How to play josuke part 4

High school Josuke Higashikata He is gentle, strong and has Distinctive haircut As a heroine in JoJo’s Bizarre Adventure. His gameplay in All-Star Battle R revolves around a varied and powerful offense that even includes his rage at anyone who insults his hairdo.
With plenty of gadgets to play with, the ability to break guard, and moves you can definitely get a knockout punch out of, Josuke can turn his pressure around for Serious damage to the OTG (on the ground). Its unique position to block the attack allows you to take advantage of more chances of damage. His momentum potential is high from his stance, as well as being able to expend a meter to gain additional level 1 superhuman damage.
User mode exploration
Access to OTG damage, the ability to move, and Josuke’s unique stance are all in user mode, making him viable if you end up knocked off your deck. You can even use your projectile in user mode, and you can easily combine what might be Josuke’s The most reliable private move In a neutral style, “Hack, hit you!”
Get close and pull 300 km / h!
This normal command with 6H (or forwrd Heavy) has Josuke summoning the Crazy Diamond Fist for a barrage of punches. You can try jailbreaking with this special, but it’s hard to achieve real block on this special move with only Josuke’s rules.
Breakthrough, hit you!
236 (or a quarter circle forward) will make Josuke lunge forward and then let Crazy Diamond fire punches. The final blow can be changed Depending on the light, medium or heavy version you’re using. The light version causes a crash (or a state of falling on the enemy) with a straight punch, and the medium version ends with an overhead punch and a ground ricochet on the strike.
The heavy version fires on impact and ends the barrage with a low sweeping punch and a hard knockdown. This is Josuke’s main combo that you’ll want to use, especially to go for that next special OTG hit.
Dora!
This featured from 214 (or a quarter circle back) activates the Crazy Diamond Punch the ground to make a small hole. The medium version is good for combining both versions of Heart Heat Attack and the light and medium version of “Break through, beat you up” mentioned above.
as I was!
623 (or the introduction of Dragon Punch) after “DORA!” It leaves a hole in the ground as Josuke is pulled towards the broken ground from any direction. You can use this movement as a combo filler from their response, and The hit causes both ricochet and rebound.
I’m a real dead dick!
421 (or Reverse Dragon Punch entry) causes Josuke to summon Crazy Diamond, who flicks a piece of the object onto the opponent. The different versions increase speed, and the heavy version fires on impact. The shell can bend.
Watch your words!
22H (or twice as heavy) makes Josuke stop fixing his hair. Own costs 1 bar of cardiac thermometer. If you are successfully hit during this animation, a cinematic will trigger as the opponent insults Josuke’s hair Unique banter for each character in the game. This sends Josuke into a rage as you gain buffs, but are forced to keep moving only straight forward with his animation. Josuke gains the following abilities while in “Watch Your Mouth!” situation:
- All of Josuke’s attacks gain speed, damage, and guard damage.
- You can chain Josuke’s ground attacks together Up to 8 uses (even recursively) for each combo of any given normal.
- Josuke gains super shield Until the mode is deactivated.
- “Heals very quickly!” It has been improved to create a larger barrier.
I’m not done kicking your ass!
3M (or Diagonal Medium) in “Watch Your Mouth Mode!” He would allow Josuke to pick up the opponent from the ground as he continued to mourn for them. You can Only use this on downed opponentsbut this is a great benefit for keeping the momentum going in this offensive position.
You’re in my doorway… and you meet my guided missile!
This is a heart attack hitgrab You can increase its power for more damage by spending another half bar of the meter. Second attack Crazy Diamond shoots a shard of glass at the enemy and then repairs it again to hit them again.
This is perfect to spend your meter on Free damage The opponent can do nothing about what the super hits you. If you don’t have a half bar of meter for the second part of the super, don’t worry. You can dash towards your opponent after the super to hit them with “DORA!” For OTG damage from the heavy version.
Master the standby mode
In standby mode, Josuke holds his killing projectile and Gains access to grab and some defense from zoning.
Baby rock bye!
236 (or a quarter circle forward) causes a hitgrab Where Crazy Diamond is called to go ahead and punch the opponent. unleash a A barrage of punches that knocks the enemy away in the end. Your damage increases in order of the version used, as well as your starting distance.
Heals very quickly!
From 214 (or a quarter circle back), Crazy Diamond Creates a wall Hit the ground and fix it. You can quickly stand up to get out of this barrier to build up some pressure. The light version has the barrier instantly imploding, while the medium and heavy version give him more time to last and send the barrier increasing distances away from Josuke. You can block normal projectiles with this move, however The barrier also disintegrates if Josuke touches it.
DORARRARARARRA!
From 623 or (dragon punch entry), Crazy Diamond sends a barrage of punches upwards. This is your air defense device. But be careful because only the light version can be unflashed. The Medium and Heavy versions are invulnerable, and the damage from the version used increases.
You are already fixed!
This level 2 super It doesn’t actually heal the opponent with any real health. Healing is purely aesthetic of Josuke’s Stand ability.