 (361) | 356 (433) | 463 (541) |
|
Kira | 210 | 342 | 410 | 513 |
|
Kosaku | 220 | 252 | 302 | 378 |
|
Giorno | 170 | 0 | 0 | 0 |
|
Bucciarati | 167 | 330 | 395 | 495 |
|
Mista | 190 | 374 | 448 | 561 |
|
Narancia | 180 | 330 | 395 | 495 |
|
Fugo | 206 | 346 | 414 | 519 |
|
Trish | 160 (170) | 320 | 383 | 480 |
|
Prosciutto | 200 | 369 | 442 | 553 |
|
Ghiaccio | 0 | 360 | 432 | 540 |
|
Risotto | 190 | 360 | 432 | 540 |
|
Diavolo | 0 | 504 | 604 | 756 |
|
Jolyne | 186 | 357 | 428 | 535 | |
Ermes | 200 (250/220/310) |
336 | 403 | 504 |
|
Anasui | 206 | 356 | 427 | 534 |
|
Foo Fighters | 0 | 390 | 468 | 575 |
|
Weather | 0 | 312 | 374 | 468 |
|
Pucci (WS) | 160 | 470 | 564 | 705 |
|
Pucci (Final) | 144 | 5 | 5 | 5 |
|
Johnny | 140/170/200 (168/192/251) |
319 (329) | 382 (394) | 478 (493) |
|
Gyro | 179 (188) | 310 | 372 | 465 |
|
Diego | 0 | 360 | 432 | 540 |
|
AW Diego | 177 | 324 | 388 | 486 |
|
Valentine | 220 | 348 | 417 | 522 |
|
Josuke (Part 8) | 190 | 297 | 356 | 445 | |
Baoh | 192 (168) | 372 | 446 | 558 |
|
Movement Data
Character | Pre-Jump | Jump | Landing | Backdash | Forward Dash Late | Forward Dash Full |
---|---|---|---|---|---|---|
Jonathan | 15 | 26 | ||||
Zeppeli | 6 | 42 | 2 | 15 | 22 | |
Speedwagon | 6 | 36 | 2 | 15 | 22 | |
Dio Brando | 6/6/4 | 34/26/48 | 2 | 15 | 24 | |
Joseph | 15 | 22 | ||||
Caesar | 15 | 22 | ||||
Lisa Lisa | ||||||
Stroheim | ||||||
Wamuu | 6 | 34 | 2 | - | 20 | |
Esidisi | 17 | 24 | ||||
Kars | 6 | 34 | 2 | 15 | 22 | |
Jotaro (Part 3) | ||||||
Old Joseph | ||||||
Avdol | ||||||
Kakyoin | ||||||
Polnareff | ||||||
Iggy | 9 | 24 | ||||
Hol Horse | ||||||
Mariah | ||||||
Pet Shop | ||||||
Vanilla Ice | ||||||
DIO | ||||||
Josuke (Part 4) | ||||||
Jotaro (Part 4) | ||||||
Koichi | ||||||
Okuyasu | ||||||
Rohan | ||||||
Yukako | ||||||
Shigechi | 11 | 22 | ||||
Keicho | ||||||
Akira | ||||||
Kira | ||||||
Kosaku | ||||||
Giorno | ||||||
Bucciarati | ||||||
Mista | ||||||
Narancia | ||||||
Fugo | ||||||
Trish | ||||||
Prosciutto | ||||||
Ghiaccio | 15 | 22 | ||||
Risotto | ||||||
Diavolo | ||||||
Jolyne | ||||||
Ermes | ||||||
Anasui | ||||||
Foo Fighters | ||||||
Weather | 15 | 22 | ||||
Pucci (WS) | ||||||
Pucci (Final) | ||||||
Johnny | - | - | - | - | - | - |
Gyro | ||||||
Diego | ||||||
AW Diego | ||||||
Valentine | ||||||
Josuke (Part 8) | ||||||
Baoh |
Character | Pre-Jump | Jump | Landing | Backdash | Forward Dash |
---|---|---|---|---|---|
Wamuu (Mode 1) | 6 | 32 | 2 | ||
Wamuu (Mode 2) | 6 | 26 | 2 | ||
Wamuu (Mode 3) | 6 | 34 | 2 | ||
Esidisi (Mode 1) | |||||
Esidisi (Mode 2) | |||||
Kars (Mode 1) | 6 | 28 | 2 | ||
Kars (Mode 2) | 6 | 24 | 2 | ||
Kars (Ultimate Life Form) | 6 | 34 | 2 | ||
Jotaro (Part 3) (Stand On) | |||||
Old Joseph (Stand On) | |||||
Avdol (Stand On) | |||||
Kakyoin (Stand On) | |||||
Polnareff (Stand On) | |||||
Iggy (Stand On) | |||||
Vanilla Ice (Stand On) | |||||
DIO (Stand On) | |||||
Josuke (Part 4) (Stand On) | |||||
Jotaro (Part 4) (Stand On) | |||||
Koichi (Stand On) | |||||
Okuyasu (Stand On) | |||||
Rohan (Stand On) | |||||
Akira (Stand On) | |||||
Kira (Stand On) | |||||
Kosaku (Stand On) | |||||
Giorno (Stand On) | |||||
Bucciarati (Stand On) | |||||
Narancia (Stand On) | |||||
Fugo (Stand On) | |||||
Trish (Stand On) | |||||
Prosciutto (Stand On) | |||||
Ghiaccio (Stand On) | |||||
Diavolo (Stand On) | |||||
Jolyne (Stand On) | |||||
Ermes (Stand On) | |||||
Anasui (Stand On) | |||||
Weather (Stand On) | |||||
Pucci (WS) (Stand On) | |||||
Pucci (Final) (Stand On; Whitesnake) | |||||
Pucci (Final) (Stand On; C-MOON) | |||||
Pucci (Final) (Stand On; Made in Heaven) | |||||
Johnny (Mounted) | |||||
Gyro (Mounted) | |||||
Diego (Mounted) | |||||
AW Diego (Mounted) | |||||
Valentine (Stand On) | |||||
Josuke (Part 8) (Stand On) |
Character | Walk Speed (Fwd) | Walk Speed (Back) | Run Speed (Fwd) | Run Speed (Back) | Gravity | Jump Force (Neutral) | Jump Force (Fwd) | Jump Force (Dash) | Dash Jump Distance |
---|---|---|---|---|---|---|---|---|---|
Jonathan | 15 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Zeppeli | 15 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Speedwagon | 15 | 11 | 30 | 18 | 4 | 39 | 10 | 29 | 13 |
Dio Brando | 12 | 11 | 42 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Joseph | 20 | 11 | 34 | 20 | 4.2 | 38 | 8.97 | 31 | 15 |
Caesar | 20 | 11 | 30 | 18 | 3.3 | 38 | 9.78 | 28 | 16 |
Lisa Lisa | 12 | 11 | 34 | 20 | 3.3 | 38 | 8.15 | 28 | 13 |
Stroheim | 12 | 11 | 26 | 16 | 4 | 31 | 8.97 | 31 | 15 |
Wamuu | 15 | 11 | 30 | 25 | 4.5 | 43 | 13.04 | 32 | 21 |
Esidisi | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 39 | 18 |
Kars | 20 | 11 | 34 | 20 | 4.5 | 43 | 13.04 | 32 | 21 |
Jotaro (Part 3) | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Old Joseph | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
Avdol | 12 | 11 | 26 | 16 | 4 | 41 | 8.97 | 31 | 15 |
Kakyoin | 12 | 11 | 26 | 16 | 3.3 | 38 | 8.15 | 28 | 13 |
Polnareff | 13 | 8 | 23 | 18 | 4 | 38 | 8.15 | 28 | 14 |
Iggy | 20 | 11 | 34 | 20 | 3.3 | 38 | 9.78 | 28 | 16 |
Hol Horse | 20 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Mariah | 15 | 11 | 30 | 18 | 4 | 41 | 11 | 31 | 15 |
Pet Shop | 15 | 15 | 30 | 25 | 3.2 | 39 | 12 | 29 | 15 |
Vanilla Ice | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
DIO | 12 | 11 | 34 | 20 | 4 | 41 | 10.6 | 31 | 18 |
Josuke (Part 4) | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Jotaro (Part 4) | 10 | 7 | 30 | 18 | 4.5 | 43 | 13.5 | 32 | 18 |
Koichi | 13 | 8 | 20 | 18 | 4 | 38 | 9.63 | 28 | 17 |
Okuyasu | 12 | 11 | 26 | 16 | 4 | 41 | 8.97 | 31 | 15 |
Rohan | 15 | 11 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Yukako | 12 | 11 | 26 | 16 | 4 | 41 | 11 | 31 | 15 |
Shigechi | 8 | 8 | 23 | 20 | 4 | 41 | 11 | 31 | 15 |
Keicho | 14 | 12 | 24 | 14 | 4.5 | 43 | 11 | 32 | 18 |
Akira | 10 | 8 | 20 | 18 | 4 | 38 | 9.63 | 28 | 17 |
Kira | 15 | 11 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Kosaku | 10 | 8 | 30 | 18 | 4.5 | 43 | 11 | 32 | 18 |
Giorno[1] | 20 (15) | 11 (16) | 34 (30) | 20 (25) | 4 (3.2) | 41 (39) | 10.6 (8.15) | 31 (29) | 18 (10) |
Bucciarati | 15 | 11 | 30 | 18 | 4 | 41 | 10.6 | 31 | 18 |
Mista | 15 | 11 | 30 | 25 | 3.3 | 38 | 9.78 | 28 | 16 |
Narancia | 20 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Fugo | 20 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Trish | 15 | 11 | 30 | 18 | 4 | 41 | 13 | 31 | 18 |
Prosciutto | 15 | 11 | 30 | 18 | 4 | 41 | 11 | 31 | 18 |
Ghiaccio | 13 | 7 | 20 | 18 | 4 | 38 | 11.82 | 28 | 17 |
Risotto | 15 | 11 | 30 | 18 | 4.7 | 43 | 11 | 32 | 18 |
Diavolo | 12 | 11 | 30 | 25 | 4.5 | 43 | 11 | 32 | 18 |
Jolyne | 15 | 11 | 34 | 20 | 4.2 | 41 | 10.6 | 31 | 18 |
Ermes | 15 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Anasui | 15 | 11 | 34 | 20 | 4.5 | 43 | 11 | 32 | 18 |
Foo Fighters | 15 | 11 | 34 | 20 | 4.5 | 43 | 13.5 | 32 | 18 |
Weather | 15 | 11 | 30 | 18 | 3.3 | 38 | 12 | 28 | 16 |
Pucci (WS) | 12 | 11 | 26 | 16 | 3.3 | 38 | 10 | 28 | 13 |
Pucci (Final) | 12 | 11 | 26 | 16 | 3.3 | 38 | 10 | 28 | 13 |
Johnny | 8 | 7 | 30 | 25 | 3.2 | 35 | 10.19 | 26 | 12 |
Gyro | 13 | 8 | 30 | 18 | 3.3 | 38 | 8.15 | 28 | 13 |
Diego | 15 | 11 | 30 | 20 | 4.5 | 43 | 13.5 | 32 | 18 |
AW Diego | 16 | 12 | 31 | 21 | 5.5 | 44 | 14.5 | 33 | 19 |
Valentine | 12 | 11 | 26 | 16 | 4.5 | 43 | 11 | 32 | 18 |
Josuke (Part 8) | 15 | 11 | 30 | 18 | 4 | 41 | 8.97 | 31 | 15 |
Baoh | 12 | 11 | 45 | 25 | 4 | 41 | 8.97 | 31 | 15 |
- ↑ Data in parentheses corresponds to when Gold Experience Requiem (GER) is active.
Easy Beat Finishers
Character | Finisher (Default) | Finisher (Alternate) | Chains into HHA? | Notes |
---|---|---|---|---|
Jonathan | Overdrive Barrage (22H) |
- | Yes | |
Zeppeli | Zoom Punch (6M) |
- | Yes |
|
Speedwagon | Don't try to bluff, you rich little snot! (236H) |
- | Yes | |
Dio Brando | KUA! > That must be five or six ribs broken! (236H > L) |
- | Yes |
|
Joseph | Clacker Volley > Now who's laughing?! (236H > 6L/M/H) |
- | Yes |
|
Caesar | Bubble Launcher (236L) |
- | Yes | |
Lisa Lisa | Hamon Master! > All I need is this scarf! > You picked a bad time to test me! (236L > L > L) |
- | Yes |
|
Stroheim | This can fire through 30 mm armor plating! (236H) |
- | Yes |
|
Wamuu | Never stand in my shadow! (623L) |
- | Yes |
|
Esidisi | The Burning King (236H) |
- | Yes |
|
Kars | Cruel and beautiful violence! (236L) |
This cannot be! (623L) |
Yes |
|
Jotaro (Part 3) | ORA, ORA! (236L) |
- | Yes |
|
Old Joseph | Hamon Overdrive (236L) |
Hermit Purple! > Solar Energy Hamon! (236M > 6S) |
No |
|
Avdol | Crossfire Hurricane (236H) |
HELL 2 U! (214M) |
Yes |
|
Kakyoin | Emerald Splash (236H) |
- | Yes | |
Polnareff | Start packing for hell! > You miserable cur! (236L > 6H) |
Cuts everywhere else! (623H) |
No |
|
Iggy | DIO Doppelganger (214H) |
The Fool (236H) |
Yes |
|
Hol Horse | You lose, loser! (236H) |
- | Yes | |
Mariah | Sorry, but you'll have to die now. (236L) |
- | Yes | |
Pet Shop | Caw caw! (623H) |
- | Yes | |
Vanilla Ice | How dare you! (623L) |
- | Yes |
|
DIO | Right in front of me!? (236L) |
Useless, useless, useless, useless! (236H) |
Yes |
|
Josuke (Part 4) | Break through, beat you up! (236L) |
DORARARARARARARA! (623L) |
Yes |
|
Jotaro (Part 4) | If I throw this bearing... (236L) |
ORA, ORA! (236L) |
Yes |
|
Koichi | I'll never forgive you! > "Ah, tranquility, seeping into a rocky crag, a cicada's trill" (236L > L/M/H) |
Hit them, ACT 3! (236H) |
Yes |
|
Okuyasu | Chew on this! (214H) |
- | Yes | |
Rohan | - | I'm on the rise! (214H) |
Yes |
|
Yukako | You dumbass! (623L) |
- | Yes | |
Shigechi | Don't underestimate Harvest! (236L) |
Don't come any closer! > I'll protect them! (214L > 6L/M/H) |
Yes |
|
Keicho | All units, charge! (236L) |
Commence attack! (236L) |
Yes |
|
Akira | Spitfire (236M) |
More power than a jet engine. (236H) |
Yes |
|
Kira | Ha! (236L) |
You bastard! (236L) |
Yes |
|
Kosaku | I'll have to fight it out! (236L) |
The First Bomb (236L) |
No |
|
Giorno | Now, it lives. (214L) |
Useless, useless, useless, useless! (236H) |
Yes |
|
Bucciarati | Saw it coming miles away! (421L) |
ARI ARI ARI ARI (236L) |
Yes |
|
Mista | Gonna light you up! (236M) |
- | Yes |
|
Narancia | You're not going anywhere! (236L) |
Shoot, shoot, shoot it up! (214L) |
Yes |
|
Fugo | Hit them! (236L) |
Fugo's Violent Side (236H) |
Yes |
|
Trish | Spice Girl! (236L) |
- | Yes |
|
Prosciutto | Beach Boy! > You can feel shocks through the line! (236L > L/M/H) |
You're soft! (236H) |
No |
|
Ghiaccio | And now you're frozen solid! (236L) |
You thought you could get away from me? (236M) |
No |
|
Risotto | I won't get closer to you. (3H) |
- | Yes |
|
Diavolo | The passage of time resumes! (236H) |
- | No |
|
Jolyne | Sweet dreams, creep! (236L) |
So you're the enemy, huh? (236H) |
Yes |
|
Ermes | USHAAAA! (236H) |
Uryaaaaaaaaaaa! (236H) |
No |
|
Anasui | And...RELEASE! (214L) |
Dive! (236H) |
Yes |
|
Foo Fighters | Hwah! (623L) |
- | No | |
Weather | Don't you dare touch me! I'll kill you! (623H) |
I'm blowing in! (236L) |
No |
|
Pucci (WS) | I order you! (236H) |
Die! (3H) |
Yes |
|
Pucci (Final) | I order you! (236H with Whitesnake and Made in Heaven) Be gone! (214L with C-MOON) |
Die! (3H with Whitesnake) I only need one punch. (236L with C-MOON) Here it comes! (236L with Made in Heaven) |
Yes |
|
Johnny | I'll call them Tusks! (236L) |
Golden Spin Nail Bullets (236L) |
Yes |
|
Gyro | I'm gonna throw it away! (623H) |
Run wild, run free! (623M) |
Yes |
|
Diego | Gouge > Are you ready?! (236L > H) |
USHAAAAAAAA! (236L) |
No |
|
AW Diego | Hmph! (3H) |
Your sentence is death! (623L) |
Yes |
|
Valentine | It's merely self-defense. (236H) |
Well, now you've done it! (236H) |
No |
|
Josuke (Part 8) | So slippery! > Zero Friction (236H > 6L/M/H) |
The hell is your problem?! (236L) |
Yes |
|
Baoh | Baoh Hardened Saber (214H) |
- | Yes |
|
Reversals & Recovery
Reversals
Jumping
Dash
WORK IN PROGRESS
During a dash, recovery may very depending on what button is pressed during the dash. Every character, except for Wamuu and GER Giorno, has an Instant, Late and Full recovery. Instant recovery is the same for every character, while Slow and Full may vary.
Instant
Instant recovery happens at frame 5 of the dash, the following options can be performed from this frame onward:
- Normal (Crouching and Standing)
- Special Moves
- Throw
- Backward/Neutral/Dash Jump
- HHA
- Pillar Men Mode
Late
Late recovery happens at different frames depending on character within a range of 9 to 17 frames. For character-specific numbers, check out the Character Movement Frame Data table.
The following options, including those of Instant recovery, can be performed from these frames onward:
- Command Normal
- Stylish Guard (Cannot be buffered)
- Rotate
- Forward Jump
- Shigechi Style
Full
Full recovery happens at different frames depending on character within a range of 23 to 27 frames. For character-specific numbers, check out the Character Movement Frame Data table.
The following options, including those of Instant and Late recovery, can be performed from these frames onward:
- Stand On/Off, Hamon Breathing
- GHA
- Walk
- (Back)dash
Back Dash
Snooze Frames
Hitstun
Blockstun
Flipout
Hard Knockdown
Soft Knockdown
Phantom Hit
Input Tricks
Option Selects
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. Written below are a few examples.
Stylish Guard Tech
Since Stylish Guard has the highest Input Priority in the game, this can be easily used to the player's advantage by inputting Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR / Template:NotationIcon-JJASBR. This extra input has no reprocussions whatsoever, and simply allows the user to Throw Break automatically in the case of being grabbed prior to the Stylish Guard. Of course, this doesn't work if the Stylish Guard appears before the Throw, as that will count as a punish instead. Technically, this should always be used instead of a regular Stylish Guard.
Bonbei Oki
Discovered by Bonbei, accessible to characters with QSOn or QM, this uses the cancel difference between whiffing or hitting a move. A more complicated OS using Any attack button > Template:NotationIcon-JJASBR + Command Normal / Special Move.
On Oki for example, this can be used to set up a meaty normal, which on whiff, Stylish Guard, or Stylish Evade will be canceled into QSOn/QM, and on Hit/Block will be the desired Special/Command Normal. This way, players can safely cut their recovery upon whiff (for 0.5 HH Gauge of course), and easily confirm on the Special Move / Command Normal for hit/block. Note that against Stylish Guard and Stylish Evade, QSOn's recovery is too high to be able to protect oneself from a lot of moves, while for QM the hitbox created can stuff any counterattack. Best on characters that have a Special Move / Command Normal they can safely use on hit/block.
FC Bonbei Oki
A variation on Bonbei Oki, accessible to every character (and useful for plenty), which uses a Flash Cancel instead. A similar OS generally using Any attack button > Flash Cancel button + Command Normal / Special Move (that doesn't use a 236 motion).
This can also be done with all three attack buttons instead of the Flash Cancel button, but at the cost of causing Special Moves to default to the Heavy version (while also defaulting to Command Normals that involve the L button). This way allwos the character to safely cut their recovery upon whiff, Stylish Guard, and Stylish Evade (for 1 bar of course), and easily confirm on a Special Move / Command Normal for hit/block. The benefit of this compared to regular Bonbei Oki, is that recovery is completely removed against Stylish Guard and Stylish Evade, leaving the defender on equal footing post-freeze.
The reason 236 inputs cannot be used is because they will be read as a HHA or GHA. Some character-specific installs (like Kars' Modes or Fugo's Purple Haze Distortion) can mess with the setup as well, though they would still Flash Cancel on whiff, Stylish Guard, or Stylish Evade.
Input Priority
While simultaneously inputting multiple options at the same time, this game will prioritize them in a certain order. Note that when a certain action isn't possible in the situation the character's in, it'll go for the next possible one. For instance, when inputting 5H and then 236L+M+H, a Flash Cancel will take effect, as a GHA cancel is not possible on whiff.
The Input Priority order, depending on the situation, is as follows:
- In Neutral/Combo: Stylish Guard > GHA > HHA > Special > Throw > Command Normal > Flash Cancel > Style > Heavy > Medium > Light > Dodge > Jump
- For Command Normals: Light > Medium > Heavy
- For Special Moves: Heavy > Medium > Light > Style
Special Moves in detail
When performing a Special Move, there is a window of X frames after the first direction was pressed for the attack button input to successfully perform the special move. For instance, inputting 2-3-6 sequentially one frame after another gives X frames to input the desired attack button.
If two separate Special Move movements are both valid in the same input frame, the game will prioritize the first. For instance, inputting 2-3-6, then immediately after 2-1-4 and an attack button, will result in the game outputting a 2-3-6 Special Move instead. As a result, the input window of the first Special Move direction must time out before a different one can appear.