This FAQ is best viewed in 800 x 600.

     JOJO'S BIZARRE ADVENTURE : HEIRITAGE FOR THE FUTURE - FAQ v 1.2
                         for Sega Dreamcast
                    by Ed Derus <geki91@hotmail.com>

Last Updated: 06/26/00

Unpublished work Copyright 2000 Ed Derus

Jojo's Bizarre Adventure and all related characters are Copyright
Araki Hirohiko and Lucky Land Communications.  Game Copyright
Capcom, Co. Ltd. 1999.  

This FAQ was created for personal and private use only. It may only be 
reproduced electronically, and it may be put onto a website provided:
   1. You obtain written permission from me PRIOR to posting it. 
   2. The copyright notice is not altered or edited in anyway.
This FAQ cannot be used for any profitable or promotional purposes, and 
it cannot be published in any magazines, guide books, etc.  It's sad that 
it only took one update on my first FAQ for me to have to increase the
severity of this disclaimer...



-------------------
 TABLE OF CONTENTS
------------------- 

   1.Introduction / Updates
   2.Basics
   3.Character Move Lists
         a.Alessi (Alessy)
         b.Avdol
         c.Black Polnareff
         d.Chaca
         e.D'bo
         f.Dio
         g.Hol Horse
         h.Hol Horse w/Oingo (Hol Horse w/Voing)
         i.Iggy (Iggi)
         j.Joseph
         k.Jotaro
         l.Kakyoin
         m.Khan (Kan)
         n.Mariah
         o.Midler
         p.New Kakyoin
         q.Pet Shop
         r.Polnareff
         s.Rubber Soul (Robber Soul)
         t.Shadow Dio
         u.Vanilla Ice (Iced)
         v.Young Joseph (Jojo)
   4.Secrets
   5.Credits



-----------------
 1. INTRODUCTION
-----------------

This is my first real attempt at an FAQ so don't expect too much.  I 
just wrote this because of the lack of a truly in-depth FAQ for this 
game (i.e. no FAQ by Kao Megura.)  For those that don't already know, 
Jojo's Bizarre Adventure is based on the third series of a popular manga 
from Japan.  In order to clear up the most common misconception about 
the game, there is no character named Jojo.  The name Jojo comes from 
the fact that main characters in the storylines always have "JO" in 
their names (Kujo Jotaro, Joseph Jostar, etc.)  And yes, many of the 
characters in the series are named after musicians and albums.  The 
Dreamcast version of the game features two full games, the original 
Jojo's Venture and the semi-sequel Jojo's Bizarre Adventure. 

Last Update: June 26 00

v 1.2 - Big additions to Pet Shop.  Corrections for Dio, Kakyoin,
and Polnareff.  Notes for Hol Horse, Young Joseph, Jotaro, Vanilla 
Ice, and Avdol. 

Thanks go out to Julian for lots of additions!

If you have any additions, here's the address: geki91@hotmail.com  



-------------------
 2. BASICS
-------------------

I would like to believe that if you're reading this you have some 
familirity with the standard Capcom 2-D fighter.  Since that may not be 
the case, I'll go over the button notation and all that:
            
            FAQ   DC
UB  U  UF     L = X (Light Attack)
              M = Y (Medium Attack)
B       F     H = B (Hard Attack)
              S = A (Stand Button)
DB  D  DF     T = L (Taunt Button)

A   = Any attack button
2A  = Any two attack buttons
3A  = All three attack buttons
<>  = Hold direction or button within brackets
360 = Rotate joystick 360 degrees
720 = Rotate joystick 720 degrees
[]x = Repeat the action within the brackets x times
*   = Move can only be done with your Stand on
^   = Move can only be done with your Stand off
%   = Move can only be done in Jojo's Venture
#   = Move can only be done in Jojo's Bizarre Adventure


---UNIVERSAL MOVES---

Dashing - F,F or B,B 
All characters can dash forward and backward to varying degrees.  Most 
characters can cancel their dash into normal attacks.  Certain 
characters can keep their dash going indefinitely by holding the 
direction.  Also, some characters can dash in air.

^Backlash - 3A 
This is very similar to the dodge move in SNK's KOF series. Your 
character will slide forward a short distance while leaving a shadow 
trail.  During this time you are totally invincible to regular attacks, 
but you can be thrown.  This move cannot be used with your Stand on.  

*Double (Triple) Jump - UB or U or UF in air
Certain characters can double jump with their Stand on.  This is limited 
to characters with Active Stands (see Stand System below.)  Double jumps 
can be performed at any point in a jump, and may be in any direction.  A 
select few characters can perform a triple jump if their Stand is on and 
they have performed a Stand Release.

Super Jump - D,U
As with many Capcom fighters these days, you can increase the height of 
your jump.  This isn't as high as the Versus series.  It's closer to 
SF3.  Jumping during a Dash produces the same effect.

Air Blocking - B in air
All characters can block while jumping.  The rules for air blocking are 
very similar to those in Capcom's Versus series.  Most specials and 
supers are blockable as are all air attacks.

Air Recovery - 2A in air
If you are hit with any attack that knocks you into the air, your 
opponent can juggle you with consecutive attacks.  Air recoveries allow 
you to flip out of harm's way or mount a counter attack.  You can 
control the direction of the flip with the joystick.  If you perform a 
recovery when you're close to the ground, your character will land on 
their feet with a different animation. 
 
Guard Cancel - %D,DF,F+A or #F,D,DF+A immediately after blocking
While defending from incoming attacks you can make your character go on 
the offensive by performing a Guard Cancel.  This makes your character 
break from their blocking animation and perform an attack.  Note that 
the motion is different between games.

Advancing Guard - 3A while blocking
Commonly known as a "push block," this feature allows you to make space 
between you and an opponent.  When performed correctly, blue rings 
appear in front of your opponent, and they are pushed backward a short 
distance.  Unlike in the Versus games, Advancing Guards do not seem to 
lower block damage from attacks.

---THE STAND SYSTEM---

In the original manga series, Stands are referred to as a physical 
manifestation of the user's psyche.  They are usually based on Tarot 
cards, but some of them are pure nonsense.  In Jojo's Bizarre Adventure, 
Stands come in a three types:

1. Active Stands - These Stands are called out by pressing S.  They then 
follow your commands and can enhance your moves and abilities.  Certain 
characters can make their Stands attack seperately from themselves.  
These are the type of stands that give Double Jump and Stand Combo 
abilities.

2. Weapon Stands - Only Joseph and Chaca have these. Pressing S with 
either of them causes them to pull out their weapons.  These Stands do 
not give Double Jump powers, but Stand Combos are available.  Weapon 
Stands tend to increase the range on most attacks, and are not as easy 
to damage as Active Stands.

3. Inactive Stands - Any character without a Stand Meter is considered 
to have an Inactive Stand.  Pressing S with these characters usually 
results in an attack or some sort of special ability.  The upside to 
this is that these characters can never be Stand Crushed.  
Unfortunately, these characters lack Stand Combos, Double Jumps and the 
move enhancements granted to Active or Weapon Stand users.


For both Active and Weapon Stand users, there is a blue bar located 
below the lifebar known as the Stand Meter.  Every time you block an 
attack or receive damage with your Stand on, your Stand Meter is 
lowered.  When it empties, there is a blue flash and your character goes 
into a Stand Crush.  This leaves them totally vulnerable for a few 
moments and your Stand is turned off.  During this time resourceful 
opponents can easily land a combo or Super Combo.  Turning off your 
Stand causes the Stand Meter to recharage quickly.  Proper management of 
your Stand is essential to survival.  One important note about block 
damage: Your character takes fairly high block damage from most moves 
with your Stand off.  In Stand mode your Stand Meter absorbs all the 
damage, which totally protects you from any chip damage.

There are a variety of attacks open to characters with a Stand Meter:

^Stand Attack: D,DF,F+S
Stand Attacks are an aggressive way of turning on your Stand.  They vary 
in form and function, but they are all performed the same way.

*Stand Combos: Varies by character
By pressing a certain series of buttons (always weaker to stronger) 
characters with Active or Weapon Stands (with the exclusion of Alessi) 
may create Stand Combos.  These deal high damage and are very easy to 
time. 

^Tandem Attack: D,DB,B+S with one level of super
There are two types of Tandem Attacks:  

1. For all characters with Active Stands that CAN perform Stand Combos 
this acts as delayed Custom Combo.  By inputing D,DB,B+<S> your 
character will freeze and the background will change.  During this time, 
all your button presses will be recorded then executed exactly as soon 
as you release S.  This makes your Stand perform the moves while you are 
free to move and attack on your own.  The effectiveness of this move is 
limited because the damage is not very high.

2. For all characters that CANNOT perform Stand Combos or those with 
Weapon Stands this acts as a speed enhancement.  After you execute the 
move, your character is trailed by shadows and moves forward very 
quickly.  During this time your attacks are sped up and easier to chain.  
This is almost useless because the damage is extremely low.



-------------------
 3. MOVES LISTS
-------------------

All character moves listings are in the following format:

Move Name:  Motion - Description
-Any specific notes about the attack.

Characters are listed alphabetically with general notes at the end of 
each entry.  I believe I have the official names for all the moves.  For 
any that didn't have names, I made something up.  Those names appear in 
quotation marks.

The damage refers to how much damage they take, using Jotaro with Stand
off as the base. So if a character had a damage rating of 85, they would
only take 85% of the damage that Jotaro takes. The numbers XX/YY mean 
with Stand/without Stand.




---A. ALESSI---

Damage: 100/95
Stand: Sethan
What a way to start the character listings... Alessi is an assassin 
hired by Dio to exterminate Kujo Jotaro and his band.  His Stand Sethan 
has the power to turn people into children.  Alessi is a horrible coward 
and has no confidence until his opponent has been transformed into a 
helpless toddler.  His Hachi no Suda is an extremely cheap keep away 
move, and he can deal a lot of damage once his opponent has transformed.  
He can be difficult to use effectively if you can't get your opponent 
transformed...
 
-Command Moves-

*"Shadow Axe": F+M - Sethan slashes downward with an axe.
-This is an overhead.

-Special Moves-

Hachi no Suda: B,DB,D,DF,F+A - Alessi draws a submachine gun and a 
cursor appears.  Tapping A makes him fire wherever the cursor is. You 
can move the cursor with the joystick.
-Button determines the initial position of the cursor. Can be cancelled 
with S. You cannot move the cursor behind you. 

Gekinchoga: F,DF,D,DB,B+A - Alessi makes Sethan attack his opponent. 
With your Stand on, this causes Sethan to make a grab at your opponent 
at a set distance.  With your Stand off, Sethan slides forward a certain 
distance.  If your opponent is hit, they are transformed into a child.
-This hits low in both forms.  

*Kassabai Teyaru: <2A> - Alessi throws his arms out and Sethan makes a 
large swing with his axe. The damage and size are determined by how long 
you hold down the buttons.  
-The position the axe comes out from can be changed with the Kage no 
Bashi.

^Kage no Bashi: <S> - Alessi calls out Sethan.  If you hold S you can 
cause Sethan to stretch out and give yourself more range on your 
attacks.  Throws (including Gekinchoga,) the Zestubouoooo Dane, and 
turning off your stand will cause it to revert to normal size. 

-Super Combos-

Zetsubouoooo Dane: D,DF,F+2A - Alessi crouches low, then runs forward.  
If he hits his opponent, Sethan performs a long combo on his opponent 
and transforms them.  
-This hits low.

Ushi Ushi Ushi!: D,DB,B+2A - Alessi holds out his arms, and Sethan pops 
up from the ground vertically. This hits many times and can transform 
your opponent at the end.
-Tapping A gives you more hits.  It your opponent is hit from air or 
Stand Crushed, they occasionally can escape this move without getting 
transformed even if most of the hits land sucessfully.

-General Info-

Stand Attack: Gekinchoga (Stand off version)
Guard Cancel: Hachi no Suda (Single shot)

-When an opponent is transformed, they cannot block, perform special 
moves, dodge, use their Stand or throw.  They can still attack normally, 
but the damage is greatly reduced. In addition, Alessi's regular attacks 
change as his courage is restored. The transformation time from the 
Gekinchoga is much less than the time from his supers.  In Jojo's 
Venture the transformation time is much higher, making the moves more
deadly.
-Alessi's back dash can be extended by holding B.  When his opponent is 
transformed, his forward dash can be held extended, but his back dash 
no longer can. 
-Alessi has an alternate taunt when his opponent is transformed.
-Alessi cannot double jump or perform Stand Combos despite the fact that 
he has an Active Stand.




---B. AVDOL---

Damage: 100/90
Stand: Magician's Red
Mohammed Avdol is a long time friend of Joseph Joestar who runs a 
fortune telling booth.  He travels alongside Joseph and his grandson in 
their quest to destroy Dio.  As the original story goes, Avdol is killed 
by Vanilla Ice before he managed to reach Dio.  The game allows you to 
change the story, but not too radically.  Avdol is a very good offensive 
player, and he has multiple projectiles if you want to try a keep away 
game.  

-Command Moves-

^"Shin Kick": F+L - Avdol makes a short kick. 
-Must be blocked low.

^"Red Explosion": F+H - Magician's Red makes a blast from his fist.

*"Flame Flick":F+L-Magician's Red makes a lick of flame with his 
fingers.

*"Angled Burst":B+M-Magician's Red swings his fist into the air and 
makes a blast.
-High priority against air attacks.

*"Big Boot": M during a dash.  Magician's Red makes a multiple hit side 
thrust kick.

*"Flame Drill": D+A in air - Magician's Red spins to the ground directly 
below him.
-Can only be done after a Stand Release.  Can only be done during at the 
height of your jump or during any multiple jump.

-Special Moves-

Crossfire Hurricane: D,DF,F+A - Magician's Red shoots a flaming Ankh 
from his hands.  
-The range is increased in Stand mode.

Fire Aura: F,D,DF+A - Magician's Red dashes forward then spins upward 
with flames trailing his arms.  This is a useful anti air move.
-Button determines the range of the dash. In Stand mode Avdol will
stay attached to Magician's Red and there isn't a dash at the start
of the move.  Magician's Red does dash if you perform the move after 
a Stand release.

Honoo no Tansaki: D,DB,B+<A> - Magician's Red releases two flaming 
batons that float forward and track your opponent as long as you hold A.  
-This explodes after a set amount of time. Also, the explosion has 
greater range than it appears.  Iggy can be hit by this even if it 
doesn't actually touch him. This will not damage your oppoenent until
it explodes, and it can be destroyed by three hits from a Stand.

Fire Eagle: D,DF,F+A in air - Magician's Red flies down with a kick.  
-In Stand mode, this releases Magician's Red similarly to the Stand 
Release.

Jigoku no Gouka: F,DF,D,DB,B+A - Magician's Red sticks his hand out 
trying to grab his opponent.  If successful, a thermometer appears next 
to them and flames spray out once it reaches the top. 
-This is blockable.

*Stand Release: F+2A - Magician's Red is released to attack on his own. 
During this time you control only Magician's Red, but Avdol can still be 
hit.
-Magician's Red can triple jump while fighting on his own.

-Super Combos-

Napalm Bomb: D,DF,F+2A - Magician's Red sends out a large ball of flame.  
This can juggle opponents with the trail of flames behind it, but the 
damage isn't incredible.

Crossfire Hurricane Special: D,DB,B+2A - Magician's Red holds out his 
fingers and sends out multiple short range flaming ankhs.  The damage is 
high, but it tends to miss making juggling a problem.

#Shokunetsu no Ankh: F,D,DF+<2A> - Magician's Red creates a giant 
flaming ankh that blasts out of the ground.  
-You can delay the attack by holding down the buttons, and you may 
execute it at least 3 times in a row.

-General Info-

Stand Attack: Magician's Red leaps forward a short distance and causes 
an explosion.
Guard Cancel: Magician's Red does a stationary Fire Aura with a column 
of energy around himself. 

-Avdol has two taunts without his Stand and one with it.
-Magician's Red can triple jump after a Stand Release.  You can only use 
the "Flame Drill" during multiple jumps or super jumps.
-Magician's Red is an Active Stand and can perform Stand Combos and 
Double Jump.
-The only way to rejoin Magician's Red with you after a Stand Release is 
to press S.  This will leave you vulnerable until he returns to Avdol.




---C. BLACK POLNAREFF---

Damage: 95
Stand: Silver Chariot & Anubis
Due to an unfortunate fascination with the Anubis Sword, Polnareff 
became possessed by the dark sword.  His first goal was to destroy 
Jotaro and all his friends, but in the comic book he was defeated here.  
The game allows you to fufill his mission if you choose.  Polnareff has 
an Inactive Stand, but you can still use Silver Chariot quite 
extensively.

-Command Moves-

"Side Kick": F+H - Polnareff sticks his leg straight out. 

"Chariot Strike": S - Silver Chariot makes a low stab. There are many 
variations of this move:
  1. F+S - Chariot holds out his sword and make a delayed slice.  
  2. B+S - Chariot makes a short range upper that juggles your foe. 
  3. D+S - Chariot pokes at the ground.
  4. S in air - Chariot falls with a stab.

-Special Moves-

Oboetazo!: D,DB,B+A - Polnareff crouches with his sword out and flashes 
blue.  If he is hit with any non projectile attack, he automatically 
counters with a slash from Silver Chariot.  After that, a sword icon 
appears over his super bar, and any time he blocks that attack he will 
flash blue and you can press any attack button to counter as if you had 
performed the Oboetazo again. 
-You can learn as many moves as the opponent has, and every five moves 
results in a larger sword with a numeral next to it.  You retain the 
knowledge of learned moves between rounds, but not between fights.

Tatsujin-Nitohryu: F,D,DF+A - Silver Chariot appears and spins his 
sword. 
-The L version causes him to spin his own sword and juggle foes.  The M 
version causes him to spin the Anubis sword, but knocks them to low to 
be juggled. The H version causes him to spin both swords and hits 20 
times, but it doesn't knock them down. 

Kirenzan: D,DF,F+A then D,DF,F+A or D,DB,B+A - Polnareff slides forward 
with a slash.  If you repeat the move Chariot appears and stabs down.  
Pressing D,DB,B+A makes Chariot appear and do an overhead slash.

Chariot's Spit: D,DF,F+S - Chariot appears and does a very fast series 
of stabs.  
-Number of hits is determined by the button pressed.

-Super Combos-

Dame Oshi Iu Yatsuda: D,DF,F+2A - Silver Chariot appears and does a 
short range slash.  If it hits he lets his opponent fall until they are 
in front of him then stabs them repeatedly before pulling out the Anubis 
sword to finish them.

Zettai ni Maken no DA!: D,DB,B+2A - Silver Chariot appears and does 
something similar to the Ray Darts of normal Polnareff.  If it hits 
Polnareff follows up with a screen splitting slash similar to Chaca's 
Jigenzan.
-The range is not as far as it looks and there is considerable lag at 
the start.

-General Info-

Guard Cancel: Silver Chariot appears with a delayed slash like his F+S 
"Chariot Strike."

-Polnareff has an additional taunt by pressing F+T.




---D. CHACA---

Damage: 100/95
Stand: Anubis
Anubis is a sword created by a swordsmith over 500 years ago.  It 
possesses its users and forces them to kill.  When Dio removed the sword 
from storage in a museum he gave it to Chaca in over to take control of 
him.  Chaca now fights as an assassin for Dio.  Chaca is a strong 
offensive character, but he isn't very effective without his Stand.  
 
-Command Moves-

*"Hopping Slash": F+M - Chaca does a short leap and swings his sword 
down. 
-This is an overhead.

*"High Slash": F+L - Chaca swings his sword at head level almost 
horizontally.

-Special Moves-

*Oboetazo!: D,DB,B+A - Chaca crouches with his sword out and flashes 
blue.  If he is hit with any non projectile attack, he automatically 
counters with a Tsubame Gaishi.  After that, a sword icon appears over 
his super bar, and any time he blocks that attack he will flash blue and 
you can press any attack button to counter as if you had performed the 
Oboetazo again.  
-You can learn as many moves as the opponent has, and every five moves 
results in a larger sword with a numeral next to it.  You retain the 
knowledge of learned moves between rounds, but not between fights.

*Kirenzan: [D,DF,F+A]x3 - Chaca rushes forward with an overhead slash.  
The second time will result in a cross slash.  The third time varies 
dependent on button strength.  
-L is a low sweep, M is the "Hopping Slash", and H is Tsubame Gaishi.
 
*Tsubame Gaishi: F,D,DF+A - Chaca swings his sword diagonally in a 
line.  This is a great air counter and can juggle an opponent easily.
-Good vertical range, but this has almost no horizontal range.

-Super Combos-

^Jigenzan: D,DF,F+2A - Chaca crouches low then rushes forward with his 
sword out.  If he hits the background is slashed in half and his 
opponent falls down in a pool of blood.  Quick and strong, an ideal 
counter to missed moves.
-This is the only move Chaca can perform without his Stand.

*Ketsukazan: D,DF,F+2A - Chaca rushes past his foe with a slash.  If it 
hits he proceeds to slash them viciously and laugh like a maniac.  Good 
damage and very fast.  His Jigenzan is better on it's own, but you can 
combo into the Ketsukazan without much effort. 

#*Zenfouboe Ta!: D,DB,B+2A - Chaca steps forward with a gut level slash.  
If it hits, he knocks them back with a Tsubame Gaishi style slash.  
After that, Anubis can be seen above his head and ALL of your opponent's 
moves are learned.  This now fuctions similar to the Oboetazo.  
-If you are hit, you lose all the moves you've learned including moves 
you learned before the Zenfouboe Ta.  Requires 2 levels of super.  You 
cannot perform the Zenfouboe Ta again while Anubis is on screen, but 
you can use the regular Oboetazo as a countermove.

-General Info-

Stand Attack: "High Slash" 
Guard Cancel: ^"High Slash" or *Kirenzan (first strike)

-Chaca can cancel into his Ketsukazan from the first few hits of his 
Kirenzan or Stand Combos.
-Chaca has a Weapon Stand so he cannot Double Jump, but he can perform 
Stand Combos.




---E. D'BO---

Damage: 90/100
Stand: Ebony Devil
The cursed killer D'bo is the owner of the Ebony Devil Stand.  He feeds 
off of grudges and anger, using rage to power his Stand.  Ebony Devil 
can control dolls and D'bo always travels with one.  Using D'bo's Stand 
causes you to take complete control of the doll while leaving D'bo 
helpless.  Despite the riskiness of this ability, D'bo is an offensive 
powerhouse, easily capable of trapping and killing any opponent.   

-Command Moves-

^"Hunting Crawl": DF+H - D'bo crawls very low to the ground and swipes 
his arms. 
-Must be blocked low. This is a sweep.

^"Shoulder Rush": F+M - D'bo slides forward and knocks his opponent into 
the air with his shoulder.
-This pops up your opponent for juggling.

*"Dagger Combo": [B or F+L]x4 - The doll stabs with a knife three times 
before attacking with an object. F results in a hairdryer, and B uses a 
can of gasoline.

*"Bottle Slash": B+M - The doll pulls out a broken bottle and swings it 
upward.

*"Splitting Slice": F+M - The doll swings its cleaver overhead.

*"Death Dive": F+M in air - The Doll flies forward and swings his 
cleaver in front of himself.

*"Murderer Lunge": DF+M or H - The Doll slides forward on his belly and 
swings his cleaver.

*"Wall Walk": B against a wall then U - The Doll runs around the border 
of the screen to the other side. 
-When you hold B against the wall, you can run in place for some time 
before you fall off.  The speed of the dash is quite fast in Jojo's 
Bizarre Adventure, but painfully slow in Jojo's Venture.

-Special Moves-

Piranha Dive: D,DF,F+A - Ebony Devil causes the doll to run forward and 
jump with it's jaws open.  
-Can be done in air with Stand off. The doll will automatically jump 
after a set distance or when it is close to your opponent.

Propeller Cutter: D,D+A - Ebony Devil makes the doll pull out a spear 
and spins it in a circle over his head. 
-Tapping A causes him to spin it faster in Stand mode, but he always 
throws it away after a set time. Can be done in air with Stand off.

Hopping Hunter: D,DB,B+A - Ebony Devil makes the doll pull out a spear 
and stabs downward. 
-With the Stand on, you can perform the move during a jump, and holding 
down and tapping A causes him to stab repeatedly.  Without the Stand on 
it can be performed in air as well, but the doll performs the move from 
the ground.

-Super Combos-

Junk Carnival: D,DF,F+<2A> - The doll's head spins and he pulls out a 
spear and runs at his opponent.  If he hits, he proceeds to beat them 
mercilessly while D'bo laughs.  He ends up leaping into the air and 
tossing an object, which causes him to fly to the opposite side of the 
screen.  
-Holding the buttons allows you to delay the attack.  With Stand mode 
off, D'bo crouches when you perform the move.

Barrel Roll Crasher: D,DB,B+2A - The doll flies forward with his jaws 
wide open and bites the opponent repeatedly. 
-Can be performed in air, and in stand mode the Doll can perform it 
during a jump.

#Risen Tormentor: F,D,DF+2A - The doll holds out his cleaver and spins 
straight up into the air. 
-The range is very low, and you won't get all the hits from even a few 
steps away.

-General Info-

Stand Attack: Propeller Cutter
Guard Cancel: ^"Shoulder Rush" or *Standing H

-D'bo has an Active Stand, and the doll can double jump and perform 
Stand combos.
-D'bo has three taunts with his Stand off (F, B or Neutral+T.) With his 
Stand on he has an additional taunt.
-D'bo's throw changes with his Stand on.
-The doll moves much faster than D'bo, but doesn't jump as high.  The 
doll can also hold its forward and back dashes indefinitely.  
-If D'bo is hit in Stand mode when the doll is more than one character 
width away, his damage rating is upped to an average of 175.
-With your Stand on, D'bo will duck whenever the doll does.  
-In Stand mode you can increase the duration of your standing H by 
holding the button.




---F. DIO---

Damage: 90/90
Stand: The World
Evil personified, Dio Brando is an immortal vampire who longs to rule 
the world.  He was once a human, but an ancient mask released his Stand 
and turned him into an undead killer.  In a battle over a century ago, 
his head was cut off and he was trapped at the bottom of the ocean.  In 
recent years he managed to attach his head to the body of Joseph 
Joestar's grandfather.  The process of recovery would not be complete 
until he managed to suck the blood from one of the Joestar bloodline.  
Despite his incredible powers, Jotaro managed to destroy him with the 
help of Star Platinum.  Dio's Stand, The World, has the power to stop 
time for brief periods making for some devastating combos.

-Special Moves-

Murder Murder: D,DF,F+A - The World throws many punches while moving 
forward.  
-Tapping A causes The World to continue punching. In Stand mode this can 
be performed in air.

Murdeeeeer!: D,DB,B+A - The World rushes forward with an uppercut.  
-In Stand mode, you can repeat the move and it causes a low punch that 
knocks them down.

^Kuretsu Ganshiha: F,H,M,L,F - Dio leans back then unleashes an 
unblockable beam from his eyes.  There is a considerable lag on this 
move.

^The World: F,D,DF+A - Dio leans back and laughs, then teleports.  
-Button determines distance.

*Shinei!: F,D,DF+A - Dio leans back and The World disappears.  In a 
moment it appears behind his opponent and tries to punch them in the 
back.
-There is a considerable lag between the execution and the hit.

-Super Combos-

Checkmate Da: D,DF,F+2A - Dio holds out two handfuls of knives then 
tosses them at his opponent. In Stand mode, The World throws the knives.
-In Stand mode, this can be performed in air, but it travels diagonally 
down.  Fairly good coverage, making it hard to dodge without a double 
jump.

^Road Roller Da: D,DB,B+2A - Dio flies straight out of the top of the 
screen, then drops back in riding a steamroller.  If it hits he proceeds 
to laugh like a maniac while beating the steamroller until it explodes.
-Can be performed in mid air, but in general, the lag on this move makes 
it fairly useless.

Tokiyo Tomare!: F,H,L,F,S - Dio leans back and smiles while The World 
holds up it's arms. After a pause, a black light comes from The World 
and time is stopped for your opponent.  During this time you may move 
and attack normally, but all hits scored on your opponent count as part 
of a combo.  
-The damage is scaled down on the hits so it's difficult to make a 
really damaging combo. Requires at least three levels of super, but it 
will use all available levels. Performing super moves will shorten the 
duration of the move.  You cannot perform Chi no Shoukan or another 
Tokiyo Tomare during this move, but you can do all his other moves. 

#Chi no Shoukan: M,L,F,L,H - The World appears and rushes forward a 
short distance.  If it hits his opponent, it flies into the screen and 
stops time.  Then Dio sticks his fingers into his opponents face and 
drains their blood in a fairly graphic closeup.

-General Info-

Stand Attack: First hit of the Murdeeeeeer!
Guard Cancel: Murder Murder

-Dio has an alternate taunt in Stand mode.  He has a different animation 
if you attempt to taunt during the Murder Murder with your Stand off.
-Dio has an Active Stand and can double jump and perform Stand combos.
- If any other character tries a time stop move (Jotaro, Shadow Dio or 
Dio) you can perform the Toyiko Tomare! during their move to counter it.  
This will allow both of you to fight in stopped time.  The character who 
runs out of super power first will be able to attack the other character 
until time runs out.  Attacks such as Checkmate Da! are still frozen in 
air, and can be used to create barriers.  
-When you fight CPU Dio in the arcade mode, it is always at least a two
round fight regardless of your settings.  In the first round, Dio has a 
different outfit and a different taunt, as well as a generally less 
offensive AI.  In the second round, he is the version that's usable by
humans, and he becomes MUCH more dangerous.



---G. HOL HORSE---

Damage: 90
Stand: The Emperor & The Hanged Man
Hol Horse is an assassin hired by Dio to kill Jotaro and his friends.  
Hol hates to work alone, so he enlists the aid of J.Gale and his Stand 
The Hanged Man.  Using the controllable bullets of The Emperor and the 
bizarre abilities of the Hanged Man, Hol challenged Polnareff to a duel.  
In the comics, he was defeated, but in the game you can take him all the 
way up to his duel with Shadow Dio.  Hol Horse is an effective character 
from a distance, but in close it can be a struggle.   

-Command Moves-

"Cancer Stick": B+L - Hol spits out a cloud of smoke.

"Drop Kick": B+M - Hol leaps up with a side kick.

"Trick Shot": B+H - Hol shoots at his opponent's feet. 
-Must be blocked low.

-Special Moves-

J.Gale no Danha!: F,D,DF+A - Hol shoots his gun into the air and shards 
of glass fall on his opponent. 
-The button determines the angle.  This is an overhead attack and must 
be blocked high. Can be done in air, but the angle will always be about 
45 degrees. 

Emperor: S+any direction - Hol pulls out his gun and pauses before 
firing.  
-The bullet can be controled with the directional.  Can be performed in 
air also.  Pressing B makes him fire backwards, DB or UB makes him fire 
back at a 45 degree angle, DF or UF makes him fire forward at a 45 
degree angle, and D or U makes him fire straight up.  

Hajikida!:D,DF,F+A-Hol fires a shot straight forward. 
-Hold U or D during the attack to change the direction.  Using H makes 
him crouch for the shot.

Hanged Man: D,DB,B+A - Hol laughs and motions with his hand and a hole 
appears in the ground.  If his opponent steps on it, Hanged Man stabs 
them with his claw and holds them in place long enough for you to begin 
a combo.
-Button determines where The Hanged Man appears.

-Super Combos-

Fuchimakeru!: D,DF,F+2A - Hol pulls out his pistol and fires many shots. 
-Using H as one of the buttons makes him crouch when performing the 
move. Can be performed in air, but it will be at an angle downward.

Dangan no Modou: B,D,DB+2A - Hol pulls out his pistol and fires one slow 
motion shot that you can fully control with the directional.  After a 
few moments the speed returns to normal and it fires in whatever 
direction you chose.  
-Holding 2A will cause you to perform more shots at the cost of one 
super bar per shot.  As soon as you perform another shot, you lose 
control of the first one. This is unblockable.

Saikyo no Combi "Hanged Man": D,DB,B+2A - Hol fires three shots into the 
screen causing bullet holes to appear.  If your opponent is in front of 
one of them, the screen turns dark and the Hanged Man crawls out of a 
hole in the background.  He slowly shuffles up to your enemy, then stabs 
them in the neck.  
-Your enemy is frozen if the shot hits, but the lag is horrible if you 
miss. This will hit airborne opponents as well.

-General Info-

Guard Cancel: Standing H

-Hol Horse has an Inactive Stand so he cannot double jump or perform 
Stand combos.
-Hol's back and forward dashes can be held indefinitely.
-For some bizarre reason, J.Gale no Danha! will randomly cause Oingo to 
fall from the sky instead of all the glass.  The damage and effects are 
still the same.
-Hol has no animation for time over or draw finishes.
-Hol has an alternate taunt against Midler.




---H. HOL HORSE W/OINGO---

Damage: 90
Stand: The Emperor & Thoth
After losing the first battle to Polnareff, Hol Horse wanted revenge.  
He sought out a boy named Oingo whose brother Boingo was just 
hospitalized by Jotaro.  Oingo is the possessor of the Thoth Stand that 
allows him to predict the future.  Hol convinced Oingo that the two of 
them should work together.  In the manga, it turned out that they were 
just not fated to beat Polnareff, but you can now use them to try your 
own luck.  

-Command Moves-

"Cancer Stick": B+L - Hol spits out a cloud of smoke.

"Drop Kick": B+M - Hol leaps up with a side kick.

"Trick Shot": B+H - Hol shoots at his opponent's feet. 
-Must be blocked low.

-Special Moves-

Glass Shower: F,D,DF+A - Hol shoots his gun into the air and shards of 
glass fall on his opponent. 
-The button determines the angle.  This is an overhead attack and must 
be blocked high. Can be done in air, but the angle will always be about 
45 degrees. 

Emperor: S+any direction - Hol pulls out his gun and pauses before 
firing.  
-The bullet can be controled with the directional.  Can be performed in 
air also.  This version of Hol doesn't have as many options as far as 
controlling the shot initially, but it travels much faster.

Hajikida!:D,DF,F+A-Hol fires a shot straight forward. 
-Hold U or D during the attack to change the direction.  Using H makes 
him crouch for the shot.

-Super Combos-

Fuchimakeru!: D,DF,F+2A - Hol pulls out his pistol and fires many shots. 
-Using H as one of the buttons makes him crouch when performing the 
move. Can be performed in air, but it will be at an angle downward.

Kochi ha Zettai: 360+A - Hol sticks his finger in the air.  If his 
opponent is close enough, he holds them in air while Oingo reads from 
Thoth.  Then a truck hits them...
-The damage is highest at a short distance away from the edge of the 
screen. 
 
Pipe Maze: B,D,DB+2A - Hol fires many shots into a pipe that appears 
near his feet.  Suddenly a giant maze of pipes appears behind you and 
the bullets proceed to ricochet through it.  After a set amount of time 
they blast out of one of the openings.  
-Depending on which buttons you press, it will either be in the back 
(L+M) out of the top (L+H) or from the front (M+H.)  If you are hit 
during this move, the pipes disappear and your shots are lost. Opponents 
can be hit by the pipe when it first appears, but it does no damage.

-General Info-

Guard Cancel: Standing H

-Hol Horse has an Inactive Stand so he cannot double jump or perform 
Stand combos.
-Hol's back and forward dashes can be held indefinitely.
-Hol has no animation for time over or draw finishes.



---I. IGGY---

Damage: 105/95
Stand: The Fool
You have to give Capcom credit.  This is the first time that a fighting 
game has made a DOG into an effective character.  Iggy is a dog from New 
York who controls the mound of living sand known as The Fool.  He helped 
Jotaro and his companions find Dio's mansion, but was killed while 
trying to save Polnareff from Vanilla Ice.  The game allows you to 
change Iggy's fate and use him to finish off Dio once and for all.

-Command Moves-

^"Sand Dio": F+M - Iggy creates a sand version of Shadow Dio that does 
an overhead punch.

*"Sand Splash": D+H in air - The Fool turns into a pile of sand and 
drops straight down.

*"Sand Fountain": F+H - The Fool punches the ground and makes a little 
sand fountain.

^"Mad Dog": H during a dash - Iggy bites his opponent.

*"Flight": hold U in air - The Fool holds Iggy up as it grows wings.  
-You can fly back and forth for a limited time.  Pressing any attack 
button drops little sand bombs.

-Special Moves-

Sand Crasher: <B>,F+A - The Fool rushes forward with its shoulder out.  
-This is a fast move, but since it's a physical attack it is very 
vulnerable.  It can be stopped by a simple light attack.

Sand Attack: <D>,U+A - The Fool leaps into the air with it's shoulder 
out.  
-Basically the same as the ground version, but it works as an anti-air 
move.

Sand Clutch: F,DF,D,DB,B+A - The Fool slides forward and splits in two.  
If it hits your opponent they are sucked inside as it turns into a 
sandstorm.
-This is unblockable.

Sand Magic: F,D,DF+A or B,D,DB+A-The Fool absorbs Iggy into the ground.  
This is basically a teleport.  
-Button and direction determine the distance.

-Super Combos-

Big Sand Wave: D,DF,F+2A - The Fool swings its arm down, then turns into 
a ball and flies forward as a wave of sand moves across the screen.  The 
downside to this is, it's very easy to knock Iggy out of this attack and 
take no damage.

Sand Storm: L,L,F,M,H - The Fool slides forward a short distance.  If it 
hits, Iggy leaps on his foe's head and does something to them behind a 
snowed out screen. 
-This is unblockable.

-General Info-

Stand Attack: First swipe of the Big Sand Wave
Guard Cancel: Sand Attack

-Iggy has an Active Stand, and can perform Stand combos, but he cannot 
double jump.
-Iggy has three randomly chosen taunts.
-Iggy can hold his forward dash indefinitely.  In Stand mode he can 
also hold his back dash.
-Due to his small size, many attacks will totally miss Iggy unless he 
has his Stand on.  You can use this to your advantage...
 



---J.	JOSEPH---

Damage: 90/90
Stand: Hermit Purple
"It's not age, it's experience!"  Joseph Jostar is the elderly 
grandfather of Kujo Jotaro.  He uses a mass of living vines known as 
Hermit Purple as his Stand.  Since the revival of Dio, Joseph has been 
searching the world to trying to destroy the vampire who caused his 
daughter Holly to become ill.  Joseph uses a Weapon Stand, but he fights 
fairly effectively without it as well.  His biggest weakness is the lack 
of range in his Super Combos.  

-Command Moves-

"Hop Kick": F+H - Joseph leaps with a kick similar to Guile's Top Kick 
in Street Fighter.
-This is an overhead.

"Sliding Kick": DF+M or H - Joseph slides forward with a short kick. The 
H version sweeps, but may only be done with your Stand off. 

*"Web Strike": DF+H - Joseph swings Hermit Purple along the ground. 
-This is a fairly long ranged sweep.

-Special Moves-

Hamon Beat: 360+A - Joseph makes Hermit Purple surround his opponent and 
shock them before he attacks them. 
-In Stand mode this does a little more damage and it knocks them away. 

Strategist's Profession: D,DB,B+A - Joseph touches his shoulder and 
sparks appear. If he is hit during this, he counters by wrapping Hermit 
Purple around himself and sending electricity out of it. 
-In Stand mode, this is not a counter move, but he just does the second 
part of the attack automatically. 

^Turqouise Blue Overdrive: D,DF,F+A - Joseph swipes his arm making a 
large blue wave. 
-There is a lag on the H version, but it hits more times. 

*Hermit Web: D,DF,F+A - Joseph stretches Hermit Purple across the 
screen. If it hits it wraps around your opponent. 
-Tapping A causes them to be electricuted, and pressing B+A draws them 
in so you can combo them. The H version is low. 

Sunlight Yellow Overdrive: F,D,DF+A - Joseph swings Hermit purple in an 
arc in front of him. All versions of this have some lag to them. 
-The weak versions without your stand will knock your opponent down, and 
all the stand versions hit multiple times.

*"Forward Roll": 2A - Joseph somersaults forward. 
-This goes through all standing attacks and many crouching hits as well.  
It is not as powerful as a Backlash, but it can be performed with your 
Stand on.  Just don't try it against CPU Vanilla Ica or you'll be sorry.

-Super Combos-

Master's Teachings: D,DF,F+2A - Joseph does a short uppercut. If it 
hits, many panels from the comic book appear while he blasts his 
opponent with energy. 

Hamon Overdrive: 720+2A - Joseph makes Hermit Purple surround his 
opponent and pelt them with electricity. After he has done this for a 
while he proceeds to punch them across the screen. 
-Nice range for a throw, but it has a miss animation if you perform it 
from too far away.

-General Info-

Stand Attack: Single hit Sunlight Yellow Overdrive
Guard Cancel: ^Turqouise Blue Overdrive or *Sunlight Yellow Overdrive

-Joseph has a Weapon Stand so he cannot double jump, but he can do Stand 
combos.
-Joseph has two taunts without his Stand and one with it.
-Joseph can hold his back or forward dashes indefinitely. 
-In the N'doul stage, Joseph's "Forward Roll" allows you to avoid ALL of 
Geb's attacks.  You can quite simply roll continuously through the stage 
and come out without a scratch.




---K. JOTARO---

Damage: 100/85
Stand:Star Platinum
While cursed with the burden of continuously being mistaken for the 
nonexistant character "Jojo," Kujo Jotaro is the hero of Jojo's Bizarre 
Adventure.  He is travelling the world in search of the dread vampire 
Dio.  After a long an exhausting series of battles, Jotaro does manage 
to destroy Dio using the time stopping power of Star Platinum.  

-Command Moves-

^"Shin Kick": F+M - Jotaro leans forward and does a low kick.  
-Must be blocked low.  

^"Hammer Strike": F+H - Star Platinum appears and swings his fist low.
-This must be blocked low.  

^"Overhead Smash": DF+H - Star Platinum appears and swings his fist 
down.  

*"Backhand Strike: F+M - Star Platinum swings his arm backwards.
-This is an overhead.

-Special Moves-

Ora Ora: D,DF,F+A - Star Platinum appears and does many fast punches.  
-Tapping A extends the attack. In Stand Mode this can be done in air, 
but is stationary.

Mach Ora: [D,DB,B+A]x2 - Star Platinum does a quick clothesline.  
-The range is determined by the button.  In Stand mode you may repeat 
the move.  Using L makes him do a low kick, M makes him do an upper that 
sets up a juggle, and H makes him do an overhead smash that knocks them 
across the screen.  In Jojo's Venture all three buttons cause the 
overhead smash.

Star Finger: F,D,DF+<A> - Star Platinum holds his hand in front of his 
face then swings out an extended finger.  
-You can hold A to delay it, but it doesn't increase the damage.  With 
your stand off, you can move around while charging, but Star Platinum 
will follow you. After a certain amount of time, Star Platinum will 
flash blue and attack automatically.

-Super Combos-

Patsun Ora: D,DF,F+2A - Jotaro points his finger then Star Platinum 
rushes forward with a long Ora Ora.  
-With your Stand on this is a short combo, but with your Stand off, you 
are free to attack them while Star Platinum moves forward.  With your 
Stand on this can be done in air, but it falls downward. Can only be 
done in air in Jojo's Bizarre Adventure.

Star Breaker: D,DB,B+<2A> - Star Platinum holds his fist back and it 
starts to glow.  When you release the buttons he rushess forward with an 
overhead strike that causes a large blast.  
-In Stand mode charging this move makes it stronger, and the charge is 
relatively short.  With your Stand off, you are free to move while 
charging, but charging too long causes an automatic release, and the 
damage is lower.  Star Platinum will flash blue when his charge time is 
at it's limit in either mode.

Star Platinum "The World": F,M,L,F,S - Jotaro points forward and stands 
still for a moment.  Star Platinum then creates a black ball that stops 
time for the opponent. During this time, your opponent can not move, and 
you can combo them as much as you want.  
-It's hard to get the damage high though, because every hit is counted 
as part of a combo and scaled down accordingly.  Requires at least three 
levels of super, but it will use all your stored stocks. Doing super 
moves decrease the duration of the move.  You cannot perform "The World" 
again during this move.

-General Info-

Stand Attack: H Mach Ora finish
Guard Cancel: Mach Ora

-Jotaro has an Active Stand, so he can double jump and do Stand combos.
-Jotaro has two random taunts. 
-If any other character tries a time stop move (Jotaro, Shadow Dio or 
Dio) you can perform the Star Platinum "The World" during their move to 
counter it.  This will allow both of you to fight in stopped time.  The 
character who runs out of super power first will be able to attack the 
other character until time runs out.  Attacks such as Checkmate Da! are 
still frozen in air, and can be used to create barriers.  




---L. KAKYOIN---

Damage: 100/90
Stand:Hierophant Green
Noriaki Kakyoin is the master of the Stand Hierophant Green, a being 
that can change its shape and fire out emeralds.  On a visit to Egypt, 
he was brainwashed by Dio and forced to attack Jotaro and his friends.  
After his defeat, he joined Jotaro and helped him in his quest to 
destroy Dio.  When Kakyoin challenged Dio, he was killed by being thrown 
into a building, but not before he told his friends the secret of Dio's 
Stand...  Kakyoin is a very effective long range character, and can 
easily create traps in close.

-Command Moves-

*"Long Shot": F+M - Hierophant Green stretches his arm out for an 
elongated punch.

*"Vertical Knuckle": F+L - Hierophant Green punches downward, and his 
arm goes totally vertically.

*"Total Offensive": B+H - Hierophant Green attacks with all his limbs.

^"Slide Kick": DF+M - Kakyoin slides a short distance forward with his 
leg out.

*"Hiero Drill": DF+A in air - Hierophant Green's arm turns into a drill 
and he floats to the ground.  

-Special Moves-

Emerald Splash: D,DF,F+A - Hierophant Green appears and fires off four 
emeralds. 
-The range is not very good normally, but it Stand mode this fires off 
eight full screen emeralds.  Can be done in air in Stand mode.

Tie Wrap Snake: B,F,DF,D,DB,B+<A> - Hierophant Green's torso comes off 
and slides at his opponent.  If he hits, he wraps his foe up and 
squeezes them. 
-You can attack them while they are wrapped up, or in Stand mode 
pressing A causes emeralds to shoot from Hierophant's legs.  Holding A 
delays the attack.  This must be blocked low.

Hierophant Field: D,DB,B+<A> - Hierophant Green freezes and releases a 
web of vines.  If your opponent touches it they are electrocuted and 
stunned for a second.  
-You can launch these in air and hide the postion by holding down A. 

^Stand Release: F+2A - Kakyoin releases Hierophant Green to attack on 
his own. During this time you control only Hierophant Green, but Kakyoin 
can still be hit.
-Hierophant Green can triple jump while fighting on his own.

-Super Combos-

20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green releases a huge 
blast of emeralds.  
-This can be done in air in Stand mode. Holding B causes the spray to be 
wide, and holding F causes it to be thinner. 

India's Arm: D,DB,B+<2A>- Hierophant Green stretches his arm around the 
screen.  
-With your Stand off, his arm will stretch in a different pattern based 
on the buttons you use (L+M is a diaganol line, M+H is a bent line, L+H
is a low line that bends back toward you and L+M+H is a star.)  In 
Stand mode, you control the arm with the directional and can juggle 
very easily.

Oshioki no Jikan: L,L,F,M,H - Hierophant Green slides forward.  If he 
hits, he jumps inside his opponent and beats them internally. 
-Can only be performed in Stand mode.

#Hierophant Finish: F,D,DF+2A - Hierophant Green swings his arm low.  If 
it hits, he picks up his opponent and juggles them with attacks and 
emeralds. 
-Must be blocked low. Can only be performed in Stand mode. 

-General Info-

Stand Attack: Hierophant Green unravels and floats forward a short 
distance.  He is totally invincible during this time.
Guard Cancel: "Total Offensive"

-Kakyoin has an Active Stand, so he can double jump and do Stand combos.
-The only way to rejoin Hierophant Green with you after a Stand Release 
is to press S.  This will leave you vulnerable until he returns to 
Kakyoin. 
-Kakyoin has five random taunts.
-In Stand mode, Kakyoin can dash in air.  This may be done repeatedly. 
-If you want to be cheap, Kakyoin's low H is a very long range sweep.  
Against the computer you can usually just use it over and over for an 
easy win...




---M. KHAN---

Damage: 105
Stand:Anubis
Well, at least one secret character is original.  Khan is a barber who 
became possessed by the Anubis Sword when Polnareff came in for a trim.  
In the manga he was quickly dispatched, but in the game you can have 
Khan destroy Jotaro and all his friends.  Khan deals fairly high 
damage, but he takes it just as fast.

-Command Moves-

"Short Stab": B+M - Khan pokes his sword out a short distance. Not 
terribly useful.

-Special Moves-

Oboetazo!: D,DB,B+A - Khan crouches low, and turns around while holding 
his sword up.  If he is hit with any non projectile attack, he 
automatically counters with a backward slash.  After that, a sword icon 
appears over his super bar, and any time he blocks that attack he will 
flash blue and you can press any attack button to counter as if you had 
performed the Oboetazo again.  
-You can learn as many moves as the opponent has, and every five moves 
results in a larger sword with a numeral next to it.  You retain the 
knowledge of learned moves between rounds, but not between fights.

Dogiyaan: <S> - Khan holds his sword out and spins wildly.  
-You can hold S to make him continue spinning.  If you hold it for a 
short amount of time and release, he will pose when you finish.  If you 
hold it for too long, he will automaticly stop, but he will be dizzy for 
a few seconds.  You can perform this move in air, and it will not dizzy 
you.

Kimeizan: F,D,DF+A - Khan leaps into the air with his sword extended.  
The standard uppercut attack.  Much like Sagat's Tiger Blow, this hits 
many times.

Kigouzan: charge B,F+A - Khan rushes forward with a wide slash.  
-Pressing H results in a sweep that knocks them down.

-Super Combos-

Zangaizan: D,DF,F+2A - Khan rushes along the ground then proceeds to 
repeatedly slash his opponent before performing a Kimeizan.  
-He will execute the entire combo regardless of whether any of it hits.

Ichitaitou: D,DB,B+2A - Khan swings his sword once.  If it hits, he will 
perform a strong Kimeizan.  Good damage, but easy to miss with.

-General Info-

Guard Cancel: Kimeizan

-Khan has an Inactive Stand so he cannot double jump or perform Stand 
combos.
-You can chain two consecutive standing H attacks.
-There is a glitch in the game that causes Khan's child form to be 
solid green.  Capcom really needs to play test these things. 



---N. MARIAH---

Damage: 95
Stand:Bast
The master of magnetism, Mariah is a deadly servant of Dio. Her Stand 
Bast allows her to increase the magnetism of living beings.  She uses 
this ability to kill people by tossing knives and cars at their 
increasingly attractive body.  Mariah can be difficult to use until you 
learn to get her Bast attack off frequently. 

-Command Moves-

"Spiral Stab": F+M - Mariah spins around and swings a knife downward.  
-This is an overhead.

"Surprise Stab": B+M - Mariah tosses a knife backward over her head.  It 
spins in the air for a second, then seeks her opponent if they're close 
enough.  
-Bast's Magnetism doesn't affect the range or speed on this.

"Rising Slice": DF+H - Mariah slashes in an arc with a knife.  If it 
hits her opponent, they are popped up and able to be juggled.

-Special Moves-

Kandenkuro-Koge: F,D,DF+A - Mariah throws a kitchen knife into the air. 
A power line then falls down and swings at her opponent.  This can lead 
to some big combos... 
-Button determines where the cord will fall from.  You can hit your 
opponent with the thrown knife for small damage, but the cable won't 
fall then.  Also, the cable will fall for no damage if you are hit.

Bast's Magnetism: S - Mariah snaps her fingers and a power outlet 
appears in air.  If her opponent touches it, they become more magnetic 
by one level.  This increases the speed of all of Mariah's moves and it 
makes her attacks more powerful.  
-There are 8 levels of magnetism, and at the highest level her attacks 
are very quick and do huge damage. Pressing D+S makes the outlet on the 
ground, and B+S makes it appear slightly above you.  Can be done in air 
as well.  The outlet can be destroyed by any attack from a Stand, even 
normal punches.  The outlet disappears if you are hit.

Correction: D,DF,F+A - Mariah throws out three random metal objects that 
spin around, then seek her opponent.  The objects start out very slow, 
but by level 8 they become fast and hard to avoid. 
-Can be performed in air.

Gunbatsu no Ashi: D,DB,B+A - Mariah lets some metal wires fall from her 
skirt.  If her opponent is close enough they move torward them and wrap 
them up.  This does no damage, but leaves the opponent vulnerable to 
anything. 
-At low levels the distance isn't very good, but by level 8 it will 
cross almost the entire screen.  

-Super Combos-

Nanisouzoushiten-Nosa: D,DF,F+2A - Mariah's chest grows then shrinks 
back to normal as nuts and bolts spray at her opponent.  
-The initial spikes can hit your opponent, but they do no damage.  Can 
be performed in air, but it angles diagonally down.

Iron Crush: D,DB,B+2A - Mariah makes a circular swipe with her knife.  
If it hits, her opponent is pelted with metal junk until a car falls on 
them.  Very damaging at higher levels.  

-General Info-

Guard Cancel: "Spiral Stab"

-Mariah has an Inactive Stand so she cannot double jump or perform Stand 
combos.




---O. MIDLER---

Damage: 100/85
Stand:High Priestess
As yet another testament to Dio's ability to command attractive women 
and freakish men, Midler is yet another assassin sent by Dio to destroy 
Jotaro.  Midler's Stand is able to change shape at will, and its teeth 
are as hard as diamonds.  Midler also has one of the game's most 
disappointing endings.  It's just one of those endings that makes you 
wonder why she even bothers to fight...

-Command Moves-

*"Iron Crush": D+H in air - High Priestess turns into a weight and falls 
straight down.

^"Steel Slide": D+H in air - High Priestess turns into a steel girder 
and slams into the ground at an angle.

^"Priestess Saw": F+M - High Priestess leaps out as a saw blade.

^"Creeping Kick": DF+M - Midler slides a short distance forward with a 
kick.

*"Slashing Claw": B+L - High Priestess swings her claws up into the air.

*"Saw Blade": B or F+H - High Priestess turns into a saw blade.  F+H is 
a high arc, B+H is low and H by itself is straight.

-Special Moves-

Harpoon Shot: D,DF,F+A - High Priestess changes into a harpoon gun and 
she fires at her opponent. This is a fast projectile, but the damage 
isn't all that great.  

#Iron Wild: F,D,DF+A - High Priestess turns into a weight and smashes 
the ground in front of Midler.  This doesn't have much range, but can be 
useful if your enemy is getting too close.

Motor Head: D,DB,B+A - High Priestess leaps into the ground then bursts 
forth in the form of a convertable.  This has great range and works well 
for juggling.

-Super Combos-

Mega Harpoon Strike: D,DF,F+2A - Midler holds a harpoon gun and fires a 
single shot.  If it hits, she follows up with 8 additional harpoons. 
-There is a lag on the beginning that makes this mainly a long range 
countermove.

Motor Show: D,DB,B+2A - High Priestess leaps into the ground then five 
cars blast out in a wave.  
-This will work in corners unlike similar moves in other Capcom games...  
Good for juggling.

Dinner Time: F,D,DF+2A - Midler crouches low to the ground then High 
Priestess opens up her mouth.  If the enemy is standing on her they fall 
in and are chewed on before being spit out.  
-This is unblockable, but fairly easy to dodge. This will not hit Pet 
Shop unless he is crouching.

-General Info-

Stand Attack: A grounded version of her jumping H
Guard Cancel: Her D+H in Stand mode

-Middler has an Active Stand, so she can double jump and do Stand 
combos.
-Midler has an alternate taunt with her Stand on.
-During Midler's dashes with her Stand off, all attacks become 
backflips.




---P. NEW KAKYOIN---

Damage: 105/100
Stand:Hierophant Green
Well, apart from the stylin new shades, New Kakyoin doesn't differ that 
much from the original.  He is said to be a dream version of Kakyoin 
caused by a nightmare from Death 13.  He fights much the same as 
Kakyoin, but the range on most of his attacks is greatly reduced, and 
he takes more damage than Kakyoin.

-Command Moves-

*"Long Shot": F+M - Hierophant Green stretches his arm out for an 
elongated punch.

*"Vertical Knuckle": F+L - Hierophant Green punches downward, and his 
arm goes totally vertically.

*"Double Shot": B+H - Hierophant Green makes two quick medium range 
shots.

^"Slide Kick": DF+M - Kakyoin slides a short distance forward with his 
leg out.

*"Hiero Drill": DF+A in air - Hierophant Green's arm turns into a drill 
and he floats to the ground.  

*"Hiero Float": F+A in air - Hierophant Green's arm turns into a drill 
and he very slowly floats across the screen.

-Special Moves-

Emerald Splash: D,DF,F+A - Hierophant Green appears and fires off four 
emeralds. 
-In Stand mode this fires off eight emeralds, but they don't travel any 
farther.  Can be done in air in Stand mode.

^Tie Wrap Snake: D,DB,B+<A> - Hierophant Green's torso comes off and 
slides at his opponent.  If he hits, he wraps his foe up and squeezes 
them. 
-You can attack them while they are wrapped up. Holding A delays the 
attack.  This must be blocked low.  

*Hierophant Field: D,DB,B+<A> - Hierophant Green freezes and releases a 
web of vines.  If your opponent touches it they are electrocuted and 
stunned for a second.  
-You can launch these in air and hide the postion by holding down A. 

^Stand Release: F+2A - Kakyoin releases Hierophant Green to attack on 
his own. During this time you control only Hierophant Green, but Kakyoin 
can still be hit.
-Hierophant Green can triple jump while fighting on his own.

-Super Combos-

^20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green releases a huge 
blast of emeralds.  
-Holding B causes the spray to be wide, and holding F causes it to be 
thinner. 

India's Arm: D,DB,B+<2A>- Hierophant Green stretches his arm around the 
screen.  
-With your Stand off, his arm will stretch in a different pattern based 
on the buttons you use (L+M is a diaganol line, M+H is a bent line, L+H
is a low line that bends back toward you and L+M+H is a star.)  In 
Stand mode, you control the arm with the directional and can juggle 
very easily.

Shichi Jikan: L,L,F,M,H - Hierophant Green slides forward.  If he hits, 
he jumps inside his opponent and beats them internally. 
-Can only be performed in Stand mode.

*Shin 20 Meter Emerald Splash: D,DF,F+2A - Hierophant Green fills the 
screen with vines.  If his opponent isn't blocking they will be hit.  If 
successful, he flies off into the background and sends a huge spray of 
emeralds at them.
-Can be done in air.

-General Info-

Stand Attack: Hierophant Green unravels and floats forward a short 
distance.  He is totally invincible during this time.
Guard Cancel: Standing H (Stand mode)

-Kakyoin has an Active Stand, so he can double jump and do Stand combos.
-The only way to rejoin Hierophant Green with you after a Stand Release 
is to press S.  This will leave you vulnerable until he returns to 
Kakyoin. 
-Kakyoin's ground dashes make him travel up slightly into the air.
-Kakyoin has five random taunts.
-In Stand mode, Kakyoin can dash in air.  This may be done repeatedly. 
-If you want to be cheap, Kakyoin's low H is a very long range sweep.  
Against the computer you can usually just use it over and over for an 
easy win...




---Q. PET SHOP---

Damage: 120
Stand:Horus
The ever faithful guardian of Dio's mansion is yet another assassin out 
to destroy Jotaro.  Pet Shop uses his Horus Stand to create deadly ice 
spikes and other cold related attacks.  Pet Shop was defeated by Iggy in 
the manga, but now you can use him to destroy Jotaro's entire entourage. 
His attacks are relatively weak, and you must learn to juggle to use him 
effectively.  Pet Shop suffers from the worst damage rating in the game, 
meaning you should really make sure you know what you're doing before 
you pick him.

-Command Moves-

"High Angle Spike": B+M - Pet Shop creates a small ice spike at angle. 
-Can be done in air. 

"Surprise Bullet": DF+H - Pet Shop dives into the ground and pops up a 
short distance forward.  He then spits an ice spike up at an angle.  A 
good surprise move in close, because he will appear behind them.   
-Must be done slightly above the ground (at the height that he starts 
at,) or on the ground.

-Special Moves-

Kill Freeze: S - Pet Shop holds up his wings and sprays out three ice 
spikes that shoot straight forward.  
-Can be performed in air.

Death Freeze: DB or D or DF+S on the ground - Pet Shop causes ice spikes 
to appear in a patch on the ground.  If they hit your opponent, they 
will hold them for a set amount of time, allowing you to start a combo. 
-You can control the range with the control pad.  This is Pet Shop's 
only move that must be performed on the ground.

Ice Bullet: D,DF,F+A - Pet Shop is encased in a block of ice and he 
flies at his opponent.  
-If you use L, only his talon is encased in ice, and he flies down at an 
angle. Can be performed in air.

Ice Lance: D,DB,B+A - Pet Shop creates a large ice spike in the ground 
that sets foes up to be juggled.  This doesn't have as much range as it 
looks like... 
-Can be performed in air.

Icicle Pick: <A> - Pet Shop causes an icicle to form in the ceiling in 
varying spots based on the button you hold.  When you let go it falls 
straight down.  
-You can still move and attack your opponent during this, so it can 
easily be used to start combos. Can be performed in air (of course.)
You can charge more than one of these at once by holding more buttons.
If you charge more than one when you're too close to the corner, they
will group up together.  This can lead to incredible damage. 

Prison: B,DB,D,DF,F+S - Pet Shop fires out 8 homing ice spikes that 
spray out in an arc.  This is a good way to be cheap from the far 
corner.  
-Can be done in air.

"Horus Prison": B,DB,D,DF,F+S immediately after a successful Death 
Freeze - After freezing his opponent's legs, Horus appears and Pet Shop
perches near him.  Horus then fires out six ice spikes.  
-If you tap buttons, Horus will spray ice spikes from each of his arms.
If you wait for awhile, the move will end, but even if you tap buttons
slowly, the move will extend for at least 20 hits.  After somewhere 
around 35 hits the move will automatically end.
 
-Super Combos-

Giga Prison: D,DF,F+2A - Pet Shop holds up his wings and 30 ice spikes 
spray out in a fairly straight line. 
-Can be performed in air. In the corner you can repeat this and combo an 
opponent infinitely (especially if you buffer the attack while holding 
3A so you can keep dropping Icicle Picks...) 

Banchiyou no Maukou: L,L,F,M,H - Pet Shop slides a short distance 
forward.  If he hits his opponent, he pulls them into the air, and drops 
them.  As they fall, he moves into the foreground and sprays ice spikes 
at them (Similar to Jin's Blodia Vulcan.) 
-Can be performed in air. 

Death Penalty: D,DB,B+2A - Pet Shop holds up his wings and causes a 
giant ice block to fall on his opponent.  For some reason the computer 
always blocks this, despite it's speed. 
-Can be performed in air.

-General Info-

Guard Cancel: Close Ice Lance

-Pet Shop has an Inactive Stand so he cannot perform Stand combos.
-Pet Shop is a bird so he always flies.  You can move him freely about 
the screen, but he cannot block ground attacks in the air.  The only way 
he can be hit by certain low attacks is to crouch on the ground and hold 
D.  Iggy can actually walk under you... 
-Pet Shop's forward dash can be held for quite some time (and of course 
he can dash in air.)
-Pet Shop can perform his Backlash in air.




---R. POLNAREFF---

Damage: 100/95
Stand:Silver Chariot
Armed with the warrior Stand Silver Chariot, Jean Pierre Polnareff is a 
French swordsman who was hypnotized by Dio.  He was defeated by Jotaro 
and he ended up joining the group.  In the original manga series he was 
the one who killed a good number of Dio's assassins, and he delivered a 
brutal stab to Dio's head that saved Jotaro's life in the final battle.  
Polnareff is a charge character, but he is very easy to use offensively.

-Command Moves-

*"Chariot Stab": B+M - Silver Chariot sticks his sword straight out.

*"Chariot Slide": F+H - Silver Chariot sticks his sword straight out and 
slides.

*"Chariot Slice": F+M - Silver Chariot hops then slices down with his 
sword.

-Special Moves-

Million Spit: tap A repeatedly - Silver Chariot makes a series of quick 
stabs. 
-Button determines speed and duration.

Ray Darts: <B>,F+A - Silver Chariot slides forward with a stab.  Pretty 
easy to work into combos or to poke from a distance.

Shooting Star: <D>,U+A - Silver Chariot leaps into one of the screen 
corners then flies at your opponent. 
-Holding A charges up the attack and makes it hit more times.  With your 
Stand off this can be very effective strategy because you can attack 
while Chariot hangs there. With your Stand on it's all but completely 
useless because you hang motionless and vulnerable on the wall.

*Harikushizashi no Kei: D,DB,B+A - Silver Chariot makes a slash then 
performs a small combo if it hits.
-You can delay the attack by holding A or cancel the attack by pressing 
S.

*Stand Release: F+2A - Polnareff releases Silver Chariot to fight on his 
own.
-Chariot cannot perform Stand combos while seperate from Polnareff.

-Super Combos-

Armor Takeoff: D,DF,F+2A - Silver Chariot makes a short range slash.  If 
it hits, his armor blasts off then multiple images of him crash into the 
opponent.

Last Shot: D,DB,B+2A - Silver Chariot shoots his sword's blade off as a 
bullet.  The bullet bounces around for a while before returning to his 
sword. 
-L+M makes it a fairly straight shot. M+H is up at an angle, and L+H is 
behind him.  Can be performed in air, but it always angles down.

#Requiem: F,DF,D,DB,B+2A - Silver Chariot stands in front of Polnareff 
then gets hit in the head by an arrow.  Suddenly Chariot transforms into
Requiem, and his opponent is put to sleep.  They are put to sleep for 
some time, but they wake up as soon as you hit them.  
-This isn't that useful, as it requires three levels of super and 
Polnareff can't make that many good combos against someone on the 
ground.

-General Info-

Stand Attack: Silver Chariot drops down with a crouching H.
Guard Cancel: First slash of the Harikushizashi no Kei

-Polnareff has an Active Stand, so he can double jump and perform Stand 
Combos.
-Silver Chariot can triple jump on his own, but he cannot perform Stand 
Combos. 
-Polnareff has an alternate taunt in Stand mode.




---S. RUBBER SOUL---

Damage: 95
Stand:Yellow Temperance
Even though his Stand Yellow Temperance has the ability to perfectly 
mimic the form of anyone it meets, Rubber Soul's impersonation of 
Kakyoin leaves something to be desired.  What you get here is a taller 
Kakyoin wearing yellow with some weird moves.  He can be useful 
occasionaly, but the majority of his hits are just too weak.

-Special Moves-

Shokutteyaru: D,DB,B+A - Rubber Soul sends out Yellow Temperance along 
the ground.  If it hits his opponent, it wraps around their legs and 
tries to constrict them.  
-During this time, Rubber Soul can attack to add damage to the move by 
attacking, but his hits are very weak...

Heiro-Fake: S- Yellow Temperance takes the form of Hierophant Green and 
makes an attack.  
-Standing makes a short range attack with all limbs.  D+S makes him 
shoot his leg low, S in air makes him do a two shot medium range attack.  
B+S makes him do a short range launcher. F+S makes him do a long range 
strike.  This is one of his better attacks, especially because you can 
move in for an attack while Yellow Temperance attacks.

Head Busa Hakina: D,DF,F+A - Yellow Temperance appears and sends out 4 
blobs of goo.  
-This has relatively low range, but does decent damage.

Jakuten Hanai: D,DB,B+S - Rubber Soul leans away and smiles while Yellow 
Temperance gathers in a blob on his back.  If he is hit during this 
time, Yellow Temperance explodes outward revealing Rubber Soul's true 
face.
-This counter move can miss if your opponent's attack has too much 
range. This won't counter fireballs.

-Super Combos-

Jam Nishitekureruzei:D,DF,F+2A-Yellow Temperance sends out a large spray 
of yellow goo. 
-This has good range, and does decent damage, but it's hard to combo 
into or out of.  Also, the damage changes sometimes.  From certain 
distances, the damage is cut in half.

Coconut Back Breaker: 360+2A - Rubber Soul does a short range knee 
attack.  If he hits, he picks his opponent up and does three back 
breakers before tossing them.

-General Info-

Guard Cancel: Standing Hiero-Fake

-Rubber Soul has an Inactive Stand, so he cannot double jump or perform 
Stand Combos.
-Rubber Soul has two random taunts.
-Rubber Soul has the most disgusting child form of any character.  And I 
thought he looked bad as an adult.
-Apparently Capcom was too lazy to give Rubber Soul any animation for a
loss to time or a draw...




---T. SHADOW DIO---

Damage: 95
Stand:The World
Shadow Dio is a form of Dio that doesn't have an Active Stand.  The 
exact differences in storyline between him and Dio aren't that great, 
but play-wise they are completely different.  Without The World as an 
Active Stand, Shadow Dio has a good juggling game and many strong moves.

-Command Moves-

"Sliding Punch": DF+H - Dio slides forward with a low punch that will 
sweep his opponent. 

-Special Moves-

Throw Knives:B,DB,D,DF,F+A then F,DF,D+A-Dio takes two handfuls of 
knives and throws one at his opponent.  
-L will make the knives cover the majority of the screen.  M makes them 
mostly head to the air, and H makes him throw them all straight ahead.  
If you press F,DF,D+A afterwards, he then tosses a second handful in the 
appropriate direction. You can change buttons between attacks.

Kuretsu Ganshiha: F,DF,D,DB,B+<A> - Dio leans back and puts his arms in 
front of his face for a moment.  He then releases a beam from his eyes.  
-This is unblockable.  Holding down A charges it up and makes it 
stronger.  After a while, he will flash red, then the attack will be 
released automatically.

Kyoufu no Henrin: B,D,DB+A - Dio turns around and reads a book.  If he 
is hit during this, he will disappear and reappear behind his stunned 
opponent.  This can lead to huge damage for the unfortunate fellow...

Najimuzo!: F,D,DF+A - Dio's hand glows and he swings it forward. If he 
hits, he grabs them and drains blood from their face before tossing them 
away.
-This is unblockable, but it will only hit in close.

World 21: B,DB,D,DF,F+S - Dio makes a shadow World throw three punches.  
This can juggle your opponent.

"Shadow World": S - Dio sends The World out with one punch.  
-D+S causes a low punch and B+S causes a rising punch.  All of these 
attacks may be done in air.

-Super Combos-

Punishment: D,DF,F+2A - Dio leans back and a shadow World makes a single 
punch.  If it connects, time stops, then he reappears drinking a glass 
of blood and reading a book, while a circle of knives has gathered 
around his opponent.  Guess what the knives do next... 

Charisma!: D,DB,B+2A - Dio leans forward and his hair grows.  It 
suddenly sends out multiple small sparks that home in on the opponent. 
-This appears to be unblockable, but the damage is very low.  Requires 2 
levels of super.

Tokiyo-tomare!: L,F,H,B,S - Dio leans back and time stops.  Your 
opponent is frozen while you can attack them at will.  
-All the hits done are counted part of a combo, and the damage is scaled 
as such.  You cannot perform Punishment, Tokiyo Tomare or Najimuzo 
during this move. Requires 2 levels of super, but it will use all 
available levels.

WRRRYYY!:D,F,DF+2A-Dio leans back then rushes forward with an overhead 
slash.  
-You can control when the attack is released by holding the buttons.  
When he hits, his opponent is blasted into the far wall.  You may repeat 
the move the moment it hits, and Dio will quickly rush to the other side 
of them and try to kick them.  You must hold the buttons the second time 
in order to land the hit.  It takes some timing, but it looks really 
cool.

-General Info-

Guard Cancel: The World strikes your opponent with its shoulder.

-Shadow Dio has an Inactive Stand, so he cannot double jump or perform 
Stand Combos.
-If any other character tries a time stop move (Jotaro, Shadow Dio or 
Dio) you can perform this move during their move to counter it.  This 
will allow both of you to fight in stopped time.  The character who runs 
out of super power first will be able to attack the other character 
until time runs out.  Attacks such as Checkmate Da! are still frozen in 
air, and can be used to create barriers.




---U. VANILLA ICE---

Damage: 100/90
Stand:Cream
In one of the greatest tragedies of our time, Capcom decided to ruin the 
joke of Vanilla Ice by changing his name into Iced.  Now his lines "Word 
to my Master," and "You had a problem, I just solved it," will be lost 
on the majority of U.S. gamers who play Jojo.  Regardless, Vanilla Ice 
is a strong offensive character whose Stand mode not only allows you to 
control his Stand, but it also makes him hide inside of Cream making him 
play like two separate characters.

-Command Moves-

^"Shin Kick": F+L - Ice makes a short range kick. 
-This must be blocked low.

^"Big Boot": F+M - Ice makes a medium range field goal kick.

^"Hammer Smash": F+H - Ice makes a short range side swing to his 
opponent's stomach.

*"Cream Chop": F+H - Cream swings his hand out at a high angle.

*"Cream Chip": F+L - Cream makes a small shin kick.
-This must be blocked low.

*"Overhead Crush": F+M - Cream smashes both his hands into the ground.
-This is an overhead.

*"Evil Flick": F+M in air - Cream swings his fingers at his opponent.

*"Wild Grab": F+H in air - Cream swipes his hand at his opponent.

-Special Moves-

Dark Space:D,DF,F+A-Cream swallows Ice and flies forward in a ball of 
energy. 
-Can be performed in air. In Stand mode, this is larger and you can 
change directions by pressing any direction and A during the move.

*Bara Maiteyoru: B,D,DB+A - Cream leaps into the ground and blasts out 
in a green ball of energy.  
-Button determines where he will appear.  L is left, M is Middle and H 
is right.  This is incredibly strong and fast.  The computer will always 
fall for it.

Cream!: D,DB,B+A - Cream leaps out and tries to bite the opponent. 
-This is kinda slow, and doesn't have that much range, so it's not 
terribly useful.

*Futto Bashiyaru: <D>,U+A - Cream leaps into the air and comes down with 
a large chunk of rock to smash his opponent with.  
-Seems to be a set range.

-Super Combos-

Do Chikashou Ga!: D,DF,F+2A - Ice holds his fists up in rage then rushes 
forward with a punch and another attack if the punch misses.  
-If the punch hits, he proceeds to beat his opponent and kick them into 
the wall.  If the second hit is landed, he will not go into the combo. 
You can delay this by holding the buttons, but it goes automatically 
after a few seconds. Ice will change into Stand mode if he wasn't at the 
start of it and vice versa.  If you charge the move fully, the range is
greatly increased and the move becomes unblockable.

*Circle Locus: F,D,DF+2A - Cream makes a short limp wristed strike.  If 
it hits he blasts around the screen in a large green ball juggling the 
opponent. 
 
Madness Sorrow: D,DB,B+2A - Cream leaps into the ground in a ball of 
energy.  He then proceeds to blast out of the ground or walls from 
different spots.  
-L+M causes him to go from one edge to the other in shrinking arcs. M+H 
causes him to move from top to bottom in arcs.  L+H causes him to come 
from the corner to the center and then pop up where his opponent is.  
Requires two levels of super. This is unblockable.

-General Info-

Stand Attack: "Overhead Crush" after moving forward a short distance.
Guard Cancel: Cream!

-Vanilla Ice has an Active Stand, so he can double jump and perform 
Stand Combos.
-In Stand mode, Cream is much taller than Ice and he jumps lower and 
moves slower.  
-Cream can air dash in Stand mode.
-Vanilla Ice has an alternate taunt in Stand mode.  He also has an 
alternate set of taunts against Dio or Shadow Dio.  He will perform an 
alternate taunt if you taunt during Cream! with his Stand off. 




---V. YOUNG JOSEPH---

Damage: 100
Stand:None (Hermit Purple eventually...)
After a run in with Alessi, Joseph Joestar got a second chance at youth.  
And since Alessi ran away like the coward he is, Joseph was forced to 
stay that way for awhile.  In this form, Joseph loses his Stand and all 
related moves, but he gains numerous weapons.  

-Command Moves-

"Hop Kick": F+H - Joseph leaps with a kick similar to Guile's Top Kick.  
-This is an overhead.

"Sliding Kick": DF+M or H - Joseph slides forward with a short kick.  
-The H version sweeps.

-Special Moves-

Hamon Cola: F,D,DF+A - Joseph pulls out a bottle of pop and pulls out a 
cork (based on the sound.)  This causes a short range spray that makes 
for easy juggling.

Iron Bowgun: F,DF,D,DB,B+A - Joseph pulls out a crossbow and fires a 
large metal ball.  
-The H version causes him to fire the ball backward and it swings around 
and hits them in the back.  Good for combos, but it is rather obvious.

Hamon Cutter: D,DF,F+A - Joseph swipes his arm making a large blue wave.
-There is a lag on the H version, but it hits more times.

Cracker Volley: D,DB,B+S - Joseph throws out an electrically charged 
bola that moves forward then hovers in air.  
-You can have many of these on the screen at once. Many characters can 
duck under it, but it will hover over their head.

Cracker Beat: D,DF,F+S - Joseph slides forward while spinning his bola. 
-If you press S again he moves forward with the opposite hand.  After 
that you can press S a third time to make him do a bola upper, D+S to 
make him do a bola sweep, or F+S to make him do a short jumping attack.

Cracker Bola: S - Joseph spins a bola at his opponent. 
-In air this angles down.  Pressing D+S makes him do a sweep and 
pressing F+S makes him do an uppercut.

-Super Combos-

Wasurenu Omoi: D,DF,F+2A - Joseph does a short uppercut.  If it hits, 
many panels from the comic book appear while he blasts his opponent with 
energy.

Eija no Akimigi: D,DB,B+2A - Joseph takes out a large medalion and 
charges a blast with his fist.  After a pause he fires an unblockable 
laser.  
-This can easily be ducked under.  In Jojo's Bizarre Adventure the 
damage is rather high, but it's only half as strong in Jojo's Venture.

-General Info-

Guard Cancel: Hamon Cola

-Joseph has no Stand so he cannot double jump or do Stand combos.
-Joseph has an additional taunt against Polnareff, Jotaro, and Avdol.




-------------------
 4. SECRETS
-------------------

-Blazing Fists Match-

When certain characters launch attacks of the same strength with their 
Stands on, they enter a Blazing Fists Match.  Pounding on the buttons
increases your chance of winning.  You can use any of the following 
moves:

Polnareff - Million Spit or Ray Darts
Joseph - Strategist's Profession 
Jotaro - Ora Ora
Dio - Murder Murder
Avdol - Fire Aura


-Special Intros-

The following characters have special intros if you have them fight each 
other in Versus mode:

Midler vs. Joseph
Dio vs. Avdol, Polnareff, Joseph, Jotaro, Kakyoin, D'bo
Vanilla Ice vs. Iggy
Vanilla Ice vs. Polnareff, Jotaro, Joseph (Japanese version only)

-Hidden Characters-

To earn the hidden characters just do the following:

JOJO'S VENTURE

Beat the arcade mode with Jotaro to get Dio.
Beat the arcade mode with Joseph to get Young Joseph.
Beat the arcade mode with Dio to get Shadow Dio.

JOJO'S BIZARRE ADVENTURE

Beat the challenge mode with Jotaro to get Rubber Soul.
Beat the challenge mode with Black Polnareff to get Khan.
Beat the challenge mode with Dio to get Shadow Dio.
Beat the challenge mode with Joseph to get Young Joseph.
Beat the challenge mode with Hol Horse to get Hol Horse w/Oingo.
Beat the challenge mode with Kakyoin to get New Kakyoin.


-Alessi Mode-

To earn Alessi Mode in Jojo's Bizarre Adventure, simply beat the 
challenge mode with Alessi.


-Fight Death 13-

Death 13 is a secret character that will challenge you if you fufill the 
right conditions (Note: Death 13 is always a one round fight regardless
of your settings):

JOJO's VENTURE

Using one of the heroes (Jotaro, Polnareff, Iggy, Joseph, Kakyoin, or 
Avdol)  beat the first five opponents without losing a round and win 
with a super combo at the last round of every fight.  You may not lose 
in N'Doul's stage either.

JOJO's BIZARRE ADVENTURE

Using one of the heroes (Jotaro, Polnareff, Iggy, Joseph, Kakyoin, or 
Avdol)  beat the first five opponents without losing a round.  You may 
not lose in N'Doul's stage either.


-New Character AI-

This isn't really a secret, but it was pointed out by CJayC in his Jojo
FAQ (found at www.gamefaqs.com)  All of the characters added in Jojo's
Bizarre Adventure do not have any AI.  This means that you cannot fight
them in the arcade mode or training mode.  This applies to Pet Shop, 
Mariah, Black Polnareff, Khan, New Kakyoin, Rubber Soul, Hol Horse, Hol
Horse w/Oingo, Young Joseph, and the playable version of Vanilla Ice.
It seems that Capcom was lazy once again...



-------------------
 5. CREDITS
-------------------

I would like to thank the following people for their support:

Senio "Akuma" Rotondi - A great friend of mine.  I helped him with his 
Darkstalkers 3 FAQ and he gave me the inspiration to do this one.

CJayC - Most of you reading this know who he is, but he deserves credit 
for having one of the first Jojo FAQs which I obviously drew inspiration 
from.  Thank you for providing me with a level of quality to strive for.
You can get his FAQ at www.gamefaqs.com

Kao Megura - Besides the obligatory credit for making wonderful FAQs to 
use as a comparison, I have to thank him for NOT making an FAQ on this 
game.  He always gets the guides out first so there's no point in me 
repeating what he said. ^_^  Additional thanks go out for his legal
advice regarding dealings with certain websites...

Araki Hirohiko - For providing me with the wonderous adventures of the 
Joestar bloodline.  The 'Stone Ocean' Story has given me a lot of 
practice on my Japanese.

Eric Anderson - Of all the people who have to put up with me, he gets 
the worst end of it.  He provided me with great deal of help regarding 
testing and overall direction I wanted to take with this FAQ.

Mobie - She had to listen to my constant quotes from this game in 
order to help me out.  My Japanese isn't so good yet.  By now she's 
quite sick of "Ora ora!" ^_^

Julian - He gave me plenty of great info about Pet Shop, some special
taunts and character notes.  Also he pointed out a number of mistakes.  
He's also the first contributor I've gotten to thank ^_^


 
This is the soundtrack for this FAQ (i.e. the bands I listened to while 
making it):

Prodigy, Cibo Matto, Moloko, Underworld, Aphex Twin, Armand van Helden, 
Les Rythmes Digitales, Basement Jaxx, Cassius, De La Soul, Air, Asian 
Dub Foundation, Biz Markie, Breakbeat Era, Jurassic 5, Jungle Brothers, 
Pizzicato Five, Squarepusher, Wiseguys, Orbital, Takako Minekawa, 
Bentley Rhythm Ace, Propellerheads, Bootsy Collins, Talvin Singh, 
Sugarhill Gang, Beastie Boys, Daft Punk

Additional Thanks go out to Kellogg's Frosted Mini Wheats and Skim Milk.

Look for this FAQ soon on my website: http://geki.webjump.com

Jojo's Bizarre Adventure and all related characters are Copyright
Araki Hirohiko and Lucky Land Communications.  Game Copyright
Capcom, Co. Ltd. 1999.  

Once again, this FAQ is Copyright Ed Derus 2000

