JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions

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Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, a cinematic plays where Star Platinum unleashes a barrage of punches on the opponent before knocking them away.
Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, Star Platinum unleashes a barrage of punches on the opponent before knocking them away.
*Great range and low meter cost make this the go-to ender in low-resource combos.
*Great range and low meter cost make this the go-to ender in low-resource combos.
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Revision as of 12:50, 9 April 2023

Introduction

This article is about Jotaro Kujo's Diamond is Unbreakable incarnation, primarily known as "Jotaro 4". For information about his Stardust Crusaders incarnation, see Jotaro Kujo (Part 3).

In his incarnation as a major character in Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Jotaro Kujo mellows out and takes on the role of a mentor, though his ferocity still remains. These aspects are shown through his moveset in this form, being an all-rounder with one or two tricks under his sleeve.

The first thing to notice are his beefy normals. In Stand Off, 5H is a great move in general, acting as a decent anti-air, a good wall, and a solid poke all at once; 2H is amazing as well, being an incredibly quick normal that knocks down; 3H launches and can be combo'd out of with Quick Stand On; and j.H is a godly air-to-air, having a massive lingering hitbox that can catch people where it really shouldn't. Stand On normals further compliment this, since they have amazing range and easily set up combos: s.2H is even better, having more range yet similar framedata than its Stand Off counterpart; s.3H becomes a horizontal wall; and s.jM is a solid air-to-air.

As for special moves, Jotaro's kit has different purposes depending on his current state. In Stand Off, Jotaro's toolkit revolves around space control, with access to a projectile in "If I throw this bearing...", a powerful anti-air in "I'm going to break you into pieces.", and a potent combo extender in "Star Finger". Stand On's tools, on the other hand, have more offensive/mix-up purposes, with "ORA ORA!" being a persistent hitbox that features several follow-ups, the ability to teleport with "Where'd all that time go?", and a long-ranged command grab in "So I'm gonna bust you up!".

Jotaro's versatility is paid with a price, however: his ability to convert off of stray air hits in neutral is lacking without spending his resources. While there are ways to play around it, his biggest threat comes into play when close to the opponent, a deceptively hard task to achieve due to his telegraphed approach options; his teleport is a strong tool, but it is limited by requiring both meter and Stand On. This issue also extends to his attacks: while possessing rather large hitboxes, they are marred by their absence of air convertibility. He mainly suffers, however, due to a very weak okizeme game and a lack of meterless defensive tools, making it easy for the opponent to take his momentum away.

  • Star Platinum, The World!: Jotaro is one of three characters in the game (along with his younger incarnation and DIO) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from Guilty Gear -Strive-, although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop.
Playstyle
JJASBR Jotaro Part 4 Small Icon.png Jotaro Kujo (Part 4) is a Stand character who controls space with strong normals and a balanced toolkit.
Pros Cons
  • Versatile: Jotaro's toolkit features tools that allow him to shine at any range, including a projectile, a beefy anti-air and a self-contained mix-up option.
  • Beefy Normals: Jotaro's normals possess deceptively large hitboxes, allowing him to contest opponents and land confirms in ways that would fail for most characters. Similarly, Stand On normals boast range that can feel oppressive to uninitiated opponents.
  • Big Damage: Jotaro can deal high damage without using up many resources.
  • Teleport: With access to a teleport, Jotaro can reach his opponent in a flash, notably giving him a strong option against zoners.
  • Weak Air Conversions: Although Jotaro has huge buttons to hit the opponent out of the air with, he lacks a reliable way to be able to convert off of those hits. His most consistent anti-air, "I'm going to break you into pieces.", requires Jotaro to use a resource of some kind to be able to convert off of it.
  • Midscreen Preference: "Star Finger" loops tends to fail by the wall, making them inconsistent and removing some of his strongest combo routes. While this can be mitigated by running under the opponent during the combo, it increases the chances for the combo to drop nonetheless.
  • No Meterless Reversal: Jotaro's lack of a meterless reversal leaves him open to setups that other characters could potentially escape.
  • Poor Oki: Jotaro does not have many tools that force opponents to block after a knockdown. In addition, most of his meterless, Stand Off routes also send the opponent far away, further limiting his options.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_4JO
#ASBR_JTR4

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Jotaro Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - -2 -

Jotaro attacks with a high jab in front of him.

  • Can hit crouchers despite its height.
5M
5M
JJASBR Jotaro Part 4 5M.png
As Jotaro matured, so did his command normal
As Jotaro matured, so did his command normal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low 9 3 29 -18 -

Jotaro does a downwards kick with the tip of his boot.

  • A rare standing Low, making it a deceptive tool.
  • Moves Jotaro forward during startup.
  • Slow recovery. Always cancel into another move when it connects.
5H
5H
JJASBR Jotaro Part 4 5H.png
A giant button that's great for any scenario
A giant button that's great for any scenario
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 11 3 25 -10 -

Jotaro quickly summons Star Platinum, who attacks with an uppercut.

  • Massive hitbox; can easily hit people above him.
  • Hits crouchers.
2L
2L
JJASBR Jotaro Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -2 -

Jotaro attacks with a crouching backfist strike.

  • Easy way to confirm as it combos into itself.
2M
2M
JJASBR Jotaro Part 4 2M.png
Anti-airing Low
Anti-airing Low
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 7 5 15 -6 -

Jotaro attacks with a crouching uppercut.

  • Deceptively short vertical reach, often needing to be delayed in order to connect.
  • As an anti-air, tends to clash at best and flat out lose at worst.
  • Great combo tool, however, as it makes "Star Finger" loops more consistent.
2H
2H
JJASBR Jotaro Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 13 - - -8 -

Jotaro summons Star Platinum to attack with a crouching fist.

  • Causes hard knockdown.
  • Very low recovery for an attack of its type.
3H
3H
Just shut up!
JJASBR Jotaro Part 4 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 13 - - -22 -

Jotaro steps forward and delivers a high side kick.

  • Launches the opponent on hit.
  • One of Jotaro's main ways to Quick Stand On.
  • Sends opponents high enough for 3H>623H to connect midscreen.
JL
j.L
JJASBR Jotaro Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 9 - - - -

Jotaro attacks with his knee.

  • Good air-to-air button when up close with the opponent.
  • Can manage to hit as a cross-up, but has poor range overall.
JM
j.M
JJASBR Jotaro Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 11 - - - -

Jotaro extends his leg diagonally downwards, retracting it after a moment.

  • Great air button for air-to-air battles and for jump-ins.
  • Doubles as Jotaro's main cross-up button, but its few active frames can make this difficult.
JH
j.H
JJASBR Jotaro Part 4 Jump H.png
Criminal
Criminal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 15 - - - -

Jotaro summons Star Platinum, who attacks with a downward punch.

  • Although a bit slow, its deceptively large hitbox and high amount of active frames make this the prime jump-in.

Special Moves

236X
If I throw this bearing...
236L/M/H
JJASBR Jotaro Part 4 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid 19 - - -6 -
Medium 40 (20*2) Mid 23 - - -10 -
Heavy 60 (20*3) Mid 25 - - -16 -

Jotaro summons Star Platinum and commands it to fire ball bearings at high speed.

  • Number of bearings fired increases per version.
  • Final hit always launches opponents away.
  • Limited to 9 ball bearings on-screen during Time Stop; will all combine if there is enough distance between them and the opponent when time resumes.

L version:

  • Jotaro fires a single bearing.
  • The most commonly used version, due to having the least amount of recovery in neutral and bearings beyond the first one usually whiffing on airborne opponents, leading to them teching out and leaving Jotaro vulnerable.

M version:

  • Jotaro fires two bearings.
  • Sees use in certain combos so as to stabilize an HHA Cancel at certain distances.

H version:

  • Jotaro fires three bearings.
623X
I'm going to break you into pieces.
623L/M/H
JJASBR Jotaro Part 4 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 (4*5, 16) Mid 21 - - -16 -
Medium 49 (4*7, 21) Mid 21 - - -16 -
Heavy 62 (4*9, 26) Mid 21 - - -20 -

Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly.

  • Main anti-air and combo tool when near the walls.
  • Medium and Heavy versions cannot be Flash Canceled on whiff.
214X
Star Finger
214L/M/H
JJASBR Jotaro Part 4 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 41 (26, 15) Mid 35 - - 0 -
Medium 43 (26, 17) Mid 39 - - +4 -
Heavy 46 (26, 20) Mid 45 - - +6 -

Jotaro summons Star Platinum, who extends its fingers out to pierce the opponent and pull them.

  • Startup and damage depend on the version used, with stronger versions having lower recovery.
  • All versions hit twice, launch the opponent towards Jotaro, and cause a hard knockdown.
    • Launch height and pull force increase in proportion to the strength of the button pressed.
  • Fast enough to serve as a combo extender and loop into itself once.
  • Considerable Guard Damage, causing a Guard Break if 3 of these are blocked in a row.
  • On block, it pulls the opponent towards Jotaro. The Light version pulls them in a little, while the Heavy version pulls them in the best, closing the gap between the opponent and Jotaro.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Jotaro Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 5 - - -2 -

Star Platinum performs a low kick.

  • Does not hit Low, despite appearances.
  • HUGE reach for a Light Attack.
Stand 5M
5M
JJASBR Jotaro Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 7 - - -4 -

Star Platinum strikes with a quick sideways chop.

  • Medium normal, meaning it gives some of the best possible scaling for a combo on hit if it connects.
  • Deceptive hitbox, allowing for cheesy counter hit openings from a distance the opponent may not expect.
Stand 5H
5H
JJASBR Jotaro Part 4 Stand 5H.png
s.Off 5H with more range
s.Off 5H with more range
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 High 11 - - -4 -

Star Platinum attacks with an uppercut.

  • Essentially Stand Off 5H but with even more range, making it a solid poke and anti-air option.
Stand 2L
2L
JJASBR Jotaro Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -2 -

While crouching, Star Platinum performs a quick low kick.

  • Main crouching poke in Stand On due to its reduced hurtbox and the fact that it hits Low.
Stand 2M
2M
JJASBR Jotaro Part 4 Stand 2M.png
The OTHER anti-airing Low
The OTHER anti-airing Low
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - -6 -

Star Platinum attacks with a crouching uppercut.

  • Improved vertical reach compared to the Stand Off version, although it can potentially miss against dash-jumps.
Stand 2H
2H
JJASBR Jotaro Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - -8 -

While crouching, Star Platinum strikes with a quick sideways chop.

  • Causes hard knockdown.
Stand 3H
3H
ORAAAA!
JJASBR Jotaro Part 4 Stand 3H.png
It has four "A"s.
It has four "A"s.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 (18, 26) Mid 13 - - -4 -

Star Platinum moves a great distance forward and delivers a downwards punch.

  • The second hit launches the opponent away.
  • Both hits cause hard knockdown.
  • Fast enough to combo from 236L/M/H > 6L.
  • If this move connects, Jotaro can cancel into s.22L/M to convert into a combo.
  • Because of the angle it launches opponents, it can be used to set up a Time Stop if cancelled immediately into it (and if used with a lot of meter).
Stand JL
j.L
JJASBR Jotaro Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 7 - - - -

Star Platinum extends its leg downwards.

  • Jotaro's best answer against opponents below him.
Stand JM
j.M
JJASBR Jotaro Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Overhead 11 - - - -

Star Platinum punches straight ahead.

  • Fastest air-to-air.
  • Can hit grounded opponents.
Stand JH
j.H
JJASBR Jotaro Part 4 Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 15 - - - -

Star Platinum attacks with a downward punch.

  • Essentially Stand Off j.H but with slightly more range.
  • Star Platinum's model shifts upwards slightly when landing from this move.

Special Moves

Stand 236X
ORA ORA!
236L/M/H
JJASBR Jotaro Part 4 Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 64 (4, 5*10, 10) Mid 17 - - -12 -
Medium 64 (4, 5*10, 10) Mid 17 - - -12 -
Heavy 64 (4, 5*10, 10) Mid 17 - - -16 -

Star Platinum unleashes a forward barrage of punches.

  • The distance covered increases in proportion to the strength of the button pressed.
    • Short range, even with the Heavy version.
  • Cannot be Flash Canceled, but can be canceled into an HHA.
Stand 236X-6X
ORAAA!
236L/M/H > 6L/M/H
JJASBR Jotaro Part 4 Stand 236X-6L.png
Light
Light
JJASBR Jotaro Part 4 Stand 236X-6M.png
Medium
Medium
JJASBR Jotaro Part 4 Stand 236X-6H.png
Heavy
Heavy
That's three "A"s.
That's three "A"s.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid 11 - - -4 -
Medium 30 Overhead 21 - - -16 -
Heavy 60 Low 13 - - -8 -

Star Platinum winds up and delivers a finishing punch.

  • The attack is determined by the version used.
  • The version of "ORA ORA" used prior can alter the range of these moves.

L version:

Star Platinum extends a slight bit and follows up with an uppercut.

  • Launches on hit.
  • The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.

M version:

Star Platinum swings down with a slow overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be Flash Canceled, but can be canceled into an HHA.
  • Will combo from "ORA ORA", and will catch opponents attempting to jump out.
  • Can be converted into a combo with a launching Assist, such as Jonathan.
  • If it hits an airborne opponent, Jotaro can pick up a combo with s.3H > s.22L/M.
  • Using it repeatedly as a mixup tool is unwise, as it can be Dodged quite easily. It's still a good tool to catch the opponent off-guard every once in a while, however.

H version:

Star Platinum attacks with a crouching fist, visually similar to Stand Off 2H.

  • Causes hard knockdown.
  • Cannot be Flash Canceled, but can be canceled into an HHA.
    • Because of its knockdown, canceling into HHA will not connect if used against grounded opponents.
  • Reliable ender to finish off a string.
Stand 22X
Where'd all that time go?
22L/M/H
or
236L/M/H > 4L/M/H
JJASBR Jotaro Part 4 Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total 28 - -
Medium - - - - Total 28 - -
Heavy - - - - Total 28 - -

Jotaro briefly stops time and "teleports" to another location.

  • Requires 0.2 HH Gauge to be used.
  • When chained into from "ORA ORA":
    • Requires 0.4 HH Gauge.
    • Total move duration reduced by 4 frames.
  • Mainly used to pick up a combo after s.3H.

L version:

  • Teleports in front of the opponent.

M version:

  • Teleports behind the opponent.
    • Teleport is inconsistent; depending on the opponent and their stature, Jotaro may end up in front of them or to their side.
    • Jotaro will always teleport in front of the opponent if their back is the wall.
    • For a comprehensive list of interactions, see this document by Bannock Meatball.

H version:

  • Jotaro teleports backwards (about two characters away).
Stand 63214X
So I'm gonna bust you up!
63214L/M/H
JJASBR Jotaro Part 4 Stand 63214X (1).png
JJASBR Jotaro Part 4 Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 95 (15, 10*6, 20) Throw 21 - - - -
Medium 120 (15, 10*8, 25) Throw 23 - - - -
Heavy 145 (15, 10*10, 30) Throw 25 - - - -

Star Platinum moves forward and extends its hand outward to grab the opponent. If successful, Star Platinum will pick them up and punch them several times before knocking them away.

  • Range, damage and recovery all increase in proportion to the strength of the button pressed.
  • Launches the opponent far away.
  • Causes hard knockdown.
  • A ranged command grab that grants Jotaro an option to open up the opponent from a fair distance away. This can catch the opponent by surprise at ranges his standard Throw won't connect.

System Mechanics

Throw
Throw
UUORA!
5/4 + Any Two Attack Buttons
JJASBR Jotaro Part 4 Throw (1).png
JJASBR Jotaro Part 4 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 7 2 - - -

Star Platinum picks the opponent up and slams them into the ground.

  • In Stand Off, both Throws are identical other than direction.
  • In Stand On, Forward Throw leaves the opponent further away than Back Throw.
  • Regardless of the version used, Jotaro's Throws slightly rotate the axis.
Assist
Assist
If I throw this bearing...
JJASBR Jotaro Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (20*3) Mid - - - - -

Jotaro summons Star Platinum and commands it to fire 3 ball bearings at high speed.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 236H.
  • The final hit launches opponents away.
  • As a projectile assist, Jotaro can be used to briefly empower zoning maneuvers, play around neutral or disrupt opponents who try to activate an install.
5S
Stand On/Off
5S
JJASBR Jotaro Part 4 Stand On.png
Stand On
Stand On
JJASBR Jotaro Part 4 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Star Platinum, altering Jotaro's moveset and abilities.

22S
Star Platinum, The World!
22S
JJASBR Jotaro Part 4 22S (1).png
JJASBR Jotaro Part 4 22S (2).png
JJASBR Jotaro Part 4 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).

  • Requires 1.5 HH Gauges to be used; startup accelerates the more meter has been accumulated before use.
  • Landing a Throw, "So I'm gonna bust you up!", HHA or GHA ends the Time Stop immediately and consumes all meter available.
  • Damage dealt to the opponent during the Time Stop is reduced. When the ability ends and time resumes, the opponent will suffer all damage dealt to them at once.
  • 236L/M/H projectiles hang in the air during the Time Stop.
  • All attacks can OTG during Time Stop, restanding the opponent if they can reach.
  • Against Jotaro (Part 3), DIO, and himself, Jotaro can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before Jotaro's does, they will be frozen instead.

Heart Heat Attack

I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons
JJASBR Jotaro Part 4 HHA (1).png
JJASBR Jotaro Part 4 HHA (2).png
JJASBR Jotaro Part 4 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
215 (45+5*20+70) Mid - - - - -

Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, Star Platinum unleashes a barrage of punches on the opponent before knocking them away.

  • Great range and low meter cost make this the go-to ender in low-resource combos.

Great Heat Attack

I hate things that are a pain in the ass...
236L+M+H
JJASBR Jotaro Part 4 GHA (1).png
JJASBR Jotaro Part 4 GHA (2).png
JJASBR Jotaro Part 4 GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
325 (40+2*38+15+2*74+46) Mid - - - - -

Star Platinum flies a short distance forward to throw a heavy downwards punch. On a successful hit, Star Platinum proceeds to viciously pummel the opponent before sending them flying.

  • Deceptive vertical range.

Costumes

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

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