Johnny Joestar (Canon)/Unbacked0


 * -|Johnny Joestar=Johnny Joestar.png
 * -|Tusk Act 1=Tusk Act 1.png
 * -|Tusk Act 2=Tusk Act 2.png
 * -|Tusk Act 3=Tusk Act 3.png
 * -|Tusk Act 4=Tusk Act 4.png

Summary
Johnny Joestar is the protagonist of the seventh part of JoJo's Bizarre Adventure

Powers and Stats
Tier: 10-B | 8-C | 8-C | 8-C | 8-C, High 3-A with the Infinite Rotation

Name: Jonathan "Johnny" Joestar

Origin: JoJo's Bizarre Adventure

Gender: Male

Age: 19

Classification: Human, Jockey, Stand User, Spin User

Powers and Abilities: None Notable | Superhuman Physical Characteristics, Natural Weaponry | All previous abilities, Resistance to BFR | All previous abilities, Portal Creation | Dimensional Travel, Spatial Manipulation, Gravity Manipulation, Soul Mutilation (Anything hit by the Infinite Rotation), Resistance to BFR

Attack Potency: Human Level | Building Level+ (Is powerful enough to almost kill Diego) | Building Level+ (Johnny states that his bullets are stronger than Tusk Act 1's), Golden Rotation shots ignore durability | Building Level+ (Johnny states that his bullets are stronger than Tusk Act 1's), Golden Rotation shots ignore durability | Building Level+ (Physically harmed Funny Valentine), High Universe Level with the Infinite Rotation (Is able to fire off a bullet that is stated multiple times to contain infinite energy, This energy is so powerful the only thing that has shown to stop its power is itself)

Speed: Below Average Human (Due to being disabled, he is only forced to crawl at worst) with Massively FTL reactions (Is able to hit both D4C and The World which are both comparable to The World that DIO uses in part 3) | Massively FTL attack speed | Massively FTL  | Massively FTL  | Infinite  (Is able to move in stopped time without any time haxs)

Lifting Strength: Unknown

Striking Strength: Human Level | Building Level  | Building Level  | Building Level  | Building Level+

Durability: Street Level (Survived having being shot on several occasions including that to the head and neck) Wall Level with ACT 1 | Building Level with ACT 2 | At least Wall Level with ACT 3 | Building Level+ with ACT 4

Stamina: Superhuman (Survived through several shootouts, managed to live even after having been shot in the head)

Range: Standard melee range | Standard melee range to Several metres | Standard melee range to Several metres | Standard melee range to Several metres | Standard melee range to Multiversal (Will chase people throughout multiple universes when in effect)

Standard Equipment: Slow Dancer (His horse), Tusk, one Steel Ball, Revolver

Intelligence: High

Weaknesses: Paraplegic; Johnny cannot fire nail bullets if there are no nails left on him that haven't regrown | Using the Golden Rotation will require longer times for his nails to grow back | Using the Golden Rotation will require longer times for his nails to grow back | Tusk Act 4 can only be called out by utilizing the energy generated by a horse's movement; without a horse, Johnny cannot use the Infinite Rotation (though this has been resolved before by mimicking the movement of one) The Infinite Rotation can transfer to Johnny if whatever is affected by it touches him

Notable Attacks/Techniques:
 * Tusk Tusk Act 1: Tusk Act 1 is a small, pink Stand with an animal-like appearance and stars plastered all over its body. It does not physically attack or do anything, but it has carved messages into Johnny's arm and occasionally whispers to him.
 * Nail Bullets: Johnny incorporates the Spin into his fingernails, spinning them to become razor sharp and capable of firing them like bullets. They've easily cut through flesh and caused fatal wounds on people and Stand Users in just a few shots and are more accurate and precise than standard bullets. Shooting one of these nail bullets will cost the removal of the fingernail fired but will grow back after a short time.


 * Tusk Tusk Act 2: Tusk Act 2 is slightly larger than Tusk Act 1, gaining a lower torso among being bigger in general. It has the same colours and still does not attack physically.
 * Golden Rotation Bullets: Johnny incorporates the second lesson of the Spin, which involves a more advanced technique involving seeing targets an object like a golden rectangle, giving more powerful and accurate a real rotation. These shots, once they make an impact, leave a hole. These holes can travel among different surfaces and leave a trail as they do so. Shots act like homing missiles as they track down the object Johnny wishes to attack. Despite longer times for his nails to regrow, consuming herbs or tea can shorten these times of regrowth.


 * Tusk Tusk Act 3: Tusk Act 3 is a bigger Stand with arms, legs, and spikes added on the ends of its limbs, finished with a large head and mohawk. It has the same colours and still does not attack physically.
 * Through the Hole: When Johnny shoots himself with the Golden Rotation bullet, he will be able to create an infinite hole for the area that is shot. These holes act like portals, which can be located separately and far away from Johnny. From this point, any part of his body that was shot will be removed from Johnny's body and moved to that location. If anything other than Johnny is sucked into that hole, it will be destroyed.

Key: Johnny Joestar | Tusk Act 1 | Tusk Act 2 | Tusk Act 3 | Tusk Act 4
 * Tusk Tusk Act 4: Tusk Act 4 is a larger, more humanoid Stand with drapes hanging down from its chest to its ankles, of which contains mostly nothing when pulled back, and a horseshoe on its head. It uses melee attacks in conjunction with the Infinite Rotation.
 * Super Spin (Infinite Rotation): The Super Spin is obtained in conjunction of a consistently moving object and the aid of the Golden Rectangle. In Johnny's case, Slow Dancer creates a Golden Rectangle with its natural running speed, further enforced with Johnny's legs inside of the stirrups of the saddle. This results in a more enhanced version of the Spin, in which the energy it produces is nigh-limitless, or "infinite". Johnny can also create an instant shortcut to activating this by galvanizing his horse with a steel ball and transferring the horse's sudden energy to himself.
 * When a nail bullet that is imbued with the Infinite Rotation hits a target, it immobilizes it and infinitely spins them from the inside-out. They will spin forever in the same place, no matter if they are moved to another location (in which they are forced back to their original position) or another universe.
 * The effects of the Infinite Rotation can be neutralized if Johnny shoots another bullet imbued with the Infinite Rotation, but spun in the opposite direction.
 * , the Infinite Rotation is enough to eradicate the soul.
 * Ability Negation: Due to the properties of the Infinite Rotation, Tusk Act 4 is capable of negating through various abilities, whether it's on a level of multi-dimensional barriers, gravity, or stopped time, Tusk Act 4 will not be affected by these abilities when imbued with the Infinite Rotation; but only Tusk Act 4 can do this, not Johnny himself.