JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh: Difference between revisions
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*The distance covered by the attack depends on the version used, inversely affecting startup. | *The distance covered by the attack depends on the version used, inversely affecting startup. | ||
*The final hit launches opponents away. | *The final hit launches opponents away. | ||
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/System#Rush Mode|Rush Mode]]. | |||
*Mostly just a combo ender, but can be used as another frametrap option out of normals, being a safe blockstring ender due to pushback. | *Mostly just a combo ender, but can be used as another frametrap option out of normals, being a safe blockstring ender due to pushback. | ||
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*The final hit lightly launches. | *The final hit lightly launches. | ||
*Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options. | *Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options. | ||
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/System#Rush Mode|Rush Mode]]. | |||
*Can be used in neutral due to the area it covers and its ability to catch Dodges, but its bad hurtbox will cause it to lose to a lot of normals. | *Can be used in neutral due to the area it covers and its ability to catch Dodges, but its bad hurtbox will cause it to lose to a lot of normals. | ||
*Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked. | *Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked. | ||
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*Different versions change the range of the attack, as well as its startup and frame advantage. | *Different versions change the range of the attack, as well as its startup and frame advantage. | ||
*The final hit causes a groundbounce. | *The final hit causes a groundbounce. | ||
*Stand Rush-compatible. | *Stand Rush-compatible, making it good as a pressure tool or conversion off Overheads. | ||
*The hitboxes mostly match the animation. | *The hitboxes mostly match the animation. | ||
*Can be delayed by holding the button, which prevents the move from going active and keeps both Jolyne and Stone Free hanging in the air until the button is released or enough time has passed. | *Can be delayed by holding the button, which prevents the move from going active and keeps both Jolyne and Stone Free hanging in the air until the button is released or enough time has passed. | ||
**If the attack is delayed even after chaining into Stand Rush, Jolyne will fall to the ground while Stone Free executes the attack. Because Stone Free remains suspended even while delaying the move, this opens up additional pressure opportunities, and allows Jolyne to enforce high/low/throw mixups after a blocked jump-in using it, all of which can be rewarded with a knockdown. | **If the attack is delayed even after chaining into Stand Rush, Jolyne will fall to the ground while Stone Free executes the attack. Because Stone Free remains suspended even while delaying the move, this opens up additional pressure opportunities, and allows Jolyne 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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|caption= | |caption= | ||
|name=Assist | |name=Assist | ||
|subtitle=String Barrier<br>{{NotationIcon- | |subtitle=String Barrier<br>{{NotationIcon-ASBR|Assist}}{{NotationIcon-ASBR|Assist}}{{NotationIcon-ASBR|Burst}} | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR |
Revision as of 17:59, 9 March 2024
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 Cujoh 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 dictate the flow 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.
- Stone Free: Jolyne's normals and special moves 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!: While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing 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 and while in Stand 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.
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 |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 950 | Rumble | #ASBR_JOL #ASBR_JOR |
Move List
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6H
6H
Whatever it takes to win! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Sweet dreams, creep!
236L/M/H |
---|
421X
I don't need strength to block with string!
421L/M/H |
---|
22X
String Barrier
22L/M/H |
---|
63214X
Your body's best angle to punch.
63214L/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 JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
28
With my string!
Any jump after 1/2/3 (Air OK) |
---|
Stand J123H
Stringing me for a ride!
j.1/2/3H |
---|
Stand 236X
So you're the enemy, huh?
236L/M/H |
---|
Stand J236X
So you're the enemy, huh? (Air)
j.236L/M/H |
---|
Stand 623X
Don't wait, just attack!
623L/M/H |
---|
System Mechanics
Throw
Throw
I gotcha now! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
String Barrier |
---|
5S
Stand On/Off
5S |
---|
Heart Heat Attack
1,000 throws!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Time to retire you!
236L+M+H |
---|
Costumes
Normal
Special
Extra
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 |
---|---|---|---|---|
シータ (Shīta / sita) |
Japan |
@Jsitaaaaa | Tournament Footage YouTube Channel |