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

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Introduction

Insert character introduction here.

  • Mounted: While on top of Slow Dancer, all of Johnny's attacks deal Chip Damage, and he cannot be affected by the Bind and Crumple effects. This comes at the cost of losing access to Stylish Evade, Stylish Guard, and his Throw.
  • Limited Movement: When Johnny is not on his horse, his mobility is severely much more limited due to being unable to dash, run or jump.
  • Holy Corpse Parts: Johnny can pick up the Holy Corpse parts, gaining different blessings with each part obtained.
  • Tusk's Growth: Johnny is able to evolve his Stand during battle, gaining access to new moves and abilites.
Playstyle
JJASBR Johnny Small Icon.png Johnny Joestar is a Mounted character who utilizes his horse to move around while powering himself up by progressing his Stand's ACTs.
Pros Cons
  • Good Zoning: Johnny has access to a plethora of projectiles, many of which have differing angles or distances for him to use. He can also shoot multiple projectiles at once, forcing the opponent to keep an eye out for everything Johnny throws out.
  • Reversal Options: While not every option is invincible, Johnny has many fast options he can use to escape certain situations or setups, such as using "I've got to get there!" on wakeup to either clash or hit the opponent very quickly before knocking them down with "My nails are spinning!".
  • Horse Movement: When atop Slow Dancer, Johnny gains access to several unique movement options, even when compared to fellow Mounted characters. Examples include a backdash with considerably short recovery, as well as unique cancel properties for his dash.
  • Limited Dismounted Mobility: When not on his horse, Johnny cannot dash, run or jump, severely limiting his normal movement and forcing him to use command normals and special moves to move effectively.
  • Meter Reliant: Throughout the match, Johnny is forced to spend resources for several purposes, such as advancing Tusk's Growth (through an HHA or GHA), Flash Canceling for his highly damaging 46H extensions, and even to get back on the horse when in a pinch (through Quick Mount).
  • Horse Limitations: While Johnny's mount provides him a lot of benefits, it comes with the lack of certain universal character features. In particular, the loss of Throw and Stylish Guard limits his options against certain offensive and defensive actions.

Tusk's Growth

JJASBR Tusk Growth Gauge.png

Seen above the HH Gauge, Tusk's Growth is a mechanic that controls Johnny's ACTs, which determine the special moves available to him, sometimes replacing existing ones. Johnny starts in ACT 1, and can progress his ACTs through an HHA or his GHA; the latter automatically puts Tusk in ACT 4, the last ACT, making it an easy way to progress the ACTs.

From ACT 2 onwards, Johnny will gain special moves involving Nail Bullets, indicated by the Nail Bullet Stocks next to the ACTs indicator. Using most special moves consumes one Nail Bullet Stock, with Johnny being able to hold a total of 10 Nail Bullets; these will begin to automatically replenish once they have all been used, but Johnny can manually replenish them all with "Care for some herbal tea?".

Holy Corpse

Owing to his status as a Steel Ball Run character, whenever Johnny is one of the combatants, three parts of the Holy Corpse will spawn over time across the stage. Johnny can collect these parts by crouching on top of them while Dismounted; Holy Corpse parts collected will be carried over between rounds. Each part collected provides Johnny with a buff that lasts until said part is lost via being knocked down, which drops the most recent part collected. Only 3 Holy Corpse parts will spawn during the match, so if two Steel Ball Run characters (another Johnny, Gyro, Diego, AW Diego, or Valentine) happen to face each other, they'll be forced to fight for them.

For Johnny, the buffs applied are the following:

  • JJASBR Corpse Parts Icon (1).png One: Increases overall attack power by ~20%.
  • JJASBR Corpse Parts Icon (2).png Two: Johnny's Nail Bullet special moves gain Super Armor.
  • JJASBR Corpse Parts Icon (3).png Three: Increases overall HH Gauge gain.

Stats

Style Health Low Health Mode Hashtag(s)
Mounted 950 Rumble #ASBR_JOH
JJASBR Johnny Artwork.png

Move List

JJASBR User Icon.png
JJASBR Mounted Icon.png

Dismounted

  • Data in [] is for damage with at least one Holy Corpse part.

Normal Moves

5L
5L
JJASBR Johnny 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 [16] Mid 4 - - - -

Johnny performs a poking attack.

  • Reaches very low due to Johnny's stance, not good for anti-airs.
5M
5M
JJASBR Johnny 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [25] Mid 6 - - - -

Johnny performs a stabbing attack upwards.

  • Reaches above Johnny, good for stopping dash jumps.
5H
5H
JJASBR Johnny 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 [40] Mid 12 - - - -

Johnny performs an overhead punch.

  • Moves Johnny forward.
  • Good range for pokes.
2L
2L
JJASBR Johnny 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [14] Low 6 - - - -

Johnny performs a poking attack with his finger.

  • Very stubby jab, not good for pokes.
2M
2M
JJASBR Johnny 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 [24] Low 6 - - - -

Johnny performs a poking attack with his pointer finger on the opposite hand.

  • Moves Johnny forward.
  • Good for pokes and counter-pokes.
2H
2H
JJASBR Johnny 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 [38] Low 12 - - - -

Johnny throws a spinning cork at the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes, but has travel time.
6H
6H
I've got to get there!
JJASBR Johnny 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [14] Mid 10 - - - -

Johnny rolls on his spinning nails to move forward.

  • Launches on hit.
  • Often clashes with other attacks.
  • Very fast attack, good for escaping certain situations.
  • Can be cancelled into special moves, even on whiff, but not into Quick Mount or "Care for some herbal tea?".
4H
4H
I've got to get there!
JJASBR Johnny 4H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [14] Mid 6 - - - -

Johnny rolls on his spinning nails to move backwards.

  • Often clashes with other attacks.
  • Very fast attack, good for escaping certain situations.
  • Can be cancelled into special moves, even on whiff, but not into Quick Mount or "Care for some herbal tea?".

Special Moves

623X
My nails are spinning!
623L/M/H
JJASBR Johnny 623X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 [44] Mid 18 - - - -
Medium 50 (25*2) [54 (27*2)] Mid 20 - - - -
Heavy 60 (20*3) [84 (28*3)] Mid 26 - - - -

Johnny uses his spinning nails like a blade to slash at his opponent.

  • The version used determines how far Johnny moves.
  • Launches on hit.

L version:

  • Johhny moves forward the most.
  • This version has no invul.
  • The only version that can be canceled into HHA.

M version:

  • Johhny moves forward less.
  • This version has invul on startup.
  • Cannot be Flash Canceled.

H version:

  • Johhny moves forward the least.
  • This version has invul on startup.
  • Cannot be Flash Canceled.
ACT 1 236X
I'll call them Tusks!
236L/M/H while in ACT 1
JJASBR Johnny ACT 1 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 (10*3) [36 (12*3)] Mid 14 - - - -
Medium 40 (10*4) [48 (12*4)] Mid 16 - - - -
Heavy 50 (10*5) [60 (12*5)] Mid 18 - - - -

Johnny fires his nails like bullets at the opponent.

  • The version used determines the amount of projectiles fired.
    • The firing angle, as well as the projectiles' speed, will not change.

L version:

  • Johnny shoots 3 nails.

M version:

  • Johnny shoots 4 nails.

H version:

  • Johnny shoots 5 nails.
ACT 2 236X
Golden Spin Nail Bullets
236L/M/H from ACT 2 onwards
JJASBR Johnny ACT 2 236X.png
Light
Light
JJASBR Johnny ACT 2 236X (2).png
Medium
Medium
JJASBR Johnny ACT 2 236X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 66 (50, 4*4) [79 (60, 4.75*4)] Mid - - - - -
Medium 66 (50, 4*4) [79 (60, 4.75*4)] Mid - - - - -
Heavy 66 (50, 4*4) [79 (60, 4.75*4)] Mid - - - - -

Johnny fires a single Nail Bullet, infused with the Golden Spin.

  • The version used determines the trajectory of the projectile fired.
  • Consumes 1 Nail Bullet Stock.

L version:

  • Johnny fires a Nail Bullet straight outwards.

M version:

  • Johnny fires a Nail Bullet at ~45 degree angle.

H version:

  • Johnny fires a Nail Bullet almost directly above him.
ACT 1 214X
What is this?!
214L/M/H while in ACT 1
JJASBR Johnny ACT 1 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 [48] Mid - - - - -
Medium 40 [48] Mid - - - - -
Heavy 40 [48] Mid - - - - -

Johnny spins his nails into the ground, using the arising dust as a blade to attack his opponent.

  • The version used determines how fast the dust moves.
  • Causes hard knockdown.

L version:

  • Fastest movement and startup, but also the slowest recovery.

M version:

  • Middle of the road in startup, movement speed, and recovery.

H version:

  • Slowest movement and startup, but also the fastest recovery.
ACT 2 214X
The hole will attack you.
214L/M/H from ACT 2 onwards
JJASBR Johnny ACT 2 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 (10, 45) [66 (12, 54)] Mid - - - - -
Medium 55 (10, 45) [66 (12, 54)] Mid - - - - -
Heavy 55 (10, 45) [66 (12, 54)] Mid - - - - -

Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Different versions change the speed and duration of the chasing hole.
  • Consumes 1 Nail Bullet Stock.
  • Causes crumple on hit.
  • The move has an extra hit if used point-blank.
  • The hole tracks the opponent's location while traveling, even if jumped past.

L version:

  • The hole travels at a slow speed.
  • Reaches slightly past halfscreen.

M version:

  • The hole travels at a faster speed.
  • Reaches fullscreen.

H version:

  • The hole travels at its fastest speed.
  • Reaches fullscreen.
ACT 3 421X
Where's the upper half?!
421L/M/H from ACT 3 onwards
JJASBR Johnny ACT 3 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total XX - -
Medium - - - - Total XX - -
Heavy - - - - Total XX - -

Johnny shoots himself and travels through the hole created.

  • The version used determines the trajectory Johnny moves towards.
  • Consumes 1 Nail Bullet Stock.
  • Holding the button allows Johnny to continue travelling.
    • While holding the button, pressing H will cancel the travel and fake it out.
  • While the hole can pass through the opponent, Johnny's legs remain vulnerable.

L version:

  • Johnny travels towards the opponent.

M version:

  • Johnny travels away from the opponent.

H version:

  • Johnny remains stationary.
22X
Send me down the hole!
22L/M/H from ACT 3 onwards
JJASBR Johnny 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 102 (17*6) [122 (20.35*6)] Mid - - - - -
Medium 102 (17*6) [122 (20.35*6)] Mid - - - - -
Heavy - - - - Total XX - -

Johnny shoots himself and sends his arm down the hole created, having it reappear next to the opponent and fire Nail Bullets at them.

  • The version used determines how fast the hole travels.
  • Can hit OTG.

L version:

  • The hole travels at a slow speed.
  • Consumes 1 Nail Bullet Stock, and consumes an additional one upon firing.
    • Cannot be used if Johnny doesn't possess at least 2 Nail Bullet Stocks.
  • Can be canceled by pressing H at any point during the animation.

M version:

  • The hole travels at a fast speed.
  • Consumes 1 Nail Bullet Stock, and consumes an additional one upon firing.
    • Cannot be used if Johnny doesn't possess at least 2 Nail Bullet Stocks.
  • Can be canceled by pressing H at any point during the animation.

H version:

  • Johnny performs a feint version of the attack.
  • Does not consume any Nail Bullet Stocks, and can be used even if Johnny doesn't possess any.
  • Can be used to fake out the opponent, and make 2H safer.
2S
Care for some herbal tea?
2S from ACT 2 onwards
JJASBR Johnny 2S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Johnny drinks a cup of chamomile tea.

  • Replenishes all of Johnny's Nail Bullet stocks.
  • Recovers a small amount of Guard Gauge, but temporarily disables natural recovery.
    • Rather detrimental to Guard Gauge recovery, as the amount is too small compared to how long natural recovery is disabled.
236S
Who'll be the sacrifice?
236S while in ACT 4
JJASBR Johnny 236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
91 (6.5*14) [109 (7.8*14)] Mid - - - - -

Johnny summons Tusk ACT 4 right in front of him as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Causes hard knockdown.
  • Triggers Rush Mode.
623S
Chumimin!
623S while in ACT 4
JJASBR Johnny 623S (1).png
JJASBR Johnny 623S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
92 (6.6*14) [110 (7.89*14)] Mid - - - - -

Johnny summons Tusk ACT 4 directly in front of the opponent as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Can be used as a long range punish.
  • Triggers Rush Mode.

Mounted

  • [] is for damage with one Holy Corpse part.

Normal Moves

Mounted 5L
5L
JJASBR Johnny Mounted 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 [9] Mid 4 - - -12 -

Slow Dancer quickly attacks with its head.

  • A (somewhat) standard jab, good at stopping dash jumps.
Mounted 5M
5M
JJASBR Johnny Mounted 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 (7, 8, 9) [29 (9, 10*2)] Mid 10 - - -2 -

Johnny throws a Steel Ball down at his opponent.

  • Reaches very far down.
  • Stubbier than most moves of its kind.
Mounted 5H
5H
JJASBR Johnny Mounted 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 [42] Mid 10 - - -6 -

Slow Dancer performs a kick with its hind legs.

  • Good range for pokes and counter-pokes.
Mounted 2L
2L
JJASBR Johnny Mounted 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
7 [8] Low 10 - - -12 -

Slow Dancer performs an attack with its neck.

  • A slow jab, not good for beating out other buttons.
Mounted 2M
2M
JJASBR Johnny Mounted 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 [33] Low 8 - - -8 -

Slow Dancer performs a stomp attack with a hoof.

  • Stubby for a 2M.
Mounted 2H
2H
JJASBR Johnny Mounted 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
43 [48] Low 12 - - -8 -

Slow Dancer performs a sweeping attack with its hoof.

  • Causes hard knockdown.
  • Good range for a poke.
Mounted JL
j.L
JJASBR Johnny Mounted Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [18] Overhead 8 - - - -

Slow Dancer performs an attack with its knees.

  • Stubby aerial, good for air-to-airs.
Mounted JM
j.M
JJASBR Johnny Mounted Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 [32] Overhead 10 - - - -

Slow Dancer performs an outwards kick with its hind legs.

  • Deceptively good jump-in button.
  • Johnny's best aerial button.
Mounted JH
j.H
JJASBR Johnny Mounted Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [45] Overhead 14 - - - -

Slow Dancer performs an attack with its front legs.

  • Reaches very far down.
  • Good for jump-ins.

Special Moves

Mounted 46X
I can make it!
46L/M/H
JJASBR Johnny Mounted 46X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 [65] Mid 18 - - -10 -
Medium 65 [75] Mid 24 - - -10 -
Heavy 75 [85] Mid 30 - - -10 -

While mounting Slow Dancer, Johnny commands his horse to perform a shoulder tackle.

  • The version used determines how far Slow Dancer reaches.
  • Launches on hit and causes hard knockdown.

L version:

  • Advances the least.
  • Launches the least high.

M version:

  • Advances further.
  • Launches the opponent slighty higher, as well as further away.

H version:

  • Advances the furthest.
  • Launches the opponent the most and sends at a ~45 degree angle.
  • Can be combo'd off of naturally, although jump attacks can be subbed in for easier positioning.
Mounted 623X
My nails are spinning!
623L/M/H
JJASBR Johnny Mounted 623X.png
Always available
Always available
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 [48] Mid 22 - - - -
Medium 54 (27*2) [60 (30*2)] Mid 26 - - - -
Heavy 66 (22*3) [75 (25*3)] Mid 30 - - - -

While mounting Slow Dancer, Johnny uses his spinning nails like a blade to slash at his opponent.

  • The version used determines how far Johnny and Slow Dancer move.
  • Launches on hit.

L version:

  • Johhny and Slow Dancer move forward the most.
  • This version has no invul.
  • The only version that can be canceled into HHA.

M version:

  • Johhny and Slow Dancer move forward less.
  • This version has invul on startup.
  • Cannot be Flash Canceled.

H version:

  • Johhny and Slow Dancer move forward the least.
  • This version has invul on startup.
  • Cannot be Flash Canceled.
Mounted ACT 1 236X
I'll call them Tusks!
236L/M/H while in ACT 1
JJASBR Johnny Mounted ACT 1 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 (10*3) [36 (12*3)] Mid 16 - - - -
Medium 40 (10*4) [48 (12*4)] Mid 16 - - - -
Heavy 50 (10*5) [60 (12*5] Mid 20 - - - -

While mounting Slow Dancer, Johnny fires his nails like bullets at the opponent.

  • The version used determines the amount of projectiles fired.
    • The firing angle, as well as the projectiles' speed, will not change.

L version:

  • Johnny shoots 3 nails.

M version:

  • Johnny shoots 4 nails.

H version:

  • Johnny shoots 5 nails.
Mounted ACT 2 236X
Golden Spin Nail Bullets
236L/M/H from ACT 2 onwards
JJASBR Johnny Mounted ACT 2 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 66 (50, 4*4) [79 (60, 4, 5*3)] Mid - - - - -
Medium 66 (50, 4*4) [79 (60, 4, 5*3)] Mid - - - - -
Heavy 66 (50, 4*4) [79 (60, 4, 5*3) Mid - - - - -

While mounting Slow Dancer, Johnny fires a single Nail Bullet, infused with the Golden Spin.

  • The version used determines the trajectory of the projectile fired.
  • Consumes 1 Nail Bullet Stock.

L version:

  • Johnny fires a Nail Bullet at a downwards angle.

M version:

  • Johnny fires a Nail Nullet at a slight downwards angle.

H version:

  • Johnny fires a Nail Bullet at a slight upwards angle.
Mounted 214X
The hole will attack you.
214L/M/H from ACT 2 onwards
JJASBR Johnny Mounted 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 (10, 45) [66 (12, 54)] Mid - - - - -
Medium 55 (10, 45) [66 (12, 54)] Mid - - - - -
Heavy 55 (10, 45) [66 (12, 54)] Mid - - - - -

While mounting Slow Dancer, Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Different versions change the speed and duration of the chasing hole.
  • Consumes 1 Nail Bullet Stock.
  • Causes crumple on hit.
  • The move has an extra hit if used point-blank.
  • The hole tracks the opponent's location while traveling, even if jumped past.

L version:

  • The hole travels at a slow speed.
  • Reaches slightly past halfscreen.

M version:

  • The hole travels at a faster speed.
  • Reaches fullscreen.

H version:

  • The hole travels at its fastest speed.
  • Reaches fullscreen.
Mounted 22X
Send me down the hole!
22L/M/H from ACT 3 onwards
JJASBR Johnny Mounted 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 102 (17*6) [122 (20.35*6)] Mid - - - - -
Medium 102 (17*6) [122 (20.35*6)] Mid - - - - -
Heavy - - - - Total XX - -

While mounting Slow Dancer, Johnny shoots himself and sends his arm down the hole created, having it reappear next to the opponent and fire Nail Bullets at them.

  • The version used determines how fast the hole travels.
  • Can hit OTG.

L version:

  • The hole travels at a slow speed.
  • Consumes 1 Nail Bullet Stock, and consumes an additional one upon firing.
    • Cannot be used if Johnny doesn't possess at least 2 Nail Bullet Stocks.
  • Can be canceled by pressing H at any point during the animation.

M version:

  • The hole travels at a fast speed.
  • Consumes 1 Nail Bullet Stock, and consumes an additional one upon firing.
    • Cannot be used if Johnny doesn't possess at least 2 Nail Bullet Stocks.
  • Can be canceled by pressing H at any point during the animation.

H version:

  • Johnny performs a feint version of the attack.
  • Does not consume any Nail Bullet Stocks, and can be used even if Johnny doesn't possess any.
  • Can be used to fake out the opponent, and make 2H safer.
Mounted 2S
Care for some herbal tea?
2S from ACT 2 onwards
JJASBR Johnny Mounted 2S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

While mounting Slow Dancer, Johnny drinks a cup of chamomile tea.

  • Replenishes all of Johnny's Nail Bullet stocks.
  • Recovers a small amount of Guard Gauge.
Mounted 236S
Who'll be the sacrifice?
236S while in ACT 4
JJASBR Johnny Mounted 236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
91 (6.5*14) [109 (7.8*14)] Mid - - - - -

While mounting Slow Dancer, Johnny summons Tusk ACT 4 right in front of him as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Causes hard knockdown.
Mounted 623S
Chumimin!
623S while in ACT 4
JJASBR Johnny Mounted 623S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
92 (6.6*14) [110 (7.89*14)] Mid - - - - -

While mounting Slow Dancer, Johnny summons Tusk ACT 4 directly in front of the opponent as it performs a barrage of punches.

  • Consumes 1 Nail Bullet Stock.
  • Can be used as a long range punish.

System Mechanics

Throw
Throw
My body just leapt up!
5/4 + Any Two Attack Buttons
JJASBR Johnny Throw (1).png
JJASBR Johnny Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 (10*5, 80) [145 (10*5, 95)] Throw - - - - -

Johnny grabs the opponent and uses his spinning nails to propel his body off of his opponent.

  • Only available while Dismounted.
  • Data in [] is for damage with at least one Holy Corpse part.
  • Leaves the opponent very close to Johnny.
  • Both Throws are identical aside from direction.
Assist
Assist
The hole will attack you.
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Johnny Assist.png
Assault Assist
Assault Assist
JJASBR Johnny Reversal Assist.png
Reversal Assist
Reversal Assist
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
55 (10, 45) Mid - - - - -

Johnny fires a single Nail Bullet towards the ground, infusing it with the Golden Spin and creating a hole that chases and attacks the opponent.

  • Assault Assist Stocks: 3
  • Reversal Assist Stocks: 1
  • Based on 214M (ACT2)
  • Causes crumple on hit.
  • The Assist has an extra hit if called point-blank.
  • The hole reaches fullscreen and tracks the opponent's location while traveling, even if jumped past.

Reversal Assist:

Johnny rolls on his spinning nails to move forward.

  • A unique Reversal Assist Johhny makes use of due to being unable to jump.
  • Because Johnny moves along the ground, he can interrupt certain things other Reversal Assists would struggle to hit. On the flipside, there are many situations where opponents can simply move or jump past it.
5S
Mounting
5S
JJASBR Johnny Mount.png
Mount
Mount
JJASBR Johnny Dismount.png
Dismount
Dismount
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mount - - - - Total XX - -
Dismount - - - - Total XX - -
Quick Mount 25 Mid - - - - -

(Un)Summons Johnny's horse, Slow Dancer, altering his moveset and abilities.

  • Quick Mount is considered an attack that launches on hit, causes hard knockdown, and carries Super Armor.
  • The Guard Gauge will not regenerate while Johnny is Mounted.
  • While Mounted, being hit by a Throw or a sweep will force Johnny to Dismount into an aerial recovery state. Command Throws will still execute as they would normally.
  • If Johnny is hit by moves with the Launch effect, he will be knocked off of the horse in a juggle state.

Heart Heat Attacks

  • Data in [] is for damage with at least one Holy Corpse part.
HHA 1
Even if my spin falters, I will never die!
236 + Any Two Attack Buttons while in ACT 1
JJASBR Johnny ACT 1 HHA (1).png
JJASBR Johnny ACT 1 HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 (30, 110) [168 (36, 132)] Mid, Low - - - - -

Johnny fires a Nail Bullet towards the ground, causing the resulting hole to chase the opponent and attack them.

  • Available while both Mounted and Dismounted.
  • The nail can hit the opponent on its way to the ground.
  • Progresses Johnny to ACT 2.
HHA 2
Now I know where to shoot!
236 + Any Two Attack Buttons while in ACT 2
JJASBR Johnny ACT 2 HHA (1).png
JJASBR Johnny ACT 2 HHA (2).png
JJASBR Johnny ACT 2 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (30*4, 20, 30) [192 (36, 30*4, 36)] Mid - - - - -

Fueled by dark determination, Johnny shoots himself with a Nail Bullet, using it to travel through a hole before reappearing and repeatedly shooting the opponent.

  • Available only while Dismounted.
  • This is a hitgrab.
  • Progresses to ACT 3.
HHA 3
Complete Golden Spin Energy...
236 + Any Two Attack Buttons from ACT 3 onwards
JJASBR Johnny ACT 3 HHA (1).png
JJASBR Johnny ACT 3 HHA (2).png
JJASBR Johnny ACT 3 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
200 (3*12, 8, 20, 10, 5*19, 31) [251 (3*12, 8, 22, 10, 6*19, 61)] Mid - - - - -

Johnny summons Tusk ACT 4 and barrages the opponent with punches, pushing them into the ground.

  • Available only while Mounted.
  • The last hit is a hitgrab that continues the animation.
  • Progresses to ACT 4.

Great Heat Attack

It was such a long, roundabout path...
236L+M+H
JJASBR Johnny GHA (1).png
JJASBR Johnny GHA (2).png
JJASBR Johnny GHA (3).png
Thank you, Gyro...
Thank you, Gyro...
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
319 (50+2*40+3*34+24+63) [329 (60+2*40+3*34+24+63)] Mid - - - - -

Johnny leaps off of Slow Dancer and fires a Nail Bullet with infinite rotational energy at the opponent, summoning Tusk ACT 4 as it barrages the opponent with attacks before sending its energy through them and finishing with a burst of damage.

  • Can only be used while Mounted. If not already Mounted, Johnny will be forced into Mounted Mode when activated, increasing startup.
  • Data in [] is for damage with at least one Holy Corpse part.
  • Automatically puts Johnny in ACT 4 upon use.
  • Activation is a projectile that reaches fullscreen and has limited tracking upon being fired.
    • Slow Dancer, while running forward after Johnny propels himself, features a non-damaging hitbox that confirms into the GHA.
    • This projectile is unique in that it is not affected by Damage Scaling, dealing full damage no matter how long the combo is.
  • Has a special animation if used against Valentine.
    • This special animation has the side effect of affecting the amount of hits, generally resulting in Valentine taking more damage from this move at high damage scaling.

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)

Slow Dancer

Slow Dancer (Color 1)
Slow Dancer (Color 2)
Slow Dancer (Color 3)
Slow Dancer (Color 4)

Stand

Tusk (Color 1)
Tusk (Color 2)

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