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45 years of action and laughter!

J-Stars Victory VS is an arena brawler akin to Anarchy Reigns and Gundam Extreme VS and is a Spiritual Successor to Jump Super Stars. The game was created by Bandai Namco Entertainment and Spike Chunsoft to celebrate the 45th anniversary of Weekly Shonen Jump and originally was code named Project Versus J. The game features 2-on-2 player combat where the player teams up with a friend or the computer to fight against an opposing team. Each team also has a third slot left for summoning a support character. There are other game types as well, like 1-on-1 with both players having supports, or 1-on-3.

A feature unique to J Stars Victory VS is its battle system. Each team has a three-part "WIN/Victory Gauge," with one segment filling up for each defeated opponent (defeated players respawn after a while). Along with this, there's a Victory Voltage gauge that fills as your team damages your opponents and depletes as your team takes damage. When the bar fills, the team can perform Victory Burst, and each member of the team gets a chance to perform a finishing move. There are also chargeable power attacks and area-of-effect attacks. Also, each character will have specific strengths and weaknesses. For instance, Luffy is strong against electrical attacks but grows weak in water.

Modes include a story mode titled J-Adventure, which lets the player explore a world that's an amalgam of Jump series and has 4 different playable plotlines; Victory Road, which has missions with a variety of different objectives to fulfill a la J-Universe in Jump Ultimate Stars; Free Battle modes for both online and offline, with up to 2 players offline and 4 players online; Gallery mode, where saved battle replays and character models and animations can be viewed; and the J-Shop, where you can purchase unlockable characters, upgrades for the Memorial Jump, and cards depicting characters in the game. These cards can then be used to power up playable characters, and groups of cards where the characters have some similarity provide a combination bonus, removing the cards' negative effects.

The latest trailer can be seen here.

The game is now out outside of Japan since July 2015.

A Spiritual Successor to J-Stars, Jump Force has been released on February 15th, 2019.

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    Playable Characters 

    Support Characters 

    Non-Playable Characters 

    Final Boss (SPOILERS) 

Tropes present in this series:

  • Action Girl: Medaka, Hancock and Arale. Notably, Hancock is not even a main character while the other female characters in this game are main characters in their respective series.
  • Actor Allusion:
    • Most of the characters who share a voice actor have a special pre-battle intro. Of particular note is the interaction between Gintoki and Joseph, in which Joseph predicts that Gintoki's next line will be pointing out that they sound alike, or Gintoki predicts Joseph's next line instead.
    • Gintoki gets another one with Akainu if they're on opposing teams, saying he's an idiot and that his body will break again if he ups his tension anymore, which makes Shinpachi remark that he's thinking of Hasegawa and that he's talking to the wrong opponent. Technically, they are the same person, though. This is also lampshaded by Kagura if paired with Akainu, outright calling him his "Madao" nickname.
    • In a non-SJ example, Kagura will say "Urusai!" upon selecting her on the character select screen.
  • A.I. Breaker: The game's AI is usually pretty decent all around with some glaringly dumb decisions happening only once in a while. Taro however REALLY suffers though. He will start just about every onslaught with a dash attack. All it takes is good timing and he'll gleefully rush into your attacks.
    • The AI also never recovers early from a Tag Team Melee Launch; some characters with moves that do multiple hits from nearly any range (e.g. Vegeta's Continuous Energy Bullets) will add up to A LOT of damage on them if you happen to launch like so them and recover as soon as possible (using your partner's helps a lot). This can also apply to any single-hit moves (airborne) that happen to hit hard, where using them for this kind of situation makes them hit even harder. And once again, the AI will NEVER recover from it.
  • Ascended Extra: Jonathan, Joseph, Nueno, Shishio, Aizen, and Luckyman were all assist characters in the Jump Super Stars series.
  • Assist Character: All of the support-only characters qualify.
    • For character-specific examples, Bo-bobo is assisted by Don Patch in a few of his moves.
    • Baby Beel is an essential component of Oga's moveset.
    • Tsuna gets help from Reborn.
    • Taro can call Babaa to help him.
    • Arale can summon Gatchan in battle.
  • Ass-Kicking Pose: Whenever a team activates Victory Burst during the battle.
  • Back-to-Back (-to-Back) Badasses: Both player-controlled members of a team (plus the support character, if applicable) do this during their Victory Burst power-up sequence.
  • Badass Adorable: Arale.
  • Badass and Child Duo: Tsuna with Reborn, and Oga with Beelzebub. Interestingly, both duos were revealed at the same time, as well as Kagura with her giant dog Sadaharu.
  • Badass Normal: Ryotsu, Gintoki, Kenshin, and Momotaro. Some of the support characters count as well.
  • Battle Intro: Some characters will have specific dialog before the battle stars, such as Goku and Gon talking about the Janken fighting style.
  • The Beastmaster: Kagura with Sadaharu, both counted as one support character.
  • Big Eater: A combination of Goku, Luffy, and Naruto cards provides a combination bonus called "Gluttony," in reference to this common habit among them.
  • "Blind Idiot" Translation: The translations makes some pretty basic Japanese errors regarding the original and pretty often. It's to the point that the fan translations makes more sense.
  • Blown Across the Room: Happens with great frequency, regardless of whether the attacker/victim is superhuman/inhuman, a Badass Normal, or just normal.
  • Born Lucky: This is Luckyman's gimmick, obviously. It generally manifests as him dodging opponents' attacks on accident, or misfired attacks causing some happenstance that hurts the opponent anyway.
    • Born Unlucky: He also has an unlucky form, where his attacks hurt himself or randomly veer off-course.
  • Boss Subtitles: Every character gets one during their pre-fight intro, in Japanese AND English.
  • Breaking the Fourth Wall: Gintoki, natch: his finisher has him attack his opponent while closing credits appear onscreen. Ryotsu's finisher also breaks the fourth wall with him crushing his opponents under the writing from his boss's scolding.
  • Calling Your Attacks: Of course.
  • Car Fu: Gintoki and Ryotsu can use their scooter and bike to either evade oncoming attacks or mow down opponents.
  • Charged Attack: For characters' long-range supers mostly.
  • Cloud Cuckoo Lander: Bo-bobo, Arale, Taro Yamada, Jaguar Junichi and Koro-Sensei by a long shot.
  • Clothing Damage: Kenshiro and Raoh will both disintegrate their shirts if you charge stamina long enough or activate Musou Tensei in the case of the former. They somehow regenerate after they get KO'd or once Musou Tensei ends.
  • Colour-Coded for Your Convenience:
    • Teams are identified by color (Red Team, Blue Team).
    • Story mode has three upgradable stats, each represented by a different color: Friendship by blue, Effort by yellow, and Victory by red.
  • Confusion Fu Elemental Rock-Paper-Scissors: The battle system's mix-up game via the loading screen tips plays like this: Guarding beats normal attacks of course, while Guard Breaks punish guarding. However, normal attacks if used on-time can easily punish Guard Breaks due to their slow start-up.
  • Continuity Porn
  • Cool Ship: The Memorial Jump, which starts as a Cool Boat and can be upgraded into a Cool Airship and Cool Starship.
  • Co-Op Multiplayer: The main draw of this game, with 2-vs-2 battles, though it has other modes like 1-vs-1 and 3-vs-1 battles.
  • Cool Versus Awesome: The premise of the game itself is this, but the narration in the third promotional video names a whole bunch of examples, most of which have Added Alliterative Appeal (in the form of assonance and consonance):
  • Death or Glory Attack: Ichigo's ultimate attack Mugetsu activates very quickly, has an extremely long range, and OHKOs anyone it hits, but he'll invariably KO himself after he performs it, meaning it needs to be used carefully. It also ventures into Awesome, but Impractical territory when considering that the ultimates of numerous other characters can nearly OHKO, but also can be performed multiple times in a single Victory Burst without the drawback.
  • Demoted to Extra: Jaguar, Rukia, Kagura, Neuro, Allen, and Edajima were all playable in the Jump Super Stars series.
    • Then you have characters like Sakura, Kakashi and Gaara who have now become story mode NPC's.
    • Don Patch was playable in both Superstars and Ultimate Stars, but here he only makes cameos in some of Bo-bobo's attacks.
  • Double Jump: Most characters have one. Characters that don't have one tend to be Mighty Glaciers who instead have a single, higher jump with longer startup.
  • Friendly Fireproof: While in total effect for most attacks, projectile based and area effect ultimate attacks can hit your teammates, which won't damage them, but will make them flinch and/or send them flying.
  • Gratuitous English: Every song original to the game has a title entirely in English.
  • Greek Chorus: Some of the Non Player Characters act like this, commenting on character intros and the fight.
  • Grievous Harm with a Body/Human Shield: Bo-bobo can summon Don Patch to use as a weapon or to block attacks. Naruto, too: he can summon shadow clones to use as battering weapons.
  • Guide Dang It!: The combination bonuses in card customization, where lining up three cards whose characters have something in common will remove those cards' negative effects, are rather obtuse. And no, series of origin is not used as an outline for grouping characters. The 26 separate groups can be found in the Jump Heroes Bible. Some examples include fire-users (Ace, Akainu, Tsuna, Shishio), teachers (Nube, Edajima, Reborn, Koro-sensei), and Rapid-Fire Fisticuffs (Luffy, Toriko, Seiya, Kenshiro, Raoh, Yusuke, Jonathan, Joseph).
  • Harder Than Hard: To top if off on the AI levels being quite brutal in this game, the harder levels of Arcade Mode in the + version (ESPECIALLY Ultimate difficulty) will have you ripping your hair out to add more fuel to the fire. The AI if you're not careful and on-point with your punish game, WILL destroy you. Ultimate difficulty on the other hand, enhances the AI's stats to a degree, especially when you're trying to go for a no-death run to maintain and/or at least achieve a time bonus. Any AI partner you have instead will have some form of lowered level of AI, but their deaths only matter in terms of being able to win the match and not the time bonus. Arcade Mode or any 2 v 2 setting in particular, can really choose to have both active AI characters literally gang up on you with a ton of damage to the point of 100% death combos that are on-point. Not helping matters are the specific enemy team-comps you have to deal with in both Random and Ultimate mode (which will never mirror match you against your selected character, partner and assist) that can easily spell a very difficult battle.
    • The Computer Is a Cheating Bastard/Perfect Play A.I.: Tying into this, as aforementioned with a few dumb decisions the AI makes, most of them are on-point with practically everything they do. If they knock you down and start running away, they're in their "faux-okizeme (wakeup offense) reaction mode" to literally counter almost everything you do with either a well-timed area attack, sidestep or guard/perfect guard. The only way to bypass this is to abuse some of their bad habits and punish them for it, or have a character with an impossible-to-sidestep guard break that can start combos. Not only that, but also on Ultimate difficulty the stats of both AI opponents are jacked up to a ridiculous amount akin them them having a J-card deck that increases all their stats at once, allowing them to inflict extra damage and be much more tankier than usual, as well as having little difficulty in managing stamina.
  • I Know Madden Kombat: Kuroko and Shoyo.
  • Improbable Weapon User: Ryotsu has a tennis racket that shoots bullets.
    • Gintoki has his wooden, soy-sauce shooting Bokuto sword.
    • Jaguar Junichi spills huge bowls of ramen as summoning attack.
    • Taro Yamada lunges a big yokai head and sicks an elderly lady on others.
    • Oga can throw Beel at other people as an attack.
    • Joseph uses his signature clacker balls and the Red Stone of Aja.
    • Bo-bobo uses Don Patch as a weapon!
  • Inconsistent Dub: Several instances. For example, it's commonly accepted that the English translation of Kenshiro's catchphrase is "You are already dead," and the line is written as such in the soundtest menu. However, when he's fighting Madara, it's suddenly translated as "You're dead? Already...?" In this case it's likely to show Kenshiro realizing that the guy he's saying this to is, ya know, dead, but it's hardly the only example.
  • Japanese Delinquents: Quite a few, including Yusuke, Oga, and Momotaro.
  • Jiggle Physics: Medaka and Boa Hancock both exhibit this, though it's far more noticeable in the case of the former. Her Kurokami Phantom special in particular will make her jump up and down in place for as long as you keep the command held...
  • Kamehame Hadoken: Goku of course, but other characters can do similar attacks.
  • Kiai: It wouldn't be a Shonen Jump game without tons of this. Almost everyone does it when charging stamina or activating Victory Burst, and most of the cast gets in on it with some of their attacks, as well.
  • Late-Arrival Spoiler: Some of the character's ultimate attacks, like Ichigo's Mugetsu finisher.
  • Launcher Move: Every character has one that sends the target spiraling into the air for a small while before they fall back straight down. This known as a "Tag Team Launch Attack" (or "Combination Attack" in Japanese), and is used to set up the Tag Team Melee AKA Cross Break.
    • Meteor Move: The partner can then input the command prompted on the launched target (only if they're not incapacitated) to spike them down. This is known as a Cross Chain in Japan.
      • Combination Attack: Then the character who started the launch can start the second part of the Cross Chain, then with both characters finishing into a Tag Team Melee (or a Cross Break in Japanese) by using a series of set moves to combo the target to death. Depending on if the partner input the prompted command soon enough during the time, sometimes the two players on a team do a double team attack in this same fashion. For some characters, this grants them a free super-powered state without needing to rely on their base mechanics (like Killua). However, if one person inflicts a solo tag team melee on a target, then the other partner if they attempt to attack the victim normally, will knock them out of the damage by enforcing knockback that gives them Mercy Invincibility used to prevent loops/infinites in the game.
  • Limited Special Collector's Ultimate Edition: The Anison Sound Edition, which includes 21 Jump anime theme songs such as Cha-la Head Cha-la, We Are and Sono Chi no Sadame.
  • Mana Meter: Each character has a stamina bar that can fill up to 200% of two whole bars with increments of 10, used mainly for their specials (with circle, and they vary in terms of consumption tied with the move in question), dashes, unique normal moves such as Ranged/Area Attacks and Guard Breaks as well as sidestepping (all use up 10%, but dashing's case will use it up gradually after that if held down), but also lowers when they block attacks and will enter a guard crush state if completely emptied like so (as well suffer from both more hitstun and landing lag from jumping). They can also regenerate stamina at a decent rate (as long as they are simply staying still or moving normally without jumping or dashing), or if it empties completely in some cases they'll regain 30-to-50% instantly. Several if not all stamina gauges also have a second layer (for all characters, is colored white), which is done by charging it past 100%; an advantage all characters have at past 100% is that their gauges will always passive recharge up to the point they stopped at, and they normally use less stamina with their abilities or if they block against (that is unless they drain too much stamina past 100%), and if fully up to 200% no stamina is lost only from being hit or blocking unless if you just used a special move. Not to mention each character depending on their origin has a unique stamina bar specific to their home series:
    • Dragon Ball Z and Hokuto no Ken characters use a Ki gauge, with the hanzi/kanji symbol for "ki/chi/qi" (気) while functioning more like normal stamina gauges (the former series has them yellow, while the latter series has them colored blue) but there are others who use Qi as their stamina source. Qi allows for a very quick rate of stamina charging (the fastest in the game) but at the cost of very poor passive recharging.
      • Filling it up to 200% will cause them to automatically transform/power-up; in the case of Goku and Vegeta, they automatically turn Super Saiyan, and they revert back once their stamina has been completely emptied in any possible way. However, said Super Saiyan state is one of the few transformations in the game without the need of a Victory Burst. Also, while in Super Saiyan, Goku and Vegeta's specials are enhanced. In the case of both Kenshirou and Raoh, they enter into their signature Walking Shirtless Scene mode at 200% stamina.
    • Naruto characters use Chakra gauges colored orange, and their gauge has a yellow spiral symbol similar to the Hidden Leaf symbol. However, their gauge cannot be filled up normally, as they can only charge during a certain amount of time to fill up their gauges in a burst per complete charge. But on the upside, their charge times don't have to last long to leave them vulnerable (they only last a set duration), and the burst of stamina they receive is always double their current amount (example: if their gauge is 40% full they can charge it for 80%). This means they can also always fill it up to 200% if they charge fully once they hit 100% (but on the negative side, this means if they have 0%, then they can only charge up for that amount, "in other words" nothing at all); this also means that on low stamina (be it on break or recovery), they'll be left vulnerable at any state and must find a safe place/state to start charging up stamina again.
      • In Sasuke's case, he can drop the charging animation at any point act with another action (provided it's not a stamina-based action that can force him into stamina recovery). In Naruto and Madara's case however, they will always stay in their stamina charging animation even with a single tap of the charging command, but will leave them open to attack since they can't manually drop the animation to defend themselves on time.
    • Both Bleach and Yu Yu Hakusho characters along with Nuubee, use a Spirit Gauge that's colored blue, with the blue kanji symbol for "spirit" (霊, rei/ryou/tama). They both function normally like the rest, but they both differ per series: Bleach stamina gauges have a darker hue of blue. Yu Yu Hakusho stamina gauges have a lighter hue of blue, while Nuubee's is instead a shade of purple. However this stamina resource functions opposite of the Qi stamina resource, where all characters with this type of stamina gauge charge it quite slowly, but passively recharge it very fast instead which makes trying to power up to 200% not as likely, but they can keep a healthy amount of 100% consistently.
      • In Hiei's case however, he needs to power himself up with either his R1 + X special taunt, his neutral circle or his second Victory Burst action in order to stamina charge normally.
      • Ichigo on the other hand, if he charges for a few seconds normally, he'll automatically start to put on his Hollow Mask. From there for 20 seconds of the mask's duration he is able to stamina charge normally.
    • Luffy is one of the few unique cases where his stamina gauge despite having the "fist icon" like several other characters, he cannot charge up his gauge normally. He'll always instantly fill it up to 100% by performing Gear Second whenever the player inputs the charge up command with him; while this can grant him 100% stamina to use on the fly, he can't exceed it up to 200% like the rest of the fighters manually, since Gear Second won't work twice in close succession, nor can it actually help him go past that.
      • Other than that, other characters with the "fist icon" type of stamina bar will make it function normally like other gauges. However, some gauges can only still go up to 100% instead of 200% (like Tsuna, Tarou and Ryoutsu's as examples).
    • Medaka is also another unique case. While she's able to stamina charge fairly fast, she can only enter War/Riot God Mode outside of Victory Burst if she recites her iconic speech uninterrupted by enemy attacks (and nothing else); this is basically her 100% stamina charge animation, and it has to be completed regardless of her stamina gauge amount past 100%.
      • In that case, nearly all other characters charge their stamina gauges at a normal rate and can go up to 200%.
  • Mascot Fighter
  • Massive Multiplayer Crossover
  • Mirror Match: Can be taken to its most bizarre extremes. You can do this to an entire team, and both of them at that! There's nothing stopping you from having six of the same character on the field at once. Thank goodness for colored health bars.
  • Mythology Gag: Plenty of them, from attacks to taunts and even the Victory Burst poses!
  • Nintendo Hard: Even on the lowest difficult setting, Arcade mode is brutal. You'll pretty much be on your own, as your AI teammate will near invariably be getting their asses handed to them by whoever they go up against. Your opponents, meanwhile, will happily spam their most annoying moves to chip away at your health, take a break from beating up your teammate to interrupt any combo you manage to get going, and take off half your health at once if put in a position to gang up on you, while your teammate is basically The Load.
  • Power Creep, Power Seep: The only explanation for how every character can stand on even grounds with one another, despite the radical power differences between them.
  • Power Trio: Each one of the stories focused on a party of three as they go on adventure to participate in a tournament. The characters are:
  • Rapid-Fire Fisticuffs: Characters like Medaka and Yuusuke seem able to pull this off.
    • Kenshirou's memetic "Hokuto Hyakuretsu Ken." (North Star/Big Dipper Hundred Rending Fists; ATATATATATATATATATATATATATATA)
    • Jonathan's signature "Sunlight Yellow Overdrive."
    • Luffy has his "Gum Gum Gatling."
    • Hiei with his "Fists of Mortal Flame" or "Jaou Ensatsu Rengoku Shou." (Wicked King Immolation Purgatory Scorch.)
    • Seiya's "Pegasus Ryuusei Ken." (Meteor Fist.)
    • Bo-bobo can order Don Patch to do this, but it'll cancel immediately if Bo-bobo performs another Don Patch-based action during it.
  • The Rival: Vegeta to Goku, Sasuke to Naruto, and Zebra to Toriko.
  • Rule of Cool: Recreating famous battles or teaming your favorite characters up is quite cool.
  • Scenery Porn: The huge, fully-destructible stages the characters fight in look just like they did in their respective series.
  • Shout-Out: Gintoki can do an actual Kamehameha based on his attempt in his series, and can do a double Kamehameha with Goku as well.
    • Bo-bobo has a move where Don Patch latches onto an opponent in the air and says, "Goodbye, Bobo-san" as he explodes in a Heroic Sacrifice (though he gets better instantly) just like Chiaotzu. Bo-bobo even cries out Don Patch's name, just like Tien! He will also greet Luffy in pre-battle banter with the same line his seiyuu used as Aokiji.
    • During the Dynamic arc, Boa Hancock has hired Gintoki to find Luffy, after finding him, she calls Gintoki a stand in which Gintoki responded by saying that he is not Crazy Diamond.
  • Shock and Awe: Like in Beelzebub, Baby Beel is electrified when he cries, and Oga uses this to his advantage by throwing Beel at his opponents. Killua, Sasuke and the list goes on.
  • Shoryuken: While some characters' special truly apply to this in both the motion and the invincibility provided, every character has a quasi-version of it known as a Ranged/Area Attack, done with R1+Square. The thing about Area Attacks are they have a brief amount of invincibility only if timed right. They also use up 10% of the stamina bar.
  • Side Quest: In the story mode, you have to do some for the NPC's to gain items for your characters.
  • Spell My Name With An S: The promotional site for the game spells quite a few names differently from the game itself. The most obvious case is the game referring to the JoJo's Bizarre Adventure characters as Jonathan and Joseph Joester, when most other official Jojo material, including the game's promotional site, uses Joestar.
  • Spiritual Successor: to Jump Super Stars, obviously.
  • Super Mode: Many characters have some, like...
    • Goku and Vegeta have Super Saiyajin.
    • Luffy has Gear Second.
    • Naruto has both Sennin Mode and Kurama Mode while Sasuke has Susano'o.
    • Yusuke has his Mazoku form and Toguro has his 100% form.
    • Ichigo has both Hollow Mask and Final Getsuga Tenshou.
      • Ironically, he fights with his Bankai from the start.
    • Medaka has her God of War mode.
    • Oga has Super Milk Time.
    • Seiya has his gold Sagittarius cloth.
    • Kenshiro has Musou Tensei.
    • Luckyman has the opposite with his Unlucky state.
  • Theme Music Power-Up: Whenever there's a Victory Burst, by default unless configured otherwise, a non-vocal version of "Fighting Stars" will play during the effect of this mechanic, until it wears out.
  • Unblockable Attack: Each character has one with their R1+Triangle, shown by a faint yellow spark that emits from them upon execution, just like in Jump Ultimate Stars. However, it's more practical than in that said game. While it also uses up some stamina by 10%, the downside is that due to their slow start-up, mix-up games involve using a quick normal attack to beat an incoming Guard Break.
    • Some of them may act more like unblockable throws, like Yusuke's and Zebra's Guard Break attacks.
  • Written Sound Effect: Commonplace for a game based of manga.

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