JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
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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. | 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. | ||
Moving through Jotaro's moveset piece by piece, the first thing to note are his great normals, which are backed by pretty solid frame data that stays pretty consistent between modes. Jotaro's light normals allows him to get quick counter-pokes against gaps in pressure, with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 5L|s.5L]] being noteworthy due to its impressive range compared to other characters' equivalents. Buttons like [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#5H|5H]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#2H|2H]] serve as good pokes/counter-pokes too, with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 5H|their Stand On]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2H|counterparts]] basically being strict upgrades. He has access to one of the best buttons in the game in [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2L|s.2L]]: a very quick normal boasting phenomenal range that enables a solid strike/throw gameplan, since it can be canceled into itself and leads to incredible stagger pressure from distances other characters could only dream of. As for aerials, buttons like [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#JM|j.M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand JL|s.jL]] serve as great air-to-airs (and both can cross up if need be), while both [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#JH|j.H]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand JH|s.jH]] shine when used as jump-ins, since they cover a lot of space and are very active. Both of his command normals, [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#3H|3H]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]], serve as fundamental combo starters in their respective modes as they can lead into anti-air conversions from the rest of Jotaro's normals, which is a strong privilege to have. | |||
As for special moves, Jotaro's kit has different purposes depending on his current | As for special moves, Jotaro's kit has different purposes depending on his current mode. In Stand Off, Jotaro's toolkit leans into a more passive playstyle, with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|If I throw this bearing...]]" being a solid projectile to pester opponents from long range and even leading into conversions depending on Jotaro's distance with the opponent; "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" is a poke and pressure tool with respectable range, considerable Guard Damage, and strong frame advantage, while also allowing meterless extensions in a variety of routings; and "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#623X|I'm going to break you into pieces.]]" mainly serves as combo filler near walls, since its slow startup makes it unreliable as a dedicated anti-air. In Stand On, on the other hand, Jotaro's toolset switches to a more aggressive focus: "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|ORA ORA!]]" is a persistent hitbox with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X-6X|a variety of follow-ups]] that enables strong pressure on block, can be used as an anti-air against dash-jumps and even leads into combos; "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|So I'm gonna bust you up!]]" serves as a solid command grab with amazing range, allowing Jotaro to open up opponents who like to play very defensively and turtle; and "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|Where'd all that time go?]]" is a teleport that allows for coversions from incredible ranges and lets him control space extraordinarily well. | ||
Jotaro's versatility is paid with a price, however: | Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options, which makes him a very momentum-based character and leaves him heavily reliant on universal mechanics. Adding on to this, Jotaro's strongest tools are only present while in Stand On, so if the opponent manages to get a lead and/or maintains constant pressure, there's not a lot Jotaro can do on his own. Jotaro thrives when playing from ahead, but struggles with playing from behind, so finding balance between his passive and aggressive tools is key to succeeding with this character. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Star Platinum, The World!]]''': Jotaro is one of four characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|younger incarnation]], [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]]) with the ability to stop time, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from ''Guilty Gear -Strive-''. | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Star Platinum, The World!]]''': Jotaro is one of four characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|younger incarnation]], [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]]) with the ability to stop time, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from ''Guilty Gear -Strive-''. | ||
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| intro = [[file:JJASBR_Jotaro_Part_4_Small_Icon.png|50px]] '''Jotaro Kujo (Part 4)''' is a Stand character who controls space with strong normals and a balanced toolkit. | | intro = [[file:JJASBR_Jotaro_Part_4_Small_Icon.png|50px]] '''Jotaro Kujo (Part 4)''' is a Stand character who controls space with strong normals and a balanced toolkit. | ||
| pros = | | pros = | ||
* '''Versatile:''' Jotaro's toolkit features tools that | * '''Versatile:''' Jotaro's toolkit features tools that gives him options at any range, granting him varied offenses. This includes [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|a good projectile to zone with]], [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|a teleport to anti-zone with]], [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 63214X|a command grab to open the opponent up]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|a rekka with a variety of useful options]]. | ||
* '''Beefy Normals:''' Jotaro's | * '''Beefy Normals:''' Both in Stand Off and Stand On, Jotaro has access to a very strong set of normals. Notable examples include [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#JM|j.M]] (a strong cross-up tool), [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2L|s.2L]] (one of the longest and fastest low pokes in the game), [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand JL|s.jL]] (one of the fastest air-to-airs in the game), and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] (a very powerful command normal that serves both as a safe poke and a great combo starter). | ||
* ''' | * '''Meter Battery:''' Most of Jotaro's combos are meter neutral at worst, very meter positive at best, and they don't cost much to start. This allows him to constantly have meter to use his teleport, while still saving meter for his high damage routes and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]] setups. | ||
* ''' | * '''Overwhelming Vortex:''' Thanks to his teleport and ability to reset juggle height with a groundbounce, Jotaro has a very potent vortex. This typically loops between a strike/throw scenario, with a left/right aspect thrown on top with his teleport. Jotaro also sets this vortex up off of his command grab and Throw, which allows him to loop constant oki on the opponent from a variety of setups. | ||
|cons = | |cons = | ||
* ''' | * '''Poor Defense:''' Jotaro's anti-airs are very inconsistent, forcing him to rely on universal mechanics like Stylish Evade and Stylish Guard against airborne opponents. Combined with his lack of an invincible reversal beyond [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Great Heat Attack|GHA]], he is left open to setups that other characters could potentially escape. | ||
* '''Terrible Movement Speed:''' Regardless of his current mode, Jotaro possesses some of the worst mobility in the game. While his teleport can make up for this in regards to approaches, Jotaro's ability to evade attacks on short notice is severely limited as a result (especially while in Stand On due to his larger hurtboxes). | |||
* ''' | |||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jotaro attacks with a high jab in front of him. | Jotaro attacks with a high jab in front of him. | ||
*Can hit crouchers despite its height. | *Can hit crouchers despite its height. | ||
*Good for stopping the opponent's jumps, and can also be converted from after anti-airing the opponent with use of [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#3H|3H]]. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro does a downwards kick with the tip of his boot. | Jotaro does a downwards kick with the tip of his boot. | ||
*Moves Jotaro forward | *Moves Jotaro forward. | ||
*A rare standing Low, making it a deceptive tool. | *A rare standing Low, making it a deceptive tool. | ||
* | *Mainly used as combo filler/combo ender. | ||
*Very slow recovery. Always cancel into another move when it connects. | |||
}} | }} | ||
}} | }} | ||
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Jotaro quickly summons Star Platinum, who attacks with an uppercut. | Jotaro quickly summons Star Platinum, who attacks with an uppercut. | ||
*Massive hitbox; can easily hit people above him. | *Massive hitbox; can easily hit people above him. | ||
* | *Can also hit crouchers despite its height. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with a crouching backfist strike. | Jotaro attacks with a crouching backfist strike. | ||
* | *Very stubby. | ||
*Mainly used as a means to 50/50 between strike/throw. | |||
*Good combo filler, and can be used to stabilize certain routes. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with a crouching uppercut. | Jotaro attacks with a crouching uppercut. | ||
* | *Despite its appearance, it does not work well as an anti-air. | ||
*Mainly used as combo filler/combo stabilizing, as it makes "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops work near walls. | |||
* | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro steps forward and delivers a high side kick. | Jotaro steps forward and delivers a high side kick. | ||
*Launches | *Launches opponents away on hit. | ||
* | *Jotaro's main combo starter when canceled into Quick Stand On. | ||
* | *Fast enough to connect and convert into combos from anti-airing with normals, leading into "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]". | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with his knee. | Jotaro attacks with his knee. | ||
* | *Jotaro's fastest aerial while in Stand Off, but has a deceptively bad hitbox. | ||
*Can | *Can cross up. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro extends his leg diagonally downwards, retracting it after a moment. | Jotaro extends his leg diagonally downwards, retracting it after a moment. | ||
*Great | *Great move for air-to-airs and jump-ins. | ||
* | *Can cross up, making it Jotaro's prime jump-in. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro summons Star Platinum, who attacks with a downward punch. | Jotaro summons Star Platinum, who attacks with a downward punch. | ||
* | *A deceptively large forward hitbox makes it a very good option to catch opponents backdashing. | ||
*Mainly used as combo filler, however, due to having issues hitting opponents directly below Jotaro. | |||
}} | }} | ||
}} | }} | ||
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*The version used changes the number of bearings fired. | *The version used changes the number of bearings fired. | ||
*The final bearing launches opponents away. | *The final bearing launches opponents away. | ||
*Limited to 9 ball bearings on-screen during [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]] | *Limited to 9 ball bearings on-screen during [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]]. | ||
**All existing ball bearings will combine if there is enough distance between them and the opponent when time resumes. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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|hitadv=KD | |hitadv=KD | ||
|description= | |description= | ||
Jotaro crosses his arms while summoning Star Platinum, who punches upwards | Jotaro crosses his arms while summoning Star Platinum, who rapidly punches upwards. | ||
* | *The amount of hits changes depending on the version used. | ||
*Fantastic combo tool when near the walls. | *Launches opponents away on hit. | ||
*Fantastic combo tool when near the walls, and is the the main combo ender when paired with HHA. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Deals the least amount of damage. | ||
* | *Often outclassed by other versions while still being too slow to be a reliable anti-air. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Has some niche uses in combos along the wall. | ||
* | *Has an unusual Flash Cancel window, only allowing its use after the final hit. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Deals the most amount of damage. | ||
* | *Has an unusual Flash Cancel window, only allowing its use after the final hit. | ||
*The main version used, since it still allows for meterless combo extensions when near the wall. | |||
*Despite its high recovery, a delayed HHA Cancel after this move will still connect. | |||
}} | }} | ||
}} | }} | ||
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*Startup, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery. | *Startup, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery. | ||
*The second hit launches the opponent and causes hard knockdown. | *The second hit launches the opponent and causes hard knockdown. | ||
*If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro. | *If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro. | ||
---- | ---- | ||
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|description= | |description= | ||
Star Platinum strikes with a quick sideways chop. | Star Platinum strikes with a quick sideways chop. | ||
* | *Has good range, making it a good counter-poke. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
While crouching, Star Platinum performs a quick low kick. | While crouching, Star Platinum performs a quick low kick. | ||
* | *Jotaro's main crouching poke in Stand On, with s.2L > s.3H working even at max range. | ||
*Has EXTRAORDINARY range for a move of its type, enabling a good strike/throw game since it can be canceled into itself. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Star Platinum attacks with a crouching uppercut. | Star Platinum attacks with a crouching uppercut. | ||
*Improved vertical reach compared to the Stand Off version, | *Improved vertical reach compared to the Stand Off version, so it can be used as an anti-air option against forward jumps. | ||
*Has a lot of pushback on hit and block, making it risky to use over s.5M in grounded chains. | |||
}} | }} | ||
}} | }} | ||
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|damage=36 | |damage=36 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Star Platinum moves a great distance forward and delivers a downwards punch. | Star Platinum moves a great distance forward and delivers a downwards punch. | ||
*The second hit launches the opponent away and causes a hard knockdown. | *The second hit launches the opponent away on hit, and causes a hard knockdown. | ||
* | *Jotaro's main combo starter, either used by itself or when paired with a poke (mainly s.2L), due to its incredible range and startup. | ||
*If this move connects, Jotaro can cancel into [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|s.22L/M]] to convert into a combo, regardless of distance. | |||
*Fast enough to connect and convert into combos from anti-airing with normals, as well [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6L]], but is mainly used to pick up after [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6M]]. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Star Platinum extends its leg downwards. | Star Platinum extends its leg downwards. | ||
*Jotaro's best answer against opponents below him. | *One of the fastest aerials in the game, and thus a very strong air-to-air. | ||
*Jotaro's best answer against opponents below him, and can even cross up. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Star Platinum punches straight ahead. | Star Platinum punches straight ahead. | ||
*Can hit grounded opponents. | *Can hit grounded opponents. | ||
*Mainly used as a means to bait Stylish Guard, but is otherwise is outclassed by both s.jL and s.jH when it comes to air-to-airs and jump-ins. | |||
}} | }} | ||
}} | }} | ||
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Star Platinum attacks with a downward punch. | Star Platinum attacks with a downward punch. | ||
*Essentially Stand Off j.H but with slightly more range. | *Essentially Stand Off j.H but with slightly more range. | ||
* | *The main jump-in button while in Stand On due to its massive hitbox. | ||
}} | }} | ||
}} | }} |
Revision as of 14:44, 4 November 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.
Moving through Jotaro's moveset piece by piece, the first thing to note are his great normals, which are backed by pretty solid frame data that stays pretty consistent between modes. Jotaro's light normals allows him to get quick counter-pokes against gaps in pressure, with s.5L being noteworthy due to its impressive range compared to other characters' equivalents. Buttons like 5H and 2H serve as good pokes/counter-pokes too, with their Stand On counterparts basically being strict upgrades. He has access to one of the best buttons in the game in s.2L: a very quick normal boasting phenomenal range that enables a solid strike/throw gameplan, since it can be canceled into itself and leads to incredible stagger pressure from distances other characters could only dream of. As for aerials, buttons like j.M and s.jL serve as great air-to-airs (and both can cross up if need be), while both j.H and s.jH shine when used as jump-ins, since they cover a lot of space and are very active. Both of his command normals, 3H and s.3H, serve as fundamental combo starters in their respective modes as they can lead into anti-air conversions from the rest of Jotaro's normals, which is a strong privilege to have.
As for special moves, Jotaro's kit has different purposes depending on his current mode. In Stand Off, Jotaro's toolkit leans into a more passive playstyle, with "If I throw this bearing..." being a solid projectile to pester opponents from long range and even leading into conversions depending on Jotaro's distance with the opponent; "Star Finger" is a poke and pressure tool with respectable range, considerable Guard Damage, and strong frame advantage, while also allowing meterless extensions in a variety of routings; and "I'm going to break you into pieces." mainly serves as combo filler near walls, since its slow startup makes it unreliable as a dedicated anti-air. In Stand On, on the other hand, Jotaro's toolset switches to a more aggressive focus: "ORA ORA!" is a persistent hitbox with a variety of follow-ups that enables strong pressure on block, can be used as an anti-air against dash-jumps and even leads into combos; "So I'm gonna bust you up!" serves as a solid command grab with amazing range, allowing Jotaro to open up opponents who like to play very defensively and turtle; and "Where'd all that time go?" is a teleport that allows for coversions from incredible ranges and lets him control space extraordinarily well.
Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options, which makes him a very momentum-based character and leaves him heavily reliant on universal mechanics. Adding on to this, Jotaro's strongest tools are only present while in Stand On, so if the opponent manages to get a lead and/or maintains constant pressure, there's not a lot Jotaro can do on his own. Jotaro thrives when playing from ahead, but struggles with playing from behind, so finding balance between his passive and aggressive tools is key to succeeding with this character.
- Star Platinum, The World!: Jotaro is one of four characters in the game (along with his younger incarnation, DIO, and AW Diego) with the ability to stop time, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from Guilty Gear -Strive-.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 1000 | Rumble | #ASBR_4JO #ASBR_JTR4 |
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 As Jotaro matured, so did his command normal As Jotaro matured, so did his command normal
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5H
5H A giant button that's great for any scenario A giant button that's great for any scenario
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2L
2L
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2M
2M Anti-airing Low Anti-airing Low
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2H
2H
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3H
3H
Just shut up! |
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JL
j.L
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JM
j.M
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JH
j.H Criminal Criminal
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Special Moves
236X
If I throw this bearing...
236L/M/H |
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623X
I'm going to break you into pieces.
623L/M/H |
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214X
Star Finger
214L/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 The OTHER anti-airing Low The OTHER anti-airing Low
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Stand 2H
2H
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Stand 3H
3H ORAAAA! It has four "A"s It has four "A"s
|
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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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Special Moves
Stand 236X
ORA ORA!
236L/M/H |
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Stand 236X-6X
ORAAA! 236L/M/H > 6L/M/H Light Light Medium Medium Heavy Heavy That's three "A"s That's three "A"s
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Stand 22X
Where'd all that time go?
236L/M/H > 4L/M/H or 22L/M/H |
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Stand 63214X
So I'm gonna bust you up!
63214L/M/H |
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System Mechanics
Throw
Throw
UUORA! 5/4 + Any Two Attack Buttons |
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Assist
Assist
If I throw this bearing... Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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22S
Star Platinum, The World!
22S |
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Heart Heat Attack
I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons |
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Great Heat Attack
I hate things that are a pain in the ass...
236L+M+H |
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