
Yoji Ueda

Ayako Kawasumi

Masashi Sugawara

Hiroshi Naka

Taketora
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JoJo's Bizarre Adventure: All-Star Battle (ジョジョの奇妙な冒険 オールスターバトル, JoJo no Kimyō na Bōken Ōru Sutā Batoru) is a fighting game based on the JoJo's Bizarre Adventure franchise, developed by CyberConnect2 and published by Bandai Namco Entertainment. The game was released exclusively for the PlayStation 3 on August 29, 2013 in Japan, April 25, 2014[1] in Europe, and April 29, 2014 in North America.
All-Star Battle and its downloadable content were removed from the European PlayStation Store in early 2018, with the Japanese and North American editions following suit on August 2, 2022. As a result, the game's online functionality has been terminated.[2]
A remastered version titled All-Star Battle R was announced during the PlayStation State of Play event on March 9, 2022 and released worldwide in early September 2022. The remaster features 10 new playable characters, several new modes, updated voice acting, anime-accurate color schemes, and minor changes to the game's mechanics.
All-Star Battle was announced on July 5, 2012 alongside the anime in a press conference for Hirohiko Araki JoJo Exhibition 2012 to coincide with the 25th anniversary of the series.[3] The game includes major characters from each of the series' eight arcs, with the protagonist of Baoh the Visitor eventually added as a guest character.
All-Star Battle was the winner of the 2012 Japan Game Awards and received a 40/40 score from Famitsu, making it both the only licensed video game and the only fighting game to receive a perfect score from the magazine.
The Japanese animation studio Graphinica was in charge of some of the character modeling and 3D motion.[4] In order to reproduce Araki's unique art style in the game, a proprietary shading engine called "JOJO Shading Requiem" was developed. The name 'Requiem' comes from the fact that the initial shading program was discarded and reborn.[5] In addition, to express the 'JoJo-esque' action in terms of motion, the game was deliberately created at 30 frames per second instead of 60 frames per second. However, it was changed to 60 frames per second in its remaster, All-Star Battle R.
All-Star Battle released with a standard version and limited edition "Gold Experience Box". The Gold Experience Box included the game, a golden plate engraved with an illustration by Hirohiko Araki of Giorno Giovanna and Gold Experience as well as an acrylic case, a DXF Jotaro Kujo and Star Platinum figure, and the official soundtrack on a CD resembling the DISC of Star Platinum extracted by Whitesnake.
Both the limited edition and pre-orders of the standard edition included a download code for Yoshikage Kira on a booklet designed to look like Hayato Kawajiri affected by Heaven's Door. Italian pre-order versions of the game shipped with an alternative "From Italy with Style" version of the box art featuring Giorno Giovanna and Gold Experience.
All-Star Battle is a one-on-one 2.5D fighting game with 3D cel-shaded characters. Gameplay in All-Star Battle shares similarities with Heritage for the Future, and boasts a wide variety of different styles, rules, and abilities among each individual fighter.
Like a typical fighting game, the player wins a round by either draining the opponent's health or by having more health than the opponent when time runs out. Battles can either be one round, the best out of three rounds, or the best out of five rounds.
The game uses six main buttons: light attack, medium attack, heavy attack, rotate/dodge, "Style", and taunt. Buttons can be reconfigured in the game's Option Mode. Combos can be chained with light, medium, and heavy attacks.
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The characters can move in ten directions. They can move right or left, and crouch. They can also jump straight up, or jump to the right or the left.
As All-Star Battle is a 2.5D game, characters can dodge in the direction of the foreground or background with respect to their opponent, shifting the horizontal plane of gameplay and allowing them to easily avoid most linear attacks. However, sidestepping is not a completely safe maneuver, as a multitude of attacks and moves within the game cover enough lateral space or function with 3D space in mind that they can still connect with opponents after they have sidestepped.
Characters can take a large step forwards or backwards, also known as a dash, by making a backward or forward input twice in rapid succession. If forward is held after a forward step, characters will run towards their opponent at a faster speed, and select few characters even have the ability to run in the opposite direction away from the opponent with backwards input instead.
Some characters possess a Super Jump move, which allows them to leap over greater heights and/or distances than regular jumps. To do so, the player must crouch down before jumping.
All characters can attack with a simple light attack, medium attack, heavy attack, throw, skills, Heat Heart Attacks and Great Heart Attacks. Light attacks are quick but weaker attacks performed by the player character, heavy attacks deal more damage and have more range but are slower, while the medium attacks are balanced between power, range, and speed. The characters can also attack while crouching and while jumping in the air, though most cannot chain multiple normal attacks together while airborne.
The character can chain the three normal attacks together in a combo, but only in order of increasing power, in a system known as Chain Beat. They can also chain into special moves from any normal attack.
The player character can throw their opponent by getting within close range and pushing the Throw button or a combination of two Attack buttons. Throws bypass guards and come out quickly, but deal only moderate damage, are defeated by general 'strike'-type attacks, and cannot chain into further attacks nor be chained into from other attacks (with some exceptions). The direction the opponent is thrown depends on the direction the player holds while throwing, defaulting to forward with no additional input.
Skills are special attacks that necessitate more complex inputs than one button, often requiring a motion to be made before a button press. In exchange, they are generally more potent or have special properties (e.g. projectiles that can hit the opponent across the stage; attacks that strike an opponent who is airborne or downed; abilities that activate special effects, etc).
Few special skills count as additional normal attacks beyond the universal Light, Medium, and Heavy attacks. These are known as "command normal attacks", and allow the character to chain other special moves from them just as they could a normal attack.
Rarely, certain special moves can be unblockable throw attacks, known as "command throws". These have some advantage over the standard Throw such as increased range or being able to be chained into or from, in exchange for executing slowly, usually just enough time for a human opponent to react to and avoid the command throw.
Finally, Heart Heat Attacks and Great Heat Attacks are particularly powerful attacks and abilities that consume stocks of the Heart Heat Gauge to use, often more difficult to hit the opponent with, but rewarding the player with a special animation while dealing significant damage. Some Heart Heat Attacks are not simple strike-type attacks but can also be counters (dealing greater damage than other HHA to compensate), command throws, or temporary power-up states that provide potent boons.
The Heart Heat Attack requires and consumes one stock of Heart Heat to be performed, whereas the Great Heat Attack requires and consumes two stocks. HHA can be universally chained into, allowing the player character to cancel nearly any attack or skill into them, thus making them effective combo finishers where applicable. However, GHA can only be executed either by themselves or when chained from normal attacks; since they cannot be used while performing special skills, it is much more difficult to connect with them successfully.
An attack that connects with an opponent while they're also in the middle of performing their own attack registers as a Counter Hit, with the text "COUNTER HIT!" appearing on the attacker's side of the screen. When a Counter Hit is triggered, the strike that landed will deal double its original damage.
This applies to one initial hit only, meaning that attacks that deal damage in single strikes or inflict most of their damage on the first hit benefit the most from landing as a Counter Hit. Inversely, attacks that deliver many weaker hits, mainly punch barrage skills, may only see a very small increase. Light normal attacks done while standing or crouching as well as Throws cannot trigger Counter Hit.
It is possible to defend oneself by holding the backwards direction, relative to the opponent; the player character will then automatically guard against incoming attacks, minimizing their damage.
Like with many fighting games, different types of attacks have different properties which can bypass guarding. High attacks are standard and the most common among abilities, able to be guarded against by both a standing and crouching opponent. Middle attacks (alternatively known as "overhead" attacks) can only be guarded against by standing opponents, hitting them if they are crouching (e.g. all air attacks). Low attacks can only be guarded against by crouching opponents, hitting them if they are standing (e.g. all crouching attacks).
A Guard Gauge determines how much the character can guard attacks, and if depleted, results in a Guardbreak that leaves the character stunned and open to attack for a brief moment.
A Stylish Evade can be performed by blocking an incoming attack the instant it lands to completely dodge it, shown as the defending character striking a pose while sliding clockwise or counterclockwise of the attacker within 3D space. It costs a third of the Guard Gauge, but generally grants the defender a moment of advantage over the attacker, usually an opening to deliver a counter-attack.
A larger portion of the Guard Gauge is consumed if the character Stylish Evades an attack not of their corresponding defensible height; Stylish Evading a low attack while standing, or a middle attack while crouching.
When the opponent attempts to throw the player character, it is possible to perform a throw escape by inputting their own throw at the same time. This results in both characters being pushed back and taking minor damage.
Like in most fighting games, characters can be knocked down to the ground by certain attacks. In this disadvantaged state, the character must spend a brief period lying on the floor unable to act. They are vulnerable to certain attacks that can directly strike them while they're down, but more commonly can also be offensively pressured by their opponent as they are getting up.
Most attacks that knock a character off their feet deliver a soft knockdown, which allows them to swiftly recover by pressing the Dodge button the instant they hit the ground, performing a quick roll and getting back on their feet to minimize danger. Certain abilities, such as crouching Heavy attacks, will instead result in a hard knockdown, where recovery is not possible and being downed is unavoidable.
Taunts cause the character in question to pose while verbally taunting their opponent. While normally a cosmetic action with no outward gameplay purpose, if performed while the opponent is down, taunting will be emphasized by the battle pausing and the camera closing in on the taunting player. This version of taunts causes the downed opponent to lose 1/10th of a Heart Heat Gauge in exchange for forcing them back to their feet instantly. Although the amount of Heart Heat lost is insubstantial and regained very easily, it can still be used strategically to prevent the opponent from utilizing a stock or two for a crucial point in time.
More taunts and taunt voice lines can be unlocked in Campaign Mode and set to a character in Customize Mode.
There exists a special Taunt Attack system that can be used to extend combos but can only be utilized once per an entire match. Once an opponent is down, specific characters sending out projectile attacks (particularly low-flying ones) or setting traps must taunt while said attacks are sufficiently over the target, often requiring a Flash Cancel to facilitate. This causes the opponent to instantly get up into said projectiles/trap and be hit without a break in the combo, leaving them open to further attacks. All projectiles pause during taunts and make the taunt attack possible until it actually succeeds once. Afterward, they will continue flying or merely cease when the taunt activates.
An Easy Beat (イージービート, Ījī Bīto) system exists to give beginner players a means of performing an effective combo using a simplified input. By repeatedly pressing the Light attack button, the character will automatically perform a preset combo usually finishing with a Heart Heat Attack at the end.
For every character, the Easy Beat almost always follows a combo structure of:
The only cases where Easy Beat does not end in an HHA is when the character's HHA is not a standard striking attack, but rather a special power-up, counter, or delayed command throw.
Flash Cancel (プッツンキャンセル, Puttsun Kyānseru, lit. "Strange Cancel") is a special cancel mechanic. It is activated by pressing all three Attack buttons simultaneously or inputting the dedicated Flash Cancel button while in the middle of a normal attack or skill. A stock of the Heart Heat Gauge will be spent to make the character immediately and completely stop their maneuver, marked with a flashing pose as the rest of the screen darkens for an instant.
This gives the player a chance to instantly act out of their canceled ability for any number of purposes, including but not limited to: executing more attacks and stringing longer combos on their opponent, making a move less punishable, executing a sudden Throw to surprise a defending opponent, using their HHA (although HHA can often be used instantly in the middle of most attack animations regardless), or even chaining an extended combo into their GHA for a strong finisher.
Most Stand users also have another form of canceling called the Stand Rush. It is performed by pressing the Style button during a compatible Stand On special move and spends a quarter to half of the Heart Heat Gauge depending on the move in question.
This will cause the character and their Stand to 'de-sync', with the player instantly regaining control of the Stand user as their Stand continues its attack. While the user may be limited to only their Light and Medium normal attacks and any other moves that do not involve use of their Stand, this opens up opportunities for conjunction attacks, as well as new combos and set-ups, or simply minimizing the risk of their move being punished.
The HUD has three main gauges, although some characters have their own unique gauge as well.
Health: The Health/Stamina gauge displays how much damage a character can receive before being K.O. or Retired.
Guard: The Guard gauge displays how long a character can continuously block incoming attacks. If too much Guard damage is sustained and the gauge is depleted, a "Guardbreak" will occur, shattering a character's defense which leaves them staggered and vulnerable to attack. Successfully executing Stylish Evades also depletes the Guard Gauge in large portions. If no Guard damage is taken for a period of time, the Guard Gauge will slowly regenerate.
Heart Heat Gauge: The Heart Heat Gauge (shortened to "HHG") is a special meter that allows characters to perform strong techniques and other special abilities. It is filled by dealing and receiving damage as well as through other actions, and stocks up to a maximum of three levels. One stock of Heart Heat can be used to perform a Heart Heat Attack (ハートヒートアタック, Hāto Hīto Atakku, shortened to "HHA"), while two stocks can be used to perform a Great Heat Attack (グレートヒートアタック, Gurēto Hīto Atakku, shortened to "GHA").
An opponent's HHG can be depleted by executing a taunt while they are knocked down.
Some characters also have extra icons/gauges near the Heart Heat Gauge with different, unique functions.
Every character is assigned a Battle Style (バトルスタイル, Batoru Sutairu), which determines the effects and abilities attached to their Style button (). There are 6 Battle Style types:
For example, Jotaro's Style summons his Stand Star Platinum, a signature trait among most with the "Stand" Style. Young Joseph's allows him to utilize the Ripple to charge his Heart Heat Gauge using the ability "Ripple Breath", shared among all "Ripple" Style characters.
The majority of characters have only one Style, excluding DIO (Stand, Vampirism), Old Joseph (Ripple/Hamon, Stand), and Vanilla Ice (Stand, Vampirism). Although Johnny Joestar and Gyro Zeppeli also use Stands, their Style is only Mounted.
Some characters have special attributes and abilities of their own.
Much like Heritage for the Future's "Blazing Fists Match", if two attacks- typically barrages, clash, the two fighters will enter a cinematic minigame called Rush Mode (ラッシュモード, Rasshu Mōdo) featuring them or their Stands dramatically exchanging blows as they shout their Stand Cry.
The players must rapidly push the light button to fill a shared bar with their color, and the one who fills the bar more wins the exchange and knocks their opponent back, dealing a small amount of damage. Characters that can enter Rush Mode are Jonathan, Jotaro, Polnareff, DIO, Josuke, Giorno, Bucciarati, Mista, Narancia, Jolyne, Johnny, and Josuke (JoJolion).
Characters receive an automatic boost to their stats when their health is critically low, with the character's health flashing red while in Rumble Mode or flashing gold in Resolve Mode.
Yoshikage Kira was initially released as a bonus character for pre-order versions of the game before eventually being released as proper downloadable content on December 3, 2013. Shigekiyo Yangu was the first character made available for download, being included in the The Darkness That Haunts Morioh (杜王町に巣食う闇, Moriō-chō ni Sukuu Yami) campaign on August 29, 2013. Iggy and Pannacotta Fugo were included in the The Ferocious Beasts (どう猛な野獣, Dōmō na Yajū) campaign on September 12 of the same year, with Lisa Lisa and Old Joseph following them on September 26 as part of the The Ripple Masters (波紋の達人, Hamon no Tatsujin) campaign. Vanilla Ice and Narciso Anasui were released on October 2 as part of the The Executioners of Terror (恐怖の処刑人, Kyōfu no Shokeinin) campaign. The game's fifth and final campaign, the This! Is! Baoh!! (これが!バオーだッ!!, Kore ga! Baō da!!) campaign, launched on November 14 and added guest character Ikuro Hashizawa to the game's roster.[7]
The game's downloadable characters were released out-of-order in the European and North American versions. Lisa Lisa and Old Joseph were released internationally on April 29, 2014, followed by Ikuro Hashizawa on May 13. Vanilla Ice, Pannacotta Fugo, and Narciso Anasui followed suit on May 20, with Iggy releasing one week later. Yoshikage Kira and Shigekiyo Yangu, the first downloadable characters in Japan, became the last to be released internationally on June 3, 2014.
Johnny's fourth special costume, referencing his appearance on the cover of SBR Chapter 95, was made available as a download code during Banpresto's Steel Ball Run Ichiban Kuji campaign in Japan on October 12, 2013.[8] In the international editions, the costume instead served as a pre-order bonus, in lieu of an exclusive character. To promote the upcoming release of JoJo's Bizarre Adventure HD Ver., additional alternate costumes for Jotaro Kujo and Jean Pierre Polnareff based on promotional artwork for the arcade game were made available for purchase in Japan on December 19, 2013.
All-Star Battle contains the following game modes:
Prior to the game's delisting, this mode allowed the player to search for and battle computer-controlled avatars of other players by using a limited energy supply that refills over time. The player may also encounter boss characters that offer rarer rewards, but take several battles to vanquish. Winning battles in this mode, or having one's avatar win battles, rewards the player with gold and Campaign Score; depending on the opponent fought or the player's Campaign Score, the player may also obtain support items or unlock items in Gallery Mode. The guide character for this mode is Steven Steel. The mode is divided into four sub-modes:
Prior to the game's delisting, this mode would have allowed the player to take on online opponents in ranked and unranked matches. The guide character for this mode is Ringo Roadagain. This mode is divided into three sub-modes:
The player can purchase and view voice lines, music tracks, concept art, and unlocked poses and costumes using gold earned in the other modes. The guide character for this mode is Emporio Alnino. This mode contains five sub-modes:
There are 12 stages, with each Part having one or two to represent it. There is also one special stage only accessible as a result of a character's moveset.
Each stage has its own Stage Hazard (ステージギミック, Sutēji Gimikku). Stage Hazards are activated by someone being knocked down over a glowing point on the ground of the stage. Whenever it is activated, a series of colored manga panels will appear. Some hazards occur continuously in set intervals after they have been triggered, while others only occur once during the entire battle and have more severe effects. Stage Hazards can be turned off on the Stage Select screen. Finishing a character with a HHA or GHA knocking them back in a specific direction will trigger a Situation Finish (シチュエーションフィニッシュ, Shichuēshon Finisshu), a special cutscene that depicts the losing character's defeat as a reference to the original story.
DIO's Mansion (DIOの館, Dio no Yakata): Cairo
Cairo Streets (カイロ市街, Kairo Shigai): Cairo
Morioh Town (杜王町, Moriō-cho)
Kira Estate (吉良邸, Kira-Tei): Morioh
Naples Station (ネアポリス駅, Neaporisu Eki): Naples
(Neither the Stage Gimmick nor the Situation Finish will occur if Prosciutto & Pesci are combatants.)
Rome Streets (ローマ市街, Rōma Shigai): Rome
Green Dolphin Street Prison (グリーン・ドルフィン・ストリート刑務所, Gurīn Dorufin Sutorīto Keimusho)
Kennedy Space Center (ケネディ宇宙センター, Kenedi Uchū Sentā): Cape Canaveral
Big Bang
This stage is only available as part of Enrico Pucci's GHA, "Made in Heaven". After Pucci evolves C-MOON into Made in Heaven, the fight moves to outer space, with the players standing on a road of light representing the rapidly-progressing flow of time. Within this special stage, Pucci moves faster while the opponent moves far slower. However, Giorno can use his GHA, "Your end has no ending!", to activate Gold Experience Requiem and nullify the slowdown effect; Kosaku Kawajiri's GHA, "Bites the Dust", will also cancel the effect by reverting Pucci and the stage to their pre-Made in Heaven states. This stage is the only stage that lacks a Stage Gimmick or Situation Finish of any kind.
Normal Search:
Boss Search:
Victory:
Defeat:
Some of the names of characters and Stands are altered in non-Japanese territories to avoid copyright lawsuits. Bandai Namco aimed to change the legally-risky names while keeping the patterns Hirohiko Araki aimed for. According to Bandai Namco Europe, these name changes were approved by Araki.[9]
Muhammad Avdol | Mohammed Avdol
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Jean Pierre Polnareff | Jean Pierre Eiffel
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Emperor | The Emperor
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J. Geill | Centerfold
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Vanilla Ice | Cool Ice
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Holy Kujo | Holly Kujo
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Imposter Captain Tennille | Captain Dragon
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Devo the Cursed | Soul Sacrifice
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Enya the Hag | Enyaba
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ZZ | Zii Zii
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Oingo & Boingo | Zenyatta & Mondatta
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Daniel J. D'Arby & Telence T. D'Arby | D'Arby Elder & D'Arby Younger
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Crazy Diamond | Shining Diamond
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Echoes | Reverb
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Red Hot Chili Pepper | Chili Pepper
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Killer Queen | Deadly Queen
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Sheer Heart Attack | Heart Attack
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Bites the Dust | Bite the Dust
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Pearl Jam | Opal Jam
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Atom Heart Father | Heart Father
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Boy II Man | BoyManMan
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Earth, Wind and Fire | Terra Ventus
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Highway Star | Highway Go Go
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Enigma | Misterioso
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Gold Experience | Golden Wind
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Sticky Fingers | Zipper Man
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Sex Pistols | Six Bullets
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Aerosmith | Li'l Bomber
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King Crimson | Emperor Crimson
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Epitaph | Eulogy
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Purple Haze | Purple Smoke
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Purple Haze Distortion | Purple Smoke Distortion
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Moody Blues | Moody Jazz
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Kraft Work | Arts & Crafts
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Little Feet | Tiny Feet
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Grateful Dead | Thankful Death
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Beach Boy | Fisher Man
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Baby Face | Babyhead
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White Album | White Ice
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Spice Girl | Spicy Lady
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Green Day | Green Tea
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Oasis | Sanctuary
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Stone Free | Stone Ocean
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Kiss | Smack
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Enrico Pucci | Father Pucchi
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Whitesnake | Pale Snake
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C-MOON | Full Moon
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Made in Heaven | Maiden Heaven
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Narciso Anasui | Narc Anastasia
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Diver Down | Diver Drive
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Burning Down the House | Burning Down
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Foo Fighters | F.F.
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Weather Report | Weather Forecast
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Highway to Hell | Highway to Death
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Phantom Blood | |
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Stardust Crusaders | |
Diamond is Unbreakable | |
Vento Aureo | |
Stone Ocean | |
Steel Ball Run | |
JoJolion | |
Baoh the Visitor |
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Jump video games | |
Card games | |
Other |