JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh: Difference between revisions
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*'''Stand-On Range:''' Jolyne's normals and specials in Stand-On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can. | *'''Stand-On Range:''' Jolyne's normals and specials in Stand-On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]''': In S-On, Jolyne can use string to pull herself upwards in one of three angles. This will continue until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences. | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]''': In S-On, Jolyne can use string to pull herself upwards in one of three angles. This will continue until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_j123H|Stringing me for a ride!]]''': In the air in S-On, Jolyne can quickly grapple to the ground in one of three angles. This allows | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_j123H|Stringing me for a ride!]]''': In the air in S-On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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|description= | |description=Low kick that isn't a low. Bad 5L for stopping dash jumps due to its lower hitbox. Has greater range than 2L, which can come in handy in some up-close scrambles. | ||
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|description= | |description=Overhead kick that isn't an overhead. Hits twice and moves Jolyne forward, giving it deceptive range. Serves as a tight frametrap out of light normals; this can beat attempts to jump, mash, or backdash, but will lose to Stylish Guard. Can technically anti-air, but isn't very good at that due to its slow speed. | ||
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|description=Stone Free performs a punch upwards | |description=Stone Free performs a punch upwards. Good range and speed, making it a strong poke or counter-poke. Can also stop dash jumps due to how high up Stone Free is hitting. | ||
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|description= | |description=Standard crouching jab. Useful for the usual crouching jab things. | ||
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|description=Jolyne performs a kick upwards | |description=Jolyne performs a kick upwards. Slides Jolyne forwards along the ground, giving it good range. Safe on block, too. Repsectable poke and anti-air. | ||
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|description=Jolyne performs a sweeping overhead kick while crouching | |description=Jolyne performs a sweeping overhead kick while crouching. Does not move Jolyne forwards, but still has roughly equivalent if not slightly better range compared to 2M. Good source of easy hard knockdowns, and a surpisingly safe and rewarding poke. Can be cancelled into 22X to put a hitbox on them and start the vortex. | ||
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|description=Jolyne performs a high kick | |description=Jolyne performs a high kick, then Stone Free does an overhead kick. Launches the opponent mostly horizontally. Combo filler. | ||
*Cannot be cancelled into QSO | |||
* | |||
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|description=Jolyne performs a kick outwards | |description=Jolyne performs a kick outwards. Good range for a j.L, making it a strong anti-air. | ||
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|description= | |description=Another good air-to-air. This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot. | ||
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|description= | |description=Pretty standard jump-in button. Solid vertical and horizontal range. | ||
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|description= | |description= | ||
Jolyne and Stone Free repeatedly kick the opponent as she moves forward, launching the opponent away. Moves further forward with each button variation in exchange for a bit more startup. Mostly just a combo ender. Can be used as another frametrap option out of normals, but this is very unsafe on block. | |||
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* | Low hitgrab with surprising range. Button variations give greater range in exchange for additional startup. L and M versions have the same very brief recovery, and are slightly plus on block. H has a longer recovery animation and is minus, but safe from most ranges. | ||
Good blockstring ender due to L and M being plus on block, though be wary that this leaves a gap the opponent can Stylish Guard through. Also has some fringe uses in neutral due to its range. | |||
*Jolyne is not invincible to Reversal Assists or other outside elements during the hitgrab animation. | |||
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|description= | |description= | ||
Jolyne spawns a wall a set distance away from her. L version spawns one right in front of Jolyne, M version spawns one about one forward jump away, and H version spawns one about two forward jumps away. Projectile attacks can destroy the Barrier. | |||
In neutral, String Barrier can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely. The Barrier doesn't stay up for very long, though, so this is best used to either force approaches in tandem with other options or cover an approach of your own. | |||
As an oki tool, String Barrier can be used to place an additional hitbox on top of her opponent, locking them down for additional time while she can run up and enforce a mixup. This is vulnerable to Stylish Guard, but since Jolyne is acting independently of the Barrier, she can potentially continue pressure regardless. You can also place a Barrier directly behind the opponent, preventing the opponent from jumping back or backdashing during the pressure sequence that follows. | |||
String Barrier can also be used in taunt combos. After any hard knockdown, Jolyne can place a Barrier directly on top of the opponent, then use taunt to restand them, then immediately dash jump j.H to continue her combo. | |||
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|description=Jolyne | |description= | ||
Counters non-super enemy attacks. Upon blocking an opponent, Jolyne retaliates by performing 236H. | |||
Pretty bad counter. Not frame 1, and raw 236H is a pretty unrewarding starter, so you're better off just using Stylish Guard if you have the read. | |||
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|description= | |description=Standard jab. Good for stopping dash jumps due to its speed and high hitbox. Not thrown out much in neutral due to Jolyne's other S-On buttons being better in poking situations. | ||
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|description= | |description=Very good combination of speed and range, on top of being slightly plus on block. These attributes make it an exceptional ground-to-ground poke. Vulnerable to being jumped over, making this a good way to force opponents into the air if they can't beat 5M on the ground. | ||
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|description=Stone | |description=Stone Jolyne's farthest-reaching Stand-On normal. Launches the opponent on it, and can be cancelled into [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_236X|So you're the enemy, huh?]] to continue the combo. Will whiff on crouching opponents and small characters from the tip of its range, but can also tag jumping opponents as a fast, rewarding anti-air. | ||
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|description= | |description=Pretty big for a crouching jab. Useful as a low option in pressure and for all the usual crouching jab things. | ||
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|description= | |description=Another great poke. Often overshadowed by 5M in neutral due to their similar range, but this one has additional uses in pressure due to being your most rewarding low option. | ||
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|description= | |description=Very similar reach to 5H, while also being able to hit any grounded opponent. Safe on block from most ranges. Great way to end strings when 5H will whiff, and a good poke in neutral due to its stable reward, deceptive range, and moderate low profile. | ||
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|description= | |description=Fast, but stubby. Not a great anti-air due to only hitting below Jolyne. Useful instant overhead due to hitting so far below her. | ||
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|description= | |description=Controls a pretty dominant chunk of both air and ground space. Good jump-in and poke due to its speed and range. Can be performed low to the ground quickly using [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]], which gives you the option to either stay in place or advance/retreat slightly. This is fairly slow, though, to utilize this with caution. Useful combo filler when j.H has hit its IPS limit. | ||
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|description= | |description=Punches straight down, which a much bigger horizontal hitbox than it looks. Great jump-in and useful combo filler in juggles. | ||
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|description= | |description=Pulls you to the ground quickly, with virtually no recovery once you reach the ground. Useful anti-air bait and additional mobility tool. Can pass through opponents while following, allowing for quick left-right mixups. | ||
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|description= | |description=Useful tool for combos, pressure, and neutral. Allows you to perform low-to-the-ground aerials, and can be cancelled out of normals on both hit and block. This allows for unexpected overheads, combo extensions with aerials during juggles, and the occasional low j.M as a poke. | ||
*Air OK | |||
*Locks Jolyne out of [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_123H|Stringing me for a ride!]] on use | |||
*Locks Jolyne out of Stringing me for a ride! | |||
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|description= | |description= Big punch rush, and Stand Rush compatible. Button versions grant range in exchange for worse startup and block advantage. Can be used in neutral due to the area it covers and its ability to catch rotate, but its bad hurtbox will cause it to lose to a lot of normals. Stand Rushing it is an essential part of her combos and a useful pressure buyback that can cover multiple options. Keep in mind, though, that punch rush on block will lose to SG. | ||
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|description= | |description= | ||
Angled very steeply downwards, and with a hitbox that mostly matches the animation. Button variations grant additional range in exchange for additional startup and worse advantage on block. Mostly good as a pressure tool or conversion off overheads when Stand Rushed. | |||
Can be held, which prevents the move from going active and keeps Jolyne and Stone Free hanging in the air until the button is released or enough time has passed. You can still hold the button to delay Stone Free while Stand rushing, opening up additional pressure opportunities. This behavior allows you to enforce high-low-throw mixups after a blocked jump-in using it, all of which can be rewarded with a knockdown. | |||
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|description= | |description= | ||
Deceptively fast and enormous anti-air. Not invincible, but can beat out many jump-in normals. Will generally whiff on grounded opponents. | |||
The H version automatically activates a hitgrab followup upon connecting. This followup will knock the opponent down and leave then right in front of you. No other version can use the followup or knock down. This means 623H has better meterless reward, but cannot be used to extend combos with Flash Cancel. Use 623H if you don't plan on Flash Cancelling on hit and 623M if you do. | |||
Also a very useful way to dump meter in combos. 623L/M FC gives enough time to continue the combo with a jump-in. | |||
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|description= | |description= Standard throw with fairly low damage. Launches the opponent far away. | ||
After forward throw, [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|String Barrier]] will not reach at midscreen without moving forward a bit first. Due to the late timing of Barrier and your distance from the opponent on use, it is generally advised you Flash Cancel the Barrier if you plan to run mixups after. Flash Cancelling is necessary for taunt combos off throw. After back throw, however, the opponent is left slightly closer, so Barrier will reach them. | |||
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|description= | |description= Based on 22X. Grants 2 Assault Assist stocks and 1 Reversal Assist stock. Not a particularly good assist for anyone. | ||
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|description= | |description= | ||
Summons or unsummons Stone Free, altering Jolyne's moveset and abilities. | |||
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|description= | |description=Very far-reaching hitgrab. Mostly good for ending combos, since it adds a good amount of damage and you still get a solid hard knockdown after it. | ||
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|description= | |description=Solid round-closer like most GHAs. Use S-Off 6H or S-On 5H to easily confirm into it. Too slow to be used as a reversal. Terrible on block and whiff, so don't miss. | ||
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Revision as of 14:11, 30 October 2022
Introduction
The main protagonist of the sixth part of JoJo's Bizarre Adventure, Stone Ocean. After being arrested and sent to Green Dolphin St. Prison for a crime she did not commit, Jolyne must survive hostile Stand users and stop a plan agreed upon between the long-dead DIO and his disciple, Enrico Pucci.
Jolyne is a versatile character who specializes range, mobility, and okizeme. With a variety of strong poking normals, anti-airs, and ranged attacks, Jolyne can control the pace of neutral, zone and anti-zone, and control the pace of the match. Her unique air movement options can allow her to create strong pressure and mixups or avoid opponents in neutral. Up-close, she can maintain pressure with a variety of advantageous attacks and dangerous mixup options. Once she lands a hit, she can easily knock the opponent down and begin to enforce a strong vortex, opening up the opponent or keeping the pressure on.
- Stand-On Range: Jolyne's normals and specials in Stand-On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can.
- With my string!: In S-On, Jolyne can use string to pull herself upwards in one of three angles. This will continue until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences.
- Stringing me for a ride!: In the air in S-On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 950 | Rumble | #ASBR_JOL |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
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5M
5M
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5H
5H
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2L
2L
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2M
2M
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2H
2H
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6H
6H
Whatever it takes to win! |
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Sweet dreams, creep!
236L/M/H |
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63214X
Your body's best angle to punch.
63214L/M/H |
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22X
String Barrier
22L/M/H |
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421X
I don't need strength to block with string!
421L/M/H |
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Stand j123H
j.1/2/3H
Stringing me for a ride! |
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28
With my string!
Any jump after 1/2/3 |
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Special Moves
Stand 236X
So you're the enemy, huh?
236L/M/H |
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Stand j236X
So you're the enemy, huh? (Air)
j.236L/M/H |
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Stand 623X
Don't wait, just attack! 623L/M/H Anti-air so big it'll hit above the HUD Anti-air so big it'll hit above the HUD
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System Mechanics
Throw
Throw
I gotcha now! 5/4 + Any Two Attack Buttons |
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Assist
Assist
String Barrier |
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Stand On
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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Heart Heat Attack
1,000 throws! 236 + Any Two Attack Buttons Combo counter says 1000 hits, it's really not Combo counter says 1000 hits, it's really not
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Great Heat Attack
Time to retire you!
236L+M+H |
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