Term Explanations

The following is the official in-game explanations for the battle terminology and the game interface for JoJo's Bizarre Adventure: All-Star Battle R. It is presented in the way closest to the actual in-game descriptions rather than how this wiki would describe some stuff explained here. The in-game glossary uses the buttom layour for the default controller scheme for the game's respective versions, so the buttons below are for universal inputs.

## Display Elements

### Health Gauge

A gauge that show's the character's health. Taking damage reduces health, and a fighter who loses all of their health loses the battle.

### Guard Gauge

A gauge that shows the character's guarding ability. The gauge goes down when guarding and recovers gradually over time. When the gauge is emptied, you suffer a **Guardbreak**.

### Assist Icons

Shows the character selected as an Assist. The number of ● (for Assault Assists) or ♦️ (for Reversal Assists) icons shows how many uses the Assist has available. Uses are recovered between round.

### HH (Heart Heat) Gauge

A gauge that accumulates as a fighter lands attacks or takes damage. Up to 3 bars can be accumulated. It's spent by performing HHAs, GHAs, and Flash Cancels, as well as some other mechanics.

### Timer

A timer that shows how much time remains in a round. If it reaches 0 before either fighter has lost all of their health, the battle will end in a **Time Up**. The fighter with more health when the **Time Up** happens wins; if both fighters' health is equal, the round is a draw.

### Round Victory Icons

Icons that show how many rounds a fighter has won.

-P: Perfect Victory. A victory with 100% health remaining.

-G: GHA Victory. A victory with a GHA as the finishing blow.

-H: HHA Victory. A victory with an HHA as the finishing blow.

-V: Normal Victory. A victory with a finishing blow that was not an HHA or GHA.

-D: Double KO. Both players went to 0 health at the same time.

-T: Time Up Victory. A victory by having more health at Time Up. (If health is equal, both players will receive a T icon.)

### Stone Mask Icons

An icon that can appear in **Character Select** and **Arena Select**. A character marked with a **stone mask** in **Character Select** can only be played in an arena marked with a **stone mask** icon in **Arena Select**. Completing a part's Boss Panel in **All-Star Battle Mode** allows you to play characters from that part with **stone mask** icons in arenas without **stone mask** icons as well. The stone mask rules only apply in **Versus Mode**; all stages are always available in **Online Mode** and **Practice Mode**.

## Attacks and Damage

### Attack Types

Every attack has a specific type, with each type only being blockable by specific types of guards.

-High attack (HIGH): Blockable by either a standing or crouching guard.

-Middle attack (MIDDLE): Blockable only by a standing guard. Generally jumping attacks

-Low attack (LOW): Blockable only by a crouching guard. Generally crouching attacks.

-Unblockable (UNBLOCKABLE): Cannot be blocked by any guard.

### Normal Attacks

Attacks executed by simply pressing , , or . Damage increases in  order, but the stronger the attack, the more vulnerable you become. The attack is a **standing attack** from neutral, a **crouching attack** while crouching, and a **jumping attack** while jumping.

### Specials

An attack performed by pressing the attack button while holding a direction. They often have specific uses such as reaching further than normal attacks or pushing the opponent to the side.

### Throw

An attack that grabs the enemy if they're close enough. Unblockable. If you perform a throw while pressing the opposite direction your character is facing, you will perform a reverse throw that flings the opponent behind you.

### Skills

A move performed with a sequence of directional inputs called a command input. They are stronger than normal attacks and may have unique properties. Also, unlike normal and special attacks, they deal a small amount of damage even if blocked by the opponent's gaurd. The inputs shown in the Command List are based on the character facing right; if you're facing left, reverse the left and right portions. (e.g. If it says " + , or , or ", it would become " + , or , or " while facing left.)

### HHA (Heart Heat Attack)

A powerful attack that costs one HH Gauge. An HHA will be activated if you have a full HH Gauge and complete your entire **Easy Beat** combo (for most characters).

### GHA (Great Heat Attack)

A powerful attack that spends the entire HHA Gauge if you have at least 2 bars. The more the HHA Gauge is built up, the more damage it deals. With two bars, but less than 2.5, the damage is level 1. Between 2.5 and 3 bars, it's level 2 (20% more damage than level 1). With 3 full bars, the damage is level 3 (50% more damage than level 1).

### Projectiles

An attack that launches an object with an attack type and hitbox. Most of these are skills, HHAs, or GHAs, but a few characters launch projectiles with some of their normal attacks. Some moves can deflect projectiles, but some projectiles can't be deflected even by these.

### Anti-Air Moves

An attack that strikes upwards, hitting opponents jumping in from the air. Many attacks are strongest when hitting upwards, and some make you invincible at the start.

### Attack Throws (Locks)

A type of throw that can be guarded. Firt the initials trike has to hit, after which the move transitions into the throw. There are many of these throughout the various sill, HHA, and GHA lists.

### Counters

Moves that put you in a stance that allows you to automatically attack back if you're hit while it's in effect. Some of them only counter certain types of attacks, but theows (other than attack throws) can't be countered.

### Guard Point

Moves that allow you to attack while absorbing your opponent's strikes. You can absorb any attack except throws, but can absorb attack throws and unblockable attacks.

### Additional Attacks on Downed Opponents

Attacking the opponent while they're down. A skill whose Command List description says it can inflict an additional attack on a downed opponent is used for this.

### Cross Counters and Clashes

If you and your opponent's attacks hit each other at the smae time, you'll both deal damage to each other. However, if two attacks of equal power hit at the same time, they willc lash, dealing no damage.

### Counterstrike

If you hit your opponent while they're in their attack animation, the attack will deal double damage. If an attack as multiple hits, only the first hit will get the Counterstrike damage bonus. If the opponent is on the ground, ground-based  attacks won't trigger Counterstrike.

### Chip Damge

The slight damage dealt wen the opponent is gaurding and blocks a skill, HHA, or GHA.

### White Damage

Damage that slowly recovers over time. If you take damage mid-recovery, all white damage becomes actual damage.

### Hamon Damage

Skills powered up with **Hamon** that, when applied to vampires or Pillar Men, send Hamon surging into their bodies, dealing increased damage.

### Poison

Attacks with the **poison** effect apply the **poison** status if they make contact, whether hit or blocked, sapping away health over time.

### Burned

If a attack leaves someone **burned**, the **burned** status takes away health over time.

### Invincibility

A state in which you ignore certain attacks. The different types and what attacks they negate are:

-Incinbile to strikes: Any direct hit.

-Incinbile to projectiles: Any projectile.

-Invincible to throws: Throws, other than attack throws.

-Completely invincible: All attacks of any kind.

### First Blood

Shown for the fighter who landed the first hit of a round.

### Combo

When you hit the opponent with an attack, then hit again while they're still staggered from the first hit, it forms a combo. A hit counter will count up the hits in combo until it ends. As a combo grows, a damage penalty gardually reduces each hit deals to the opponent.

### Stale Moves

If you use the same attack three times in one combo, the opponent will be forced intoa d owned state from which they can Down Evade. The same attack used between **User Mode** and **Stand Mode** or **User Mode** and **Mounted Mode** will count as different attacks.

## The Battle System

### Neutral

The state you're in when not inputting a direction.

### Moving

Move forward or backward with  or . Different characters move at different speeds.

### Stepping

Step forward or backward with  or . Each character steps at a different speed. user Mode Johnny can't step.

### Dashing

If you hold the forward input after stepping forward, you can keep running in that direction. (e.g. after stepping with , keep holding .) Characters dash at different speeds. Some characters can also dash backwards or in midair. Wamuu and User Mode Johnny cannot dash at all.

### Jump

Input  to jump directly upward, or  or to leap forward or backward. Characters have different jumping heights. User Mode Johnny cannot jump at all.

### Dash Jump

Forward jumping while stepping or dashing forward will execute a jump that is a little lower than normal.

### Guard

When the opponent attacks, input the opposite direction to gaurd.

-Standing gaurd:  if your character is facing right. Blocks high or middle attacks.

-Crouching guard:  if your character is facing right. Blocks high or low attacks.

Normal and special attacks do no damage if guarded. Skills, HHAs, and GHAs do a little bit of chip damage even if guarded. Throws other than attack throws are unblockable.

### Guardbreak

If your Guard Gauge runs out while you're blocking an opponent's attacks, you suffer a **Guardbreak**. While in **Guardbreak**, you're left totally defenseless and unable to take any actions except for calling **Reversal Assists**.

### Stylish Evade

If you input a guard just before the opponent's attack hits, you'll trigger a **Stylish Evade**, dodging the attack with a sidestep.

### Stylish Guard

Inputting ++ will activate a special, glowing guard. While guarding this way, you will evade any incoming attacks by dodging to the side. You can also cancel a normal attack on the ground a perform a **Stylish Guard**.

### Down Evade

If you're sent flying by an opponent's attack and hit  just as you hit the ground, you'll roll into the impact and avoid being downed. Some attacks don't allow for a Down Evade.

### Throw Escape

Pressing two attack buttons at once just as the opponent grabs you for a throw allows you to slip out of the grab. You can't Throw Escape out of an attack throw. Iggy can automatically Throw Escape, but takes damage when doing so.

### Dodge

 lets you move away from the camera, while + moves towards it.

### Taunt

Press Template:TButton to taunt the opponent. Once per match, taunting the opponent while you're downed will zoom in on the taunting character and drain 1 bar of the opponent's HH Gauge. You can choose the tauntingpose, line, and SFX in **Edit Character** in **Customize Mode**.

### Cancel

Interruptiing an attack before the animation ends and moving directly into another one is called a **cancel**. Inputting an attack while an animation is still going can allow you to skip the vulnerability ust after an attack and keep up the pressure without letting your opponent respond. Each movehas its own window during which a cancel can be performed. The actions that can be canceled are:

➀ to  to  (**Chain Beat**)

➁Crouching  to standing  or crouching

➂Normal attack to special attack.

➃Normal or special attack to skill or HHA or GHA.

➄Skill to HHA (not all cases).

➀ through ➃ can only be canceled is the strike hits or is guarded. ➄ works even if the attack misses. Some characters have special cancels.

### Easy Beat

Pressing } repeatedly when your  attack hits or is guarded allows you to easily chain together attacks. While you have at least 1 bar of your HH Gauge, you can expend your HH Gauge to execute an HHA at the end of your attack string (with the exception for some characters). However, in comparison to attacks that doesn't use Easy Beat, your opponent will accumulate more HH Gauge when hit and your own HH Gauge won't fill up as fast. You can set whether or not to use Easy Beat at the Character Selection screen.

### Chain Beat

A sequence of attacks done by using the  normal attacks in order. The next stronger hit will only come out if the previous one was hit or was guarded.

### Flash Cancel

Pressing 3 ATK buttons at once while attacking expends 1 bar of your HH Gauge to cancel any actions currently in progress, allowing you to quickly switch to another action. Some skills cannot be **Flash Canceled**.

### Stand Rush

When a Stand style character is in Stand Mode, pressing  while a **Stand Rush**-compatible skill is being executed will consume 0.5 bars of HH Gauge and enable you to move around freely while your Stand performs the move.

### Quick Stand ON

When a Stand Style character is in **User Mode**, pressing  during a normal attack or special will spend 0.5 bars of HH Gauge, cancel the attack or action, and quickly switch into **Stand Mode**.

### Quick Mount

When a Mounted Style character is in **User Mode**, pressing  during a normal attack or special will spend 0.5 bars of HH Gauge, cancel the attack or action, and quickly switch into **Mounted Mode**. When calling a horse with **Quick Mount**, the horse will attack as it enters.

### Rush Mode

A special mode triggered when bothy ou and the opponent have used specific attacks and they clash. Whoever presses the displayed buttons more times during the **Rush Mode** wins the clash. The characters and their skills that can trigger **Rush Mode** are:

-Jonathan: "Overdrive Barrage"

-Jotaro Kujo: "ORA, ORA!"

-Polnareff: "You miserable cur!" or "Cuts everywhere else!"

-DIO: "Right in front of me?!" or "Useless, useless, useless, useless!"

-Josuke Higashikata 4: "Break through, beat you up!" or "DORARARARARARARA!"

-Jotaro Kujo (Part 4): "ORA, ORA!"

-Giorno: "Useless, useless, useless, useless!"

-Bucciarati: "I've got you!" or "ARI ARI ARI ARI"

-Mista: "I'll ask the damn questions!"

-Narancia: "You're not going anywhere!"

-Jolyne Cujoh: "I can consider you my enemy, right?" or "Sweet dreams, creep!"

-Johnny: "Chumimin!" or "Who'll be the sacrifice?"

-Josuke Higashikata 8: "The hell is your problem?!" or "Don't mess with me."

### Assist

Press  during a battle to call in support. This will have a different effect depending on your timing. There are two main types. **Assault Assists** are triggered during attacks and normal states. **Reversal Assists** are triggered during guards and while taking damage. **Reversal Assists** can be used while in the air, but **Assault Assists** cannot. Using one of these support moves will put it on **cooldown**, the length of which vary based on the circumstance in which it was activated.

Assault Assist (normal): spend 1 ●

Assault Assist (during attack): spend 1 ● & slight cooldown

Reversal Assist (during guard): spend 1 ♦️ & slight cooldown

Reversal Assist (taking damage): spend 1 ♦️ & long cooldown

### Dramatic Finish

If you're facing a certain direction based on the arena in the final round when you finish off your opponent with an HHA or GHA, an arena-specific animation plays out.

### Style

Characters have different definiing battle styles. They allwork differently, so check each character's Command List.

### Rumble Mode

This mode is automatically activated once your health is below 30%. It increases attack power and the rate at which the HH Gauge rises, while decreasing the rate at which the Guard Gauge drops.

### Resolve Mode

This mode automatically takes effect when your health falls below 20%. Increases attack power and the amount that the HH Gauge restores each time you take damage. Also, your opponent's attacks will not be able to knock you back during the start up of your normal attacks and skills.

### Arena Gimmicks

If a character is downed in the red-highlighted zone, the arena's specific **Arena Gimmick** will trigger. The **Arena Gimmick** will go off some time after triggering and affect both you and the opponent.

### Holy Corpse

When a Part 7 character is in use, up to 3 of these will spawn into the arena. A Part 7 character can approach the corpse part and crouch to pick it up. Collecting parts grants different blessings based on how many are held. if a character is downed while holidng any corpse parts, they will drop 1.