Jonathan Joestar
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Throw Moves
An overhead lift with one hand followed by a slam to the ground.
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Basic Moves
Increases Jonathan's Heart Heat Gauge manually for the duration in which it is held.
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Command Moves
Short-range shoulder check that knocks the opponent for a loop.
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Command Moves
Stretching punch attack. Light Attack hits as an anti-air, Medium Attack is straight forward.
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Command Moves [Level 1+]
Exchanges all Heart Heat Gauge for a slight health restoration and a massive attack power increase. If performed quickly enough, this move can even be used when Jonathan's health hits 0. Jonathan cannot use or manipulate his Heart Heat Gauge following this.
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Special Moves
A step forward followed by rapid punches. Ends with an uppercut finisher if power-up button is used.
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Special Moves
A short uppercut followed by a jumping flaming uppercut. Invincibility frames are determined by button used.
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Super Moves [Level 2+]
A straight kick followed by some smacking around, finishing with a massive rapid punch volley.
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Will A. Zeppeli
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Basic Moves
Increases Jonathan's Heart Heat Gauge manually for the duration in which it is held.
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Command Moves
Will gets in a position as if he's performing a drop kick, but instead powers his feet with Hamon to guard against attacks. Holding power-up allows him to continue slowly descending but also consumes more Heart Heat Gauge.
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Command Moves
Will glides through the air by hanging on a Hamon-powered patch of leaves(!?) Holding the button down longer allows for longer gliding but also consumes more Heart Heat Gauge.
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Command Moves
Will tucks his legs in when he jumps in order to get a bit more vertical lift.
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Special Moves
A leaping knee attack, that has invincibility frames from the start of the move to the peak of the jump.
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Special Moves
A multi-hit punch attack that knocks flying. If power-up is used, it not only does up to 20 hits but also crumples.
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Special Moves
A leap into the air followed by a spinning diagonal kick. If power-up is used, Will finishes with a sweep kick.
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Special Moves
A standard projectile, although more powerful attack strength makes more projectiles appear.
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Super Moves [Level 1+]
Will pops the opponent to the ground with a low kick, then charges up his Hamon and sends it through them with a punch while they're down.
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Super Moves [Level 2+]
Will strikes at the opponent with his pinky. If he connects, he charges up his Hamon and delivers a Zoom Punch that sends the opponent spiraling away.
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Young Dio
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Command Moves
A flamboyant high leap. Can be used to cancel most of Dio's specials, and can also be followed up with any air attack.
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Special Moves
Dio grabs the foe and drains their health into his. Mashing any attack increases duration.
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Special Moves
Dio counters a physical attack by freezing their sorry ass.
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Special Moves
Dio grabs the foe and drains their health into his. Mashing any attack increases duration.
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Special Moves
Dio grabs the foe and drains their Heart Heat Gauge into his. Mashing any attack increases duration.
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Special Moves
A roundhouse which can be followed up with other attacks.
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Super Moves [Level 2+]
Dio hops toward the opponent to grab and freeze them. If successful, he will beat on them for a bit, transferring to a rapid punch assault and a launching uppercut, then catching the opponent's frozen body with an overhead cross-wrist brace and shattering them.
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