Voice Actor(s):
Masashi Sugawara
Voice Actor(s):
Ayako Kawasumi
Voice Actor(s):
Taketora
Voice Actor(s):
Tamio Ohki
Voice Actor(s):
Hiroaki Tajiri
Voice Actor(s):
Itaru Yamamoto
Voice Actor(s):
Keiji Hirai
Voice Actor(s):
Masaru Suzuki
JoJo's Bizarre Adventure: Eyes of Heaven (ジョジョの奇妙な冒険 アイズオブヘブン, JoJo no Kimyō na Bōken Aizu Obu Hebun) is a tag team fighting game based on the JoJo's Bizarre Adventure franchise, developed by CyberConnect2 and published by Bandai Namco Entertainment exclusively for the PlayStation 3 and PlayStation 4.
The game features 52 playable characters (53 with first print bonus), ranging from Phantom Blood to JoJolion. It was announced in the January 15, 2015 issue of Famitsu and was presented at Jump Festa 2015. A demo was presented at Jump Festa 2015 with 7 characters: Joseph Joestar, Caesar Zeppeli, Rudol von Stroheim, Jotaro Kujo, Noriaki Kakyoin, Josuke Higashikata, and Diego Brando. It was released afterwards on PSN for PS4 only.[3]
The game was released on December 17, 2015 in Japan, June 28, 2016 in North America, and July 1, 2016 in Europe.[2]
Eyes of Heaven is a 3D action brawler, described as Stylish Tag JoJo Action (スタイリッシュタッグジョジョアクション, Sutairisshu Taggu JoJo Akushon), set in relatively large arenas based on locations in the JoJo's Bizarre Adventure manga.
The format of the game involves four characters in a 2 vs 2 battle. Players may pick a single character to control as well as a second character that may be controlled by either a CPU or a second human player if playing online to fight the enemy team. While the game allows for four players to battle each other in teams online, there is no local multiplayer.
Jotaro Kujo and his Part 4 self, Enrico Pucci and his New Moon form, and Diego Brando and Alternate Diego cannot team up with each other.
During a match, each team has to deplete the enemy team's health gauges first before the end of the round. Characters have three health gauges which are depleted in succession until the character is "Retired", and knocked out of the fight. Offensively, the characters have access to basic attacks and their own special skills. For basic attacks, all characters have Normal Attacks used to string basic combos, a Powerful Attack used to knock opponents away or deliver strong finishers to Normal Attack combos, and a slow but unblockable Takedown Attack unleashed when Powerful Attack is held, delivering a red-flashing strike that crumples targets and leaves them open to follow-up attacks.
Special skills usually take the form of unique, powerful abilities that can initiate larger scale attacks and inflict greater damage to opponents, but can also prepare/provide a number of advantages and bonuses when used. Each character usually has one skill they can occasionally perform that has notably more potent effects or damage compared to others, but also a greater cooldown. All special skills are subject to cooldowns during which a character cannot perform them again, though various buffs can increase cooldown speed. Certain skills have cooldown gauges that also serve to display secondary elements, such as how many times a skill can be used before being placed on cooldown, and the length of an effect or enhanced state.
Defensively speaking, a player can either put up a guard that blocks attacks to greatly reduce the damage taken and potentially counter, or dodge in any cardinal direction with a fast but short Quickstep. Aside from evasion, Quickstepping can also be used to cancel out of attacks or certain skills in order to extend ground combos, or interrupt an unsafe maneuver. Jumping can also be used to cancel out of combos in a similar manner. While putting up a guard is generally the fastest and safest defensive option and does not expend stamina, it has an innate durability indicated by the color of the guard gradually shifting from white to yellow to red. If too much guard damage is sustained in a short period of time, a Guard Break will occur, leaving the defender completely vulnerable for a few seconds and unable to act. Guards are also vulnerable to the aforementioned Takedown Attacks, which function as the game's equivalent to "throws".
All characters (except Alt. World Diego & N'Doul) possess the ability to Homing Dash, allowing them to charge forward or toward their lock-on targets in short bursts at the cost of stamina in order to quickly close distance. Upon making contact, the target will stagger as if hit by an attack, which combined with the ability to cancel out of Homing Dashes using Normal Attacks (known as "Homing Dash Attacks"), grant a relatively easy method of starting combos. Homing Dashes can also be used to create distance and escape danger.
Each time a health bar is depleted, it will "Break", and the character is temporarily knocked down before being able to resume fighting, permanently preventing them from restoring health past that point but also granting them temporary invincibility and therefore a chance to recover. For some characters, special effects may take place when they reach certain health levels.
Below the health gauge is a stamina gauge that displays how much a character can take action within a given period of time. Actions such as Quickstepping, Homing Dashing, jumping, and executing skills deplete stamina, and stamina is generally lost at a much faster rate than it is regenerated. Once empty, the stamina gauge will turn red and characters are unable to execute any actions aside from Normal and Powerful attacks, and guarding for a brief period until the gauge refills completely. Jump-canceling combos also depletes a very large portion of the stamina gauge, and holding a Homing Dash rapidly drains stamina beyond the initial cost in exchange for extending its distance. While stamina will slowly recover on its own, standing still also greatly increases the regeneration rate (though guarding will inversely slow it down). Certain passive skills on specific characters deplete stamina while active, and some even require a full gauge to even use. In all, the presence of stamina is both a deterrent for haphazard aggression and a means to limit a given character's ability to maintain an overbearing offensive, such as reckless Quickstepping or Homing Dashing.
All characters possess a Style Action, a singular special ability that predominantly acts as their main skill or unique gimmick, and is often representative of their Style and abilities as a fighter. For some characters, such as Rudol von Stroheim or Koichi Hirose, a Style Action takes the form of core abilities integral to their playstyle; for others such as Jotaro Kujo or Giorno Giovanna, their Style Actions may take the form of limited-use, tremendously powerful abilities that accessorize or augment their skill set without being necessary to function. While all Style Actions have little commonality, as their roles and utility differ between the playable characters, they ultimately share the trait of being important in how every fighter operates in combat when used to their full potential.
If a character is hit from behind, it is registered as a Backstab, increasing the damage dealt to them. Similarly, if a character is interrupted with an attack while they themselves are attacking or in the middle of a combo, a Combo Breaker will occur and grant an amount of Dual Heat Gauge to the offender.
Other abilities available to all characters are a Flash Burst and Flash Cancels, which are signified by a purple light and two smaller green lights by the player character's portrait, respectively. A Flash Burst will cause the character to pose with a 'burst' of light, breaking them out of enemy combos by granting them invincibility and sending attackers flying; Flash Cancels instantly cancel a character's attack, including special skills, in order to open up more opportunities to extend combos. When a Flash Burst or Cancel is used, there is a long cooldown before they can be used again.
Both teams have a Dual Heat Gauge with six different sections that fill when dealing or taking damage, using special skills and abilities, or performing other tasks such as destroying stage objects. When one section of the gauge is filled, a team can activate a Dual Combo (デュアルコンボ, Dyuaru Konbo), entering a timed state where all stats are given a boost (attack damage, defense, movement speed, cooldown speed, etc). During a Dual Combo, the team can fill a special gauge by landing attacks on the enemy team before the timer runs out in order to perform a special cinematic Dual Combo Finish, further damaging opponents whilst restoring some health as a bonus reward. When three sections are filled, a team can then perform Dual Heat Attacks (デュアルヒートアタック, Dyuaru Hīto Attaku), causing the characters to pose before charging forward, cloaked in a red aura. If the charging character successfully connects with an opponent, a special cinematic joint attack will initiate, dealing massive damage to the target. Each time the Dual Heat Gauge is filled completely, it will reset but become more difficult to fill each time. Certain match-ups contain special animations and dialogue between two characters, mostly between allies in the form of unique, fully animated and cinematic Dual Heat Attacks. However, these have no effect on gameplay aside from altering the angles and distance opponents are sent when struck by a DHA.
Moreover, the battle arena contains interactive items the characters can freely use for a number of goals. These include objects that can be thrown or trapped depending on the character, and stage-specific gimmicks such as knocking enemies down onto spikes to deal bonus damage and resting at a cafe to replenish health. Among the many stage objects are destructible red boxes containing temporary power-ups, such as attack and defense boosts, instantaneous cooldowns to all abilities, and even Dual Combo and DHA charges.
When a member of a team is Retired, their partner will be powered up to balance the number disadvantage under a Soul Succession (also referred to as "Inherited Will" in some descriptions). Soul Successions grant the character in question an extra purple health bar that will slowly deplete over time, and incredible power-ups to movement speed, skill cooldown speed, and attack damage, as well as super armor when attacking. All unused Dual Combo charges are unavailable for the rest of the match, while charges of Dual Heat Attacks are converted into Soul Succession charges. However, in rare scenarios where both fighters are defeated at the exact same time, no Soul Succession will occur and the match will end immediately.
Exclusively in 2v2 online mode, when a player is Retired on either team, that character becomes a "Vision" who cannot receive or deal any further damage, and is only allowed access to one skill from their movelist and no other attacks. Whenever a Vision receives or lands an attack, the respective target is temporarily knocked down, allowing the Vision only to disrupt players on the other team.
Like in All-Star Battle, characters are categorized by Battle Styles which change how each character plays in the game, as well as their different strengths and weaknesses. "Ripple User" (波紋使い, Hamon-tsukai), "Vampire" (吸血鬼, Kyūketsuki), "Mode" (
Also new in Eyes of Heaven is that characters that were previously classified in All-Star Battle as having one Battle Style but displayed abilities of another are now classified as having two Battle Styles. For example, Old Joseph Joestar is now classed as both a Ripple User and a Stand User, while in the previous game he was only classified as a Stand User who happened to have Ripple-based abilities and attacks as well.
The game features an original storyline supervised by Hirohiko Araki[4] and centers around a major timeline and universal interference within the JoJo universe affecting characters across all arcs, as well as the Saint's Corpse Parts.
The Story Mode includes a level system and ability tree for each character, and each playable character levels up using XP earned from Story Mode battles and missions, up to Lv. 50. Characters are originally available within the Story Mode with an incomplete set of techniques and lowered stats. These parameters can be unlocked by fighting with them and using the point rewards gained from levels to unlock a technique or improve the character's various stats in the tree. Stats such as health and attack strength automatically grow upon a character leveling up, and require no points.
Aside from recovering skills and abilities that were otherwise already available to the character as part of their core moveset, the ability tree also features upgrades granting exclusive enhancements not available in the standard Free Battle. Among these upgrades are reducing stamina consumption, reducing the cooldown on Flash Bursts and Flash Cancels, and increasing the effectiveness and duration of abilities beyond their normal limit. As a result, playable characters are functionally inferior to their Free Battle counterparts at Lv. 1, but eventually grow to surpass them in all areas when the tree is complete. <tabber> Chapter 1= Chapter 1: Stardust Crusaders (nil, Stardust Crusaders) }}
|Stands|
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Stages are designed as large, dynamic 3D environments with varying altitudes. Much like All-Star Battle, most contain gimmicks, hazards, and situation finishes. When a certain Situation Finish is performed on the correct character on the corresponding stage, a colored manga panel is displayed.
Joestar Mansion (ジョースター邸, Jōsutā-tei)
Air Supplena Island (エア・サプレーナ島, Ea Sapurēna-tō)
Nightmare World (
Cairo Rooftops (カイロ市街屋上, Kairo Shigai Okujō): Cairo
Morioh (杜王町, Moriō-cho)
Boyoyoing Cape (ボヨヨン岬, Boyoyon Misaki): Morioh
Naples Station (ネアポリス駅, Neaporisu Eki): Naples
Colosseum (コロッセオ, Korosseo): Rome
Green Dolphin Street Prison (G.D.st 刑務所, Gurīn Dorufin Sutorīto Keimusho)
Cape Canaveral (ケープ・カナベラル, Kēpu Kanaberaru): Kennedy Space Center
Rocky Mountains Village (ロッキー山脈麓の村, Rokkī-sanmyaku Fumoto no Mura)
Higashikata House (東方家, Higashikata-ke): Morioh
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Rudol von Stroheim (Abdominal Machine Gun Form)
Rudol von Stroheim (Ultraviolet Shoulder Cannons Form)
Rudol von Stroheim (Abdominal Machine Gun Form - Without Uniform)
Rudol von Stroheim (Ultraviolet Shoulder Cannons Form - Without Uniform)
Alternate Costumes for Esidisi and Rudol von Stroheim
Messina's model in the background of the Air Supplena Island stage.
Loggins's model in the background of the Air Supplena Island stage.
Air Supplena Island stage
Boingo loading screen
Death Thirteen's model
Enya the Hag's model
Justice's model
Death Thirteen's Nightmare World stage
Leone Abbacchio's model
Prosciutto's model
The Grateful Dead's model
Pesci's model
Coco Jumbo's model
Chariot Requiem's model
Gwess's model
Emporio's model
Blonde Bully's model
Search Party Guard's model
Johnny Joestar & Slow Dancer
Gyro Zeppeli & Valkyrie
Diego Brando & Silver Bullet
Norisuke Higashikata IV's model
Daiya Higashikata's model
Hato Higashikata's model
Jobin Higashikata's model
Tsurugi Higashikata's model
Higashikata House stage
The Police Inspector's unused model
Yotsuyu Yagiyama's unused model
King Nothing's unused model
The game's soundtrack was composed by Chikayo Fukuda.
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