All-Star Battle R/Giorno Giovanna

"True "resolve" means cutting open a bright path through the darkest of fields! (覚悟とは！暗闇の荒野に！！進むべき道を切り開くことだッ！)"

Giorno Giovanna (ジョルノ・ジョバァーナ) was confirmed to return for during the game's initial announcement trailer. He was also 1 of 15 playable characters during the 2022 Demo on August 5.

His moveset is fundamentally the same as his from, with a few tweaks being made to both balance the character and fit him into the overall gameplay tweaks that All-Star Battle R brought.

In the English version of All-Star Battle R, Giorno's Stand, Gold Experience, is localized as "Golden Wind", carried on from its first official usage in.

Replacing Daisuke Namikawa, Kensho Ono reprises his role as Giorno's voice actor from the Golden Wind anime adaptation. Kensho also replaces as Gold Experience Requiem. As with the majority of the game's roster, voicelines for Giorno were either added or re-recorded.

Gameplay
Giorno has 950 health and uses the Stand (スタンド) Battle Style, fighting foes with Gold Experience. During a fight, he can use several different attacks that were featured in Vento Aureo.

General Changes

 * Giorno's run speed in Stand Mode has been decreased.
 * Giorno's jump height in Stand Mode has been increased. The jump is also a bit more floaty, meaning Giorno falls to the ground slower than he did in All-Star Battle.
 * The Heart Heat Gauge drains much slower while in Requiem than it did in All-Star Battle.
 * While in Requiem, Flash Canceling now costs the normal full bar of Heart Heat Gauge as opposed to only 0.20 of a bar like it did in All-Star Battle.
 * While in Requiem, Giorno can now perform a small aerial dash.

Dialogue
Outside of, Giorno has unique interaction dialogue for both his match entrances and victories when facing certain characters.

All-Star Battle Mode
All missions in starring Giorno as either the Player or Enemy, in order of appearance.

Music
Giorno's theme is Gold Experience (黄金体験), and can be unlocked in-game by landing the "Useless, useless, useless, useless!" skill in 's Giorno vs  Extra Battle.

Its name is taken from the name of Giorno's Stand, Gold Experience.

1.3.0

 * Dodge [Gold Experience Requiem] (Background and Foreground)
 * The activation of the move has been standardized for all characters.
 * Normal Attacks [Gold Experience Requiem]
 * Aligned hitboxes properly with the animations.

1.4.0

 * Throw Escape [Gold Experience Requiem]
 * Adjusted to standardize character advantages and disadvantages when throw escaping and being throw escaped.
 * Wake-up [Gold Experience Requiem]
 * Unified wake-up behavior with other characters.
 * Down Evade [Gold Experience Requiem]
 * Applied invincibility. (corrected to match other characters)
 * "Useless, useless, useless, useless!" skill
 * Fixed so that if the same skill hits 3 times or more, the opponent now gets downed. (unintended bug)
 * "The pain will be slow!" HHA
 * Increased recovery time.
 * The timing of the GHA followup activation has not been changed.

1.6.0

 * Crouching Medium Attack [Gold Experience Requiem]
 * Increased forward movement.
 * Increased time attack is active.
 * Decreased speed of attack start-up.
 * "This doesn't feel good..." special
 * This special now sends opponents flying even if they are downed when hit.
 * Removed the ability to cancel into special moves and GHA.
 * "Beyond the arrow's power!" dash special [Gold Experience Requiem]
 * Made it so forward and back dash can be cancelled earlier.
 * Added Aerial Dash in the forward direction.
 * These changes are intended to make dashing easier to use while fighting.
 * "WRYYYYYYYYYYY'" skill
 * Fixed bug where the Same Move Counter (IPS) was not properly working for the skill and certain instances of the skill would be counted as different skills, allowing for more than three in a combo.
 * This fix ensures that opponents will now be downed if the skill is used three times or more, regardless of the timing and version of the skill used.
 * "Can you escape destruction?" skill [Gold Experience Requiem]
 * Decreased speed of the projectile.
 * This makes it so the projectile is no longer guaranteed to hit if an aerial attack is blocked and this skill is used immediately after.
 * When the projectile hits the ground, it will now turn into a broach.
 * This is a visual change that has no effect on gameplay.