JoJo's Bizarre Adventure: All-Star Battle
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.
CyberConnect2 president and CEO Hiroshi Matsuyama explained that All-Star Battle was conceived “partly thanks to” the 2006 video game JoJo's Bizarre Adventure: Phantom Blood. When that game was finished, the idea of a new game involving all the Parts came out. As a result, this game includes major characters from Phantom Blood to JoJolion, eventually including the protagonist from Baoh the Visitor as a guest character. There are 41 characters in total, with 32 available in-game and 9 as DLC characters.
Along with the anime, it was announced on July 5, 2012 to coincide with the 25th anniversary of the series. The game was the winner of the 2012 "Japan Game Awards" and was scored 40/40 by Famitsu, making it the only licensed videogame, let alone the only fighting game, to receive a perfect score from Famitsu.
The game is the second JoJo game to be playable outside of Japan, the first being Heritage for the Future. However, in the North American and European releases, some names were changed to avoid copyright issues while still retaining the naming themes Araki was aiming for. The game was released on April 25, 2014 in Europe, and April 29, 2014 in North America. Both of these releases have a few minor differences from the original Japanese version.
In early 2018, the game and its DLC were removed from Europe's PSN store for unknown reasons.
A remastered version titled JoJo's Bizarre Adventure: All-Star Battle R was announced during the Playstation State of Play on March 9, 2022. Stated to feature at least 12 new playable characters, updated voice acting and color schemes, and major gameplay changes, All-Star Battle R is scheduled to release on September 2, 2022.
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 JoJo's Bizarre Adventure: 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.
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.
+ 3 ATK Buttons or (Great Heat Attack) (facing right) (requires 2 HHG)
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 only applies to one 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 on the floor unable to act, and is vulnerable to certain attacks that can directly attack them while down. They can also be offensively pressured by their opponent as they are getting up. However, 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 stronger abilities 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 1/8th 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 finishing with a Heart Heat Attack at the end.
The Easy Beat almost always follows a combo structure of:
"Light normal attack → Medium normal attack → Heavy normal attack → A specific special move/set of special moves from the character's arsenal → Heart Heat Attack (if available and can be comboed into)"
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 block incoming attacks before a "Guard Break" occurs, leaving them staggered and vulnerable. Executing Stylish Evades also depletes the Guard gauge. 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") allows players to perform strong special techniques, and stocks up to three times. 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").
The HHG builds up when attacking or receiving damage. 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.
- Joseph Joestar has a Trick system or "Guess I did it again!" Level ("またまたやらせていただきましたァン"レベル "Mata mata yarasete itadakimashitaan" Reberu) that makes any of his Ripple-based and Ripple-enhanced attacks permanently stronger every time he counters with three different abilities, with the level capping at 3.
- Vanilla Ice has a Stand Power Gauge (スタンドパワーゲージ Sutando Pawā Gēji) that shows how much his powerful Cream can be used.
- Akira Otoishi has a Power Gauge ("電力"ゲージ "Denryoku" Gēji) that ties in with Red Hot Chili Pepper's available strength and ability power.
- Shigekiyo Yangu has an icon showing if Harvest is in Offensive or Defensive Formation, which determines the abilities he can use.
- Guido Mista has an Ammunition Icon for the number of bullets he has left in his revolver's cylinder, and a Pistols Icon above showing which and how many of his Sex Pistols are currently available for use.
- Pannacotta Fugo has a Capsule Icon showing which of Purple Haze's six bulbs containing its Homicidal Virus are available or broken.
- Ermes Costello has an icon showing the stickers applied to herself at the current time when she uses her "Here's where ya stick it!" ability.
- Enrico Pucci has a Green Baby Gauge ("緑の赤ちゃん"ゲージ "Midori no Aka-chan" Gēji) that displays 14 rhombus-shaped icons and his progress towards evolving Whitesnake into C-Moon.
- Johnny Joestar has a Tusk's Growth icon displaying his Stand's current ACT, up to ACT4, as well as a Tusk Icon showing his Golden Spin nail bullet ammunition for Tusk ACT2 and beyond.
- Gyro Zeppeli has Steel Ball Icon displaying which of his 2 Steel Balls are in his possession for use, and a Spin Gauge (回転ゲージ Kaiten Gēji) that ties in with the strength and properties of attacks utilizing said Steel Balls.
Each character has a Style button which triggers a specific action depending on their Battle Style (バトルスタイル Batoru Sutairu). There are 6 Battle Style types:
- Ripple (波紋 Hamon): Ripple Users can charge their Heart Heat Gauges with the "Ripple Breath" ability, and spend Heart Heat to execute enhanced versions of their various special skills if the Style button is used instead of an Attack button when inputting said moves. Strengthened Ripple attacks typically consume 1/4 of a Heart Heat gauge.
- Vampirism (吸血 Kyūketsu): Vampires can utilize specific attacks that allow them to steal their opponent's health using inputs involving the Style button. Whenever they take damage, especially from combos, a portion of the lost health will appear silver, and will automatically regenerate over time if no more damage is taken for a certain period.
- Mode (
流法Mōdo): Mode Users can activate special states with a press of the Style button that spend Heart Heat at a fixed rate to automatically enhance their attacks and trigger other passive bonuses. Whenever they take damage, especially from combos, a portion of the lost health will appear silver, and will automatically regenerate over time if no more damage is taken for a certain period.
- Stand (スタンド Sutando): Stand Users can switch between "Stand Off" and "Stand On" states at will using the Style button, summoning and dismissing their Stand to shift their available special abilities. While in Stand Off state, Heart Heat can also be spent for Stand Users to perform 'Quick Stand On', instantly summoning their Stand while delivering normal attacks for a seamless switch to Stand On in the middle of attacking. While in Stand On state, they can utilize the Stand Rush mechanic, spending Heart Heat to disconnect from their Stand in the middle of certain attacks to deliver joint attacks and other maneuvers. If successfully knocked down, Stand Users will be forced into Stand Off state.
- Mounted (騎乗 Kijō): Mounted characters can mount and dismount from their horse at will using the Style button, altering their mobility and some of their available abilities. While unmounted, Heart Heat can be spent for Mounted characters to perform 'Quick Mount', instantly summoning their horse while delivering normal attacks for a seamless switch in the middle of attacking, and potentially knock their opponent into the air. If knockback is sustained, Mounted characters will be forcibly dismounted from their horse.
- Baoh Armed Phenomenon (バオー
武装現象Baō Āmudo Fenomenon): Exclusive to Ikuro Hashizawa. Baoh gains passive health regeneration that is boosted with every 25% health he loses, signified by the various changes in colors his Health Gauge undergoes. He can also spend Heart Heat to grant himself super armor during his next special skill, allowing him to power through most incoming attacks when he executes said skill without getting interrupted.
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.
- Jonathan Joestar can perform "This is my final Ripple!", which at the cost of a stock of the HHG, replenishes some of his health after an initial K.O. and makes all of his special moves their Ripple-enhanced variations for free, though he loses access to his Heart Heat Gauge once revived.
- Hol Horse receives a decrease in offensive power and a boost to HHG generation if he is fighting a female character (passive effect referred to as "Hol Horse loves the ladies!").
- Josuke Higashikata 4 can have a temporary defense and offense boost along with super armor if a counter that causes the opponent to insult his hair (named "Watch your mouth!") succeeds, though he cannot defend and is forced to walk forward while this ability is active.
- Guido Mista will lose Heart Heat if he suffers damage while he has 4 bullets left ("Unlucky Number 4").
- When in a match, Johnny Joestar, Gyro Zeppeli, and Funny Valentine can collect Holy Corpse Parts scattered around the stage that grant passive bonuses to stats and access to new special abilities. They each gain unique benefits for every part they currently have, but lose a part each time they are successfully knocked down. They need to collect and hold three parts of the Corpse in exchange for their final advantage in the fight.
- Johnny's Heart Heat Gauge charges much faster once collecting all three Parts.
- Once Gyro has collected a singular Corpse Part, he can use "Scan", a new attack that deals substantial damage. After getting all three, he has an unlimited Steel Ball gauge and permanent Golden Spin Mode.
- Once Valentine has collected at least two Corpse Parts, he will take reduced damage from all sources. After getting all three, he will activate "D4C Love Train", further reducing damage taken and automatically nullifying most projectiles. Certain special moves by D4C will execute faster, greatly improving Valentine's combo utility.
- If he is holding all three Corpse Parts and has three stocks of the Heart Heat Gauge, Valentine can completely restore his health to full using an ability called "Back from the 'other side'", in exchange for losing all of the Corpse Parts as well as access to his HHG.
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).
Rumble Mode & Resolve Mode
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.
Rumble Mode (ゴゴゴモード Go go go Mōdo, lit. "Go Go Go Mode" and referred to as such in the English localization): Activated at 25% health. Attack power increases and Guard and Heart Heat Gauges fill up faster.
Resolve Mode (覚悟モード Kakugo Mōdo, "Preparedness Mode" in the English localization): Activated at 15% health. In addition to the benefits of Rumble Mode, a character will gain super armor during their attacks, allowing them to continue attacking uninterrupted even when hit by non-Throws/HHA/GHA. Only 5 characters in the game can access this mode: Giorno, Bruno, Mista, Fugo, and Ermes.
- Story Mode (ストーリーモード Sutōrī Mōdo): The player follows a much more shortened version of the JoJo's Bizarre Adventure story, in the form of text-based cutscenes between battles closely representing those that transpired in the manga.
- Campaign Mode (キャンペーンモード Kyanpēn Mōdo): The player goes into an online mode where, by spending energy, they can either fight the A.I.-controlled avatars of other players, or a specific character in a boss battle that usually take multiple bouts in order to beat. These matches reward the player with cosmetic features, such as new SFX, taunts, poses, outfit color schemes, and when a boss is defeated, special alternate outfits and costumes. Winning fights in this mode rewards the Player a certain amount of Campaign Score, allowing them to rise within the ranks. Campaign Score is also earned if the player's avatar wins a match.
- Versus Mode (バーサスモード Bāsasu Mōdo): The player can fight against the COM or another human being, either through local multiplayer, or online battles for rank.
- Practice Mode (プラクティスモード Purakutisu Mōdo): The player can practice character attacks, skills, and combos using different battle settings. Though the training dummy is usually an idling character that can be made to execute specific actions or switched into an active COM state, a second player can be used to practice.
- Customize Mode (カスタマイズモード Kasutamaizu Mōdo): The player can customize their Campaign Mode avatar and their Player Card for online matches. They can also customize characters' various taunt and victory poses, lines, and SFX earned in Campaign Mode.
- Gallery Mode (ギャラリーモード Gyararī Mōdo): The player can purchase and view voice lines, soundtracks, concept, and publicity artwork, and unlocked poses and costumes, using Gold earned through battles in any mode other than Campaign Mode.
- Option Mode (オプションモード Opushon Mōdo): The player can customize the game's settings and COM difficulty.
- Arcade Mode (アーケードモード Ākēdo Mōdo): This mode is only available in Western versions only. The player chooses a character and difficulty setting and participates in a gauntlet of eight battles against randomized COM opponents to win Gold and set/beat high scores based on accumulative grading within the selected difficulty.
Special Attacks (HHA/GHA) and abilities
- Jonathan Joestar's HHA is the Scarlet Overdrive he used to defeat Dio. Another Special is "The Last Ripple", which revives him at the cost of his Heart Heat gauge. His GHA is the Sunlight Yellow Overdrive, visually similar to the one he uses against Bruford, with an added combo leading up to the climactic barrage.
- Will Anthonio Zeppeli's HHA trips the opponent before unleashing the Ripple Punch he uses on the frog when first demonstrating Ripple to Jonathan. His GHA is "Taiyou no Hamon (Ripple of the Sun)", where he strikes the opponent with his little finger, readies his Ripple, and obliterates the opponent with a Sunlight Yellow Overdrive-style Zoom Punch.
- Dio Brando's HHA is his Space Ripper Stingy Eyes. If Jonathan is KO'ed by this move, a special death animation will briefly play of Jonathan futilely trying to block the beams. His GHA is the freezing technique he used against Dire, beginning with a short beat down before shattering his victim while laughing.
- Joseph Joestar's HHA is "This means war!", a 27-round volley of the same Tommy gun he used on Straizo. Alternatively, in the middle of the volley, Joseph can combo the victim into the air and blast them with Ripple-infused bullets. His GHA is Ripple Clacker Volley, in which he stuns the opponent with a hidden rope, hides clackers behind his back, and then slingshots them into his opponent from all directions.
- Caesar Anthonio Zeppeli's HHA is his Bubble Barrier, which launches a flurry of ripple bubbles at the opponent with his Bubble Launcher and then creates a giant bubble around them, in the exact same way he assaulted Joseph in their first encounter. His GHA includes launching a multitude of bubble cutters which ambush the opponent and fry them with multiple redirected beams of light; this is the same technique he performs against Wamuu in his last fight.
- Lisa Lisa's HHA is her holding the Red Stone of Aja in the air, channeling Ripple power through it and firing a powerful laser, recreating her demonstration to Joseph and Caesar about the power of the stone. Her GHA is a counter, where, if attacked, she uses her scarf to ensnare the victim before beating them senseless, similar to how she defeated Wired Beck.
- Esidisi's HHA is the fire-based kick that killed Loggins. His GHA is him sticking his blood vessels inside the opponent from multiple directions and pumping them full of his boiling blood, lighting them ablaze.
- Wamuu's HHA is his Divine Sandstorm, where he shreds his opponent with sand/wind. His GHA is Final Mode: Gathering Gale, which turns his horn into a giant wind-based drill, which he slaughters his opponent with.
- Kars's HHA is "Light Blades". After cutting the opponent, Kars pauses for a moment, then, after they fall down, he rushes forward for an instant finishing blow with a delayed effect on them. His GHA is "This is the birth of Kars, the Ultimate Thing!!!" By donning the Stone Mask with the Red Stone of Aja embedded in it, Kars evolves into the Ultimate Thing. As "Kars (Ultimate Thing)", he gains traits of all sorts of living beings to include in his new, powerful moveset, but loses the ability to perform his HHA.
- Jotaro Kujo's HHA is "Have a nice flight", an extended version of Star Platinum's flurry of punches. Rapid taps on the attack buttons lengthen the duration of the attack, ultimately ending with Star Platinum uppercutting the opponent high into the air (used against Hierophant Green during his fight with Kakyoin). His GHA is "You pissed me off", which has Star Platinum launch the opponent into the air with a hard punch before stopping time. He proceeds to deliver a mighty barrage of punches before Jotaro resumes time, sending the opponent reeling. Jotaro can also stop time for up to 10 seconds, requiring a minimum of 2 bars of the Heart Heat Gauge, with time stop length depending on how much he has, and can share stopped time with DIO until either of them run out of the HHG, halting movement for whoever runs out first.
- Old Joseph’s HHA is a counter, in which he charges his Ripple; if attacked, he downs the opponent before jumping high into the air, performing a downward slam on them with Hermit Purple. His GHA has Hermit Purple wrap the opponent, with Joseph slamming them down hard into the ground hard before reeling them in for a powerful Ripple-charged chop to the neck.
- Muhammad Avdol's HHA is a combo attack using Magician's Red and his fire, which ends with him blasting the opponent and saying his “YES, I AM” line. His GHA is his Crossfire Hurricane Special, where he decimates the opponent with several of his ankh-shaped fire blasts.
- Noriaki Kakyoin’s HHA is “How about this!”, in which Hierophant Green unravels into strings and dives into the opponent's mouth, attacking him from the inside, like he did to Death Thirteen. His GHA is “20m Radius Emerald Splash”, in which he creates a large web of Hierophant Green's string, before launching the opponent into it and ricocheting them over the entire web as he shoots many emeralds all over the screen, ending with a point-blank Emerald Splash.
- Jean Pierre Polnareff’s HHA is “Can’t catch me when I take off the armor!”, which removes Silver Chariot’s armor, making it faster and allowing it to do multiple strikes in one attack similar to a Custom Combo but lowering defense. His GHA is “Gives you chills, doesn't it?”, a very fast assault with Silver Chariot’s afterimages that attacks the opponent from all sides, before skewering them completely.
- Iggy's HHA is a wave of sand, followed by The Fool lifting the foe up into the air before pile-driving them into the ground. His GHA is a massive sand wave that smashes the opponent into the air, before Iggy himself dives forward and bites the opponent on the nose, similar to his victory over Pet Shop. In his alternate costume, when Iggy dives into the opponent, he instead clamps onto their head and then farts directly into their face, similar to what he did to Polnareff frequently.
- Hol Horse's HHA is a rapid fire volley of 4 - 12 bullets with Emperor that curve back to hit the opponent 8 - 24 times, with quick taps on the attack button increasing his number of shots. His GHA has him shoot a glass bottle over his opponent as to allow J. Geil's Stand, Hanged Man, to stab them in the shoulder (similar to his finisher in Heritage for the Future), while Hol Horse shoots them in the forehead, similar to how the two defeated Avdol.
- Vanilla Ice's HHA has him use Cream to devour his victim before spitting them out, reminiscent of his devouring of Avdol's freshly severed arms. His GHA has Cream carve a violent closing spiral on the opponent before thrashing them relentlessly.
- DIO's HHA has him kick the opponent into the air, stop time, and throw a barrage of knives, resuming time as they fly at the opponent. His GHA is his infamous "ROAD ROLLER" where he stops time, then drops a road roller on his opponent, repeatedly smashing it before resuming time to let it explode. If the opponent is Jotaro, the player can input the combination for Jotaro's own time stop to nullify the damage of the final explosion, which will also cause a special scene to play. DIO can also stop time depending on how much of the Heart Heat Gauge he has, requiring a minimum of 2 bars, with time stop length depending on how much he has, and can share stopped time with Jotaro until either of them run out of the HHG, halting movement for whoever runs out first. If DIO uses his HHA while time is stopped, he will simply throw a barrage of knives; this can be used up to two times if the time stop is used at full HHG.
- Josuke Higashikata 4's HHA has Crazy Diamond punching his opponent repeatedly before sending them flying. Additional input causes Crazy Diamond shoot a piece of glass through his opponent, only to have it boomerang around and hit them again, at the cost of extra meter. His GHA has him actually heal the enemy to their maximum health before having Crazy Diamond's "DORA" barrage them into submission, similar to how he defeated Yuya Fungami.
- Okuyasu Nijimura's HHA uses his Stand erase the immediate area in front of him; it can be charged to increase the damage and range. His GHA has him use The Hand to repeatedly attack the opponent with its power, and after a final hit, he grins, with a flowerpot flying out of nowhere and hitting him in the face, causing a sliver of damage to himself as well, similar to how Okuyasu defeated himself against Josuke.
- Koichi Hirose's HHA is Echoes 3 Freeze, which will make the opponent heavier, temporarily slowing their movement and removing their ability to jump; the HHA can also slow down Kira's Sheer Heart Attack. His GHA has Act 1 pelting the victim with a barrage of deafening sounds, Act 2 knocking them high into the air, and Act 3 beating them up with 3 Freeze and inflicting his increased gravity on them, causing them to fall down hard.
- Rohan Kishibe's HHA is "I’ll take your 'Reality' for myself!", in which Heaven's Door turns a small section of the opponent's face into "material" before Rohan rips out a page. The damage is relatively small, but he seals their special moves for 5 count of the battle timer. His GHA is "I've got the perfect safety lock for you!", in which Heaven's Door knocks the opponent over, converting their entire face into material, allowing Rohan to write down “I cannot attack Kishibe Rohan” on the opponent before delivering a hard palm to their face to close it. This GHA seals off every possible attack for 5 counts of the battle timer.
- Shigekiyo Yangu's HHA is a splash of Harvests knocking the opponent back. His GHA is Harvest swarming and covering the opponent head-to-toe, each individual Harvest beating them up before they all punch simultaneously to send the opponent flying.
- Akira Otoishi's HHA involves Red Hot Chili Pepper, grabbing his opponent using only its pinky and turning them into electricity, dragging them into the ground, moving around and damaging them while Akira starts playing on his guitar, ending with them being reconverted back into human form and sent flying. His GHA makes imaginary spot lights shine on Akira wailing on his guitar as if he were performing at a concert, all while Red Hot Chili Pepper endlessly beats his opponent to the rhythm.
- Yoshikage Kira's HHA, "I’ll blow you to smithereens!", has Killer Queen perform a downward chop at the opponent that primes them. Then, after blowing them up into the air multiple times, Killer Queen triggers one final explosion while Kira adjusts his tie. His GHA, "Sheer Heart Attack", has him launching Sheer Heart Attack into his opponents torso, knocking them back as the tank leaps, only to fall down and explode on them at point-blank range. Sheer Heart Attack homes in on the opponent for as long as the GHA button is held, otherwise flying up and out of sight. If in a fight with Koichi, Echoes Act 3 can slow down Sheer Heart Attack dramatically.
- Kosaku Kawajiri's HHA has Killer Queen expose Stray Cat from a compartment in its stomach, allowing it the conjure an air bubble; if the opponent attacks him, they get blown back by said air bubble as Kira measures out the distance before shooting a powerful air bomb at them. His GHA is Bites The Dust, where Kira brings out Hayato, who subsequently runs from him and potentially into the opponent. By then the camera zooms into the opponent's eye, where the image of Killer Queen is in it as Hayato screams shortly before the opponent is detonated from the inside, activating the time loop. The round timer rewinds ten seconds and Kosaku regains some health. If the opponent has gone through a transformation (i.e. Gold Experience Requiem, Made In Heaven), they are reverted back to their previous states.
- Giorno Giovanna’s HHA is “The sharp pains… They’re hitting me slowly!...”, a slow-motion punch of Gold Experience to the opponent's face. His GHA is “Never-ending End”, in which Gold Experience is pierced with the Arrow and transformed into Gold Experience Requiem, gaining new abilities and increasing his power exponentially, albeit temporarily. This can be interrupted if the opponent lands a hit on him during the transformation.
- Bruno Bucciarati's HHA has Sticky Fingers opening a hole into the ground which he throws his opponent into, closes it up, and pummels them. This beat-down is not seen, only heard, which then ends with Bruno bodily slamming the opponent to the ground from the air, slightly damaging himself in the process. His GHA uppercuts the opponent into the air from a zipper below them, before both Bruno and Sticky Fingers come out from that same zipper to deliver his famous barrage of punches used against Pesci, ending with him saying "Arrivederci!" ("Farewell!") as the opponent is sent flying.
- Narancia Ghirga's HHA is “Get them with the big one!”, in which Aerosmith carpet bombs the area, dealing more damage the closer the opponent is. His GHA is “Volare Via!” Aerosmith shoots the opponent into the air, after which Narancia says "Volare via!" ("Fly Away!") before Aerosmith drops a bomb on the foe.
- Guido Mista's HHA is “I’ll shoot the hell out of you!”, in which he shoots a single bullet which is broken into 7 pieces by Sex Pistols, and launched against the opponent. His GHA is “Now I’m serious”, in which Mista shoots 6 bullets that leave the opponent open, before quick reloading (dropping bullets into the chamber from his hat) and unloading into them, each bullet getting redirected by Sex Pistols multiple times, ending with them kicking the last bullet in group unison straight into the opponent's forehead.
- Pannacotta Fugo's HHA is a barrage of fists from Purple Haze, ending with the opponent being infected by his virus. His GHA is Purple Haze turning into Purple Haze Distortion and Fugo biting one of the capsules so the opponent starts dissolving from the virus, then Purple Haze violently pummels the opponent spreading the virus into their system even more, similar to how Illuso was killed.
- Diavolo's HHA is Epitaph, allowing him to see into the future with 100% accuracy. While in this mode, Diavolo dodges most of the enemy's attacks automatically with a Stylish Action, but without depleting his Guard Gauge. His GHA is “Pinnacle of Eternity!”, where he takes a pose, and should he be hit during said pose, he will erase time, leaving behind an image of his opponent before King Crimson emerges behind the victim and chops into their clavicle.
- Jolyne Cujoh's HHA is a barrage with a baseball, like she did against Miraschon. Similar to the manga, it is listed by the game as a 1000-hit combo. Her GHA is her wrapping her opponent up with Stone Free's net, striking the bound opponent several times herself, then lets Stone Free finish the opponent.
- Ermes Costello's HHA has Ermes pull out a sticker and place it on her head, creating a duplicate. If hit, her and Kiss kick the opponent back before Kiss pummels the opponent, after which Ermes pulls the sticker from her head. Her GHA places stickers on her opponent's head causing a duplicate to appear as Kiss beats them repeatedly, gradually raising them into the air, before Ermes snatches the sticker off, causing big damage as their heads fuse back together. This is similar to how she killed Sports Max.
- Narciso Anasui's HHA is a barrage of uppercuts by Diver Down, sending the victim flying to where it strikes them again. His GHA is using Diver Down to phase into the opponents' bodies, destroying them from the inside before delivering a final kick that pierces them.
- Enrico Pucci's Stand evolves with special techniques. His HHA with Whitesnake has him pull a disc out of the opponent, sealing Style-related moves from them. Whitesnake otherwise has no GHA. After speaking the 14 words to the Green Baby, Whitesnake evolves into C-Moon (ECH). C-Moon's GHA has Pucci grab a piece of metal and float upward. Should he successfully avoid getting hit after roughly 2 seconds, C-Moon evolves into Made in Heaven, causing Pucci to move faster and the opponent to move slower as the both of them are teleported to the Big Bang in space. If the C-Moon GHA is used on the Kennedy Space Center stage, a special scene plays with Pucci jumping onto a nearby shuttle.
- Johnny Joestar's HHA has different animations as it makes Tusk grow from Act 1 to Act 4 (collecting the corpse parts has the same effect).
- His HHA with Act 1 makes Act 2 appear and shoot to the ground, hitting the opponent.
- His HHA with Act 2 has Johnny shoot himself with Act 3 before Act 3 sends a hole after the opponent, resulting in him appearing behind them and shooting them repeatedly.
- His HHA with Act 3 and Act 4 has Act 4 appear and starts a barrage of punches, hitting the target into the ground before a second barrage pummels them while they are down.
- His GHA has him thrown off his horse, activating Act 4, after which he shoots his opponent before Tusk flies in and starts punching them repeatedly, before bearing through the opponent with an enlarged Tusk Act 4 head appearing behind the opponent, similar to how he attacked Funny Valentine. If this GHA is used against Valentine, a special scene plays where Valentine immediately activates D4C Love Train, only for Tusk to rip through it and punches D4C in the face.
- Gyro Zeppeli's HHA is a double Steel Ball attack which can be done on the horse as well. When he has a corpse part or multiple, he produces Scan. His GHA is a Steel Ball attack with Ball Breaker infusing itself with the Steel Ball, invoking the Golden Spin, lifting the target into the air as a result as Ball Breaker comes out from behind them. If used against Valentine, a special scene plays where Valentine activates D4C Love Train, only for Ball Breaker to appear on the other side of the barrier, fly over Valentine's shoulder, and detonate.
- Funny Valentine's HHA has him taunt the opponent, setting up a counter where if the opponent hits him, he gets knocked back, causing multiple clones of Valentine from parallel worlds to appear and beat the opponent up before they uppercut the opponent in unison. When all corpse parts are collected, D4C Love Train is activated, raising his defense and gaining invulnerability to projectiles. His GHA has him pulling the opponent to a parallel world and throwing them at their alternate version, creating a paradox and obliterating both of them as they dissolve into Menger Sponges like he did against Diego Brando and Wekapipo.
- Josuke Higashikata 8's HHA has him use Soft & Wet's Plunder ability to take the eyesight of his enemy, causing them to keel over, like what he did to Joshu. His GHA is him using Soft & Wet's soap bubble to steal the friction from his opponent's body, then after a barrage of attacks, Soft & Wet hits them one final time, sending him spinning out and colliding with the stage wall.
- Ikuro Hashizawa's HHA is him firing the same large laser rifle he used to defeat Walken, while his GHA starts with him using Meltedin Palm Phenomenon into their faces before throwing them down, striking his opponent repeatedly with his Arm Sabers, grab the foe again by the throat and slam them hard onto the ground enough for the body to bounce, and electrify them with the Baoh Break Dark Thunder Phenomenon.
Unique Special Attacks
In certain match-ups and under certain conditions, the special attacks for some characters change to how they are panned out in the manga. The examples include:
- Dio's HHA on Jonathan: When Space Ripper Stingy Eyes K.O.'s Jonathan, he will futilely attempt to block the lasers with his hands. He will also whisper "Erina..." as he falls.
- Iggy's GHA changes depending which "costume" Iggy is using. If he is using his "realistic first appearance" alternate costume, after his GHA combo, he will fart in the opponent's face, like he did with Polnareff. If Iggy is using his "normal" costume, instead of farting, he will bite the enemy's nose (referencing his final move during his fight with Pet Shop).
- DIO's blood-sucking grab on Jonathan or any of his descendants, after performing the move, he will stab his temple and taunt the opponent saying "This is the greatest kind of high!".
- If DIO's HHA is used during stopped time, instead he will just throw a wave of knives in a forward direction at the opponent.
- If DIO's GHA is used against Jotaro, Jotaro will retaliate with an "'ORAORAORA'" barrage from the underside of the road roller. At some point during the animation, if Jotaro activates his own time stopping ability, 2 bars of Jotaro's own Heart Heat Gauge will be used as soon as the road roller explodes and a new animation will begin, recreating the moment Jotaro stopped time himself to escape Dio's onslaught and damage will be minimized.
- Okuyasu's The Hand ability can neutralize Kosaku's air bombs.
- Kira's GHA on Koichi, when Sheer Heart Attack is activated, Koichi can slow it down by using Echoes Act 3's special attack "S.H.I.T." or his HHA.
- Kira's HHA or GHA KO'ing Shigekiyo results in him shouting "'Josukeeee!'" when the bomb goes off.
- Kawajiri's HHA or GHA KO'ing Rohan results in him shouting "'Koichi-kuun!'" when the bomb goes off.
- Giorno's HHA on some certain characters:
- When Jonathan is hit, Gold Experience jabs its thumb into Jonathan's eye, similar to what Dio did during their fighting match in their youth.
- When Dio is hit, his left eye and the left half of his mouth will close up and seem dead, similar to the state he was put in after being bisected by Jonathan.
- When Joseph is hit, his face will either contort into a similar reaction to his "OH NO!" face or contort into the face formed when the woman possessed under Caesar's ripple punches him when Joseph and Caesar first fight.
- When Lisa Lisa is hit, she'll put her hand up to her face to cover it, used in the same manner as when she tried to hide her crying for Caesar.
- When Esidisi is hit, his eyes begin to tear up, hinting at the fact he bawls to calm himself down.
- When Old Joseph is hit, his face contorts into his iconic "OH! MY! GOD!" face.
- When Polnareff is hit, his tongue will comically stretch up to his right ear similar to a situation where he was held at gunpoint by Hol Horse and tried to warn the others where he was.
- When Hol Horse is hit, he will spit his cigarette out from his mouth.
- When Vanilla Ice is hit, his face contorts similar to how he is enraged being fatally wound by Polnareff at near before dissolving into a dust.
- When DIO is hit, Gold Experience will punch his head in the temple, where Jotaro punched him during their fight (crushing that part of his skull) during the battle between them.
- When Rohan is hit, his face contorts to the face he had getting punched by Josuke for first time (after getting taken by surprise by Josuke's unexpected retaliation).
- When Shigechi is hit, his face contorts similar to how he looked when Kira blew him up, disfiguring it.
- When Kira is hit, his face contorts in a fashion similar to when he was first hit by Star Platinum.
- When Kawajiri is hit, his face contorts in the same fashion after Killer Queen's head is cracked by Crazy Diamond's punch
- When Bucciarati is hit, his jaw contorts extremely and a tooth will fly from his mouth, recreating the scene when he first gets punched in his first fight with Giorno.
- When Diavolo is hit, his face contorts similar after getting punched by Gold Experience Requeim.
- When Pucci is hit, Gold Experience will hold Pucci's head with the left hand to stop him from using a gravitation ability while punching him with the right, resembling how Pucci was defeated by Weather Report at the end of Stone Ocean.
- When Gyro is hit, his Go! Go! Zeppeli! teeth are shown when his mouth is open due to the punch.
- When Valentine is hit, his face contorts to look similar to the one caused by Tusk Act 4 pummeling D4C.
- When Josuke 8 is hit during the close up on his face his 'four eyes' and 'two tongues' brought on from him fusing with Yoshikage Kira will be clearly visible to see.
- When Baoh is hit, his reaction will be different depending on how much health he has.
- At high health, his expression will not change in the least.
- At low health, where his pupils are visible and Ikuro is more in control of his Baoh form, Baoh's face will repeatedly distort left and right.
- If Pucci's GHA is used on the Kennedy Space Center stage, an extra scene will play where Pucci jumps onto a nearby shuttle and activates Made In Heaven.
- Pucci's Hallucination attack is unique depending on the victim:
- When Jonathan is hit, he will try to clean his mouth with his handkerchief (similar to when he tried to clean it after getting beat up as a boy).
- When Dio is hit, he holds his head as when he was bisected by Jonathan and trying to fix it.
- When Caesar is hit, he'll start swinging at the air (similar to him attempting to hit Wamuu while his body is too exhausted).
- When Lisa Lisa is hit, she places her hand near her face (much like her reaction to Caesar's death)
- When DIO is hit, he starts clawing at his own body as when after he was healed with Joseph's blood.
- When Old Joseph is hit, he makes his "OH MY GOD!!!" expression, hands holding his face.
- When Iggy is hit, he'll act like a "normal dog" and play dumb (this was used in order to fool Pet Shop).
- When Okuyasu is hit, he places his hand to his mouth in an attempt to try to "catch his teeth" (Pearl Jam chapters).
- When Rohan is hit, he punches himself much like he did when his Stand was under Boy II Man's control.
- When Kawajiri is hit, he starts looking at his hands (waking up in Reimi's Alley after his death).
- When Diavolo is hit, he'll make the same pose during one of his "many deaths".
- When Gyro is hit, he pulls his hair and widens his mouth (in reference to his "7 Days in a Week" gag).
- Johnny's GHA on Valentine, when Johnny activates Tusk Act 4, Valentine will try to use D4C Love Train to protect himself, but Tusk Act 4 breaks through and then proceeds to pummel D4C in Valentine's stead.
- Gyro's GHA on Valentine, when Ball Breaker makes contact, instead of directly drilling into Valentine, it passes by him before detonating.
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. 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.
- Aztec Chief - Appears as a support item.
- Erina Pendleton - Appears as a random support in Campaign Mode.
- George Joestar I - Appears as a random support in Campaign Mode.
- Wang Chan - He serves as the guide character for the store in Gallery Mode.
- Robert E. O. Speedwagon - He is seen in the background of the Dio's Castle stage and serves as the guide character for the main menu.
- Dire - Appears as a random support in Campaign Mode.
- Executed Zombies - They appear in the background of the Dio's Castle stage.
- Enya the Hag - Appears as a random support in Campaign Mode.
- Devo the Cursed - Appears as a random support in Campaign Mode.
- Cameo - His Stand, Judgement, appears as a random support in Campaign Mode.
- Oingo and Boingo - They serve as guide characters for the Art Viewer in Gallery Mode and appear as a support item in Campaign Mode.
- Khan - Appears as a support item.
- Alessi - His Stand, Sethan, appears as a support item.
- Daniel J. D'Arby - He serves as the guide character in Customize Mode and appears as a random support in Campaign Mode.
- Cairo Informant - Appears as a random support in Campaign Mode.
- Telence T. D'Arby - He appears in commercials for the game and serves as the guide character for the Model Viewer in Gallery Mode.
- Nukesaku - Appears as a stage hazard on the DIO's Mansion stage.
- Wilson Phillips - Appears as a stage hazard on the Cairo Streets stage.
- Tamami Kobayashi - Appears as a random support in Campaign Mode.
- Toshikazu Hazamada - Appears as a random support in Campaign Mode.
- Tonio Trussardi - Appears as a support item and as a random support in Campaign Mode.
- Reimi Sugimoto - In addition to serving as the guide character for Story Mode, she appears in the Situation Finish on the Morioh stage and as a support item.
- Yoshihiro Kira - Appears as a stage hazard on the Kira Estate stage.
- Hayato Kawajiri - Appears as part of Kosaku Kawajiri's "Bites the Dust" Great Heat Attack.
- Ken Oyanagi - Appears as a support item and as a random support in Campaign Mode.
- Mikitaka Hazekura - Appears as a support item in Campaign Mode.
- Yuya Fungami - His Stand, Highway Star, appears as a support item.
- Terunosuke Miyamoto - Appears as the guide character for the item shop in Campaign Mode.
- Leone Abbacchio - He serves as the guide character for the Sound Test in Gallery Mode and appears as a support item.
- Sale - His Stand, Kraft Work, appears as a support item.
- Coco Jumbo - Appears in the background of the Naples Station stage.
- Formaggio - Appears as a support item.
- Pesci - Appears as a stage hazard on the Naples Station stage.
- Prosciutto - Appears on the Naples Station stage as part of the stage hazard and Situation Finish, and as a support item.
- Melone - He serves as the guide character for Options Mode.
- Ghiaccio - He serves as the guide character for the JoJo Dictionary in Gallery Mode.
- Vinegar Doppio - Appears during Diavolo's intro animation and some of his victory poses.
- Risotto Nero - His Stand, Metallica, appears as the loading screen icon.
- Cioccolata - Appears as a random support in Campaign Mode.
- Secco - Appears as part of the stage hazard on the Rome Streets stage.
- Thunder McQueen - Appears as a support item.
- Foo Fighters - Appears as a random support in Campaign Mode.
- Emporio Alnino - Appears as part of the stage hazard on the Kennedy Space Center stage and as the guide character for Gallery Mode. His voice is also heard during the ending of Part 6's Story Mode.
- Weather Report - Appears as part of the stage hazard on the Green Dolphin Street Prison stage, and as a support item.
- Kenzou - His Stand, Dragon's Dream, appears as a support item and as a random support in Campaign Mode.
- Green Baby - Appears as part of Pucci's moveset, and can be used to evolve Whitesnake into C-Moon.
- Rikiel - He appears as a support item.
- Donatello Versus - Appears as the guide character for the item shop in Story Mode.
- Steven Steel - He serves as the guide character for Campaign Mode and appears in the background of the Along the Philadelphia Coastline stage.
- Lucy Steel - Appears as part of the stage hazard on the Along the Philadelphia Coastline stage.
- Pocoloco - Appears as a support item and a random support in Campaign Mode.
- Ringo Roadagain - He serves as the guide character for Versus Mode and Arcade Mode, and appears as a random support in Campaign Mode.
- Sugar Mountain - Appears as a support item in Campaign Mode.
- Mike O. - Appears as a support item in Campaign Mode.
- Wekapipo - Appears as a random support in Campaign Mode.
- Diego Brando (Parallel World) - His voice is heard during the ending of Part 7's Story Mode, where he is referred to as Dio.
Campaign Mode Surprise Supports
- Ken Oyanagi - Challenges the player to a game of Rock Paper Scissors. Paying 1 extra energy point will take away one of the options for Ken, Paying 2 points will leave Ken with only one choice. Winning will allow the player to select a boss as their next opponent
- Cairo Informant - If the player pays him 2 extra energy points, they can select a boss as their next opponent.
- Dire - Performs his Thunder Split attack and reduces opponent's HP by 40% for the next fight. If the player pays an extra energy point, he performs Thunder Cross Split Attack and reduces opponent's HP by 60% for the next fight.
- Rudol von Stroheim - Shoots up the opponent with his Abdominal Machine Gun, reducing their health by 40%
- Daniel J. D'Arby - Plays a game with 10 cards, 1 losing card and 9 winning. Picking a winner will give the player an advantage effect in the next fight.
- Devo the Cursed - Activates Ebony Devil, granting the player higher attack power by paying either 0, 1, or 2 energy points, the strength of the effect varying from low, medium, or high depending on the energy spent.
- Judgement - By paying 2 energy points, the player can select three special advantages for the next fight.
- Toshikazu Hazamada - Activates his Stand and gives the player one support card, which is a random copy of a support card already in the player's inventory.
- Tamami Kobayashi - Gives the player 1 random bonus reward from the boss, save for special costumes.
- Dragon's Dream - Generates a special effect for the next fight if the player pays 1 energy point.
- Wekapipo - Activates Wrecking Ball and disables the opponent's Heart Heat Gauge for the next fight if the player pays 1 energy point.
- George Joestar I - Appears after a loss and makes the Quality, Time, and Life scores for the next fight all S rank if won.
- Ringo Roadagain - Appears after a loss and gives the player a choice of retrying the last fight by activating Mandom.
- Enya the Hag - Will play a game similar to D'arby's, but with 2 losers and 3 winners. Paying energy bars will get rid of losers depending on the amount paid. If the player wins, they get 2 medals.
- Tonio Trussardi - Gives the player a meal, awarding them an energy point.
- Pocoloco - Shares his luck, refilling the player's entire energy bar.