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

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{{ASBR Character Intro|char=Jolyne|short=jol|content=
{{ASBR Character Intro|char=Jolyne|short=jol|content=
==Introduction==
==Introduction==
Insert character introduction here.
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 [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]] and his disciple, [[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)|Enrico]] [[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Final)|Pucci]].


*'''Notable Trait''': Explain Notable Trait in short here
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.
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|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.
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_J123H|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.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Jolyne_Small_Icon.png|50px]] '''Jolyne Cujoh''' is a ABC character who utilizes their XYZ
| intro = [[file:JJASBR_Jolyne_Small_Icon.png|50px]] '''Jolyne Cujoh''' is a mobile, long-ranged Stand character who utilizes her strong buttons and various offensive options to start looping okizeme situations.
| pros =
| pros =
* '''Pro 1:''' TBD
* '''Honest Footsies:''' Jolyne's normals in Stand 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.
* '''Pro 2:''' TBD
* '''Anti-Air:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_623X|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.
* '''Pro 3:''' TBD
* '''Looping Okizeme:''' Jolyne has no trouble securing hard knockdowns, and any hard knockdown she gets gives her time to plant a "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|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.
  |cons =
  |cons =
* '''Con 1:''' TBD
* '''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.
* '''Con 2:''' TBD
| tablewidth = 80
| tablewidth = 80
}}
}}
Line 22: Line 27:
  | health = 950
  | health = 950
  | lowhealth = Rumble
  | lowhealth = Rumble
  | hashtag = [https://twitter.com/hashtag/ASBR_TRI?src=hashtag_click #ASBR_JOL]
  | hashtag = [https://twitter.com/hashtag/ASBR_JOL?src=hashtag_click #ASBR_JOL]<br>[https://twitter.com/hashtag/ASBR_JOL?src=hashtag_click #ASBR_JOR]
}}
}}
}}
}}
==Move List==
==Move List==
<div class="movelist-toggles">
<div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div>
Line 44: Line 48:
  |damage=13
  |damage=13
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=Jolyne performs a standing low kick
  |description=
*Despite its appearance, does not hit low
Jolyne kicks in front of her.
*Not a good jab for stopping dash jumps
*More range and faster than 2L.
*Low height hitbox, so bad at stopping jump-ins.
*Only grounded normal that doesn't put the opponent outside of Throw range on hit.
  }}
  }}
}}
}}
Line 63: Line 69:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=10, 13
  |damage=23 (10, 13)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=-6
  |description=Jolyne performs an overhead kick that hits twice
  |description=
*Moves Jolyne forward
Jolyne performs a high, double-hitting kick moving downwards.
*Moves Jolyne forward slightly.
*Fastest Stand Off option to hit someone out of the air.
  }}
  }}
}}
}}
Line 85: Line 93:
  |damage=34
  |damage=34
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=0
  |description=Stone Free performs a punch upwards
  |description=
*A good range for a poke or counter-poke
Jolyne summons Stone Free to punch in front of her.
*Strong as a poke or counter-poke.
*Can also stop dash-jumps due to how high up Stone Free hits, though it's rather slow.
  }}
  }}
}}
}}
Line 105: Line 115:
  |damage=12
  |damage=12
  |guard=Low
  |guard=Low
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=Jolyne performs a crouching jab
  |description=
*A standard crouching jab
Jolyne jabs in front of her while crouching.
*Can chain into itself 3 or 4 times
*Can cancel into itself on hit and block.
*Good for stagger pressure.
*Large cancel window.
  }}
  }}
}}
}}
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  |damage=20
  |damage=20
  |guard=Low
  |guard=Low
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=Jolyne performs a kick upwards
  |description=
*Good range for a poke
Jolyne performs a kick upwards while sliding over the ground.
*Moves Jolyne slightly forward.
*Good advantage on hit, and safe on block.
**Leaves Jolyne out of range for tick throws on both hit and block.
  }}
  }}
}}
}}
Line 146: Line 161:
  |damage=32
  |damage=32
  |guard=Low
  |guard=Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=Jolyne performs a sweeping overhead kick while crouching
  |description=
*Does not move Jolyne forward
Jolyne performs a sweeping kick moving down while crouching.
*Provides hard knockdown
*Causes hard knockdown.
*Slightly worse range than 2M.
*Good for setting up "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|String Barrier]]" for oki.
  }}
  }}
}}
}}
Line 165: Line 182:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=10, 25
  |damage=35 (10, 25)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=18(9)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-14
  |hitadv=
  |hitadv=
  |description=Jolyne performs a high kick and Stone Free follows up with a kick downwards
  |description=
*Launches the opponent outwards
Jolyne performs a high kick, then summons Stone Free to follow with another kick.
*Can not cancel into Stand On
*Both hits launch the opponent, with the second causing hard knockdown.
*Special-cancelable even on whiff.
*Cannot be canceled into [[JoJo's Bizarre Adventure: All-Star Battle R/System#Uses of the Heart Heat Gauge|Quick Stand On]].
  }}
  }}
}}
}}
Line 188: Line 207:
  |damage=14
  |damage=14
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne performs a kick outwards
  |description=
*Good for air-to-airs
Jolyne performs a kick outwards.
*Good range for a j.L
*Good range for a j.L, making it a strong anti-air.
*Fast startup, good for delayed jump-ins.
  }}
  }}
}}
}}
Line 209: Line 229:
  |damage=22
  |damage=22
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne performs an axe kick
  |description=
*Good for air-to-airs
Jolyne attacks with an axe kick.
*Another good air-to-air.
*This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot.
*Can cross up.
*Good for catching backdashes.
  }}
  }}
}}
}}
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  |damage=34
  |damage=34
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne performs a punch downwards
  |description=
*Go-to jump in button
Jolyne summons Stone Free, who punches straight down.
*Pretty standard jump-in button.
*Solid vertical and horizontal range.
*Can cross up.
  }}
  }}
}}
}}
Line 249: Line 276:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=4*13, 10
  |damage=62 (4*13, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv= -8
  |hitadv=
  |hitadv=
|description=Jolyne and Stone Free repeatedly kick the opponent as she moves forward
*Launches the opponent away on hit
*Used to end combos
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=4*15, 15
  |damage=75 (4*15, 15)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 22
  |active=
  |active=
  |recovery=
  |recovery=  
  |blockadv=
  |blockadv= -14
  |hitadv=
  |hitadv=
|description=
*Moves Jolyne further forward
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=4*17, 20
  |damage=88 (4*17, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv= -26
  |hitadv=
  |hitadv=
  |description=
  |description=
*Moves Jolyne the furthest
Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward.
*The distance covered by the attack depends on the version used, inversely affecting startup.
*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.
----
'''L version:'''
*Moves forward slightly.
----
'''M version:'''
*Moves forward more.
----
'''H version:'''
*Moves forward the most.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">63214X</font> ======
====== <font style="visibility:hidden" size="0">421X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_63214X.png
|image=JJASBR_Jolyne_421X.png
|caption=
|caption=
|name=Your body's best angle to punch.
|image2=JJASBR_Jolyne_236X.png
|input=63214L/M/H
|caption2=
|name=I don't need strength to block with string!
|input=421L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=1, 6*10, 25
  |damage=62 (4*13, 10)
  |guard=Low
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 304: Line 341:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne sends out a string, wrapping it around the opponent on hit before Stone Free barrages them with punches
  |description=
*While it is a hit-grab, Jolyne is not immune to any outside elements, such as Reversal Assists
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=1, 6*13, 25
  |damage=75 (4*15, 15)
  |guard=Low
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 318: Line 354:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Reaches further than the L variant
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=1, 6*16, 25
  |damage=88 (4*17, 20)
  |guard=Low
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 331: Line 366:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Reaches the furthest
Jolyne puts some string in front of her. Upon blocking an opponent, Jolyne retaliates with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#236X|Sweet dreams, creep!]]".
*Counter.
*Does not work against projectiles, Throws, HHAs or GHAs.
*Generally not very good; not a reversal due to not activating on frame 1, and the retaliation is a pretty bad starter, so just using Stylish Guard is better if the read is correct.
*Has a niche application with baiting Reversal Assists: since 421X stays active for longer than Stylish Guard, it can catch both immediate and delayed uses. This still isn't that good, since baiting them like this is risky business and trying this makes it even riskier.
  }}
  }}
}}
}}
Line 344: Line 383:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=30
  |damage=40 (5*6, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 46
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne places a wall of string that reaches to the top of the screen
  |description=
*Places the wall directly in front of Jolyne
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=30
  |damage=40 (5*6, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 48
  |active=
  |active=
  |recovery=
  |recovery=
Line 365: Line 403:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Places the wall further than the L version
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=30
  |damage=40 (5*6, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup= 48
  |active=
  |active=
  |recovery=
  |recovery=
Line 378: Line 415:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Places the wall the furthest
Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.
*Different versions place the barrier at different distances.
*The final hit binds the opponent, which transitions into a crumple against grounded opponents.
*The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after Jolyne moves through it.
*Sees various uses in certain situations:
**In neutral, it can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely.
**Can be part of Cinematic Taunt combos by, after any hard knockdown, placing the barrier directly on top of the opponent and immediately using dash-jump j.H or dash 5L/2L after the Taunt.
**For oki, it can be used to place additional hitboxes 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. Another alternative is to place the barrier directly behind the opponent, preventing them from jumping back or backdashing during the pressure sequence that follows.
----
'''L version:'''
*The barrier spawns right in front of Jolyne.
----
'''M version:'''
*The barrier spawns about one forward jump away.
----
'''H version:'''
*The barrier spawns about two forward jumps away.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">421X</font> ======
====== <font style="visibility:hidden" size="0">63214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_421X.png
|image=JJASBR_Jolyne_63214X_(1).png
|caption=
|caption=
|name=I don't need strength to block with string!
|image2=JJASBR_Jolyne_63214X_(2).png
|input=421L/M/H
|caption2=
|name=Your body's best angle to punch.
|input=63214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=4*13, 10
  |damage=86 (1, 6*10, 25)
  |guard=Mid
  |guard=Low
  |startup=
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=+4
  |hitadv=
  |hitadv=
  |description=Jolyne enters a stance where she counters her opponent's attack with her string
  |description=
*Automatically activates [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#236X|236X]] upon activation
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=4*15, 15
  |damage=104 (1, 6*13, 25)
  |guard=Mid
  |guard=Low
  |startup=
  |startup=28
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=+2
  |hitadv=
  |hitadv=
  |description=
  |description=
Line 416: Line 470:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=4*17, 20
  |damage=122 (1, 6*16, 25)
  |guard=Mid
  |guard=Low
  |startup=
  |startup=36(12)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=
  |description=
  |description=
Jolyne sends out a string a long distance along the ground. If it makes contact with the opponent, Jolyne wraps them up before summoning Stone Free to pummel them.
*Different versions alter the move's range in exchange for additional startup.
*Can cancel into HHA unlike most hit-grabs.
*Sneaky, Low-attribute hitgrab with surprising range, which grants it some fringe uses in neutral.
*Causes a hard knockdown that typically sets up a Taunt combo with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|String Barrier]]".
*Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab's animation.
----
'''L version:'''
*The shortest range.
*Very brief recovery, and slightly plus on block, making it a good blockstring ender (although leaving a gap the opponent can Stylish Guard through).
----
'''M version:'''
*Longer range than the L version.
*Slightly more recovery as well, but still brief in general.
----
'''H version:'''
*The longest range.
*Has a longer recovery animation and is negative on block (but safe from most ranges).
  }}
  }}
}}
}}
Line 435: Line 507:
|image=JJASBR_Jolyne_Stand_5L.png
|image=JJASBR_Jolyne_Stand_5L.png
|caption=
|caption=
|name=5L
|name=s.5L
|subtitle=
|subtitle=
|data=
|data=
Line 441: Line 513:
  |damage=13
  |damage=13
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=Stone Free performs a jab
  |description=
*Standard jab, good for stopping dash jumps
Stone Free jabs in front.
*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 Stand On buttons being better in poking situations.
  }}
  }}
}}
}}
Line 455: Line 530:
|image=JJASBR_Jolyne_Stand_5M.png
|image=JJASBR_Jolyne_Stand_5M.png
|caption=
|caption=
|name=5M
|name=s.5M
|subtitle=
|subtitle=
|data=
|data=
Line 461: Line 536:
  |damage=21
  |damage=21
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=0
  |hitadv=
  |hitadv=+4
  |description=Stone Free performs a punch downwards with an extended arm
  |description=
*Good range for a poke or counter-poke
Stone Free launches its arm at a downwards angle.
*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.
  }}
  }}
}}
}}
Line 475: Line 552:
|image=JJASBR_Jolyne_Stand_5H.png
|image=JJASBR_Jolyne_Stand_5H.png
|caption=
|caption=
|name=5H
|name=s.5H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=12, 22
  |damage=34 (12, 22)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=10(3)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-16
  |hitadv=
  |hitadv=KD
  |description=Stone Free performs a punch upwards with an extended arm
  |description=
*Farthest reaching Stand On normal
Stone Free launches its arm at a slight upwards angle.
*Launches the opponent upwards on hit
*The second hit launches.
*Jolyne's farthest-reaching Stand On normal.
*Launches the opponent on it, and can be cancelled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_236X|So you're the enemy, huh?]]" to continue the combo.
*Will whiff on crouching and short-sized characters from the tip of its range, but can also tag jumping opponents as a fast, rewarding anti-air.
*Due to hitting twice, the first hit commonly clashes with aerials; this results in the second hit allowing for conversions, making it one of the best anti-airs in the game.
  }}
  }}
}}
}}
Line 496: Line 577:
|image=JJASBR_Jolyne_Stand_2L.png
|image=JJASBR_Jolyne_Stand_2L.png
|caption=
|caption=
|name=2L
|name=s.2L
|subtitle=
|subtitle=
|data=
|data=
Line 502: Line 583:
  |damage=12
  |damage=12
  |guard=Low
  |guard=Low
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=Stone Free performs a crouching jab
  |description=
*Standard jab
Stone Free jabs at a low angle.
*Chains into itself 3 or 4 times
*Pretty big for a crouching jab.
*Useful as a Low option in pressure and for all the usual crouching jab things.
  }}
  }}
}}
}}
Line 517: Line 599:
|image=JJASBR_Jolyne_Stand_2M.png
|image=JJASBR_Jolyne_Stand_2M.png
|caption=
|caption=
|name=2M
|name=s.2M
|subtitle=
|subtitle=
|data=
|data=
Line 523: Line 605:
  |damage=20
  |damage=20
  |guard=Low
  |guard=Low
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-14
  |hitadv=
  |hitadv=-10
  |description=Stone Free performs an extended crouching punch
  |description=
*Good range for pokes and counter-pokes
Stone Free extends its arm at a low angle.
*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 Jolyne's most rewarding Low option.
  }}
  }}
}}
}}
Line 537: Line 621:
|image=JJASBR_Jolyne_Stand_2H.png
|image=JJASBR_Jolyne_Stand_2H.png
|caption=
|caption=
|name=2H
|name=s.2H
|subtitle=
|subtitle=
|data=
|data=
Line 543: Line 627:
  |damage=32
  |damage=32
  |guard=Low
  |guard=Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-14
  |hitadv=
  |hitadv=HKD
  |description=Stone Free performs an extended sweeping punch
  |description=
*Provides hard knockdown
Stone Free swipes at the opponent's feet with its arm extended.
*Causes hard knockdown.
*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.
*One of the longest-reaching sweeps in the game (if not the longest), forcing a mix-up situation.
  }}
  }}
}}
}}
Line 557: Line 646:
|image=JJASBR_Jolyne_Stand_Jump_L.png
|image=JJASBR_Jolyne_Stand_Jump_L.png
|caption=
|caption=
|name=j.L
|name=s.jL
|subtitle=
|subtitle=
|data=
|data=
Line 563: Line 652:
  |damage=16
  |damage=16
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Stone Free performs a punch downwards
  |description=
*Stubby aerial, good for air-to-airs
Stone Free jabs below itself.
*Fast, but stubby.
*Not a great air-to-air due to only hitting below Jolyne.
*Useful instant overhead due to hitting so far below her.
  }}
  }}
}}
}}
Line 577: Line 669:
|image=JJASBR_Jolyne_Stand_Jump_M.png
|image=JJASBR_Jolyne_Stand_Jump_M.png
|caption=
|caption=
|name=j.M
|name=s.jM
|subtitle=
|subtitle=
|data=
|data=
Line 583: Line 675:
  |damage=24
  |damage=24
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Stone Free performs an extended punch downwards
  |description=
*Good for jump ins and combo filler
While in the air, Stone Free extends its arm at a downwards angle.
*Controls a pretty dominant chunk of both air and ground space.
*Good jump-in and poke due to its speed and range.
*Useful combo filler when j.H has hit its IPS limit.
*Can be performed low to the ground quickly using "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]", which gives Jolyne the option to either stay in place or advance/retreat slightly. This is fairly slow, though, so utilize this with caution.
  }}
  }}
}}
}}
Line 597: Line 693:
|image=JJASBR_Jolyne_Stand_Jump_H.png
|image=JJASBR_Jolyne_Stand_Jump_H.png
|caption=
|caption=
|name=j.H
|name=s.jH
|subtitle=
|subtitle=
|data=
|data=
Line 603: Line 699:
  |damage=38
  |damage=38
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Stone Free performs an extended punch at a steeper angle downwards
  |description=
*Good for jump ins and combo filler
While in the air, Stone Free extends its arm almost straight below itself.
*Has a much bigger horizontal hitbox than its animation might suggest.
*Great jump-in and useful combo filler in juggles.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand j123H</font> ======
====Special Moves====
====== <font style="visibility:hidden" size="0">28</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Stand_Jump_1H.png
|image=JJASBR_Jolyne_Stand_27.png
|image2=JJASBR_Jolyne_Stand_Jump_2H.png
|image2=JJASBR_Jolyne_Stand_28.png
|image3=JJASBR_Jolyne_Stand_Jump_3H.png
|image3=JJASBR_Jolyne_Stand_29.png
|caption=
|caption=
|name=j.1/2/3H
|name=With my string!
|subtitle=Stringing me for a ride!
|input=Any jump after 1/2/3 (Air OK)
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 627: Line 726:
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=Total 16
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne uses a string to pull herself to the ground quickly
  |description=
*Can cross up if angled correctly
Jolyne and Stone Free shoot string upward before pulling themselves up.
*Low recovery allows for quick mixups
*Useful tool for combos, pressure, and neutral.
  }}
*Locks Jolyne out of "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_J123H|Stringing me for a ride!]]" on use.
*Allows Jolyne 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.
  }}  
}}
}}


====== <font style="visibility:hidden" size="0">28</font> ======
====== <font style="visibility:hidden" size="0">Stand J123H</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Stand_27.png
|image=JJASBR_Jolyne_Stand_Jump_1H.png
|image2=JJASBR_Jolyne_Stand_28.png
|caption=
|image3=JJASBR_Jolyne_Stand_29.png
|image2=JJASBR_Jolyne_Stand_Jump_2H.png
|caption=
|caption2=
|name=With my string!
|image3=JJASBR_Jolyne_Stand_Jump_3H.png
|input=Any jump after 1/2/3
|caption3=
|name=Stringing me for a ride!
|input=s.j1/2/3H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=Until Landing + 12
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Jolyne rides her string into the air
  |description=
While in mid-air, Stone Free uses string to immediately pull Jolyne towards the ground.
*Only available in Stand On
*Pulls Jolyne to the ground quickly, with virtually no recovery once she lands.
*Air OK
*Useful anti-air bait and additional mobility tool.
*Can be cancelled into from normals on hit or block
*Can pass through opponents while falling, allowing for quick left-right mixups.
*Locks Jolyne out of Stringing me for a ride!
  }}
  }}
}}
}}


====Special Moves====
====== <font style="visibility:hidden" size="0">Stand 236X</font> ======
====== <font style="visibility:hidden" size="0">Stand 236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Stand_236L.png
|image=JJASBR_Jolyne_Stand_236L.png
|caption=Light
|image2=JJASBR_Jolyne_Stand_236M.png
|image2=JJASBR_Jolyne_Stand_236M.png
|caption2=Medium
|image3=JJASBR_Jolyne_Stand_236H.png
|image3=JJASBR_Jolyne_Stand_236H.png
|caption=
|caption3=Heavy
|name=So you're the enemy, huh?
|name=So you're the enemy, huh?
|input=236L/M/H
|input=s.236L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=3*9, 14
  |damage=41 (3*9, 14)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=KD
  |description=Stone Free performs a barrage of punches
  |description=
*Stand-Rush compatible
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=3*9, 22
  |damage=49 (3*9, 22)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-12
  |hitadv=
  |hitadv=KD
  |description=
  |description=
*Stone Free punches further
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=3*9, 30
  |damage=57 (3*9, 30)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=30
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-24
  |hitadv=
  |hitadv=KD
  |description=
  |description=
*Stone Free punches the furthest
Stone Free rapidly punches forward.
*The range of the attack is determined by the version used, inversely affecting startup and block advantage.
*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.
*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.
*Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked.
----
'''L version:'''
*Has the shortest range, but moves Strong Free forward.
----
'''M version:'''
*Longer range than the L version, but Stone Free doesn't move as far forward.
----
'''H version:'''
*Has the longest range and causes Strong Free to stay in place.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand j236X</font> ======
====== <font style="visibility:hidden" size="0">Stand J236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Stand_j236L.png
|image=JJASBR_Jolyne_Stand_Jump_236X.png
|image2=JJASBR_Jolyne_Stand_j236M.png
|caption=Start/Hold
|image3=JJASBR_Jolyne_Stand_j236H.png
|image2=JJASBR_Jolyne_Stand_Jump_236L.png
|caption=
|caption2=Light
|image3=JJASBR_Jolyne_Stand_Jump_236M.png
|caption3=Medium
|image4=JJASBR_Jolyne_Stand_Jump_236H.png
|caption4=Heavy
|name=So you're the enemy, huh? (Air)
|name=So you're the enemy, huh? (Air)
|input=j.236L/M/H
|input=s.j236L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=4*8, 10
  |damage=42 (4*8, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Stone Free performs a barrage of punches downwards
  |description=
*Stand-Rush compatible
*Can be charged to delay the activation
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=4*8, 15
  |damage=47 (4*8, 15)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
Line 745: Line 863:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Stone Free punches further
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=4*8, 20
  |damage=52 (4*8, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=26
  |active=
  |active=
  |recovery=
  |recovery=
Line 758: Line 875:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Stone Free punches the furthest
While in the air, Stone Free rapidly punches downwards.
*Different versions change the range of the attack, as well as its startup and frame advantage.
*The final hit causes a groundbounce.
*Stand Rush-compatible, making it good as a pressure tool or conversion off Overheads.
*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.
**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.
----
'''L version:'''
*Has the shortest range.
----
'''M version:'''
*Longer range than the L version.
----
'''H version:'''
*Has the longest range.
  }}
  }}
}}
}}
Line 767: Line 899:
|caption=Anti-air so big it'll hit above the HUD
|caption=Anti-air so big it'll hit above the HUD
|image2=JJASBR_Jolyne_Stand_623H.png
|image2=JJASBR_Jolyne_Stand_623H.png
|caption2="I won't cut my string yet!"
|name=Don't wait, just attack!
|name=Don't wait, just attack!
|input=623L/M/H
|input=s.623L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 774: Line 907:
  |damage=70
  |damage=70
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=Stone Free performs an extended punch upwards
  |description=
*Does not have invul on startup
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 787: Line 919:
  |damage=80
  |damage=80
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
*Has invul on startup
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=80, 5, 20
  |damage=105 (80, 5, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-20
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
*Automatically activates "I won't cut my string yet!" followup on hit
Stone Free punches at an upwards angle while greatly extending its arm.
*Has invul on startup
*Deceptively fast and enormous anti-air that can beat out many jump-in normals.
*This is a hit-grab
*Only the punch itself carries a hitbox, so it will generally whiff against grounded opponents and characters who can enter its deadzone.
----
'''L version:'''
*Fast, with very slightly less range than other versions.
*Gives enough time to continue the combo with a jump-in after a Flash Cancel.
----
'''M version:'''
*Very slightly longer range than the L version while being sligtly slower.
*Just like with the L version, Flash Canceling gives Jolyne enough time to confirm into a combo.
----
'''H version:'''
*Invincible on startup.
*Cannot be Flash Canceled.
*Triggers an automatic, cinematic follow-up on hit.
**This follow-up will knock the opponent down and leave them right in front of Jolyne.
*Shines at calling out Reversal Assist uses due to its invul and vortex setup.
  }}
  }}
}}
}}
</div>
</div>
==System Mechanics==
==System Mechanics==
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Throw.png
|image=JJASBR_Jolyne_Throw_(1).png
|caption=
|caption=
|image2=JJASBR_Jolyne_Throw_(2).png
|caption2=Forward
|image3=JJASBR_Jolyne_Throw_(3).png
|caption3=Back
|name=Throw
|name=Throw
|subtitle=I gotcha now!
|subtitle=I gotcha now!
Line 823: Line 972:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Forward
|damage=110
|guard=Throw
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=Jolyne wraps the opponent in string before Stone Free punches them away
*Leaves the opponent far away
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22H]] will not reach at midscreen without moving forward first
}}
{{AttackData-ASBR
|version=Back
|header=no
  |damage=110
  |damage=110
  |guard=Throw
  |guard=Throw
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
Line 846: Line 980:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Leaves the opponent closer
'''Forward Throw:'''
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22H]] will now reach on its own
 
Jolyne grabs the opponent with a string net and summons Stone Free, who launches them away with a punch.
*Launches the opponent far away while causing a hard knockdown.
*After the Throw, <code>66 > 22M > Taunt</code> or <code>6[6] > 22L > FC > Taunt</code> allows continuing into a combo.
----
'''Back Throw:'''
 
Jolyne grabs the opponent with a string net and throws them behind her.
*Leaves the opponent closer with more advantage.
*After the Throw, <code>66 > 22M > Taunt or 6[6] > 22L > FC > Taunt</code> allows continuing into a combo.
  }}
  }}
}}
}}
Line 853: Line 996:
====== <font style="visibility:hidden" size="0">Assist</font> ======
====== <font style="visibility:hidden" size="0">Assist</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_22X.png
|image=JJASBR_Jolyne_Assist.png
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=String Barrier
|subtitle=String Barrier<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=40 (5*6, 10)
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 867: Line 1,010:
  |hitadv=
  |hitadv=
  |description=
  |description=
Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.
*Assault Assist Stocks: 2
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 1
*Reversal Assist Stock: 1
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22X]]
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22L]]
*The final hit binds the opponent, which transitions into a crumple against grounded opponents.
*The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after the point character moves through it.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand On</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_Stand_On.png
|image=JJASBR_Jolyne_Stand_On.png
Line 897: Line 1,043:
==Heart Heat Attack==
==Heart Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_HHA.png
|image=JJASBR_Jolyne_HHA_(1).png
|caption=Combo counter says 1000 hits, it's really not
|caption=
|image2=JJASBR_Jolyne_HHA_(2).png
|caption2=
|image3=JJASBR_Jolyne_HHA_(3).png
|caption3=Combo counter says 1000 hits, but it's really not
|name=1,000 throws!
|name=1,000 throws!
|input=236 + Any Two Attack Buttons
|input=236 + Any Two Attack Buttons
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=186 (30+9*15+30)
  |damage=186 (30+9*14+30)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=2+16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-50
  |hitadv=
  |hitadv= (+90)
  |description=Jolyne throws a baseball with a string attached to it, proceeding to continuously bring it back to herself as she throws it 1000 times
  |description=
*This is a hit-grab
Jolyne pulls out a baseball, around which Stone Free tightly wraps its string. Stone Free then throws the ball and, if the opponent is hit, will recatch the ball and hit them with it repeatedly.
*Does not reach full screen
*Very far-reaching hitgrab.
*Jolyne's only reversal attack, which gives it some application in beating SG-safe pressure.
*Mostly good for ending combos, since it adds a good amount of damage and still grants a solid hard knockdown after it.
  }}
  }}
}}
}}
Line 918: Line 1,070:
==Great Heat Attack==
==Great Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_Jolyne_GHA.png
|image=JJASBR_Jolyne_GHA_(1).png
|caption=
|caption=
|image2=JJASBR_Jolyne_GHA_(2).png
|caption2=
|image3=JJASBR_Jolyne_GHA_(3).png
|caption3=
|name=Time to retire you!
|name=Time to retire you!
|input=236L+M+H
|input=236L+M+H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=
  |damage=357 (60+6*47+15)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=2+26
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-58
  |hitadv=
  |hitadv=
  |description=Jolyne wraps the opponent in string, proceeding to beat down the opponent before Stone Free barrages them with punches and finishes them off.
  |description=
*Just make sure it hits
Jolyne throws out a net made of string. If the opponent is caught, she tightens the net around them to completely wrap them up. Afterwards, she moves in and hits them with a few attacks of her own before summoning Stone Free to finish the job.
*Solid round-closer like most GHAs.
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#6H|6H]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand 5H|s.5H]] can easily confirm into it.
*Too slow to be used as a reversal.
*Terrible on block and whiff, so don't miss.
  }}
  }}
}}
}}
==Costumes==
===Normal===
{{ColorGallery | filePrefix=JJASBR_Jolyne_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|1|  text=Normal (Color 1) }}
{{ColorGallery/Color|2|  text=Normal (Color 2) }}
{{ColorGallery/Color|3|  text=Normal (Color 3) }}
{{ColorGallery/Color|4|  text=Normal (Color 4) }}
}}
===Special===
{{ColorGallery | filePrefix=JJASBR_Jolyne_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
{{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}
{{ColorGallery/Color|Special B 1|  text=Special B (Color 1) }}
{{ColorGallery/Color|Special B 2|  text=Special B (Color 2) }}
{{ColorGallery/Color|Special C 1|  text=Special C (Color 1) }}
{{ColorGallery/Color|Special C 2|  text=Special C (Color 2) }}
{{ColorGallery/Color|Special D 1|  text=Special D (Color 1) }}
{{ColorGallery/Color|Special D 2|  text=Special D (Color 2) }}
{{ColorGallery/Color|Special E 1|  text=Special E (Color 1) }}
{{ColorGallery/Color|Special E 2|  text=Special E (Color 2) }}
{{ColorGallery/Color|Special F 1|  text=Special F (Color 1) }}
{{ColorGallery/Color|Special F 2|  text=Special F (Color 2) }}
}}
===Extra===
{{ColorGallery | filePrefix=JJASBR_Jolyne_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Extra A 1|  text=Extra A (Color 1) }}
{{ColorGallery/Color|Extra A 2|  text=Extra A (Color 2) }}
}}
===Stand===
{{ColorGallery | filePrefix=JJASBR_Jolyne_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Stand 1|  text={{Tooltip|color=purple|text=Stone Free (Color 1)|hovertext=Used for odd-numbered colors.}} }}
{{ColorGallery/Color|Stand 2|  text={{Tooltip|color=purple|text=Stone Free (Color 2)|hovertext=Used for even-numbered colors.}} }}
}}
==Notable Players==
:{{Template:PlayerListDisclaimer}}
{| class="wikitable" style="text-align:center;"
!width="95"|Name
!width="90"|Usual Color
!width="125"|Region
!Contact
!Example Play
|-
|シータ<br>(Shīta / sita)
|[[File:JJASBR Jolyne Color 4.png|200x200px|Normal (Color 4)]]
|[[File:Flag_jp.png]]<br>Japan
|[https://twitter.com/Jsitaaaaa @Jsitaaaaa]
|[https://www.youtube.com/live/q9TlsjCv38o?t=9520s Tournament Footage]<br>[https://www.youtube.com/@sita9982/streams YouTube Channel]
|}


==Navigation==
==Navigation==

Latest revision as of 21:39, 8 June 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.
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 Stand 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: Jolyne 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
#ASBR_JOR

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 4 - - -2 +2

Jolyne kicks in front of her.

  • More range and faster than 2L.
  • Low height hitbox, so bad at stopping jump-ins.
  • Only grounded normal that doesn't put the opponent outside of Throw range on hit.
5M
5M
JJASBR Jolyne 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 (10, 13) Mid 14 - - -10 -6

Jolyne performs a high, double-hitting kick moving downwards.

  • Moves Jolyne forward slightly.
  • Fastest Stand Off option to hit someone out of the air.
5H
5H
JJASBR Jolyne 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 12 - - -6 0

Jolyne summons Stone Free to punch in front of her.

  • Strong as a poke or counter-poke.
  • Can also stop dash-jumps due to how high up Stone Free hits, though it's rather slow.
2L
2L
JJASBR Jolyne 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 +2

Jolyne jabs in front of her while crouching.

  • Can cancel into itself on hit and block.
  • Good for stagger pressure.
  • Large cancel window.
2M
2M
JJASBR Jolyne 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 8 - - -2 +2

Jolyne performs a kick upwards while sliding over the ground.

  • Moves Jolyne slightly forward.
  • Good advantage on hit, and safe on block.
    • Leaves Jolyne out of range for tick throws on both hit and block.
2H
2H
JJASBR Jolyne 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 HKD

Jolyne performs a sweeping kick moving down while crouching.

  • Causes hard knockdown.
  • Slightly worse range than 2M.
  • Good for setting up "String Barrier" for oki.
6H
6H
Whatever it takes to win!
JJASBR Jolyne 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 (10, 25) Mid 18(9)1 - - -14 -

Jolyne performs a high kick, then summons Stone Free to follow with another kick.

  • Both hits launch the opponent, with the second causing hard knockdown.
  • Special-cancelable even on whiff.
  • Cannot be canceled into Quick Stand On.
JL
j.L
JJASBR Jolyne Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead 8 - - - -

Jolyne performs a kick outwards.

  • Good range for a j.L, making it a strong anti-air.
  • Fast startup, good for delayed jump-ins.
JM
j.M
JJASBR Jolyne Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead 10 - - - -

Jolyne attacks with an axe kick.

  • Another good air-to-air.
  • This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot.
  • Can cross up.
  • Good for catching backdashes.
JH
j.H
JJASBR Jolyne Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead 10 - - - -

Jolyne summons Stone Free, who punches straight down.

  • Pretty standard jump-in button.
  • Solid vertical and horizontal range.
  • Can cross up.

Special Moves

236X
Sweet dreams, creep!
236L/M/H
JJASBR Jolyne 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (4*13, 10) Mid 18 - - -8 -
Medium 75 (4*15, 15) Mid 22 - - -14 -
Heavy 88 (4*17, 20) Mid 24 - - -26 -

Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward.

  • The distance covered by the attack depends on the version used, inversely affecting startup.
  • The final hit launches opponents away.
  • Triggers 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.

L version:

  • Moves forward slightly.

M version:

  • Moves forward more.

H version:

  • Moves forward the most.
421X
I don't need strength to block with string!
421L/M/H
JJASBR Jolyne 421X.png
JJASBR Jolyne 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (4*13, 10) Mid - - - - -
Medium 75 (4*15, 15) Mid - - - - -
Heavy 88 (4*17, 20) Mid - - - - -

Jolyne puts some string in front of her. Upon blocking an opponent, Jolyne retaliates with "Sweet dreams, creep!".

  • Counter.
  • Does not work against projectiles, Throws, HHAs or GHAs.
  • Generally not very good; not a reversal due to not activating on frame 1, and the retaliation is a pretty bad starter, so just using Stylish Guard is better if the read is correct.
  • Has a niche application with baiting Reversal Assists: since 421X stays active for longer than Stylish Guard, it can catch both immediate and delayed uses. This still isn't that good, since baiting them 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 40 (5*6, 10) Mid 46 - - - -
Medium 40 (5*6, 10) Mid 48 - - - -
Heavy 40 (5*6, 10) Mid 48 - - - -

Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.

  • Different versions place the barrier at different distances.
  • The final hit binds the opponent, which transitions into a crumple against grounded opponents.
  • The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after Jolyne moves through it.
  • Sees various uses in certain situations:
    • In neutral, it can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely.
    • Can be part of Cinematic Taunt combos by, after any hard knockdown, placing the barrier directly on top of the opponent and immediately using dash-jump j.H or dash 5L/2L after the Taunt.
    • For oki, it can be used to place additional hitboxes 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. Another alternative is to place the barrier directly behind the opponent, preventing them from jumping back or backdashing during the pressure sequence that follows.

L version:

  • The barrier spawns right in front of Jolyne.

M version:

  • The barrier spawns about one forward jump away.

H version:

  • The barrier spawns about two forward jumps away.
63214X
Your body's best angle to punch.
63214L/M/H
JJASBR Jolyne 63214X (1).png
JJASBR Jolyne 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 86 (1, 6*10, 25) Low 22 - - +4 -
Medium 104 (1, 6*13, 25) Low 28 - - +2 -
Heavy 122 (1, 6*16, 25) Low 36(12)1 - - -6 -

Jolyne sends out a string a long distance along the ground. If it makes contact with the opponent, Jolyne wraps them up before summoning Stone Free to pummel them.

  • Different versions alter the move's range in exchange for additional startup.
  • Can cancel into HHA unlike most hit-grabs.
  • Sneaky, Low-attribute hitgrab with surprising range, which grants it some fringe uses in neutral.
  • Causes a hard knockdown that typically sets up a Taunt combo with "String Barrier".
  • Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab's animation.

L version:

  • The shortest range.
  • Very brief recovery, and slightly plus on block, making it a good blockstring ender (although leaving a gap the opponent can Stylish Guard through).

M version:

  • Longer range than the L version.
  • Slightly more recovery as well, but still brief in general.

H version:

  • The longest range.
  • Has a longer recovery animation and is negative on block (but safe from most ranges).

Stand On

Normal Moves

Stand 5L
s.5L
JJASBR Jolyne Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Stone Free jabs in front.

  • 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 Stand On buttons being better in poking situations.
Stand 5M
s.5M
JJASBR Jolyne Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 8 - - 0 +4

Stone Free launches its arm at a downwards angle.

  • 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
s.5H
JJASBR Jolyne Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 (12, 22) Mid 10(3)1 - - -16 KD

Stone Free launches its arm at a slight upwards angle.

  • The second hit launches.
  • 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 and short-sized characters from the tip of its range, but can also tag jumping opponents as a fast, rewarding anti-air.
  • Due to hitting twice, the first hit commonly clashes with aerials; this results in the second hit allowing for conversions, making it one of the best anti-airs in the game.
Stand 2L
s.2L
JJASBR Jolyne Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 +2

Stone Free jabs at a low angle.

  • Pretty big for a crouching jab.
  • Useful as a Low option in pressure and for all the usual crouching jab things.
Stand 2M
s.2M
JJASBR Jolyne Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 8 - - -14 -10

Stone Free extends its arm at a low angle.

  • 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 Jolyne's most rewarding Low option.
Stand 2H
s.2H
JJASBR Jolyne Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -14 HKD

Stone Free swipes at the opponent's feet with its arm extended.

  • Causes hard knockdown.
  • 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.
  • One of the longest-reaching sweeps in the game (if not the longest), forcing a mix-up situation.
Stand JL
s.jL
JJASBR Jolyne Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Stone Free jabs below itself.

  • Fast, but stubby.
  • Not a great air-to-air due to only hitting below Jolyne.
  • Useful instant overhead due to hitting so far below her.
Stand JM
s.jM
JJASBR Jolyne Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

While in the air, Stone Free extends its arm at a downwards angle.

  • Controls a pretty dominant chunk of both air and ground space.
  • Good jump-in and poke due to its speed and range.
  • Useful combo filler when j.H has hit its IPS limit.
  • Can be performed low to the ground quickly using "With my string!", which gives Jolyne the option to either stay in place or advance/retreat slightly. This is fairly slow, though, so utilize this with caution.
Stand JH
s.jH
JJASBR Jolyne Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

While in the air, Stone Free extends its arm almost straight below itself.

  • Has a much bigger horizontal hitbox than its animation might suggest.
  • Great jump-in and useful combo filler in juggles.

Special Moves

28
With my string!
Any jump after 1/2/3 (Air OK)
JJASBR Jolyne Stand 27.png
JJASBR Jolyne Stand 28.png
JJASBR Jolyne Stand 29.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total 16 - -

Jolyne and Stone Free shoot string upward before pulling themselves up.

  • Useful tool for combos, pressure, and neutral.
  • Locks Jolyne out of "Stringing me for a ride!" on use.
  • Allows Jolyne 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!
s.j1/2/3H
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.
- - - - Until Landing + 12 - -

While in mid-air, Stone Free uses string to immediately pull Jolyne towards the ground.

  • Pulls Jolyne to the ground quickly, with virtually no recovery once she lands.
  • Useful anti-air bait and additional mobility tool.
  • Can pass through opponents while falling, allowing for quick left-right mixups.
Stand 236X
So you're the enemy, huh?
s.236L/M/H
JJASBR Jolyne Stand 236L.png
Light
Light
JJASBR Jolyne Stand 236M.png
Medium
Medium
JJASBR Jolyne Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 41 (3*9, 14) Mid 18 - - -6 KD
Medium 49 (3*9, 22) Mid 24 - - -12 KD
Heavy 57 (3*9, 30) Mid 30 - - -24 KD

Stone Free rapidly punches forward.

  • The range of the attack is determined by the version used, inversely affecting startup and block advantage.
  • 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.
  • Triggers 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.
  • Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked.

L version:

  • Has the shortest range, but moves Strong Free forward.

M version:

  • Longer range than the L version, but Stone Free doesn't move as far forward.

H version:

  • Has the longest range and causes Strong Free to stay in place.
Stand J236X
So you're the enemy, huh? (Air)
s.j236L/M/H
JJASBR Jolyne Stand Jump 236X.png
Start/Hold
Start/Hold
JJASBR Jolyne Stand Jump 236L.png
Light
Light
JJASBR Jolyne Stand Jump 236M.png
Medium
Medium
JJASBR Jolyne Stand Jump 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 42 (4*8, 10) Mid 18 - - - -
Medium 47 (4*8, 15) Mid 22 - - - -
Heavy 52 (4*8, 20) Mid 26 - - - -

While in the air, Stone Free rapidly punches downwards.

  • Different versions change the range of the attack, as well as its startup and frame advantage.
  • The final hit causes a groundbounce.
  • Stand Rush-compatible, making it good as a pressure tool or conversion off Overheads.
  • 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.
    • 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.

L version:

  • Has the shortest range.

M version:

  • Longer range than the L version.

H version:

  • Has the longest range.
Stand 623X
Don't wait, just attack!
s.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
"I won't cut my string yet!"
"I won't cut my string yet!"
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid 12 - - -20 KD
Medium 80 Mid 14 - - -20 KD
Heavy 105 (80, 5, 20) Mid 16 - - -20 HKD

Stone Free punches at an upwards angle while greatly extending its arm.

  • Deceptively fast and enormous anti-air that can beat out many jump-in normals.
  • Only the punch itself carries a hitbox, so it will generally whiff against grounded opponents and characters who can enter its deadzone.

L version:

  • Fast, with very slightly less range than other versions.
  • Gives enough time to continue the combo with a jump-in after a Flash Cancel.

M version:

  • Very slightly longer range than the L version while being sligtly slower.
  • Just like with the L version, Flash Canceling gives Jolyne enough time to confirm into a combo.

H version:

  • Invincible on startup.
  • Cannot be Flash Canceled.
  • Triggers an automatic, cinematic follow-up on hit.
    • This follow-up will knock the opponent down and leave them right in front of Jolyne.
  • Shines at calling out Reversal Assist uses due to its invul and vortex setup.

System Mechanics

Throw
Throw
I gotcha now!
5/4 + Any Two Attack Buttons
JJASBR Jolyne Throw (1).png
JJASBR Jolyne Throw (2).png
Forward
Forward
JJASBR Jolyne Throw (3).png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw 6 - - - -

Forward Throw:

Jolyne grabs the opponent with a string net and summons Stone Free, who launches them away with a punch.

  • Launches the opponent far away while causing a hard knockdown.
  • After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allows continuing into a combo.

Back Throw:

Jolyne grabs the opponent with a string net and throws them behind her.

  • Leaves the opponent closer with more advantage.
  • After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allows continuing into a combo.
Assist
Assist
String Barrier
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Jolyne Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (5*6, 10) Mid - - - - -

Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.

  • Assault Assist Stocks: 2
  • Reversal Assist Stock: 1
  • Based on 22L
  • The final hit binds the opponent, which transitions into a crumple against grounded opponents.
  • The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after the point character moves through it.
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, but it's really not
Combo counter says 1000 hits, but it's really not
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
186 (30+9*14+30) Mid 2+16 - - -50 (+90)

Jolyne pulls out a baseball, around which Stone Free tightly wraps its string. Stone Free then throws the ball and, if the opponent is hit, will recatch the ball and hit them with it repeatedly.

  • Very far-reaching hitgrab.
  • Jolyne's only reversal attack, which gives it some application in beating SG-safe pressure.
  • Mostly good for ending combos, since it adds a good amount of damage and still grants a solid hard knockdown after it.

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.
357 (60+6*47+15) Mid 2+26 - - -58 -

Jolyne throws out a net made of string. If the opponent is caught, she tightens the net around them to completely wrap them up. Afterwards, she moves in and hits them with a few attacks of her own before summoning Stone Free to finish the job.

  • Solid round-closer like most GHAs.
  • 6H or s.5H can easily confirm into it.
  • Too slow to be used as a reversal.
  • Terrible on block and whiff, so don't miss.

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)
Special E (Color 1)
Special E (Color 2)
Special F (Color 1)
Special F (Color 2)

Extra

Extra A (Color 1)
Extra A (Color 2)

Stand

Stone Free (Color 1)
Stone Free (Color 2)

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)
Normal (Color 4) Flag jp.png
Japan
@Jsitaaaaa Tournament Footage
YouTube Channel

Navigation

General
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Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
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Diamond is Unbreakable
Josuke (Part 4)
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Koichi
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Akira
Kira
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Vento Aureo
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Stone Ocean
Jolyne
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Pucci (WS)
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Steel Ball Run
Johnny
Gyro
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AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh