JoJo's Bizarre Adventure: All-Star Battle R/Weather Report

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Introduction

This character, his Stand and one of his moves all share the same name. For the sake of easing reading comprehension, the character will be referred to as simply "Weather", the Stand will be referred to by its full name, and the move will be referred to as "Install".

Introduced in Stone Ocean, the sixth part of JoJo's Bizarre Adventure, Weather Report is an inmate of Green Dolphin St. Prison who has lost his memory and seeks to kill Enrico Pucci. A mysterious and brooding individual, he places his sense of justice over all else, claiming that the worst kind of injustice is an evil that does not know it is evil.

In battle, Weather is a hybrid rushdown/setplay monster that loves to play from half-screen and closer, closing the gap with his excellent movement options and powerful neutral buttons. When he's in, the range of his Stand On buttons will make his pressure stick right onto his opponent for long periods of time, with the looming threat of his fast standing overhead building up mental stack. Once he finally does get the hit, Weather has plenty of options for his routing to make sure that his opening hurts - and maybe he'll stack a couple status effects too for good measure.

  • Weather Report: Through the powers of his Stand, Weather is able to inflict several status conditions, such as burn and poison damage.
  • Heavy Weather: Weather is able to turn the opponent into a snail, allowing him to leave the opponent defenseless.
  • Multi-directional Dashes: With the usage of "I'm blowing in" (and its aerial version), Weather has an offensive command dash that allows him to go in a multitude of directions both in the air and on the ground.
Playstyle
JJASBR Weather Small Icon.png Weather Report is a Stand character who manipulates the weather to inflict varied status conditions and overwhelm the opponent.
Pros Cons
  • High Damage and Burst-Safe: Weather has an extremely free-form and open-ended combo structure, almost always being able to convert into his HHA for nearly 50% health while staying meter neutral. HHA itself means that he can tack an considerable amount of potential damage onto any confirm.
  • Projectile Nullification: Weather is one of the few designated anti-zoner characters in the game, between a combination of his own projectiles ("Wind speed of 280 km/h!", "Don't slip, or you're done...") and his anti-zoning install, which negates most if not all projectiles that come into contact with Weather's hurtbox, including while he is in hitstun.
  • Excellent Pressure and Okizeme: Between an abundance of instant overheads that all convert into high damage and his various setups after a Throw with "Don't slip, or you're done..." (while in Stand Off) or "Torrential Downpour Warning" (while in Stand On), Weather has some of the scariest blockstring options in the game. His Stand On buttons also do an abnormal amount of Guard Damage, giving him easy Guard Breaks after only a few staggers.
  • Great Normals: Most of Weather's grounded buttons in both modes are very strong at midscreen, and become even better with install active, which gives additional hit effects to his Heavy normals.
  • Meter Furnace: Weather does build a high amount of meter, but between his install, his combo-ending HHA and "Got you pinned!", he'll usually end up spending much more of that meter than the amount built.
  • Momentum-Heavy: When Weather loses the advantage, he can struggle to regain his turn against consistent and safe pressure and setups, due to his lack of a fast, safe reversal. His only real get-off-me tool is to bet on universal mechanics.

Heavy Weather

JJASBR Heavy Weather Gauge.png

By landing his HHA, Weather can turn the opponent into a snail. The time the opponent spends in this state is determined by the Heavy Weather gauge, which decreases over time; additionally, Weather's attacks will also consume a portion of the gauge on hit.

While in snail form, the opponent cannot perform any action other than moving forward and backward, Dodging, calling Assists and escaping Throws. Additionally, the opponent is in a permanent state of Super Armor; this makes it impossible to juggle them in a combo, but their inability to block allows Weather to deal a considerable amount of damage to the opponent without them being able to fight back or defend themself.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_WEA

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

  • Data in [] corresponds to the version of the move with install active.

Normal Moves

5L
5L
JJASBR Weather 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 [15] Mid 4 - - -2 +2

Weather performs an outwards chop.

  • Standard jab, good for stopping dash-jumps.
  • Good range for a jab.
5M
5M
JJASBR Weather 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [25] Mid 6 - - -4 0

Weather performs an advancing open palm strike.

  • Good range for counter-pokes.
5H
5H
JJASBR Weather 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 [38] Mid 12 - - -8 -2

Weather takes a step forward while summoning Weather Report, with both spreading their arms.

  • Good range for pokes and counter-pokes.
  • Under the effects of install:
    • Causes crumple against grounded opponents.
    • Causes hard knockdown against airborne opponents.
2L
2L
JJASBR Weather 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [14] Low 6 - - -2 +2

Weather performs a crouching kick outwards.

  • Hits very low.
  • Good range for pokes. Deceptively good hitbox.
2M
2M
JJASBR Weather 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 [24] Low 6 - - -6 -2

Weather performs a sweeping kick.

  • Great range for pokes.
  • One of Weather's primary neutral pokes.
2H
2H
JJASBR Weather 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 [37] Low 14 - - -10 -

Weather summons Weather Report, who creates a small tornado on the ground.

  • Launches on hit.
  • Disjointed hitbox (no hurtbox on the tornado), making it useful for awkward close-range situations where 2L/2M won't reach.
  • Under the effects of install:
    • Launches the opponent higher and causes hard knockdown, allowing Weather to combo from this move.
JL
j.L
JJASBR Weather Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 [19] Overhead 8 - - - -

Weather performs a knee attack.

  • Good for air-to-airs.
  • Can cross up.
JM
j.M
JJASBR Weather Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [30] Overhead 10 - - - -

Weather performs an aerial kick downwards.

  • Good for jump-ins.
  • Can cross up.
JH
j.H
JJASBR Weather Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 [38] Overhead 14 - - - -

Weather summons Weather Report, who performs an overhead punch.

  • Spikes the opponent downwards on air hit.
  • Good for jump-ins.
  • Deceptively good as a cross-up.
  • Under the effects of install:
    • Causes crumple against grounded opponents.
    • Causes hard knockdown against airborne opponents.

Special Moves

236X
Wind speed of 280 km/h!
236L/M/H
JJASBR Weather 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 18 - - -2 +4
Medium 50 (25*2) Mid 22(1)1 - - -2 -
Heavy 60 (20*3) Mid 26(1)1(1)1 - - -8 -

Weather summons Weather Report, who creates tornadoes that travel forward.

  • The version used determines the amount of tornadoes created, as well as their travel distance.
  • Considered a projectile.

L version:

  • Launches 1 tornado.
  • Travels about 1/4 of the screen.
  • Keeps the opponent grounded on hit.

M version:

  • Launches 2 tornadoes.
  • Travels about halfscreen.
  • Launches the opponent slightly away.

H version:

  • Launches 3 tornadoes.
  • Travels about 3/4 of the screen.
  • Launches the opponent higher.
623X
Don't you dare touch me! I'll kill you!
623L/M/H
JJASBR Weather 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 64 (6*9, 10) [82 (8*9, 10)] Mid 18 - - +4 -
Medium 82 (4*18, 10) [118 (6*18, 10)] Mid 20 - - 0 -
Heavy 91 (3*27, 10) [145 (5*27, 10)] Mid 22 - - -8 -

Weather summons Weather Report to create lightning around themselves.

  • Amount of hits, damage, and recovery all change in proportion to the version used.
  • Launches the opponent away on hit.
  • Has upper-body Auto Guard for a bit after activation.

L version:

  • Fastest version.
  • Weather remains in place.
  • Plus on block.

M version:

  • Slightly slower than the L version.
  • Weather takes a step forward.

H version:

  • Slowest version.
  • Weather moves the same distance as the M version.
214X
Don't slip, or you're done...
214L/M/H
JJASBR Weather 214X (1).png
The initial throw
The initial throw
JJASBR Weather 214X (2).png
Light
Light
JJASBR Weather 214X (3).png
Medium
Medium
JJASBR Weather 214X (4).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10 Mid 16 - - -14 -10
Medium 20 (10*2) Mid 20 - - -20 -16
Heavy 30 (10*3) Mid 26 - - -24 -20
Spikes
Dry out and stiffen up!
45 Mid - - - - -

Weather throws a puddle of blood forward. Upon coming in contact with the ground, the blood solidifies into a spike, creating a trap.

  • The version used determines the amount of blood Weather drops, as well as the amount of spikes created.
  • The spikes cause crumple on hit.
  • The spikes will manifest even if the initial drops of blood hit the opponent, although they will not combo into each other.
  • While the drops of blood are considered projectiles, the spikes are not.

L version:

  • Weather throws one puddle of blood.
  • Fastest version.
  • Places the spike at the same distance Forward Throw leaves the opponent.

M version:

  • Weather throws two puddles of blood.
  • Places a second spike at around a character's distance away from the first spike.
  • Used for 1 bar Stand Off confirms.

H version:

  • Weather throws three puddles of blood.
  • Places a third spike at around a character's distance away from the second spike.
  • Slowest version of the move, but is typically used for okizeme post-Throw.
63214S
Got you pinned!
63214S
JJASBR Weather 63214S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid 32 - - +4 -

Weather summons Weather Report to create a strong gust of wind, pulling the opponent towards them.

  • Costs 1 HH Gauge.
  • Launches the opponent towards Weather on hit.
  • Pulls the opponent towards Weather on block, leaving him advantageous.
  • Can hit and pull opponents in an OTG state.
  • Great tool for extending combos after a Hard Knockdown.

Stand On

  • Data in [] corresponds to the version of the move with install active.

Normal Moves

Stand 5L
5L
JJASBR Weather Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 [16] Mid 4 - - -2 +2

Weather Report performs a high jab.

  • Standard jab, good for stopping dash-jumps.
  • Reaches very high.
Stand 5M
5M
JJASBR Weather Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (10, 20) [36 (12, 24)] Mid 8(1)1 - - -4 0

Weather Report performs an uppercut.

  • Good for anti-airs.
  • Slightly stubby within poke range. Better to use 2L/2M.
  • Does a notably high amount of Guard Damage for a normal.
Stand 5H
5H
JJASBR Weather Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 [43] Mid 14 - - -6 0

Weather Report punches with both fists simultaneously.

  • Good range for pokes.
  • Under the effects of install:
    • Causes crumple against grounded opponents.
    • Causes hard knockdown against airborne opponents.
Stand 2L
2L
JJASBR Weather Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 [15] Low 6 - - -4 0

Weather Report performs a sweeping, back-handed slap.

  • Good range for pokes.
  • Deceptively active.
Stand 2M
2M
JJASBR Weather Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 [22] Low 6 - - -4 0

Weather and Weather Report both perform an open palm attack.

  • Good range for counter-pokes.
  • Good for combo filler.
Stand 2H
2H
JJASBR Weather Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 [35] Low 12 - - -8 -

Weather Report performs a sweeping chop at the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes.
  • The particularly low placement of its hitbox makes it very hard to hit airborne opponents with this move.
  • Under the effects of install:
    • Causes crumple against grounded opponents.
    • Causes hard knockdown against airborne opponents.
Stand 3H
3H
You can't get away from me!
JJASBR Weather Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 [35] Overhead 20 - - -26 -

Weather Report performs an overhead chop.

  • Causes a slight launch that transitions into a groundbounce on hit.
  • Fast startup for an overhead, but using it too predictably will get Weather punished.
Stand JL
j.L
JJASBR Weather Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [20] Overhead 8 - - - -

Weather Report performs an open palm strike downwards.

  • Good for air-to-airs.
Stand JM
j.M
JJASBR Weather Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 [31] Overhead 12 - - - -

Weather Report performs an uppercut.

  • Good for air-to-airs and combo filler.
Stand JH
j.H
JJASBR Weather Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [48] Overhead 12 - - - -

Weather Report performs an overhead punch.

  • Good for jump-ins.
  • Spikes the opponent downwards on air hit.
  • Under the effects of install:
    • Causes a groundbounce on hit.

Special Moves

Stand 236X
I'm blowing in!
236L/M/H
JJASBR Weather Stand 236X (1).png
Light
Light
JJASBR Weather Stand 236X (2).png
Medium
Medium
JJASBR Weather Stand 236X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [45] Mid 20 - - -14 -
Medium 35 [45] Mid 10 - - - -
Heavy 45 (10, 35) [60 (15, 45)] Mid 12 - - - -

Weather Report creates a gust of wind for Weather to fly in a direction and attack the opponent.

  • The version used determines the trajectory Weather travels in.
  • Cannot be cancelled into HHA due to being considered airborne.
  • Weather will immediately stop moving as soon as he comes in contact with an opponent.
  • Can be cancelled into itself for a second attack by pressing L/M/H again.
    • If Weather ends up in the air during the move, he will chain into the airborne versions instead.

L version:

  • Weather flies forward.
  • Launches the opponent away on hit.

M version:

  • Weather flies forward and upwards.
  • Launches the opponent slighty on hit.

H version:

  • Weather flies straight up.
  • Launches the opponent straight up on hit.
  • Vacuums the opponent in on the first hit.
  • Main combo starter post-s.3H.
Stand J236X
I'm blowing in! (Air)
j.236L/M/H
JJASBR Weather Stand Jump 236X (1).png
Light
Light
JJASBR Weather Stand Jump 236X (2).png
Medium
Medium
JJASBR Weather Stand Jump 236X (3).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [45] Mid 20 - - - -
Medium 35 [45] Overhead 26 - - - -
Heavy 35 [45] Overhead 20 - - - -

While in the air, Weather Report creates a gust of wind for Weather to fly in a direction and attack the opponent.

  • The version used determines the trajectory Weather travels in.
  • Weather will immediately stop moving as soon as he comes in contact with an opponent.
  • Can be cancelled into itself for a second attack by pressing L/M/H again.
    • If Weather ends up on the ground during the move, he will chain into the grounded versions instead.

L version:

  • Weather flies forward.
  • Launches the opponent away on hit.

M version:

  • Weather flies diagonally downwards.
  • Causes a groundbounce on hit.

H version:

  • Weather flies straight down.
  • Causes a groundbounce on hit.
  • Spikes airborne opponents at a sharp angle.
Stand 236X-4X
Change Direction
236L/M/H > 4L/M/H (Air OK)
JJASBR Weather Stand 236X-4X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total 58 - -
Medium - - - - Total 66 - -
Heavy - - - - Total 84 - -

Weather moves back away from the opponent after "I'm blowing in!".

  • The amount of distance Weather moves backwards, along with his recovery, change depending on the version used.
Stand 236X-S
Quick Stop
236L/M/H > S (Air OK)
JJASBR Weather Stand 236X-S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
55 Mid 8 - - - -

During "I'm blowing in!", Weather stops immediately and releases a shockwave around himself.

  • Causes knockback on hit.
  • Can hit OTG.
  • Cannot be cancelled into HHA until Weather starts landing.
Stand 623X
Don't you dare touch me! I'll kill you!
623L/M/H
JJASBR Weather Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 64 (6*9, 10) [82 (8*9, 10)] Mid 18 - - +4 -
Medium 82 (4*18, 10) [118 (6*18, 10)] Mid 20 - - 0 -
Heavy 91 (3*27, 10) [145 (5*27, 10)] Mid 22 - - -8 -

Weather Report creates lightning around Weather, shocking the opponent.

  • Mechanically identical to the Stand Off version, but considered a separate move for the purposes of IPS.
  • Amount of hits, damage, and recovery all change in proportion to the version used.
  • Launches the opponent away on hit.
  • Has upper-body Auto Guard for a bit after activation.

L version:

  • Fastest version.
  • Weather remains in place.
  • Plus on block.

M version:

  • Slightly slower than the L version.
  • Weather takes a step forward.

H version:

  • Slowest version.
  • Weather moves the same distance as the M version.
Stand 214X
Torrential Downpour Warning
214L/M/H
JJASBR Weather Stand 214X (1).png
Start
Start
JJASBR Weather Stand 214X (2).png
Light
Light
JJASBR Weather Stand 214X (3).png
Medium
Medium
JJASBR Weather Stand 214X (4).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 (0*6) Mid 70 - - +14 +16
Medium 0 (0*6) Mid 72 - - +6 +8
Heavy 0 (0*6) Mid 74 - - -8 -6

Weather Report summons poisonous frogs to rain down on the opponent.

  • Frogs rain at different distances depending on the version used.
  • Stand Rush-compatible.
  • Not considered a projectile, despite appearances.
  • Cannot be cancelled into HHA.
  • Inflicts poison on hit and block. Poison damage: ~40.
  • VERY slow. Much too slow to use in neutral. Exclusively an okizeme tool.

L version:

  • The frogs fall on top of Weather.

M version:

  • The frogs fall ahead of Weather.

H version:

  • The frogs fall further away from Weather.

System Mechanics

Throw
Throw
Shut your mouth!
5/4 + Any Two Attack Buttons
JJASBR Weather Throw (1).png
JJASBR Weather Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw - - - - -

Weather grabs the opponent and lifts them up, using Weather Report to fill them with water before knocking them away.

  • Leaves the opponent far away from Weather.
  • Both Throws are identical aside from direction.
  • Sets up the perfect distance to use 214L as oki.
Assist
Assist
Don't slip, or you're done...
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Weather Assist (1).png
JJASBR Weather Assist (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Blood 20 (10*2) Mid - - - - -
Spikes 45 Mid - - - - -

Weather throws a puddle of blood forward. Upon coming in contact with the ground, the blood solidifies into two spikes, creating a trap.

  • Assault Assist Stocks: 3
  • Reversal Assist Stocks: 1
  • Based on 214M
  • The spikes cause crumple on hit.
  • The spikes will manifest even if the initial drops of blood hit the opponent, although they will not combo into each other.
  • While the drops of blood are considered projectiles, the spikes are not.
5S
Stand On/Off
5S
JJASBR Weather Stand On.png
Stand On
Stand On
JJASBR Weather Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Weather Report, altering Weather's moveset and abilities.

22S
Weather Report
22S
JJASBR Weather 22S (1).png
JJASBR Weather 22S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Weather places thunderclouds around himself, gaining both offensive and defensive buffs.

  • Costs 1 HH Gauge.
  • An install that lasts ~16 seconds or until a GHA is used.
  • If Weather is affected by a Throw or a hitgrab, the install will instantly end.
  • Deflects certain non-HHA/GHA projectiles, even while in hitstun.
  • Inflicts burn damage on the opponent if they attack and reach the clouds, even if they don't hit Weather.
  • Adds electricity to all of Weather's normal attacks, increasing their damage and adding additional hit effects to his Heavy normals.

Heart Heat Attack

The Devil's Rainbow! It's Heavy Weather!
236 + Any Two Attack Buttons
JJASBR Weather HHA (1).png
I'm a curse on my own existence!
I'm a curse on my own existence!
JJASBR Weather HHA (2).png
JJASBR Weather HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Mid 2+26 - - -22 -

Weather creates small rainbows that, upon hit, turn the opponent into a snail for a limited time.

  • Creates three rainbows, which can hit separately.
  • The opponent cannot be juggled while they are a snail due to being in a permanent state of Super Armor.
    • The Super Armor inflicted by this state is special: it does not feature the damage reduction present in standard Super Armor.
  • The victim is left entirely inactionable with the exception of moving forward and backward, Dodging, calling Assists and escaping Throws.
  • While under the effects of "I shall see with the wind.", Wamuu is completely immune to Heavy Weather.

Great Heat Attack

Cloud Suit
236L+M+H
JJASBR Weather GHA (1).png
JJASBR Weather GHA (2).png
JJASBR Weather GHA (3).png
Weather Report controls the weather.
Weather Report controls the weather.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
312 (60+24*8+60) Mid 2+26 - - -82 -

Weather creates a strong gust of wind that launches the opponent into the air before donning a cloud suit. He then dashes through the opponent multiple times before landing, removing his cloud suit, and striking the opponent with a lightning bolt.

  • Among the lower-damaging GHAs in the game.
  • Causes a groundbounce after the cutscene ends, allowing for follow-up combos when paired with an Assist.
  • Despite being an electric attack, Akira will not gain Electricity Gauge upon getting hit by this move.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)

Stand

Weather Report (Color 1)
Weather Report (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