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The Bizarre Adventure

All the main characters of Jojo's Bizarre adventure have an energy known as a Stand. Stands can be either on or off. Each position has its own tactics.
Stand OFF

  • Stand does the moves while the character is free to move around.
  • Stand cannot be injured or "killed" unless the player uses a special or hyper.
  • Stands regenerate, even if "dead"
  • Some moves can only be done from the OFF position.
  • If Stand is hit, it takes full damage and the character may as well.
    Stand: ON
  • The fighter moves with the Stand. Makes comboing harder
  • Stand takes all chipping damage to itself, as well as quarter of normal damage
  • Some moves can only be done from the ON position
    Stand: DEAD
  • Fighter can do no specials or hypers, unless specifically noted.
  • Stand will regenerate, but cannot be used until it has regained full strength. Takes about 8 seconds.
  • Tag out for instant Stand recovery.
    No Stand:
  • The character can do any move at any time
  • Does not have advantages or disadvantages of a stand.

    Jotaro | Kakyoin | Avdol | Polnareff | Joseph | Mahrahia| Mahrahia| HolHorse | Midler | Chaca | Dio | Iced | D' bo | Alessy | Rubbersoul |
    Alternate Characters: Shadow Dio | Black Ponareff |

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  • Jotaro
    Stand: Star Platinum

    One day, Jotaro's energy exited his body, took the form of a humanoid, and started attacking people. When he recovered, he locked himself into a jail cell so he wouldn't hurt more innocent people. His grandfather, Joseph, frees him and Jotaro learns that a vampire called Dio is the force behind the energy, which are called Stands.


    Strategy: Jotaro should never have his stand out. The Blazing Fist and Jaguar Assault can lead to massively large combos as long as they are done in Stand OFF. Only use Stand ON so Star Platinum can take chipping damage for hypers.
    Combos:
  • Blazing Fist (OFF) or Jaguar Assault (OFF) Chain Combo x 2
  • Star Fire, Chain Combo, Star Fire hits, Chain Combo
  • Blazing Strike(OFF) in close, Sweep Combo
  • Sweep Combo, Star Breaker
  • Star Platinum, Chain Combo x ?
    Similar Fighters: E Honda, Adon

    Stats: Power: 5 Energy*: 7 Defense: 4 Speed: 5 Strength: H Weakness: D Ratio: 2

    Special Moves:
    Blazing Fist*: Platinum rushes forward with a multi-hit punching attack. Up to 8 hits (H)
    Blazing Strike*: Stand disappears, and reappears on top of the enemy with a punch (H)
    Star Finger*: Star Platinum extends a finger like a blade and stabs forward (H)
    Star Fire: The Stand gathers energy and throws a fireball. Very slow. Stand OFF only. (H)
    Basic Throw: Grabs the enemy and kicks them in the gut
    Launcher: Basic Uppercut
    Hyper Attacks:
    Jaguar Assault*: A hyper version of the Blazing Fist. Hits up to 37 times! (H)
    Star Breaker: Hold buttons to charge. The Stand strikes the ground with an explosion (H)
    Star Platinum: Time stops for 3 seconds. During flash, hit buttons to spend another level for 2 more seconds. No hypers or specials.

    Enter: Clicks his fingers at the enemy
    Taunt: See Enter
    Victory: Leans back weirdly and points at the enemy.

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  • Kakyoin
    Stand: Hierophant Green

    The first evil Stand-wielder that Jotaro fights. Kakyoin is actually being controlled by Dio's Stand, which has a part of itself in Kakyoin's brain. After Star Platinum removes the Stand-Shard, Kakyoin swears revenge against Dio.


    Strategy: Kakyoin should have Stand ON as much as possible. None of his moves benefit from the free movement except the Emerald Splash, but the full screen range of Stand ON is worth standing around for. Use his wide variety of trap moves to your advantage.
    Combos:
  • Chain Combo, Quick Lash
  • Sweep Combo, Mystic Trap, Chain Combo (Cannot follow with a special or hyper)
  • Mystic Trap, (Super) Emerald Splash
    Similar Fighter: Dhalsim, Omega Red

    Stats: Power: 2 Energy*: 8 Defense: 4 Speed: 6 Strength: B Weakness: E Ratio: 2

    Special Moves:
    Emerald Splash*: Fires a blast of green ooze. Longer range when in Stand ON mode. (A,B)
    Mystic Cloak*: A tentacle travels along the ground, holding the enemy on a hit. Kakyoin can't move until the enemy is hit
    Mystic Trap*: A spider web-like field appears behind Kakyoin. Shocks and holds the enemy (A,S)
    Quick Lash: A 5 hit combo with Hierophant's tentacles. Stand ON only.
    Long Range: The tentacles of the Stand give Kakyoin long range as long as its not DEAD.(A)
    Basic Throw: Stand holds, Kyakoin beats down.
    Launcher: His stands whips fly upward

    Hyper Attacks:
    Super Emerald*: A hyper version of Splash. Fires 18 green bullets. (B)
    Indivight: The tentacles of the Stand draws a large star pattern. Does damage during drawing. Up to 20 hits
    Punishment Time: Does a Mystic Trap (C) and then electrocutes the enemy. (S)

    Enter: Does a forward flip into position
    Taunt: See Victory
    Victory: Looks back over his shoulder

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  • Avdol
    Stand: Magician's Red

    Avdol is a long-time friend of Joseph's. He discovers his Stand powers and is repulsed, like Jotaro. Joseph explains to him that Dio's mere presence in the world causes people to have Stand power. Now, he is working with Joseph to defeat the vampire.


    Strategy: Try to keep the Stand OFF mode. Fire Wall and Fire Eagle are more effective, but sometimes you need to move with those specials to avoid enemy attacks. Avdol is best off keeping the enemy back with specials and firing a lot of Cross Fires. Use Tandem Attack when the enemy is trapped in the corner for maximum effect.
    Combos:
  • Chain Combo, Cross Fire(Hurricane)
  • Flame Sensor, Cross Fire (Hurricane)
  • Tandem Attack w/ Chain Combos, Avdol does a Sweep Kick
    Similar Fighter: M.Bison, Iori

    Stats: Power: 5 Energy*: 6 Defense: 4 Speed: 4 Strength: F Weakness: W Ratio: 2

    Special Moves:
    Cross Fire*: Throws a flaming cross at the enemy (A,F)
    Fire Wall*: Runs forward slightly, jumps spinning into the air, engulfed in flame. (F)
    Flame Sensor*: Throws a small ball of fire. When it hits, the ball explodes (F)
    Fire Eagle: Air only. The Stand (and maybe Avdol) dive downward feet first (F)
    Basic throw: Grabs the enemy and pumps fire into them (F)
    Bonus: Wall Cling
    Launcher: A standing uppercut

    Hyper Attacks:
    Crossfire Hurricane*: Fires 15 burning crosses at the enemy (F)
    Napalm Bomb: Throws forward a large wave of fire. Hits 10 times. Can be done with Stand Dead. (F)
    Tandem Attack: During the "Hyper Flash", enter moves. Magician's Red does the input, while Avdol is under your control.

    Enter: Holds out a burning flame, which transforms into his Stand
    Taunt: Does a thumbs down gesture
    Victory: His stand holds up a large fire, while Avdol just stands there

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  • Polnareff
    Stand: Silver Chariot

    Another Stand wielder controlled by Dio. Polnareff has the ability to feel strong psychic vibrations and can use this to detect enemies and predict the near future. His Stand, Silver Chariot, uses a rapier-like blade in combat.


    Strategy: Polnareff is aggressive, so stay in close. Use Stand OFF most of the time, doing Million Pricks and Shooting Stars while comboing with Polnareff. His greatest weakness is his Hyper Attacks. Armor has no range, while Last Shot is fairly weak. Be careful with remote control, because Polnareff can still be hurt.
    Combos:
  • Shooting Star (OFF), Sweep Kick, Star comes down.
  • Chariot Cut, Air Combo, Last Shot
    Similar Fighter: Strider, E Honda

    Stats: Power*: 6 Energy: 4 Defense: 4 Speed: 6 Ratio: 2

    Special Moves:
    Million Pricks*: Chariot does a fury of stabbing attacks.
    Ray Dart*: Dashes forward with a stab attack
    Shooting Star*: Jumps off the wall and does a jump kick at the enemy
    Needle Pierce: Stabs forward (C) and rushed into the wall with the impaled guy
    Chariot Cut: The Stand moves forward slightly and does a Launcher Attack.
    Basic Throw: Holds the enemy and Chariot stabs the enemy a few times
    Launcher: A rising cut with the Stand's Rapier

    Hyper Attacks:
    Last Shot*: Fires a rapier thin bullet that ricochets around. Up to 15 hits (A)
    Armor Take-off: Does a Chariot Cut(C) and 6 Silver Chariots slice up the victim. 19 hits
    Remote Control: The player controls only Silver Chariot. Polnareff stands around. Cancel by taunting or Stand Dead.

    Enter: Points backwards and his Stand then leaves
    Taunt: Shakes his finger
    Victory: Turns his back on the corpse

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  • Joseph
    Stand: Purple Hermit

    The grandfather of Jotaro. When he was young, Joseph had his own adventure against Dio. Unable to destroy the vampire, Joseph sealed Dio. This time around, Joseph has the power of a Stand to aid him.


    Strategy: Joseph is probably the cheapest character with grappler moves. Have his stand On at all times, since he has plenty of moves he can use while it revives. Also, he has two attacks that steal health from his victims, meaning he can restore his own life. He even has 3 different elements to use against his opponents.
    Combos:
  • Chain Combo, Yellow Overdrive
  • Hermit Web, Drain & Pull Forward, Master's Teachings
    Similar Fighter: Omega Red, Zangief

    Stats: Power*: 8 Energy: 4 Defense: 5 Speed: 3 Strength: P Weakness: D Ratio: 2

    Special Moves:
    Yellow Overdrive*: Does a downward punch, which leaves a wave of energy. May be done in Stand Dead Mode. (E)
    Hermit Beat*: His stand forms a sphere, and crushes the enemy within. Unblockable
    Blue Overdrive*: Does a long distance wave attack. May be done in Stand Dead Mode (W)
    Tactician's Trick: A glowing sphere appears around Joseph. Causes damage (P)
    Hermit Web: Throws his stand out as a tentacle (C) hit buttons rapidly to steal HP from the enemy. May use to pull enemy closer
    Basic Throw: Joseph does a one-handed body slam
    Launcher: Basic Uppercut

    Hyper Attacks:
    Gem of Eija*: Holds out a red gem that fires a beam. 20 hits. May be done in Stand Dead mode (F)
    Master's Teachings: Uppercuts (C) and punches the enemy on the way down with a hugely glowing fist. 8 hits (P)
    Super Overdrive: A hyper version of the Hermit Beat. Drains HP from the enemy. 10 hits. Unblockable

    Enter: Cracks his knuckles and points
    Taunt: Same as victory
    Victory: Points at the enemy and laughs

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  • Mahrahia
    Stand: Bast

    A Stand-wielder working as an assassin for Dio. Unlike most of his servants, she is acting by her free will. Her Stand uses the power of magnetism. It should be noted that Mahrahia is unlike most Jojo characters. She has no Stand Modes, so the different states have no special effect for her. Bast cannot be killed, or really even hit. Note that "What are you think?" IS a REAL MOVE.


    Strategy: Mahrahia works best as a projectile user. Start using the Repel ability ASAP. Once set, it will continue working until you change it. Then pummel the enemy with Collections and Electric Beams. Use Bast to reflect any non-hyper projectiles to make yourself immune to similar fighters.
    Combos: None
    Similar Fighter: Magneto

    Stats: Power: 3 Energy*: 7 Defense: 3 Speed: 6 Strength: S Weakness: E Ratio: 2

    Special Moves:
    Collection*: 3 sharp, metal object come out of Mahrahia and fly at the enemy. Slight homing ability (A)
    Enrapture*: A metal capped rope snakes forward and ties up the enemy.
    Electric Beam*: Throws a rope upwards, and it swings towards the enemy. (S)
    Magnet Bast: A glowing sphere appears just in front of Mahrahia. Reflects projectiles and hurts anyone who touches it (A)(S)
    Attract/Repel: Use this to slowly push away or pull in your enemy
    Basic Throw: Bast clings onto the enemy, holding him in place.
    Launcher: A magnetic blast (S)

    Hyper Attacks:
    What are you Thinking?*: Pulls up her shirt, and fires bullets from her breasts. 27 hits (A,downward)
    Iron Crash: Waves her arms in a circle (C), enemy flies up, and is crushed between cars
    Engine Block: Drops 8 cars onto the enemy. Cannot be blocked unless jumping

    Enter: Sitting on the ground, a picture rotates on her hand
    Taunt: Sticks her butt at the enemy and smacks it
    Victory: Laughs maniacally and a dog walks up and pisses on her boots

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    Holhorse
    Stand: Emperor and Hanged Man

    A wild-west styled assassin. Holhorse works for Dio to kill the Stand Wielders that challenge his rein. To help Holhorse, Dio sends another Stand wielder who stands in the background, controlling the Hanged Man stand. Emperor is a Gun Stand. Like Mahrahia, Holhorse doesn't have stand modes, so he gets neither the benefits or handicaps of stands.


    Strategy: His own weapon is a gun. Stay way from the enemy and pepper them with bullets.
    Combos:
  • Sweep Combo, Hanged Man
  • Chain Combo, Launcher, Air Combo, Gunshot
    Similar Fighter: Iceman, Ruby Heart

    Stats: Power: 3 Energy: 6 Defense: 4 Speed*: 7 Ratio: 2

    Special Moves:
    Gunshot*: Fires a bullet straight ahead. (A)
    Mr J Guile*: Shoots upward at an angle. Shards of glass falls from the ceiling
    Hanged Man*: A ghostly creature comes out of the ground and slashes upward with a dagger
    Emperor: Do the move, then enter directions. A programmed gunshot.(A)
    Basic Throw: Holds the enemy, spins his gun and shoots point blank.
    Launcher: Basic uppercut

    Hyper Attacks:
    Rapid Fire*: Kneels down and fires 27 gunshot attacks.
    Strongest Combination: A line of shattering glass appears (C) and Hang Man comes and cuts off the enemies head. Not one-hit kill
    Trace Bullet: A slow moving but controllable bullet. May fire up to 3 at once. 1 level per bullet.

    Enter: Flips his gun and catches it
    Taunt: Does the classic "come on" motion
    Victory: Grabs his hat and laughs insanely

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  • Midler
    Stand: High Priestess

    Yet another Stand Wielder working for Dio. Midler seems to have a severe obsession with cars, and High Priestess can even turn into one for short periods.


    Strategy: Midler is kind of difficult to get used to. Even though her speed is high, most of her moves have a fairly long starting lag. Stay away from the enemy as use your specials. Also, keep your Stand On as much as possible.
    Combos:
  • Sweep Combo, Dinner Time
  • Chain Combo, Gremlin Saw
  • In Corner: Launcher x 5
    Similar Fighter: Venom, Black Heart

    Stats: Power: 3 Energy: 6 Defense: 3 Speed*: 8 Strength: H Weakness: P Ratio: 2

    Special Moves:
    Harpoon*: Fires a long spear at the enemy. Can be done in Stand Dead
    Motor Head*: A car bursts from the ground at an angle
    Gremlin Saw*: Throws out High Priestess spinning like a saw (A)
    Holy Chew: A mouth appears in the ground. Holds the enemy in place
    Launcher: Midler's launcher is a large steam-shovel that comes out of the ground.
    Basic Throw: Gives the enemy a poisoned kiss. Poisons the enemy

    Hyper Attacks:
    Motor Show*: A series of 6 Motor Head attacks. 6 hits
    Mega Harpoon: Fires a harpoon (C) that impaled the enemy on a negative colored screen.
    Dinner Time: A large mouth appears on the ground (C) and chews up the enemy. 20 hits

    Enter: Starts kneeling down, then Stands up
    Taunt: Bends forward and laughs
    Victory: Leans back, puts her hand to her mouth and laughs

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  • Chaca
    Stand: Anubis

    An ancient ninja-like warrior. Chaca wields the legendary Sword-Stand Anubis. The pair challenges Polnareff simply to see who is the better. Again, Chaca does not have stand modes.


    Strategy: Chaca should always be in the middle range. Keep the enemy just with-in Anubis's range for the optimum effect. Use specials conservatively, because they can leave Chaca open to counter attacks.
    Combos:
  • Chain Combo, Demon Blade or Bloody Slash
  • Launcher, Swallow, Bloody Slash (very hard to time)
    Similar Fighter: Nakaruru, Strider

    Stats: Power: 6 Energy: 2 Defense: 5 Speed*: 7 Strength: D Weakness: H Ratio: 2

    Special Moves:
    Learning*: Counter Attack that allows Imitation to be used
    Demon Blade*: Dashes forward with a stab attack
    Swallow*: An upward swing of Anubis leaves a large blue trail. Excellent anti air defense
    Imitate: If a special is "Learned", Chaca can do his own version of it
    Basic Throw: Stabs the enemy
    Launcher: A rising slash

    Hyper Attacks:
    Bloody Slash*: Dashes forward (C) and does a 12 hit sword slash combo.
    Dimension Slash: Cuts through the enemy (C), cutting the victim and the screen in half.

    Enter: Points the Anubis blade at the enemy
    Taunt: Does this really weird head roll thing while spinning his fists
    Victory: Leans back so that he is practically horizontal.

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  • Dio
    Stand: The World

    An immortal vampire that has been haunting the world for many centuries. In the past, Jotaro's ancestors have put a temporary end to Dio. He is the person behind the powers of Stands. The World has many of the same powers as Jotaro's Star Platinum.


    Strategy: Dio is a tough one. Mude Mude is best used with Stand Off, but Dio can only be done in Stand On. Also, Dio has many moves that can be in the Stand Dead mode. Use Stingy Eyes from a distance, and move in for more mayhem. Dio can be used in just about anyway you see fit.
    Combos:
  • Mude Mude (Stand off), Chain Combo.
  • Time Stop, Chain Air or Sweep Combo x ?
  • Launcher, Road Roller
    Similar Fighter: Jotaro,E Honda, Adon

    Stats: Power: 6 Energy: 3 Defense*: 7 Speed: 5 Strength: D,P Weakness: H,F Ratio: 2

    Special Moves:
    Mude Mude*: Exactly like Blazing Fists. The World moves forward with a lightning fast punching combo (D)
    Stingy Eyes*: Fires a laser blast from his eyes. Can be done in stand dead. Charge it, then its unblockable (P)
    Dio*: The World disappears, then reappears and attacks directly in front of the enemy. Stand On only. (D)
    Mudah!: The World dashes forward and attacks (D)
    The World: Basic Teleportation
    Basic Throw: Holds the enemy and knees then in the gut repeatedly
    Launcher: A basic uppercut

    Hyper Attacks:
    Checkmate*: Throws a wave of daggers at the enemy. Up to 27 hits. Use in Stand Dead
    Road Roller: A giant steamroller drops on the enemy (C) Dio gets on top and beats it apart. Use in Stand Dead
    Time Stop: Stops time for 3 seconds. May spend another level for 2 more seconds. No specials or Hypers.

    Enter: Roars and burns off his overcoat
    Taunt: Does a gun motion with his hand, at his own head
    Victory: Leans back and laughs

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  • Iced
    Stand: Cream

    Dio's right hand (wo)man. Iced is a vampire recently created by Dio. He is supposed to have Stand modes (he wears his stand like a Halloween costume), but his Standless form is just too scary looking (femme bastard).


    Strategy: Iced (or Cream) is the master of over the top attacks that don't have an incredible effect. Constant Spill attacks can confuse the enemy, especially since you can control the exit point. Dark Space is great, but if its blocked, your in trouble.
    Combos:
  • Chain Combo, Blow Away or Cream
  • Sweep Combo, Circle Lotus
    Similar Fighter: Bao, Blanka

    Stats: Power: 4 Energy: 4 Defense*: 8 Speed: 4 Strength: D,W Weakness: H,F Ratio: 2

    Special Moves:
    Dark Space*: Surrounded in a globe, flies forward (A,D)
    Spill*: Goes into the ground, and flies out in a different place
    Blow Away*: Jumps upward and forward, and slams onto the ground (A)
    Cream: The Stand does the Blow Away, leaving the sissy boy safe.
    Basic Throw: Cream holds the enemy while sissy boy kicks him in the shins
    Launcher: Iced punches out of Cream's mouth

    Hyper Attacks:
    Madness*: Does a hyper Dark Space that bounces randomly around the screen. (A,D)
    Eat This: Charges forward with a punch (C) and sissy comes out and kicks the enemy in the shins 10 times
    Circle Lotus: Like a Dark Space attack that rolls back and forth like a ball. Up to 18 hits (A,D)

    Enter: The sissy puts on his Cream Stand
    Taunt: Same as Victory
    Victory: The Stand's head opens and Iced climbs out

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  • D' bo
    Stand: Ebony Devil

    A random Stand Wielder that challenges Polnareff to steal his soul. D' bo's moves work differently than most stand wielders. In stand off mode, when he does his moves, the little puppet comes to life and attacks, but it lays on the ground most of the time. In Stand ON, the player controls Ebony Devil while D'bo stands helpless. However, if Ebony Devil is hit, D'bo gets hurt


    Strategy: The best way to handle D'bo is to get Ebony Devil behind the opponent, then randomly switch between controlling Devil and D'bo. This makes blocking very difficult.
    Combos:
  • Chain Combo, Piranha Dive
    Similar Fighter: None

    Stats: Power: 2 Energy: 3 Defense*: 8 Speed: 3 Strength: D Weakness: H Ratio: 1

    Special Moves:
    Piranha Dive*: Ebony Devil runs forward and does a head first dive
    Propeller Cut*: Devil spins a spear like a propeller.
    Hoppin Havoc*: Devil jumps upward and stabs down with a spear.
    Basic Throw: (D'bo) Chokes with one hand, pummels head with other
    Basic Throw:(Ebony) Laughs and drives a meat-cleaver into the enemy's head
    Launcher: Uppercut for D'bo ; Rising slash for Ebony Devil

    Hyper Attacks:
    Barrel Roll Crusher*: A hyper version of Piranha Dive. Hits 12 times
    Junky Carnival: Devil rushes forward (C) and does a 10 hit combo

    Enter: Crawls out of mini-fridge
    Taunt: Licks blood off of his wrist
    Victory: Sticks out his tongue and wiggles his fingers

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  • Alessy
    Stand: Sethan

    A stand wielder with the power to transform the enemy into a small child. This power is his only real attack though. Sethan manifests itself as Alessy's shadow. Even so, Alessy still has Stand modes.


    Strategy: Try to hit the enemy with the transformation skills as much as possible. Just remember that some enemies are (partially) immune to this age change. You can't use specials when the enemy is transformed, but other combos are still possible.
    Combos: none
    Similar Fighter: Venom, Spiral

    Stats: Power: 1 Energy: 6 Defense: 5 Speed: 3 Strength: D Weakness: H Ratio: 1 Drain: Turns Young

    Special Moves:
    Beehive*: The player controls a crosshairs, hit buttons to fire a bullet. Up to 10 hits
    Retribution*: Sethan comes out of the ground like a column. Transforms enemy (D)
    Shadow Axe*: An axe sweeps out of the ground (D)
    Shadow Switch: Swaps the enemy's shadow with yours, changes positions
    Age Change: The enemy is made helpless and cannot move. However, Alessy cannot do hypers or age change moves. Lasts 3 seconds.
    Basic Throw: Sethan holds the enemy by the feet. Alessy smacks with his hair.
    Launcher: Sethan punches up from below

    Hyper Attacks:
    Ush Ush Ush*: A hyper of Retribution. Hits 10 times. Transforms (D)
    Despair: Sethan rushes out along the ground (C) and does a 10 hit combo. Transforms. (D)

    Enter: Grabs his chest and shakes weirdly
    Taunt: Poses with a shadowy spear
    Victory: Leans back on his axe and laughs

    Immunities to Age Change:
    These are special case characters to the age change move. Characters that turn into other characters can only do normal moves, no specials or hypers, unless otherwise noted.
  • Dracula (Castlevania) he doesn't age
  • Goku (DBZ) turns into Young Goku
  • Usagi (Sailor Moon) turns into Chibiusa
  • Cloud (FF) turns young, but can still do the braver attack
  • Fei (Xenogears) if beaten into critical while young, Fei can release a massive psychic hyper
  • Teepo (Breath of Fire): Turns young, can still do specials, but no hypers
  • Chibi Chibi (Sailor Moon) can't be turned any younger. She's only 2!
  • Trunks (DBZ) turns into Chibi Trunks. Can only do normal attacks and Super Saiyan morph
  • Haschel (Legend of Dragoon) turns young, raises his speed by 1. Still can do all of his moves
  • Setsuna (Sailor Moon) turns young, but can taunt to reverse the effect.
  • Cell 1,2, or 3 (DBZ) turns into Chibi Cell
  • Ryu (Breath of Fire) turns into a little boy and can use normal moves and a multi-stab attack
  • Diablo: Can do a fire breath attack (F)
  • Emeralda (Xenogears) turns into a little girl, but still has all special moves, no hypers
  • Nina (Breath of Fire) can launch a ball of energy from her wand (H)
  • Rydia (FF) loses all abilities except for Chocobo
  • Street Fighter and Darkstalkers turn into the Pocket Fighter versions.
  • Gohan (Saiyaman)(DBZ) turns into young Gohan
  • Brams (Valkyrie): Vampires are immune to age change
  • Jotaro: Can still use the Blazing Fist attacks
  • Digimon turn into their rookie forms
  • Myostismon is uneffected, like all vampires
  • Alucard (Castlevania) IS effected because he is half human.

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  • Rubbersoul Yellow Synthesis

    A henchman of Dio. Rubbersoul's stand has the ability to copy the appearance and the powers of a victim. When the stand wielders first meet RubberSoul, Kakyoin is attacked and copied. Jotaru is the one who uncovers the clone and puts a stop to him.


    Strategy: Kakyoin should be used to take the form of a fighter with one style, and then use that form to fight another enemy with a conflicting style. Fighting an enemy with that enemy's form is generally not a good idea.
    Combos: Depends on Form
    Similar Fighters: Kakyoin

    Stats: Power: 5 Energy: 5 Defense: 5 Speed: 5 Strength: ? Weakness: ? Ratio: 2
    Note: His elemental effects are the same as the victim of his cloning. His first are the same as Kakyoin's. Even though his stats do not change, the Drain received by an attacker is the same as the form Rubbersoul has taken.
    Special Moves:
    Depends on Form
    Basic Throw: Depends on Form
    Bonus Abilities: Depends on Form
    Launcher: Depends on Form

    Hyper Attacks:
    Depends on Form
    Rubber Change: Use to change into the enemy's fighter and to change back to Kakyoin's clone.

    Enter: Sticks out his tongue and wiggles
    Taunt: Same as enter or taunt of the cloning victim
    Victory: The stand peels off, revealing the weird looking guy underneath.

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    Black Polnareff
    Stands: Anubis & Silver Chariot (moves only)

    Polnareff possessed by the broken, evil Sword-Stand Anubis. Black Polnareff does not have stand modes.


    Strategy: Black Polnareff plays as a combination of Polnareff and Chaca. The best way to use Black is to charge forward and play very aggressively.
    Combos:
  • In corner: Double Sword (weak), Double Sword (Strong)
  • Chain Combo, Demon Slash or Chariot Spirit
  • Launcher, Dark Cyclone or Double Sword
    Similar Fighter: Polnareff, Chaca

    Stats: Power*: 6 Energy: 4 Defense: 4 Speed: 6 Strength: D Weakness: H Ratio: 2

    Special Moves:
    Double Sword*: Chariot appears with a 12 hit twirling sword attack
    Demon Slash*: Does a forward dash stab attack
    Chariot Spirit*: Chariot rushes forward while doing the Million Pricks attack. (See Polnareff)
    Learning: Leans back with sword up. A counter attack
    Imitate: After Learning a special move, Black Polnareff can do an imitation of it.
    Basic Throw: Chariot stabs the enemy
    Launcher: Upward slash of Anubis

    Hyper Attacks:
    Dark Cyclone*: Throws a shadow of Anubis twirling into the air. 20 hits (D)
    Madness Blade: Chariot uppercuts (C) and Million Pricks them on the way down. 20 hits
    Invincible Blade: Slices through the enemy (C) and cuts them and the screen in half.

    Enter: Hunkers down and growls
    Taunt: Same as enter
    Victory: Holds up Anubis which glows his dark energy

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  • Shadow Dio
    Stand: The World

    The full vampiric version of Dio. He is stronger, bigger, and much badder then before. He still uses his stand, but only as a move. Therefore, he has no Stand Modes.


    Strategy: Shadow Dio is powerful, and most of his moves can be done multiple times in a row. The Throw Knifes moves can be used to keep the enemy away from Dio, while The World 2 and Glimpse of Fear are cheap moves that can move the enemy back again.
    Combos:
  • Chain Combo, Throw Knifes x 2 or The World 2 x 3
  • In Close: Charisma
  • Shadow Dodge, Punishment
  • Time Stop, followed by anything
    Similar Fighter: Dio

    Stats: Power: 7 Energy: 6 Defense*: 10 Speed: 6 Strength: D,P Weakness: H,F Ratio: 3

    Special Moves:
    Throw Knifes*: Throws 5 knifes in a spray. May be done 3 times in rapid fire for 15 hits!
    Stingy Eyes*: Fires a beam from his eyes. Charge it up for an unblockable (P)
    The World 2*: The world stand rushes forward with a punch attack. Can be done 3 times in a row (D)
    Glimpse of Fear: A counter attack.
    Shadow Dodge: A shadow of Dio slides through the enemy and Dio slams them.
    Basic Throw: Same as Dio
    Launcher: Basic uppercut

    Hyper Attacks:
    Charisma*: Grows spikes out of his body (unblockable) then shoots them at the enemy (blockable). 27 hits (D)
    Punishment: Throws knifes (C) enemy levitates and 20 knifes impale them. Ouch!
    Time Stop: Stops time with the same rules as regular Dio. No specials or hypers.

    Enter: With his back turned, holds his hand out as if to say wait
    Taunt: Leans back and laughs insanely, grabs his face
    Victory: Leans back, holds out a wine glass and a book.

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