JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
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Jotaro crosses his arms while Star Platinum punches upwards rapidly. | Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly. | ||
*Main anti-air and combo tool when near the walls. | *Main anti-air and combo tool when near the walls. | ||
*Medium and Heavy versions cannot be Flash Canceled on whiff. | *Medium and Heavy versions cannot be Flash Canceled on whiff. | ||
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Star Platinum winds up and delivers a finishing punch that is determined by the attack button used. | Star Platinum winds up and delivers a finishing punch that is determined by the attack button used. | ||
*The version of "ORA ORA" used can alter the range of these moves. | |||
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'''L version:''' | '''L version:''' | ||
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Star Platinum swings down with a slow overhead punch. | Star Platinum swings down with a slow overhead punch. | ||
*Causes a groundbounce on hit. | *Causes a groundbounce on hit. | ||
*Can be converted into a combo with a launching Assist, such as [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar|Jonathan]]. | *Can be converted into a combo with a launching Assist, such as [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar|Jonathan]]. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
*Due to how slow the move is, it is unwise to use it repeatedly as it can be evaded quite easily. It's still a good tool to catch the opponent off-guard every once in a while, however. | |||
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'''H version:''' | '''H version:''' | ||
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Jotaro briefly stops time and "teleports" to another location. | Jotaro briefly stops time and "teleports" to another location. | ||
*Requires 0.2 HH Gauge to be used | *Requires 0.2 HH Gauge to be used | ||
**When chained into from 236L/M/H, it requires 0.4 HH Gauge bars instead. | |||
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'''L version:''' | '''L version:''' | ||
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'''M version:''' | '''M version:''' | ||
*Teleports behind the opponent. | *Teleports behind the opponent. | ||
*Teleport is inconsistent; depending on the opponent and their stature, Jotaro may end up in front of them or to their side. | **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 the wall. | **Jotaro will always teleport in front of the opponent if their back is the wall. | ||
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'''H version:''' | '''H version:''' | ||
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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 outward to grab the opponent. If successful, Star Platinum will pick them up and punch them several times before knocking them away. | ||
*Range and | *Range, damage and recovery all increase in proportion to the strength of the button pressed. | ||
*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. | ||
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Star Platinum picks the opponent up and slams them into the ground. | Star Platinum picks the opponent up and slams them into the ground. | ||
*Stand | *In Stand Off, both Throws are identical other than direction. | ||
*Stand | *In Stand On, Forward Throw leaves the opponent further away than Back Throw. | ||
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Jotaro commands Star Platinum to fire 3 ball bearings at high speed. | Jotaro commands Star Platinum to fire 3 ball bearings at high speed. | ||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stocks: 2 | *Reversal Assist Stocks: 2 | ||
*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. | ||
*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. | |||
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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 (rendering them completely unable to act). | ||
*Requires 1.5 | *Requires 1.5 HH Gauges to be used; startup accelerates the more meter has been accumulated before use. | ||
*Landing a Throw, | *Landing a Throw, "So I'm gonna bust you up!", HHA or GHA ends the Time Stop immediately and consumes all meter available. | ||
*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. | *236L/M/H projectiles hang in the air during the Time Stop. |
Revision as of 19:35, 28 February 2023
Introduction
- This article is about Jotaro Kujo's Diamond is Unbreakable incarnation, primarily known as "Jotaro 4". For information about his Stardust Crusaders incarnation, see Jotaro Kujo (Part 3).
In his incarnation as a major character in Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Jotaro Kujo mellows out and takes on the role of a mentor, though his ferocity still remains. These aspects are shown through his moveset in this form, being an all-rounder with one or two tricks under his sleeve.
The first thing to notice are his beefy normals. In Stand Off, 5H is a great move in general, acting as a decent anti-air, a good wall, and a solid poke all at once; 2H is amazing as well, being an incredibly quick normal that knocks down; 3H launches and can be combo'd out of with Quick Stand On; and 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: s.2H is even better, having more range yet similar framedata than its Stand Off counterpart; s.3H becomes a horizontal wall; and s.j.M is a solid air-to-air.
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 "If I throw this bearing...", a powerful anti-air in "I'm going to break you into pieces.", and a potent combo extender in "Star Finger". Stand On's tools, on the other hand, have more offensive/mix-up purposes, with "ORA ORA!" being a persistent hitbox that features several follow-ups, the ability to teleport with "Where'd all that time go?", and a long-ranged command grab in "So I'm gonna bust you up!".
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.
- Star Platinum, The World!: Jotaro is one of three characters in the game (along with his younger incarnation and 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.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 1000 | Rumble | #ASBR_4JO #ASBR_JTR4 |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
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5M
5M As Jotaro matured, so did his command normal As Jotaro matured, so did his command normal
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5H
5H A giant button that's great for any scenario A giant button that's great for any scenario
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2L
2L
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2M
2M Anti-airing Low Anti-airing Low
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2H
2H
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3H
3H
Just shut up! |
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JL
j.L
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JM
j.M
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JH
j.H Criminal Criminal
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Special Moves
236X
If I throw this bearing...
236L/M/H |
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623X
I'm going to break you into pieces.
623L/M/H |
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214X
Star Finger
214L/M/H |
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H s.Off 5H with more range s.Off 5H with more range
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Stand 2L
2L
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Stand 2M
2M The OTHER anti-airing Low The OTHER anti-airing Low
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Stand 2H
2H
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Stand 3H
3H ORAAAA! It has four "A"s. It has four "A"s.
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Special Moves
Stand 236X
ORA ORA!
236L/M/H |
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Stand 236X-6X
ORAAA! 236L/M/H~6L/M/H Light Light Medium Medium Heavy Heavy That's three "A"s. That's three "A"s.
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Stand 22X
Where'd all that time go?
22L/M/H or 236L/M/H~4L/M/H |
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Stand 63214X
So I'm gonna bust you up!
63214L/M/H |
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System Mechanics
Throw
Throw
UUORA! 5/4 + Any Two Attack Buttons |
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Assist
Assist
If I throw this bearing... |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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22S
Star Platinum, The World!
22S |
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Heart Heat Attack
I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons |
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Great Heat Attack
I hate things that are a pain in the ass...
236L+M+H |
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