JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
No edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
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. | ||
Jotaro's versatility begins while in Stand Off, where his more passive tools lie. This is seen in special moves like "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|If I throw this bearing...]]", a projectile that can be used to pester the opponent from afar; and "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]", a poke and pressure tool that can be used from respectable ranges, which provides good pressure on block thanks to its good frame advantage. While both of these moves allow Jotaro to play safely, they can also be combo starters, allowing Jotaro to easily capitalize on his opponent's mistakes. In combination with his normals, these tools lead to a more patient playstyle rather than an offensive one. | |||
It is while in Stand On, however, where Jotaro more than makes up for this with improved offensive capabilities. In this form, Jotaro wields normals with incredible range (especially when compared to their Stand Off counterparts), with notable examples including [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2L|s.2L]] (a very long and very quick button that enables strong strike/throw mix-ups) and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] (an extremely large and fast command normal). His special moves in this mode also take on a much more aggressive focus: "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|Where'd all that time go?]]" is a teleport that lets Jotaro instantly approach while also allowing combo conversions from incredible ranges, "[[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]] which help with pressure and combos, and "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|So I'm gonna bust you up!]]" is a command grab with sizeable range that can help open his opponent up and improves his general strike/throw gameplan. | |||
Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options | Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options leave 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-''. | ||
Line 15: | Line 15: | ||
| 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 gives him options at any range, granting him varied offenses. | * '''Versatile:''' Jotaro's toolkit features tools that gives him options at any range, granting him varied offenses. These include [[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]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X-6X|with a variety of useful options]]. | ||
* '''Beefy Normals:''' | * '''Beefy Normals:''' Jotaro has access to a very strong set of normals regardless of his current mode. 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. | * '''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 | * '''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 can also set 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. | * '''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. | ||
Line 373: | Line 373: | ||
*The amount of hits changes depending on the version used. | *The amount of hits changes depending on the version used. | ||
*Launches opponents away on hit. | *Launches opponents away on hit. | ||
*Fantastic combo tool when near the walls, and is | *Fantastic combo tool when near the walls, and is the main combo ender when paired with HHA. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 718: | Line 718: | ||
*The distance covered by Star Platinum depends on the version used. | *The distance covered by Star Platinum depends on the version used. | ||
*Leaves grounded opponents standing, while leaving airborne opponents mostly in place. | *Leaves grounded opponents standing, while leaving airborne opponents mostly in place. | ||
*Cannot be Flash Canceled, but can be canceled into | *Cannot be Flash Canceled, but can be canceled into HHA. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 799: | Line 799: | ||
'''H version:''' | '''H version:''' | ||
Star Platinum attacks with a crouching fist | Star Platinum attacks with a crouching fist. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
**Because of its knockdown, canceling into HHA will not connect if used against grounded opponents. | **Because of its knockdown, canceling into HHA will not connect if used against grounded opponents. | ||
Line 1,081: | Line 1,081: | ||
Star Platinum flies a short distance forward to throw a heavy downward punch. On a successful hit, Star Platinum proceeds to viciously pummel the opponent before sending them flying. | Star Platinum flies a short distance forward to throw a heavy downward punch. On a successful hit, Star Platinum proceeds to viciously pummel the opponent before sending them flying. | ||
*Deceptive vertical range. | *Deceptive vertical range. | ||
*Jotaro's only move with full invincibility, granting it utility as an expensive reversal option. | |||
}} | }} | ||
}} | }} |
Revision as of 21:15, 24 February 2024
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.
Jotaro's versatility begins while in Stand Off, where his more passive tools lie. This is seen in special moves like "If I throw this bearing...", a projectile that can be used to pester the opponent from afar; and "Star Finger", a poke and pressure tool that can be used from respectable ranges, which provides good pressure on block thanks to its good frame advantage. While both of these moves allow Jotaro to play safely, they can also be combo starters, allowing Jotaro to easily capitalize on his opponent's mistakes. In combination with his normals, these tools lead to a more patient playstyle rather than an offensive one.
It is while in Stand On, however, where Jotaro more than makes up for this with improved offensive capabilities. In this form, Jotaro wields normals with incredible range (especially when compared to their Stand Off counterparts), with notable examples including s.2L (a very long and very quick button that enables strong strike/throw mix-ups) and s.3H (an extremely large and fast command normal). His special moves in this mode also take on a much more aggressive focus: "Where'd all that time go?" is a teleport that lets Jotaro instantly approach while also allowing combo conversions from incredible ranges, "ORA ORA!" is a persistent hitbox with a variety of follow-ups which help with pressure and combos, and "So I'm gonna bust you up!" is a command grab with sizeable range that can help open his opponent up and improves his general strike/throw gameplan.
Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options leave 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-.
![]() |
|
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
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
|
---|
5M
5M As Jotaro matured, so did his command normal As Jotaro matured, so did his command normal
|
---|
5H
5H A giant button that's great for any scenario A giant button that's great for any scenario
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
3H
3H
Just shut up! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H Criminal Criminal
|
---|
Special Moves
236X
If I throw this bearing...
236L/M/H |
---|
623X
I'm going to break you into pieces.
623L/M/H |
---|
214X
Star Finger
214L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand 3H
3H ORAAAA! It has four "A"s It has four "A"s
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
ORA ORA!
236L/M/H |
---|
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
|
---|
Stand 22X
Where'd all that time go?
236L/M/H > 4L/M/H or 22L/M/H |
---|
Stand 63214X
So I'm gonna bust you up!
63214L/M/H |
---|
System Mechanics
Throw
Throw
UUORA! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
If I throw this bearing... Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
---|
5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
|
---|
22S
Star Platinum, The World!
22S |
---|
Heart Heat Attack
I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons |
---|
Great Heat Attack
I hate things that are a pain in the ass...
236L+M+H |
---|
Costumes
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Bannock Meatball | ![]() |
![]() Canada |
@BannockMeatball | Exhibition Footage YouTube Channel |