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

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Introduction

This article is about the character from Part 4, Diamond is Unbreakable, primarily known as "Josuke 4". For information about the character from Part 8, JoJolion, see Josuke Higashikata (Part 8).

The primary protagonist of Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Josuke Higashikata is a 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 4 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 Gauge, potentially letting him score Guard Breaks after the opponent successfully blocks his mixups.
  • Good Neutral: Josuke has an array of 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: Almost all of Josuke's special moves are unsafe, resulting in him needing to be careful during blockstrings or use Flash Cancels to keep himself safe.

Watch Your Mouth! Mode

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

In this state, Josuke receives the following attributes:

  • All of Josuke's attacks have altered speed, damage and Guard Damage.
  • Josuke is able to chain his ground attacks together indefinitely, including chaining the same normal repeatedly; he is limited by a hard cap of 8 uses per combo for any specific normal.
  • While active, Josuke features a special version of Super Armor that prevents the successful activation of Throws and all attacks with hitgrab properties.
  • Gains access to "I'm not done kicking your ass!".
  • "He heals pretty quickly!" is enhanced.

In return, however, Josuke will be forced to walk towards the opponent, becoming unable to stop moving, crouch, run, move backwards, dodge, jump in any direction that isn't forward, or block.

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

  • Values in [] apply during Watch Your Mouth! Mode.

Normal Moves

5L
5L
JJASBR Josuke Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 [14] Mid 5 - - -2 -

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 [11] Mid 11 - - -4 -

Josuke performs 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 [17] Mid 13 - - -8 -

Josuke summons Crazy Diamond, who 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 7 - - -2 -

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 9 - - -4 -

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 13 - - -8 -

Josuke summons Crazy Diamond, who performs an overhead punch to the ground.

  • Causes 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.
42 (10, 6*2, 10*2) Mid 19 - - -6 -

Josuke summons Crazy Diamond's fists to performs a barrage of punches.

  • The last hit restands crouching opponents.
  • 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 SE/SG attempts.
  • Despite not causing crumple itself, it consumes the crumple effect on hit, meaning that canceling into 236L will knock the opponent down.
JL
j.L
JJASBR Josuke Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [8] 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 [13] 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 [18] Overhead - - - - -

Josuke summons Crazy Diamond, who performs an uppercut.

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

Special Moves

236X
Break through, beat you up!
236L/M/H
JJASBR Josuke Part 4 236X (1).png
JJASBR Josuke Part 4 236X (2).png
Start
Start
JJASBR Josuke Part 4 236L.png
Light
Light
JJASBR Josuke Part 4 236M.png
Medium
Medium
JJASBR Josuke Part 4 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 109 (10*4, 4*11, 5, 20) Mid - - - - Crumple
Medium 114 (10*4, 4*11, 30) Mid, Overhead - - - - Groundbounce
Heavy 118 (10*4, 4*11, 34) Mid, Low - - - - HKD

Josuke performs a shoulder tackle forward, with Crazy Diamond following up with a barrage of punches that ends with a final attack.

  • The final attack depends on the version used.
  • Josuke's main Stand Off combo tool.

L version:

Josuke finishes the barrage with a straight punch.

  • Causes crumple on hit.
  • Can be followed up with a micro-dash 2L.

M version:

Josuke finishes the barrage with an overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be followed up without spending meter or OTG.

H version:

Josuke finishes the barrage with a sweeping punch.

  • Launches on hit and causes hard knockdown.
  • Too large of a gap between the last hit and the previous ones to be a true combo against grounded opponents. Still, both portions can combo during a juggle.
214X
DORA!
214L/M/H
JJASBR Josuke Part 4 214X (1).png
Attack
Attack
JJASBR Josuke Part 4 214X (2).png
Aftermath
Aftermath
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10*6) Low - - - - HKD
Medium 87 (12*6, 15) Low - - - - HKD
Heavy 118 (14*7, 20) Low - - - - HKD

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

  • The amount of hits, as well as the startup, depends on the version used.
  • Causes hard knockdown.
  • Can hit OTG.

L version:

  • Fastest version with the least damage.
  • Can OTG after s.236X in the corner.

M version:

  • Balanced speed and damage.
  • Not particularly useful.

H version:

  • Slowest version with the most damage.
  • The most used version, as it 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 - - - - HKD

Josuke rapidly slides across the floor, back to the last spot where he used "DORA!".

  • Move performance is identical across all versions.
  • Causes knockback on hit and triggers a wallbounce.
  • Incredibly active, making it 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 - - - - -
Medium 60 Mid - - - - -
Heavy 70 Mid - - - - KD

Josuke summons Crazy Diamond, who flicks an object at the opponent.

  • The version used alters the speed of the projectile.
  • Reaches very high, but can be crouched under.

L version:

  • Crazy Diamond fires a bearing.
  • Travels at a slow speed.

M version:

  • Crazy Diamond fires a bearing.
  • Travels faster than the L version.

H version:

  • Crazy Diamond fires a bullet.
  • Travels the fastest.
  • Launches on hit, leading into a soft knockdown.
22H
Watch Your Mouth!
22H
JJASBR Josuke Part 4 22H (1).png
JJASBR Josuke Part 4 22H (2).png
JJASBR Josuke Part 4 22H (3).png
WHAT DID YOU SAY ABOUT MY HAIR?!
WHAT DID YOU SAY ABOUT MY HAIR?!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Josuke stops and fixes his hair. If the opponent directly attacks him, they will instead insult his hair and enrage him, sending Josuke into a blind rage as his hair spikes upward.

  • Requires 1 HH Gauge to be used, consuming it only during a successful activation.
  • Every character has a unique quote for falling victim to this attack.
  • Triggers Watch Your Mouth! Mode.
3M
I'm not done kicking your ass!
3M near downed opponent in Watch Your Mouth! Mode
JJASBR Josuke Part 4 22H-3M (1).png
JJASBR Josuke Part 4 22H-3M (2).png
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.

  • Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
  • Restands the opponent.

Stand On

  • Values in [] apply during Watch Your Mouth! Mode.

Normal Moves

Stand 5L
5L
JJASBR Josuke Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 [7] Mid 5 - - -2 -

Crazy Diamond performs a quick backhanded attack.

  • Standard jab, good at stopping dash-jumps.
  • Short range, but fast.
Stand 5M
5M
JJASBR Josuke Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [12] Mid 7 - - -8 -

Crazy Diamond performs backhanded attack that reaches further out.

  • Faster and bigger than it seems at first glance.
  • Hits high up in juggles, but doesn’t launch very high.
Stand 5H
5H
JJASBR Josuke Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (12, 24) [18 (8, 10)] Mid 11 - - -10 -

Crazy Diamond moves forward and attacks with an uppercut.

  • Can convert into a combo when used as an anti-air if quickly canceled into s.623L.
  • Great as combo filler for juggles, as it hits very high and launches very high as well.
Stand 2L
2L
JJASBR Josuke Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 7 - - -2 -

Crazy Diamond performs a crouching jab.

  • Despite its animation, hits Low.
  • Bigger than 5L, but still below average in range for a move of its kind.
Stand 2M
2M
JJASBR Josuke Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 9 - - -4 -

Crazy Diamond performs a backhanded attack that reaches slightly upwards.

  • Good range for pokes and counter-pokes.
  • Shorter than s.5M and doesn’t hit as high up, but launches much higher in comparison.
Stand 2H
2H
JJASBR Josuke Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 13 - - -8 -

Crazy Diamond performs a sweeping kick.

  • Causes hard knockdown.
  • Good range for pokes, but not particularly useful otherwise.
Stand 3H
3H
DORA...!
JJASBR Josuke Part 4 Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [35] Mid 23 - - -28 -

Josuke and Crazy Diamond slide along the ground, after which Crazy Diamond kicks upwards.

  • Launches on hit.
  • Landing both hits of s.5H in a juggle guarantees this move will always connect. This is great for helping to prevent combo drops.
  • Canceling into s.623L on grounded hit allows a meterless conversion into a combo.
  • Can connect a s.421X, s.236X, or s.623X against grounded opponents, while s.214X can only combo during a juggle.
Stand JL
j.L
JJASBR Josuke Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 [9] 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 [14] Overhead - - - - -

Crazy Diamond performs a kick outwards.

  • Good for jump-ins and combo filler.
Stand JH
j.H
JJASBR Josuke Part 4 Stand Jump H (1).png
JJASBR Josuke Part 4 Stand Jump H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 (22, 15) [20 (13, 7)] Overhead - - - - -

Crazy Diamond performs 2 jumping punches downwards.

  • Good for jump-ins and combo filler.

Special Moves

Stand 236X
Rockabye baby!
236L/M/H
JJASBR Josuke Part 4 Stand 236X (1).png
JJASBR Josuke Part 4 Stand 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 83 (20, 4*12, 15) Mid - - - - HKD
Medium 100 (20, 5*13, 15) Mid - - - - HKD
Heavy 119 (20, 6*14, 15) Mid - - - - HKD

Crazy Diamond punches the opponent before following up with a barrage of punches.

  • Different versions change the distance covered by Crazy Diamond.
  • This is a hitgrab.
  • Launches the opponent away and causes hard knockdown.

L version:

  • Crazy Diamond remains right next to Josuke.
  • Deals the least damage and builds the least amount of HH Gauge, but compensates by setting up the best oki.

M version:

  • Crazy Diamond attack a bit away from Josuke.
  • A middle of the pact, still allowing for a jump-in (but it's harder to time right).

H version:

  • Crazy Diamond attacks very far away from Josuke.
  • Deals the most damage and builds the most amount of HH Gauge, but acts as a hard neutral reset.
Stand 623X
DORARARARARARARA!
623L/M/H
JJASBR Josuke Part 4 Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 61 (3, 4*12, 10) Mid - - - - KD
Medium 77 (5, 4*13, 20) Mid - - - - KD
Heavy 93 (7, 4*14, 30) Mid - - - - KD

Crazy Diamond performs a barrage of punches upwards.

  • The version used alters Crazy Diamond's movement.
  • Launches on hit.
  • Good anti-air.
  • The first hit restands crouching opponents, ensuring the rest of the attack connects.

L version:

  • Josuke stays in place.
  • Does not have invul.
  • Has such low recovery that it can lead into a combo against airborne opponents.

M version:

  • Josuke slides forward slightly.
  • This version has invul prior to the first active frame.
  • Cannot be Flash Canceled.

H version:

  • Josuke slides forward more.
  • This version has invul up until the first active frame.
  • Cannot be Flash Canceled.
Stand 214X
He heals pretty quick!
214L/M/H
JJASBR Josuke Part 4 Stand 214X (1).png
Punch
Punch
JJASBR Josuke Part 4 Stand 214X (2).png
Wall
Wall
JJASBR Josuke Part 4 Stand 214X (3).png
Enhanced Wall
Enhanced Wall
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Low - - - - -
Medium 15 Low - - - - -
Heavy 15 Low - - - - -
Wall 20 [25] 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.
  • Stand Rush-compatible.
  • The wall will manifest even if the first hit is Flash Canceled.
  • Only one wall can be active at a time; attempting to create a second wall will destroy an existing one.
  • The wall can block most non-HHA/GHA projectiles, but will disintegrate upon blocking one such projectile.
    • It will also disintegrate if either the opponent or Josuke touch it (Josuke will not be damaged in this instance).
  • While in Watch Your Mouth! Mode, Josuke creates larger walls that can absorb a greater amount of projectiles.

L version:

  • Crazy Diamond creates the wall right next to Josuke.
  • The wall disintegrates instantly.

M version:

  • Crazy Diamond creates the wall away from Josuke.
  • The wall remains for about 5 seconds.

H version:

  • Crazy Diamond creates the wall very far away from Josuke.
  • The wall remains for about 5 seconds.
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 - - - - -
Medium 60 Mid - - - - -
Heavy 70 Mid - - - - KD

Crazy Diamond flicks an object at the opponent.

  • The version used alters the speed of the projectile.
  • Reaches very high, but can be crouched under.

L version:

  • Crazy Diamond fires a bearing.
  • Travels at a slow speed.

M version:

  • Crazy Diamond fires a bearing.
  • Travels at a fast speed.

H version:

  • Crazy Diamond fires a bullet.
  • Travels the fastest.
  • Launches on hit, leading into a soft knockdown.
Stand 3M
I'm not done kicking your ass!
3M near downed opponent in Watch Your Mouth! Mode
JJASBR Josuke Part 4 Stand 22H-3M (1).png
JJASBR Josuke Part 4 Stand 22H-3M (2).png
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.

  • Identical to the Stand Off version.
  • Can only be used when the opponent is downed, but Josuke does not have to be near them to do so.
  • Restands the opponent.

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.
  • Both Throws are identical besides direction.
Assist
JJASBR Josuke Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
93 (7, 4*14, 30) Mid - - - - -

Josuke summons Crazy Diamond, who performs a barrage of punches upwards.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on s.623H
  • Launches on hit.
  • The first hit restands crouching opponents, ensuring the rest of the attack connects.
5S
Stand On/Off
5S
JJASBR Josuke Part 4 Stand On.png
Stand On
Stand On
JJASBR Josuke Part 4 Stand Off.png
Stand Off
Stand Off
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 hitgrab.
  • Has enough frame advantage on hit to follow up with 66 > 214H.
  • No invincibility, unlike most HHAs.
Meet my homing missile!
236L/M/H during You're in my range...
JJASBR Josuke Part 4 HHA Followup.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
250 (24+2*30+8+2*9+27*2+68+18) - - - - - -

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
Crazy Diamond!
Crazy Diamond!
JJASBR Josuke Part 4 GHA (2).png
If I heal you first...
If I heal you first...
JJASBR Josuke Part 4 GHA (3).png
Then it's not cheating, is it?!
Then it's not cheating, is it?!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
316 (60+20+2*90+56) Mid - - - - -

Josuke summons Crazy Diamond, who 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.
  • Among the lower-damaging GHAs in the game.

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)
Special E (Color 1)
Special E (Color 2)

Extra

Extra A (Color 1)
Extra A (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
やこ
(Yako)
(ALL-_-f_o_X)
JJASBR Josuke Part 4 Color Extra A 1.png Flag jp.png
Japan
@__Yac0 Tournament Footage
YouTube Channel


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