JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Deliberate placement for later uploading)
mNo edit summary
Line 3: Line 3:
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.
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.  
Jolyne is a versatile character who specializes in 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.
*'''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.

Revision as of 18:32, 6 November 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 in 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 while 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.
Playstyle
JJASBR Jolyne Small Icon.png Jolyne Cujoh is a mobile, long-ranged Stand character who utilizes her strong buttons and various offensive options to start looping okizeme situations.
Pros Cons
  • Honest Footsies: Jolyne's normals in S-On have an exceptional combination of range and speed, allowing her to aggressively poke enemies from out of their reach or even wall out more aggressive characters. This, combined with various other mid- and long-range tools, can help her control neutral.
  • Anti-Air: "Don't wait, just attack!" is a fast, gigantic anti-air that can beat out jumping attempts from a huge number of angles. Even without it, Jolyne has a variety of strong anti-air normals.
  • Looping Okizeme: Has no trouble securing hard knockdowns, and any hard knockdown she gets gives her time to plant a "String Barrier" on top of the knocked-down opponent if so desired, then run over and attack the opponent however she chooses. This allows her to run stable, looping pressure after every opening she gets.
  • Mobility: Jolyne boasts multiple unique air movement options, in addition to her conventional movement being fairly fast.
  • Versatility: Jolyne's variety of tools and ability to play at virtually any range allows her to adapt to opponents and control the pace of the match. In addition, her pressure is quite solid and can cover a variety of options safely.
  • Inconsistent Reward: Jolyne's main way to start a combo is to route into s.5H, which can whiff on crouching or small opponents from the tip of its range.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_JOL

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Jolyne 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

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.

5M
5M
JJASBR Jolyne 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 13 Mid - - - - -

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.

5H
5H
JJASBR Jolyne 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid - - - - -

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.

2L
2L
JJASBR Jolyne 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Standard crouching jab. Useful for the usual crouching jab things.

2M
2M
JJASBR Jolyne 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Jolyne performs a kick upwards. Slides Jolyne forwards along the ground, giving it good range. Safe on block, too. Repsectable poke and anti-air.

2H
2H
JJASBR Jolyne 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

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.

6H
6H
Whatever it takes to win!
JJASBR Jolyne 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 25 Mid - - - - -

Jolyne performs a high kick, then Stone Free does an overhead kick. Launches the opponent mostly horizontally. Combo filler.

  • Cannot be cancelled into QSO
JL
j.L
JJASBR Jolyne Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead - - - - -

Jolyne performs a kick outwards. Good range for a j.L, making it a strong anti-air.

JM
j.M
JJASBR Jolyne Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

Another good air-to-air. This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot.

JH
j.H
JJASBR Jolyne Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead - - - - -

Pretty standard jump-in button. Solid vertical and horizontal range.

Special Moves

236X
Sweet dreams, creep!
236L/M/H
JJASBR Jolyne 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*13, 10 Mid - - - - -
Medium 4*15, 15 Mid - - - - -
Heavy 4*17, 20 Mid - - - - -

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.

421X
I don't need strength to block with string!
421L/M/H
JJASBR Jolyne 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*13, 10 Mid - - - - -
Medium 4*15, 15 Mid - - - - -
Heavy 4*17, 20 Mid - - - - -

Counters non-super enemy attacks. Upon blocking an opponent, Jolyne retaliates with Sweet dreams, creep!

Generally not very good. Not a reversal due to not activating on frame 1, and raw 236X is a pretty bad starter, so you're better off just using Stylish Guard if you have the read.

That being said, it has a niche application with baiting Breaker Assists; since 421X stays active for longer than Stylish Guard, it can catch both immediate and delayed Breakers. This still isn't that good, since baiting Breakers like this is risky business and trying this makes it even riskier.

22X
String Barrier
22L/M/H
JJASBR Jolyne 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 30 Mid - - - - -
Heavy 30 Mid - - - - -

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.

63214X
Your body's best angle to punch.
63214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 1, 6*10, 25 Low - - - - -
Medium 1, 6*13, 25 Low - - - - -
Heavy 1, 6*16, 25 Low - - - - -

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.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Jolyne Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

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.

Stand 5M
5M
JJASBR Jolyne Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

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.

Stand 5H
5H
JJASBR Jolyne Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 22 Mid - - - - -

Jolyne's farthest-reaching Stand-On normal. Launches the opponent on it, and can be cancelled into With my string! or 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.

Stand 2L
2L
JJASBR Jolyne Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Pretty big for a crouching jab. Useful as a low option in pressure and for all the usual crouching jab things.

Stand 2M
2M
JJASBR Jolyne Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

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.

Stand 2H
2H
JJASBR Jolyne Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

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.

Stand JL
j.L
JJASBR Jolyne Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Fast, but stubby. Not a great anti-air due to only hitting below Jolyne. Useful instant overhead due to hitting so far below her.

Stand JM
j.M
JJASBR Jolyne Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

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 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.

Stand JH
j.H
JJASBR Jolyne Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Punches straight down, which a much bigger horizontal hitbox than it looks. Great jump-in and useful combo filler in juggles.

Special Moves

Stand 236X
So you're the enemy, huh?
236L/M/H
JJASBR Jolyne Stand 236L.png
JJASBR Jolyne Stand 236M.png
JJASBR Jolyne Stand 236H.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 3*9, 14 Mid - - - - -
Medium 3*9, 22 Mid - - - - -
Heavy 3*9, 30 Mid - - - - -

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.

Stand j236X
So you're the enemy, huh? (Air)
j.236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*8, 10 Mid - - - - -
Medium 4*8, 15 Mid - - - - -
Heavy 4*8, 20 Mid - - - - -

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.

Stand 623X
Don't wait, just attack!
623L/M/H
JJASBR Jolyne Stand 623X.png
Anti-air so big it'll hit above the HUD
Anti-air so big it'll hit above the HUD
JJASBR Jolyne Stand 623H.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid - - - - -
Medium 80 Mid - - - - -
Heavy 80, 5, 20 Mid - - - - -

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.

28
With my string!
Any jump after 1/2/3
JJASBR Jolyne Stand 27.png
JJASBR Jolyne Stand 28.png
JJASBR Jolyne Stand 29.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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.

Stand J123H
Stringing me for a ride!
j.1/2/3H
JJASBR Jolyne Stand Jump 1H.png
JJASBR Jolyne Stand Jump 2H.png
JJASBR Jolyne Stand Jump 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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.

  • Only available in Stand On.

System Mechanics

Throw
Throw
I gotcha now!
5/4 + Any Two Attack Buttons
JJASBR Jolyne Throw (1).png
JJASBR Jolyne Throw (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 110 Throw - - - - -
Back 110 Throw - - - - -

Standard throw with fairly low damage. Launches the opponent far away.

After forward throw, 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.

Assist
Assist
String Barrier
JJASBR Jolyne 22X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stock: 1
  • Based on 22X
  • Not a particularly good assist for anyone.
5S
Stand On/Off
5S
JJASBR Jolyne Stand On.png
Stand On
Stand On
JJASBR Jolyne Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Stone Free, altering Jolyne's moveset and abilities.

Heart Heat Attack

1,000 throws!
236 + Any Two Attack Buttons
JJASBR Jolyne HHA (1).png
JJASBR Jolyne HHA (2).png
JJASBR Jolyne HHA (3).png
Combo counter says 1000 hits, it's really not
Combo counter says 1000 hits, it's really not
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
186 (30+9*15+30) Mid - - - - -

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. Jolyne's only reversal attack, which gives it some application in beating SG-safe pressure.

Great Heat Attack

Time to retire you!
236L+M+H
JJASBR Jolyne GHA (1).png
JJASBR Jolyne GHA (2).png
JJASBR Jolyne GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

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.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh