-------------------------------------------------------------------------------
JoJoís Bizarre Adventure: All-Star Battle
Character Move List Guide
For the Sony PlayStation 3 (NTSC-J)
By Raul Torrez (zerokyori@hotmail.com)
This FAQ is Copyrighted Work 2013-2014 Raul Torrez
-------------------------------------------------------------------------------


JoJoís Bizarre Adventure and all related characters are registered trademarks 
and copyrighted by Hirohiko Araki and Lucky Land Communications.
Game developed by Cyber Connect2 and published by Namco Bandai Games.


===============================================================================
Table of Contents:
===============================================================================
1. Introduction                        [000]
2. Basic Commands                      [BC]
3. Character Move List                 [CML]
     Jonathan Joestar                  [C01]
     William A. Zeppeli                [C02]
     Dio Brando                        [C03]
     Joseph Joestar                    [C04]
     Caesar A. Zeppeli                 [C05]
     Esidisi                           [C06]
     Wamuu                             [C07]
     Kars                              [C08]
     Jotaro Kujo                       [C09]
     Kakyoin Noriaki                   [C10]
     Jean-Pierre Polnareff             [C11]
     Mohammad Avdol                    [C12]
     Hol Horse                         [C13]
     DIO                               [C14]
     Josuke Higashikata (Part 4)       [C15]
     Okuyasu Nijimura                  [C16]
     Koichi Hirose                     [C17]
     Rohan Kishibe                     [C18]
     Akira Otoishi                     [C19]
     Kosaku Kawajiri                   [C20]
     Giorno Giovanna                   [C21]
     Bruno Buccellati                  [C22]
     Narancia Ghirga                   [C23]
     Guido Mista                       [C24]
     Diavolo                           [C25]
     Jolyne Kujo                       [C26]
     Hermes Costello                   [C27]
     Enrico Pucci                      [C28]
     Johnny Joestar                    [C29]
     Gyro Zeppeli                      [C30]
     Funny Valentine                   [C31]
     Josuke Higashikata (Part 8)       [C32]
     Yoshikage Kira                    [DLC1]
     Shigekiyo Yangu                   [DLC2]
     Iggy                              [DLC3]
     Pannacotta Fugo                   [DLC4]
     Lisa Lisa                         [DLC5]
     Joseph Joestar (Older)            [DLC6]
     Narciso Anasui                    [DLC7]
     Vanilla Ice                       [DLC8]
     Ikuro Hashizawa (Baoh)            [DLC9]
4. Updates / Version History           [VH]
5. Closing and Credits                 [CAC]


===============================================================================
1. Introduction:                                                          [000]
===============================================================================

Hi everyone! Where do I begin? Itís been so many years since I typed one of 
these up. The purpose of this guide is to provide you with as much information 
on the characters of the game. That or until something better is released. 
Either way, Iím positive itíll be enough to hold over a few people.

Unfortunately at this time, Iím probably not going to cover any info on the 
paid DLC characters. Japanese PSN cards are quite pricey these days. So until 
then...

This is where Iíd go on about how much I love JoJoís, but Iíll spare everyone 
from that happening. So, for now, weíll get on with the guide.

If you found this guide helpful in anyway, feel free to consider sending a 
PayPal donation (kim_kaphwan@netzero.net). Anything is appreciated. Thanks!


===============================================================================
2. Basic Commands:                                                         [BC]
===============================================================================

Key Configuration:
L - Light attack
M - Medium attack
H - Hard attack
S - Style
D - Dodge / Axis Movement (front)
P - Taunt / Provocation
f - forward
b - back
u - up
d - down
qcf - d, df, f
qcb - d, db, b
hcf - b, db, d, df, f
hcb - f, df, d, db, b
dp - forward, down, down forward
rdp - back, down, down back
df - diagonally down forward
db - diagonally down back
uf - diagonally up forward
ub - diagonally up back
(air) - can be done in the air
Otg - off the ground
PC - Puttsun Cancel
SC - Super Cancel
SR - Stand Rush
HH - Heart Heat (super meter)
HHG - Heart Heat Gauge
HHA - Heart Heat Attack (level 1 super move)
GHA - Great Heat Attack (level 2 super move)
PK - must be pressed at same time (AA, AAA)
Xx - can cancel move
x1 - repeat number of times shown
> - follow up (additional attack)

-------------------------------------------------------------------------------
Basics:
-------------------------------------------------------------------------------

-Dash / Run- f, f (hold f while running)
Used to dash / run towards the opponent. Each character has a unique run.

-Dash Back- b, b (hold b while running back)
Used to dash away from the opponent. Some characters have the ability to run 
away.

-Throw- AA / b + AA
A basic throw all of the characters within the game possess. Neutral grab 
tosses the opponent forward. The b + AA grab tosses the opponent in the 
opposite direction. Throwing can be used for position change. All characters 
basic throws reduces the opponents Guard Gauge by 10%.

-Throw Escape- when grabbed, AA
Only breaks regular throws, not command throws.

-Chain Beat- L, M, H
This is the basic chain combo of the game. All chains start from a weak attack 
to the next highest strength. Examples: L, M, H / L, H / M, H. All chain can 
are cancelable into command / special / super moves. However, most chains 
ending in a crouch H will cause hard knockdown.

-Easy Beat- press L x5
This is an auto chain combo that ends with a Heart Heat Attack. Itís a great 
feature for new players of the fighting genre. The Easy Beat damage output is 
the same as a Chain Beat.

-Super Jump- d, uf / d, u / d, ub
Some characters have the ability to jump higher with their respected super 
jump. Each character with a super jump may have unique abilities / properties, 
while jumping. If a character is hit during a super jump, that attack will 
become a counter hit.

-Super Jump Cancel-
Any character with the ability to super jump, can cancel their normal attacks 
into their super jump, Any crouch Hís that causes hard knockdown, cannot be 
super jump canceled.

-Puttsun Cancel- during attack, AAA (requires 1 Heart Heat stock)
This move allows you to cancel out of all normal attacks and specific special 
moves. Used for combo extensions, pressure attacks, or safe block recovery.

-Super Cancel-
All characters can super cancel normals, command, and special attacks into a 
Heart Heat Attack. All characters can also super cancel normal attacks into a 
Great Heat Attack.

-Stand ON Cancel- S (requires 50% of a Heart Heat stock)
This command is for most Stand users. This allows characters to cancel normal 
attacks and command moves into Stand ON. Immediately after the cancel, holding 
forward / back gives you the ability to extend combos / pressure or defend. The 
cancel can only be done during Stand OFF.

-Stand Rush- S (requires 25% of a Heart Heat stock)
Most Stand users have the ability to cancel out of specific special moves. Used 
for combo extensions, pressure attacks, or safe block recovery.

-Quick Horse Mount- S (requires 1 Heart Heat stock)
This command is the equivalent to Stand ON Cancel, but only for Johnny and 
Gyro. It allows both characters to cancel their normal attacks / chain beat 
into horse mount. The quick mount animation hits the opponent into a juggle 
state. The mount cancel can only be used when dismounted / grounded.

-Clash-
This occurs when the playerís normal / special attack collides with the 
opponentís attack at the same moment. Clashes can occur when grounded or in 
mid-air. After the clash, both characters are pushed / spaced away from each 
other. You can recover even faster, if you Puttsun Cancel after the clash. 
Projectile attacks cannot clash.

-Rush Mode-
This is the returning ďBlazing FistsĒ clash feature from ďHeritage for the 
FutureĒ. If both characters clash with a rush type (multi-hitting ORA!) 
special, they will enter a rapid button battle. The player, who presses the 
button (L attack) the fastest, wins! It causes a hard knockdown and resets the 
characters position.

-Health Recovery-
The Pillar Men and Vampires (Esidisi, Wamuu, Kars, Dio Brando, DIO, Vanilla 
Ice) are able to automatically regain the white portion of their health. If at 
anytime the player is hit while the white portion is visible, the recovery 
portion will disappear.

-Stand Disc Retrieve- near disc, d / db / df
Only against Pucci, whenever Whitesnake steals it. Once Pucci is hit by an 
attack, the disc will fall to the ground. During this time, both players are 
able to retrieve it. The playerís specials / commands are disabled, until you 
repossess the disc from Pucci.

-Corpse Parts Retrieve- near part, d / db / df
Only accessible to the Part 7: Steel Ball Run characters. Each of the 
characters can obtain unique abilities with each part equipped. Only by 
knocking the character down, will they release the part.

-Counter Hit-
The damage on the initial attack is doubled. Thereís also longer hit stun on 
initial attack as well.

-Guard Break-
This occurs when the guard gauge is completely depleted. The guard break leaves 
the player in a vulnerable state. The opponent is given the opportunity for a 
free attack.

-Stylish Move- on guard impact, press b / db (requires 30% of Guard Meter)
When blocking the opponents attack at the moment of impact, your character will 
dodge / avoid the attack with a signature JoJo pose. This allows you a free 
attack opportunity. Also, youíre able to guard against unblockable attacks. 
There are two versions of the Stylish Move, the standing avoids mid, overhead, 
and unblockable attacks, while the crouching avoids low, mid, and unblockable 
attacks. Performing the incorrect dodge will result in a 40% penalty of your 
Guard Gauge.

-GoGoGo / Rumble Mode-
It automatically actives when the life gauge hits 30%. During this mode, the 
characterís attack strength and meter building increases. The character and 
life gauge will begin to flash a red. In the manga, ďGogogoĒ sound effect 
usually appears in a hostile / emotional situation.

-Kakugo / Resolve Mode-
It automatically actives when the life gauge hits 20%. During this mode, the 
character gains armor / autoguard on special moves, increased HH meter when 
attacked, and increased attack strength. The character and life gauge will 
begin to flash yellow.

-Style- S
Each character has a specific battle style thatís based on their 
characteristics.

-------------------------------------------------------------------------------
-Ripple Users-     -Vampire-    -Mode-    -Stand Users-        -Horseback-
-------------------------------------------------------------------------------
Jonathan Joestar   Dio Brando   Esidisi   Jotaro Kujo          Johnny Joestar
William A. Zeppeli    DIO       Wamuu     Noriaki Kakyoin      Gyro Zeppeli
Joseph Joestar                  Kars      Muhammad Avdol
Caesar A. Zeppeli               Baoh      Jean-Pierre Polnareff
Lisa Lisa                                 Hol Horse
Joseph Joestar (Old)                      DIO
                                          Iggy
                                          Joseph Joestar (Old)
                                          Vanilla Ice
                                          Josuke Higashikata (Part 4)
                                          Okuyasu Nijimura
                                          Koichi Hirose
                                          Rohan Kishibe
                                          Akira Otoishi
                                          Kosaku Kawajiri
                                          Yoshikage Kira
                                          Shigekiyo Yangu
                                          Giorno Giovanna
                                          Bruno Buccellati
                                          Narancia Ghirga
                                          Guido Mista
                                          Diavolo
                                          Pannacotta Fugo
                                          Jolyne Kujo
                                          Hermes Costello
                                          Enrico Pucci
                                          Narciso Anasui
                                          Johnny Joestar
                                          Gyro Zeppeli
                                          Funny Valentine
                                          Josuke Higashikata (Part 8)
-------------------------------------------------------------------------------

-Dodge / Axis Movement- D / d + D
This command allows the player to dodge / side step into the background. 
Neutral button is the background dodge, while d + R is the foreground dodge.

-Recover Roll- D (while knockdown)
This command allows the player to recover fast from a knockdown. Only works on 
soft knockdowns.

-Taunt- Select
This is the provocation / taunt command that all characters acquire. 
Immediately after a hard knockdown, using a taunt causes the opponent to lose 
10% of their HH. The player will receive the 10% HH meter that was drained. 
Taunts are interruptible, and cannot be canceled out.

-Taunt Combo Extension-
Some characters with specific projectiles are able to extend combos with a 
taunt. After a hard knockdown, throw out a projectile / barrier. Once it 
travels near / over the fallen opponent, activate taunt. This enables the 
opponent to recover quickly, causing them to wake up into the unblockable 
projectile, which allows you enough time to extend the combo. Most characters 
have specific set ups to achieve this, depending on the situation. Puttsun 
Canceling the projectile and specific taunts may be required. You are only 
allowed to perform this ability once per round.

-Heart Heat Attack- (requires 1 HH stock)
Level 1 super combo.

-Great Heat Attack- (requires 2 HH stocks)
Level 2 / Max super combo.


===============================================================================
3. Character Move List:                                                   [CML]
===============================================================================

-------------------------------------------------------------------------------
Jonathan Joestar                       [C01]                    [Phantom Blood]
-------------------------------------------------------------------------------

Style: The Ripple

-Throw-
Iíll protect my father! - AA / b + AA

-Command Moves-
Ripple Breathing Ė hold S
Zoom Punch (Upward) - f + L
Zoom Punch (Straight) - f + M
Shoulder Tackle - f + H
Rumble Mode - low life condition

-Special Moves-
Sendo Overdrive - qcf + A / S
Overdrive Rush - b, f + A / S
Scarlet Overdrive - dp + A / S
The Sword of Luck and Pluck Ė qcb + A / S

-Heart Heat Attack-
Who will be the last one defeated in the end Ė qcf + AA
This will be my Final RippleÖ - d, d + AAA

-Great Heat Attack-
Sunlight Yellow Overdrive Ė qcf + AAA

-Super / Puttsun Cancels-
qcf + A / S
qcb + A / S (1st-3rd hit)
dp + A / S (1st hit)
b, f + A / S

------
Notes:
------
- Ripple Breathing increases the HHG.
- Strengthened Ripple attacks consume 25% of the Heart Heat.
- Crouch H is cancelable into specials, commands, and supers.
- Jump M can be used as a cross up attack.
- The f + L can cancel into specials and HHA.
- This move is a great anti-air attack.
- The f + L command can be used in chain beat, preferably in a juggle state, as
  it can only connect in mid air.
- The f + M can cancel into specials and HHA.
- The f + M causes crumple stun.
- The f + M can be used in a chain, but wonít combo link on a grounded
  opponent.
- Itís able to normal / chain beat link on a juggled opponent.
- The f + H can cancel into specials, but theyíll never link.
- His qcb + A (1), dp + A, b, f + A, and HHA / GHA attacks are linkable off of
  f + H.
- The shoulder tackle causes a hard knockdown and wall bounce.
- The qcf + A hits low.
- The qcf + A can negate other ground projectiles.
- The enhanced qcf + S leaves the opponent in a juggle state.
- The b, f + A can enter blazing fists with other ďOra!Ē type characters.
- When blocked, the ender of b, f + A takes a nice chunk off of the Guard
  Gauge.
- The enhanced b, f + S launches the opponent into a juggle state.
- The initial hit of qcb + A / S is an overhead.
- The last hit of qcb + A / S can be punished with a stylish move or supers.
- The qcb + S possesses armor / autoguard. The armor lasts throughout the whole 
- sequence of the attack, which can absorb multiple attacks / projectiles.
- Jonathan will still take damage, but the qcb + S attack will continue to
  resume.
- The autoguard on qcb + S is quite vulnerable to HHA / GHAís.
- His dp + S has full invincibility on the way up.
- The initial attack on the dp + A start up has autoguard.
- Itís possible to link normals and HHA / GHA after dp + S
- The Final Ripple requires only 1 HH stock.
- Final Ripple becomes active when your life gauge has been completely
  depleted.
- During the Final Ripple activate sequence, the opponent will revert back to
  neutral position.
- When revived by Final Ripple, youíll receive about 20% of health back.
- During Final Ripple, all Ripple infused specials no longer require meter to
  use.
- The Final Ripple disables the HH gauge. This super can only be used once a
  round.
- The opponent can avoid the Final Ripple, by defeating Jonathan with a super
  move.
- Heís unable to revive from being defeated by a super.


-------------------------------------------------------------------------------
William A. Zeppeli                     [C02]                    [Phantom Blood]
-------------------------------------------------------------------------------

Style: The Ripple

-Throw-
Pow! - AA / b + AA

-Command Moves-
Super Jump Ė d, u / uf / ub
Life Magnetism Overdrive Ė in air, f + S (Hold S, to glide)
Minimizing the hit area by Ripple Guard Ė in air, b + S (Hold S, to float)
Zoom Punch Ė f + M
Rumble Mode - low life condition

-Special Moves-
Ripple Cutter Ė qcf + A / S (air)
Sendo Wave Kick Ė dp + A / S
Sunlight Yellow Overdrive Ė hcb + A / S
Tornado Overdrive Ė qcb + A / S (air)

-Heart Heat Attack-
This is the Sendo! Ė qcf + AA

-Great Heat Attack-
Ripples of the Sun! Sunlight Yellow Overdrive! Ė qcf + AAA

-Super / Puttsun Cancels-
qcf + A / S (ground)
qcb + A / S (ground / air)

------
Notes:
------
- Ripple Breathing increases the HHG.
- Zeppeliís Ripple Breathing charge is the fastest out of all the Ripple users
  (150% normal rate).
- The recovery time on the Ripple Breathing is longer, so it balances out the
  quick charge speed.
- Strengthened Ripple attacks consume 25% of the Heart Heat.
- Crouch L hits low.
- His auto 2-hit crouching H, is cancelable into a super jump cancel, f + M,
  specials, or supers.
- The auto 2-hit crouch H causes knockdown.
- Specials, commands, and supers can be linked on the initial hit of crouch H.
- His super jump is cancelable off of all standing / crouching normal attacks.
- His f + M can cancel into specials / HHA.
- f + M can also be combo linked from his chain beat.
- His air b + S has full invincibility until he lands.
- During the aerial f + S / b + S, you may cancel out of the float with any air
  normals or air special moves.
- Using aerial f + S / b + S gradually decreases the HHG.
- His qcf + A can negate projectiles.
- The aerial qcf + A is cancelable from his jump normal attacks.
- Distance and number of projectiles are determined by the attack button.
- Tiger kneeing Ripple Cutter (qcf, uf + A) is possible.
- The qcb + A is an overhead attack.
- Itís possible to off the ground the opponent with qcb + A, even after a
  normal throw.
- The qcb + S is an overhead and low attack.
- The ground / aerial qcb + S leaves the opponent in juggle state.
- The aerial version of qcb + A / S can combo from his jumping normal attacks.
- The dp + A causes knockdown. The range and damage depends on the attack
  button.
- The dp + S causes a hard knockdown.
- The hcb + L is an unblockable grab, with slow start up time.
- The hcb + M / H / S is a blockable grab.
- The damage of hcb + A depends on the attack button.
- The grab range on hcb + A is neutral.
- The hcb + S range moves Zeppeli slightly forward.
- The hcb + S leaves the opponent in a stunned state, which allows for a free
  combo.
- His HHA can evade mid level projectiles. Itís a low attack.
- His GHA has full invincibility on start up.


-------------------------------------------------------------------------------
Dio Brando                             [C03]                    [Phantom Blood]
-------------------------------------------------------------------------------

Style: Vampire

-Throw-
You fool! - AA / b + AA

-Command Moves-
Super Jump - d, u / uf / ub
I can keep beating you as it is! - f + H
Aerial Chain Beat - in air, L, M, H
Rumble Mode - low life condition

-Special Moves-
KUA! - qcf + A
> Iíve broken 5-6 ribs! - qcf + A (KUA! follow up)
> You think you could defeat I, DIO!? - qcf + A (5-6 broken ribs ender 1)
> URYYY!! - qcb + A (5-6 broken ribs finisher 2)
Vaporization Freezing (mid) - qcb + L
Vaporization Freezing (low) - qcb + M
Youíre instantaneously frozen - qcb + H
> Weakling! Weakling! - S (Freeze follow up 1)
> Useless! Useless! Useless! - qcf + S (Freeze follow up 2) (Tap AAA)
Iíll take your artery! - hcf + S (Tap AAA)

-Heart Heat Attack-
Space Ripper Stingy Eyes - qcf + AA

-Great Heat Attack-
Iíll give you a cruel and painful death! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A > all follow ups
qcb + L / M

------
Notes:
------
- Dio is able to recover the white portion of his life gauge.
- His crouch H is cancelable into specials, commands, and supers.
- His jump H causes a hard knockdown.
- Jump M is his cross up attack.
- The f + H is an auto 2-hit attack.
- The last hit of f + H causes a hard knockdown.
- The last hit of f + H is an overhead attack.
- The f + H is cancelable into specials, HHA, or super jump.
- The f + H will only combo into specials / HHA on the first hit.
- The f + H can combo after a chain beat (ex: L, M, H, f + H (1-hit), qcf + A
  x3, hcf + S).
- The Super Jump can be canceled off of his crouch / stand normal attacks.
- Some of Dioís special moves are super jump cancelable.
- The SJC specials are qcf + A (KUA!), qcb + A (Uryyy!! finisher), qcf + A
  finisher on hit (wonít jump cancel on block), or qcb + A (Freeze).
- Utilizing the super jump is a huge part of Dio gameplay.
- The Aerial Chain (air L, M, H) will cause a hard knockdown.
- Inputting L, M during a jump in / super jump, causes Dio to land and start a
  ground chain combo.
- The qcb + A (Freeze) causes crumple stun.
- The qcb + L (Freeze) is an overhead attack.
- The qcb + M (Freeze) is a low attack.
- The qcb + H (Freeze) is a reversal attack.
- A counter hit occurs when qcb + H (Freeze) connects.
- Though the qcb + H (Freeze) counters normal and special attacks, itís quite
  vulnerable to projectiles, HHA / GHA, and throws. 
- The qcb + A (Freeze) ďSĒ follow up, ďconsumesĒ the opponentís life energy.
- The life energy is giving to Dio.
- The qcf + S follow up, consumes the opponentís Heart Gauge.
- The Heart Heat energy from the drain is given to Dio.
- Mashing the attack buttons after qcf + S increases the stolen Heart Heat.
- Dio is unable to freeze more than once in a combo.
- If you use qcb + A, then combo into another freeze special, the opponent will
  enter a hard knockdown state.
- The hcf + S drains / steals the opponents life.
- Upper body invincibility is given to hcf + S, from start up to finish.
- The drained life energy is transferred to Dio.
- All drain specials cause a soft knockdown, which can be tech rolled.
- Mashing the attack buttons after qcf + S increases the stolen life energy.
- The hcf + S is probably his best juggle finisher, due to the fact that it
  resets his options against the opponent.
- The HHA negates multiple projectiles.
- This HHA super is very fast and can counter a lot of moves on reaction.
- The GHA has start up invincibility on the dash.
- After the GHA is completed, the opponent will land next to Dio.


-------------------------------------------------------------------------------
Joseph Joestar                         [C04]                  [Battle Tendency]
-------------------------------------------------------------------------------

Style: The Ripple

-Throw-
You idiot! - AA / b + AA

-Command Moves-
Ripple Breathing - Hold S
Rebuff Overdrive - df + S
Ripple Defense - (Hold) b + S
Iíve just come ahead! - f + H
Iím running away! - b, b (Hold b)
Rumble Mode - low life condition

-Special Moves-
I sent a cap flying! - dp + A / S
Clacker Boomerang - qcb + A / S (hold A / S)
Clacker Volley - hcf + A / S
> What are you grinning at bastard! - A / S (Volley finisher 1)
> Iíll smash you! - f + A / S (Volley finisher 2)
> I donít know? - b + A / S (Volley finisher 3)
Howís the impact of the hammer! - d, d + A / S (Hold A / S)
Once again, I played a trick on you! - hcb + S
The next line youíll sayÖ - qcf + P

-Heart Heat Attack-
This is a declaration of war! - qcf + AA
> This is enough to break you! Shoot! - qcf + A (finisher)

-Great Heat Attack-
Itís the deceiving in the trick! - qcf + AAA

-Super / Puttsun Cancel-
dp + A / S
qcb + A / S
hcf + A / S
> A / f + A finishers
df + S
d, d + A / S

------
Notes:
------
- Ripple Breathing increases the HHG.
- Strengthened Ripple command moves consume 10% of the Heart Heat.
- Strengthened Ripple specials consume 25% of the Heart Heat.
- Having the Puttsun Cancel button mapped on your controller is essential to
  utilizing Josephís combo potential with his (H ver.) Boomerang loops.
- His crouch H is cancelable into specials, command, and supers.
- Jump H is his cross up attack.
- The f + H is an overhead attack.
- The f + H can combo link from his chain beat.
- The f + H causes a bounced hard knockdown.
- The df + S is a anti-air attack.
- The df + S possesses autoguard on start up.
- df + S is cancelable from normal attacks / chain beat.
- The df + S can be immediately cancel into special attacks.
- df + S is an important combo tool to start / extend juggles.
- The b + S can negate projectiles.
- The initial move consumes 10% of Heart Heat.
- By holding b + S, multiple projectiles can be negated by consuming Heart
  Heat.
- This barrier command is able to negate GHA projectiles as well.
- Using b + S can reduce the recovery time on blocked normal attacks.
- The b, b (Hold b) has Joseph running away, instead of back dashing.
- A.K.A the ďUltimate Joestar TechniqueĒ!
- The dp + A / S is invincible on start up.
- The dp + S is a 2-hit attack, with a falling coconut follow up.
- The coconut is an overhead attack.
- The enhanced dp + S version is quite useful in juggles.
- The qcb + A / S travels full screen distance.
- The normal version is a single projectile.
- The enhanced Ripple version throws two clackers.
- The clackers are retrievable, by holding the button used to throw the
  projectile.
- Itís extremely useful as meaty attack on a fallen opponent.
- By retrieving the clacker, the throwing distance is reduced.
- The normal qcb + A can negate single projectiles, whereas the Ripple version
  can negate multiple projectiles.
- Clacker Volley (hcf + A) has multiple follow ups at its disposal.
- The Volley ďA / SĒ follow up is the combo finisher of the bunch.
- The Volley b + A / S finisher is a counter move.
- The b + A / S counter is quite vulnerable to projectiles and supers.
- The Volley counter attack causes a hard knockdown and is an unblockable
  attack.
- The Volley f + A / S finisher is an overhead attack.
- The f + S finisher causes bounce stun.
- The d, d + A / S can off the ground a downed opponent.
- Holding the button down, the fully charged war hammer becomes unblockable.
- Using d, d + A in a juggle, causes bounce stun.
- The hcb + S is a reversal attack.
- The reversal causes crumple stun.
- The reversal is quite vulnerable to supers and throws.
- The opponent is able to escape out of the reversal by Puttsun Cancel.
- The qcf + P is another reversal move.
- When activated, Joseph has character specific lines, which predicts what the
  opponent will say.
- Once the reversal is finished, the player is pushed back outside of sweep
  distance.
- After the reversal, Joseph will gain 50% of HH meter for the opponent.
- The qcf + P reversal can only be used once per round.
- The scarf icon above the HH gauge keeps track of the Ripple Level.
- Each time you use one of his three reversals, the Ripple Level goes up by 1.
- Each Ripple Level increases the damage value on all Ripple enhanced specials.
- The Ripple Level maxes out at LV. 3.
- The Ripple Levels will carry to the next round.
- The HHA negates projectiles. The bullets travel full screen.
- The hit box on the HHA follow up has quite a reach.
- The initial hit on his GHA is a low attack.
- The fifth hit of his GHA can off the ground the opponent and receive full
  attack animation sequence.


-------------------------------------------------------------------------------
Caesar A. Zeppeli                      [C05]                  [Battle Tendency]
-------------------------------------------------------------------------------

Style: The Ripple

-Throw-
Spark Ripple - AA / b + AA

-Command Moves-
Ripple Breathing - Hold S
Super Jump - d, u / uf / ub
Rumble Mode - low life condition

-Special Moves-
Bubble Launcher - qcf + L (air)
Bubble Cutter - qcf + M / S (hold M / S)
Bubble Cutter Gliding - qcf + H (hold H)
Bubble Lens - qcb + A / S (air)
The Single Uppercut - dp + A / S
Ripple Kick - b. f + A / S
Cat Stance - rdp + A / S

-Heart Heat Attack-
Bubble Barrier - qcf + AA

-Great Heat Attack-
Be exposed to the light in pitch darkness! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A / S
qcb + A / S
dp + A / S
b, f + A / S
rdp + A / S

------
Notes:
------
- Ripple Breathing increases the HHG.
- Strengthened Ripple attacks consume 25% of the Heart Heat.
- His crouch H is cancelable into specials, super jump, and supers.
- His super jump is cancelable off of his normal attacks.
- He has great cross up set ups with the super jump.
- After a chain beat (ending w/ crouch H), dash back and super jump forward M.
- Using super jump M after a throw can result in a free cross up.
- The qcf + L can negate mid-level projectiles.
- The projectile range travels outside sweep distance.
- Within a specific range, the bubbles can track the opponent. Thatís what
  makes the aerial version pretty good.
- Youíre free to jump forward / attack after throwing the bubbles out.
- Itís a really great pressure tool.
- Aerial bubbles are cancelable from jumping normal attacks.
- Tiger kneeing qcf + L is possible.
- The qcf + M / S are able to negate mid / high level projectiles.
- Both versions travel full screen and hit high.
- Both versions are able to delay the projectiles indefinitely.
- Delaying qcf + S a bit can cause the projectiles to track the opponent if
  they attempt to side step into the fore / background.
- Puttsun canceling qcf + M / S allows you to pursue the projectiles for added
  pressure.
- The qcf + H can negate low / mid-level projectiles. It travels full screen.
- The qcf + H can be delayed.
- The qcb + A / S light beams negate single / multiple projectiles.
- Youíre able to plant multiple lenses on the screen.
- The L version Lens range is within sweep distance.
- The M version Lens is just outside of sweep distance.
- The H version Lens is a bit further than qcb + M.
- When the S version lens is out on the screen, itís able to track the
  opponentís position.
- The aerial qcb + A / S shoots diagonally down.
- The aerial lenses are cancelable from jumping normal attacks.
- Tiger kneeing (qcb, ub + A / S) aerial lenses is possible.
- Number of lens beams fired: L = 1 / M = 2 / H = 3 / S = 5.
- The dp + A causes knockdown.
- The dp + S version causes crumple stun.
- The crouch animation on dp + S has lower body invincibility.
- The attack animation on dp + S possesses upper body invincibility.
- The dp + S version is perfect for combo extensions.
- Using the dp + S twice within a combo, causes a hard knockdown.
- The b, f + A / S causes a knockdown.
- This special has brief invincibility on start up.
- The hit box on b, f + A / S can stop cross-up attacks.
- It travels outside sweep distance.
- b, f + A / S suffers from long recovery time and is punishable on block.
- The rdp + A / S is a reversal / Stylish Move.
- It consumes 15% of Caesarís Guard Gauge.
- His rdp + A / S works against normal attacks and most non-projectiles
  specials.
- Surprisingly, you can super / puttsun cancel rdp + A.
- Using an unsuccessful rdp + A can be used to kill the recovery time on
  blocked normal attacks.
- The HHA negates projectiles. The range is just outside of sweep distance.
- The GHA negates projectiles. It travels full screen.


-------------------------------------------------------------------------------
Esidisi                                [C06]                  [Battle Tendency]
-------------------------------------------------------------------------------

Style: Mode

-Throw-
Here! - AA / b + AA

-Command Moves-
Youíre in the way! - f + H
Flame Mode - S (on / off)
Blaze King Mode - d, d + S (requires 1 HH stock)
Rumble Mode - low life condition

-Special Moves-
Blaze Kingís Flow Method - qcf + A
Fuck you and die! - dp + A
Blaze Kingís Large Cartwheel Prison Mode - hcf + A
Thatíll make the stew simmer! - f + S (during dp + A / qcf + A)
I see youíve already giving up - hcb + A
Blood Lava Bullets - qcb + A
No fair! - hcb + P

-Heart Heat Attack-
A single attack in an instant! - qcf + AA

-Great Heat Attack-
Iíll boil you from within! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
dp + A
hcf + L / H
qcb + A
hcb + A

------
Notes:
------
- Esidisi is able to recover the white portion of his life gauge.
- His crouch H is cancelable into his specials, command, and supers.
- The f + H causes a tailspin hard knockdown and is cancelable into specials /
  HHA.
- The command is able to link and combo from a chain beat.
- The Flame Mode can be switched on and off with S.
- When Flame Mode is activated, all of his specials (except hcb + A) gain a
  slight increase in damage.
- Exiting Flame Mode leaves Esidisi vulnerable.
- While in Flame Mode, the damage on normals and supers remains the same.
- The Flame Mode consumes the HHG.
- Once itís completely emptied, Esidisi is vulnerable to attacks.
- The Flame Mode has the ability to cancel out recovery time on normal attacks.
- The d, d + S is basically flame mode, but with a HHG timer.
- Unlike Flame Mode, Blaze King Modeís special moves, chip damage, and overall
  combo damage are increased.
- Once this Blaze King Mode finishes, Esidisi is vulnerable to attacks.
- Both Flame Mode and Blaze King Mode deal white damage.
- The qcf + A range and damage are determined by the button strength used.
- The dp + A shoots the vessels at an upward angle.
- Itís only possible to hit the opponent with this special, while theyíre in
  the air / juggle.
- In Flame Mode, the dp + A has a different animation and will hit grounded
  characters.
- The f + S follow up is the finisher for qcf + A / dp + A.
- This follow up increases the damage on the attack and causes a hard
  knockdown.
- The hcf + A leaps forward with a vessel attack.
- The L version causes knockdown.
- The M version is an overhead attack and causes a knockdown.
- The L version leaps forward.
- The M version leaps above the opponent.
- The H version crosses the opponent up.
- The qcb + A is his projectile move. It can negate other projectiles.
- The range and damage on this special are based on the attack button.
- The hcb + A is a low blockable grab, that will pull the opponent inside
  Esidisiís range.
- This grab special causes crumple stun.
- The enhanced hcb + A allows you to kara cancel out of the move animation into
  normals, specials, and supers.
- The hcb + P is a reversal move that steals the opponents HH meter.
- The HHA has full invincibility until the kick comes out.
- The GHA has invincibility on start up.
- This GHA is probably the best anti-air super in the game.
- It covers a lot of space on the screen.


-------------------------------------------------------------------------------
Wamuu                                  [C07]                  [Battle Tendency]
-------------------------------------------------------------------------------

Style: Mode

-Throw-
The throat and lungs are your weakness! - AA / b + AA

-Command Moves-
Wind Mode - S (on / off)
Wind Protector - d, d + S (requires 1 HH stock)
> Mode Cancel - qcf + AA (requires all HHG meter)
Iíll look by feeling only the wind! - qcb + AA (requires 50% of a HH stock)
Iíll take this pillar! - f + H
Rumble Mode - low life condition

-Special Moves-
The aftermath of the vacuum tornado! - qcf + S (tap S)
Youíre bad for entering my shadow! - dp + A
Youíre qualified to be killed by Wamuu! - rdp + A (air)
I leaned back with all my might! - qcb + A, A
Youíre not even on my scale - d, d + H (OTG only)
Woosh! - qcf + A (After using qcb + AA)

-Heart Heat Attack-
Fighting Art! Holy Sandstorm! - qcf + AA

-Great Heat Attack-
Final Mode! - qcf + AAA

-Super / Puttsun Cancels-
qcf + S
qcf + A
dp + A
qcb + A, A

------
Notes:
------
- Wamuu is able to recover the white portion of his life gauge.
- Wamuu cannot link multiple crouch L attacks.
- His crouch M hits low and high.
- The f + H command causes a bounced hard knockdown.
- It can combo link off of normals, except in his qcb + AA mode.
- Itís cancelable into specials and supers.
- The Wind Mode can be switched on and off with S.
- When Wind Mode is activated, all of his specials (except qcf + S) gain a
  slight increase in damage.
- During Wind Mode, the damage on normal attacks and supers remains the same.
- Wind Mode consumes the Heart Heat Gauge.
- If Wind Mode runs out of Heart Heat, Wamuu is left in a vulnerable state.
- The Wind Mode has the ability to cancel out recovery time on normal attacks,
  specifically the f + H.
- An example of the cancel (L, M, H, f + H~S, dp + H~PC, dash H, rdp + A, qcf +
  AA)
- Being able to utilizing this cancel will increase you combo damage.
- Wind Protector (d, d + S) is essentially his armor mode.
- Once activated, the duration of the mode will last until it completely drains
  the Heart Heat stock.
- During this mode, you are immune to single and multiple projectiles.
- Wamuu takes no damage from projectiles in this mode.
- Most normal attacks, chain combos, and specials are absorbed, but Wamuu still
  receives reduced damage.
- The last perk d, d + S offers, would be the ability to interrupt the
  opponents attacks, even during mid chain combos.
- The armor in Wind Protector is vulnerable to throws and supers.
- His HHA is used for canceling out of Wind Protector mode.
- The qcb + AA remains active the entire match.
- Once activated, his normal attacks and HHA / GHA gain a slight increase in
  damage.
- He also loses the ability to perform chain combos, but is still able to 2-in
  1.
- He gains qcf + A from the qcb + AA mode.
- The qcf + A causes a tailspin hard knockdown.
- The qcf + S is non-cancelable off of normals.
- When in Wind Mode, qcf + A does massive Guard Gauge damage.
- During qcf + S, you may cancel out of the special with directional movement
  or side stepping.
- Directional movement during qcf + S allows you to combo link normals / chain
  beat.
- Puttsun canceling the dp + A sends the opponent into a juggle state.
- The Wind Mode dp + A causes a hard knockdown.
- The rdp + A is an overhead attack that causes a bounce stun.
- The Wind Mode rdp + A (ground) causes crumple stun.
- His air normals are cancelable into rdp + A.
- The qcb + A, A flings the opponent across the screen, causing a soft
  knockdown.
- The Wind Mode qcb + A has mid / high invincibility.
- The d, d + H can only be accessed on a knockdown.
- This move is only an off the ground attack.


-------------------------------------------------------------------------------
Kars                                   [C08]                  [Battle Tendency]
-------------------------------------------------------------------------------

Style: Mode

-Throw-
Iíll cut you in half! - AA / b + AA (Normal)
This stupidity! - AA / b + AA (Ultimate Lifeform)

-Command Moves- (Normal)
Light Mode - S (on / off)
Bright Blade Mode - during Light Mode, d, d + S (requires 1 HH stock)
This blade also comes from my foot! - df + H
Rumble Mode - low life condition

-Command Moves- (Ultimate Lifeform)
Birds of Prey Flight - d, u / uf / ub
Air Dash (Forward) - f, f (flight)
Air Dash (Back) - b, b (flight)
Air Chain Beat - L, M, H (flight)
Force Landing - S (flight)
Sliding Bright Blade - f + H
Rumble Mode - low life condition

-Special Moves- (Normal)
Brilliant surprise attack! - qcf + A
The shining greatness of being frozen! - dp + A
Iíll hit you against the wall - qcb + A (air)
All that matters is how you win! - hcb + A

-Special Moves- (Ultimate Lifeform)
The application of genetic information - qcb + A (air)
Thatís right! This is the ripple! - qcf + A
What the hell! - dp + A

-Heart Heat Attack-
Bright Blade - qcf + AA (Normal)

-Great Heat Attack-
This is the birth of Kars, the Ultimate Lifeform! - qcf + AAA

-Super Cancels-   -Puttsun Cancels-
qcf + A (Normal)  qcf + A (Normal)
dp + A (Normal)   dp + A (Normal)
qcb + A (Normal)  qcb + A (Normal)
                  qcf + A (ULF)
                  dp + A (ULF)

------
Notes:
------
- Kars is able to recover the white portion of his life gauge.
- His normal crouch H is cancelable into specials, command, and supers.
- Entering Light Mode, the blade specials / HHA become unblockable.
- Light Mode drastically consumes the HHG, so use with caution.
- The alternative to Light Mode is d, d + S.
- Bright Blade Mode (d, d + S) is Light Mode, with the HHG as a timer.
- Just like Light Mode, all blade specials / HHA are unblockable.
- This mode requires 1 HH stock to activate.
- The df + H is cancelable into specials, Light Mode, and HHA.
- Itís linkable after a chain beat.
- The qcf + A is a dash and slash attack.
- The range varies on the button used.
- The first hit slashes, then dashes behind the opponent with
  another slash.
- You may have to guard on the opposite side of the second hit.
- This move is punishable in-between the second hit with supers or a stylish
  move.
- The qcf + A is unblockable in Light Mode.
- The dp + A can negate projectiles.
- It hits just outside of sweep distance.
- The damage and number of hits the attack performs, is based on the button
  strength.
- The dp + A is unblockable in Light Mode.
- The qcb + A causes a bounce knockdown.
- Puttsun canceling the ground version will leave the opponent in a juggle
  state. This attack hits outside of sweep distance.
- The damage and range of the attack is based on the button strength.
- The aerial qcb + A is cancelable from jumping normal attacks.
- You have the option of tiger kneeing (qcb, ub + A) the move, for faster
  recovery.
- The hcb + A is a surprise attack.
- The hcb + L is an overhead attack.
- The hcb + M version is a low sweep.
- The hcb + H version is a feint that retreats back.
- The hcb + L / M versions are unblockable in Light Mode.
- The HHA is unblockable in light mode.
- The full animation of the HHA causes knockdown.
- This super can negate normal and super projectiles.
- The Ultimate Lifeform changes Kars entire move set.
- Once activated, he stays in this form through the entire match.
- The activation is quite vulnerable, due to the slow start up transformation.
- The ULF flight mode allows you to move any direction (u, d, l, r).
- During the use of flight mode, your HHG decreases.
- While in flight mode, you can only perform three actions, and then you
  automatically land.
- This includes normal attacks, specials, and air dashes.
- You can manually land by pressing S.
- The ULF air dashes (b, b / f, f) move in a horizontal direction.
- When air dashing, the wings can hit the opponent for a hard knockdown.
- If you normal jump, you can cancel into an air dash and into flight mode.
- A jump air dash will not count as one of the three actions.
- The aerial chain beat causes a hard knockdown.
- You cancel air specials / forward air dash after a 2-hit air beat (L, M).
- The aerial chain beat is only accessible in flight mode or a normal jump.
- The ULF f + H is unblockable dash slash.
- Itís a horizontal attack that causes a soft knockdown.
- The slash covers quite a distance.
- This unblockable slash can be blocked by a stylish dodge.
- The ULF qcb + L (air) fires high horizontal projectiles. It can negate
  projectiles.
- The ULF qcb + M (air) fires an overhead projectile. It can negate
  projectiles.
- From afar, the ULF qcb + H (air) throws a low hitting projectile. It can
  negate ground projectiles and track the opponents ground movement.
- Near the opponent, the ground ULF qcb + H hits high.
- The ULF qcf + L attacks high.
- The qcf + M is an overhead attack.
- The qcf + H is a low attack.
- The qcf + M is perfect for puttsun canceling, as it leaves the opponent in a
  perfect state to juggle.
- Only the qcf + M / H can knockdown.
- The ULF dp + A causes knockdown.
- This dp + A special can be super jump canceled into flight, with / without
  contact.
- The ULF dp + A can be used as an anti-air.
- ULF normal attacks are jump cancelable into flight mode.


-------------------------------------------------------------------------------
Lisa Lisa (Elizabeth Joestar)          [DLC5]                 [Battle Tendency]
-------------------------------------------------------------------------------

Style: The Ripple

-Throw-
Focused Ripple - AA / b + AA

-Command Moves-
Ripple Breathing - Hold S
She was just there! - f + H (chain loop starter)
Not a single wasted move! - f + D (chain loop starter)
Cool Attitude - D (resets chain loop)
Rumble Mode - low life condition

-Special Moves-
Ripple Master! - qcf + A / S (chain loop starter)
I wonít forgive blasphemy! - qcb + A / S (chain loop starter)
My scarf will do the trick! - L (loop follow up)
If you want to die regretting this thenÖ - M (loop follow up)
Letís go for something finally here, shall we! - H (loop follow up)
> Smooth as silk! - L (resets chain loop)
> Switch sides! - M (resets chain loop)
> Useless! - H (resets chain loop)
> In a bad mood! - f + A / S (chain loop finisher)
> Snake scarf! - b + A / S (chain loop finisher)
> Be prepared for death! - u + A / S (chain loop finisher)

-Heart Heat Attack-
Super Aja! - qcf + AA

-Great Heat Attack-
If you want to try and hold me down, then give it a shot! - qcf + AAA

------
Notes:
------


-------------------------------------------------------------------------------
Jotaro Kujo                            [C09]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (Star Platinum)

-Throw-
This overwhelming power! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Iíve stopped time! - d, d + S (requires 1.5 HH stock)
Youíre going down! - df + H (Stand OFF)
Oraa! - f + H (Stand ON)
Rumble Mode - low life condition

-Special Moves-
Ora, Ora! - qcf + A (tap A)
Hereís the receipt! - dp + A
My stand shall judge over you! - hcb + A

-Stand Specials-
Ora, Ora! - qcf + A (Tap A)
> Oraa! - qcf + A
Star Finger! - dp + A
> Stand Rush - S
Youíre out of breath! hcb + A
> Stand Rush - S

-Heart Heat Attack-
Ora, Ora, Ora, Ora! - qcf + AA (tap A)

-Great Heat Attack-
Bastard, youíve pissed me off now! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A (Stand OFF / ON)
> qcf + A (Stand ON)
dp + A (Stand OFF / ON)
hcb + A (Stand ON)

------
Notes:
------
- Crouch H (normal / Stand) is cancelable into specials, commands, and supers.
- Depending on the spacing, crouch H (Stand) hits two different heights.
- When close, crouch H (Stand) is a low attack, causing knockdown.
- Outside sweep distance, crouch H is a high attack.
- The df + H is cancelable into specials / HHA.
- Stand ON cancel is possible with df + H.
- df + H is able to link / combo from his chain beat. Itís very useful in his
  juggle combos too.
- The f + H (Stand) is an overhead attack. Itís cancelable into specials / HHA.
- f + H (Stand) causes a hard knockdown.
- The qcf + A (normal / Stand) can increase damage by rapidly tapping the
  attack button.
- The qcf + A (Stand) finisher causes a hard knockdown.
- Both versions of qcf + A do a great deal of damage on the guard gauge.
- The dp + A (normal) causes knockdown. Itís a decent anti-air attack.
- Itís also good combo starter, when Puttsun Canceled.
- Puttsun canceling dp + A (normal) varies on the strength of the attack.
- Puttsun canceling dp + L (normal) can be done anytime during the attack.
- Puttsun canceling dp + M / H (normal) can only be done during the 1st-6th
  hit.
- This applies to super canceling dp + A (normal) as well.
- The hcb + A (normal) causes a hard knockdown.
- The distance on hcb + A knocks the opponent back, which allows for an
  optional Time Stop.
- The dp + A (Stand) is a 2-hit unblockable attack.
- dp + A (Stand) sends the opponent into a juggle state.
- The hcb + A (Stand) pulls / vacuums the opponent within Jotaroís range.
- The attack button used, determines the pull distance on hcb + A (Stand).
- The Stand Rush on his dp + A (Stand) / hcb + A (Stand), gives you the ability
  to extend combos.
- The Time Stop (d, d + S) requires 1.5 HH stock to use.
- If you have more than 1.5 HH upon activation, Time Stop will consume the rest
  of the HH Gauge.
- There is slight invincibility just before time stop is activated.
- The duration of Time Stop depends on how much HH you possess.
- Once the HHG completely depletes, time will resume.
- Once time stop is activated, Jotaro is able to move freely and attack.
- Using a throw or hcb + A (normal), cancels Time Stop.
- Canceling Time Stop will completely drain Jotaroís HHG.
- Normal attacks / chain combos can cancel into Time Stop.
- Itís possible to combo into Time Stop off of hard knockdowns.
- Time Stop is an exclusive counter move after DIOís GHA explosion finish.
- The counter allows Jotaro to recover without the hard knockdown from the Road
  Roller explosion.
- After countering DIOís GHA, both characters are safely repositioned.
- The HHA can increase damage by rapidly tapping the attack button.
- You can combo Time Stop immediately after the HHA.
- The GHA has invincibility on start up.


-------------------------------------------------------------------------------
Noriaki Kakyoin                        [C10]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (Hierophant Green)

-Throw-
My stand is not your enemy! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Instead of a handshake! - f + M (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
Emerald Splash - qcf + A (air)
Hierophant Barrier - d, d + A
Howís this? - qcb + A

-Stand Specials-
Emerald Splash - qcf + A (air)
> Stand Rush - S
Didnít you notice it? - hcb + A
The leg has already extended! - dp + A

-Heart Heat Attack-
Iíll give you punishment! - qcf + AA

-Great Heat Attack-
20 Meter Radius Emerald Splash! - qcf + AAA

-Super Cancels-           -Puttsun Cancels-
qcf + A (Stand ON / OFF)  qcf + A (Stand ON / OFF)
d, d + A (Stand OFF)      d, d + A (Stand OFF)
qcb + A (last hit)        hcb + A (Stand ON)
hcb + A (Stand ON)        dp + A (Stand ON) (last hit)

------
Notes:
------
- The beginning of Kakyoinís dash is a roll.
- Just inputting f, f, neutral, f, f will keep him doing roll after roll.
- The roll is great for evading mid / high-level projectiles. 
- Crouch H is cancelable into specials, command, and supers.
- Stand ON crouch H leaves the opponent in a juggle state.
- Crouch H (Stand) is cancelable into special / supers as well.
- Kakyoinís normal attacks (M, crouch M / H) are quite vulnerable to opponent
  attacks, due to the range and recovery time they possess.
- His jumping M / H normal attack leaves Kakyoin in a floating state.
- His jump L can be used as a cross-up attack.
- The f + M command is cancelable into specials and HHA.
- The f + M can combo link from chain beats or normals.
- Stand ON cancel is possible with f + M.
- The qcf + A negates single and multiple mid-level projectiles.
- The Emerald Splash (Stand OFF) is better to use when negating projectiles.
- This is due to the Stand Off version having a bigger hit box on the top and
  mid rows of the projectile.
- The hit box on qcf + A (Stand On) is suspect on negating mid-level
  projectiles.
- Aerial Emerald Splash can be tiger kneed (qcf, uf + A), which results in fast
  recovery upon landing.
- Emerald Splash (Stand ON) can be Stand Rushed aerial or on the ground.
- Jumping normal attacks can cancel into the aerial qcf + A.
- The d, d + A acts as a defensive barrier.
- The barrier will stay in place for 6 seconds or until the opponent makes
  contact with it.
- Upon contact, the barrier shoots out Emerald Splash.
- The Emerald Splash finisher to d, d + A is a high range attack.
- The barrier (d, d + A) is unblockable upon contact.
- The majority of the time, the Emerald Splash activation cancels out the
  unblockable property on the barrier.
- Up to two barriers can be planted on screen.
- The qcb + A is an unblockable command throw.
- The hcb + A (Stand ON) is another unblockable command throw.
- A blocked L, M, cr. H, hcb + A / cr. H, hcb + A seems to be an inescapable
  unblockable. This needs more testing.
- Itís possible thereís a long block stun on crouch H, or the cancel window is
  just too fast to retaliate.
- Mid-level multi-hitting projectiles can negate his GHA.


-------------------------------------------------------------------------------
Muhammad Avdol                         [C11]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (Magicianís Red)

-Throw-
Red Bind - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Rumble Mode - low life condition

-Special Moves-
Crossfire Hurricane - qcf + A
Crossfire Hurricane Variation - qcb + A
Iíll be forced to rough you up! - hcf + A

-Stand Specials-
Flaming Life Detector - qcf + A
> Stand Rush - S
Iíll burn you down whole! - dp + A
HELL 2 YOU! - qcb + A
> Stand Rush - S
Itís here! - rdp + A
> Stand Rush - S

-Heart Heat Attack-
Switch my 3 wishes to 4! - qcf + AA

-Great Heat Attack-
Crossfire Hurricane Special! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
qcb + A
hcf + A
qcf + A (Stand)
qcb + A (Stand)
dp + A (Stand)
rdp + A (Stand)

------
Notes:
------
- His crouch H (Stand ON / OFF) is cancelable into specials and supers.
- His jump L (Stand OFF) can be used as a cross-up attack.
- Crossfire Hurricane (qcf + A) travels full screen.
- Outside of sweep distance and beyond, the (L) Crossfire Hurricane is slow
  enough to pursue.
- The qcf + A / qcf + A (Stand) can negate mid-level projectiles.
- Crossfire Hurricane Variation (qcb + A) has two functions.
- Near the opponent, itís a 45 degree down angle projectile.
- Outside of sweep distance, it becomes an exploding launcher / juggle starter.
- The explosion distance on qcb + A varies by attack button.
- The L version is outside of sweep distance.
- The M version is half screen distance.
- The H version is outside of half screen distance.
- With proper spacing, qcb + A can combo as a 2-hit attack.
- The hcf + A causes crumple stun.
- You have enough time to dash / jump in with an attack or summon your Stand.
- Depending on what button is used, the Flaming Life Detector (Stand: qcf + A)
  travels half screen / outside half screen distance.
- The qcf + A (Stand) is slow enough to pursue.
- The dp + A (Stand) can negate most multiple mid-level projectiles.
- Depending on how you combo (L) HELL TO YOU, the move recovery allows you to
  link a normal or chain beat after the special.
- (ex. Stand ON M, qcb + L, M, H, qcb + H, (SR), jH, L, M, H, GHA)
- The qcb + H version causes a knockdown.
- HELL TO YOUís damage and hits depend on the attack button.
- The rdp + A (Stand) causes knockdown.
- The GHA forms a protective flame ring barrier.
- Avdol has full body invincibility on start-up, until the ring barrier fully
  expands.


-------------------------------------------------------------------------------
Jean-Pierre Polnareff                  [C12]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (Silver Chariot)

-Throw-
Donít Move! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Sand Kick - f + M (Stand OFF)
Iíll slice you up! - f + H (Stand ON)
Rumble Mode - low life condition

-Special Moves-
Go to the next world! - qcf + A
> Good Perception! - b + A (follow up 1)
> This rotten bastard! - f + A (follow up 2 / follow up 1 ender)
Suck on this sword! - in air, qcb + A
Slicing you with my sword is so easy! - qcb + A
Trump card! - rdp + A

-Stand Specials-
Needle Skewer Prison - qcf + A
Iíll carve you up everywhere! - dp + A
> Stand Rush - S
Hurry up and die! - rdp + A
Cutting Deflection! - hcb + A

-Heart Heat Attack-
Iíll take off the armor! - qcf + AA

Great Heat Attack-
Doesnít it seem to give you chills? - qcf + AAA

-Super Cancels-   -Puttsun Cancels-
qcf + A           qcf + A
> f / b + A       > f / b + A
qcb + A           qcb + A
rdp + A           in air, qcb + A
dp + A (Stand)    rdp + A
hcb + A (Stand)   dp + A (Stand)
in air, qcb + A   hcb + A (Stand)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- His jump M / H (Stand OFF) can be used as a cross-up attack.
- The f + M can be linked after chain beats or normal attacks.
- f + M is cancelable into his specials, Stand ON cancel, and supers.
- The f + H (Stand) is an overhead. Itís cancelable into specials, and supers.
- Kara canceling specials from f + H (Stand) is possible.
- The qcf + L is a neutral slash.
- The M / H versions are dashing attacks.
- The slash damage is identical in each version.
- The M / H slash range depends on the attack button.
- The b + A follow up is a feint / retreat, as the Stand is called back.
- Immediately after the retreat, you can follow up with f + A.
- The f + A is an attack follow up. Each version has different damage.
- The aerial qcb + A special causes crumple stun.
- This aerial special is cancelable from his jumping normal attacks.
- You can tiger knee motion this aerial attack (qcb, ub + A).
- The grounded qcb + A causes a bounce knockdown.
- Puttsun Canceling qcb + A eliminates the knockdown and leaves the opponent in
  a juggle state.
- When near the opponent, rdp + A is a stab attack.
- From a distance, this move is a projectile.
- The L version shoots vertical.
- The M version shoots diagonally up.
- The H version fires horizontally.
- The stab / projectile both causes a hard knockdown.
- The qcf + A (Stand) is a blockable command grab. It causes a knockdown.
- When qcf + A (Stand) is blocked, the multi-hit animation doesnít appear.
- The dp + A (Stand) has different damage values.
- The dp + H version causes a knockdown.
- The H version leaves the opponent in a juggle state, when Stand Rush is used.
- The rdp + A is a cross-up leap attack.
- It causes crumple stun and is an overhead attack, and can evade projectiles.
- rdp + A is able to hit all crouching characters, with the exception of Iggy.
- The HHA enhanced rdp + A causes a hard knockdown.
- The hcb + A (Stand) can reflect mid / high range projectiles.
- Itís vulnerable to ground level and HHA / GHA projectiles.
- The HHA provides a speed boost on Silver Chariotís normal / special attacks.
- The super increases the damage on all normals and most special moves (except
  Stand qcf + A).
- The hit count on attacks increases from the afterimage.
- This mode is timed by the HHG.
- Once the HH stock from the super is depleted, the effect vanishes.
- His GHA is quite vulnerable to projectiles on start up.


-------------------------------------------------------------------------------
Hol Horse                              [C13]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (The Emperor)

-Throw-
Iíve finally caught you! - AA / b + AA

-Command Moves-
The gun is mightier than the sword! - S
Alright, Iíll have a look! - b, b (hold b)
I respect women! - Jolyne / Hermes / Lisa Lisa
Rumble Mode - low life condition

-Special Moves-
Itís your loss! - qcf + A (air)
Even the bullet is the Stand! - qcf + S (Hold S + directional x 4)
Come and get us! - qcb + A
> Mister J. Geil! - qcb + A (Puddle Ender)

-Heart Heat Attack-
Hurry up and lose! - qcf + AA (tap A)

-Great Heat Attack-
I, Hol Horse will deal with killing you! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
qcf + S
qcb + A

------
Notes:
------
- He cannot Stand Rush any of his special moves.
- His crouch H is cancelable into specials, command, and supers.
- Hol Horseís jump is a bit floaty.
- His jump M / H can be used as a cross-up attack.
- His S command enhances his qcf + A / S.
- This command strengthens the attack power on qcf + A / S and his HHA.
- Once an enhanced move is used, you must reload for another one each time.
- You can immediately cancel out the reload animation, by canceling into a
  special / HHA.
- By canceling out the reload animation, it makes ďL, M, H, S, qcf + S, L, M,
  H, S, qcf + S, HHAĒ possible.
- He can run away indefinitely, during his back dash.
- ďI respect women!Ē (Against Jolyne / Hermes / Lisa Lisa), a Hol Horse heart
  icon will appear above his HHG.
- When against women, Hol Horseís attack strength is increased, but his ability
  to build HH meter is decreased.
- The qcf + A can negate a projectile.
- The enhanced qcf + A can negate multiple projectiles.
- This move is vulnerable to HHA / GHA projectiles.
- Most enhanced shots cause a tailspin-like hard knockdown, which extends the
  opponents recovery time to stand up.
- Enhanced aerial qcf + H is the only enhanced shot not to cause a knockdown.
- The qcf + L shoots horizontal. It travels full screen.
- Aerial qcf + L version is the same as well.
- The qcf + M shoots horizontal to diagonal up.
- The qcf + H shoots horizontal, then back to Hol Horse. It travels half
  screen.
- The aerial shot is cancelable from his jumping normal attacks.
- The aerial qcf + M shoots downward to horizontal. It travels full screen.
- The aerial qcf + H shoots downward and ricochets up forward.
- You can tiger knee (qcf, uf + A) the aerial shots.
- Using the air qcf + L, will eliminate the recover time the ground qcf + L is
  plagued with.
- The qcf + S can change the trajectory of the shot.
- This is done by holding S and manually directing the shot.
- The normal qcf + S version can control up to four directions in one shot.
- You can have at least two of the qcf + S projectiles on the screen.
- Pursuing the shot by Puttsun canceling is possible. 
- The enhanced qcf + S can change the trajectory indefinitely.
- The enhanced qcf + S leaves the opponent in a juggle state.
- The initial hit (glass bottle) of qcb + A, can act as anti-air.
- The puddle of qcb + A will stay on the screen for quite some time.
- The L version puddle lands inside Hol sweep range.
- The M version is half screen.
- The H version is outside of half screen distance.
- The qcb + A follow up causes crumple stun.
- The qcb + A follow up can be used in different situations such as, during his
  specials, HHA, jumping, being attacked, and even his taunt.
- You can mash the attack button to increase the damage on his HHA.
- The HHA travels full screen. It can negate mid / high level projectiles.
- The GHA has full invincibility start up.
- His GHA hits within sweep distance. It can be used as an anti-air.
- The glass bottle attack from his GHA can off the ground the opponent.
- The off the ground will receive its full animation sequence when connected.


-------------------------------------------------------------------------------
DIO                                    [C14]               [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (The World)

-Throw-
You donít understand what has happened - AA / b + AA

-Command Moves-
Stand ON / OFF - S
The finishing blow! - d, d + H (Otg only)
Time has stopped! - d, d + S (requires 1.5 HH stock)
Thatís regrettable! - while being attacked, b, f + H (requires 2 HH stocks)
Rumble Mode - low life condition

-Special Moves-
When did you appear before me? - qcb + A
Hereís your one chance! - dp + A
Iíve vanished! - qcf + A
One more shot just to be sure! - b, f + A
Letís get to know you! - rdp + A (tap A)
> This is the best! - Auto (only on the original Joestar Family)

-Stand Specials-
One more shot just to be sure! - b, f + A
Useless, useless, useless, useless! - qcf + A
This is the standís full power! - in air, qcf + A
> Stand Rush - S
This isÖ The World! - qcb + A

-Heart Heat Attack-
You look paleÖ - qcf + AA

-Great Heat Attack-
Road Roller! - qcf + AAA

-Super Cancels-            -Puttsun Cancels-
qcf + A                    qcf + A
qcf + A (Stand)            qcf + A (Stand)
qcb + A                    qcb + A
qcb + A (Stand)            qcb + L (Stand)
b, f + A (Stand ON / OFF)  dp + A
dp + A

------
Notes:
------
- DIO is able to recover the white portion of his life gauge.
- Crouch H (Stand ON / OFF) is cancelable into specials, commands, and supers.
- Crouch H (Stand) launches the opponent into a juggle state.
- The d, d + H is an off the ground attack, which only works on hard knockdown.
- The b, f + H is a reversal move.
- Itís used as a combo breaker / burst cancel, as it interrupts the opponentís
  attacks.
- The burst cancel is only available in Stand OFF mode.
- b, f + H command can only be used while being attacked.
- DIOís Time Stop is exactly the same as Jotaro version.
- The command allows, free movement, throws / grabs cancel it out, duration
  dependant on HH, and can be comboed from hard knockdowns.
- During Time Stop, b, f + A (Stand On / Off) knife projectiles are suspended
  in the air, until time resumes.
- Canceling Time Stop with a throw / grab will completely drain DIOís HHG.
- The qcb + A causes knockdown. The damage depends on the attack button used.
- The qcb + L launches the opponent in the air.
- The qcb + M is a high range attack, which causes a bounced hard knockdown.
- The qcb + H is a low sweep.
- Puttsun canceling qcb + L / H leaves them in a juggle state.
- The dp + A is a reversal / counter special.
- The dp + L provides armor / autoguard while walking.
- The dp + M reverses / counters into a Stylish Move, which can be followed up
  with a free attack.
- The dp + M reversal is vulnerable to throws, projectiles and supers.
- The dp + H is a unblockable throw attack, followed by a launcher.
- If dp + A is out of range, DIO will continue to pace towards the opponent.
- Puttsun canceling the dp + H launcher leaves the opponent is a juggle state.
- The qcf + A can be used as a dodge attack, due to itís time stop and
  teleport-like dash.
- The timing is a bit tricky, due to the initial time stop delay on the move.
- The range of qcf + L / M is determined by the attack button.
- qcf + H loses the time stop effect and reappears in a neutral position.
- The rdp + A is a blockable command grab.
- The command grab is a life draining special.
- You can gain more health and increase the damage by mashing the attack
  button.
- When performed on a Joestar member of the original universe, DIO will finish
  with a taunt.
- The taunt gains 25% of HH.
- The HH meter gain / taunt can only occur once per round.
- The b, f + A (Stand ON / OFF) can negate single mid-level projectiles.
- This special has different throw speeds, depending on the button used.
- Knife throw builds a lot of HH, when used as a standalone attack.
- Puttsun canceling b, f + A (Stand) allows you to pursue the knife as a
  pressure tool.
- The qcf + A (Stand) causes a hard knockdown.
- This special has three range types.
- L version is outside sweep distance.
- M version is half screen.
- H version is outside of half screen distance.
- The initial hit on the aerial qcf + A (Stand) is an overhead attack.
- The aerial qcf + A (Stand) is cancelable off his jumping normal attacks.
- Stand Rush can start or extend a combo. Itís also makes it safe on recovery. 
- The qcb + A (Stand) causes a hard knockdown.
- The qcb + L (Stand) version can enter a juggle state if puttsun canceled.
- Blocked or hit confirmed, qcb + L (Stand) is jump cancelable.
- Both Stand versions of qcb + M / H are unblockable attacks.
- If properly timed, the qcb + A (Stand) can be used as a dodge.
- The HHA has start up invincibility.
- The GHA has start up invincibility.
- The explosion finisher of Road Roller can be countered by Jotaroís Time Stop.


-------------------------------------------------------------------------------
Iggy                                   [DLC3]              [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (The Fool)

-Throw-
Donít be slow! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Sand Dome - b + S (hold S) (requires 10% of HH stock to activate)
Hang Glider - in air, f, f / b, b (hold f / b) (Stand OFF)
Hang Glider - in air, f, f (hold f) (Stand ON)
I ran away successfully! - b, b (hold b) (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
Vulgar Hobby - qcf + A (air)
Fake DIO - qcb + A

-Stand Specials-
The Fool - qcf + A
> Stand Rush - S
Iíll flick it back! - qcb + A
> Stand Rush - S
Too slow! - d, d + A (require 50% of a HH stock)
> Youíre stupid to fall for that! - when attacked

-Heart Heat Attack-
Iíll gather myself and capture you! - qcf + AA

-Great Heat Attack-
In your face! - qcf + AAA

------
Notes:
------
- Regular throws do not work on Iggy. All regular throws are automatically
  teched. To balance this out, Iggy receives chip damage from blocking normal
  attacks.
- Iggy can only recover guard gauge damage in Stand ON.
- The Hang Gliderís distance can be increased by holding f / b. The command can
  also be interrupted by canceling into normal attacks or qcf + A (air).
- The Sand Dome can protect Iggy from receiving guard damage. After activation,
  holding the attack button will consume the Heart Heat Gauge.
- After his dash back, Iggy can continuously run away by holding back.
- The qcf + A causes a hard knockdown. While in the air, his qcf + A is
  cancelable from his jumping normal attacks. The button used determines the
  attack range.
- The qcb + A causes a soft knockdown. The first hit is an overhead attack,
  followed by a high range attack.
- The qcf + A (Stand) causes a soft knockdown. The button used determines the
  attacks range.
- His qcb + A (Stand) causes a hard knockdown, when near the opponent. This
  special also acts as a mid / high range projectile reflector.
- When activated, the d, d + A (Stand) is auto counter attack against commands,
  normals and specials. Upon activation, Iggy commands, specials, and supers
  are disabled. Using Stand ON will cancel out this special and revert Iggy
  back to normal.
- Iggyís HHA is able to off the ground the opponent after qcf + A (Stand OFF),
  crouch H, and a regular throw.
- His GHA is a great anti-air attack.


-------------------------------------------------------------------------------
Joseph Joestar (Older)                 [DLC6]              [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: The Ripple & Stand (Hermit Purple)

-Throw-
How about this! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Ripple Breathing - d, d + S (hold S)
Thatís a whole different story! - f + M (Stand OFF)
I donít know the meaning of the word panic! - in air, ub + M (Stand ON)
Fierce retreating attack! - b, b (hold b)
Rumble Mode - low life condition

-Special Moves-
Full Speed Ripple Wave - hcf + A / S
Cool Tar - hcb + A
Shrewd Tactician - hcb + S (requires 1.5 of HH stock)

-Stand Specials-
Thereís a way to use my Stand like the wind, just like this! - hcb + A
Gotcha! - hcf + L
Hermit Purple! - hcf + M
> The sunís energy! - f + S (tap AAA) (requires 25% of a HH stock)
One man war! - hcf + H (Otg)
> Stand Rush - S

-Heart Heat Attack-
Battle Apprenticeship - qcb + AA

-Great Heat Attack-
Hermit Purple and the Ripple! - qcf + AAA

------
Notes:
------
- Itís possible to off the ground with hcf + H, after a regular throw.
- Ripple Breathing increases the HHG.
- Strengthened Ripple specials such as hcf + S (Stand OFF) and f + S follow up,
  consumes 25% of the Heart Heat.
- The f + M (Stand OFF) is cancelable from normal attacks. It can also cancel
  into specials and supers.
- The b, b (Hold b) has Joseph running back continuously.
- The ub + M (Stand) is a defensive retreat.
- The qcf + S (Stand OFF) is an overhead attack. The button used on qcf + A
  determines the damage and attack range.
- The hcb + A (Stand OFF) hits low and causes a hard knockdown. The tar puddle
  can damage Joseph as well.
- The hcb + S (Stand OFF) is a counter move. Opponent must hit Josephís upper
  body to activate. The counter also damages Joseph a bit.
- The hcb + L (Stand) is a command throw that causes a hard knockdown.
- The hcb + Mís (Stand) f + S follow up causes a hard knockdown. Mashing on the
  attack buttons will increase the damage on the follow up.
- The hcf + H (Stand) is a low attack. This attack can off the ground opponents
  from hard knockdowns.
- The HHA is a counter attack super.


-------------------------------------------------------------------------------
Vanilla Ice                            [DLC8]              [Stardust Crusaders]
-------------------------------------------------------------------------------

Style: Stand (Cream)

-Throw-
Iíll finish you for sure! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
You beast! - df + H (Stand OFF)
Iíll end this! - L / M / H or f / b + L / M / H (Stand ON) (air)
Rumble Mode - low life condition

-Special Moves-
How dare you! - qcf + A
> DIO-samaÖ - S
This evil arm - qcb + A
> DIO-samaÖ - S
Iíll rip your leg off! - d, d + A, A

-Heart Heat Attack-
Iíll cut you to pieces in my empty void! - qcf + AA

-Great Heat Attack-
Spirit of Emptiness! - qcf + AAA

------
Notes:
------
- Activating Stand ON depletes 20% of the Stand gauge.
- While Stand ON is active, it does not deplete the Stand gauge.
- Ice has a Stand gauge for the use of ďIíll end this!Ē. Using ďIíll end this!Ē
  consumes 20% of a HH stock. The use of the attack is unblockable and causes a
  hard knockdown. The attack may cancel into itself up to five times. The Stand
  gauge recharges itself during Stand OFF.
- The df + H can off the ground the opponent after a hard knockdown.
- qcf + A causes a hard knockdown. The button used determines the damage and
  attack range.
- The qcb + A causes crumple stun. This special has armor / autoguard.
- The DIO-sama follow up damages the opponent and steals the opponents life
  energy.
- The d, d + A, A sets up where Cream will pop out of the ground. The light
  version is under the opponent, medium is in front, and high is close to the
  opponent. The additional button determines where Cream pops up. The light
  version hits from behind, medium hits upwards, and high hits forward. The
  second attack is unblockable.
- The HHA is an unblockable command grab. Hit confirming this super fully
  restores the Stand gauge.
- The GHA is an unblockable attack.


-------------------------------------------------------------------------------
Josuke Higashikata (Part 4)            [C15]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Crazy Diamond)

-Throw-
I wasnít angry enough! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
If you come close, Iíll go 300 km / h! - f + H
Dora! - df + H (Stand ON)
I wonít forgive those who talk shit! - d, d + P (requires 1 HH stock)
> Iím still not done beating you yet! - df + M (otg)
Rumble Mode - low life condition

-Special Moves-
Iíll cut through and beat you! - qcf + A
Doraa! - d, d + A
> Restore and return! - dp + A
I can aim with certainty! - b, f + A

-Stand Specials-
Dorararararararara! - dp + A
> Stand Rush - S
Iíll put you to sleep! - qcf + A
The speed of my healing is fast! - qcb + A
> Stand Rush - S
I can aim with certainty! - b, f + A

-Heart Heat Attack-
You entered within my firing range! - qcf + AA
> This is my homing bullet! - qcf + A (requires 50% of 1 HH stock)

-Great Heat Attack-
Iíve already healed you! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
d, d + A
> dp + A
b, f + A (Stand On / Off)
dp + A (Stand)
qcb + A (Stand)

------
Notes:
------
- Crouch L (Stand) now hits low.
- Crouch H (Stand ON / OFF) is cancelable into specials, commands, and supers.
- The jumping H (Stand) is a 2-hit attack.
- The f + H command is cancelable into specials.
- This command can be linked after normals or a chain beat.
- The df + H (Stand) command is cancelable into special moves.
- This command attack launches the opponent in the air.
- The df + H (Stand) can be linked after a chain beat.
- The d, d + P is a reversal move.
- Once activated, Josuke continuously walks forward, until the HH stock is
  depleted.
- This mode provides armor and fast hit recovery on his normal attacks.
- Itís also immune to Rohanís Safety Lock.
- The drawbacks are the inability to jump, move forward / back, and a low
  damage nerf on his normal attacks.
- The reversal is still vulnerable to throws and GHAís.
- The df + M command is only accessible in his Angry Mode.
- This command is a off the ground grab, which puts the opponent back into his
  neutral state.
- The qcf + A is has three different finishers on this attack.
- The qcf + L hits high, ends high with a knockdown.
- The qcf + M hits high, ends mid / overhead.
- The qcf + H hits high, ends low with a hard knockdown.
- Out of the three versions, only the qcf + A ender combo links.
- The other two finishers are used for a high / low mix up.
- The d, d + A can be used as a off the ground attack.
- The destroyed ground rubble can stay planted throughout the whole round.
- If you use the attack again on the rubble, youíll end up healing the ground
  in place of another.
- The dp + A (d, d + A follow up) is a command dash.
- It becomes a dash attack when near the opponent.
- The dash attack (dp + A) hits overhead and may cause a wall bounce, based on
  spacing.
- The destroyed ground and Josukeís position dictates where he transports
  himself.
- If the destroyed ground is in front of Josuke, heíll slide forward.
- If the destroyed ground is behind him, heíll slide backwards.
- When sliding forward, he gains some invincibility on projectiles and
  specials.
- b, f + A acts as Josukeís projectile attack.
- The b, f + L fires a bullet horizontal to upward.
- The b, f + M is the same as b, f + L, just with further range.
- The b, f + H fires horizontally.
- The L version does the most damage.
- All three versions hit high and can negate projectiles.
- The dp + A (Stand) causes knockdown. It can be used as an anti-air.
- The qcf + A (Stand) cause hard knockdown.
- The qcb + A (Stand) can negate single mid-level projectiles.
- If you move in front of the barrier, itíll vanish.
- The HHA attack range is within sweep distance.
- The HHA with the homing bullet follow up adds 30 extra points of damage.
- Both versions knock the opponent down in the same position.
- The GHA has invincibility start up.


-------------------------------------------------------------------------------
Okuyasu Nijimura                       [C16]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (The Hand)

-Throw-
Fool! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Udaraa! - f + H (Stand ON)
Rumble Mode - low life condition

-Special Moves-
Iím cutting the space out! - qcf + A (hold L / M)
> Feint Cancel - while holding L / M, press H
Over here! - qcb + A
Iíve caught you! - dp + A

-Stand Specials-
Growwl! - qcf + A
> Feint Cancel - while holding L / M, press H
> Stand Rush - S
I scraped you! d, d + A - (Otg)

-Heart Heat Attack-
Go to hell!... Dumbass! qcf + AA

-Great Heat Attack-
Itís already a pain to think which way it goes! - qcf + AAA

-Super / Puttsun Cancels-
qcf + L / M
qcb + A
d, d + A (Stand) (last hit)


------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- The f + H (Stand) is cancelable into specials / HHA.
- The command move hits overhead.
- This command is cancelable into normals / chain beat, but will not combo.
- The qcf + L / M are unblockable.
- Both L / M versions can negate a projectile.
- The qcf + H is a feint version. The move has slow start up.
- After the initial attack on the qcf + L, heíll dash forward.
- The qcf + M, heíll teleport above the opponent.
- Before landing after qcf + M, he can use air normal attacks.
- Delaying qcf + L / M is possible. Feint canceling it is also another option.
- The qcb + A causes knockdown. It can negate a single projectile.
- The dp + A causes knockdown.
- Thereíre two sequences for dp + A, the initial hit and the overhead / mid
  attack.
- If the initial hit fails to hit, the addition attack will still follow.
- The qcf + L / M (Stand) is unblockable.
- The initial attack can negate projectiles.
- After the initial attack, heíll use another unblockable attack to pull the
  player in range.
- The pull cannot be dodged or jumped, and also hits full screen distance.
- Delaying qcf + L / M (Stand) is possible.
- Feint canceling and Stand Rush are other options.
- The d, d + A is a low attack that causes knockdown.
- Itís easier to off the ground the opponent from crouch H.
- The HHA is unblockable.
- After the initial attack is finished, heíll follow with an unblockable force
  pull.
- The force pull travels full screen distance and is inescapable.
- Dodging and jumping (jump causes knockdown) cannot evade the pull.
- The GHA has invincibility start up and can negate multiple projectiles.
- After the GHA finishes, the player receives one point of damage.
- The GHA finisher repositions both characters full screen away from one
  another.


-------------------------------------------------------------------------------
Koichi Hirose                          [C17]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Echoes ACT 1-3)

-Throw-
Kablam! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Stop it!! - f + H (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
I wonít forgive you! - qcf + A
> ďIn lonely silence, the voice of a cicada, sinks into a stoneĒ - qcf + A
Boom! - qcb + A
Kaboom! - rdp + A
Boyoyoo-ing! - dp + A

-Stand Specials-
Eat this! ACT 3! - qcf + A
S-H-I-T! - dp + A (Otg)
> Stand Rush - S
This wind pressure!? - hcb + A

-Heart Heat Attack-
Special Technique! Echoes 3 FREEZE!! - qcf + AA

-Great Heat Attack-
Did I possibly get stronger again!? - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
qcb + A
dp + A
qcf + A (Stand)
dp + A (Stand)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- Koichi can cover more ground by dashing repeatedly, instead of running. 
- The f + H is cancelable into specials / HHA.
- This command can link after a chain beat. It does cause a knockdown.
- The range and damage of qcf + A depends on the button used.
- The qcf + A follow up causes crumble stun.
- Using follow up twice in a combo, results in a hard knockdown.
- The range on qcb + A depends on the strength of the button.
- Additional damage is given when opponent is on fire.
- It can also negate projectiles.
- The rdp + A is a reversal attack, which causes a hard knockdown. 
- The dp + A is very useful.
- The attack hits low and is able to launch the opponent in a juggle state.
- It also causes knockdown, if the player chooses to do nothing.
- Koichi can use dp + A to super jump.
- When the move is performed, Echoes places the onomatopoeia on the ground.
- Once itís placed, Koichi can step over it to activate the jump.
- Moving forward into the onomatopoeia, heíll jump forward.
- Moving backwards into the onomatopoeia, heíll jump back.
- Jumping into the onomatopoeia, heíll neutral jump.
- During the jump, youíre able to use jumping normal attack.
- The qcf + A (Stand) range and damage is determined on the button strength.
- The dp + A (Stand) is an overhead attack that causes a hard knockdown.
- This move is able to off the ground a downed opponent.
- When the opponent is hit by this attack, their weight is increased.
- Their movement is restricted, to the point of only walking (back / forward)
  and crouching.
- Other restrictions are the use of specials, HHA / GHA, dash f / b, and
  jumping. However, theyíre able to use normal attacks, chain beats, throws,
  and block attacks.
- The gravity effect eventually wears off.
- The hcb + A (Stand) is an unblockable attack, which knockdown.
- It causes damage to both characters.
- Koichi is able to regain a bit of life, from the white portion of the damage.
- It also returns Koichi to his non-Stand mode.
- Koichi is able to recovery roll after the burst special.
- When you connect a HHA / GHA, the opponent is given the weight increase
  effect.
- The GHA has start up invincibility.


-------------------------------------------------------------------------------
Rohan Kishibe                          [C18]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Heavenís Door)

-Throw-
Itís rock! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Safety Lock - L / M / H (air)
You have no right to insult me! - P (after being taunted)
Rumble Mode - low life condition

-Special Moves-
Your ability will crumble! - when close, hcf + A
What would you do if you were the protagonist in a comic? - qcb + A
I want to draw more and more! - dp + A

-Stand Specials-
Taking the initiative leads to certain victory! - hcf + A
Iím still growing! - qcb + A
> Stand Rush - S
> My body was blown away from behind at 70km / h! - f + A (finisher)
> Letís incapacitate you - b + A (finisher)

-Heart Heat Attack-
Iíll take your reality as my own! - qcf + AA

-Great Heat Attack-
Heavenís Door! - qcf + AAA

-Super / Puttsun Cancels-
Safety Lock (L, M, H)
qcb + A
dp + A
hcf + A (Stand)
qcb + A (Stand)
> b + A

------
Notes:
------
- Crouch H (Stand) is cancelable into specials and supers.
- In his non-Stand state, all of his normal attacks (ground / jump) are Safety
  Locks.
- Rohan doesnít have Chain Beat in Safety Lock Mode. 
- When hit by a Safety Lock, one of the opponentís attack strengths is
  disabled.
- This is determined by the corresponding button used on the opponent.
- L Safety Lock disables L normal / special attacks.
- M Safety Lock disables M normal / special attacks.
- H Safety Lock disables H normal / special attacks.
- The disabled attack can be seen under the opponent character portrait.
- The disabled effect wears off over time.
- When Rohan is hit by an attack, the opponent is released from Safety Lock.
- Only one attack strength can be disabled.
- Other Safety Locks wonít stack.
- Safety Locks are Stand ON Cancelable.
- Crouching Safety Locks can off the ground the opponent.
- Counter taunting the opponent after their taunt finishes, gains you HH.
- The hcf + A is an unblockable throw.
- The grab causes a hard knockdown and disables the opponents Style button.
- The qcb + A is a full screen projectile.
- It also negates projectiles.
- The damage and hits are determined by the strength of the button.
- Puttsun canceling qcb + A allows you to pursue the projectile.
- Up to three projectiles can be on screen, if you puttsun cancel them.
- The dp + A causes knockdown. It also possesses start up invincibility.
- Puttsun canceling dp + A leaves the opponent in a juggle state.
- The hcf + A (Stand) is an unblockable throw, that causes crumple stun.
- You have enough time to Style switch and use Safety Lock. Itís optional.
- The qcb + A (Stand) is a rush type attack with two chain finishers.
- The f + A finisher sends the opponent flying back in a hard knockdown state.
- The b + A finisher causes a hard knockdown near Rohan.
- Connecting the b + A finisher removes 30% of the opponents HHG stock.
- The HHA is a blockable grab. It has invincibility start up.
- The GHA is a blockable grab that has full invincibility, until Heavenís Door
  returns to Rohan.
- The GHA disables all normals and the style button, for a brief period of
  time.


-------------------------------------------------------------------------------
Shigekiyo Yangu                        [DLC2]          [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Harvest)

-Throw-
Iíve got you now! - AA / b + AA

-Command Moves-
You can see my Harvest? - S
Offensive Mode - qcf + S
Defensive Mode - qcb + S
Bucket Brigade - f, f / b, b (hold f / b)
Rumble Mode - low life condition

-Special Moves-
Donít underestimate Harvestís power! - dp + A
This is Harvest! - qcf + A (Offensive)
Watch as they stab into your body! - qcb + A (Offensive)
The more there are, the worse it gets! - hcf + A (Offensive)
And now no one will be able to touch me! - qcb + A (Defensive)
> Iíll be completely protected! - f + A
Theyíre so adorable! - hcf + A (Defensive)

-Heart Heat Attack-
Now Iím really angry! - qcf + AA

-Great Heat Attack-
You want to see proof? Will then, Iíll show you! - qcf + AAA

------
Notes:
------
- Jumping H can be used as a cross-up attack.
- Fatty will start the match in Offensive Mode, as well with a full set of
  Harvest.
- Fatty is able to summon up to three groups of Harvest.
- Entering a mode summons a group of Harvest.
- The Harvest Icon above the HHG indicates what mode youíre currently entered.
  The Harvest Icon with the red outline = Offensive Mode. The Harvest Icon with
  the blue outline = Defensive Mode.
- All of Fattyís specials require a group of Harvest. His special attacks are
  determined by the number of Harvest groups in the match. Light specials
  require one Harvest group, Medium requires two, and High requires a set of
  three Harvest.
- By holding the direction after his forward / back dash, heís able to
  continuously move.
- The dp + H causes a hard knockdown. The button used for dp + A determines the
  attack damage.
- The qcf + A (Offense) can negate mid / high level projectiles. The button
  used determines the attack range and damage.
- The qcb + A (Offense) runs along the ground and covers full screen distance.
  The L / M version can be dodged, but the H versions third Harvest group will
  hit the opponent.
- The hcf + A (Offense) is a command throw. The button used determines the
  attack range and damage.
- The qcb + A (Defense) is a defensive barrier against attacks and projectiles.
- The barrier follow up projectile is determine on the button used to activate
  the barrier. Light barrier = diagonal up attack, Medium barrier = horizontal
  attack, and High barrier = low ground attack. All three follow ups cause a
  soft knockdown.
- The hcf + A (Defense) is a low attack that causes a hard knockdown.
- The HHA can off the ground.
- Both the HHA and GHA cover full screen distance.


-------------------------------------------------------------------------------
Akira Otoishi                          [C19]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Red Hot Chili Pepper)

-Throw-
Become electricity! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Charge! - d, d + S (hold S)
Right hand playing - hcf + P
Rumble Mode - low life condition

-Special Moves-
Spitfire! - hcf + A
> Stand Attack - S
Whack-a-mole on high-level! - hcb + A

-Stand Specials-
Like a power of a jet engine! - qcf + A
> Iíll reflect on my mistakes and get stronger! - f + A
> Iíll show you a knockout! - b + A
> Stand Rush - S
Iíll drag you in! - when near, hcb + A
Aim here! Right here! - rdp + A

-Heart Heat Attack-
Iíll make you fly with just my pinky! - qcf + AA

-Great Heat Attack-
Iím gonna go crazy! - qcf + AAA

-Super Cancels-       -Puttsun Cancels-
hcf + A               hcf + A
> S                   > S
qcf + A (Stand ON)    hcb + A
                      qcf + A (Stand ON)
                      hcb + A (Stand ON)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into special, command, and supers.
- His f, f performs a small dash before running.
- His regular jumping M is a 2-hit jump attack
- Jump H causes a soft knockdown.
- Akiraís Stand ON relies on the electricity gauge above the HHG.
- The electricity gauge can be charged up to two levels.
- Level 1 = solid meter / Level 2 MAX = flashing meter
- Specials and normal attacks gain a 1.25% increase in damage during Level 2
  MAX.
- Level 2 MAX with Stand ON, will carry over the damage buff into Level 1.
- If the electricity gauge is emptied, heís unable to use specials / Stand ON.
- You can restore the electricity gauge by using his d, d + S (Electricity
  Charge), a HHA (fully restore), or auto refill (quite slow).
- Auto refill occurs when E. Gauge is emptied. It will only restore 30%, then
  immediately start to decrease again.
- The d, d + S will recharge his electricity gauge.
- The hcf + P (guitar solo) gives Akira one HH stock.
- The hcf + A hits high as a projectile.
- This move consumes electricity.
- Level 2 MAX hcf + A causes crumple stun.
- The follow up (S) hits high and causes a hard knockdown.
- The follow up is a reliable anti-air.
- The ďSĒ follow up consumes electricity.
- The hcb + A consumes electricity and causes a hard knockdown.
- The L version has R.H.C.P. appear from behind Akira.
- The M version appears in front.
- The H appears from behind the opponent.
- R.H.C.P is invincible during hcb + A special.
- The qcf + A (Stand) and both follow ups can be Stand Rushed.
- The attack range depends on the attack button.
- The b + A follow up is an overhead attack, which causes a hard knockdown.
- The f + A follow up causes a knockdown.
- With Level 2 MAX, f + A follow up does massive guard gauge damage
- The hcb + A (Stand) move is an unblockable grab.
- Juggling becomes possible when the grab is puttsun canceled.
- The rdp + A is a reversal move. The move causes crumple stun.
- After his HHA, the E. Gauge wonít decrease for three seconds.
- Both of the HHA and GHA gains a level 1 electricity gauge.


-------------------------------------------------------------------------------
Yoshikage Kira                         [DLC1]          [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Killer Queen / Sheer Heart Attack)

-Throw-
You should learn from observing me! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
You were destined to be defeated by me! - f + H
Rumble Mode - low life condition

-Special Moves-
What happens when it turns into bomb! - qcb + A
> Iíll blow you up into small pieces! - d + AA
Go! - qcf + A

-Stand Specials-
Bastard! - qcf + A
> Stand Rush - S
The first bomb! - qcb + A
> Iíll blow you up into small pieces! - d + AA
> Stand Rush - S
A manner of composure - rdp + A

-Heart Heat Attack-
Iím going to blow you into smithereens! - qcf + AA

-Great Heat Attack-
Sheer Heart Attack! - qcf + AAA

-Super Cancels-   -Puttsun Cancels-
qcf + A           qcf + A
qcf + A (Stand)   qcb + A
qcb + A (Stand)   qcb + A (Stand)
> d + AA          qcf + A (Stand)
                  > d + AA

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- Kiraís own bomb explosions can harm him.
- The f + H is an overhead mid attack.
- The overhead is cancelable into specials and HHA.
- This command can off the ground a downed opponent.
- You can cancel it after a chain beat, but it will not link, unless ended with
  crouch H.
- The qcb + A is an unblockable bomb toss.
- The version you choose of the bomb decides the d + AA explosion size.
- The L version explosion is small.
- The M version is medium size.
- The H version is the largest.
- If it hits the ground, it will remain planted until the opponent touches it
  or detonated.
- If time lapses or you use a different bomb special, the bomb will only
  disappear.
- Kiraís limited to one mine planted on the screen.
- The d + AA follow up is the detonation trigger for his bomb specials.
- You can detonate the qcb + A bomb while itís still in mid-air.
- The detonating explosion after qcb + A is unblockable.
- The qcf + A is a rush attack that causes a hard knockdown near Kira.
- The range and damage vary by the strength of the button.
- The qcf + A (Stand) is a rush attack that causes knockdown away from Kira.
- The range and damage vary by the strength of the button.
- The qcb + A (Stand) plants a bomb on the opponent, which can be detonated.
- The qcb + L (Stand) can off the ground the opponent.
- The qcb + M (Stand) has extended reach to combo off of normals / chain beat.
- The qcb + H (Stand) is an unblockable attack.
- This special has slow start up.
- All three versions of this special have the same set time limit to detonate.
- The detonation from qcb + A (Stand) is blockable.
- Puttsun canceling qcb + M (Stand) will put the opponent in a juggle state.
- Knocking down Kira will rid the bomb off the opponent.
- The rdp + A is a reversal that causes knockdown.
- The distance the HHA hits is outside sweep range.
- The GHA is unblockable. It travels full screen, but very slowly.
- From a distance, the GHA itís quite easy to avoid.


-------------------------------------------------------------------------------
Kosaku Kawajiri (Yoshikage Kira)       [C20]           [Diamond is Unbreakable]
-------------------------------------------------------------------------------

Style: Stand (Killer Queen and Stray Cat)

-Throw-
Will you not tell me your name? - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Iíll crush you! - df + M (OTG only)
Rumble Mode - low life condition

-Special Moves-
Impact Ignition Bomb - qcb + A
> Ignition! - d + AA
> Track change - f + AA
Iíve no choice but to fight! - qcf + A

-Stand Specials-
Contact bomb! - qcb + A
> Ignition! - d + AA
> Stand Rush - S
The first bomb! - qcf + A
> Stand Rush - S
> Ignition! - d + AA
Change this pebble into a bomb - d, d + A
> Ignition! - d + AA
Air Bomb Cushion - rdp + A (requires 10% of a HH stock)

-Heart Heat Attack-
Stray Cat! Youíre willing to protect me! - qcf + AA

-Great Heat Attack-
Bites the Dust! - qcf + AAA

-Super Cancels-	-Puttsun Cancels-
qcf + A           qcb + A
qcb +A	      qcf + A
d + AA            d + AA
qcb + A (Stand)   qcf + A (Stand)
                  d, d + A (Stand)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials and supers.
- His f, f does a dash step before running.
- Kosaku can be harmed from his own explosions.
- The df + M is an off the ground attack.
- Itís only accessible during a hard knockdown.
- The qcb + A air cushion has three different speeds.
- The L version is quite fast.
- The M version is normal.
- The H is very slow.
- Kosaku is unable to move, until the attack has been triggered.
- Aside from speed, which ever version you choose, will decide the d + AA
  explosion size.
- The L version explosion is small.
- The M version is medium size.
- The H version is the largest.
- The d + AA follow up is the detonation trigger for his bomb specials.
- When triggered, the bomb explodes into an unblockable attack and hard
  knockdown.
- When hit by the detonated explosion, opponent is sent flying sideways.
- The f + AA follow up is used to control speed / directional.
- When the qcb + H is pushed, it loses its explosion size by one, but gains the
  M versions speed.
- If itís given another push, the M version gains qcb + Lís properties. Itís
  pretty self explanatory.
- The directional use not only allows for you to push forward, but back as
  well.
- The orb (qcb + A) must pass the opponent, in order for the orb to move
  backwards (f + AA).
- Using the f + AA command, qcb + A will give you one push, qcb + M gives two,
  and qcb + H gives three pushes.
- The qcb + A (Stand), allows you to chase after the attack.
- Stand Rush makes it even better. The move is unblockable.
- The qcf + A (Stand) plants a bomb on the opponent, which can be detonated (d
  + AA). This move is unblockable.
- The d, d + A (Stand) plants a bomb on the ground.
- It can be detonated with or without his Stand.
- If time lapses or you use a different bomb special, the bomb will only
  disappear.
- Detonation after d, d + A can off the ground a down opponent.
- The rdp + A provides Kosaku with a protective barrier.
- The barrier can absorb one hit, taken little to no damage.
- On some multi-hit specials, heíll absorb the initial hit, and may autoguard
  most of the remaining hits.
- The HHA is a counter / reversal super.
- Itís vulnerable to throws, projectiles, and GHA.
- The GHA is an unblockable super with start up invincibility.
- The attack distance on the GHA is within sweep range.


-------------------------------------------------------------------------------
Giorno Giovanna                        [C21]                      [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (Golden Experience / Golden Experience Requiem)

-Throw-
You must be defeated! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Useless! - df + H (Stand OFF)
What an unpleasant feeling - df + H (OTG Only / Stand ON)
The destination of the arrowís power! - f, f / b, b (hold f / b) (Requiem)
Resolve Mode - low life condition

-Special Moves-
Be reborn! - qcb + A
LifeÖ is born! - dp + A
> High jump - u / uf / ub
From now on, this is the path Iíll take! - in air, qcb + A (tap A)
Itís useless - hcf + A
I made these parts! - d, d + S (requires 50% of a HH stock)

-Stand Specials-
Useless, useless, useless! - qcf + A
> Stand Rush - S
WRYYYYYYYYYYY! - dp + A
> UseÖless! - df + A
Iíll advance through this path of darkness! - while being attacked, hcb + A

-Requiem Specials-
Useless, useless, useless, useless! - qcf + A (tap A)
I wonder if youíll perish! - qcb + A (air)
Youíll never reach reality! - d, d + A (air) (requires 10% of a HH stock)
Puttsun Cancel - AAA (requires 25% of a HH stock)

-Heart Heat Attack-
The pain is slowly coming around! - qcf + AA

-Great Heat Attack-
Never-ending ďEndĒ - qcf + AAA

-Super Cancels-	-Puttsun Cancel-
qcb + A		df + H
qcf + A (Stand)	qcf + A (Stand)
                  qcf + A (Requiem)
                  qcb + A (Requiem)
                  d, d + A (Requiem)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- Non-Stand jump L can be used as a cross-up attack.
- The last hit of the normal df + H causes a hard knockdown.
- Itís an auto 3-hit thatís cancelable it into specials and HHA.
- The df + H (Stand) is an off the ground attack.
- Itís only accessible during hard knockdowns.
- The qcb + A is a projectile attack.
- The button used determines its trajectory.
- The L version is horizontal.
- The M version is low.
- The H version is an upward to downward overhead arch.
- The M / H versions causes crumple stun.
- The dp + A can dodge low / mid / high projectiles and attacks.
- It has full start-up invincibility on the way up.
- On the way down, you can attack with air normals / qcb + A.
- After sitting on the tree, you can immediately directional jump off of it.
- You can use your air normal attacks and qcb + A (air).
- The qcb + A (air) is cancelable from his jump normal attacks.
- Itís an overhead attack that causes bounce knockdown.
- Puttsun canceling the bounce puts the opponent in a juggle state.
- Mashing the attack button increases the damage on this special.
- You can tiger knee the input of this move (qcb, ub + A).
- The hcf + A is a counter attack that flings the opponent across the screen,
  which causes a hard knockdown.
- Itís vulnerable to throws and supers.
- You can regain 10% of his life from using d, d + S.
- The hcb + A (Stand) is a reversal attack that causes knockdown.
- The reversal consumes 2 HH stocks.
- It can be only used while Giorno is being hit by attacks.
- It can reverse multi-hitting projectiles / specials.
- It doesnít reverse throws, knockdown attacks, or super combos.
- The dp + A (Stand) is anti-air attack.
- The df + A follow up attack causes a hard knockdown.
- The df + A follow up only registers on hit confirm of dp + A (Stand).
- The HHA has start up invincibility on the dash.
- After the super ends, the opponent will recover dazed, and both characters
  positioned full screen distance.
- The daze effect from the HHA allows you enough time to safely activate G.E.R.
  or advance near the opponent to apply pressure.
- The GHA activates Golden Experience Requiem.
- The duration of G.E.R. is based on the HHG and meter management.
- In G.E.R., youíre still able to Puttsun Cancel.
- Puttsun canceling in G.E.R. requires 25% of a HH stock.
- The mode ends when the HHG is completely drained.
- Giornoís only able to use his Requiem specials.
- His other moves are disabled in G.E.R.
- In G.E.R., Giornoís dash f / b is at a 45 degree upward angle.
- During the dash, you can use normal attacks and special moves.
- Using normal attacks causes dash cancel.
- Trading attacks in G.E.R. is favorable to Giorno.
- If you trade against a single normal attack or multi-hitting special,
- Requiem will absorb all the hits, while still being able to continue is
  attacks.
- Tapping the attack button increases the damaging on qcf + A (Requiem).
- The qcb + A (Requiem) is an unblockable high horizontal projectile.
- The projectile covers travels about full screen distance and causes crumple
  stun.
- The projectile can track the opponentís side step attempt.
- The d, d + A (Requiem) is a black sphere that engulfs the area around Giorno. 
- It can negate multiple projectiles and is an unblockable attack.
- True to the manga, if you get hit by this attack (grounded / airborne), the
  opponent will return to the point of zero (resets to neutral position).
- Golden Experience Requiem can counter Pucciís Made in Heaven.


-------------------------------------------------------------------------------
Bruno Buccellati                       [C22]                      [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (Sticky Fingers)

-Throw-
Iíve already changed my questioning to torture! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Resurrection - Zero life condition (Final Round) (requires 1 HH stock)
Resolve Mode - low life condition

-Special Moves-
There it is! - qcf + A (air)
This isnít my arm! - dp + A
Close, zipper! (forward) - hcf + A
Close, zipper! (back) - hcb + A
> Looks like Iíll have to defeat him! - A
> Iíll dispose of you from a distance! - d, d + A
Iíll dispose of you from a distance! - d, d + A
> Emergence - d / u + A
 
-Stand Specials-
Ari Ari Ari Ari! - qcf + A (air)
> Stand Rush - S
Stupid asshole! - b, f + A
Iíve already read that too! - d, d + A
Open, zipper! - qcb + A

-Heart Heat Attack-
Are you ready? Iím going in! - qcf + AA

-Great Heat Attack-
Arrivederci! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
hcf / hcb + A
> A
d, d + A
> d + A
dp + A
qcf + A (Stand)
b, f + A (Stand)
d, d + A (Stand)
qcb + A (Stand)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials and supers.
- Standing M hits low.
- Jump H and jump M / H (Stand) can be used as a cross-up attack.
- Bruno can revive with a bit of health, if heís defeated in the final round.
- When revived, the opponent resets back to neutral standing position.
- His jumping normal attacks are cancelable into the qcf + A and qcf + A
  (Stand).
- The qcf + A (ground) hits in three different directions.
- This special causes a knockdown.
- The L version is diagonal up.
- The M version is horizontal.
- The H is diagonal down.
- Puttsun canceling puts the opponent in juggle state.
- The air qcf + A is works this way as well. It causes a knockdown.
- The L version is horizontal.
- The M version is diagonal down.
- The H version is downward.
- The dp + A needs to hit close to the opponent.
- The damage is depends on the attack button.
- The attack launches the opponent and causes a knockdown.
- Puttsun canceling will leave them in a juggle state.
- The hcf + A / hcb + A, slides Bruno forward or back.
- The distance is determined on the attack button.
- It can evade mid / high projectiles. Itís great for spacing as well.
- The ďAĒ attack follow up flings the opponent back, which causes a wall bounce
  hard knockdown.
- The d, d + A is the starter for his teleport and follow up to his slide move.
- The move itself has invincibility when he disappears.
- Itís able to avoid low attacks and projectiles.
- The d / u + A follow up is the teleport.
- Each button determines the teleport position.
- The d + L teleports back.
- The d + M teleports forward.
- The d + H teleports near the opponent (or near as possible) depending on the
  spacing.
- The u + L teleports back in mid-air.
- The u + M teleports forward in mid-air.
- The u + H teleports near the opponent (or near as possible) depending on the
  spacing.
- While descending, the mid-air teleports allow you to use air normal attacks /
  specials.
- Puttsun canceling the d + A follow up eliminates the recovery time.
- The qcf + A (Stand) is his rush type move.
- The range and damage are determined by the attack button.
- The air qcf + A is the same as the ground version.
- Both versions cause knockdown.
- The b, f + A (Stand) is a horizontal attack that causes a hard knockdown.
- It can be used as a zoning tool.
- Puttsun canceling this special puts the opponent into a juggle state.
- The d, d + A (Stand) is a low attack that causes knockdown.
- The range depends on the attack button.
- The qcb + A (Stand) is a low projectile attack that causes a tailspin hard
  knockdown.
- The projectile range depends on the attack button.
- This special is able to negate low projectiles.
- The HHA has autoguard and start up invincibility.
- The autoguard can negate multiple projectiles.
- The knock back effect from the HHA finisher harms Bruno.
- The white portion of the damage received from the HHA is able auto heal.
- The GHA has start up invincibility.
- The initial attack hits low and can negate low projectiles.


-------------------------------------------------------------------------------
Guido Mista                            [C23]                      [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (Sex Pistols)

-Throw-
Donít lose to a knee kick! - AA / b + AA

-Command Moves-
Gas! - df + H (Stand OFF)
The number 4 is a bad omen! - 4 bullets
Reload - zero bullets, qcf + A / qcb + A
Resolve Mode - low life condition

-Special Moves-
Iíll shot you the hell up! - qcf + A (tap A) (air)
Pass, Pass, Pass! - qcb + A (Placement follow up) (air)
Quick Reload! - d, d + A (require 50% of a HH stock)
Iíll be asking the questions! - dp + A

-Stand Specials-
Letís get to work! - S (air)
Put in place! - qcf + S (air) / qcb + S / b, f + S
> Placement - S
Come back!! - d, d + S

-Heart Heat Attack-
Rascals! AIM! - qcf + AA

-Great Heat Attack-
From here on out, this is my true resolve! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
qcb + A
dp + M / H
qcf + S
qcb + S
b, f + S

------
Notes:
------
- Crouch H is cancelable into specials and supers.
- Jump H can be used as a cross-up attack.
- Guido is unable to use Stand Rush.
- The df + H is a low attack and is cancelable into specials / HHA.
- The command can be linked after a chain beat.
- When you have zero ammunition and try using qcf + A (tap A) / qcb + A, Mista
  will reload.
- The normal reload is very slow.
- The qcf + A shoots in three different directions.
- The L version and additional L attack shoots diagonal up.
- The M version and additional M attack shoots horizontal.
- The H version and additional H attack shoots downward.
- The air L version and additional L attack shoots horizontal.
- The air M version and additional M attack shoots diagonal down.
- The air H version and additional H attack shoots downward.
- The additional attacks can change shot direction anytime, depending on the
  attack button.
- Both of the grounded and aerial qcf + H can off the ground the opponent.
- The d, d + A quick reload is a lot faster than the normal reload.
- The quick reload is cancelable off normal attacks.
- Itís possible to use quick reload to reduce the recovery time on blocked
  normal attacks.
- Thereís an ammo gauge above the HHG, which keeps track of the amount of ammo
  you have.
- The dp + A causes soft knockdown. The range depends on the attack button.
- The dp + H hits overhead.
- Puttsun canceling dp + M / H leaves the opponent in a juggled state.
- The S button stores his Stand into one bullet.
- You can store up to six in bullet.
- The enhanced bullet increases the damage on the initial shot of his qcf + A.
- The bullet store is cancelable into his jumping normal attacks and during a
  chain beat.
- Here are some examples:
- (jH~S x3, L, M, H, df + H, qcf + M)
- (cr.L, LS, MS, HS, df + H, qcf + M, A xN (SC), HHA)
- The qcf + S plants one of the Sex Pistols mid-range.
- The qcb + S plants one of the Sex Pistols low-range.
- The b, f + S plants the Sex Pistols in various ranges, depending on the
  amount you have for use.
- With three Sex Pistols, Mista places them in a low, mid, high position.
- With two, Mista places them in a mid and high position.
- With one, Mista places it in a high position.
- The aerial qcf + S plants one Sex Pistols, based on Mistaís position.
- After activating placement with qcf + S (air) / qcb + S / b, f + S, the S
  button is used to individually place Sex Pistols on the screen.
- The qcb + A serves as the placement follow up.
- The d, d + S retrieves the Sex Pistols that are in placement.
- You can cancel the recovery time on his throw, by using a placement move.
- The HHA negates projectiles and causes a soft knockdown.
- From a distance, the HHA spread shot covers a large amount of the screen.
- The GHA negates projectiles. 
- Both supers automatically reload your ammo, with the exception of the shot
  used during the beginning of the supers.
- The HHA recovers one bullet.
- The GHA recovers full ammo.


-------------------------------------------------------------------------------
Narancia Ghirga                        [C24]                      [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (Aerosmith)

-Throw-
Howís that! And this! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Bastard! - f + H (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
You canít run away! - qcf + A
Take them down! - dp + A (tap A)
If I canít shoot, then I wonít shoot! - hcb + A

-Stand Specials-
Take flight! - qcf + A
> It was worth shooting you the hell up!! - L (finisher)
> You have some kind of plan! - M (finisher)
> Iíll kill you! - H (finisher)
> Go over there! - u (after up input, S)
> Iíve got the timing down - r (after right input, S)
> Iíll throw it now! - d (after down input. S)
> Fly! - l (after left input, S)
Itís a beehive! - b, f + A
> Stand Rush - S
Vanish! - dp + A
> Stand Rush - S

-Heart Heat Attack-
Become bigger and kill them! - qcf + AA

-Great Heat Attack-
Volare Via! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
dp + A
qcf + A (Stand) w/ follow ups
dp + A (Stand)
b, f + A (Stand)

------
Notes:
------
- Aerosmithís normal attacks may fire projectiles, but they donít negate them.
- The bullets from S.OFF jump H, S.ON jump L / M, S.ON stand L / M, and S.ON
  crouch L / M vanish, when Narancia is hit. 
- Crouch H (Stand ON / OFF) is cancelable into specials, command, and supers.
- Jump L / M can be used as a cross-up attack.
- The normal jump H is a 4-hit attack.
- The hits of jump H are determined on the trajectory of the jump.
- The f + H can cancel into specials / HHA.
- This command is linkable after a chain beat.
- The f + H is also kara cancelable into specials / HHA.
- The qcf + A negates projectiles.
- The button strength determines the damage and range of the attack.
- The dp + A causes knockdown.
- Mashing the attack button increases shots and damage.
- The hcb + A is an unblockable throw that causes a soft knockdown.
- The qcf + A (Stand) serves as a starter move, for its additional follow ups. 
- The button strength determines the Aerosmithís distance / destination.
- L follow up is unblockable. It can negate projectiles.
- M follow up is a low attack that causes soft knockdown.
- H follow up is a high attack that causes a hard knockdown.
- The H follow up can enter a juggled state when puttsun canceled.
- The ďu / r / d / lĒ follow ups are used to control Aerosmithís flight
  direction.
- Youíre limited to flying three directions in one flight.
- (ex: qcf + A, f, d, d)
- Youíre limited to only using up two attacks in one flight.
- These attacks are the finishers (L / M / H) or the directional flight ďSĒ
  follow up.
- Immediately after the directional flight, you can use the S follow up.
- The ďSĒ follow up can be used with each directional flight.
- (ex: qcf + A, f, S, b, S, u, S)
- The b / f ďSĒ follow ups hit high.
- The up ďSĒ follow up hits overhead / mid.
- The down ďSĒ follow up hits low.
- Flight control is ends, when the attack enders (L / M / H) are used.
- Some examples of flight control:
- (qcf + A, f, f, b, A)
- (qcf + A, f, S, b, S, d, S, A) 
- (qcf + A, d, S, f, u, S, A, SC HHA)
- The b, f + A (Stand) negates mid / high level projectiles.
- The L / M versions travel full screen.
- The H version is inside full screen range.
- The dp + A causes a bounced knockdown.
- Stand Rush will leave the opponent in a juggle state.
- The HHA can off the ground the opponent.
- The GHA has invincibility start up.


-------------------------------------------------------------------------------
Diavolo                                [C25]                      [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (King Crimson)

-Throw-
You wonít escape! - AA / b + AA

-Command Moves-
Your life is mine! - f + H (Stand ON)
Iíll vanish below 0.5 seconds! - f, f / b, b
Rumble Mode - low life condition

-Special Moves-
Time begins to move again! - qcf + A (hold A)
The finishing blow! - qcb + A
Time has been erased! - rdp + A
That was a meaningless act! - while attacked, rdp + A (requires 1.5 of the HHG)

-Stand Specials-
King Crimson! - when close,  hcf + A
Youíve seriously angered me! - dp + A
Time has been erased! - rdp + A

-Heart Heat Attack-
Epitaph - qcf + AA

-Great Heat Attack-
Pinnacle of Eternity! - qcf + AAA

-Super Cancels-   -Puttsun Cancels-
qcf + A           qcf + A (charge version too)
qcb + A           qcb + A
                  hcf + A (Stand)


------
Notes:
------
- Diavolo doesnít have the ability to Stand Rush.
- Crouch M (Stand ON / OFF) is cancelable into specials, command, and supers.
- Itís also causes a knockdown.
- His jump H causes a soft knockdown when hit as an air-to-air attack.
- His (Stand) H causes crumple stun.
- His (Stand) jumping H causes a bounce knockdown.
- When puttsun canceled, crouch H (Stand) puts the opponent in a juggle state.
- The f + H (Stand) is cancelable into specials / HHA.
- The command is an overhead attack and linkable off a chain beat / normals.
- His dash forward / back has full body invincibility.
- The qcf + A causes crumple stun.
- If the attack button is held, the move becomes unblockable.
- The range and damage varies on the attack button.
- The qcb + A is an overhead attack that causes a bounce knockdown.
- Puttsun canceling the attack will leave the opponent in a juggle state.
- The damage of the move is based on the attack button.
- The qcb + H can off the ground the opponent.
- The hcf + A (Stand) is an unblockable throw that causes a knockdown.
- Puttsun canceling the grab puts the opponent in a juggle state.
- The dp + A (Stand) is an air grab. It does cause a hard knockdown.
- The rdp + A is a reversal attack that briefly stops time.
- The reversal leaves the opponent vulnerable to your attacks.
- The other version of rdp + A is activated while Diavolo is being attacked.
- This special is basically a burst cancel / combo breaker.
- It stops time and leaves the opponent open for an attack.
- The burst cancel requires 1.5 stock of the HHG to use.
- The HHA enters a defensive mode, where Diavolo automatically stylish dodges
  through the opponent attacks.
- The HHA defense mode is still vulnerable to throws and GHA.
- The mode is timed by the HHG.
- The GHA is a reversal super.


-------------------------------------------------------------------------------
Pannacotta Fugo                        [DLC4]                     [Vento Aureo]
-------------------------------------------------------------------------------

Style: Stand (Purple Haze)

-Throw-
Youíre underestimating me! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Get away! - f + M (Stand OFF)
Resolve Mode - low life condition
Purple Haze Distortion - qcb + AAA (During Resolve Mode)

-Special Moves-
Eat this! - qcf + A
> Killer Virus Capsule - f + A
Complete idiot! - dp + A

-Stand Specials-
Fugoís Savage Face - qcf + A
> Killer Virus Capsule - f + A
Youíll die for seeing this ability! - hcb + A
> Killer Virus Capsule - f + A
> Stand Rush - S
Friend or foe, I donít care! - d, d + A
> Stand Rush - S
Iíve got you! - dp + A

-Heart Heat Attack-
It struck as if it explodedÖ Then, it left as a storm - qcf + AA

-Great Heat Attack-
The Look of Resolve - qcf + AAA

------
Notes:
------
- Stand OFF crouch M causes a hard knockdown.
- Stand OFF jump M can be used as a cross-up attack.
- The f + M command can be linked off normals and cancelable into specials and
  supers.
- After entering Resolve Mode, you can activate Purple Haze Distortion. This
  transformation will last for the rest of the match.
- Purple Haze Distortion evolves and improves Purple Hazeís special moves.
- Killer Virus is an effect caused by Purple Haze. Most of his moves carry this
  effect that causes unblockable damage by a poison cloud. When hit by the
  cloud, the poison will slowly deplete the life gauge, until the effect has
  worn off. The Killer Virus can only work with available capsules.
- The Killer Virus Capsules are located directly above the HHG. Thereíre six
  capsules total. Heíll start each round with a full set of six. When you use a
  special move with a capsule follow up, a capsule icon will break. The
  capsules can be replenished by using his HHA, GHA, or Purple Haze Distortion.
- If Fugo is near the purple cloud, he can be poisoned by his own Killer Virus
  Capsule.
- The qcf + A attack distance and damage is determined by the button used.
- The dp + A causes a hard knockdown.
- The qcf + A (Stand) causes a soft knockdown. The button used determines the
  damage and attack range.
- The hcb + A (Stand) is an overhead attack that causes a hard knockdown.
- The d, d + A (Stand) breaks a capsule, which causes the cloud to poison both
  characters. Only use this special when near the opponent. During Purple Haze
  Distortion, this special becomes a low attack. 
- The dp + A (Stand) is an attack throw, that causes a hard knockdown.
- The HHA causes a hard knockdown. If blocked, the unblockable cloud will
  poison the opponent. When the HHA is activated, it refills three Killer Virus
  Capsules.
- The GHA causes a hard knockdown. When the GHA is activated, it fully restores
  all six Killer Virus Capsules.


-------------------------------------------------------------------------------
Jolyne Kujo                            [C26]                      [Stone Ocean]
-------------------------------------------------------------------------------

Style: Stand (Stone Free)

-Throw-
Iíve caught you! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Iíll defeat you with everything Iíve got! - f + H (Stand OFF)
Follow along the string - in air, d / db / df + H (Stand ON)
Super Jump - d, u / uf / ub (Stand ON)
Rumble Mode - low life condition

-Special Moves-
Itís like your asleep! - qcf + A
Which angle is the best to hit you! - hcb + A (Hold A)
String barrier - d, d + A
The defense of a string doesnít need power! - rdp + A

-Stand Specials- 
So in other words, youíre my enemy! - qcf + A (air) (Hold A)
> Stand Rush - S
Donít hesitate, kill them! - dp + A
> You wonít cut my string! - d + A

-Heart Heat Attack-
Itís a 1,000 pitches! - qcf + AA

-Great Heat Attack-
Iíll incapacitate you! - qcf + AAA

-Super Cancels-     -Puttsun Cancels-
qcf + A             qcf + A
d, d + A            d, d + A
qcf + A (Stand)     dp + A
                    qcf + A (Stand)

------
Notes:
------
- The crouch H (Stand ON / OFF) is cancelable into specials, command, and
  supers.
- Jump H can be used as a cross-up attack.
- The f + H command is 2-hit high / mid overhead attack.
- The command is cancelable into specials / HHA.
- It can be linked after a chain beat / normals.
- In the air (Stand), the d / db / df + H can directional down dash.
- The Stand super jump is similar to that of a King of Fighters short hop.
- You can control the height jump by holding / releasing the direction.
- The super jump can be cancelled out of from air normals and air qcf + A.
- She is able to create pressure from jump canceling.
- All of Jolyneís ďStandĒ normal attacks are jump cancelable.
- One rep of Stand LMH, sjc L, Stand LMH, etc. is possible.
- The qcf + A causes knockdown.
- The hcb + A is a low blockable grab that causes a hard knockdown.
- Holding down the attack button, increases its throw range.
- The string grab will go through the opponent, if button is not held.
- The d, d + A sets up a wall barrier.
- The barrier is active until the opponent makes contact with it or time
  elapses.
- The barrier can negate mid-level projectiles.
- Itís possible to throw an opponent into the barrier.
- Only one barrier can be active on the screen.
- The rdp + A is a reversal attack.
- When the attack is countered, sheíll stylish dodge the attack.
- The H version of the reversal is a feint move.
- This can be used to reduce block stun from normal attacks.
- The qcf + A (Stand) causes knockdown.
- The aerial qcf + A is cancelable from jumping normal attacks.
- The aerial version can off the ground the opponent.
- Both qcf + A (Stand) versions can be delayed, by holding the attack button.
- The dp + A (Stand) can be used as an anti-air.
- The d + A follow up is a grab finisher that causes a hard knockdown.
- The HHA will combo off of a back throw (b + AA) or hcb + A.
- The GHA covers outside of half screen distance.


-------------------------------------------------------------------------------
Hermes Costello                        [C27]                      [Stone Ocean]
-------------------------------------------------------------------------------

Style: Stand (Kiss)

-Throw-
Hey you! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Get out of here! - df + H (Stand OFF)
Resolve Mode - low life condition

-Special Moves-
This is how you use a seal! - rdp + A (Stand ON / OFF)
USHAAAA! - qcf + A
Uryaaaa! - dp + A
This is quite convenient! - hcb + A (Stand ON / OFF)
If I tear this off, youíll turn back! - qcb + A (Stand ON / OFF)

-Stand Specials-
Uryaaaaaaaa! - qcf + A x3
> Stand Rush - S
Right at the center of your face! - dp + A

-Heart Heat Attack-
I perfectly understand your aim! - qcb + AA

-Great Heat Attack-
And this, and this, and this, and this! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
dp + A
hcb + A
hcb + A (Stand) (Puttsun Only)
qcf + A (Stand) w/ follow ups
dp + A (Stand)

------
Notes:
------
- Crouching H is cancelable into specials/ HHA, on either the first or last
  hit. 
- The df + H is cancelable into specials / HHA. Move causes knockdown.
- The rdp + A seals increase the damage / hits on normal / special attacks.
- The arm seal increase (rdp + L).
- The leg seal increase (rdp + M).
- A double seal effect with arms and legs (rdp + H).
- Knocking Hermes down will cause her to lose her seal effect.
- She takes damage from the loss of a seal.
- The white portion of the health lost from the seal, can be automatically
  regained.
- Itís possible to crouch chain beat after an arm sealed qcf + L.
- The qcf + H causes a hard knockdown.
- The dp + A can anti-air. It causes knockdown.
- The dp + A has invincibility frames on start up.
- The hcb + L / M glides across the screen.
- It has the ability to dodge past the opponent too.
- If spaced properly, the attack will hit the opponent from behind.
- At the start of the dash, she gains lower body invincibility.
- The H version of hcb + A is a feint move.
- You can use this move to eliminate some of block stun off normal attacks.
- The Stand version of hcb + A glides forward and attacks the opponent.
- Itís still immune to low attacks.
- The qcb + A is a blockable command grab.
- The qcf + A x3 (Stand) only becomes a true linkable combo when legs and arms
  are powered up (rdp + A).
- Without both of the seal power ups, the rekka chains will not combo link.
- Each of the qcf + A x3 attack has very slow recovery time, but it can
  eliminated with Stand Rush.
- The dp + A (Stand ON) causes crumple stun.
- Itís an overhead attack as well.
- The HHA is a counter super.
- If reversal is unsuccessful, Hermes will receive damage, due to the seals.
- The damage on the HHA reversal can increase from a sealed power up (rdp + A).
- The damage values are as followed:
  No Seals: 220
  Arm Seals: 250
  Leg Seals: 240
  All Seals: 270
- The GHA has start up invincibility on the forward hop.


-------------------------------------------------------------------------------
Enrico Pucci                           [C28]                      [Stone Ocean]
-------------------------------------------------------------------------------

Style: Stand (Whitesnake / C-Moon / Made in Heaven)

-Throw-
Realize youíre insubstantial as you collapse! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
My fingers are stuck! - f + H (Stand OFF)
Now die! - f + H (Whitesnake / C-Moon)
14 Words - d, d + H (hold H) (Whitesnake)
This body is the foundation! - d, d + H (C-Moon)
Retrieve Stand Disc - over disc, d / db / df
Rumble Mode - low life condition

-Special Moves-
I command you! - qcf + A
Youíre the crucifixion! - qcb + A (Whitesnake)
Stay out of this! - qcb + A (C-Moon)

-Stand Specials-
Iíve got you now! - hcf + A (Whitesnake)
Itís an illusion! - hcb + A (Whitesnake)
It only takes one punch! - qcf + A (C-Moon)
> Stand Rush - S
Youíve lost your hands now! - qcb + A (C-Moon)
> Stand Rush - S
Itís coming! - qcf + A (Made in Heaven)
Where is he? - dp + A (Made in Heaven)
Knifes! - in air, qcb + A (Made in Heaven)

-Heart Heat Attack-
Too late, it canít be stopped! - qcf + AA (Whitesnake)

-Great Heat Attack-
Made in Heaven - qcf + AAA (C-Moon)

-Super Cancels-          -Puttsun Cancels-
qcf + A                  qcf + A
qcb + A (1)(W.Snake)     qcb + A (1)
                         qcb + A (C-Moon)

------
Notes:
------
- Crouch H (Stand ON / OFF) is cancelable into specials, commands, and supers.
- Normal jump M / H and C-Moon jump H can be used as a cross-up attack.
- His normal f + H command is cancelable into specials / HHA.
- This command can be linked off of a chain beat.
- The Whitesnake version of f + H is cancelable into specials / HHA.
- The C-Moon f + H is cancelable into specials.
- The final hit from both WS / CMís f + H crumple stuns.
- Above the HHG, is the Green Baby Chant Gauge.
- The d, d + H (hold) chant is used to fill up the 14 icons.
- Holding H will continue the chants until released.
- During the immobile frames of the chant, you may block attacks.
- Once the chant gauge is full, Whitesnake will transform into C-Moon.
- His qcf + A is horizontal projectile.
- Itís able to negate projectiles.
- The projectile builds a lot of HH meter.
- When hit confirmed, qcb + A causes a bounced hard knockdown.
- Puttsun canceling the bounced hit will put the opponent in a juggle state.
- If the initial hit is blocked, the additional attack will not appear.
- Each of the three versions spaces the opponent further away from Pucci.
- Whitesnakeís hcb + A is a reversal attack.
- The reversal causes crumple stun.
- It repositions Pucci on the opposite side of the opponent.
- The counter is vulnerable to throws, projectiles and supers.
- Whitesnakeís hcf + A is a unblockable throw.
- Both Whitesnakeís hcf + A / HHA are able to steal the opponents Stand Disc.
- When a stand disc is taken, the opponent loses access to their command,
  special, and style moves.
- A crossed out ďCĒ / command icon will appear under the opponentís character
  portrait, to indicate the disabled commands.
- The opponent is still able to use normal attacks, throws, and supers.
- Anytime Pucci is hit, the stand disc will drop.
- After the drop, the opponent or Pucci can retrieve it.
- C-Moonís non-stand qcb + L can be used as an anti-air. The distance of the
  debris depends on the button strength.
- C-Moonís qcf + A (Stand) is an unblockable punch. Distance of attack is based
  on button strength.
- C-Moonís qcb + A (Stand) is an unblockable that causes crumple stun.
- The special also has armor, which can absorb a normal attack. Itís vulnerable
  to multi-hitting specials.
- C-Moonís d, d + H is another reversal attack that causes hard knockdown.
- The reversal has body armor. It counters normal and special attacks on the
  initial hit.
- Made in Heaven is accessible in C-Moon. The start up is quite slow and
  vulnerable.
- Once activated, the landscape changes, with the opponentís gravity
  manipulated.
- The opponentís movement speed is significantly slow, while Pucciís speed is
  enhanced.
- The duration last the whole round.
- You can only use it once a match (On successful transformations).
- Made in Heavenís slow movement can be countered by Jotaro / DIOís Time Stop
  (temporarily) or Giornoís Golden Experience Requiem.
- MiH has an Infinite Protection System, which causes a forced knockdown when
  attacks and specials hit a specific number of hits.
- MiHís qcf + A is a dashing slash that causes a juggle state.
- You can loop this move for 6-hits, which will cause a forced tailspin hard
  knockdown.
- The range of this special is determined by the button strength.
- In the air, MiHís qcb + A (knife throw) causes a juggle state.
- The L version throws horizontally.
- The M / H versions throw downward at a 45 / 30 angle.
- Tiger knee motion is possible with knife throw (qcb, ub + A).
- MiHís dp + A is a command dash.
- The L version advances in front of the opponent.
- The M version dashes above the opponent.
- The H version dashes behind them.
- The dashes and command dashes are quick enough to combo L, M, dash x3.
- The dash special has invincibility on start up.
- During MiH, Pucci is still able to Puttsun cancel and build HH.
- Multiple instant overheads with MiHís jump H are possible, until the forced
  knockdown occurs.


-------------------------------------------------------------------------------
Narciso Anasui                          [DLC7]                    [Stone Ocean]
-------------------------------------------------------------------------------

Style: Stand (Diver Down)

-Throw-
Just like anÖ object! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Youíre annoying! - f + H (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
And then Iíll release it! - qcb + A (requires 10% of a HH stock)
Iím within range! - dp + A
Suspension of your flesh and bone! - hcf + A

-Stand Specials-
Dive down! - qcb + A
> Stand Rush - S
AwfulÖ - hcf + A
Go to hell! - in air, qcb + A
> Stand Rush - S

-Heart Heat Attack-
Celebrate us! - qcf + AA

-Great Heat Attack-
Iíve made him dive down! - qcf + AAA

------
Notes:
------


-------------------------------------------------------------------------------
Johnny Joestar                         [C29]                   [Steel Ball Run]
-------------------------------------------------------------------------------

Style: Horseback (Slow Dancer) / Stand (Tusk)

-Throw-
My body jumped! - AA / b + AA

-Command Moves-
Horseback ON / OFF - S
Quick Horse Mount - S (normal attack) (dismounted)
I have to go over there! - f / b + H (Stand OFF)
Drink some herbal tea? - d, d + M (ACT2-4)
Corpse Part - near part, d / db / df
Rumble Mode - low life condition

-Tusk ACT1 Specials-
From now on, Iíll call it Tusk! - qcf + A
My nails are spinning! - dp + A
What is this!? - qcb + A (Ground)

-Tusk ACT2-4 Specials-
Golden rotation nail bullet - qcf + A
Iíll attack with a hole - qcb + A

-Tusk ACT3-4 Specials-
Iím being swallowed up by the hole - dp + A
> Feint Cancel - H
Whereís my upper body?!- rdp + A (Hold A)
> Feint Cancel - H

-Tusk ACT4 Specials-
Who do you think will become the sacrifice? - qcf + S
Chumimiyiin - dp + S

-Special Move-
Go! - charge b, f + A

-Heart Heat Attacks-
Even if the rotation becomes the hole, it wonít die! - qcf + AA (ACT1)
I understand now, the place to shoot isÖ - qcf + AA (ACT2 -Ground-)
The perfect golden ďrotation energyĒ! - qcf + AA (ACT3 -Horseback-)

-Great Heat Attack-
Itís truly, truly, been a very long, roundabout path! - qcf + AAA (ACT4)

-Super / Puttsun Cancels-
qcf + A (ACT1)
qcb + A (ACT1)
dp + A (ACT1)
qcf + A (ACT2)
qcb + A (ACT2)
b, f + A

------
Notes:
------
- Guard Gauge does not recover while on horseback.
- Johnny may Quick Horse Mount at the cost of 50% of a HH stock.
- Crouch H (ground / horse) is cancelable into specials, command, and supers.
- Johnny is only able to throw when dismounted.
- His mounted back dash has brief invincibility.
- Stylish Move is only possible when dismounted.
- Obtaining the corpse parts grants the player special properties.
- One corpse part increases the damage on specials.
- Two corpse parts grants Johnny autoguard, when firing his nail bullet
  specials.
- Three corpse parts increases your ability to gain HH at a faster rate.
- Obtaining all three corpse parts grants Johnny all three abilities.
- Johnny can acquire more specials by leveling up (ACTís) his Stand.
- Using a HHA / GHA unlocks an ACT.
- When an ACT is first unlocked, Johnny gains a nail ammunition gauge above the
  HHG.
- The nail gauge contains ten nail bullets.
- His nail specials consume a specific amount of bullets.
- Using the GHA automatically unlocks ACT4.
- Activating ACT2 gains a nail ammunition gauge above his HHG.
- The f / b + H can be used as a ground dash to cover more ground.
- When near the opponent, it also becomes an attack.
- It can also evade throws.
- You can link it off a chain beat.
- Unfortunately, this command is not cancelable into specials.
- It may however, cancel into his HHA when hit confirmed.
- The d, d + M regenerates the nail ammunition gauge at a faster rate, as well
  as 25% of his Guard Gauge.
- On the ground, the qcf + A (ACT1) is a horizontal full screen projectile.
- The damage is based on the attack button.
- On the horse, the qcf + A (ACT1) shoots diagonally down.
- The damage of this special depends on the attack button.
- The ground / horseback dp + A (ACT1) causes a hard knockdown.
- The ground qcb + A (ACT1) can negate low projectiles.
- The special is low attack.
- The qcf + A (ACT2) is another projectile attack, that can negate normal and
  HHA projectiles.
- The qcf + A (ACT2) requires one nail bullet to use.
- The ground qcf + L (ACT2) shoots a horizontal projectile.
- The ground qcf + M (ACT2) shoots diagonal up.
- The ground qcf + H (ACT3) shoots upward.
- Horseback qcf + L (ACT2) shoots diagonal down.
- Horseback qcf + M (ACT2) shoots horizontal.
- Horseback qcf + H (ACT2) shoots upward.
- The qcb + A (ACT2) travels full screen and causes knockdown.
- The attack requires one nail bullet to use.
- This attack tracks the opponent until contact.
- Even jumping over it or dodging will not evade it.
- The dp + A (ACT3) requires two nail bullets to use.
- The L / M version shoots diagonal up, but hits high.
- The H version is a feint move.
- Using the feint cancel requires one nail bullet.
- The rdp + A (ACT3) is a teleport / evasion move.
- This special requires one nail bullet to use.
- You can hold the attack button to evade for a specific amount of time.
- The L version travels forward.
- The M version travels back.
- The H version evades in a neutral state.
- The feint cancel only works for rdp + L / M.
- Heís invincible once entering the hole, up until he resurfaces.
- The qcf + S (ACT4) causes a hard knockdown. It requires one nail bullet to
  use.
- The dp + S (ACT4) causes knockdown. It requires one nail bullet to use.
- This move teleports Tusk near the opponent.
- The b, f + A causes knockdown.
- The HHA ACT1 is a low attack.
- The HHA ACT3 can negate projectiles.
- The GHA has start up invincibility.


-------------------------------------------------------------------------------
Gyro Zeppeli                           [C30]                   [Steel Ball Run]
-------------------------------------------------------------------------------

Style: Horseback (Valkyrie) / Stand (Ball Breaker)

-Throw-
It was in that moment you rotated! - AA / b + AA

-Command Moves-
Horseback ON / OFF - S
Quick Horse Mount - S (normal attack) (dismounted)
Rotation - d, d + A
Hardening the skin! - b + S
Corpse Part - near part, d / db / df
Rumble Mode - low life condition

-Special Moves -
Spin, Spin! - qcf + A
> Second Attack - A (both steel balls)
Scan - qcf + S (requires 1 corpse part)
> Second Attack - qcf + S
Uriyyaaaa! - qcb + A (hold A)
Iíll really drop them! - dp + A (both steel balls)

-Horseback Specials-
Spin, Spin! - qcf + A
> Second Attack - A (both steel balls)
Scan - qcf + S (requires 1 corpse part)
> Second Attack - qcf + S
Go head, let yourself run wild! - dp + A (Otg)
This headwind is from Mexico! - qcb + A (both steel balls)

-Heart Heat Gauge-
One more shot! - qcf + AA

-Great Heat Gauge-
Ball Breaker! - qcf + AA

-Super Cancels-                 -Puttsun Cancels-
qcf + A (ground / horse)        qcf + A (ground / horse)
qcb + A (ground)                qcb + A (ground)
dp + A (ground)                 dp + A (ground)
dp + A (horse)                  qcb + A (horse)
qcb + A (horse)                 dp + A (horse)

------
Notes:
------
- Guard Gauge does not recover while on horseback.
- Gyro may Quick Horse Mount at the cost of 50% of a HH stock.
- Stylish Move is only possible when dismounted.
- Crouch H (Horse) is an auto 2-hit attack.
- The last hit of crouch H (Horse) puts the opponent in a juggle state.
- You can cancel either hit into specials, commands, and supers.
- Crouch M (ground) causes a hard knockdown.
- Itís cancelable into specials, commands, crouch H, and supers.
- Crouch H (ground) knocks opponent higher into air.
- Obtaining the corpse parts grants the player special properties.
- One corpse part enables the use of Scan.
- Two corpse parts grants Gyro autoguard, when throwing his steel ball
  specials.
- Three corpse parts grants Gyro with an infinite Rotation Gauge
- Obtaining all three corpse parts grants Gyro all three abilities.
- The d, d + A charges up his Rotation Gauge, which is located above the HHG.
- You can rotation charge on the ground or horseback.
- Entering rotation increases the damage on his specials / HHA.
- The b + S is a defensive projectile barrier.
- The barrier negates normal and GHA projectiles.
- Holding the charge gradually consumes the HHG.
- You can use the barrier after a blocked normal to kill some of the block
  stun.
- The steel balls icon indicates the balls that are in or out of play.
- Most specials require the use of both steel balls.
- The qcf + A is available on the ground or horseback.
- The qcf + A can be thrown in three different directions.
- The L version and additional L attack go diagonal up.
- The M version and additional M attack go horizontal.
- The H version and additional H attack go downward.
- The air L version and additional L attack go horizontal.
- The air M version and additional M attack go diagonal down.
- The air H version and additional H attack go downward.
- The additional follow ups allow Gyro to create a mix-up game.
- The boomerang retrieve on qcf + A will hit the opponent from behind.
- The qcf + S is a horizontal projectile.
- When the projectile makes contact with the opponent, it will automatically
  return to Gyro.
- If the attack is thrown out of the opponents range, you can retrieve it by
  moving next to it.
- This eliminates the time on the auto retrieve.
- You can throw the opponent into a planted qcf + S.
- The qcf + S (second attack) follow up requires the use of both steel balls.
- The follow up is only useable when the initial qcf + S doesnít make contact
  with the opponent.
- This makes the follow up a great meaty attack.
- The qcb + A is a ground projectile that creates a tornado.
- The ground projectile hits low, then hits high with the tornado.
- The range of the move depends on the attack button and how long the button is
  held.
- The dp + A requires the use of both steel balls. This move causes a
  knockdown.
- The range and damage depends on the attack button.
- The dp + A (horse) requires the use of both steel balls.
- This attack causes a knockdown and can off the ground a downed opponent.
- The attack hits low.
- The qcb + A (horse) causes a knockdown.
- The H version travels full screen,
- The HHA travels full screen. It can negate projectiles.
- Gyro is able to combo his HHA immediately after his back throw (b + AA).
- Gyroís GHA gives him a full rotation gauge, with or without the hit confirm.


-------------------------------------------------------------------------------
Funny Valentine                        [C31]                   [Steel Ball Run]
-------------------------------------------------------------------------------

Style: Stand (Dirty Deeds Done Dirt Cheap)

-Throw-
Youíre a hindrance to the future of this countries ďhappinessĒ - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Corpse Part - near part, d / db / df
D4C -Love Train- collect all 3 Corpse Parts
I threw myself in next dimension and have been replaced - qcb + AAA (3 HHG)
Rumble Mode - low life condition

-Special Moves-
Itís a legitimate defense! - qcf + A
I brought it from the other side! - qcb + A
To escape, Iíll hide in the next dimension - dp + A (hold A)
Disappear!!? - hcb + A

-Stand Specials-
Iím considerably irritated! - qcf + A
This is the end! - qcb + A
> Stand Rush - S
Tadaaa! - dp + A

-Heart Heat Attack-
Iíve returned with more! - qcf + AA

-Great Heat Gauge-
Dirty Deeds Done Dirt Cheap! - qcf + AAA

-Super / Puttsun Cancels-
qcf + A
qcb + A
qcf + A (Stand)
qcb + A (Stand)

------
Notes:
------
- Crouch H is an auto 2-hit combo.
- The last hit causes a knockdown.
- You can cancel either hit into specials and supers.
- Obtaining the corpse parts grants the player special properties.
- One corpse part reduces guard gauge damage.
- Two corpse parts reduces guard gauge damage and physical attack damage.
- Obtaining all three corpse parts activates D4C -Love Train-.
- D4C -Love Train- is a defensive barrier against projectiles.
- It negates all special move projectiles without the need to block.
- This mode reduces guard gauge damage, physical damage, and grants a defensive
  shield.
- The qcb + AAA command fully restores the life gauge.
- Requires all three HH stocks to activate.
- Once activated, the HH gauge becomes disabled for the entire match.
- The qcf + A can negate mid-level projectile. Travels full screen distance.
- When close to the opponent, the draw animation of qcf + A will hit.
- The qcb + A is an overhead attack, that causes a hard knockdown.
- If this special hits a jumping opponent, it will cause a juggle state.
- The dp + A is a evasion move.
- The L version leaps vertical.
- The M version leaps up forward.
- The H version leaps up back.
- Holding the button hides him in another dimension for a brief period of time.
- The move has full invincibility on the leap.
- When he reappears, he can attack with his air normal attacks on the way down.
- The hcb + A is a reversal attack against normal attacks and non-projectile
  specials.
- The reversal causes a hard knockdown, and has full body armor.
- The qcf + A (Stand) causes a hard knockdown.
- The distance of attack depends on strength of attack.
- The qcb + L (Stand) is a single high attack.
- The M version is a 2-hit high and mid / overhead attack.
- The H version hits high and low.
- The special is a nice high / low mix-up attack.
- The dp + A (Stand) is a high attack that causes a hard knockdown.
- During D4C -Love Train-, dp + A (Stand) becomes an overhead attack.
- The HHA is a reversal super.
- It works against normal attacks, HHA, and non-projectile specials.
- The reversal is vulnerable to throws, projectiles, and GHA.
- The GHA is an unblockable attack.
- The GHA can be blocked with a stylish dodge.


-------------------------------------------------------------------------------
Josuke Higashikata                     [C32]                         [JoJolion]
-------------------------------------------------------------------------------

Style: Stand (Soft and Wet)

-Throw-
Iíve taken the ďfrictionĒ! - AA / b + AA

-Command Moves-
Stand ON / OFF - S
Stop screwing around! - df + H (Stand OFF)
Rumble Mode - low life condition

-Special Moves-
Itís slippery! - qcf + A
> Zero friction - f + A
Iíll take away something from there - qcb + A
Donít underestimate me! - dp + A
Thatís ďhow you useĒ the bubbles - d, d + A

-Stand Specials-
Donít try anything strange! - dp + A
Goddamn bastard! What is this! - qcf + A
> Stand Rush - S
I wonít be defeated! - qcb + A
> Stand Rush - S

-Heart Heat Attack-
Iíll take your sight! - qcf + AA

-Great Heat Attack-
Soft and Wet - qcf + AAA

-Super / Puttsun Cancels-
qcf + A > f + A
dp + A
qcb + A
d, d + A
qcf + A (Stand)
qcb + A (Stand)
dp + A (Stand) (up to 6-hits)

------
Notes:
------
- Crouch M is an auto 2-hit combo.
- The last hit causes a knockdown.
- You can cancel either hit into specials, command, crouch H, and supers.
- His jump H (Stand) is a 2-hit attack.
- The df + H is a low attack that can off the ground the opponent.
- This command can be used in chain beats or regular normal attacks.
- The df + H command is also cancelable into specials and both supers.
- It practically off the grounds most of his move set.
- Itís a highly recommended combo finisher, which even connects after his
  super.
- The qcf + A travels right outside of sweeping distance.
- The f + A follow up moves him even further.
- The f + A follow up is a low attack that causes knockdown.
- The dp + A attack causes crumple stun.
- The hit stun recovery makes it impossible to follow up with a combo, unless
  you puttsun cancel. 
- The range it travels depends on the attack button.
- The dp + Aís crumple stun is restricted to one per combo.
- Using another one will result in a forced hard knockdown.
- This special will not stun juggled opponents.
- The qcb + A can negate projectiles.
- Pursuing the bubbles is possible, as it adds to his pressure game.
- Only two bubble projectiles can be on the screen.
- The d, d + A is a defensive barrier that negates projectiles.
- Youíre able to plant at least three barriers that will stay on screen.
- You can throw the opponent in the bubble barrier.
- Unfortunately, you canít juggle after the bubbles hit.
- The qcf + A (Stand) causes a soft knockdown.
- The special can be used as a dodge attack, as the move dashes back before
  attacking.
- The dash back animation has invincibility frames.
- Josuke loses distance from the back dash, but the Stands attack gains
  distance (depending on the button used).
- For now, only qcb + L can combo from chain beat.
- All three versions can combo off normal attacks.
- The damage is identical for each version.
- The qcb + A (Stand) causes a hard knockdown.
- The damage on this special is identical for each version.
- The dp + A (Stand) causes a knockdown. The damage is identical in each
  version. The range is depends on the attack strength.
- The HHA can negate mid-level single / multiple projectiles.
- The HHA finisher causes a quick crumple stun, making it possible to combo
  afterwards.
- The GHA can negate projectiles.
- The GHA bubble is able to track the opponent.
- Evading the GHA bubble by crouch, jump, or dodge is impossible.


-------------------------------------------------------------------------------
Ikuro Hashizawa (Baoh)                 [DLC9]                            [Baoh]
-------------------------------------------------------------------------------

Style: Baoh Armed Phenomenon

-Throw-
Donít get in my way! - AA / b + AA

-Command Moves-
This is Baoh! - S (requires 25% of a HH stock)
Astonishing jump! - tap d, u / uf / ub
Baoh Armed Phenomenon - 25% of life for each level gain (lvl.1-3)
Killing Intent Smell - when opponent activates a mode / attack boost
Rumble Mode - low life condition

-Special Moves-
Baoh Melting Palm Phenomenon - qcf + A
Baoh Reskin Harden Saber Phenomenon - qcb + A
SaberÖ Off! - dp + A
Baoh Shooting Beesí Stinger Phenomenon - charge b, f + A
Baoh Break Dark Thunder Phenomenon - d, d + A

-Heart Heat Attack-
Laser Cannon! - qcf + AA

-Great Heat Attack-
Iíll destroy this oneís ďsmellĒ! - qcf + AAA

------
Notes:
------
- Using ďThis is Baoh!Ē adds armor to your next special attack.
- The d, u is a super jump, which can be canceled from normal attacks.
- The Baoh Armed Phenomenon is activated when a forth of your life (1/4 = 1
  level), is lost. Baoh gains a level (up to three) each time a forth of his
  life is removed. Heís able to regain health during this mode.
- The Killer Intent Smell activates when opponents use their activation mode /
  status attack boost. This gives Baoh the ability to activate his Stylish
  Dodge at a faster rate.


===============================================================================
4. Updates and Version History:                                            [VH]
===============================================================================
Version 0.1: September 11th, 2013
- First Release

Version 0.5: October 17th, 2013
- Fixed some small errors.
- Added the 1.03 patch notes to the characters affected by the update.
- Added the 1.03 patch gameplay system changes.
- Added a search function (CTRL + F).

Version 1.0: February 21th, 2014
- Added the 1.04 patch notes to the characters affected by the update.

Version 1.5: April 28th, 2014
- Completed character move list.


===============================================================================
5. Closing and Credits:                                                   [CAC]
===============================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify 
from this FAQ in anyway. This FAQ was created for the people who are interested 
in learning the game to an extent.

If you have any contributions, comments, or corrections, feel free to e-mail me 
and I'll credit you. I'll update this FAQ periodically with more information. 
Everything I typed in this FAQ is from the best of my knowledge.

Finally, Iíd like to thank and acknowledgeÖ..
 
http://www.gamefaqs.com for hosting many wonderful FAQs along the years, and 
continue to do so.

Various match videos from Niconico.

Google, Bing, and Babylon translators for the move list names. Now we truly 
have a Duwang JoJoís guide in the making.

Myself, who probably wasted many hours I can never get back.

And you, the reader, for taking the time to read this.

Raul Torrez
Copyrighted (c) 2013-2014