This FAQ is best viewed in 800 x 600.

     JOJO'S BIZARRE ADVENTURE : HEIRITAGE FOR THE FUTURE - FAQ v 1.5
                         for Sega Dreamcast
                    by Ed Derus <geki91@hotmail.com>

Last Updated: 5/13/01

Unpublished work Copyright 2000 Ed Derus

Jojo's Bizarre Adventure and all related characters are Copyright
Araki Hirohiko and Lucky Land Communications.  Game Copyright
Capcom, Co. Ltd. 1999.

This FAQ was created for personal and private use only. It may only be
reproduced electronically, and it may be put onto a website provided:
   1. You obtain written permission from me PRIOR to posting it.
   2. The copyright notice is not altered or edited in any way.
This FAQ cannot be used for any profitable or promotional purposes, and
it cannot be published in any magazines, guide books, etc.  It's sad
that it only took one update on my first FAQ for me to have to increase
the severity of this disclaimer...



-------------------
TABLE OF CONTENTS
-------------------

   1.Introduction / Updates
   2.Basics
   3.Character Move Lists
         a.Alessy
         b.Abdul (Avdol)
         c.Black Polnareff
         d.Chaka (Chaca)
         e.Devo (D'bo)
         f.Dio
         g.Hol Horse
         h.Hol Horse w/Boingo (Hol Horse w/Voing)
         i.Iggy (Iggi)
         j.Joseph
         k.Jotaro
         l.Kakyoin
         m.Khan (Kan)
         n.Mariah (Maharia)
         o.Midler
         p.New Kakyoin
         q.Pet Shop
         r.Polnareff
         s.Rubber Soul (Robber Soul)
         t.Shadow Dio
         u.Vanilla Ice (Iced)
         v.Young Joseph (Jojo)
   4.Secrets
   5.Credits



-----------------
1. INTRODUCTION
-----------------

This is my first real attempt at an FAQ so don't expect too much.  I
just wrote this because of the lack of a truly in-depth FAQ for this
game (i.e. no FAQ by Kao Megura.)  For those that don't already know,
Jojo's Bizarre Adventure is based on the third series of a popular manga
from Japan.  In order to clear up the most common misconception about
the game, there is no character named Jojo.  The name Jojo comes from
the fact that main characters in the storylines always have "JO" in
their names (KuJO JOtaro, JOseph JOstar, etc.)  In this series, Jotaro
is commonly given the nickname Jojo, but in the previous series it was
Joseph. And yes, many of the characters in the series are named after
musicians and albums.  The Dreamcast version of the game features two
full games, the original Jojo's Venture and the semi-sequel Jojo's
Bizarre Adventure.

Last Update: May 13 01

v 1.5 ? It's been quite a long time since I updated this, but I have
been playing again recently and just had to correct things.  Lots of
changes everywhere.  I can't even list them all...


If you have any additions, here's the address: geki91@hotmail.com



-------------------
2. BASICS
-------------------

I would like to believe that if you're reading this you have some
familiarity with the standard Capcom 2-D fighter.  Since that may not
be the case, I'll go over the button notation and all that:

            FAQ   DC
UB  U  UF     L = X (Light Attack)
              M = Y (Medium Attack)
B       F     H = B (Hard Attack)
              S = A (Stand Button)
DB  D  DF     T = L (Taunt Button)

A   = Any attack button
2A  = Any two attack buttons
3A  = All three attack buttons
<>  = Hold direction or button within brackets
360 = Rotate joystick 360 degrees
720 = Rotate joystick 720 degrees
[]x = Repeat the action within the brackets x times
*   = Move can only be done with your Stand on
^   = Move can only be done with your Stand off
%   = Move can only be done in Jojo's Venture
#   = Move can only be done in Jojo's Bizarre Adventure


---UNIVERSAL MOVES---

Dashing - F,F or B,B
All characters can dash forward and backward to varying degrees.  Most
characters can cancel their dash into normal attacks.  Certain
characters can keep their dash going indefinitely by holding the
direction.  Also, some characters can dash in air.

^Backlash - 3A
This is very similar to the dodge move in SNK's KOF series. Your
character will slide forward a short distance while leaving a shadow
trail.  During this time you are totally invincible to regular attacks,
but you can be thrown.  This move cannot be used with your Stand on.

*Double (Triple) Jump - UB or U or UF in air
Certain characters can double jump with their Stand on.  This is limited
to characters with Active Stands (see Stand System below.)  Double jumps
can be performed at any point in a jump, and may be in any direction.  A
select few characters can perform a triple jump if their Stand is on and
they have performed a Stand Release.

Super Jump - D,U
As with many Capcom fighters these days, you can increase the height of
your jump.  This isn't as high as the Versus series.  It's closer to
SF3.  Jumping during a Dash produces the same effect.

Air Blocking - B in air
All characters can block while jumping.  The rules for air blocking are
very similar to those in Capcom's Versus series.  Most specials and
supers are blockable as are all air attacks.  Note that Pet Shop is 
counted as in an air block situation any time you move him above his
standard position.

Air Recovery - 2A in air
If you are hit with any attack that knocks you into the air, your
opponent can juggle you with consecutive attacks.  Air recoveries allow
you to flip out of harm's way or mount a counter attack.  You can
control the direction of the flip with the joystick.  If you perform a
recovery when you're close to the ground, your character will land on
their feet with a different animation.

Guard Cancel - %D,DF,F+A or #F,D,DF+A immediately after blocking
While defending from incoming attacks you can make your character go on
the offensive by performing a Guard Cancel.  This makes your character
break from their blocking animation and perform an attack.  Note that
the motion is different between games.

Advancing Guard - 3A while blocking
Commonly known as a "push block," this feature allows you to make space
between you and an opponent.  When performed correctly, blue rings
appear in front of your opponent, and they are pushed backward a short
distance.  Unlike in the Versus games, Advancing Guards do not seem to
lower block damage from attacks.

---THE STAND SYSTEM---

In the original manga series, Stands are referred to as a physical
manifestation of the user's psyche.  They are usually based on Tarot
cards, but some of them are pure nonsense.  In Jojo's Bizarre Adventure,
Stands come in a three types:

1. Active Stands - These Stands are called out by pressing S.  They then
follow your commands and can enhance your moves and abilities.  Certain
characters can make their Stands attack separately from themselves.
These are the type of stands that give Double Jump and Stand Combo
abilities.

2. Weapon Stands - Only Joseph and Chaca have these. Pressing S with
either of them causes them to pull out their weapons.  These Stands do
not give Double Jump powers, but Stand Combos are available.  Weapon
Stands tend to increase the range on most attacks, and are not as easy
to damage as Active Stands.

3. Inactive Stands - Any character without a Stand Meter is considered
to have an Inactive Stand.  Pressing S with these characters usually
results in an attack or some sort of special ability.  The upside to
this is that these characters can never be Stand Crushed.
Unfortunately, these characters lack Stand Combos, Double Jumps and the
move enhancements granted to Active or Weapon Stand users.


For both Active and Weapon Stand users, there is a blue bar located
below the lifebar known as the Stand Meter.  Every time you block an
attack or receive damage with your Stand on, your Stand Meter is
lowered.  When it empties, there is a blue flash and your character goes
into a Stand Crush.  This leaves them totally vulnerable for a few
moments and your Stand is turned off.  During this time resourceful
opponents can easily land a combo or Super Combo.  Turning off your
Stand causes the Stand Meter to recharge quickly.  Proper management of
your Stand is essential to survival.  One important note about block
damage: Your character takes fairly high block damage from most moves
with your Stand off.  In Stand mode your Stand Meter absorbs all the
damage, which totally protects you from any chip damage.

There are a variety of attacks open to characters with a Stand Meter:

^Stand Attack: D,DF,F+S
Stand Attacks are an aggressive way of turning on your Stand.  They vary
in form and function, but they are all performed the same way.

*Stand Combos: Varies by character
By pressing a certain series of buttons (always weaker to stronger)
characters with Active or Weapon Stands (with the exclusion of Alessi)
may create Stand Combos.  These deal high damage and are very easy to
time.

Stand Release: Varies by character
A select few characters can release their Stands and make it fight on
its own. Should you do this you take control of your Stand, but lose
control over your character.  During this time, your character can 
still be hit, and if you are hit by an attack that comes from 
between your Stand and your character (with your Stand more than one
character's width away,) your character will suffer much higher damage
than normal.  In some cases you can be killed with one move.  The only
way to rejoin with your Stand is by pressing S, but you are vulnerable
until your Stand reaches you.

^Tandem Attack: D,DB,B+S with one level of super
There are two types of Tandem Attacks:

1. For all characters with Active Stands that CAN perform Stand Combos
this acts as delayed Custom Combo.  By inputting D,DB,B+<S> your
character will freeze and the background will change.  During this time,
all your button presses will be recorded then executed exactly as soon
as you release S.  This makes your Stand perform the moves while you are
free to move and attack on your own.  In Jojo's Bizarre Adventure you are
allowed to perform Super Moves during this greatly increasing the 
effectiveness.

2. For all characters that CANNOT perform Stand Combos or those with
Weapon Stands this acts as a speed enhancement.  After you execute the
move, your character is trailed by shadows and moves forward very
quickly.  During this time your attacks are sped up and easier to chain.
This is almost useless because the damage is extremely low.


---FIGHT COUNT---

Jojo uses a modified fight count system that is a mix of Darkstalkers and
Street Fighter.  There are a set number of rounds, and the fights go until
one character is knocked out or time is up.  The next round starts
immediately, but between your win pose and the next time the announcer
says "Fight," you are free to move at will, turn your Stand on and off or
taunt.

 
-------------------
3. MOVES LISTS
-------------------

All character moves listings are in the following format:

Move Name:  Motion - Description
-Any specific notes about the attack.

Characters are listed alphabetically with general notes at the end of
each entry.  I believe I have the official names for all the moves.  For
any that didn't have names, I made something up.  Those names appear in
quotation marks.

The damage refers to how much damage they take, using Jotaro with Stand
off as the base. So if a character had a damage rating of 85, they would
only take 85% of the damage that Jotaro takes. The numbers XX/YY mean
with Stand/without Stand.




---A. ALESSY---

Damage: 100/95
Stand: Sethan
What a way to start the character listings... Alessy is an assassin
hired by Dio to exterminate Kujo Jotaro and his band.  His Stand Sethan
has the power to turn people into children.  Alessy is a horrible coward
and has no confidence until his opponent has been transformed into a
helpless toddler.  His Hachi no Suda is an extremely cheap keep away
move, and he can deal a lot of damage once his opponent has transformed.
He can be difficult to use effectively if you can't get your opponent
transformed...

-Command Moves-

*"Shadow Axe": F+M - Sethan slashes downward with an axe.
-This is an overhead.

-Special Moves-

Hachi no Suda: B,DB,D,DF,F+A - Alessy draws a submachine gun and a
cursor appears.  Tapping A makes him fire wherever the cursor is. You
can move the cursor with the joystick.
-Button determines the initial position of the cursor. Can be cancelled
with S. You cannot move the cursor behind you.

Gekinchoga: F,DF,D,DB,B+A - Alessy makes Sethan attack his opponent.
With your Stand on, this causes Sethan to make a grab at your opponent
at a set distance.  With your Stand off, Sethan slides forward a certain
distance.  If your opponent is hit, they are transformed into a child.
-This hits low in both forms.

*Kassabai Teyaru: <2A> - Alessy throws his arms out and Sethan makes a
large swing with his axe. The damage and size are determined by how long
you hold down the buttons.
-The position the axe comes out from can be changed with the Kage no
Bashi. The range is shorter than it appears.

^Kage no Bashi: <S> - Alessy calls out Sethan.  If you hold S you can
cause Sethan to stretch out and give yourself more range on your
attacks.  Throws (including Gekinchoga,) the Zestubouoooo Dane, and
turning off your stand will cause it to revert to normal size.
-Certain attacks, such as a crouching H will still be close to you.

-Super Combos-

Zetsubouoooo Dane: D,DF,F+2A - Alessy crouches low, then runs forward.
If he hits his opponent, Sethan performs a long combo on his opponent
and transforms them.
-This hits low.

Ushi Ushi Ushi!: D,DB,B+2A - Alessy holds out his arms, and Sethan pops
up from the ground vertically. This hits many times and can transform
your opponent at the end.
-Tapping A gives you more hits.  It your opponent is hit from air or
Stand Crushed, they occasionally can escape this move without getting
transformed even if most of the hits land successfully.

-General Info-

Stand Attack: Gekinchoga (Stand off version)
Guard Cancel: Hachi no Suda (Single shot)

-When an opponent is transformed, they cannot block, perform special
moves, dodge, use their Stand or throw.  They can still attack normally,
but the damage is greatly reduced. In addition, Alessy's regular attacks
change as his courage is restored. The transformation time from the
Gekinchoga is much less than the time from his supers.  In Jojo's
Venture the transformation time is much higher, making the moves more
deadly.
-Alessy's back dash can be extended by holding B.  When his opponent is
transformed, his forward dash can be extended, but his back dash no 
longer can.
-Alessy has an alternate taunt when his opponent is transformed.
-Alessy cannot double jump or perform Stand Combos despite the fact that
he has an Active Stand.
-If you attempt the "Shadow Hatchet" in close Alessy will walk forward
for a moment then do his crouching M.  I have no idea why...



---B. ABDUL---

Damage: 100/90
Stand: Magician's Red
Mohammed Abdul is a long time friend of Joseph Joestar who runs a
fortune telling booth.  He travels alongside Joseph and his grandson in
their quest to destroy Dio.  As the original story goes, Abdul is killed
by Vanilla Ice before he managed to reach Dio.  The game allows you to
change the story, but not too radically.  Abdul is a very good offensive
player, and he has multiple projectiles if you want to try a keep away
game.

-Command Moves-

^"Shin Kick": F+L - Abdul makes a short kick.
-Must be blocked low.

^"Red Explosion": F+H - Magician's Red makes a blast from his fist.

*"Flame Flick":F+L-Magician's Red makes a lick of flame with his
fingers.

*"Angled Burst":B+M-Magician's Red swings his fist into the air and
makes a blast.
-High priority against air attacks.

*"Big Boot": M during a dash. - Magician's Red makes a multiple hit side
thrust kick.

*"Flame Drill": D+A in air - Magician's Red spins to the ground directly
below him.
-Can only be done after a Stand Release.  Can only be done during at the
height of your jump or during any multiple jump.

-Special Moves-

Crossfire Hurricane: D,DF,F+A - Magician's Red shoots a flaming Ankh
from his hands.
-The range is increased in Stand mode.

Fire Aura: F,D,DF+A - Magician's Red dashes forward then spins upward
with flames trailing his arms.  This is a useful anti air move.
-Button determines the range of the dash. In Stand mode Abdul will
stay attached to Magician's Red and there isn't a dash at the start
of the move.  Magician's Red does dash if you perform the move after
a Stand release.

Honoo no Tansaki: D,DB,B+<A> - Magician's Red releases two flaming
batons that float forward and track your opponent as long as you hold A.
-This explodes after a set amount of time. Also, the explosion has
greater range than it appears.  Iggy can be hit by this even if it
doesn't actually touch him. This will not damage your opponent until
it explodes, and it can be destroyed by three hits from a Stand.

Fire Eagle: D,DF,F+A in air - Magician's Red flies down with a kick.
-In Stand mode, this releases Magician's Red similarly to the Stand
Release.

Jigoku no Gouka: F,DF,D,DB,B+A - Magician's Red sticks his hand out
trying to grab his opponent.  If successful, a thermometer appears next
to them and flames spray out once it reaches the top.
-This is blockable.

*Stand Release: F+2A - Magician's Red is released to attack on his own.
During this time you control only Magician's Red, but Abdul can still be
hit.
-Magician's Red can triple jump while fighting on his own.

-Super Combos-

Napalm Bomb: D,DF,F+2A - Magician's Red sends out a large ball of flame.
This can juggle opponents with the trail of flames behind it, but the
damage isn't incredible.

Crossfire Hurricane Special: D,DB,B+2A - Magician's Red holds out his
fingers and sends out multiple short range flaming ankhs.  The damage is
high, but it tends to miss making juggling a problem.

#Shokunetsu no Ankh: F,D,DF+<2A> - Magician's Red creates a giant
flaming ankh that blasts out of the ground.
-You can delay the attack by holding down the buttons, and you may
execute it at least 3 times in a row. If you do delay the move, it will
burst out of the ground from wherever it you performed the move
initially, but you are still free to move around.

-General Info-

Stand Attack: Magician's Red leaps forward a short distance and causes
an explosion.
Guard Cancel: Magician's Red does a stationary Fire Aura with a column
of energy around himself.

-Abdul has two taunts without his Stand and one with it.
-Magician's Red can triple jump after a Stand Release.  You can only use
the "Flame Drill" during multiple jumps or super jumps.
-Magician's Red is an Active Stand and can perform Stand Combos and
Double Jump.




---C. BLACK POLNAREFF---

Damage: 95
Stand: Silver Chariot & Anubis
Due to an unfortunate fascination with the Anubis Sword, Polnareff
became possessed by the dark sword.  His first goal was to destroy
Jotaro and all his friends, but in the comic book he was defeated here.
The game allows you to fulfill his mission if you choose.  Polnareff has
an Inactive Stand, but you can still use Silver Chariot quite
extensively.

-Command Moves-

"Side Kick": F+H - Polnareff sticks his leg straight out.

"Chariot Strike": S - Silver Chariot makes a low stab. There are many
variations of this move:
  1. F+S - Chariot holds out his sword and makes a delayed slice.
  2. B+S - Chariot makes a short range upper that juggles your foe.
  3. D+S - Chariot pokes at the ground.
  4. S in air - Chariot falls with a stab.

-Special Moves-

Oboetazo!: D,DB,B+A - Polnareff crouches with his sword out and flashes
blue.  If he is hit with any non projectile attack, he automatically
counters with a slash from Silver Chariot.  After that, a sword icon
appears over his super bar, and any time he blocks the same attack he 
will flash blue and you can press any attack button to counter as if 
you had performed the Oboetazo again.
-You can learn as many moves as the opponent has, and every five moves
results in a larger sword with a numeral next to it.  You retain the
knowledge of learned moves between rounds, but not between fights.

Tatsujin-Nitohryu: F,D,DF+A - Silver Chariot appears and spins his
sword.
-The L version causes him to spin his own sword and juggle foes.  The M
version causes him to spin the Anubis sword, but knocks them too low to
be juggled. The H version causes him to spin both swords and hits 20
times, but it doesn't knock them down.

Kirenzan: D,DF,F+A then D,DF,F+A or D,DB,B+A - Polnareff slides forward
with a slash.  If you repeat the move Chariot appears and stabs down.
Pressing D,DB,B+A makes Chariot appear and do an overhead slash.

Chariot's Spit: D,DF,F+S - Chariot appears and does a very fast series
of stabs.
-You are free to move and attack during this.

-Super Combos-

Dame Oshi Iu Yatsuda: D,DF,F+2A - Silver Chariot appears and does a
short range slash.  If it hits he lets his opponent fall until they are
in front of him then stabs them repeatedly before pulling out the Anubis
sword to finish them.

Zettai ni Maken no DA!: D,DB,B+2A - Silver Chariot appears and does
something similar to the Ray Darts of normal Polnareff.  If it hits
Polnareff follows up with a screen splitting slash similar to Chaka's
Jigenzan.
-The range is not as far as it looks and there is considerable lag at
the start.

-General Info-

Guard Cancel: Silver Chariot appears with a delayed slash like his F+S
"Chariot Strike."

-Polnareff has an additional taunt by pressing F+T.




---D. CHAKA---

Damage: 100/95
Stand: Anubis
Anubis is a sword created by a sword smith over 500 years ago.  It
possesses its users and forces them to kill.  When Chaka found the
sword in the desert, he transformed into a ruthless murderer and
quickly slaughtered his companions.  He attacked Polnareff in the
comic, but was killed.  Chaka is a great offensive character, but
he's fairly ineffective without his Stand.

-Command Moves-

*"Hopping Slash": F+M - Chaka does a short leap and swings his sword
down.
-This is an overhead.

*"High Slash": F+L - Chaka swings his sword at head level almost
horizontally.

-Special Moves-

*Oboetazo!: D,DB,B+A - Chaka crouches with his sword out and flashes
blue.  If he is hit with any non projectile attack, he automatically
counters with a Tsubame Gaishi.  After that, a sword icon appears over
his super bar, and any time he blocks the same attack he will flash blue
and you can press any attack button to counter as if you had performed 
the Oboetazo again.
-You can learn as many moves as the opponent has, and every five moves
results in a larger sword with a numeral next to it.  You retain the
knowledge of learned moves between rounds, but not between fights.

*Kirenzan: [D,DF,F+A]x3 - Chaka rushes forward with an overhead slash.
The second time will result in a cross slash.  The third time varies
dependent on button strength.
-L is a low sweep, M is the "Hopping Slash", and H is Tsubame Gaishi.

*Tsubame Gaishi: F,D,DF+A - Chaka swings his sword diagonally in a
line.  This is a great air counter and can juggle an opponent easily.
-Good vertical range, but this has almost no horizontal range.

-Super Combos-

^Jigenzan: D,DF,F+2A - Chaka crouches low then rushes forward with his
sword out.  If he hits the background is slashed in half and his
opponent falls down in a pool of blood.  Quick and strong, an ideal
counter to missed moves.
-This is the only move Chaka can perform without his Stand.

*Ketsukazan: D,DF,F+2A - Chaka rushes past his foe with a slash.  If it
hits he proceeds to slash them viciously and laugh like a maniac.  Good
damage and very fast.  His Jigenzan is better on it's own, but you can
combo into the Ketsukazan without much effort.

#*Zenfouboe Ta!: D,DB,B+2A - Chaka steps forward with a gut level slash.
If it hits, he knocks them back with a Tsubame Gaishi style slash.
After that, Anubis can be seen above his head and ALL of your opponent's
moves are learned.  This now functions similar to the Oboetazo.
-If you are hit, you lose all the moves you've learned including moves
you learned before the Zenfouboe Ta.  Requires 2 levels of super.  You
cannot perform the Zenfouboe Ta again while Anubis is on screen, but
you can use the regular Oboetazo as a countermove.

-General Info-

Stand Attack: "High Slash"
Guard Cancel: ^"High Slash" or *Kirenzan (first strike)

-Chaka can cancel into his Ketsukazan from the first few hits of his
Kirenzan or Stand Combos.
-Chaka has a Weapon Stand so he cannot Double Jump, but he can perform
Stand Combos.




---E. DEVO---

Damage: 90/100
Stand: Ebony Devil
The cursed killer Devo is the owner of the Ebony Devil Stand.  He feeds
off of grudges and anger, using rage to power his Stand.  Ebony Devil
can be transferred into a doll that Devo always keeps.  Using Devo's
Stand causes you to take complete control of the doll while leaving Devo
helpless.  Despite the riskiness of this ability, Devo is an offensive
powerhouse, easily capable of trapping and killing any opponent.

-Command Moves-

^"Hunting Crawl": DF+H - Devo crawls very low to the ground and swipes
his arms.
-Must be blocked low. This is a sweep.

^"Shoulder Rush": F+M - Devo slides forward and knocks his opponent into
the air with his shoulder.
-This pops up your opponent for juggling.

*"Dagger Combo": [B or F+L]x4 - The doll stabs with a knife three times
before attacking with an object. F results in a hairdryer, and B uses
hotel shampoo. The F+L combo stabs at an angle as opposed to the
straight stabs or the B or neutral version.

*"Bottle Slash": B+M - The doll pulls out a broken bottle and swings it
upward.

*"Splitting Slice": F+M - The doll swings its cleaver overhead.

*"Death Dive": F+M in air - The Doll flies forward and swings his
cleaver in front of himself.

*"Murderer Lunge": DF+M or H - The Doll slides forward on his belly and
swings his cleaver.

*"Wall Walk": B against a wall then U - The Doll runs around the border
of the screen to the other side.
-When you hold B against the wall, you can run in place for some time
before you fall off.  The speed of the dash is quite fast in Jojo's
Bizarre Adventure, but painfully slow in Jojo's Venture.

-Special Moves-

Piranha Dive: D,DF,F+A - Ebony Devil causes the doll to run forward and
jump with it's jaws open.
-Can be done in air with Stand off. The doll will automatically jump
after a set distance or when it is close to your opponent.

Propeller Cutter: D,D+A - Ebony Devil makes the doll pull out a spear
and spins it in a circle over his head.
-Tapping A causes him to spin it faster in Stand mode, but he always
throws it away after a set time. Can be done in air with Stand off.

Hopping Hunter: D,DB,B+A - Ebony Devil makes the doll pull out a spear
and stabs downward.
-With the Stand on, you can perform the move during a jump, and holding
down and tapping A causes him to stab repeatedly.  Without the Stand on
it can be performed in air as well, but the doll performs the move from
the ground.

-Super Combos-

Junk Carnival: D,DF,F+<2A> - The doll's head spins and he pulls out a
spear and runs at his opponent.  If he hits, he proceeds to beat them
mercilessly while Devo laughs.  He ends up leaping into the air and
tossing a hair dryer, which causes him to fly to the opposite side of
the screen.
-Holding the buttons allows you to delay the attack.  With Stand mode
off, Devo crouches when you perform the move.

Barrel Roll Crasher: D,DB,B+2A - The doll flies forward with his jaws
wide open and bites the opponent repeatedly.
-Can be performed in air, and in stand mode the Doll can perform it
during a jump.

#Risen Tormentor: F,D,DF+2A - The doll holds out his cleaver and spins
straight up into the air.
-The range is very low, and you won't get all the hits from even a few
steps away.

-General Info-

Stand Attack: Propeller Cutter
Guard Cancel: ^"Shoulder Rush" or *Standing H

-Devo has an Active Stand, and the doll can double jump and perform
Stand combos.
-Devo has three taunts with his Stand off (F, B or Neutral+T.) With his
Stand on he has an additional taunt.
-Devo's throw changes with his Stand on.
-The doll moves much faster than Devo, but doesn't jump as high.  The
doll can also hold its forward and back dashes indefinitely.
-If Devo is hit in Stand mode when the doll is more than one character
width away, his damage rating is upped to an average of 175.
-With your Stand on, Devo will duck whenever the doll does.
-In Stand mode you can increase the duration of your standing H by
holding the button.




---F. DIO---

Damage: 90/90
Stand: The World
Evil personified, Dio Brando is an immortal vampire who longs to rule
the world.  He was once a human, but an ancient mask turned him into an
undead killer.  In a battle over a century ago, his head was cut off and
he was trapped at the bottom of the ocean.  In recent years he managed
to attach his head to the body of Joseph Joestar's grandfather.  The
process of recovery would not be complete until he managed to suck the
blood from one of the Joestar bloodline. Despite his incredible powers,
Jotaro managed to destroy him with the help of Star Platinum.  Dio's Stand,
The World, has the power to stop time for brief periods making for some 
devastating combos.

-Special Moves-

Muda Muda: D,DF,F+A - The World throws many punches while moving
forward.
-Tapping A causes The World to continue punching. In Stand mode this can
be performed in air.

Mudaaaa!: D,DB,B+A - The World rushes forward with an uppercut.
-In Stand mode, you can repeat the move and it causes a low punch that
knocks them down.

^Kuretsu Ganshiha: F,H,M,L,F - Dio leans back then unleashes an
unblockable beam from his eyes.  There is a considerable lag on this
move.

^The World: F,D,DF+A - Dio leans back and laughs, then teleports.
-Button determines distance.

*Shinei!: F,D,DF+A - Dio leans back and The World disappears.  In a
moment it appears behind his opponent and tries to punch them in the
back.
-There is a considerable lag between the execution and the hit.

-Super Combos-

Checkmate Da: D,DF,F+2A - Dio holds out two handfuls of knives then
tosses them at his opponent. In Stand mode, The World throws the knives.
-In Stand mode, this can be performed in air, but it travels diagonally
down.  Fairly good coverage, making it hard to dodge without a double
jump.

^Road Roller Da: D,DB,B+2A - Dio flies straight out of the top of the
screen, then drops back in riding a steamroller.  If it hits he proceeds
to laugh like a maniac while beating the steamroller until it explodes.
-Can be performed in mid air, but in general, the lag on this move makes
it fairly useless.

Tokiyo Tomare!: F,H,L,F,S - Dio leans back and smiles while The World
holds up it's arms. After a pause, a black light comes from The World
and time is stopped for your opponent.  During this time you may move
and attack normally, but all hits scored on your opponent count as part
of a combo.
-The damage is scaled down on the hits so it's difficult to make a
really damaging combo. Requires at least three levels of super, but it
will use all available levels. Performing super moves will shorten the
duration of the move.  You cannot perform Chi no Shoukan or another
Tokiyo Tomare during this move, but you can do all his other moves.

#Chi no Shoukan: M,L,F,L,H - The World appears and rushes forward a
short distance.  If it hits his opponent, it flies into the screen and
stops time.  Then Dio sticks his fingers into his opponents face and
drains their blood in a fairly graphic close-up.

-General Info-

Stand Attack: First hit of the Mudaaaa!
Guard Cancel: Muda Muda

-Dio has an alternate taunt in Stand mode.  He has a different animation
if you attempt to taunt during the Muda Muda with your Stand off.
-Dio has an Active Stand and can double jump and perform Stand combos.
- If any other character tries a time stop move (Jotaro, Shadow Dio or
Dio) you can perform the Tokiyo Tomare! during their move to counter it.
This will allow both of you to fight in stopped time.  The character who
runs out of super power first will be able to attack the other character
until time runs out.  Attacks such as Checkmate Da! are still frozen in
air, and can be used to create barriers.
-A further note about the Tokiyo Tomare: Normally all the hits during the
move are scaled down in damage to compensate for the ease of chaining
hits.  If you use the Checkmate Da!, the damage will be relatively low.
However, if you set up the knives so that they hit after the attack
finishes, they hit for full regular damage and can be very effective.
-Even more notes on Tokiyo Tomare: If you perform a move such as Dio's 
The World, Iggy's Sand Magic or any move where you are off screen or 
invincible while Dio stops time, you will remain in those invincible 
frames until Tokiyo Tomare is over.  This will force Dio to waste all
his levels of super without doing any damage.  I haven't checked what
happens if you try this while a fireball is on screen.
-When you fight CPU Dio in the arcade mode, it is always at least a two
round fight regardless of your settings.  In the first round, Dio has a
different outfit and a different taunt, as well as a generally less
offensive AI.  In the second round, he is the version that's usable by
humans, and he becomes MUCH more dangerous.



---G. HOL HORSE---

Damage: 90
Stand: The Emperor & The Hanged Man
Hol Horse is an assassin hired by Dio to kill Jotaro and his friends.
Hol hates to work alone, so he enlists the aid of J.Geil and his Stand
The Hanged Man.  Using the controllable bullets of The Emperor and the
bizarre abilities of the Hanged Man, Hol challenged Polnareff to a duel.
In the comics, he was defeated, but in the game you can take him all the
way up to his duel with Shadow Dio.  Hol Horse is an effective character
from a distance, but in close it can be a struggle.  The woman on the
elephant in his intro is Nena, the owner of the Emperess stand.

-Command Moves-

"Cancer Stick": B+L - Hol spits out a cloud of smoke.

"Drop Kick": B+M - Hol leaps up with a side kick.

"Trick Shot": B+H - Hol shoots at his opponent's feet.
-Must be blocked low.

-Special Moves-

J.Geil no Danha!: F,D,DF+A - Hol shoots his gun into the air and shards
of glass fall on his opponent.
-The button determines the angle.  This is an overhead attack and must
be blocked high. Can be done in air, but the angle will always be about
45 degrees.

Emperor: S+any direction - Hol pulls out his gun and pauses before
firing.
-The bullet can be controlled with the directional.  Can be performed in
air also. You can also control the initial direction of the shot.
Pressing B makes him fire backwards, DB or UB makes him fire back at a
45 degree angle, DF or UF makes him fire forward at a 45 degree angle,
and D or U makes him fire straight up.

Hajikida!:D,DF,F+A-Hol fires a shot straight forward.
-Hold U or D during the attack to change the direction.  Using H makes
him crouch for the shot.

Hanged Man: D,DB,B+A - Hol laughs and motions with his hand and a hole
appears in the ground.  If his opponent steps on it, Hanged Man stabs
them with his claw and holds them in place long enough for you to begin
a combo.
-Button determines where The Hanged Man appears.

-Super Combos-

Fuchimakeru!: D,DF,F+2A - Hol pulls out his pistol and fires many shots.
-Using H as one of the buttons makes him crouch when performing the
move. Can be performed in air, but it will be at an angle downward.

Dangan no Modou: B,D,DB+2A - Hol pulls out his pistol and fires one slow
motion shot that you can fully control with the directional.  After a
few moments the speed returns to normal and it fires in whatever
direction you chose.
-Holding 2A will cause you to perform more shots at the cost of one
super bar per shot.  As soon as you perform another shot, you lose
control of the first one. This is unblockable.  If you are hit during
this the bullet disappears.

Saikyo no Combi "Hanged Man": D,DB,B+2A - Hol fires three shots into the
screen causing bullet holes to appear.  If your opponent is in front of
one of them, the screen turns dark and the Hanged Man crawls out of a
hole in the background.  He slowly shuffles up to your enemy, then stabs
them in the neck.
-Your enemy is frozen if the shot hits, but the lag is horrible if you
miss. This will hit airborne opponents as well.

-General Info-

Guard Cancel: Standing H

-Hol Horse has an Inactive Stand so he cannot double jump or perform
Stand combos.
-When you use the Emperor, you can create all sorts of shapes to
maximize the damage.  Moves such as spinning the joystick or moving back
and forth on top of your opponent gets more hits.
-Hol's back and forward dashes can be held indefinitely.
-For some bizarre reason, J.Gale no Danha! will randomly cause Boingo to
fall from the sky instead of all the glass.  The damage and effects are
still the same.
-Hol has no animation for time over or draw finishes.
-Hol has an alternate taunt against Midler.




---H. HOL HORSE W/BOINGO---

Damage: 90
Stand: The Emperor & Thoth
After losing the first battle to Polnareff, Hol Horse wanted revenge.
He sought out a boy named Boingo whose brother Oingo was just
hospitalized during a failed attempt to kill Jotaro.  Boingo is the
possessor of the Thoth Stand that allows him to predict the future.
Hol kidnaps Boingo and forces him to help.  In the manga, Hol was
killed due to a misunderstanding, but now you can try to do better.

-Command Moves-

"Cancer Stick": B+L - Hol spits out a cloud of smoke.

"Drop Kick": B+M - Hol leaps up with a side kick.

"Trick Shot": B+H - Hol shoots at his opponent's feet.
-Must be blocked low.

-Special Moves-

Glass Shower: F,D,DF+A - Hol shoots his gun into the air and shards of
glass fall on his opponent.
-The button determines the angle.  This is an overhead attack and must
be blocked high. Can be done in air, but the angle will always be about
45 degrees.

Emperor: S+any direction - Hol pulls out his gun and pauses before
firing.
-The bullet can be controlled with the directional.  Can be performed in
air also.  This version of Hol doesn't have as many options as far as
controlling the shot initially, but it travels much faster.

Hajikida!:D,DF,F+A-Hol fires a shot straight forward.
-Hold U or D during the attack to change the direction.  Using H makes
him crouch for the shot.

-Super Combos-

Fuchimakeru!: D,DF,F+2A - Hol pulls out his pistol and fires many shots.
-Using H as one of the buttons makes him crouch when performing the
move. Can be performed in air, but it will be at an angle downward.

Kochi ha Zettai: 360+A - Hol sticks his finger up his opponent's nose.
He then holds them while Boingo reads from Thoth.  Then a truck hits
them...
-The damage is highest at a short distance away from the edge of the
screen.

Pipe Maze: B,D,DB+2A - Hol fires many shots into a pipe that appears
near his feet.  Suddenly a giant maze of pipes appears behind you and
the bullets proceed to ricochet through it.  After a set amount of time
they blast out of one of the openings.
-Depending on which buttons you press, it will either be in the back
(L+M) out of the top (L+H) or from the front (M+H.)  If you are hit
during this move, the pipes disappear and your shots are lost. Opponents
can be hit by the pipe when it first appears, but it does no damage.

-General Info-

Guard Cancel: Standing H

-Hol Horse has an Inactive Stand so he cannot double jump or perform
Stand combos.
-When you use the Emperor, you can create all sorts of shapes to
maximize the damage.  Moves such as spinning the joystick or moving back
and forth on top of your opponent gets more hits.
-Hol's back and forward dashes can be held indefinitely.
-Hol has no animation for time over or draw finishes.



---I. IGGY---

Damage: 105/95
Stand: The Fool
You have to give Capcom credit.  This is the first time that a fighting
game has made a DOG into an effective character.  Iggy is a dog from New
York who controls the mound of living sand known as The Fool.  He helped
Jotaro and his companions find Dio's mansion, but was killed while
trying to save Polnareff from Vanilla Ice.  The game allows you to
change Iggy's fate and use him to finish off Dio once and for all.

-Command Moves-

^"Sand Dio": F+M - Iggy creates a sand version of Shadow Dio that does
an overhead punch.

*"Sand Splash": D+H in air - The Fool turns into a pile of sand and
drops straight down.

*"Sand Fountain": F+H - The Fool punches the ground and makes a little
sand fountain.

^"Mad Dog": H during a dash - Iggy bites his opponent.

*"Flight": hold U in air - The Fool holds Iggy up as it grows wings.
-You can fly back and forth for a limited time.  Pressing any attack
button drops little sand bombs.  Button determines the angle of the 
bombs.

-Special Moves-

Sand Crasher: <B>,F+A - The Fool rushes forward with its shoulder out.
-This is a fast move, but since it's a physical attack it is very
vulnerable.  It can be stopped by a simple light attack.

Sand Attack: <D>,U+A - The Fool leaps into the air with it's shoulder
out.
-Basically the same as the ground version, but it works as an anti-air
move.

Sand Clutch: F,DF,D,DB,B+A - The Fool slides forward and splits in two.
If it hits your opponent they are sucked inside as it turns into a
sandstorm.
-This is unblockable.

Sand Magic: F,D,DF+A or B,D,DB+A-The Fool absorbs Iggy into the ground.
This is basically a teleport.
-Button and direction determine the distance.

-Super Combos-

Big Sand Wave: D,DF,F+2A - The Fool swings its arm down, then turns into
a ball and flies forward as a wave of sand moves across the screen.  The
downside to this is, it's very easy to knock Iggy out of this attack and
take no damage.

Sand Storm: L,L,F,M,H - The Fool slides forward a short distance.  If it
hits, Iggy leaps on his foe's head and does something to them behind a
snowed out screen.
-This is unblockable.

-General Info-

Stand Attack: First swipe of the Big Sand Wave
Guard Cancel: Sand Attack

-Iggy has an Active Stand, and can perform Stand combos, but he cannot
double jump.
-Iggy has three randomly chosen taunts.
-Iggy can hold his forward dash indefinitely.  In Stand mode he can
also hold his back dash.
-Due to his small size, many attacks will totally miss Iggy unless he
has his Stand on.  You can use this to your advantage...




---J.	JOSEPH---

Damage: 90/90
Stand: Hermit Purple
"It's not age, it's experience!"  Joseph Jostar is the elderly
grandfather of Kujo Jotaro.  He uses a mass of living vines known as
Hermit Purple as his Stand.  He is also a master of using the Hamon power,
the power of vibration.  Since the revival of Dio, Joseph has been
searching the world to trying to destroy the vampire who caused his
daughter Holly to become ill.  Joseph uses a Weapon Stand, but he fights
fairly effectively without it as well.  His biggest weakness is the lack
of range in his Super Combos.

-Command Moves-

"Hop Kick": F+H - Joseph leaps with a kick similar to Guile's Top Kick
in Street Fighter.
-This is an overhead.

"Sliding Kick": DF+M or H - Joseph slides forward with a short kick. The
H version sweeps, but may only be done with your Stand off.

*"Web Strike": DF+H - Joseph swings Hermit Purple along the ground.
-This is a fairly long ranged sweep.

-Special Moves-

Hamon Beat: 360+A - Joseph makes Hermit Purple surround his opponent and
hit them with Hamon energy them before he attacks them.
-In Stand mode this does a little more damage and it knocks them away.

Strategist's Profession: D,DB,B+A - Joseph touches his shoulder and
sparks appear. If he is hit during this, he counters by wrapping Hermit
Purple around himself and sending Hamon energy out of it.
-In Stand mode, this is not a counter move, but he just does the second
part of the attack automatically.  This is an overhead.

^Turquoise Blue Overdrive: D,DF,F+A - Joseph swipes his arm making a
large Hamon wave.
-There is a lag on the H version, but it hits more times.

*Hermit Web: D,DF,F+A - Joseph stretches Hermit Purple across the
screen. If it hits it wraps around your opponent.
-Tapping A causes them to be hit by Hamon, and pressing B+A draws them
in so you can combo them. The H version is low.

Sunlight Yellow Overdrive: F,D,DF+A - Joseph swings Hermit purple in an
arc in front of him. All versions of this have some lag to them.
-The weak versions without your stand will knock your opponent down, and
all the stand versions hit multiple times.

*"Forward Roll": 2A - Joseph somersaults forward.
-This goes through all standing attacks and many crouching hits as well.
It is not as powerful as a Backlash, but it can be performed with your
Stand on.  Just don't try it against CPU Vanilla Ice or you'll be sorry.

-Super Combos-

Master's Teachings: D,DF,F+2A - Joseph does a short uppercut. If it
hits, many panels from the comic book appear while he blasts his
opponent with Hamon energy.

Hamon Overdrive: 720+2A - Joseph makes Hermit Purple surround his
opponent and pelt them with Hamon power. After he has done this for a
while he proceeds to punch them across the screen.
-Nice range for a throw, but it has a miss animation if you perform it
from too far away.

-General Info-

Stand Attack: Single hit Sunlight Yellow Overdrive
Guard Cancel: ^Turquoise Blue Overdrive or *Sunlight Yellow Overdrive

-Joseph has a Weapon Stand so he cannot double jump, but he can do Stand
combos.
-Joseph has two taunts without his Stand and one with it.
-Joseph can hold his back or forward dashes indefinitely.
-In the N'doul stage, Joseph's "Forward Roll" allows you to avoid ALL of
Geb's attacks.  You can quite simply roll continuously through the stage
and come out without a scratch.
-Amusingly enough, the panels in the Master's Teachings moves are from
older series of Jojo when Joseph was still young.




---K. JOTARO---

Damage: 100/85
Stand:Star Platinum
While cursed with the burden of having such an unfortunate nickname as
"Jojo," Kujo Jotaro is the hero of Jojo's Bizarre Adventure.  He is
traveling the world in search of the dread vampire Dio.  After a long
an exhausting series of battles, Jotaro does manage to destroy Dio
using the time stopping power of Star Platinum.  NOTE: Technically,
Jotaro should not have the time stopping power until he fights Dio. He
didn't learn how to do it until his final battle.

-Command Moves-

^"Shin Kick": F+M - Jotaro leans forward and does a low kick.
-Must be blocked low.

^"Hammer Strike": F+H - Star Platinum appears and swings his fist low.
-This must be blocked low.

^"Overhead Smash": DF+H - Star Platinum appears and swings his fist
down.

*"Backhand Strike: F+M - Star Platinum swings his arm backwards.
-This is an overhead.

-Special Moves-

Ora Ora: D,DF,F+A - Star Platinum appears and does many fast punches.
-Tapping A extends the attack. In Stand Mode this can be done in air,
but is stationary.

Mach Ora: [D,DB,B+A]x2 - Star Platinum does a quick clothesline.
-The range is determined by the button.  In Stand mode you may repeat
the move.  Using L makes him do a low kick, M makes him do an upper that
sets up a juggle, and H makes him do an overhead smash that knocks them
across the screen.  In Jojo's Venture all three buttons cause the
overhead smash.

Star Finger: F,D,DF+<A> - Star Platinum holds his hand in front of his
face then swings out an extended finger.
-You can hold A to delay it, but it doesn't increase the damage.  With
your stand off, you can move around while charging, but Star Platinum
will follow you. After a certain amount of time, Star Platinum will
flash blue and attack automatically.

-Super Combos-

Patsun Ora: D,DF,F+2A - Jotaro points his finger then Star Platinum
rushes forward with a long Ora Ora.
-With your Stand on this is a short combo, but with your Stand off, you
are free to attack them while Star Platinum moves forward.  With your
Stand on this can be done in air, but it falls downward. Can only be
done in air in Jojo's Bizarre Adventure.

Star Breaker: D,DB,B+<2A> - Star Platinum holds his fist back and it
starts to glow.  When you release the buttons he rushes forward with an
overhead strike that causes a large blast.
-In Stand mode charging this move makes it stronger, and the charge is
relatively short.  With your Stand off, you are free to move while
charging, but charging too long causes an automatic release, and the
damage is lower.  Star Platinum will flash blue when his charge time is
at it's limit in either mode.

Star Platinum "The World": F,M,L,F,S - Jotaro points forward and stands
still for a moment.  Star Platinum then creates a black ball that stops
time for the opponent. During this time, your opponent can not move, and
you can combo them as much as you want.
-It's hard to get the damage high though, because every hit is counted
as part of a combo and scaled down accordingly.  Requires at least three
levels of super, but it will use all your stored stocks. Doing super
moves decrease the duration of the move.  You cannot perform "The
World" again during this move.

-General Info-

Stand Attack: H Mach Ora finish
Guard Cancel: Mach Ora

-Jotaro has an Active Stand, so he can double jump and do Stand combos.
-Jotaro has two random taunts.
-See Dio for more notes on stopped time.



---L. KAKYOIN---

Damage: 100/90
Stand:Hierophant Green
Noriaki Kakyoin is the master of the Stand Hierophant Green, a being
that can change its shape and fire out emeralds.  On a visit to Egypt,
he was brainwashed by Dio and forced to attack Jotaro and his friends.
After his defeat, he joined Jotaro and helped him in his quest to
destroy Dio.  When Kakyoin challenged Dio, he was killed by being thrown
into a building, but not before he told his friends the secret of Dio's
Stand...  Kakyoin is a very effective long-range character, and can
easily create traps in close.

-Command Moves-

*"Long Shot": F+M - Hierophant Green stretches his arm out for an
elongated punch.

*"Vertical Knuckle": F+L - Hierophant Green punches downward, and his
arm goes totally vertically.

*"Total Offensive": B+H - Hierophant Green attacks with all his limbs.

^"Slide Kick": DF+M - Kakyoin slides a short distance forward with his
leg out.

*"Hiero Drill": DF+A in air - Hierophant Green's arm turns into a drill
and he floats to the ground.

-Special Moves-

Emerald Splash: D,DF,F+A - Hierophant Green appears and fires off four
emeralds.
-The range is not very good normally, but it Stand mode this fires off
eight full screen emeralds.  Can be done in air in Stand mode.

Tie Wrap Snake: B,F,DF,D,DB,B+<A> - Hierophant Green's torso comes off
and slides at his opponent.  If he hits, he wraps his foe up and
squeezes them.
-You can attack them while they are wrapped up, or in Stand mode
pressing A causes emeralds to shoot from Hierophant's legs.  Holding A
delays the attack.  This must be blocked low.

Hierophant Field: D,DB,B+<A> - Hierophant Green freezes and releases a
web of vines.  If your opponent touches it they are electrocuted and
stunned for a second.
-You can launch these in air and hide the position by holding down A.
If you are holding any they will be released if you are hit. They can
also be destroyed by attacks from a Stand.

^Stand Release: F+2A - Kakyoin releases Hierophant Green to attack on
his own. During this time you control only Hierophant Green, but Kakyoin
can still be hit.
-Hierophant Green can triple jump while fighting on his own.

-Super Combos-

20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green releases a huge
blast of emeralds.
-This can be done in air in Stand mode. Holding B causes the spray to be
wide, and holding F causes it to be thinner.

India's Arm: D,DB,B+<2A>- Hierophant Green stretches his arm around the
screen.
-With your Stand off, his arm will stretch in a different pattern based
on the buttons you use (L+M is a diagonal line, M+H is a bent line, L+H
is a low line that bends back toward you and L+M+H is a star.)  In
Stand mode, you control the arm with the directional and can juggle
very easily. With your Stand off you can have three alternate versions
of this attack if you cancel into it from any normal attack (except the
first hit of his standing H.) Using L+M creates something close to a
diamond, M+H is a sharply bent line, and L+H is a horizontal zigzag.

Oshioki no Jikan: L,L,F,M,H - Hierophant Green slides forward.  If he
hits, he jumps inside his opponent and beats them internally.
-Can only be performed in Stand mode.

#Hierophant Finish: F,D,DF+2A - Hierophant Green swings his arm low.
If it hits, he picks up his opponent and juggles them with attacks and
emeralds.
-Must be blocked low. Can only be performed in Stand mode.

-General Info-

Stand Attack: Hierophant Green unravels and floats forward a short
distance.  He is totally invincible during this time.
Guard Cancel: "Total Offensive"

-Kakyoin has an Active Stand, so he can double jump and do Stand combos.
-The only way to rejoin Hierophant Green with you after a Stand Release
is to press S.  This will leave you vulnerable until he returns to
Kakyoin.
-Kakyoin has five random taunts.  Additionally, after any of his taunts, 
Kakyoin will remain in the pose of the taunt until you do something else.
-In Stand mode, Kakyoin can dash in air.  This may be done repeatedly.
-If you want to be cheap, Kakyoin's low H is a very long-range sweep.
Against the computer you can usually just use it over and over for an
easy win...




---M. KHAN---

Damage: 105
Stand:Anubis
Well, at least one secret character is original.  Khan is a barber who
became possessed by the Anubis Sword when Polnareff came in for a trim.
In the manga he was quickly dispatched, but in the game you can have
Khan destroy Jotaro and all his friends.  Khan deals fairly high
damage, but he takes it just as fast.

-Command Moves-

"Short Stab": B+M - Khan pokes his sword out a short distance. Not
terribly useful.

-Special Moves-

Oboetazo!: D,DB,B+A - Khan crouches low, and turns around while holding
his sword up.  If he is hit with any non projectile attack, he
automatically counters with a backward slash.  After that, a sword icon
appears over his super bar, and any time he blocks that attack he will
flash blue and you can press any attack button to counter as if you had
performed the Oboetazo again.
-You can learn as many moves as the opponent has, and every five moves
results in a larger sword with a numeral next to it.  You retain the
knowledge of learned moves between rounds, but not between fights.

Dogiyaan: <S> - Khan holds his sword out and spins wildly.
-You can hold S to make him continue spinning.  If you hold it for a
short amount of time and release, he will pose when you finish.  If you
hold it for too long, he will automatically stop, but he will be dizzy for
a few seconds.  You can perform this move in air, and it will not dizzy
you.

Kimeizan: F,D,DF+A - Khan leaps into the air with his sword extended.
The standard uppercut attack.  Much like Sagat's Tiger Blow, this hits
many times.

Kigouzan: charge B,F+A - Khan rushes forward with a wide slash.
-Pressing H results in a sweep that knocks them down.

-Super Combos-

Zangaizan: D,DF,F+2A - Khan rushes along the ground then proceeds to
repeatedly slash his opponent before performing a Kimeizan.
-He will execute the entire combo regardless of whether any of it hits.

Ichitaitou: D,DB,B+2A - Khan swings his sword once.  If it hits, he will
perform a strong Kimeizan.  Good damage, but easy to miss with.

-General Info-

Guard Cancel: Kimeizan

-Khan has an Inactive Stand so he cannot double jump or perform Stand
combos.
-You can chain two consecutive standing H attacks.
-There is a glitch in the game that causes Khan's child form to be
solid green.  Capcom really needs to play test these things.
-You can chain a L or M Kigouzan into a Kimeizan.


---N. MARIAH---

Damage: 95
Stand:Bast
The master of magnetism, Mariah is a deadly servant of Dio. Her Stand
Bast allows her to increase the magnetism of living beings.  She uses
this ability to kill people by tossing knives and cars at their
increasingly attractive body.  Mariah can be difficult to use until you
learn to get her Bast attack off frequently.

-Command Moves-

"Spiral Stab": F+M - Mariah spins around and swings a knife downward.
-This is an overhead.

"Surprise Stab": B+M - Mariah tosses a knife backward over her head.  It
spins in the air for a second, then seeks her opponent if they're close
enough.
-Bast's Magnetism doesn't affect the range or speed on this.

"Rising Slice": DF+H - Mariah slashes in an arc with a knife.  If it
hits her opponent, they are popped up and able to be juggled.

-Special Moves-

Kandenkuro-Koge: F,D,DF+A - Mariah throws a kitchen knife into the air.
A power line then falls down and swings at her opponent.  This can lead
to some big combos...
-Button determines where the cord will fall from.  You can hit your
opponent with the thrown knife for small damage, but the cable won't
fall then.  Also, the cable will fall for no damage if you are hit.

Bast's Magnetism: S - Mariah snaps her fingers and a power outlet
appears in air.  If her opponent touches it, they become more magnetic
by one level.  This increases the speed of all of Mariah's moves and it
makes her attacks more powerful.
-There are 8 levels of magnetism, and at the highest level her attacks
are very quick and do huge damage. Pressing D+S makes the outlet on the
ground, and B+S makes it appear slightly above you.  Can be done in air
as well.  The outlet can be destroyed by any attack from a Stand, even
normal punches.  The outlet disappears if you are hit.

Correction: D,DF,F+A - Mariah throws out three random metal objects that
spin around, then seek her opponent.  The objects start out very slow,
but by level 8 they become fast and hard to avoid.
-Can be performed in air.

Gunbatsu no Ashi: D,DB,B+A - Mariah lets some metal wires fall from her
skirt.  If her opponent is close enough they move toward them and wrap
them up.  This does no damage, but leaves the opponent vulnerable to
anything.
-At low levels the distance isn't very good, but by level 8 it will
cross almost the entire screen.

-Super Combos-

Nanisouzoushiten-Nosa: D,DF,F+2A - Mariah's chest grows then shrinks
back to normal as nuts and bolts spray at her opponent.
-The initial spikes can hit your opponent, but they do no damage.  Can
be performed in air, but it angles diagonally down.

Iron Crush: D,DB,B+2A - Mariah makes a circular swipe with her knife.
If it hits, her opponent is pelted with metal junk until a car falls on
them.  Very damaging at higher levels.

-General Info-

Guard Cancel: "Spiral Stab"

-Mariah has an Inactive Stand so she cannot double jump or perform Stand
combos.




---O. MIDLER---

Damage: 100/85
Stand:High Priestess
As yet another testament to Dio's ability to command attractive women
and freakish men, Midler is yet another assassin sent by Dio to destroy
Jotaro.  Midler's Stand is able to change shape at will, and its teeth
are as hard as diamonds.  Midler also has one of the game's most
disappointing endings.  It's just one of those endings that makes you
wonder why she even bothers to fight... In case anybody's wondering,
Midler only appeared in the comic in one panel, after she had already
died.  The version you see here was invented after the fact for the game
and also appeared in Jojo-A-Gogo.

-Command Moves-

*"Iron Crush": D+H in air - High Priestess turns into a weight and falls
straight down.

^"Steel Slide": D+H in air - High Priestess turns into a steel girder
and slams into the ground at an angle.

^"Priestess Saw": F+M - High Priestess leaps out as a saw blade.

^"Creeping Kick": DF+M - Midler slides a short distance forward with a
kick.

*"Slashing Claw": B+L - High Priestess swings her claws up into the air.

*"Saw Blade": B or F+H - High Priestess turns into a saw blade.  F+H is
a high arc, B+H is low and H by itself is straight.

-Special Moves-

Harpoon Shot: D,DF,F+A - High Priestess changes into a harpoon gun and
she fires at her opponent. This is a fast projectile, but the damage
isn't all that great.

#Iron Wild: F,D,DF+A - High Priestess turns into a weight and smashes
the ground in front of Midler.  This doesn't have much range, but can be
useful if your enemy is getting too close.

Motor Head: D,DB,B+A - High Priestess leaps into the ground then bursts
forth in the form of a convertible.  This has great range and works well
for juggling.

-Super Combos-

Mega Harpoon Strike: D,DF,F+2A - Midler holds a harpoon gun and fires a
single shot.  If it hits, she follows up with 8 additional harpoons.
-There is a lag on the beginning that makes this mainly a long range
countermove.

Motor Show: D,DB,B+2A - High Priestess leaps into the ground then five
cars blast out in a wave.
-This will work in corners unlike similar moves in other Capcom games...
Good for juggling.

Dinner Time: F,D,DF+2A - Midler crouches low to the ground then High
Priestess opens up her mouth.  If the enemy is standing on her they fall
in and are chewed on before being spit out.
-This is unblockable, but fairly easy to dodge. This will not hit Pet
Shop unless he is crouching.

-General Info-

Stand Attack: A grounded version of her jumping H
Guard Cancel: Her D+H in Stand mode

-Middler has an Active Stand, so she can double jump and do Stand
combos.
-Midler has an alternate taunt with her Stand on.
-During Midler's dashes with her Stand off, all attacks become
back flips.




---P. NEW KAKYOIN---

Damage: 105/100
Stand:Hierophant Green
Well, apart from the stylin new shades, New Kakyoin doesn't differ that
much from the original.  He is said to be a dream version of Kakyoin
caused by a nightmare from Death 13.  He fights much the same as
Kakyoin, but the range on most of his attacks is greatly reduced, and
he takes more damage than Kakyoin.  Kakyoin does wear those shades for
a short period toward the end of series after Geb damages his eyes.

-Command Moves-

*"Long Shot": F+M - Hierophant Green stretches his arm out for an
elongated punch.

*"Vertical Knuckle": F+L - Hierophant Green punches downward, and his
arm goes totally vertically.

*"Double Shot": B+H - Hierophant Green makes two quick medium range
shots.

^"Slide Kick": DF+M - Kakyoin slides a short distance forward with his
leg out.

*"Hiero Drill": DF+A in air - Hierophant Green's arm turns into a drill
and he floats to the ground.

*"Hiero Float": F+A in air - Hierophant Green's arm turns into a drill
and he very slowly floats across the screen.

-Special Moves-

Emerald Splash: D,DF,F+A - Hierophant Green appears and fires off four
emeralds.
-In Stand mode this fires off eight emeralds, but they don't travel any
farther.  Can be done in air in Stand mode.

^Tie Wrap Snake: D,DB,B+<A> - Hierophant Green's torso comes off and
slides at his opponent.  If he hits, he wraps his foe up and squeezes
them.
-You can attack them while they are wrapped up. Holding A delays the
attack.  This must be blocked low.

*Hierophant Field: D,DB,B+<A> - Hierophant Green freezes and releases a
web of vines.  If your opponent touches it they are electrocuted and
stunned for a second.
-You can launch these in air and hide the position by holding down A.
If you are holding any they will be released if you are hit. They can
also be destroyed by attacks from a Stand.

^Stand Release: F+2A - Kakyoin releases Hierophant Green to attack on
his own. During this time you control only Hierophant Green, but Kakyoin
can still be hit.
-Hierophant Green can triple jump while fighting on his own.

-Super Combos-

^20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green releases a huge
blast of emeralds.
-Holding B causes the spray to be wide, and holding F causes it to be
thinner.

India's Arm: D,DB,B+<2A>- Hierophant Green stretches his arm around the
screen.
-With your Stand off, his arm will stretch in a different pattern based
on the buttons you use (L+M is a diagonal line, M+H is a bent line, L+H
is a low line that bends back toward you and L+M+H is a star.)  In
Stand mode, you control the arm with the directional and can juggle
very easily. With your Stand off you can have three alternate versions
of this attack if you cancel into it from any normal attack (except the
first hit of his standing H.) Using L+M creates something close to a
diamond, M+H is a sharply bent line, and L+H is a horizontal zigzag.

Oshioki no Jikan: L,L,F,M,H - Hierophant Green slides forward.  If he
hits, he jumps inside his opponent and beats them internally.
-Can only be performed in Stand mode.

*Shin 20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green fills the
screen with vines.  If his opponent isn't blocking they will be hit.  If
successful, he flies off into the background and sends a huge spray of
emeralds at them.
-Can be done in air.

-General Info-

Stand Attack: Hierophant Green unravels and floats forward a short
distance.  He is totally invincible during this time.
Guard Cancel: Standing H (Stand mode)

-Kakyoin has an Active Stand, so he can double jump and do Stand combos.
-The only way to rejoin Hierophant Green with you after a Stand Release
is to press S.  This will leave you vulnerable until he returns to
Kakyoin.
-Kakyoin's ground dashes make him travel up slightly into the air.
-Kakyoin has five random taunts.  Additionally, after any of his taunts, 
Kakyoin will remain in the pose of the taunt until you do something else.
-In Stand mode, Kakyoin can dash in air.  This may be done repeatedly.
-If you want to be cheap, Kakyoin's low H is a very long range sweep.
Against the computer you can usually just use it over and over for an
easy win...




---Q. PET SHOP---

Damage: 120
Stand:Horus
The ever faithful guardian of Dio's mansion is yet another assassin out
to destroy Jotaro.  Pet Shop uses his Horus Stand to create deadly ice
spikes and other cold related attacks.  Pet Shop was defeated by Iggy in
the manga, but now you can use him to destroy Jotaro's entire entourage.
His attacks are relatively weak, and you must learn to juggle to use him
effectively.  Pet Shop suffers from the worst damage rating in the game,
meaning you should really make sure you know what you're doing before
you pick him.

-Command Moves-

"High Angle Spike": B+M - Pet Shop creates a small ice spike at angle.
-Can be done in air.

"Surprise Bullet": DF+H - Pet Shop dives into the ground and pops up a
short distance forward.  He then spits an ice spike up at an angle.  A
good surprise move in close, because he will appear behind them.
-Must be done slightly above the ground (at the height that he starts
at,) or on the ground.

-Special Moves-

Kill Freeze: S - Pet Shop holds up his wings and sprays out three ice
spikes that shoot straight forward.
-Can be performed in air.

Death Freeze: DB or D or DF+S on the ground - Pet Shop causes ice spikes
to appear in a patch on the ground.  If they hit your opponent, they
will hold them for a set amount of time, allowing you to start a combo.
-You can control the range with the control pad.  This is Pet Shop's
only move that must be performed on the ground.

Ice Bullet: D,DF,F+A - Pet Shop is encased in a block of ice and he
flies at his opponent.
-If you use L, only his talon is encased in ice, and he flies down at an
angle. Can be performed in air.

Ice Lance: D,DB,B+A - Pet Shop creates a large ice spike in the ground
that sets foes up to be juggled.  This doesn't have as much range as it
looks like...
-Can be performed in air.

Icicle Pick: <A> - Pet Shop causes an icicle to form in the ceiling in
varying spots based on the button you hold.  When you let go it falls
straight down.
-You can still move and attack your opponent during this, so it can
easily be used to start combos. Can be performed in air (of course.)
You can charge more than one of these at once by holding more buttons.
If you charge more than one when you're too close to the corner, they
will group up together.  This can lead to incredible damage.

Prison: B,DB,D,DF,F+S - Pet Shop fires out 8 homing ice spikes that
spray out in an arc.  This is a good way to be cheap from the far
corner.
-Can be done in air.

"Horus Prison": B,DB,D,DF,F+S immediately after a successful Death
Freeze - After freezing his opponent's legs, Horus appears and Pet Shop
perches near him.  Horus then fires out six ice spikes.
-If you tap buttons, Horus will spray ice spikes from each of his arms.
If you wait for awhile, the move will end, but even if you tap buttons
slowly, the move will extend for at least 20 hits.  After somewhere
around 35 hits the move will automatically end.

-Super Combos-

Giga Prison: D,DF,F+2A - Pet Shop holds up his wings and 30 ice spikes
spray out in a fairly straight line.
-Can be performed in air. In the corner you can repeat this and combo an
opponent infinitely (especially if you buffer the attack while holding
3A so you can keep dropping Icicle Picks...)

Banchiyou no Maukou: L,L,F,M,H - Pet Shop slides a short distance
forward.  If he hits his opponent, he pulls them into the air, and drops
them.  As they fall, he moves into the foreground and sprays ice spikes
at them (Similar to Jin's Blodia Vulcan.)
-Can be performed in air.  Relatively low damage, but it can be comboed 
into from his other supers.

Death Penalty: D,DB,B+2A - Pet Shop holds up his wings and causes a
giant ice block to fall on his opponent.  For some reason the computer
always blocks this, despite it's speed.
-Can be performed in air.

-General Info-

Guard Cancel: Close Ice Lance

-Pet Shop has an Inactive Stand so he cannot perform Stand combos.
-Pet Shop is a bird so he always flies.  You can move him freely about
the screen, but he cannot block ground attacks in the air.  The only way
he can be hit by certain low attacks is to crouch on the ground and hold
D.  Iggy can actually walk under you...
-Pet Shop's forward dash can be held for quite some time (and of course
he can dash in air.)
-Pet Shop can perform his Backlash in air.




---R. POLNAREFF---

Damage: 100/95
Stand:Silver Chariot
Armed with the warrior Stand Silver Chariot, Jean Pierre Polnareff is a
French swordsman who was hypnotized by Dio.  He was defeated by Jotaro
and he ended up joining the group.  In the original manga series he was
the one who killed a good number of Dio's assassins, and he delivered a
brutal stab to Dio's head that saved Jotaro's life in the final battle.
Polnareff is a charge character, but he is very easy to use offensively.

-Command Moves-

*"Chariot Stab": B+M - Silver Chariot sticks his sword straight out.

*"Chariot Slide": F+H - Silver Chariot sticks his sword straight out and
slides.

*"Chariot Slice": F+M - Silver Chariot hops then slices down with his
sword.

-Special Moves-

Million Spit: tap A repeatedly - Silver Chariot makes a series of quick
stabs.
-Button determines speed and duration.

Ray Darts: <B>,F+A - Silver Chariot slides forward with a stab.  Pretty
easy to work into combos or to poke from a distance.

Shooting Star: <D>,U+A - Silver Chariot leaps into one of the screen
corners then flies at your opponent.
-Holding A charges up the attack and makes it hit more times.  With your
Stand off this can be very effective strategy because you can attack
while Chariot hangs there. With your Stand on it's all but completely
useless because you hang motionless and vulnerable on the wall.

*Harikushizashi no Kei: D,DB,B+A - Silver Chariot makes a slash then
performs a small combo if it hits.
-You can delay the attack by holding A or cancel the attack by pressing
S.

*Stand Release: F+2A - Polnareff releases Silver Chariot to fight on his
own.
-Chariot cannot perform Stand combos while seperate from Polnareff.

-Super Combos-

Armor Takeoff: D,DF,F+2A - Silver Chariot makes a short range slash.  If
it hits, his armor blasts off then multiple images of him crash into the
opponent.

Last Shot: D,DB,B+2A - Silver Chariot shoots his sword's blade off as a
bullet.  The bullet bounces around for a while before returning to his
sword.
-L+M makes it a fairly straight shot. M+H is up at an angle, and L+H is
behind him.  Can be performed in air, but it always angles down.

#Requiem: F,DF,D,DB,B+2A - Silver Chariot stands in front of Polnareff
then gets hit in the head by an arrow.  Suddenly Chariot transforms into
Requiem, and his opponent is put to sleep.  They are put to sleep for
some time, but they wake up as soon as you hit them.
-This isn't that useful, as it requires three levels of super and
Polnareff can't make that many good combos against someone on the
ground.  The whole thing with the arrows and Requiem doesn't take place
until the fifth series in case you were wondering.

-General Info-

Stand Attack: Silver Chariot drops down with a crouching H.
Guard Cancel: First slash of the Harikushizashi no Kei

-Polnareff has an Active Stand, so he can double jump and perform Stand
Combos.
-Silver Chariot can triple jump on his own, but he cannot perform Stand
Combos.
-Polnareff has an alternate taunt in Stand mode.
-The interesting thing about Requiem is that it is referencing events
from the 5th series of Jojo.  The arrow that hits him is the same one
that the storyline revolves around, and Requiem is Polnareff's Stand
in the later series.




---S. RUBBER SOUL---

Damage: 95
Stand:Yellow Temperance
Even though his Stand Yellow Temperance has the ability to perfectly
mimic the form of anyone it meets, Rubber Soul's impersonation of
Kakyoin leaves something to be desired.  What you get here is a taller
Kakyoin wearing yellow with some weird moves.  He can be useful
occasionally, but the majority of his hits are just too weak.  He is way
cooler in the comic...

-Special Moves-

Shokutteyaru: D,DB,B+A - Rubber Soul sends out Yellow Temperance along
the ground.  If it hits his opponent, it wraps around their legs and
tries to constrict them.
-During this time, Rubber Soul can attack to add damage to the move by
attacking, but his hits are very weak...

Heiro-Fake: S- Yellow Temperance takes the form of Hierophant Green and
makes an attack.
-Standing makes a short range attack with all limbs.  D+S makes him
shoot his leg low, S in air makes him do a two shot medium range attack.
B+S makes him do a short range launcher. F+S makes him do a long range
strike.  This is one of his better attacks, especially because you can
move in for an attack while Yellow Temperance attacks.

Head Busa Hakina: D,DF,F+A - Yellow Temperance appears and sends out 4
blobs of goo.
-This has relatively low range, but does decent damage.

Jakuten wa Nai: D,DB,B+S - Rubber Soul leans away and smiles while
Yellow Temperance gathers in a blob on his back.  If he is hit during
this time, Yellow Temperance explodes outward revealing Rubber Soul's
true face.
-This counter move can miss if your opponent's attack has too much
range. This won't counter fireballs.

-Super Combos-

Jam Nishitekureruzei:D,DF,F+2A-Yellow Temperance sends out a large spray
of yellow goo.
-This has good range, and does decent damage, but it's hard to combo
into or out of.  Also, the damage changes sometimes.  From certain
distances, the damage is cut in half.

Coconut Back Breaker: 360+2A - Rubber Soul does a short range knee
attack.  If he hits, he picks his opponent up and does three back
breakers before tossing them.

-General Info-

Guard Cancel: Standing Hiero-Fake

-Rubber Soul has an Inactive Stand, so he cannot double jump or perform
Stand Combos.
-Rubber Soul has two random taunts.
-Rubber Soul has the most disgusting child form of any character.  And I
thought he looked bad as an adult.
-Apparently Capcom was too lazy to give Rubber Soul any animation for a
loss to time or a draw...




---T. SHADOW DIO---

Damage: 95
Stand:The World
Shadow Dio is a form of Dio that doesn't have an Active Stand.  The
exact differences in storyline between him and Dio aren't that great,
but play-wise they are completely different.  Without The World as an
Active Stand, Shadow Dio has a good juggling game and many strong moves.

-Command Moves-

"Sliding Punch": DF+H - Dio slides forward with a low punch that will
sweep his opponent.

-Special Moves-

Throw Knives:B,DB,D,DF,F+A then F,DF,D+A-Dio takes two handfuls of
knives and throws one at his opponent.
-L will make the knives cover the majority of the screen.  M makes them
mostly head to the air, and H makes him throw them all straight ahead.
If you press F,DF,D+A afterwards, he then tosses a second handful in the
appropriate direction. You can change buttons between attacks.

Kuretsu Ganshiha: F,DF,D,DB,B+<A> - Dio leans back and puts his arms in
front of his face for a moment.  He then releases a beam from his eyes.
-This is unblockable.  Holding down A charges it up and makes it
stronger.  After a while, he will flash red, then the attack will be
released automatically.

Kyoufu no Henrin: B,D,DB+A - Dio turns around and reads a book.  If he
is hit during this, he will disappear and reappear behind his stunned
opponent.  This can lead to huge damage for the unfortunate fellow...

Najimuzo!: F,D,DF+A - Dio's hand glows and he swings it forward. If he
hits, he grabs them and drains blood from their face before tossing them
away.
-This is unblockable, but it will only hit in close.

World 21: B,DB,D,DF,F+S - Dio makes a shadow World throw three punches.
This can juggle your opponent.

"Shadow World": S - Dio sends The World out with one punch.
-D+S causes a low punch and B+S causes a rising punch.  All of these
attacks may be done in air.

-Super Combos-

Punishment: D,DF,F+2A - Dio leans back and a shadow World makes a single
punch.  If it connects, time stops, then he reappears drinking a glass
of blood and reading a book, while a circle of knives has gathered
around his opponent.  Guess what the knives do next...

Charisma!: D,DB,B+2A - Dio leans forward and his hair grows.  It
suddenly sends out multiple small sparks that home in on the opponent.
-This appears to be unblockable, but the damage is very low.  Requires 2
levels of super.

Tokiyo-tomare!: L,F,H,B,S - Dio leans back and time stops.  Your
opponent is frozen while you can attack them at will.
-All the hits done are counted part of a combo, and the damage is scaled
as such.  You cannot perform Punishment, Tokiyo Tomare or Najimuzo
during this move. Requires 2 levels of super, but it will use all
available levels.

WRRRYYY!:D,F,DF+2A-Dio leans back then rushes forward with an overhead
slash.
-You can control when the attack is released by holding the buttons.
When he hits, his opponent is blasted into the far wall.  You may repeat
the move the moment it hits, and Dio will quickly rush to the other side
of them and try to kick them.  You must hold the buttons the second time
in order to land the hit.  It takes some timing, but it looks really
cool.

-General Info-

Guard Cancel: The World strikes your opponent with its shoulder.

-Shadow Dio has an Inactive Stand, so he cannot double jump or perform
Stand Combos.
-See Dio for further notes on stopped time.




---U. VANILLA ICE---

Damage: 100/90
Stand:Cream
In one of the greatest tragedies of our time, Capcom decided to ruin the
joke of Vanilla Ice by changing his name into Iced.  Now his lines "Word
to my Master," and "You had a problem, I just solved it," will be lost
on the majority of U.S. gamers who play Jojo.  Regardless, Vanilla Ice
is a strong offensive character whose Stand mode not only allows you to
control his Stand, but it also makes him hide inside of Cream making him
play like two separate characters.

-Command Moves-

^"Shin Kick": F+L - Ice makes a short range kick.
-This must be blocked low.

^"Big Boot": F+M - Ice makes a medium range field goal kick.

^"Hammer Smash": F+H - Ice makes a short range side swing to his
opponent's stomach.

*"Cream Chop": F+H - Cream swings his hand out at a high angle.

*"Cream Chip": F+L - Cream makes a small shin kick.
-This must be blocked low.

*"Overhead Crush": F+M - Cream smashes both his hands into the ground.
-This is an overhead.

*"Evil Flick": F+M in air - Cream swings his fingers at his opponent.

*"Wild Grab": F+H in air - Cream swipes his hand at his opponent.

-Special Moves-

Dark Space:D,DF,F+A-Cream swallows Ice and flies forward in a ball of
energy.
-Can be performed in air. In Stand mode, this is larger and you can
change directions by pressing any direction and A during the move.

*Bara Maiteyoru: B,D,DB+A - Cream leaps into the ground and blasts out
in a green ball of energy.
-Button determines where he will appear.  L is left, M is Middle and H
is right.  This is incredibly strong and fast.  The computer will always
fall for it.

Cream!: D,DB,B+A - Cream leaps out and tries to bite the opponent.
-This is kinda slow, and doesn't have that much range, so it's not
terribly useful.

*Futto Bashiyaru: <D>,U+A - Cream leaps into the air and comes down with
a large chunk of rock to smash his opponent with.
-Seems to be a set range.

-Super Combos-

Do Chikashou Ga!: D,DF,F+2A - Ice holds his fists up in rage then rushes
forward with a punch and another attack if the punch misses.
-If the punch hits, he proceeds to beat his opponent and kick them into
the wall.  If the second hit is landed, he will not go into the combo.
You can delay this by holding the buttons, but it goes automatically
after a few seconds. Ice will change into Stand mode if he wasn't at the
start of it and vice versa.  If you charge the move fully, the range is
greatly increased and the move becomes unblockable.

*Circle Locus: F,D,DF+2A - Cream makes a short limp wristed strike.  If
it hits he blasts around the screen in a large green ball juggling the
opponent.

Madness Sorrow: D,DB,B+2A - Cream leaps into the ground in a ball of
energy.  He then proceeds to blast out of the ground or walls from
different spots.
-L+M causes him to go from one edge to the other in shrinking arcs. M+H
causes him to move from top to bottom in arcs.  L+H causes him to come
from the corner to the center and then pop up where his opponent is.
Requires two levels of super. This is unblockable.

-General Info-

Stand Attack: "Overhead Crush" after moving forward a short distance.
Guard Cancel: Cream!

-Vanilla Ice has an Active Stand, so he can double jump and perform
Stand Combos.
-In Stand mode, Cream is much taller than Ice and he jumps lower and
moves slower.
-Cream can air dash in Stand mode.
-Vanilla Ice has an alternate taunt in Stand mode.  He also has an
alternate set of taunts against Dio or Shadow Dio.  He will perform an
alternate taunt if you taunt during Cream! with his Stand off.




---V. YOUNG JOSEPH---

Damage: 100
Stand:None (Hermit Purple eventually...)
After a run in with Alessi, Joseph Joestar got a second chance at youth.
And since Alessi ran away like the coward he is, Joseph was forced to
stay that way for awhile.  In this form, Joseph loses his Stand and all
related moves, but he gains numerous weapons.  All the art for this
character is from the second series, when Joseph was the star of the
story.  Thankfully, they decided not to bring back Kars...

-Command Moves-

"Hop Kick": F+H - Joseph leaps with a kick similar to Guile's Top Kick.
-This is an overhead.

"Sliding Kick": DF+M or H - Joseph slides forward with a short kick.
-The H version sweeps.

-Special Moves-

Hamon Cola: F,D,DF+A - Joseph pulls out a bottle of pop and fires off
the cap with Hamon energy.  This causes a short range spray that makes
for easy juggling.

Iron Bowgun: F,DF,D,DB,B+A - Joseph pulls out a crossbow and fires a
large metal ball.
-The H version causes him to fire the ball backward and it swings around
and hits them in the back.  Good for combos, but it is rather obvious.

Hamon Cutter: D,DF,F+A - Joseph swipes his arm making a large blue wave.
-There is a lag on the H version, but it hits more times.

Cracker Volley: D,DB,B+S - Joseph throws out a Hamon charged bola that
 moves forward then hovers in air.
-You can have many of these on the screen at once. Many characters can
duck under it, but it will hover over their head.

Cracker Beat: D,DF,F+S - Joseph slides forward while spinning his bola.
-If you press S again he moves forward with the opposite hand.  After
that you can press S a third time to make him do a bola upper, D+S to
make him do a bola sweep, or F+S to make him do a short jumping attack.

Cracker Bola: S - Joseph spins a bola at his opponent.
-In air this angles down.  Pressing D+S makes him do a sweep and
pressing F+S makes him do an uppercut.

-Super Combos-

Wasurenu Omoi: D,DF,F+2A - Joseph does a short uppercut.  If it hits,
many panels from the comic book appear while he blasts his opponent with
energy.  He shouts "Ceasar!" which is the name of a friend of his who died
fighting the Perfect Beings.

Eija no Akimigi: D,DB,B+2A - Joseph takes out a large medallion and
charges a blast with his fist.  After a pause he fires an unblockable
laser.
-This can easily be ducked under.  In Jojo's Bizarre Adventure the
damage is rather high, but it's only half as strong in Jojo's Venture.

-General Info-

Guard Cancel: Hamon Cola

-Joseph has no Stand so he cannot double jump or do Stand combos.
-Joseph has an additional taunt against Polnareff, Jotaro, and Abdul.




-------------------
4. SECRETS
-------------------

-Blazing Fists Match-

When certain characters launch attacks of the same strength with their
Stands on, they enter a Blazing Fists Match.  Pounding on the buttons
increases your chance of winning.  You can use any of the following
moves:

Polnareff - Million Spit or Ray Darts
Joseph - Strategist's Profession
Jotaro - Ora Ora
Dio - Muda Muda
Abdul - Fire Aura
Iggy - Sand Attack

-Special Intros-

The following characters have special intros if you have them fight each
other in Versus mode:

Midler vs. Joseph
Dio vs. Abdul, Polnareff, Joseph, Jotaro, Kakyoin, Devo, Pet Shop
Vanilla Ice vs. Iggy
Vanilla Ice vs. Polnareff, Jotaro, Joseph (Japanese version only)

-Hidden Characters-

To earn the hidden characters just do the following:

JOJO'S VENTURE

Beat the arcade mode with Jotaro to get Dio.
Beat the arcade mode with Joseph to get Young Joseph.
Beat the arcade mode with Dio to get Shadow Dio.

JOJO'S BIZARRE ADVENTURE

Beat the challenge mode with Jotaro to get Rubber Soul.
Beat the challenge mode with Black Polnareff to get Khan.
Beat the challenge mode with Dio to get Shadow Dio.
Beat the challenge mode with Joseph to get Young Joseph.
Beat the challenge mode with Hol Horse to get Hol Horse w/Boingo.
Beat the challenge mode with Kakyoin to get New Kakyoin.


-Alessy Mode-

To earn Alessy Mode in Jojo's Bizarre Adventure, simply beat the
challenge mode with Alessy.


-Fight Death 13-

Death 13 is a secret character that will challenge you if you fulfill
the right conditions (Note: Death 13 is always a one round fight
regardless of your settings):

JOJO's VENTURE

Using one of the heroes (Jotaro, Polnareff, Iggy, Joseph, Kakyoin, or
Abdul) beat the first five opponents without losing a round and win
with a super combo at the last round of every fight.  You may not lose
in N'Doul's stage either.

JOJO's BIZARRE ADVENTURE

Using one of the heroes (Jotaro, Polnareff, Iggy, Joseph, Kakyoin, or
Abdul) beat the first five opponents without losing a round.  You may
not lose in N'Doul's stage either.


-New Character AI-

This isn't really a secret, but it was pointed out by CJayC in his Jojo
FAQ (found at www.gamefaqs.com)  All of the characters added in Jojo's
Bizarre Adventure do not have any AI.  This means that you cannot fight
them in the arcade mode or training mode.  This applies to Pet Shop,
Mariah, Black Polnareff, Khan, New Kakyoin, Rubber Soul, Hol Horse, Hol
Horse w/Boingo, Young Joseph, and the playable version of Vanilla Ice.
It seems that Capcom was lazy once again...


-Changes from the Japanese version-

>From what I can tell, the changes in the U.S. version were relatively
minor, but disappointing nonetheless.  Most obvious is the removal of
the majority of the blood, and the white coloring for what's left.
Second, when Abdul is killed by Vanilla Ice, originally his hands were
left behind (exactly like the comic.)  I guess dismembered limbs were
too much...  One of the more irritating things was the removal of the
classic "ORA ORA" and "MUDA MUDA" text onscreen during a Blazing Fists
match.  Mentioned elsewhere is the removal of Vanilla Ice's intro
where he is resurrected with Dio's blood.  Beyond the fact that the 
translation is rather poor, a they removed a lot from the story mode 
including sound effects, titles, and the "RETIRED" message it writes
when you beat someone.  Jotaro also seems to have lost his smoking win
pose and Dio's bloody demise was removed.

-Child Transformations-

The first time I played Jojo, I got a little bit confused by the strange
transformations Alessy can cause people to go through.  After reading
the series, I can see the clever inside jokes...  Here's what I
remember:


Black Polnareff -  After Black Polnareff was defeated by Jotaro, a child
picked up a fragment from the Anubis sword.  He tossed the sword at
Jotaro, but it missed... This is that child.

Chaca - Same as Black Polnareff

Dio - Nukesaku, one of Dio's servants who attacks Jotaro.

Hol Horse - When Kakyoin and Polnareff were trying to escape from the
Hanged Man, the reflection from a nearby child's eyes allowed Hanged Man
to follow them.  Guess who this is...

Hol Horse w/Boingo - Same as Hol I think... I forgot my game in America.

Iggy - This is kinda funny.  When Capcom put Iggi in the game, they put
their own spin on his character design.  The child version of Iggi is
drawn more like the original manga version.

Khan - When the child who became possessed by Anubis (see Black
Polnareff)tossed the sword, it landed in a cow who became understandably
upset. As mentioned earlier, a glitch in the game prevents this from
looking right.

Mariah - This is the old woman that Joseph kept running into when he was
affected by the Bast Stand.  There's a running gag with her for a few
issues.  You can also see her in one of the backgrounds.

Rubber Soul - If you haven't read the comic, this is probably the
weirdest one.  When Jotaro was chasing Rubber Soul he jumped into a
cable car and Rubber Soul assumed the form of a fat woman.  He was
slightly less disgusting in the comic.

Shadow Dio - In the first series Jonathan Jostar cut off Dio's head, but
Wang Chun brought it back in a jar.  The lasers are the same ones Dio 
shoots from his eyes.

Young Joseph - An adolescent Joseph with a comic book no less.  He's 
reading Superman by the way.



-------------------
5. CREDITS
-------------------

I would like to thank the following people for their support:

Senio "Akuma" Rotondi - A great friend of mine.  I helped him with his
Darkstalkers 3 FAQ and he gave me the inspiration to do this one. He is
the biggest Jojo fan out there.  I bow to the master ^_^

CJayC - Most of you reading this know who he is, but he deserves credit
for having one of the first Jojo FAQs which I obviously drew inspiration
from.  Thank you for providing me with a level of quality to strive for.
You can get his FAQ at www.gamefaqs.com

Kao Megura - Besides the obligatory credit for making wonderful FAQs to
use as a comparison, I have to thank him for NOT making an FAQ on this
game.  He always gets the guides out first so there's no point in me
repeating what he said. ^_^  Additional thanks go out for his legal
advice regarding dealings with certain websites...

Araki Hirohiko - For providing me with the wondrous adventures of the
Joestar bloodline.  The 'Stone Ocean' Story has given me a lot of
practice on my Japanese.  (Jojo-A-GoGo just plain rocks!!!)

Eric Anderson - Of all the people who have to put up with me, he gets
the worst end of it.  He provided me with great deal of help regarding
testing and overall direction I wanted to take with this FAQ.
Hopefully I can pawn off some of my old issues on him...

Mobie - She had to listen to my constant quotes from this game in
order to help me out.  My Japanese isn't so good yet.  By now she's
quite sick of "Ora ora!" ^_^  (BTW, don't go around saying "Ora ora"
to Japanese folks unless you want to look like quite the fool.
Actually, most of the lines in this game are pretty out of date. I
wouldn't use "Yare yare" or "Gero gero" too much either...)

Julian - He gave me plenty of great info about Pet Shop, some special
taunts and character notes.  Also he pointed out a number of mistakes.
He's also the first contributor I've gotten to thank ^_^

Andrew Weil - Provided me with some useful information involving Dio's
Tokiyo Tomare! that lead me to test it much further.

Graham Fredrick - He gave me a great deal of info for Kakyoin, D'bo,
Alessi, Dio, Hol Horse and Khan.  His info finally made me get going
and make a new update.

Anata Blackrose - Her work on a Dio FAQ helped me out with some 
testing I needed to perform.  It helps to show what an interesting
move Tokiyo Tomare! really is...   

Jojo's Bizarre Adventure and all related characters are Copyright
Araki Hirohiko and Lucky Land Communications.  Game Copyright
Capcom, Co. Ltd. 1999.  All bands names are copyright of their 
respective labels/whoever actually owns them.

Once again, this FAQ is Copyright Ed Derus 2000