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

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Introduction

The son of DIO and main protagonist of Vento Aureo, the fifth part of JoJo’s Bizarre Adventure, Giorno Giovanna is a ticking time bomb and a solid character with a decent amount of offensive and defensive tools in his kit that allow him to dictate the tempo of a fight and decide how to demonstrate his resolve.

In Stand Off, his small frame and hurtbox allow him to nimbly move around the field, but at the cost of short normals that require him to get in harm's way. This makes it so he has to play defensively for a good part of the match, but what he lacks in reach, he makes up for in utility. Although not offering much in the way of damage, his Stand Off special moves allow him to utilize his Stand’s life-giving abilities in versatile and unique ways to control and move around in neutral, such as projectile animals to keep enemies at bay, a reversal movement tool that he can use out of any of his normals to reposition himself, a counter stance, and a heal to keep himself in the fight for longer. Alongside these, he has his "It's useless!", a sweep which causes a hard knockdown and can allow Giorno to either escape and reposition or continue the pressure with a setup.

Once Giorno's gotten comfortable and decides to go on the offensive, his Stand On mode allows for a good amount of damage, pressure and rushdown tactics. His Stand, Gold Experience, sports good reaching normals, an invincible uppercut move, a unique punch barrage that moves him forward and a combo breaker in case of emergencies at the cost of 2 bars. Moves like "Useless, useless, useless, useless!" and "WRYYYYYYYYYYY!" allow Giorno to gain a substantial amount of meter, which compliments what can be considered the most character-defining tool in his kit: his GHA, which transforms his Stand into Gold Experience Requiem (GER). This new Stand functions as an install which changes Giorno's dashes, grants him new special moves (including an on-demand combo breaker), and activates Resolve Mode, giving him armor on all of his attacks, overall making it a very powerful tool that can turn the tide of a fight easily.

  • Gold Experience Requiem: Giorno can evolve his Stand into Gold Experience Requiem for a period of time, gaining new dashes and special moves.
Playstyle
JJASBR Giorno Small Icon.png Giorno Giovanna is a Stand character who utilizes his abilities in order to either rush the opponent down or defend and heal himself.
Pros Cons
  • Gold Experience Requiem: Gold Experience Requiem has some of Giorno's strongest tools, such as unblockable projectiles, a cheap combo breaker, an anti-projectile tool, and Resolve Mode for the duration of the form.
  • Stunning HHA: Giorno's HHA has an effect that stops the opponent from performing any actions for a bit on hit, allowing for Giorno to do what he wants from across the screen with no risk.
  • Gold Experience Requiem: With a lot of his strengths being locked to this form, it's also one of his biggest weaknessses. A knowledgeable opponent can counterpick Giorno with certain Assists to deny any normally guaranteed setups to get into Requiem.
  • Stubby Normals: Giorno's normals are generally stubby, making it hard for him to get hits.
  • Zoning Troubles: Giorno does not have any fullscreen projectiles, and when combined with his stubby normals, make it tough for him to approach against zoning.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Resolve #ASBR_GIO
JJASBR Giorno Artwork.png

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png
JJASBR Requiem Icon (2).png

Stand Off

Normal Moves

5L
5L
JJASBR Giorno 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid 4 - - 0 -

Giorno attacks with a kick down in front of him.

  • Not a Low, despite appearances.
5M
5M
JJASBR Giorno 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 (10*2) Mid 6 - - -8 -

Giorno performs a right-handed uppercut, hitting twice.

  • Moves Giorno forward slightly.
5H
5H
JJASBR Giorno 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Mid 12 - - -8 -

Giorno summons Gold Experience, attacking with a backfist strike.

  • Has decent range, but mainly used for Juggles.
2L
2L
JJASBR Giorno 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 6 - - -4 -

Giorno crouches and extends his fist forward.

  • Decent confirm button.
2M
2M
JJASBR Giorno 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 Low 6 - - -4 -

Giorno crouches and attacks by sweeping with his leg.

  • Pretty decent startup, terrible reach.
2H
2H
JJASBR Giorno 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low 12 - - -10 -

Giorno summons Gold Experience to attack by extending its leg.

  • Does not cause a knockdown, unlike most moves of its kind.
  • Has Decent range as a low poke.
  • Giorno's go-to button to Quick Stand On.
3H
3H
It's useless!
JJASBR Giorno 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (12*3) Low 10 - - -6 HKD

Giorno summons Gold Experience to deliver a triple-hitting low.

  • Causes a hard knockdown on the third hit.
  • Very good range as a low poke.
  • Every kick frametraps into each hit.
JL
j.L
JJASBR Giorno Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

Giorno extends his leg diagonally downwards.

  • Can be used as an instant overhead against most of the cast when done out of a dash-jump, though some coverage (such as the M version of "Now, it lives" or a Stand Rush from "Useless, useless, useless, useless!") is required to convert off of it.
JM
j.M
JJASBR Giorno Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -

Giorno attacks with a kick in the air in front of him.

  • His main cross-up tool.
  • If Giorno manages to hit an aerial opponent while descending, there's enough time to activate Stand On and continue a combo without spending meter, though it must be done quickly.
JH
j.H
JJASBR Giorno Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead - - - - -

Giorno summons Gold Experience and attacks with a swinging downward hook punch.

  • Startup is deceptively long.

Special Moves

623X
Life, spring forth...!
623L/M/H
JJASBR Giorno 623X (1).png
Light
Light
JJASBR Giorno 623X (2).png
Medium
Medium
JJASBR Giorno 623X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - 4 - Total XX - -
Medium - - - - Total XX - -
Heavy - - - - Total XX - -

Giorno uses Gold Experience to sprout a tree from underneath him and sits on top of it, lifting him from the ground.

  • The tree's height depends on the version used.
  • Giorno's completely invincible during the growth animation (from frame 4 onwards) until he sits on the branches.
  • Giorno can attack or immediately jump out of the tree once he reaches the max height. He can also do any airborne special move while on top of the branches.

L version:

  • Fastest version with the least growth.

M version:

  • A middle of the pact between speed and growth.

H version:

  • Slowest version with the most growth.
214X
Now, it lives.
214L/M/H
JJASBR Giorno 214X (1).png
Mid-range zoning tool.
Mid-range zoning tool.
JJASBR Giorno 214X (2).png
Throw this before fish to cover options.
Throw this before fish to cover options.
JJASBR Giorno 214X (3).png
Oki Setup tool.
Oki Setup tool.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 8 - - -14 -
Medium 32 Low 40 - - - Crumple
Heavy 40 Mid, Overhead 10 - - -20 [Crumple]

Giorno imbues one of his ladybug brooches with life, turning it into an animal which he uses as a projectile.

  • The version used determines the animal fired.
  • Multiple animals can coexist on-screen.

L version:

Giorno summons a fish that travels forward in an arc.

  • Covers the longest horizontal distance.

M version:

Giorno summons a snake that travels slowly along the ground.

  • Causes crumple on hit.
  • Has the longest duration of all versions.

H version:

Giorno summons a piranha that flies upward and falls in front of Giorno.

  • Causes crumple if it hits while descending.
  • Hits Mid while ascending, and as an Overhead while descending.
  • Can be used as a meaty after a knockdown.
41236X
It's useless.
41236L/M/H
JJASBR Giorno 41236X (1).png
JJASBR Giorno 41236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 96 - - - - - Crumple
Medium 120 - - - - - Crumple
Heavy 144 - - - - - Crumple

Giorno transforms one of his ladybug brooches into a frog and places it on his chest. If the opponent hits him, the force of the attack will be redirected back to them.

  • Damage and startup change depending on the version used.
  • Does not work against projectiles, Throws, HHAs, GHAs, or Assists.
  • Opponent behavior varies depending on their state before triggering the counter:
    • Causes a crumple against grounded opponents.
    • Causes a hard knockdown against airborne opponents.

L version:

  • Fastest startup, with the most active frames and recovery.

M version:

  • A middle of the pact between startup, active frames, and recovery.

H version:

  • Slowest startup, with the least active frames and recovery.
J214X
This is our true path!
j.214L/M/H
JJASBR Giorno Jump 214X (1).png
JJASBR Giorno Jump 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (20, 4*3, 30) [86 (20, 4*9, 30)] Overhead 16 - - - Groundbounce
Medium 76 (20, 4*4, 40) [108 (20, 4*12, 40)] Overhead 16 - - - Groundbounce
Heavy 90 (20, 4*5, 50) [122 (20, 4*13, 50)] Overhead 16 - - - Groundbounce

Giorno sends Gold Experience downward to attack with a series of kicks.

  • Gold Experience's descent angle, as well as the distance Giorno is pushed backwards, change depending on the version used.
  • Causes a groundbounce on hit.
  • Can be extended by repeatedly pressing attack buttons, increasing the number of hits. Data in [] is for the Extended versions.
    • Because Giorno is considered airborne until the move ends under normal conditions, only the Extended version (which places Giorno in a unique animation while grounded) can be Flash Canceled.

L version:

  • Gold Experience dives almost straight down.
  • Pushes Giorno backwards the least.

M version:

  • Gold Experience dives at a very steep downwards angle.
  • Pushes Giorno backwards more.

H version:

  • Gold Experience dives at a less steep downwards angle.
  • Pushes Giorno backwards the most.
22S
Now this is a part of me!
22S
JJASBR Giorno 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Giorno imbues a brooch with life and uses it to heal himself.

  • Requires 0.5 HH Gauge.
  • Giorno recovers 100 life as White Damage.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Giorno Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Gold Experience punches in front of itself.

Stand 5M
5M
JJASBR Giorno Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 6 - - -4 0

Gold Experience delivers a quick gut punch in front.

Stand 5H
5H
JJASBR Giorno Stand 5H (1).png
JJASBR Giorno Stand 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 (12, 22) Mid 12(9)1 - - 0 +6

Gold Experience attacks with a two-hit punch combo.

  • Incredibly plus on hit for a normal, allowing Giorno to link back into 5M on hit.
Stand 2L
2L
JJASBR Giorno Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 -

Gold Experience punches downwards in front of itself.

Stand 2M
2M
JJASBR Giorno Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -4 -

Gold Experience extends its leg on the ground to attack.

Stand 2H
2H
JJASBR Giorno Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 HKD

Gold Experience lays down on the ground and attacks with a far reaching kick.

  • Causes a hard knockdown.
Stand 3H
3H
This doesn't feel good...
JJASBR Giorno Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low - - - - KD

Gold Experience will look down on the opponent and stomp them while they're on the ground.

  • Damage listed consists of raw damage. OTG scaling will make this move deal significantly less damage.
  • Can only be used when the opponent is downed, but can be timed to attack while they stand up.
  • Launches on hit, and is capable of relaunching downed opponents.
  • Cannot be special-canceled or canceled into GHA.
Stand JL
j.L
JJASBR Giorno Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Gold Experience extends its knee upwards.

  • Incredibly active.
Stand JM
j.M
JJASBR Giorno Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

Gold Experience attacks with a downward punch.

Stand JH
j.H
JJASBR Giorno Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Gold Experience extends its leg and perform a sweeping downward kick.

Special Moves

Stand 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR Giorno Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 63 (15, 3*6, 30) Mid 16 - - -6 KD
Medium 81 (15, 3*12, 30) Mid 18 - - -12 KD
Heavy 99 (15, 3*18, 30) Mid 20 - - -16 KD

Gold Experience unleashes a barrage of punches while moving forward along with Giorno.

  • The amount of hits, as well as the distance covered, change depending on the version used.
  • Launches opponents away on hit.
  • Triggers Rush Mode.
  • Stand Rush-compatible, and a primary method of setting up 50/50s when used in conjunction with j.L and 2M.

L version:

  • Covers the least distance.

M version:

  • Covers a greater distance.
  • Primarily used for Stand Rush 50/50s, as it will act as a true blockstring from s.5H. It also gives Giorno enough time to convert into a full combo if it hits.

H version:

  • Covers the most distance.
  • Leaves a gap when chained from s.5H, but is also long-lasting enough to allow for 2 separate mix-up attempts on block via Stand Rush.
Stand 623X
WRYYYYYYYYYYY!
623L/M/H
JJASBR Giorno Stand 623X (1).png
7 Page Invulnerability
7 Page Invulnerability
JJASBR Giorno Stand 623X (2).png
"Useleeeeesssss!"
"Useleeeeesssss!"
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 73 (15, 8*6, 10) Mid 12 - - +4 KD
Medium 83 (10, 15, 8*6, 10) Mid 14 - - -2 KD
Heavy 101 (10, 15, 8*6, 10, 18) Mid 16 - - -30 Groundbounce

Gold Experience will leap upwards and perform a barrage of punches towards the air.

  • The amount of hits, as well as the altitude reached, change depending on the version used.
  • Cannot be Flash Canceled, nor canceled into HHA due to being considered airborne.

L version:

  • Short reach; can only be combo'd into from s.5L, s.2L and s.5H.
  • Recovery is short enough to allow combos after with 66 > s.5M.
  • Advantage on block is decreased if the opponent is crouching.

M version:

  • Invincible on startup.
  • Advantage on block is decreased if the opponent is crouching.

H version:

  • Full invincibility.
  • Ends with a finisher that sends the opponent back down, causing a groundbounce.
    • The finisher deals 20 damage if it manages to hit raw.
Stand 421S
A path opens on dark plains!
421S while taking damage
JJASBR Giorno Stand 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
65 (7*6, 23) Mid - - - - KD

Giorno steps back and retreats briefly before Gold Experience counterattacks with a flurry of kicks.

  • Requires 2 HH Gauges.
  • Launches on hit.
  • Can only be performed while Giorno is grounded, but he is rendered fully invincible during the move.
  • Cannot be Flash Canceled, nor canceled into HHA.

Gold Experience Requiem

Normal Moves

Requiem 5L
5L
JJASBR Giorno Requiem 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

GER punches in front of itself.

Requiem 5M
5M
JJASBR Giorno Requiem 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 Mid - - - - -

GER delivers a quick gut punch in front.

Requiem 5H
5H
JJASBR Giorno Requiem 5H (1).png
JJASBR Giorno Requiem 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 (16.5, 27.5) Mid - - - - -

GER attacks with a two-hit punch combo.

  • Incredibly plus on hit for a normal. Like its normal counterpart, Giorno can link back into 5M on hit.
Requiem 2L
2L
JJASBR Giorno Requiem 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Low - - - - -

GER crouches and punches down in front of itself.

Requiem 2M
2M
JJASBR Giorno Requiem 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Low - - - - -

GER extends its leg on the ground to attack.

  • Greater range and active frames in comparison to its normal counterpart, at the cost of more recovery.
Requiem 2H
2H
JJASBR Giorno Requiem 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
41 Low - - - - HKD

GER lays down on the ground and attacks with a far reaching kick.

  • Causes a hard knockdown.
Requiem JL
j.L
JJASBR Giorno Requiem Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

GER extends its knee upwards.

Requiem JM
j.M
JJASBR Giorno Requiem Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Overhead - - - - -

GER attacks with a downward punch.

Requiem JH
j.H
JJASBR Giorno Requiem Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
48 Overhead - - - - -

GER extends its leg and performs a sweeping downward kick.

Special Moves

Requiem 66-44
Beyond the arrow's power
66 / 44
JJASBR Giorno Requiem 66.png
Forward
Forward
JJASBR Giorno Requiem 44.png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - - - Total XX - -
Back - - - - Total XX - -

Giorno and GER take off and fly through the air at high speeds.

  • Giorno is considered airborne as soon as the move starts.
  • Giorno can fly past the opponent with the move, not stopping until either reaching max distance or the direction is released.
  • Giorno can cover nearly the entire stage with a dash, and the max height he can reach is close to that of a neutral jump.
Requiem J66
Aerial Dash
j.66
JJASBR Giorno Requiem Jump 66.png
Somehow still not on the movelist.
Somehow still not on the movelist.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Giorno and GER boost themselves forward while in the air.

  • Can be used after either version of "Beyond the arrow's power".
  • This move does not have a minimum height restriction, allowing its use while very close to the ground.
Requiem 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR Giorno Requiem 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 83 (2.145*28, 22) [92 (2.14*43)] Mid - - - - -
Medium 114 (3.3*28, 22) [138 (3.215*43)] Mid - - - - -
Heavy 145 (4.4*28, 22) [184 (4.28*43)] Mid - - - - -

GER moves forward along with Giorno and unleashes a barrage of punches.

  • The amount of hits, as well as the distance covered, change depending on the version used.
  • Triggers Rush Mode.
  • Can be extended by repeatedly pressing attack buttons, increasing the number of hits. Data in [] is for the extended versions.

L version:

  • Covers the least distance.

M version:

  • Covers greater distance.

H version:

  • Covers the most distance.
  • Easily covers close to 3/4 of the stage when Extended.
Requiem 236X-X
Useless!
Mash L/M/H during "Useless, useless, useless, useless!"
JJASBR Giorno Requiem 236X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
66 Mid - - - - HKD

GER finishes its barrage of punches with a singular strike.

  • Move performance is identical across all versions.
  • Launches the opponent away on hit, and causes a hard knockdown.
  • Only occurs if the button is mashed 3 times during "Useless, useless, useless, useless!", and will only trigger a cutscene if the aforementioned move hits.
Requiem 214X
Can you escape destruction?
214L/M/H
JJASBR Giorno Requiem 214X (1).png
Light
Light
JJASBR Giorno Requiem 214X (2).png
Medium
Medium
JJASBR Giorno Requiem 214X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 71 Unblockable - - - - Crumple
Medium 71 Unblockable - - - - Crumple
Heavy 71 Unblockable - - - - Crumple

GER takes aim and fires a scorpion at high velocities as a projectile.

  • Binds the opponent, which transitions into a crumple against grounded opponents.

L version:

  • The scorpion will be aimed upwards.

M version:

  • The scorpion will be aimed in a straight line.
  • Can go nearly fullscreen.

H version:

  • The scorpion will be aimed slightly diagonally downwards.
  • Can be used in the middle of a blockstring to catch an opponent off-guard, but the resulting gap allows the opponent to use a Dodge in order to escape.
Requiem J214X
Can you escape destruction? (Air)
j.214L/M/H
JJASBR Giorno Requiem Jump 214X (1).png
Light
Light
JJASBR Giorno Requiem Jump 214X (2).png
Medium
Medium
JJASBR Giorno Requiem Jump 214X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 71 Unblockable - - - - Bind/Crumple
Medium 71 Unblockable - - - - Bind/Crumple
Heavy 71 Unblockable - - - - Bind/Crumple

While in the air, GER takes aim and fires a scorpion at high velocities as a projectile.

  • Binds the opponent. From there, the opponent's behavior varies depending on their state before being hit:
  • Causes a crumple against grounded opponents.
  • Causes a soft knockdown against airborne opponents.

L version:

  • The scorpion will go straight ahead.

M version:

  • The scorpion will be aimed diagonally downwards.

H version:

  • The scorpion will be aimed almost below GER's current position.
Requiem 421S
You will never reach the truth!
421S
JJASBR Giorno Requiem 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid - - - - KD

GER and Giorno surround themselves in a dark, spherical aura.

  • Launches on hit.
  • Destroys non-GHA projectiles.
  • Cannot be Flash Canceled.
  • Can only be performed while Giorno is grounded, but he is rendered fully invincible during the move.
  • Doubles as a combo breaker, as it can be performed while Giorno is being hit.
    • Costs 0.25 HH Gauge if used in this way.
    • Heals all damage done by the last hit that connected against Giorno.

System Mechanics

Throw
Throw
I must beat them!
5/4 + Any Two Attack Buttons
JJASBR Giorno Throw (1).png
JJASBR Giorno Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (0, 20, 10*6, 40) Throw 6 3 - - HKD

Gold Experience uppercuts the opponent, kicks their leg, and proceeds to unleash a barrage of punches.

  • Forward Throw sends them away from Giorno (about one dash worth of distance).
  • Back Throw puts them right in front of Giorno, allowing for an oki setup.
  • Regardless of the version used, Giorno's Throws rotate the axis slightly.
  • Because GER triggers Resolve Mode, this Throw deals more damage while it is active (132 (22+11*6+44)).
Assist
Assist
Useless, useless, useless, useless!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Giorno Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
99 (15, 3*18, 30) Mid - - - - KD

Giorno summons Gold Experience, who unleashes a barrage of punches while both move forward.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.236H
  • Launches opponents away on hit.
5S
Stand On/Off
5S
JJASBR Giorno Stand On.png
Stand On
Stand On
JJASBR Giorno Stand Off.png
Stand Off
Stand Off
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Stand Off - - - - Total XX - -
Stand On - - - - Total XX - -

(Un)Summons Gold Experience, altering Giorno's moveset and abilities.

  • Giorno is locked into a permanent Stand On state while GER is active.

Heart Heat Attack

The pain will be slow!
236 + Any Two Attack Buttons
JJASBR Giorno HHA (1).png
JJASBR Giorno HHA (2).png
JJASBR Giorno HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (60, 110) Mid - - - - HKD

Giorno and Gold Experience move forward as the latter punches the opponent, shooting life into them and causing their senses to go berserk.

  • Puts a debuff on the opponent that prevents them from taking any actions (except for calling Assists) for a period of time.
  • Each character has a unique animation for falling victim to this attack.
    • Invokes a few visual Easter Eggs when used against certain characters:
      • Jonathan: Gold Experience will stick its thumb out to hit his eye.
      • DIO: Gold Experience will punch his upper skull instead of his face.
      • Bucciarati: loses a tooth.
      • Pucci (Final): Gold Experience will place its other hand on the other side of his head as the camera tilts sideways.
      • Baoh: Baoh does not react at all until his remaining health drops to 25% or less.

Great Heat Attack

Your "end" has no ending!
236L+M+H
JJASBR Giorno GHA (1).png
The power of the arrow!
The power of the arrow!
JJASBR Giorno GHA (2).png
Gold Experience Requiem!
Gold Experience Requiem!
JJASBR Giorno GHA (3).png
This is... Requiem.
This is... Requiem.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Giorno pierces himself with the Arrow, transforming Gold Experience into Gold Experience Requiem (GER) for a set period of time.

  • A temporary transformation that grants Giorno a new set of dashes and special moves while active. Resolve Mode is active for as long as the transformation lasts.
  • Giorno cannot Taunt while GER is active.
  • A successful activation can be guaranteed with HHA's stun effect, unless the opponent has access to projectile Assists such as Jotaro (Part 4) or Mista.
  • The time GER is active is determined by how much meter Giorno had at the time of activation.
    • If Giorno gains extra meter during GER (only possible by using Akira's Assist), its duration will be extended.
    • Using meter while in GER (such as with Flash Cancels, or by using "You will never reach the truth!" as a combo breaker) will decrease the duration.
    • If the meter runs out while Giorno is attacking, the transformation will only be undone once Giorno returns to neutral. Because of this, he can actually manage to gain some meter if any attack connects right after the gauge empties, but before the transformation expires.

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)

Extra

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

Stand

Gold Experience (Color 1)
Gold Experience (Color 2)
Gold Experience Requiem (Color 1)
Gold Experience Requiem (Color 2)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
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Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
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Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
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Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh