JoJo's Bizarre Adventure: All-Star Battle R/Yoshikage Kira

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Introduction

This article is about the user of the Stand Killer Queen, primarily known as "Kira". For information about the man often mistaken for Kira, see Kosaku Kawajiri.

Yoshikage Kira, the main antagonist of Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, is a rushdown character that focuses on scoring a hit into large damage, securing a knockdown, and then pressuring his opponent with powerful okizeme. Kira operates as a relatively quick powerhouse, being able to score high damage without sacrificing too much speed.

In Stand Off, Kira can send Killer Queen to attack forward with "Ha!" as a way to control the neutral. He also has access to the crux of his okizeme: "Anything can be a bomb.", a move in which Kira lobs an explosive coin. The coin can serve as an esoteric anti-air, but its true power lies in its effect: on hit, the coin explodes, launching the opponent into the air and allowing Kira to convert into a combo. While the opponent has some options around it, they will have to make a hard read as to what Kira will do as the coin falls: he can either land a Throw, continue his pressure, or even chain into his 3H Overhead. Even if the coin doesn't hit the opponent, it will remain on the ground as an inconspicious trap that can be manually detonated with "Blown to pieces!".

In Stand On, Kira loses access to his coins and Overhead, but gains his most powerful combo extender: "The First Bomb", a move where Kira turns his opponent into a bomb which he can manually detonate; combos involving this move are very damaging without spending too much meter. In conjunction with Stand Rush, "You bastard!" can allow Kira to set up blockstrings, or even confirm into a combo while the opponent is standing. With his toolset and/or certain Assists, Kira is also able to set up very deadly blockstrings into his Unblockable GHA, giving him the chance to swing the game to his favor with one momentum shift.

Kira's main flaw lies in his defense: he does not have any sort of meterless invincible reversals, and while he has access to a counter in "Calm and cool", it can only be used while in Stand On.

  • Only one bomb at a time: If bomb-related special moves are used in succession, the previous bomb will be nullified. In addition, the explosions generated by Kira's special moves can damage (and kill) him.
Playstyle
JJASBR Kira Small Icon.png Yoshikage Kira is a Stand character who utilizes his bombs to impose his strong oki and decimate his opponents.
Pros Cons
  • High Damage: Kira has a very high damage output with relatively low execution requirements, often ending rounds with only three or four interactions.
  • Strong Oki: After any knockdown, Kira can subject his opponent to strong, looping okizeme through "Anything can be a bomb.". He is allowed to attack in any way he chooses as the move deploys, making his offense deceptively ambiguous.
  • Imposing Neutral: Because of Kira's quick speed, excellent jump-ins, and the angles his coins cover, he has no shortage of options to approach and control neutral. Similarly, once the opponent is affected by "The First Bomb", their options against Kira are significantly reduced, as any mistake can lead into either large Guard Damage or a very damaging combo.
  • Easy Unblockables: The Unblockable property on his GHA gives him extremely easy unblockable setups with any lockdown Assist, letting Kira cash out for huge amounts of damage.
  • Weak Air Conversions: While Kira is not lacking in anti-airs, only his coin can allow him to convert into a combo in such cases, with every other option leading into a reset.
  • Self-Damage: Kira's explosions can damage and kill him, which makes using certain moves at specific ranges or performing certain routes very risky when Kira is at low health.
  • No Meterless Reversals: Kira's HHA is his only invincible option, and suffers from poor vertical range, making safejumps very effective against him.
  • Port-Specific Shenanigans: As Player 2, Kira is incapable of hitting himself with certain explosions, causing Kira to lose access to certain blockstrings and combo routes.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_KIR

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Kira 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 4 - - -2 -

Kira performs a jab outwards.

  • Standard jab, good at stopping dash-jumps.
5M
5M
JJASBR Kira 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 6 - - -6 -

Kira performs a gut punch.

  • Moves Kira forward.
  • Good range for pokes and counter-pokes.
5H
5H
JJASBR Kira 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 12 - - -8 -

Kira summons Killer Queen, who performs an uppercut.

  • Good for anti-airs.
  • A bit stubbier than the average 5H.
2L
2L
JJASBR Kira 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 -

Kira performs a crouching poke.

  • Standard crouching jab.
2M
2M
JJASBR Kira 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 6 - - -8 -

While kneeling, Kira leans forward with a punch.

  • Moves Kira forward.
  • Good range for pokes and counter-pokes.
2H
2H
JJASBR Kira 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -8 HKD

Kira summons Killer Queen, who stabs at the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes.
3H
3H
It's your fate to be defeated here...
JJASBR Kira 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Overhead 26 - - -8 Groundbounce

Kira summons Killer Queen, who stomps the opponent.

  • Causes a groundbounce on hit.
  • Can hit OTG.
JL
j.L
JJASBR Kira Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 8 - - - -

Kira swipes his arm outwards.

  • Good for air-to-airs.
JM
j.M
JJASBR Kira Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Kira turns and kicks downwards.

  • Good for jump-ins and combo filler.
JH
j.H
JJASBR Kira Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 14 - - - -

Kira summons Killer Queen, who performs a downwards arm swipe.

  • Great cross-up normal.
  • Kira's best jump-in normal.

Special Moves

236X
Ha!
236L/M/H
JJASBR Kira 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (5, 4*8, 25) Mid 20 - - +4 KD
Medium 80 (5*10, 30) Mid 20 - - +4 KD
Heavy 100 (5, 6*10, 35) Mid 20 - - +4 KD

Kira summons Killer Queen, who attacks with an advancing barrage of punches.

  • The version used determines the distance Killer Queen covers.
  • The final hit launches.
  • Due to its low recovery, it can be combo'd off of naturally in the corner or on air hit.

L version:

  • This variant keeps Killer Queen directly in front of Kira.

M version:

  • This variant moves Killer Queen further.

H version:

  • This variant moves Killer Queen the furthest.
214X
Anything can be a bomb.
214L/M/H
JJASBR Kira 214X (1).png
JJASBR Kira 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 90 (40, 50) Mid 22 - - - KD
Medium 90 (40, 50) Mid 28 - - - KD
Heavy 90 (40, 50) Mid 32 - - - KD

Kira summons Killer Queen to toss a coin that has been turned into a bomb.

  • The arc the coin follows upon being tossed depends on the version used.
  • Launches on hit.
  • Can hit OTG.
  • Upon reaching the ground, the coin will remain on the field for 10 seconds, and will not go away if Kira is hit.
  • The explosion cannot be triggered by Kira stepping on the coin.

L version:

  • Throws the coin at a mostly vertical trajectory.

M version:

  • Throws the coin at a diagonal trajectory.

H version:

  • Throws the coin at a more horizontal trajectory.
623X
Blown to pieces!
623L/M/H while a bomb is active
JJASBR Kira 623X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid 6 - Total XX -4 -

Kira summons Killer Queen, who detonates whatever it currently has turned into a bomb.

  • Move performance is identical across all versions.
  • Can hit OTG.
  • If used to detonate an application of "The First Bomb" within the same combo it was applied in, the move does not count as an input for the purposes of damage scaling.
  • Explosion is normally -4 on block. However, if it hits Kira, he will recover faster and be at +10.
    • If triggered after "The First Bomb" while playing as Player 2, Kira is unable to hit himself with the explosion.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Kira Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 4 - - -2 -

Killer Queen performs a backhanded jab.

  • Standard jab, good for stopping dash-jumps.
Stand 5M
5M
JJASBR Kira Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 8 - - -4 -

Killer Queen performs a hook while Kira checks his watch.

  • Good range for pokes and counter-pokes.
Stand 5H
5H
JJASBR Kira Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (16, 20) Mid 12 - - -8 -

Killer Queen performs a vertical chop.

  • Very good range for pokes.
Stand 2L
2L
JJASBR Kira Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 -

Killer Queen performs a crouching jab.

  • Standard jab.
Stand 2M
2M
JJASBR Kira Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 6 - - -4 -

Killer Queen stabs at the opponent's knees as Kira adjusts his tie.

  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR Kira Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -8 HKD

Killer Queen stabs at the opponent's feet.

  • Causes hard knockdown.
  • Nearly identical to the Stand Off variant, but reaches slightly further.
Stand JL
j.L
JJASBR Kira Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 8 - - - -

Killer Queen performs a jab downwards.

  • Stubby aerial, though good for air-to-airs.
Stand JM
j.M
JJASBR Kira Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Killer Queen kicks directly beneath Kira.

  • Reaches very far down, making it good for jump-ins.
  • Can be used as an instant overhead.
Stand JH
j.H
JJASBR Kira Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 14 - - - -

Killer Queen performs a downwards kick that reaches further out.

  • Better as a jump-in from afar or from a dash-jump.

Special Moves

Stand 236X
You bastard!
236L/M/H
JJASBR Kira Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 69 (9, 3*10, 30) Mid 14 - - -8 -
Medium 69 (9, 3*10, 30) Mid 16 - - -4 -
Heavy 69 (9, 3*10, 30) Mid 20 - - -4 -

Killer Queen barrages the opponent with punches.

  • The version used alters the distance Killer Queen covers.
  • Leaves grounded opponents standing.
  • Stand Rush-compatible.

L version:

  • Killer Queen remains close to Kira.

M version:

  • Killer Queen moves further.

H version:

  • Killer Queen moves even further.
Stand 214X
The First Bomb
214L/M/H
JJASBR Kira Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid 22 - - -8 KD
Medium 20 Mid 30 - - -6 KD
Heavy 20 Mid 40 - - -8 KD
Detonation 90 (40, 50) Mid - - - - KD

Killer Queen performs a downward chop, turning the opponent into a bomb to detonate.

  • Killer Queen's movement distance changes depending on the version used.
  • Launches on hit.
  • Can hit OTG.
  • Stand Rush-compatible.
  • Cannot be Flash Canceled.
  • On a successful hit, the opponent is turned into a bomb for 9 seconds. When the bomb is applied, the effect will stay on them even if Kira is hit (unless he is knocked down).

L version:

  • Killer Queen remains next to Kira.

M version:

  • Killer Queen moves forward.

H version:

  • Killer Queen moves forward more.
Stand 623X
Blown to pieces!
623L/M/H while a bomb is active
JJASBR Kira Stand 623X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid 6 - Total XX -4 -

Killer Queen detonates whatever it currently has turned into a bomb.

  • Move performance is identical across all versions.
  • Can hit OTG.
  • If used to detonate an application of "The First Bomb" within the same combo it was applied in, the move does not count as an input for the purposes of damage scaling.
  • Explosion is normally -4 on block. However, if it hits Kira, he will recover faster and be at +10.
    • If triggered after "The First Bomb" while playing as Player 2, Kira is unable to hit himself with the explosion.
Stand 421X
Calm and cool
421L/M/H
JJASBR Kira Stand 421X (1).png
JJASBR Kira Stand 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 90 - - - - - KD
Medium 90 - - - - - KD
Heavy 90 - - - - - KD

Killer Queen puts up its open palms, rapidly moving them. If hit, Killer Queen retaliates with a backfist.

  • The version used determines the startup and recovery.
  • Launches on a successful activation.
  • Does not work against projectiles, Throws, HHAs, or GHAs.
  • On a successful activation, the move can be Flash Canceled to convert into a combo.

L version:

  • Fastest startup with the longest recovery.

M version:

  • Balanced startup and recovery.

H version:

  • Slowest startup with the shortest recovery.

System Mechanics

Throw
Throw
Watch and learn
5/4 + Any Two Attack Buttons
JJASBR Kira Throw (1).png
JJASBR Kira Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (10+110) Throw 6 3 - - HKD

Kira grabs the opponent and slams them to the ground, following up with a stomp.

  • Leaves the opponent directly in front of Kira, with Back Throw leaving the opponent slightly further away.
  • Regardless of the version used, Kira's Throws slightly rotate the axis.
  • Can be followed up with 3H.
Assist
Assist
Anything can be a bomb.
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Kira Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
90 (40, 50) Mid - - - - -

Kira summons Killer Queen to toss a coin that has been turned into a bomb.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 214M
  • Launches on hit.
  • Upon reaching the ground, the coin will remain on the field for 10 seconds, and will not go away if the point character is hit.
  • The explosion cannot be triggered by the point character stepping on the coin, but it can hurt (and kill) them.
5S
Stand On/Off
5S
JJASBR Kira Stand On.png
Stand On
Stand On
JJASBR Kira Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

(Un)Summons Killer Queen, altering Kira's moveset and abilities.

Heart Heat Attack

I'm going to blow you to smithereens!
236 + Any Two Attack Buttons
JJASBR Kira HHA (1).png
JJASBR Kira HHA (2).png
JJASBR Kira HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
210 (30+20*5+80) Mid - - - - -

Killer Queen chops the opponent, and then repeatedly detonates them.

  • This is a hitgrab, meaning Kira can avoid Reversal Assists with it in a combo.
  • Particularly bad vertical range.

Great Heat Attack

Sheer Heart Attack
236L+M+H
JJASBR Kira GHA (1).png
Sheer Heart Attack!
Sheer Heart Attack!
JJASBR Kira GHA (2).png
Look over here!
Look over here!
JJASBR Kira GHA (3).png
Sheer Heart Attack... has no weaknesses.
Sheer Heart Attack... has no weaknesses.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
342 (30+312) Unblockable - - - - -

Killer Queen deploys Sheer Heart Attack, making it chase the opponent. Upon contact, Sheer Heart Attack digs into the opponent before flying up and divebombing them as it explodes.

  • Can hit OTG, meaning 2H > GHA works and can be used against an opponent who will use their Reversal Assist immediately.
  • As soon as the GHA is activated, Kira is forced to be stationary as Sheer Heart Attack tracks the opponent.
    • The time Sheer Heart Attack tracks the opponent for is denoted by the HH Gauge slowly draining, and the GHA is cancelled out if the meter runs out or if Kira is hit once Sheer Heart Attack begins its chase.

Costumes

Normal

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

Special

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

Stand

Killer Queen (Color 1)
Killer Queen (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