JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa/Combos

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Numpad Notation
JJASBR Up-Left.png JJASBR Up.png JJASBR Up-Right.png
JJASBR Left.png JJASBR Right.png
JJASBR Down-Left.png JJASBR Down.png JJASBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = JJASBR 236 Motion.png
  • 214 = JJASBR 214 Motion.png
  • 623 = JJASBR 623 Motion.png
  • 421 = JJASBR 421 Motion.png
  • 41236 = JJASBR 41236 Motion.png
  • 63214 = JJASBR 63214 Motion.png
  • 46 = JJASBR Left.pngJJASBR Right.png
  • 28 = JJASBR Down.pngJJASBR Up.png
  • Light: JJASBR Light Attack Button.png
  • Medium: JJASBR Medium Attack Button.png
  • Heavy: JJASBR Heavy Attack Button.png
  • Style: JJASBR Style Button.png
  • Assist: JJASBR Assist Button.png
  • Dodge: JJASBR Dodge Button.png
  • Taunt: JJASBR Taunt Button.png
  • Micro Dash = 66 JJASBR Right.pngJJASBR Right.png
  • j. = Jump JJASBR Up-Left.png / JJASBR Up.png / JJASBR Up-Right.png
  • Dash Jump = 669 j.X JJASBR Right.pngJJASBR Right.pngJJASBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • [X] = Hold
  • ]X[ = Release
  • w. = Whiff
  • (m) = Button Mash
  • s. = Stand On Move
  • m. = Mounted Move
  • FC = Flash Cancel
  • QSOn = Quick Stand On
  • SR = Stand Rush
  • QM = Quick Mount
  • TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
  • (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
  • OTG = On The Ground
  • HHA = Heart Heat Attack
  • GHA = Great Heat Attack
Movelist
  • Astonishing Leap = Super Jump (1/2/3 > 7/8/9)
  • Baoh Shooting Stinger = Stinger (236L/M/H)
  • Saber Off! = DP (623L/M/H)
  • Baoh Hardened Saber = Slashes (214L/M/H)
  • Baoh Melting Acid = Hitgrab (421L/M/H)
  • Baoh Break Dark Thunder Phenomenon = Lightning (22L/M/H)
  • This is Baoh! = Armor Install (5S)

Combo Info

  • Tricky Combos: Thanks to Ikuro's slightly stubby normals, lots of his trickier juggles will require routing and timing changes on a per-character basis. Also keep in mind that all three strengths of his 214X series count as the same move for IPS purposes, so combos that begin with 214L or 214M crumpling the opponent will lose some extension potential.
Combos (Solo)
Combo Damage Meter Notes
5LMH > 421L > 623H 213
  • 623H OTG is pretty nonvital if you find it finnicky or just wanna go for better pressure instead.
5LMH > 214H > HHA 291
5LMH > 214H > FC > 5M > 214M > 5L 2H > 421M > 623H 373
  • Example of a one bar basic launcher route that avoids extra jumps and goes straight into the 214M extension.
5LMH > 214H > FC > 5M > 214M > 5L 2H > 236H > HHA 408
  • Variation of the above that spends a second bar.
5LMH > 214H > FC > 669H > 5L 2M 5H > 214M > 5M 2H > 421M > 623H 402
  • Example of a one bar standard launcher route using a dash jump to extend.
5LMH > 214H > FC > 669H > 5L 2M 5H > 214M > 5M 2H > 236H > HHA 426
  • Variation of the above that spends a second bar.
2L 5H > 214H > FC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 421L 418
  • Advanced one bar launcher route using Ikuro's superjump as an extra extension.
  • Video Example
j.H > 2L 5H > 214H > FC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 236H > HHA 490
5LMH > GHA 375
  • Low effort hit into GHA.
5LMH > 214H > FC > 669H > 2M 5H > 214M > 5M 2H > GHA 535
  • Example of standard launcher route into GHA.
Combos (Assist)
Combo Assist Damage Meter Notes
623H (A) > assist hit > 5H > 214M > 5M 5H > 214M > 5L 2H > 421L Muhammad Avdol 494
  • Combo pickup from 623X using an assist.
  • The heavy version has a wider window to call assist.
  • Video Example
623H (A) > assist hit > 5H > 214M > 5M 5H > 214M > 5L 2H > 236H > HHA Muhammad Avdol 537
  • Variation of the above that spends a bar.
623H (A) > assist hit > 5H > 214M > 5H > 214M > 2H > GHA Muhammad Avdol 651
  • GHA version.

Video examples

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