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Stands, or psychological beings manifested from one's soul, have become virtually synonymous with Jojo's Bizarre Adventure. Since the manga's third arc, Stardust Crusaders, JJBA's characters have manifested colorful alter-egos that can stop time, control fire, weaponize sounds, and -most importantly- kick major ass! So, it makes sense that Stand-Style is the central groove in Jojo's Bizarre Adventure: All-Star Battle R.
Still, ASBR's "Stand" mechanics add further complexity to the game. After all, most Stand users have different skill sets depending on whether their Stand is present. However, learning to play as Stand-Style characters will give you an understanding of most of ASBR's cast. In addition, studying this style makes complex types, such as Mounted-Style and Mode-Style, more approachable.
Updated December 16th, 2022, by Chris Sanfilippo: In ASBR's latest patch, the game introduces two Stand-Style characters from Part 6 - Stone Ocean: Weather Forecast and Father Pucchi (Final). We made sure to address this roster addition in our latest update. In addition, we addressed character types, like Pucchi (Final), that use multiple Stands.
What Characters Use Stand-Style?
Of ASBR's 54 playable characters, thirty-nine are Stand users (and that number's not counting the three Stand users that fight on horseback!). This prevalence further emphasizes how pivotal understanding Stand-Style is to advance your skills. Even if you don't intend to use a Stand-Style character competitively, there's a strong chance you'll face one in a match. Therefore, you should know their capabilities and shortcomings.
For reference, here is a list of every Stand-Style character in ASBR:
Part 3: Stardust Crusaders |
Jotaro Kujo |
---|---|
Noriaki Kakyoin
|
|
Mohammed Avdol |
|
Iggy |
|
Jean Pierre Polnareff |
|
Old Joseph Joestar |
|
Mariah |
|
Hol Horse |
|
Pet Shop |
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Cool Ice |
|
Dio |
|
Part 4: Diamond Is Unbreakable |
Josuke Higashikata (4) |
Okuyasu Nijimura |
|
Rohan Kishibe |
|
Koichi Hirose |
|
Yukako Yamagishi |
|
Akira Otoishi |
|
Shigekiyo Yanga |
|
Kosuku Kawajiri |
|
Yoshikage Kira |
|
Jotaro Kujo (Part 4) |
|
Part 5: Golden Wind |
Giorno Giovanna |
Bruno Bucciarati |
|
Guido Mista |
|
Narancia Ghirga |
|
Panacotta Fugo |
|
Trish Una |
|
Ghiaccio |
|
Diavolo |
|
Risotto Nero [Season 1 DLC] |
|
Part 6: Stone Ocean |
Jolyne Cujoh |
Ermes Costello |
|
Narciso Anastasia |
|
F.F. |
|
Father Pucchi |
|
Weather Forecast [Free DLC] |
|
Father Pucchi (Final) [Free DLC] |
|
Part 7: Steel Ball Run |
Funny Valentine |
Part 8: Jojolion |
Josuke Higashikata (8) |
What Unique Abilities Do Stand Users Have?
Fighting with a Stand is comparable to having a tag team partner (who also happens to be yourself). You can call upon your Stand with the push of a button. And when they appear, your attacks change. However, unlike a partner, if they take damage, so will you. Then again, there are Stand users for which these rules do not apply.
Stand-Style adds plenty of technical pizazz that is tough to digest at first. But, once you fully process these tools, you can adopt further creativity in battle.
User And Stand Mode
ASBR's Stand-using characters predominantly operate under the User/Stand Mode system. User Mode lets you fight as the character directly (with the occasional Stand appearance here and there). Stand Mode lets your Stand fight alongside you, leaving them on the battlefield even when they're not attacking. Most importantly, your character has separate special moves in User and Stand Modes.
You can switch styles at any time with the Style button (R1 [PS], RB[Xbox and PC], SR [Switch]). However, you'll automatically switch back to User Mode if you get downed in Stand Mode.
Quick Stand ON
Quick Stand ON is a canceling mechanic similar to Flash Cancels. This skill lets you cancel a normal or special attack to switch from User to Stand Mode in exchange for half a Heart Heat bar.
Stand Rush
While in Stand Mode, a Stand user can press the Style button to move freely while their Stand lands an attack. This tactic, called Stand Rush, costs half a Heart Heat bar and only applies to specific skills. You can check if a skill is Stand Rush-compatible in the Command List.
Rush Mode
Rush Mode is a unique battle sequence that occurs under hyper-specific circumstances. First, you and your opponent must use specific attacks. Second, and more importantly, these attacks must clash. Once you meet these conditions, the both of you will enter a button-mashing tug-of-war. Whoever presses the button displayed onscreen more will win the clash, sending the other flying.
Does this sequence sound familiar? You may have come across a similar mechanic in Mortal Kombat Vs. DC Universe. One of the game's features was a "Test Your Might" battle that would happen whenever one player slammed another through a series of walls. Another gaming parallel is the Sword Clash mechanic in Samurai Shodown.
Thirteen characters can trigger Rush Mode in ASBR. The majority are Stand-Style fighters, with two exceptions: Jonathan Joestar and Johnny Joestar. Here's the complete list of characters and their Rush Mode-triggering attacks below:
Character |
Attack(s) |
---|---|
Jonathan Joestar |
|
Jotaro Kujo |
|
Jean Pierre Polnareff |
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DIO |
|
Josuke Higashikata (4) |
|
Jotaro Kujo (Part 4) |
|
Giorno Giovanna |
|
Bruno Bucciarati |
|
Guido Mista |
|
Narancia Ghirga |
|
Jolyne Cujoh |
|
Johnny Joestar |
|
Josuke Higashikata (8) |
|
Do All Stand Characters Have Separate User And Stand Modes?
As you explore ASBR's vast directory of Stand-Style characters, you'll notice some do not have separate User and Stand Modes. Why is that? If a Stand-Style character does not have two separate modes, it's likely because their Stand plays atypically to close-combat Stands in the game.
Some examples of these characters include Mariah, Yukako Yamagishi, and Guido Mista. While they don't have a Stand Mode, their Stands express themselves through different means. Mariah's Stand, Bastet, fills a magnetism gauge that increases her attacks' effects. Yukako touts the Love Deluxe skill, which amplifies and adds chip damage to her hair's normal attacks. Guido Mista controls his Six Pistols in space, allowing them to ricochet bullets toward opponents.
Furthermore, these Stand-Style characters often tout a more technical playstyle than their offensive/rushdown-oriented counterparts. For instance, Risotto Nero's Stand grants him temporary invisibility. Plus, certain moves of his can trigger Iron Deficiency, an effect that disables the opponent's movement for short periods. These skills are productive tools for trapping and deceiving foes. However, they take a deft, perceptive player to use them successfully.
In short, if a Stand-Style character has unique skills or uses a Stand that is not physically robust/tangible, they likely do not use Stand/User Modes.
Can Stand Characters Use Multiple Stands?
Technically, each Stand character only uses one Stand. However, in those cases, each Stand is the same entity at different stages of evolution. As a result, several characters in the game operate with evolving stands. For example, Giorno Giovanna's GHA transforms Golden Wind into the even more powerful Golden Wind Requiem. Meanwhile, Reverb Acts 1, 2, and 3 all play unique roles in Koichi's move list.
However, the most dramatic example is the Final version of Father Pucchi. While the original version of the character operates solely with Pale Snake, Pucchi (Final) can evolve his Stand twice! The first evolution transforms Pale Snake into See Moon after Pucchi fills a unique gauge by coddling the Green Baby. Then, Pucchi (Final)'s GHA evolves See Moon into Maiden Heaven and transports Pucchi and his opponent to an arena in outer space.
In a case like Pucchi (Final)'s, once you evolve to one stage of evolution, you cannot return. So it's vital to consider each evolutionary stage's skills, how they fit into your strategy, and which work best against your opponent.
Tips For Playing As Stand Characters
The key to mastering most Stand-Style characters (outside the more technical ones) is treating the Stand like a different character. Stands have separate move lists from their user. Furthermore, they can arrive in a pinch to extend combos and apply pressure. However, they're also an extension of the self, so calling them in makes you more vulnerable.
Use Quick Stand ON To Extend Combos
ASBR has a battle system term called Stale Moves. If you perform the same attack three times in a combo, your foe will drop to the ground, giving them a chance to evade. This mechanic is ASBR's fail-safe against cheap or infinite combos. Still, there is an exception to this rule: the same attack performed in User and Stand Modes counts as two separate attacks. This exception means you can get more mileage from normal attacks by switching Modes.
Here's a quick example. Let's say you start a combo with a Chain Beat and then Flash Cancel into a second Chain Beat. According to the Stale Moves rule, a third Chain Beat is out of the question. However, if you cancel that second Chain Beat with Quick Stand ON, you can perform a third Chain Beat without the combo terminating.
Your Stand Expands Your Hit Box
Calling your Stand gives you access to new and powerful attacks. However, these advantages come at a cost: your foe can and will attack your Stand. Furthermore, if your opponent applies enough pressure and downs you and your Stand, you'll fall back into User Mode. This drawback makes maintaining Stand Mode for extended periods tricky.
Still, there are several ways around this caveat. Pressuring an opponent and keeping them on the defensive is one way to protect your Stand. However, you can also perform Stylish Evades and Guards, which avoids oncoming attacks and quickly punishes opponents. Furthermore, there is Stand Rush, which will give you space from an opponent after an attack. Finally, reversal assists are also a healthy option when you're stuck in a combo chain.
Memorize The Differences Between Your Character's User And Stand Modes
The worst situation you can place yourself in with a Stand-Style character is spamming an input for a move in an opposite Mode and whiffing your attack. And since you'll find yourself switching back and forth between Modes, this can happen more often than you think.
A character's User and Stand Modes act as different characters. Specific moves, like throws, some special moves, HHAs, and GHAs, will carry between Modes. Still, a handful of special moves will change. Therefore, it's tantamount to study each Mode as a team, understanding what skills each Mode brings to the table and how they interact. Mastering these qualities will give you a strategic edge in battle.