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

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


The first thing to notice are his beefy normals. In Stand Off, [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#5H|5H]] is a great move in general, acting as a decent anti-air, a good wall, and a solid poke all at once; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#2H|2H]] is amazing as well, being an incredibly quick normal that knocks down; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#3H|3H]] launches and can be combo'd out of with Quick Stand On; and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#JH|j.H]] is a godly air-to-air, having a massive lingering hitbox that can catch people where it really shouldn't. Stand On normals further compliment this, since they have amazing range and easily set up combos: [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2H|s.2H]] is even better, having more range yet similar framedata than its Stand Off counterpart; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] becomes a horizontal wall; and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand JM|s.jM]] is a solid air-to-air.
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.


As for special moves, Jotaro's kit has different purposes depending on his current state. In Stand Off, Jotaro's toolkit revolves around space control, with access to a projectile in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|If I throw this bearing...]]", a powerful anti-air in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#623X|I'm going to break you into pieces.]]", and a potent combo extender in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]". Stand On's tools, on the other hand, have more offensive/mix-up purposes, with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|ORA ORA!]]" being a persistent hitbox that features [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X-6X|several follow-ups]], the ability to teleport with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|Where'd all that time go?]]", and a long-ranged command grab in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|So I'm gonna bust you up!]]".
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: his ability to convert off of stray air hits in neutral is lacking without spending his resources. While there are ways to play around it, his biggest threat comes into play when close to the opponent, a deceptively hard task to achieve due to his telegraphed approach options; his teleport is a strong tool, but it is limited by requiring both meter and Stand On. This issue also extends to his attacks: while possessing rather large hitboxes, they are marred by their absence of air convertibility. He mainly suffers, however, due to a very weak okizeme game and a lack of meterless defensive tools, making it easy for the opponent to take his momentum away.
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 three characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|younger incarnation]] and [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]]) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from ''Guilty Gear -Strive-'', although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop.
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Star Platinum, The World!]]''': Jotaro has 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-''.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| 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 allow him to shine at any range, including a projectile, a beefy anti-air and a self-contained mix-up option.
* '''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:''' Jotaro's normals possess deceptively large hitboxes, allowing him to contest opponents and land confirms in ways that would fail for most characters. Similarly, Stand On normals boast range that can feel oppressive to uninitiated opponents.
* '''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).
* '''Big Damage:''' Jotaro can deal high damage without using up many resources.
* '''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.
* '''Teleport:''' With access to a teleport, Jotaro can reach his opponent in a flash, notably giving him a strong option against zoners.
* '''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 =
* '''Weak Air Conversions:''' Although Jotaro has huge buttons to hit the opponent out of the air with, he lacks a reliable way to be able to convert off of those hits. His most consistent anti-air, "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#623X|I'm going to break you into pieces.]]", requires Jotaro to use a resource of some kind to be able to convert off of it.
* '''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.
* '''Midscreen Preference:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops tends to fail by the wall, making them inconsistent and removing some of his strongest combo routes. While this can be mitigated by running under the opponent during the combo, it increases the chances for the combo to drop nonetheless.
* '''Terrible Movement Speed:''' Regardless of his current mode, Jotaro possesses some of the worst mobility in the game. While his teleport can make up for this in regards to approaches, Jotaro's ability to evade attacks on short notice is severely limited as a result (especially while in Stand On due to his larger hurtboxes).
* '''Poor Defense:''' Jotaro's best pokes tend to be lacking when used defensively, mostly due to their high recovery. 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 Oki:''' Jotaro does not have many tools that force opponents to block after a knockdown. In addition, most of his meterless, Stand Off routes also send the opponent far away, further limiting his options.
| tablewidth = 80
| tablewidth = 80
}}
}}
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  |damage=14
  |damage=14
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Jotaro attacks with a high jab in front of him.  
Jotaro attacks with a high jab in front of him.
*Can hit crouchers despite its height.
*Can hit crouchers despite its height.
*Good for stopping the opponent's jumps, and can also be converted into a combo by canceling into [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#3H|3H]] after anti-airing the opponent.
  }}
  }}
}}
}}
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  |damage=18
  |damage=18
  |guard=Low
  |guard=Low
  |startup=9
  |startup=8
  |active=3
  |active=3
  |recovery=29
  |recovery=29
  |blockadv=-18
  |blockadv=-18
  |hitadv=
  |hitadv=-14
  |description=
  |description=
Jotaro does a downwards kick with the tip of his boot.
Jotaro does a downward kick with the tip of his boot.
*Moves Jotaro forward.
*A rare standing Low, making it a deceptive tool.
*A rare standing Low, making it a deceptive tool.
*Moves Jotaro forward during startup.  
*Mainly used as combo filler/combo ender.
*Slow recovery. Always cancel into another move when it connects.
*Very slow recovery. Always cancel into another move when it connects.
  }}
  }}
}}
}}
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  |damage=37
  |damage=37
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=10
  |active=3
  |active=3
  |recovery=25
  |recovery=25
  |blockadv=-10
  |blockadv=-10
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Jotaro quickly summons Star Platinum, who attacks with an uppercut.  
Jotaro quickly summons Star Platinum, who attacks with an uppercut.  
*Massive hitbox; can easily hit people above him.
*Massive hitbox; can easily hit people above him.
*Hits crouchers.
*Can also hit crouchers despite its height.
  }}
  }}
}}
}}
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  |damage=13
  |damage=13
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Jotaro attacks with a crouching backfist strike.
Jotaro attacks with a crouching backfist strike.
*Easy way to confirm as it combos into itself.
*Very stubby.
*Mainly used as a means to 50/50 between strike/throw.
*Good combo filler, and can be used to stabilize certain routes.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=JJASBR_Jotaro_Part_4_2M.png
|image=JJASBR_Jotaro_Part_4_2M.png
|caption=Anti-airing Low
|caption=
|name=2M
|name=2M
|subtitle=
|subtitle=
Line 140: Line 142:
  |damage=22
  |damage=22
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=5
  |active=5
  |recovery=15
  |recovery=15
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=-2
  |description=
  |description=
Jotaro attacks with a crouching uppercut.
Jotaro attacks with a crouching uppercut.
*Deceptively short vertical reach, often needing to be delayed in order to connect.
*Moves Jotaro forward slightly.
*As an anti-air, tends to clash at best and flat out lose at worst.
*Despite its appearance, it does not work well as an anti-air.
*Great combo tool, however, as it makes "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops more consistent.
*Mainly used as combo filler/combo stabilizing, as it makes "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops work near walls.
  }}
  }}
}}
}}
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  |damage=35
  |damage=35
  |guard=Low
  |guard=Low
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Jotaro summons Star Platinum to attack with a crouching fist.
Jotaro summons Star Platinum to attack with a crouching fist.
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  |damage=24
  |damage=24
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=12
  |active=5
  |active=5
  |recovery=35
  |recovery=35
  |blockadv=-22
  |blockadv=-22
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Jotaro steps forward and delivers a high side kick.
Jotaro steps forward and delivers a high side kick.
*Launches the opponent on hit.
*Launches opponents away on hit.
*One of Jotaro's main ways to Quick Stand On.
*Jotaro's main combo starter when canceled into Quick Stand On.
*Sends opponents high enough for 3H>623H to connect midscreen.
*Fast enough to connect and convert into combos from anti-airing with normals, leading into "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]".
  }}
  }}
}}
}}
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  |damage=16
  |damage=16
  |guard=Overhead
  |guard=Overhead
  |startup=9
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
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  |description=
  |description=
Jotaro attacks with his knee.
Jotaro attacks with his knee.
*Good air-to-air button when up close with the opponent.
*Jotaro's fastest aerial while in Stand Off, but has a deceptively bad hitbox.
*Can manage to hit as a cross-up, but has poor range overall.
*Can cross up.
  }}
  }}
}}
}}
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  |damage=21
  |damage=21
  |guard=Overhead
  |guard=Overhead
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
Line 237: Line 239:
  |description=
  |description=
Jotaro extends his leg diagonally downwards, retracting it after a moment.
Jotaro extends his leg diagonally downwards, retracting it after a moment.
*Great air button for air-to-air battles and for jump-ins.
*Great move for air-to-airs and jump-ins.
*Doubles as Jotaro's main cross-up button, but its few active frames can make this difficult.
*Can cross up, making it Jotaro's prime jump-in.
  }}
  }}
}}
}}
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  |damage=37
  |damage=37
  |guard=Overhead
  |guard=Overhead
  |startup=15
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
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  |description=
  |description=
Jotaro summons Star Platinum, who attacks with a downward punch.
Jotaro summons Star Platinum, who attacks with a downward punch.
*Although a bit slow, its deceptively large hitbox and high amount of active frames make this the prime jump-in.
*A deceptively large forward hitbox makes it a very good option to catch opponents backdashing.
*Mainly used as combo filler, however, due to having issues hitting opponents directly below Jotaro.
  }}
  }}
}}
}}
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  |damage=20
  |damage=20
  |guard=Mid
  |guard=Mid
  |startup=19
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
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  |damage=40 (20*2)
  |damage=40 (20*2)
  |guard=Mid
  |guard=Mid
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-10
  |blockadv=-10
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
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  |damage=60 (20*3)
  |damage=60 (20*3)
  |guard=Mid
  |guard=Mid
  |startup=25
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Jotaro summons Star Platinum and commands it to fire ball bearings at high speed.
Jotaro summons Star Platinum and commands it to fire ball bearings at high speed.
*Number of bearings fired increases per version.
*The version used changes the number of bearings fired.
*Final hit always launches opponents away.
*The final bearing launches opponents away.
*Limited to 9 ball bearings on-screen during Time Stop; will all combine if there is enough distance between them and the opponent when time resumes.
*Limited to 9 ball bearings on-screen during [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]].
**All existing ball bearings will combine if there is enough distance between them and the opponent when time resumes.
----
----
'''L version:'''
'''L version:'''
*Jotaro fires a single bearing.
*Jotaro fires a single bearing.
*The most commonly used version, due to having the least amount of recovery in neutral and bearings beyond the first one usually whiffing on airborne opponents, leading to them teching out and leaving Jotaro vulnerable.
*The most commonly used version due to having the least amount of recovery in neutral.
----
----
'''M version:'''
'''M version:'''
*Jotaro fires two bearings.
*Jotaro fires two bearings.
*Sees use in certain combos so as to stabilize an HHA Cancel at certain distances.
*Sees use in certain combos so as to stabilize an HHA Cancel at certain distances.
*When used in neutral, the second bearing usually whiffs against airborne opponents.
----
----
'''H version:'''
'''H version:'''
*Jotaro fires three bearings.
*Jotaro fires three bearings.
*Bearings beyond the first one usually whiff against airborne opponents, leading to the opponent teching out and leaving Jotaro vulnerable.
  }}
  }}
}}
}}
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  |damage=36 (4*5, 16)
  |damage=36 (4*5, 16)
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
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  |damage=49 (4*7, 21)
  |damage=49 (4*7, 21)
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
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  |damage=62 (4*9, 26)
  |damage=62 (4*9, 26)
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly.
Jotaro crosses his arms while summoning Star Platinum, who rapidly punches upwards.
*Main anti-air and combo tool when near the walls.
*The amount of hits changes depending on the version used.
*Medium and Heavy versions cannot be Flash Canceled on whiff.
*Launches opponents away on hit.
*Fantastic combo tool when near the walls, and is the main combo ender when paired with HHA.
----
'''L version:'''
*Often outclassed by other versions while still being too slow to be a reliable anti-air.
----
'''M version:'''
*Has some niche uses in combos along the wall.
*Has an unusual Flash Cancel window, only allowing its use after the final hit's active frames end.
----
'''H version:'''
*The main version used, since it still allows for meterless combo extensions when near the wall.
*Has an unusual Flash Cancel window, only allowing its use after the final hit's active frames end.
*Despite its high recovery, a delayed HHA Cancel after this move will still connect.
  }}
  }}
}}
}}
Line 381: Line 400:
  |damage=41 (26, 15)
  |damage=41 (26, 15)
  |guard=Mid
  |guard=Mid
  |startup=35
  |startup=34
  |active=1(11)5
  |active=1(11)5
  |recovery=15
  |recovery=15
  |blockadv=0
  |blockadv=0
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
  }}
  }}
Line 393: Line 412:
  |damage=43 (26, 17)
  |damage=43 (26, 17)
  |guard=Mid
  |guard=Mid
  |startup=39
  |startup=38
  |active=1(11)5
  |active=1(11)5
  |recovery=11
  |recovery=11
  |blockadv=+4
  |blockadv=+4
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
  }}
  }}
Line 405: Line 424:
  |damage=46 (26, 20)
  |damage=46 (26, 20)
  |guard=Mid
  |guard=Mid
  |startup=45
  |startup=44
  |active=1(11)5
  |active=1(11)5
  |recovery=9
  |recovery=9
  |blockadv=+6
  |blockadv=+6
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Jotaro summons Star Platinum, who extends its fingers out to pierce the opponent and pull them.
Jotaro summons Star Platinum, who extends its fingers out to pierce the opponent and pull them.
*Startup and damage depend on the version used, with stronger versions having lower recovery.  
*Startup, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery.  
*All versions hit twice, launch the opponent towards Jotaro, and cause a hard knockdown.
*The second hit launches the opponent and causes hard knockdown.
**Launch height and pull force increase in proportion to the version used.
*If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro.
*Fast enough to serve as a combo extender and loop into itself once.
----
*Considerable Guard Damage, causing a Guard Break if 3 of these are blocked in a row.
'''L version:'''
*On block, it pulls the opponent towards Jotaro. The Light version pulls them in a little, while the Heavy version pulls them in the best, closing the gap between the opponent and Jotaro.
*Leaves the opponent mostly in place.
*Pulls the opponent the least on block.
----
'''M version:'''
*Launches the opponent towards Jotaro.
*Pulls the opponent more on block.
----
'''H version:'''
*Launches the opponent even more strongly towards Jotaro.
*Pulls the opponent the most on block.
  }}
  }}
}}
}}
</div>
</div>
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
===Stand On===
===Stand On===
====Normal Moves====
====Normal Moves====
Line 429: Line 456:
|image=JJASBR_Jotaro_Part_4_Stand_5L.png
|image=JJASBR_Jotaro_Part_4_Stand_5L.png
|caption=
|caption=
|name=5L
|name=s.5L
|subtitle=
|subtitle=
|data=
|data=
Line 435: Line 462:
  |damage=15
  |damage=15
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Star Platinum performs a low kick.
Star Platinum performs a low kick.
*Does not hit Low, despite appearances.
*Does not hit Low, despite appearances.
*HUGE reach for a Light Attack.
*HUGE reach for a move of its type.
  }}
  }}
}}
}}
Line 451: Line 478:
|image=JJASBR_Jotaro_Part_4_Stand_5M.png
|image=JJASBR_Jotaro_Part_4_Stand_5M.png
|caption=
|caption=
|name=5M
|name=s.5M
|subtitle=
|subtitle=
|data=
|data=
Line 457: Line 484:
  |damage=25
  |damage=25
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=6
  |active=3
  |active=3
  |recovery=15
  |recovery=15
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=0
  |description=
  |description=
Star Platinum strikes with a quick sideways chop.
Star Platinum strikes with a quick sideways chop.
*Medium normal, meaning it gives some of the best possible scaling for a combo on hit if it connects.
*Has good range, making it a good counter-poke.
*Deceptive hitbox, allowing for cheesy counter hit openings from a distance the opponent may not expect.
  }}
  }}
}}
}}
Line 472: Line 498:
{{MoveData
{{MoveData
|image=JJASBR_Jotaro_Part_4_Stand_5H.png
|image=JJASBR_Jotaro_Part_4_Stand_5H.png
|caption=s.Off 5H with more range
|caption=
|name=5H
|name=s.5H
|subtitle=
|subtitle=
|data=
|data=
Line 479: Line 505:
  |damage=37
  |damage=37
  |guard=High
  |guard=High
  |startup=11
  |startup=10
  |active=3
  |active=3
  |recovery=19
  |recovery=19
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Star Platinum attacks with an uppercut.
Star Platinum attacks with an uppercut.
Line 494: Line 520:
|image=JJASBR_Jotaro_Part_4_Stand_2L.png
|image=JJASBR_Jotaro_Part_4_Stand_2L.png
|caption=
|caption=
|name=2L
|name=s.2L
|subtitle=
|subtitle=
|data=
|data=
Line 500: Line 526:
  |damage=13
  |damage=13
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
While crouching, Star Platinum performs a quick low kick.
While crouching, Star Platinum performs a quick low kick.
*Main crouching poke in Stand On due to its reduced hurtbox and the fact that it hits Low.
*Jotaro's main crouching poke in Stand On, with s.2L > s.3H working even at max range.
*Has EXTRAORDINARY range for a move of its type, enabling a good strike/throw game since it can be canceled into itself.
  }}
  }}
}}
}}
Line 514: Line 541:
{{MoveData
{{MoveData
|image=JJASBR_Jotaro_Part_4_Stand_2M.png
|image=JJASBR_Jotaro_Part_4_Stand_2M.png
|caption=The OTHER anti-airing Low
|caption=
|name=2M
|name=s.2M
|subtitle=
|subtitle=
|data=
|data=
Line 521: Line 548:
  |damage=23
  |damage=23
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=5
  |active=5
  |recovery=15
  |recovery=15
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=-2
  |description=
  |description=
Star Platinum attacks with a crouching uppercut.
Star Platinum attacks with a crouching uppercut.
*Improved vertical reach compared to the Stand Off version, although it can potentially miss against dash-jumps.
*Improved vertical reach compared to the Stand Off version, so it can be used as an anti-air option against forward jumps.
*Has a lot of pushback on hit and block, making it risky to use over s.5M in grounded chains.
  }}
  }}
}}
}}
Line 536: Line 564:
|image=JJASBR_Jotaro_Part_4_Stand_2H.png
|image=JJASBR_Jotaro_Part_4_Stand_2H.png
|caption=
|caption=
|name=2H
|name=s.2H
|subtitle=
|subtitle=
|data=
|data=
Line 542: Line 570:
  |damage=36
  |damage=36
  |guard=Low
  |guard=Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
While crouching, Star Platinum strikes with a quick sideways chop.
While crouching, Star Platinum strikes with a quick sideways chop.
Line 556: Line 584:
{{MoveData
{{MoveData
|image=JJASBR_Jotaro_Part_4_Stand_3H.png
|image=JJASBR_Jotaro_Part_4_Stand_3H.png
|caption=It has four "A"s.
|caption=It has four "A"s
|name=3H
|name=s.3H
|subtitle=ORAAAA!
|subtitle=ORAAAA!
|data=
|data=
Line 563: Line 591:
  |damage=44 (18, 26)
  |damage=44 (18, 26)
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=12
  |active=5
  |active=5
  |recovery=21
  |recovery=21
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Star Platinum moves a great distance forward and delivers a downwards punch.
Star Platinum moves a great distance forward and delivers a downward punch.
*The second hit launches the opponent away and causes a hard knockdown.
*The second hit launches the opponent away on hit, and causes a hard knockdown.
*Fast enough to combo from 236L/M/H > 6L.
*Jotaro's main combo starter, either used by itself or when paired with a poke (mainly s.2L), due to its incredible range and startup.
*If this move connects, Jotaro can cancel into [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|s.22L/M]] to convert into a combo.
*If this move connects, Jotaro can cancel into [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|s.22L/M]] to convert into a combo, regardless of distance.
*Because of the angle it launches opponents, it can be used to set up a [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]] if cancelled immediately into it (and if used with a lot of meter).
*Fast enough to connect and convert into combos from anti-airing with normals as well as [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6L]], but is mainly used to pick up after [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6M]].
  }}
  }}
}}
}}
Line 581: Line 609:
|image=JJASBR_Jotaro_Part_4_Stand_Jump_L.png
|image=JJASBR_Jotaro_Part_4_Stand_Jump_L.png
|caption=
|caption=
|name=j.L
|name=s.jL
|subtitle=
|subtitle=
|data=
|data=
Line 587: Line 615:
  |damage=18
  |damage=18
  |guard=Overhead
  |guard=Overhead
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
Line 594: Line 622:
  |description=
  |description=
Star Platinum extends its leg downwards.
Star Platinum extends its leg downwards.
*Jotaro's best answer against opponents below him.
*One of the fastest aerials in the game, and thus a very strong air-to-air.
*Jotaro's best answer against opponents below him, and can even cross up.
  }}
  }}
}}
}}
Line 602: Line 631:
|image=JJASBR_Jotaro_Part_4_Stand_Jump_M.png
|image=JJASBR_Jotaro_Part_4_Stand_Jump_M.png
|caption=
|caption=
|name=j.M
|name=s.jM
|subtitle=
|subtitle=
|data=
|data=
Line 608: Line 637:
  |damage=27
  |damage=27
  |guard=Overhead
  |guard=Overhead
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
Line 615: Line 644:
  |description=
  |description=
Star Platinum punches straight ahead.
Star Platinum punches straight ahead.
*Fastest air-to-air.
*Can hit grounded opponents.
*Can hit grounded opponents.
*Mainly used as a means to bait Stylish Guard, but is otherwise is outclassed by both s.jL and s.jH when it comes to air-to-airs and jump-ins.
  }}
  }}
}}
}}
Line 624: Line 653:
|image=JJASBR_Jotaro_Part_4_Stand_Jump_H.png
|image=JJASBR_Jotaro_Part_4_Stand_Jump_H.png
|caption=
|caption=
|name=j.H
|name=s.jH
|subtitle=
|subtitle=
|data=
|data=
Line 630: Line 659:
  |damage=38
  |damage=38
  |guard=Overhead
  |guard=Overhead
  |startup=15
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
Line 638: Line 667:
Star Platinum attacks with a downward punch.
Star Platinum attacks with a downward punch.
*Essentially Stand Off j.H but with slightly more range.
*Essentially Stand Off j.H but with slightly more range.
*Star Platinum's model shifts upwards slightly when landing from this move.
*The main jump-in button while in Stand On due to its massive hitbox.
  }}
  }}
}}
}}
Line 648: Line 677:
|caption=
|caption=
|name=ORA ORA!
|name=ORA ORA!
|input=236L/M/H
|input=s.236L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 654: Line 683:
  |damage=64 (4, 5*10, 10)
  |damage=64 (4, 5*10, 10)
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-12
  |blockadv=-12
  |hitadv=
  |hitadv=-6
  |description=
  |description=
  }}
  }}
Line 666: Line 695:
  |damage=64 (4, 5*10, 10)
  |damage=64 (4, 5*10, 10)
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-12
  |blockadv=-12
  |hitadv=
  |hitadv=-6
  |description=
  |description=
  }}
  }}
Line 678: Line 707:
  |damage=64 (4, 5*10, 10)
  |damage=64 (4, 5*10, 10)
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=-10
  |description=
  |description=
Star Platinum unleashes a forward barrage of punches.
Star Platinum unleashes a barrage of punches.
*The distance covered increases in proportion to the version used.
*The distance covered by Star Platinum depends on the version used.
**Short range, even with the Heavy version.
*Leaves grounded opponents standing, while leaving airborne opponents mostly in place.
*Cannot be Flash Canceled, but can be canceled into an HHA.
*Cannot be Flash Canceled, but can be canceled into HHA.
*Triggers [[JoJo's Bizarre Adventure: All-Star Battle R/System#Rush Mode|Rush Mode]].
----
'''L version:'''
*Star Platinum doesn't move at all.
----
'''M version:'''
*Star Platinum moves a bit further, though still remaining close to Jotaro.
----
'''H version:'''
*Star Platinum moves even further, though still remaining close to Jotaro.
  }}
  }}
}}
}}
Line 699: Line 738:
|image3=JJASBR_Jotaro_Part_4_Stand_236X-6H.png
|image3=JJASBR_Jotaro_Part_4_Stand_236X-6H.png
|caption3=Heavy
|caption3=Heavy
|caption4=That's three "A"s.
|caption4=That's three "A"s
|name=ORAAA!
|name=ORAAA!
|input=236L/M/H > 6L/M/H
|input=s.236L/M/H > 6L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 707: Line 746:
  |damage=20
  |damage=20
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 719: Line 758:
  |damage=30
  |damage=30
  |guard=Overhead
  |guard=Overhead
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
  }}
  }}
Line 731: Line 770:
  |damage=60
  |damage=60
  |guard=Low
  |guard=Low
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Star Platinum winds up and delivers a finishing punch.
Star Platinum winds up and delivers a finishing punch.
Line 745: Line 784:
Star Platinum extends a slight bit and follows up with an uppercut.
Star Platinum extends a slight bit and follows up with an uppercut.
*Launches on hit.
*Launches on hit.
*Fast enough to lead into combos if "ORA ORA" lands as an anti-air.
*The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.
*The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.
----
----
Line 753: Line 793:
*Cannot be Flash Canceled, but can be canceled into an HHA.
*Cannot be Flash Canceled, but can be canceled into an HHA.
*Will combo from "ORA ORA", and will catch opponents attempting to jump out.
*Will combo from "ORA ORA", and will catch opponents attempting to jump out.
*Can be converted into a combo with a launching Assist, such as [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar|Jonathan]].
*Against grounded opponents, it can be converted into a combo with a launching Assist, such as [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar#Assist|Jonathan]].
*If it hits an airborne opponent, Jotaro can pick up a combo with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|s.22L/M]].
*If it hits an airborne opponent mid-combo, Jotaro can continue the combo with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|s.22L/M]].
*Using it repeatedly as a mixup tool is unwise, as it can be Dodged quite easily. It's still a good tool to catch the opponent off-guard every once in a while, however.
----
----
'''H version:'''
'''H version:'''


Star Platinum attacks with a crouching fist, visually similar to Stand Off [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#2H|2H]].
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 771: Line 810:
|caption=
|caption=
|name=Where'd all that time go?
|name=Where'd all that time go?
|input=22L/M/H<br/>or<br/>236L/M/H > 4L/M/H
|input=s.236L/M/H > 4L/M/H<br/>or<br/>s.22L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 807: Line 846:
  |hitadv=
  |hitadv=
  |description=
  |description=
Jotaro briefly stops time and "teleports" to another location.
Star Platinum briefly stops time and, alongside Jotaro, "teleports" to another location.
*Requires 0.2 HH Gauge to be used.
*Requires 0.2 HH Gauge to be used.
*When chained into from "ORA ORA":
*The point where Jotaro and Star Platinum reappear depends on the version used.
**Requires 0.4 HH Gauge.
**Total move duration reduced by 4 frames.
*Mainly used to pick up a combo after [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]].
*Mainly used to pick up a combo after [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]].
*When chained from "ORA ORA":
**Requires 0.4 HH Gauge to be used.
**Total move duration is reduced by 4 frames.
----
----
'''L version:'''
'''L version:'''
Line 818: Line 858:
----
----
'''M version:'''
'''M version:'''
*Teleports behind the opponent.
*Teleports behind the opponent unless their back is against the wall.
**Teleport is inconsistent; depending on the opponent and their stature, Jotaro may end up in front of them or to their side.
**Jotaro will always teleport in front of the opponent if their back is to the wall.
**For a comprehensive list of interactions, see [https://docs.google.com/document/d/1-fBAjs4RKwKX-U3e6ZIQvyS9qSZ_eVnWszXqXezB02U/edit this document by Bannock Meatball].
----
----
'''H version:'''
'''H version:'''
Line 835: Line 872:
|caption2=
|caption2=
|name=So I'm gonna bust you up!
|name=So I'm gonna bust you up!
|input=63214L/M/H
|input=s.63214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 841: Line 878:
  |damage=95 (15, 10*6, 20)
  |damage=95 (15, 10*6, 20)
  |guard=Throw
  |guard=Throw
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
  }}
  }}
Line 853: Line 890:
  |damage=120 (15, 10*8, 25)
  |damage=120 (15, 10*8, 25)
  |guard=Throw
  |guard=Throw
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
  }}
  }}
Line 865: Line 902:
  |damage=145 (15, 10*10, 30)
  |damage=145 (15, 10*10, 30)
  |guard=Throw
  |guard=Throw
  |startup=25
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Star Platinum moves forward and extends its hand outward to grab the opponent. If successful, Star Platinum will pick them up and punch them several times before knocking them away.
Star Platinum moves forward and extends its hand to grab the opponent. If successful, Star Platinum will pick them up and punch them several times before knocking them away.
*Range, damage and recovery all increase in proportion to the version used.
*How far Star Platinum moves, as well as how far the opponent ends up, depend on the version used.
*Launches the opponent far away.
*Launches the opponent away and causes hard knockdown on a successful Throw.
*Causes hard knockdown.
*A ranged command grab that grants Jotaro an option to open up the opponent from a fair distance away. This can catch the opponent by surprise at ranges his standard Throw won't connect.
*A ranged command grab that grants Jotaro an option to open up the opponent from a fair distance away. This can catch the opponent by surprise at ranges his standard Throw won't connect.
----
'''L version:'''
*Shortest range, fastest recovery.
*Leaves the opponent close to Jotaro.
----
'''M version:'''
*Intermediate startup and recovery.
*Leaves the opponent far from Jotaro.
----
'''H version:'''
*Longest range, slowest recovery.
*Leaves the opponent much farther from Jotaro.
  }}
  }}
}}
}}
Line 893: Line 941:
  |damage=140
  |damage=140
  |guard=Throw
  |guard=Throw
  |startup=7
  |startup=6
  |active=3
  |active=3
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Star Platinum picks the opponent up and slams them into the ground.
Star Platinum picks the opponent up and slams them into the ground.
Line 911: Line 959:
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=If I throw this bearing...
|subtitle=If I throw this bearing...<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 920: Line 968:
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Jotaro summons Star Platinum and commands it to fire 3 ball bearings at high speed.
Jotaro summons Star Platinum and commands it to fire 3 ball bearings at high speed.
*Assault Assist Stocks: 2
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 2
*Reversal Assist Stocks: 1
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|236H]].
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|236H]].
*The final hit launches opponents away.
*The final hit launches opponents away.
Line 945: Line 993:
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=Total XX
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
Line 967: Line 1,015:
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=202~103
  |active=
  |active=
  |recovery=
  |recovery=
Line 973: Line 1,021:
  |hitadv=
  |hitadv=
  |description=
  |description=
After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).
After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent.
*Requires 1.5 HH Gauges to be used; startup accelerates the more meter has been accumulated before use.
*Requires 1.5 HH Gauges to be used; startup accelerates if 3 HH Gauges have been accumulated before use.
*Landing a Throw, "So I'm gonna bust you up!", HHA or GHA ends the Time Stop immediately and consumes all meter available.
*Starting a cutscene with a Throw, an HHA or a GHA will instantly end the Time Stop and take away the rest of Jotaro's meter.
*Projectiles fired by "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|If I throw this bearing...]]" hang in the air during the Time Stop.
*Damage dealt to the opponent during the Time Stop is reduced. When the ability ends and time resumes, the opponent will suffer all damage dealt to them at once.
*Damage dealt to the opponent during the Time Stop is reduced. When the ability ends and time resumes, the opponent will suffer all damage dealt to them at once.
*236L/M/H projectiles hang in the air during the Time Stop.
*All attacks can OTG during Time Stop, restanding the opponent if they can reach. This allows setting up for juggles post-Time Stop, although normal IPS rules will still apply.
*All attacks can OTG during Time Stop, restanding the opponent if they can reach.
*After the Time Stop ends, there is a ~5 second period where Jotaro cannot gain any HH Gauge (with {{NotationIcon-ASBR|AkiraMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Assist|Assist]] providing the only exception).
*Against [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro (Part 3)]], [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and himself, Jotaro can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before Jotaro's does, they will be frozen instead.
*Against himself, {{NotationIcon-ASBR|Jotaro3Mini}}, {{NotationIcon-ASBR|DIO}}, and {{NotationIcon-ASBR|AWDiegoMini}}, Jotaro can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before Jotaro's does, they will be frozen instead.
  }}
  }}
}}
}}
Line 997: Line 1,046:
  |damage=215 (45+5*20+70)
  |damage=215 (45+5*20+70)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=2+12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-42
  |hitadv=
  |hitadv=HKD (+2)
  |description=
  |description=
Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, Star Platinum unleashes a barrage of punches on the opponent before knocking them away.
Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, Star Platinum unleashes a barrage of punches on the opponent before knocking them away.
*Great range and low meter cost make this the go-to ender in low-resource combos.
*Its great range, along with Jotaro's meter efficiency, make this the go-to ender in low-resource combos.
*Not very useful as a defensive option due to very low invulnerability.
  }}
  }}
}}
}}
Line 1,022: Line 1,072:
  |damage=325 (40+2*38+15+2*74+46)
  |damage=325 (40+2*38+15+2*74+46)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=2+20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-40
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Star Platinum flies a short distance forward to throw a heavy downwards punch. On a successful hit, Star Platinum proceeds to viciously pummel the opponent before sending them flying.
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.
  }}
  }}
}}
}}


==Costumes==
==Costumes==
{{ColorGallery | filePrefix=JJASBR_Jotaro_Part_4_Color_ | imageFileTypes=png| imageWidths=200 | colors=
===Normal===
{{ColorGallery | filePrefix=JJASBR_Jotaro_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
Line 1,040: Line 1,092:
  {{ColorGallery/Color|4|  text=Normal (Color 4) }}
  {{ColorGallery/Color|4|  text=Normal (Color 4) }}
}}
}}
===Stand===
{{ColorGallery | filePrefix=JJASBR_Jotaro_Part_4_Color_ | imageFileTypes=png| imageWidths=250 | colors=
{{ColorGallery/Color|Stand 1|  text={{Tooltip|color=purple|text=Star Platinum (Color 1)|hovertext=Used for odd-numbered colors.}} }}
{{ColorGallery/Color|Stand 2|  text={{Tooltip|color=purple|text=Star Platinum (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
|-
|Bannock Meatball
|[[File:JJASBR Jotaro Part 4 Color 3.png|200x200px|Normal (Color 3)]]
|[[File:Flag_ca.png]]<br>Canada
|[https://twitter.com/BannockMeatball @BannockMeatball]
|[https://www.youtube.com/watch?v=LSbnuou2u8g Exhibition Footage]<br>[https://www.youtube.com/@BannockMeatball YouTube Channel]
|-
|ポム (POM)
|[[File:JJASBR Jotaro Part 4 Color 2.png|200x200px|Normal (Color 2)]]
|[[File:Flag_jp.png]]<br>Japan
|[https://twitter.com/Pom_0000 @Pom_0000]
|[https://www.youtube.com/watch?v=VU7svZMAdaU Tournament Footage]<br>[https://www.youtube.com/@pompompom996/streams YouTube Channel]
|}


==Navigation==
==Navigation==

Latest revision as of 08:25, 9 June 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 has 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-.
Playstyle
JJASBR Jotaro Part 4 Small Icon.png Jotaro Kujo (Part 4) is a Stand character who controls space with strong normals and a balanced toolkit.
Pros Cons
  • Versatile: Jotaro's toolkit features tools that gives him options at any range, granting him varied offenses. These include a good projectile to zone with, a teleport to anti-zone with, a command grab to open the opponent up, and a rekka with a variety of useful options.
  • Beefy Normals: Jotaro has access to a very strong set of normals regardless of his current mode. Notable examples include j.M (a strong cross-up tool), s.2L (one of the longest and fastest Low pokes in the game), s.jL (one of the fastest air-to-airs in the game), and 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 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 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.
  • 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 GHA, he is left open to setups that other characters could potentially escape.
  • Terrible Movement Speed: Regardless of his current mode, Jotaro possesses some of the worst mobility in the game. While his teleport can make up for this in regards to approaches, Jotaro's ability to evade attacks on short notice is severely limited as a result (especially while in Stand On due to his larger hurtboxes).

Stats

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

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Jotaro attacks with a high jab in front of him.

  • Can hit crouchers despite its height.
  • Good for stopping the opponent's jumps, and can also be converted into a combo by canceling into 3H after anti-airing the opponent.
5M
5M
JJASBR Jotaro Part 4 5M.png
As Jotaro matured, so did his command normal
As Jotaro matured, so did his command normal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low 8 3 29 -18 -14

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

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

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

  • Massive hitbox; can easily hit people above him.
  • Can also hit crouchers despite its height.
2L
2L
JJASBR Jotaro Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Jotaro attacks with a crouching backfist strike.

  • Very stubby.
  • Mainly used as a means to 50/50 between strike/throw.
  • Good combo filler, and can be used to stabilize certain routes.
2M
2M
JJASBR Jotaro Part 4 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 6 5 15 -6 -2

Jotaro attacks with a crouching uppercut.

  • Moves Jotaro forward slightly.
  • Despite its appearance, it does not work well as an anti-air.
  • Mainly used as combo filler/combo stabilizing, as it makes "Star Finger" loops work near walls.
2H
2H
JJASBR Jotaro Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -8 HKD

Jotaro summons Star Platinum to attack with a crouching fist.

  • Causes hard knockdown.
  • Very low recovery for an attack of its type.
3H
3H
Just shut up!
JJASBR Jotaro Part 4 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 12 5 35 -22 KD

Jotaro steps forward and delivers a high side kick.

  • Launches opponents away on hit.
  • Jotaro's main combo starter when canceled into Quick Stand On.
  • Fast enough to connect and convert into combos from anti-airing with normals, leading into "Star Finger".
JL
j.L
JJASBR Jotaro Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Jotaro attacks with his knee.

  • Jotaro's fastest aerial while in Stand Off, but has a deceptively bad hitbox.
  • Can cross up.
JM
j.M
JJASBR Jotaro Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 10 - - - -

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

  • Great move for air-to-airs and jump-ins.
  • Can cross up, making it Jotaro's prime jump-in.
JH
j.H
JJASBR Jotaro Part 4 Jump H.png
Criminal
Criminal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 14 - - - -

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

  • A deceptively large forward hitbox makes it a very good option to catch opponents backdashing.
  • Mainly used as combo filler, however, due to having issues hitting opponents directly below Jotaro.

Special Moves

236X
If I throw this bearing...
236L/M/H
JJASBR Jotaro Part 4 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid 18 - - -6 KD
Medium 40 (20*2) Mid 22 - - -10 KD
Heavy 60 (20*3) Mid 24 - - -16 KD

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

  • The version used changes the number of bearings fired.
  • The final bearing launches opponents away.
  • Limited to 9 ball bearings on-screen during Time Stop.
    • All existing ball bearings will combine if there is enough distance between them and the opponent when time resumes.

L version:

  • Jotaro fires a single bearing.
  • The most commonly used version due to having the least amount of recovery in neutral.

M version:

  • Jotaro fires two bearings.
  • Sees use in certain combos so as to stabilize an HHA Cancel at certain distances.
  • When used in neutral, the second bearing usually whiffs against airborne opponents.

H version:

  • Jotaro fires three bearings.
  • Bearings beyond the first one usually whiff against airborne opponents, leading to the opponent teching out and leaving Jotaro vulnerable.
623X
I'm going to break you into pieces.
623L/M/H
JJASBR Jotaro Part 4 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 (4*5, 16) Mid 20 - - -16 KD
Medium 49 (4*7, 21) Mid 20 - - -16 KD
Heavy 62 (4*9, 26) Mid 20 - - -20 KD

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

  • The amount of hits changes depending on the version used.
  • Launches opponents away on hit.
  • Fantastic combo tool when near the walls, and is the main combo ender when paired with HHA.

L version:

  • Often outclassed by other versions while still being too slow to be a reliable anti-air.

M version:

  • Has some niche uses in combos along the wall.
  • Has an unusual Flash Cancel window, only allowing its use after the final hit's active frames end.

H version:

  • The main version used, since it still allows for meterless combo extensions when near the wall.
  • Has an unusual Flash Cancel window, only allowing its use after the final hit's active frames end.
  • Despite its high recovery, a delayed HHA Cancel after this move will still connect.
214X
Star Finger
214L/M/H
JJASBR Jotaro Part 4 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 41 (26, 15) Mid 34 1(11)5 15 0 HKD
Medium 43 (26, 17) Mid 38 1(11)5 11 +4 HKD
Heavy 46 (26, 20) Mid 44 1(11)5 9 +6 HKD

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

  • Startup, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery.
  • The second hit launches the opponent and causes hard knockdown.
  • If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro.

L version:

  • Leaves the opponent mostly in place.
  • Pulls the opponent the least on block.

M version:

  • Launches the opponent towards Jotaro.
  • Pulls the opponent more on block.

H version:

  • Launches the opponent even more strongly towards Jotaro.
  • Pulls the opponent the most on block.

Stand On

Normal Moves

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

Star Platinum performs a low kick.

  • Does not hit Low, despite appearances.
  • HUGE reach for a move of its type.
Stand 5M
s.5M
JJASBR Jotaro Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 6 3 15 -4 0

Star Platinum strikes with a quick sideways chop.

  • Has good range, making it a good counter-poke.
Stand 5H
s.5H
JJASBR Jotaro Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 High 10 3 19 -4 +2

Star Platinum attacks with an uppercut.

  • Essentially Stand Off 5H but with even more range, making it a solid poke and anti-air option.
Stand 2L
s.2L
JJASBR Jotaro Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

While crouching, Star Platinum performs a quick low kick.

  • Jotaro's main crouching poke in Stand On, with s.2L > s.3H working even at max range.
  • Has EXTRAORDINARY range for a move of its type, enabling a good strike/throw game since it can be canceled into itself.
Stand 2M
s.2M
JJASBR Jotaro Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 6 5 15 -6 -2

Star Platinum attacks with a crouching uppercut.

  • Improved vertical reach compared to the Stand Off version, so it can be used as an anti-air option against forward jumps.
  • Has a lot of pushback on hit and block, making it risky to use over s.5M in grounded chains.
Stand 2H
s.2H
JJASBR Jotaro Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 12 - - -8 HKD

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

  • Causes hard knockdown.
Stand 3H
s.3H
ORAAAA!
JJASBR Jotaro Part 4 Stand 3H.png
It has four "A"s
It has four "A"s
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 (18, 26) Mid 12 5 21 -4 HKD

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

  • The second hit launches the opponent away on hit, and causes a hard knockdown.
  • Jotaro's main combo starter, either used by itself or when paired with a poke (mainly s.2L), due to its incredible range and startup.
  • If this move connects, Jotaro can cancel into s.22L/M to convert into a combo, regardless of distance.
  • Fast enough to connect and convert into combos from anti-airing with normals as well as 236L/M/H > 6L, but is mainly used to pick up after 236L/M/H > 6M.
Stand JL
s.jL
JJASBR Jotaro Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 6 - - - -

Star Platinum extends its leg downwards.

  • One of the fastest aerials in the game, and thus a very strong air-to-air.
  • Jotaro's best answer against opponents below him, and can even cross up.
Stand JM
s.jM
JJASBR Jotaro Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Overhead 10 - - - -

Star Platinum punches straight ahead.

  • Can hit grounded opponents.
  • Mainly used as a means to bait Stylish Guard, but is otherwise is outclassed by both s.jL and s.jH when it comes to air-to-airs and jump-ins.
Stand JH
s.jH
JJASBR Jotaro Part 4 Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

Star Platinum attacks with a downward punch.

  • Essentially Stand Off j.H but with slightly more range.
  • The main jump-in button while in Stand On due to its massive hitbox.

Special Moves

Stand 236X
ORA ORA!
s.236L/M/H
JJASBR Jotaro Part 4 Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 64 (4, 5*10, 10) Mid 16 - - -12 -6
Medium 64 (4, 5*10, 10) Mid 16 - - -12 -6
Heavy 64 (4, 5*10, 10) Mid 16 - - -16 -10

Star Platinum unleashes a barrage of punches.

  • The distance covered by Star Platinum depends on the version used.
  • Leaves grounded opponents standing, while leaving airborne opponents mostly in place.
  • Cannot be Flash Canceled, but can be canceled into HHA.
  • Triggers Rush Mode.

L version:

  • Star Platinum doesn't move at all.

M version:

  • Star Platinum moves a bit further, though still remaining close to Jotaro.

H version:

  • Star Platinum moves even further, though still remaining close to Jotaro.
Stand 236X-6X
ORAAA!
s.236L/M/H > 6L/M/H
JJASBR Jotaro Part 4 Stand 236X-6L.png
Light
Light
JJASBR Jotaro Part 4 Stand 236X-6M.png
Medium
Medium
JJASBR Jotaro Part 4 Stand 236X-6H.png
Heavy
Heavy
That's three "A"s
That's three "A"s
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid 10 - - -4 KD
Medium 30 Overhead 20 - - -16 Groundbounce
Heavy 60 Low 12 - - -8 HKD

Star Platinum winds up and delivers a finishing punch.

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

L version:

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

  • Launches on hit.
  • Fast enough to lead into combos if "ORA ORA" lands as an anti-air.
  • The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.

M version:

Star Platinum swings down with a slow overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be Flash Canceled, but can be canceled into an HHA.
  • Will combo from "ORA ORA", and will catch opponents attempting to jump out.
  • Against grounded opponents, it can be converted into a combo with a launching Assist, such as Jonathan.
  • If it hits an airborne opponent mid-combo, Jotaro can continue the combo with s.3H > s.22L/M.

H version:

Star Platinum attacks with a crouching fist.

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

Star Platinum briefly stops time and, alongside Jotaro, "teleports" to another location.

  • Requires 0.2 HH Gauge to be used.
  • The point where Jotaro and Star Platinum reappear depends on the version used.
  • Mainly used to pick up a combo after s.3H.
  • When chained from "ORA ORA":
    • Requires 0.4 HH Gauge to be used.
    • Total move duration is reduced by 4 frames.

L version:

  • Teleports in front of the opponent.

M version:

  • Teleports behind the opponent unless their back is against the wall.

H version:

  • Jotaro teleports backwards (about two characters away).
Stand 63214X
So I'm gonna bust you up!
s.63214L/M/H
JJASBR Jotaro Part 4 Stand 63214X (1).png
JJASBR Jotaro Part 4 Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 95 (15, 10*6, 20) Throw 20 - - - HKD
Medium 120 (15, 10*8, 25) Throw 22 - - - HKD
Heavy 145 (15, 10*10, 30) Throw 24 - - - HKD

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

  • How far Star Platinum moves, as well as how far the opponent ends up, depend on the version used.
  • Launches the opponent away and causes hard knockdown on a successful Throw.
  • A ranged command grab that grants Jotaro an option to open up the opponent from a fair distance away. This can catch the opponent by surprise at ranges his standard Throw won't connect.

L version:

  • Shortest range, fastest recovery.
  • Leaves the opponent close to Jotaro.

M version:

  • Intermediate startup and recovery.
  • Leaves the opponent far from Jotaro.

H version:

  • Longest range, slowest recovery.
  • Leaves the opponent much farther from Jotaro.

System Mechanics

Throw
Throw
UUORA!
5/4 + Any Two Attack Buttons
JJASBR Jotaro Part 4 Throw (1).png
JJASBR Jotaro Part 4 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 6 3 - - HKD

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

  • In Stand Off, Back Throw leaves the opponent closer to Jotaro.
  • In Stand On, Back Throw leaves the opponent significantly closer than Forward Throw.
  • Regardless of the version used, Jotaro's Throws slightly rotate the axis.
Assist
Assist
If I throw this bearing...
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Jotaro Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (20*3) Mid - - - - KD

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

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H.
  • The final hit launches opponents away.
  • As a projectile assist, Jotaro can be used to briefly empower zoning maneuvers, play around neutral or disrupt opponents who try to activate an install.
5S
Stand On/Off
5S
JJASBR Jotaro Part 4 Stand On.png
Stand On
Stand On
JJASBR Jotaro Part 4 Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

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

22S
Star Platinum, The World!
22S
JJASBR Jotaro Part 4 22S (1).png
JJASBR Jotaro Part 4 22S (2).png
JJASBR Jotaro Part 4 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 202~103 - - - -

After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent.

  • Requires 1.5 HH Gauges to be used; startup accelerates if 3 HH Gauges have been accumulated before use.
  • Starting a cutscene with a Throw, an HHA or a GHA will instantly end the Time Stop and take away the rest of Jotaro's meter.
  • Projectiles fired by "If I throw this bearing..." hang in the air during the Time Stop.
  • Damage dealt to the opponent during the Time Stop is reduced. When the ability ends and time resumes, the opponent will suffer all damage dealt to them at once.
  • All attacks can OTG during Time Stop, restanding the opponent if they can reach. This allows setting up for juggles post-Time Stop, although normal IPS rules will still apply.
  • After the Time Stop ends, there is a ~5 second period where Jotaro cannot gain any HH Gauge (with JJASBR Akira Small Icon.png Akira's Assist providing the only exception).
  • Against himself, JJASBR Jotaro Part 3 Small Icon.png Jotaro (Part 3), JJASBR DIO Small Icon.png DIO, and JJASBR AW Diego Small Icon.png AW Diego, Jotaro can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before Jotaro's does, they will be frozen instead.

Heart Heat Attack

I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons
JJASBR Jotaro Part 4 HHA (1).png
JJASBR Jotaro Part 4 HHA (2).png
JJASBR Jotaro Part 4 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
215 (45+5*20+70) Mid 2+12 - - -42 HKD (+2)

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

  • Its great range, along with Jotaro's meter efficiency, make this the go-to ender in low-resource combos.
  • Not very useful as a defensive option due to very low invulnerability.

Great Heat Attack

I hate things that are a pain in the ass...
236L+M+H
JJASBR Jotaro Part 4 GHA (1).png
JJASBR Jotaro Part 4 GHA (2).png
JJASBR Jotaro Part 4 GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
325 (40+2*38+15+2*74+46) Mid 2+20 - - -40 HKD

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.
  • Jotaro's only move with full invincibility, granting it utility as an expensive reversal option.

Costumes

Normal

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

Stand

Star Platinum (Color 1)
Star Platinum (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
Bannock Meatball Normal (Color 3) Flag ca.png
Canada
@BannockMeatball Exhibition Footage
YouTube Channel
ポム (POM) Normal (Color 2) Flag jp.png
Japan
@Pom_0000 Tournament Footage
YouTube Channel

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh