Fighting Styles
All eight fighting styles in Your Bizarre Adventure, the NPCs who teach them, the item each one needs, and the race locks that decide which builds are legal.
Introduction
Every character in Your Bizarre Adventure carries a fighting style under their Stand, and it does more than add a few attacks. The style determines which moves you can equip, which unlock items you have to hunt down, and in one case which races you are allowed to be. The official board lists eight styles taught by five different NPCs, and four of those eight are Hamon variants that behave differently enough to count as separate choices. Layered on top is the race system: Human, Vampire and a third that cannot be obtained. Vampire in particular interacts badly with two of the styles, which turns a cosmetic-looking decision into a build commitment. This section covers what each style does, who teaches it, what unlocks it, and which combinations the game refuses to allow.
Fighting Styles & Races
Boxing
Unlock: Quinton's Glove
Sword-Style
Unlock: Ancient Scroll (needs Pluck equipped)
Hamon
Unlock: Four variants, one per item
Spin
Unlock: Steel Ball (Tusk line prerequisite)
Vampirism
Unlock: Vampire race from a Stone Mask
Style Breakdown
Boxing
Taught by Quinton
Sword-Style
Taught by Uzurashi
Hamon Family
Four variants, one teacher
Spin
The prerequisite style
Vampirism
Race-locked to Vampires
Races & Compatibility
Human, Vampire and the unobtainable one
Core Mechanics
The style system runs on three moving parts: a teacher, an unlock item and a race. Teachers are fixed NPCs on the main map, and each one needs a specific item before they will pass the style on - Quinton wants his Glove, Uzurashi wants the Ancient Scroll, Gyro Zeppelli wants the Steel Ball, and Lisa Lisa hands out all four Hamon variants depending on which item you bring. Vampirism inverts the pattern: instead of an item, it requires the Vampire race, which you get by using a Stone Mask while Human. The styles also differ in how self-contained they are. Boxing and Sword-Style work alongside any race and any Stand, though Sword-Style needs Pluck equipped for its moves. Hamon is broader in flavour but closed to Vampires. Spin is the most consequential choice because it is a prerequisite for the Tusk evolution line, and it is also closed to Vampires. The rule that ties it together is that a Vampire can never switch back to a stored Hamon or Spin style, so the race decision has to be made before the style investment rather than after.
Advantages
Styles are cheap to acquire relative to their impact. Most unlock through a simple item pickup rather than a purchase - Quinton's Glove, the Ancient Scroll, the Steel Ball and Zeppeli's Headband are all world drops, so experimenting does not cost Robux or a long grind. The Hamon family is unusually generous for one style slot, since Lisa Lisa teaches four separate variants that emphasise different things, effectively giving you four choices under one teacher. Boxing and Sword-Style are universally compatible, so a player who wants to avoid commitment can pick either and never worry about race interactions. Sword-Style pairs with a weapon slot in a way the others do not, which makes it the natural pick for players who like having a physical weapon in the rotation. Vampirism rewards the race investment directly, adding Blood Regeneration and increased agility on top of its moves, so the restriction it imposes comes bundled with a genuine passive benefit.
Challenges
The style slot is more restrictive than it first appears, and the restrictions are not symmetric. A Vampire permanently loses access to stored Hamon and Spin styles, and Spin happens to be the prerequisite for the Tusk evolution line - so a player who becomes a Vampire early has closed one of the longest Stand routes without any warning. Vampirism itself is only available to Vampires, meaning the style and the race are a package deal you cannot pick apart. Sword-Style has its own dependency: its moves require Pluck to be equipped, so treating it as a free-standing option leads to a style that does nothing. Unlock items are also spread across the map with no in-game quest pointing at most of them, so finding Quinton's Glove or the Ancient Scroll depends on knowing where to look. Finally, the four Hamon variants are easy to confuse with each other, and picking one by name without checking what it does is a common way to end up with a style that does not suit your Stand.
Frequently Asked Questions
How many fighting styles are there?+
Can a Vampire use Hamon?+
Why does Sword-Style appear to do nothing?+
Which style should I pick for the Tusk Stand line?+
Quick Tips
Check the race interaction before you buy the unlock item. Hamon and Spin are both closed to Vampires, and the lock applies to styles you already stored as well as new ones. Buying Zeppeli's Hat after you have used a Stone Mask is money spent on a style you are not allowed to equip.
Carry Pluck if you are running Sword-Style. The style is unlocked with the Ancient Scroll and works for every race, but its moves require Pluck to be equipped. Players who unlock the style and then leave Pluck in storage conclude the style is broken when it is simply missing its partner item.
Decide on the Tusk route before you become a Vampire. Spin is taught by Gyro Zeppelli with the Steel Ball and is required for Tusk ACT 2, so a Vampire has permanently given up that evolution line. The race change is cheap; reversing the commitment is not. Check which of the two the build actually needs before spending the Stone Mask.
Do not judge the four Hamon variants by name alone. Lisa Lisa teaches William Zeppeli, Joseph Joestar, Caesar Zeppeli and Jonathan Joestar variants, and they unlock from different items. Pick by what each variant does in a fight rather than which character you like. Each variant unlocks from a different item, so the choice and the hunt are the same decision.
Treat Vampirism as a package, not an upgrade. It adds Blood Regeneration and increased agility, but it also makes sunlight burn you, increases Hamon and sunlight-type damage taken, and locks you out of two of the eight styles. Take it when your build already wants those trade-offs. It is a genuine trade rather than a straight upgrade, so take it for a build that wants it.
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