System Mechanics

The following are JoJo's Bizarre Adventure: All-Star Battle R's system mechanics. Note that while the command inputs are the same present within the game, the buttons used are derived from the original All-Star Battle game to help explain things more universally. This is due to how All-Star Battle R uses button prompts to match the system's buttons.

## Movement

### Walk/Crouch

Every playable character has the ability to walk forward and backwards by pressing either  or  respectively. and the ability to dodge either towards or away from the camera.

## Jump

By pressing , characters are able to jump in the air. Pressing  and  will allow you to jump forward and backwards respectively. When jumping, characters will remain in the same lane that they're on. An addition to the game is jump dash ability, allowing characters to jump at a lower height than normal jumps after a forward dash/run.

Some characters have the ability to jump higher than other characters by pressing  quickly, then inputting either . Characters that have this ability are: Will A. Zeppeli, Caesar, Diego.

Johnny in User Mode is the only character that is generally unable to jump.

### Step/Dash

Characters are also able to dash or backdash by performing  or  respectively. Holding  after a dash makes the character transitioned into a run. Step distances and how fast one runs is different for every character.

Some characters also have the ability to run backwards as well by holding  after stepping backwards. The characters that have this ability are: Joseph Joestar, Old Joseph Joestar, Hol Horse, Iggy, & Shigechi.

Wamuu and Johnny Joestar in User Mode are the only characters unable to perform a dash.

### Dodge

By pressing , the character steps away from the screen. Pressing  while holding down  on the other hand will make the character steps towards the screen. Performing this action changes the lane the character is in, allowing the character another way to evade attacks. The speed of a sidestep depends on the character.

## Attacks

### Weak/Medium/Strong

Every playable character has a , , and  attack that can be performed. They can all be performed while standing, jumping, or crouching. What attack is performed is completely character dependent, but generally, weaker moves come out the fastest but deal the less damage. Counterwise, stronger moves come out slower but deal more damage.

### Skills/Specials

By pressing directional inputs alongside the attack buttons, a character will perform a move that is unique to them. These can greatly vary by character, so go see the Command Lists to know what moves a character can perform.

### Chain Beat

By pressing , , and  in succession, characters are able to directly cancel their standing and crouching attacks into each other. This can be done whether if the attack connected or was blocked.

Some characters also have the ability to chain their attacks in the air if connected against the opponent.

### Easy Beat

*See **Easy Beat***
By repeatedly pressing , a character will perform a continuous attack string upon contact with the opponent. They will always end with either an Skill or HHA depending on the character.

With All-Star Battle R, Easy Beats can now be turned off during gameplay. Likewise, players are able also to filtered out Easy Beat users during Online Play.

### Heart Heat Attack

*See Heart Heat Attack*
A HHA is a special attack move that depletes one Heart Heat Meter, being performed by +2 ATK buttons. What occurs is different with every character, but universally they can be canceled from both normals and skills (some skills aren't applicable).

If the opponent has enough meter, then at the end of an Easy Beat characters will perform this at the end of the move. This isn't the case with every characters though.

### Great Heat Attack

*See Great Heat Attack*
An Great Heat Attack is an special attack move that depletes two Heart Heat Meter, being performed by +2 ATK buttons or through the button map. Like HHAs, it varies greatly between character on how it functions and what results.

An addition with All-Star Battle R is that GHA's damage output now depends on how much meter a player has when initiating it.

## Defense

### Guard

When the opponent performs an attack, a character can hold  to perform a standing guard, or  to perform a crouching guard. Upon a successful guard, the Guard Meter will deplete rather than the Health Guard. Note that if one blocks for too long without letting the gauge replenish, a Guard Break will occur, temporarily stunning the character and opening them up for any form of punishment.

Due to different attack types, a player would have to guard them accordingly (medium-type attacks being guard standing while low-type attacks being guard low). There are also unblockable attacks that can't be guarded against at all, requiring them to be evaded entirely.