Each and every character in the game has exactly 144 life.
A match ends when something takes your life from 0 to -1. Chip damage cannot kill you because it cannot trigger this.
Each character has a certain amount of stand gauge. When in stand mode and this is depleted the stand crash state (guard crush) is triggered and you are unable to block for a certain period of time.
Stand Activation Cool Down
When activating a stand you have a cool down phase where you can not deactivate the stand. This lasts for 39 frames. This is universal to all active stand users.
Super meter is defined by two parts. The bar which can contain up to 104 points, and the stock counter which can contain ten levels.
Super stock is increased when the meter reaches 105 points. The 105th point is not consumed in the process and as such 104+4 will result in you gaining one stock and your meter being at 4.
Remaining life and the number of hits in a combo play into damage reduction. There are three stages of life-based reduction and then number of hits in a combo can reduce damage until all hits do one.
Each character in Jojo's Bizarre Adventure has the same (144) amount of life, but different defense causing damage to vary. These values were taken by blasting everybody with young Joseph's Stone of Asia super on Damage Level 4... Ouch.
|1ST||Hol and Boingo||78|
Dashes are activated by pressing forward-forward or back-back while on the ground. Additionally, some characters can air dash.
Jumping is activated by pressing any up-based direction. There are four types of jumps in addition to double and triple jumps.
Jump: Press Up
Short Jump: Tap Up
Superjump: Tap down, then press Up
Hyperhop: Tap down, then tap Up
Double Jump: When in Stand mode, jump, then press Up. This does not work for weapon types.
Triple Jump: When remote casting Abdul's stand, Jump, Press Up, then Press Up.
Rolling in Jojo's Bizarre Adventure is triggered by pressing all three attacks without having the stand active. You are invincible during the roll state, but can be thrown.
|1ST||Hol Horse, Hol and Boingo||25|
|4TH||Petshop, Vanilla Ice||29|
|8TH||Kakyoin, New Kakyoin||34|
|13TH||Polnareff, Abdul, Joseph, Young Joseph, Anubis Polnareff||39|
|19TH||Iggy, Midler, Alessi||42|
The standard throw or grapple move is activated by pressing forward or back and C while being close to the opponent. These damages are tested on average defense characters (EX: Jotaro) and as such, they may do more or less based on the character's defense rank.
|Hol and Boingo||17|
|Kakyoin||1 × 8 (8)|
|Khan||1 × 3 +9 (12)|
|Midler||6 +5 +6 (17)|
|New Kakyoin||1 × 8 (8)|
|Petshop||4 × 3 (12)|
|Rubber soul||3 × 8 (24)|
Throwing (assuming all requirements are met) is instant: if P1 initiates a throw on the exact same frame that P2 presses 'up' to jump, they will be thrown.
The window in which to tech out of a throw is two frames: the same frame as the throw is initiated, and the following frame.
When a character is knocked down, they tend to stay there on the ground for a while. Some characters will rise quicker or slower than others.
|3RD||Iggy, Vanilla Ice, Rubber Soul|
|6TH||Polnareff, Anubis Polnareff|
|9TH||Jotaro, D'bo + Khan|
|13TH||Horse Hol, Hol and Boingo|
|17TH||Dio, Dio Shadow Dio|
|19TH||Kakyoin, New Kakyoin|
|21ST||Joseph, Young Joseph|
A blazing fists match is triggered when specific stand mode moves clash. The person to mash out the most hits wins the blazing fists match and knocks the opponent back.
Neither player receives damage.
|Abdul||Guard Cancel, 623+A|
|Dio||Guard Cancel, 236+A (air), 236+A|
|Iggy||4.6+A, 2.8+A, 236+AA|
|Joseph||214+A, 623+A, 236+AA|
|Jotaro||A, 236+A, 623+A, 214+A, 236+AA|
|Kakyoin||Guard cancel, 6B, 4C, Dash B, Dash C, First hit of 236+AA|
|New Kakyoin||Guard cancel, 4C|
|Polnareff||4.6+A, Mash A, 236+A|