The roster of selectable combatants in All-Star Battle is vast. You’ll naturally want to discover which characters perform the best with such a vast cast. To assist with that, we’ve ranked all the All-Star Battle R characters in our Jojo All-Star Battle Tier List.
JoJo All-Star Battle offers 50 character choices.
- Top-tier characters, including Dio Brando, Diavolo, Guido Mista, Narancia Ghirga, and Bruno Buccellati, excel in overall effectiveness and reliability.
- These characters boast optimum combo potential, superb mechanics, and viable combos for success in all in-game modes.
- Weaker characters, such as Iggy, Kosaku Kawajiri, Rohan Kishibe, Muhammad Avdol, and Shigekiyo Yangu, are less reliable but may suit different playing styles.
- Invest time in mastering lower-ranked heroes to find a match for your playing habits, as they may outperform higher-ranked units that don’t align with your style.
JoJo All Star Battle Tier List
JoJo All Star Battle Tier List Table | |
Tiers | Characters |
S-Tier | Dio Brando, Bruno Buccellati, Diavolo, Narancia Ghirga, Guido Mista |
A-Tier | Old Joseph Joestar, Polnareff, Gyro Zepelli, Okuyasu Nijimura, Jotaro Kujo, Pannacotta Fugo, Narciso Anasui, Giorno Giovana, Yoshikage Kira, DIO, Ikuro Hashizaka |
B-Tier | Joseph Joestar, Johnny Joestar, Lisa Lisa, Hol Horse, Jolyne Cujoh, Will A. Zeppeli, Kars, Wammu, Esidisi, Akira Otoishi |
C-Tier | Enrico Pucci, Josuke Higashikata, Ermes Costello, Vanilla Ice, Koichi Hirose, Caesar Zepelli, Noriaki Kakyoin, Funny Valentine |
D-Tier | Iggy, Rohan Kishibe, Kosaku Kawajiri, Muhammad Avdol, Shigekiyo Yangu |
NOTE: In order to assist you further, we have listed down the online player stats of these characters.
JoJo All Star Battle Characters Comparison
Check out these complete stats for all characters in JoJo All-Star Battle:
Character | Tier | Score | Total Players | Percentage Played | 1S | 2S | 3S |
---|---|---|---|---|---|---|---|
Guido Mista | S | 33.0 | 17.0 | 1.2 | 5.0 | 6.0 | 6.0 |
Narancia Ghirga | S | 18.0 | 10.0 | 0.71 | 2.0 | 4.0 | 4.0 |
Diavolo | S | 49.0 | 25.0 | 1.77 | 7.0 | 10.0 | 8.0 |
Bruno Buccellati | S | 68.0 | 34.0 | 2.4 | 12.0 | 10.0 | 12.0 |
Dio Brando | S | 157.0 | 73.0 | 5.16 | 30.0 | 24.0 | 19.0 |
Jotaro Kujo | A | 269.0 | 122.0 | 8.63 | 56.0 | 35.0 | 31.0 |
Okuyasu Nijimura | A | 63.0 | 28.0 | 1.98 | 15.0 | 5.0 | 8.0 |
Gyro Zepelli | A | 54.0 | 26.0 | 1.84 | 9.0 | 10.0 | 7.0 |
Polnareff | A | 25.0 | 14.0 | 0.99 | 4.0 | 3.0 | 7.0 |
Old Joseph Joestar | A | 71.0 | 37.0 | 2.62 | 9.0 | 6.0 | 12.0 |
DIO | A | 212.0 | 101.0 | 7.14 | 35.0 | 41.0 | 25.0 |
Yoshikage Kira | A | 77.0 | 44.0 | 3.11 | 13.0 | 7.0 | 24.0 |
Giorno Giovana | A | 66.0 | 34.0 | 2.4 | 12.0 | 8.0 | 14.0 |
Narciso Anasui | A | 23.0 | 13.0 | 0.92 | 3.0 | 4.0 | 6.0 |
Pannacotta Fugo | A | 45.0 | 24.0 | 1.7 | 7.0 | 7.0 | 10.0 |
Jolyne Cujoh | B | 179.0 | 85.0 | 6.01 | 33.0 | 28.0 | 24.0 |
Hol Horse | B | 45.0 | 25.0 | 1.77 | 6.0 | 8.0 | 11.0 |
Lisa Lisa | B | 62.0 | 35.0 | 2.48 | 7.0 | 13.0 | 15.0 |
Johnny Joestar | B | 53.0 | 24.0 | 1.7 | 10.0 | 9.0 | 5.0 |
Joseph Joestar | B | 240.0 | 107.0 | 7.57 | 48.0 | 37.0 | 22.0 |
Akira Otoishi | B | 16.0 | 8.0 | 0.57 | 4.0 | 0.0 | 4.0 |
Esidisi | B | 18.0 | 9.0 | 0.64 | 2.0 | 5.0 | 2.0 |
Wammu | B | 34.0 | 14.0 | 0.99 | 9.0 | 2.0 | 3.0 |
Kars | B | 19.0 | 11.0 | 0.78 | 2.0 | 4.0 | 5.0 |
Will A. Zeppeli | B | 42.0 | 20.0 | 1.41 | 6.0 | 10.0 | 4.0 |
Josuke Higashikata (JoJolion) | C | 84.0 | 42.0 | 2.97 | 13.0 | 16.0 | 13.0 |
Vanilla Ice | C | 33.0 | 17.0 | 1.2 | 5.0 | 6.0 | 6.0 |
Ermes Costello | C | 23.0 | 14.0 | 0.99 | 1.0 | 7.0 | 6.0 |
Enrico Pucci | C | 49.0 | 23.0 | 1.63 | 8.0 | 10.0 | 5.0 |
Funny Valentine | C | 75.0 | 38.0 | 2.69 | 11.0 | 15.0 | 12.0 |
Noriaki Kakyoin | C | 49.0 | 21.0 | 1.49 | 9.0 | 10.0 | 2.0 |
Caesar Zepelli | C | 79.0 | 38.0 | 2.69 | 14.0 | 13.0 | 11.0 |
Shigekiyo Yangu | D | 3.0 | 2.0 | 0.14 | 0.0 | 1.0 | 1.0 |
Muhammad Avdol | D | 54.0 | 26.0 | 1.84 | 10.0 | 8.0 | 8.0 |
Kosaku Kawajiri | D | 64.0 | 34.0 | 2.4 | 8.0 | 14.0 | 12.0 |
Rohan Kishibe | D | 27.0 | 15.0 | 1.06 | 4.0 | 4.0 | 7.0 |
Iggy | D | 32.0 | 19.0 | 1.34 | 6.0 | 1.0 | 12.0 |
S-Tier
The best of the best fighters are in the S-Tier of our JoJo All-Star Battle Tier List. In practically every match-up, these JoJo characters consistently deliver exceptional performances. You may easily dominate the competition if you invest the time to master their tricks and combinations.
Guido Mista
Score | Total Players | Percentage Played | 1S | 2S | 3S |
33 | 17 | 1.20 | 5 | 6 | 6 |
Mista is a well-rounded character that can exert pressure from a variety of angles. Despite being a “Stand” character, Mista lacks an S-ON or S-OFF. Instead, specific characteristics for his gunshots are added using the Style button, along with ricochet sites for the bullets to hit.
Narancia Ghirga
Score | Total Players | Percentage Played | 1S | 2S | 3S |
18 | 10 | 0.71 | 2 | 4 | 4 |
The best way to play Narancia is from mid-range, which gives him ample space to react to practically everything the adversary does and turn it into combinations. His primary mode is S-ON, which gives him access to several quick, safe, far-reaching projectile normals that can stop any physical assault that isn’t indestructible.
Diavolo
Score | Total Players | Percentage Played | 1S | 2S | 3S |
49 | 25 | 1.77 | 7 | 10 | 8 |
Diavolo is a figure that prides himself on ruthlessly penalizing his adversaries. He not only has a fantastic arsenal of normals to expose defensive opponents, but he also has a stunning arsenal of defensive alternatives to neutralize their offense and control the flow of the game.
The greatest regular attacks and a 30% meter-less combo are available in Diavolo’s primary mode, S-OFF.
Bruno Buccellati
Score | Total Players | Percentage Played | 1S | 2S | 3S |
68 | 34 | 2.40 | 12 | 10 | 12 |
Bruno is a fighter who executes attacks with odd angles to either expose the opponent or rack up a lot of counterpunches. He has no main mode; instead, he switches between S-OFF and S-ON as necessary. He emphasizes movement and pokes in S-OFF.
A zipper arm is launched by 236A that emerges at various angles both on the ground and in midair. His finest poke/counter-hit move is that one.
Dio Brando
Score | Total Players | Percentage Played | 1S | 2S | 3S |
157 | 73 | 5.16 | 30 | 24 | 19 |
Dio is a character that overwhelms opponents and causes them to falter under strain by using his great speed and super jumping. Dio’s style is vampire, allowing him to finish combinations with blood-sucking attacks that let him drain a portion of the opponent’s meter, health, or a combination of both.
A-Tier
The bulk of the most formidable fighters from All-Star Battle is found in A-Tier, albeit being significantly overshadowed by the small number of S-Tier competitors. You won’t make a mistake choosing any of these JoJo characters since they all function exceptionally effectively and with amazing dependability.
Jotaro Kujo
Score | Total Players | Percentage Played | 1S | 2S | 3S |
269 | 122 | 8.63 | 56 | 35 | 31 |
The purpose of Jotaro is to make use of his robust, prioritized normals. His stance, in particular, has a huge presence, and pokes that involve him frequently have unexpected range. He is equipped to turn the chance into at least a modest combo if he can clip the opponent.
Okuyasu Nijimura
Score | Total Players | Percentage Played | 1S | 2S | 3S |
63 | 28 | 1.98 | 15 | 5 | 8 |
Okuyasu is skilled at applying pressure to the opposition and making costly errors. He may frame trap opponents with his 623H and 236A attacks, and he can Stand Rush to make things safer or profit from a reset.
236A, a tool that is unblockable and has a vacuum effect, is the focal point of Okuyasu’s gameplay.
Gyro Zepelli
Score | Total Players | Percentage Played | 1S | 2S | 3S |
54 | 26 | 1.84 | 9 | 10 | 7 |
Gyro is a complex character that must manage the resource of his missiles. He can toss two steel balls. If he tosses one, he cannot use it again until it has been returned. A move may call for one or both balls. He can utilize a horse because he is a mounted character.
Polnareff
Score | Total Players | Percentage Played | 1S | 2S | 3S |
25 | 14 | 0.99 | 4 | 3 | 7 |
Characters like Polnareff rely on their potent neutral games to restrain their adversaries and thwart their ambitions. He uses the chance to penalize them with destructive, meter-efficient combinations once he has a sense of how they will respond.
Old Joseph Joestar
Score | Total Players | Percentage Played | 1S | 2S | 3S |
71 | 37 | 2.62 | 9 | 6 | 12 |
Old Joseph Joestar is a highly strong individual that can handle a variety of circumstances. He can typically employ an OTG pickup technique to raise the opponent alongside him after a strong knockdown by going S-ON.
When this takes place, Joseph has two options: either leave the enemy standing or spend a meter on a powerful combo. It provides Joseph with frame advantage and a complimentary S-ON mix-up, both of which can trigger the same OTG move.
DIO
Score | Total Players | Percentage Played | 1S | 2S | 3S |
212 | 101 | 7.14 | 35 | 41 | 25 |
The goal of DIO’s strategy is to toss or use S-ON 214M to drive the opponent against the wall and push them onto back wall mixups. He may access very destructive wall combinations if he has the opponent exposed. His primary mode is S-ON, a terrifying mix-up machine.
Yoshikage Kira
Score | Total Players | Percentage Played | 1S | 2S | 3S |
77 | 44 | 3.11 | 13 | 7 | 24 |
Yoshikage Kira is a rushdown character who prioritizes getting a hit with his effective leaping normals, combo-ing into a sweep and performing unblockable coin okizeme
He may then go S-ON for significant damage or score some great combinations back further into a cross-up or coin. His primary mode, S-OFF, allows him to access his cash, while S-ON is where significant damage is generated.
Giorno Giovana
Score | Total Players | Percentage Played | 1S | 2S | 3S |
66 | 34 | 2.40 | 12 | 8 | 14 |
Giorno is essentially a disaster waiting to happen as he waits to construct three bars. He can then combo into HHA, ensuring that his GHA will change into the Gold Experience Requiem. After changing, Giorno acquires new abilities that help him win the game.
For instance, 22AA disables the opponent’s ability to counterattack while also serving as a combo starter and combo breaker.
Narciso Anasui
Score | Total Players | Percentage Played | 1S | 2S | 3S |
23 | 13 | 0.92 | 3 | 4 | 6 |
Anasui is an eccentric character with a limited selection of peculiar regular attacks and special attacks that may be employed in a variety of ways and at various times to confuse the opposition. His command throws, which have a strong range, are quick, and may start combinations, are noteworthy.
Pannacotta Fugo
Score | Total Players | Percentage Played | 1S | 2S | 3S |
45 | 24 | 1.70 | 7 | 7 | 10 |
Generally speaking, Fugo is a respectable character with some odd but helpful normals and sluggish specials. He may also poison his opponent to do some more free damage, which is a special ability.
His objectives are to either: 1) quickly achieve 2 bars of the meter and perform his GHA or 2) perform 214AAA to transform if he has only around 20% health.
Ikuro Hashizaka
Ikuro possesses a special style known as Baoh Armed Phenomenon. He will occasionally go into a slow-healing fury that intensifies when his health is depleted. Ikuro may instantly apply super armor to all of his special attacks by pressing the Style button.
For rushdown and safety, he can cancel standard jumps into a super leap. Ikuro is noted for having terrible defense and superb offense.
B-Tier
The JoJo characters in the B-Tier of the JoJo All-Star Battle Tier List come close to greatness yet still possess strong move sets. Even while they might not prevail in every fight, they can always be considered a danger.
Jolyne Cujoh
Score | Total Players | Percentage Played | 1S | 2S | 3S |
179 | 85 | 6.01 | 33 | 28 | 24 |
Jolyne is an extremely swift figure that can quickly change directions and go from the ground to the air and back again. With this, she may stay safe and use low, mid, and low mix-ups to overwhelm the opponent completely.
She can utilize these movement options as well as several strong techniques for pressure as well as keep-out in her primary mode, S-ON.
Hol Horse
Score | Total Players | Percentage Played | 1S | 2S | 3S |
45 | 25 | 1.77 | 6 | 8 | 11 |
Hol is a reasonably simple character with a set of effective, simple-to-use moves that are ripe for abuse. Despite being considered a “Stand” character, he has neither S-ON nor S-OFF and is always able to use all of his available techniques.
Lisa Lisa
Score | Total Players | Percentage Played | 1S | 2S | 3S |
62 | 35 | 2.48 | 7 | 13 | 15 |
The key to Lisa’s playstyle is her ability to put pressure on the opposition by getting in their face. She can deliver tremendous damage before the enemy can adequately respond by stringing together multiple mixups.
She may then combine several rekka techniques using different inputs, finishing with one of the three possible finishers.
Johnny Joestar
Score | Total Players | Percentage Played | 1S | 2S | 3S |
53 | 24 | 1.70 | 10 | 9 | 5 |
Johnny is a distinctive fighter for two reasons: He can’t run or leap while mounted, and his moveset is intended to adapt and expand over time via performing supers.
Unless he’s trying to gather up corpse parts, he’ll want to be riding the horse as frequently as possible. His projectiles get super armor with two parts, his total damage is increased with one part, and meter gain is increased with three parts.
Joseph Joestar
Score | Total Players | Percentage Played | 1S | 2S | 3S |
240 | 107 | 7.57 | 48 | 37 | 22 |
Joseph’s move-set is a smooth swiss army knife for any circumstance. As a consequence, depending on the player, he may be utilized in a variety of ways. He is equipped with just about everything he requires to rush down, zone, or poke and lure the opponent into opening up.
As a Hamon fighter, He always has access to all moves. Additionally, Joseph has a peculiar feature whereby performing counter specials boosts the Scarf Level, which in turn enhances the amount of EX damage.
Akira Otoishi
Score | Total Players | Percentage Played | 1S | 2S | 3S |
16 | 8 | 0.57 | 4 | 0 | 4 |
Akira is uncommon in that he must consistently replenish his electrical meter to utilize his stand. He loses accessibility to his specialties and is unable to utilize S-ON in any way if his power runs out. Otoishi may quickly replenish his meter by performing his HHA or GHA, or he can recharge it with S-OFF 22S.
He generates a second, overlapping “overcharged” meter if charged any farther. His damage is increased when his meter is recharged, and his special attacks get additional abilities like crumples.
Esidisi
Score | Total Players | Percentage Played | 1S | 2S | 3S |
18 | 9 | 0.64 | 2 | 5 | 2 |
Esidisi is most effective when used at mid-range, allowing him to leap in with JM or use quick, long-range strikes to dominate the neutral effectively. Particularly the 5M and 2M normals are excellent pokes that may be confirmed into short combinations.
From then, Esidisi has two options: either sit tight for the enemy to lose patience and attack or gradually prepare the opponent physically and emotionally for a mix-up. Both will eventually result in a huge combination.
Wammu
Score | Total Players | Percentage Played | 1S | 2S | 3S |
34 | 14 | 0.99 | 9 | 2 | 3 |
Wamuu is a character from Mode that switches between acting like a meticulous wall and a complete mix-up machine. He spends the majority of his time employing lengthy, powerful pokes to securely block opponents’ advances, putting them in position for 623A and HHA delicious counter-hit anti-airs.
Kars
Score | Total Players | Percentage Played | 1S | 2S | 3S |
19 | 11 | 0.78 | 2 | 4 | 5 |
Kars rushes the enemy down and combines as many short combinations as he can using his great speed and effective leaping skills. 214A, a jumping kick that launches the foe across the display for a wall bounce, is his primary move in this stage.
It’s possible to do it air-to-air, and it gives him plenty of time to make his next mistake. His other techniques, which include different slashes and teleports, are situational and rarely used because of their recovery.
Will A. Zeppeli
Score | Total Players | Percentage Played | 1S | 2S | 3S |
42 | 20 | 1.41 | 6 | 10 | 4 |
Will is a decent character with nearly one of each attack type. He can efficiently control not only the neutral but also the positions of both players, thanks to his wide range of tools. Will has a good bunch of normals that he can prod and use as openings.
Will can always deactivate his ground-normals into the super jump, which he also has. He always has the availability to his whole moveset because he is a Hamon character.
C-Tier
Something is keeping the characters in C-Tier from ranking among the best All-Star Battle characters, whether it be a lack of power, a lack of combo potential, or unreliable mechanics. However, a diligent player may develop these characters into a threat even though they could struggle against characters of higher ranks.
Koichi Hirose
The combination of Koichi’s diminutive stature and long-reaching normal and special attacks is one of his key advantages. Due to his small stature, he is better able to avoid several combinations and setups or is even immune to them. Koichi has the opportunity to punish and confirm into a combination when his opponent whiffs.
Josuke Higashikata (JoJolion)
Score | Total Players | Percentage Played | 1S | 2S | 3S |
84 | 42 | 2.97 | 13 | 16 | 13 |
As a neutrally oriented character, Josuke largely depends on the strength and security of his basic normals to provide pressure on his adversary. His primary mode is S-OFF, in which he can employ his long-ranged and challenging to punish normals for keeping good pressure at mid-range.
Vanilla Ice
Score | Total Players | Percentage Played | 1S | 2S | 3S |
33 | 17 | 1.20 | 5 | 6 | 6 |
The main component of Vanilla Ice’s linear game strategy revolves around his extremely potent BnB combo. His subsequent S-OFF normals are geared at either establishing openings or prolonging the combo, and all of his aerials may be combo into it.
Ice can approach near to opponents with no difficulty because he is a reasonably agile character, and all of his normals are very large.
An Interesting Read: MultiVersus Tier List
Ermes Costello
Score | Total Players | Percentage Played | 1S | 2S | 3S |
23 | 14 | 0.99 | 1 | 7 | 6 |
Ermes is a close-quarters combatant whose strategy is based on her special ability to decorate herself with stickers. Her standing normals are improved by any stickers connected to her arms, while her crouching and leaping normals are improved by stickers connected to her legs.
Her primary form is S-OFF, in which she has access to a wide range of secure mid-range pokes, especially 2L, to wear out her foe.
Josuke Higashikata
Score | Total Players | Percentage Played | 1S | 2S | 3S |
84 | 42 | 2.97 | 13 | 16 | 13 |
As a neutrally oriented character, Josuke largely depends on the strength and security of his basic normals to provide pressure on his adversary. His primary mode is S-OFF, which he can use his long-ranged and challenging to punish normals to keep good pressure at mid-range.
He can poke his opponents while keeping his approach thanks to the wide spectrum of moves like 5M, 2L, and 2H. Josuke also has a variety of fantastic aerials that are both effective air-to-air weapons and superior jump-ins.
Enrico Pucci
Score | Total Players | Percentage Played | 1S | 2S | 3S |
49 | 23 | 1.63 | 8 | 10 | 5 |
Pucci is a fighter with the unique ability to combo into HHA to take the opponent’s specials or utilize his command throw. Once he has accomplished this, he may utilize his strong regular attacks and superb ballistic to burrow up and make the opponent collapse.
Pucci’s main form is S-OFF, which allows him to use his projectile, do amazing pokes, and recite syllables (22H) to change into C-Moon. He can then change into his ultimate, most lethal form with 3 bars.
Funny Valentine
Score | Total Players | Percentage Played | 1S | 2S | 3S |
75 | 38 | 2.69 | 11 | 15 | 12 |
Valentine is an extremely analytical character; therefore, it takes skill to ‘trick’ the enemy into giving up extra damage, both on offense and defense, by using his strange moveset. His primary mode is S-ON, which features a wide range of normals and specials, including potent anti-airs, to poke and harass with.
It also serves as his primary point of combo damage.
Noriaki Kakyoin
Score | Total Players | Percentage Played | 1S | 2S | 3S |
49 | 21 | 1.49 | 9 | 10 | 2 |
The ‘zoning’ persona Kakyoin prevails by exerting steady pressure from all angles. That is to say, and he must consistently make the opposing player defend against and avoid low-damage strikes until they either commit an error or give in to pressure.
Kakyoin doesn’t have a “primary mode” between S-OFF and S-ON; instead, it alternates between the two to act appropriately in each circumstance. S-ON for close range and mid-range, and S-OFF for long range.
Caesar Zepelli
Score | Total Players | Percentage Played | 1S | 2S | 3S |
79 | 38 | 2.69 | 14 | 13 | 11 |
Caesar Zepelli is a character that succeeds by linking as many mistakes as possible after waking up. It indicates that his primary objective is to maintain in mid-range unless his enemy makes a mistake, at which point he will start working. He always has accessibility to his entire moveset because he is a Hamon character.
His primary specialty is the 214A, which he uses to control both neutral and okizeme (lasers). Placing laser turrets discourages the enemy from chasing Caesar down and removes their choices.
D-Tier
While not entirely unplayable, the characters in the D-Tier are weaker than most of the roster. You could have a favorite player here, and there’s no reason you can’t enjoy yourself with them, but you’re probably going to struggle with the competitive aspect of things.
Shigekiyo Yangu
Score | Total Players | Percentage Played | 1S | 2S | 3S |
3 | 2 | 0.14 | 0 | 1 | 1 |
Shigekiyo is a character from “Stand,”; however, he is constantly in S-ON. Instead, you may add additional Harvest to your swarm by calling them with the Style button. He will need to incorporate S presses into combos and block strings to be a continual danger because each special depletes a portion of your swarm.
Muhammad Avdol
Score | Total Players | Percentage Played | 1S | 2S | 3S |
54 | 26 | 1.84 | 10 | 8 | 8 |
Safety and pressure are two of Avdol’s strongest traits as a balanced character. Avdol can pressure and even startle the opponent when his assaults are blocked since his techniques contain strong frame data. Avdol also possesses several techniques that are intended for delayed strikes.
Despite being a Stand fighter, he lacks a primary mode. To take advantage of any circumstance, you’ll need to be able to use both S-OFF and S-ON.
Kosaku Kawajiri
Score | Total Players | Percentage Played | 1S | 2S | 3S |
64 | 34 | 2.40 | 8 | 14 | 12 |
Kosaku makes the opponent hesitate to strike by using his strong normals, counter HHA, and big, unblockable projectiles. He uses his missiles to produce enormous okizeme mix-ups after landing a strong knockdown.
While he has strong normals in both S-OFF and S-ON, S-ON is his preferred mode since he can Stand-Rush his missiles.
Rohan Kishibe
Score | Total Players | Percentage Played | 1S | 2S | 3S |
27 | 15 | 1.06 | 4 | 4 | 7 |
Rohan’s capacity to refuel his meter frequently supports his game plan. Knowing this, he may continuously attack the foe with obnoxious, top-priority tools. While doing this, he feels secure in knowing that he can quickly rebuild the meter after using it for safety.
Since he can only perform combinations in S-ON, that mode is his primary mode. He can harass with frequent 2Ls while incorporating throws or the high-priority, ambiguous jump attacks into S-ON since his 2L has no resistance.
Iggy
Score | Total Players | Percentage Played | 1S | 2S | 3S |
32 | 19 | 1.34 | 6 | 1 | 12 |
Iggy’s little stature is his best quality. In addition to frequently failing against him, ordinary throws do not affect him at all. It might make fighting Iggy quite challenging for those who are unfamiliar with him.
Especially if they are unfamiliar with certain Iggy combinations, Iggy possesses a reverse run and the uncommon ability to also air dash to aid in his evasiveness.
Verdict
That completes the Tier List ranking of every character in JoJo All-Star Battle. Because tier lists are essentially arbitrary, your choices might or might not accord with our evaluation of the JoJo All-Star Battle characters.
Do you feel differently about the JoJo All-Star Battle characters than we do? If so, please do share your opinions on the characters in the comments section below.
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