JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
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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. | ||
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Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly. | Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly. | ||
*Startup and amount of hits depend on the version used. | *Startup and amount of hits depend on the version used. | ||
* | *Fantastic combo tool when near the walls. | ||
* | ---- | ||
'''L version:''' | |||
*Fastest startup with the least damage. | |||
*Main anti-air. | |||
---- | |||
'''M version:''' | |||
*Balanced startup and range. | |||
*Cannot be Flash Canceled on whiff. | |||
---- | |||
'''H version:''' | |||
*Slowest startup with the most damage. | |||
*Cannot be Flash Canceled on whiff. | |||
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|blockadv=0 | |blockadv=0 | ||
|hitadv= | |hitadv=HKD | ||
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|recovery=11 | |recovery=11 | ||
|blockadv=+4 | |blockadv=+4 | ||
|hitadv= | |hitadv=HKD | ||
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|blockadv=+6 | |blockadv=+6 | ||
|hitadv= | |hitadv=HKD | ||
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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, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery. | *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 | *The second hit launches the opponent and causes hard knockdown. | ||
*Fast enough to serve as a combo extender and loop into itself once. | *Fast enough to serve as a combo extender and loop into itself once. | ||
*The first hit deals considerable Guard Damage. | |||
*If the second hit is blocked, the opponent is pulled towards Jotaro. | *If the second hit is blocked, the opponent is pulled towards Jotaro. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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*Fast enough to combo from [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6L]], and from [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6M]] against airborne opponents. | *Fast enough to combo from [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6L]], and from [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236|236L/M/H]] > [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236-6X|6M]] against airborne opponents. | ||
*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. | ||
*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 | *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 3 HH Gauges). | ||
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Star Platinum unleashes a forward barrage of punches. | Star Platinum unleashes a forward barrage of punches. | ||
*The distance covered depends on the version used. | *The distance covered by Star Platinum depends on the version used. | ||
**Short range, even with the Heavy version. | **Short range, even with the Heavy version. | ||
*Cannot be Flash Canceled, but can be canceled into an HHA. | *Cannot be Flash Canceled, but can be canceled into an HHA. | ||
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|hitadv= | |hitadv=Groundbounce | ||
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Star Platinum winds up and delivers a finishing punch. | Star Platinum winds up and delivers a finishing punch. | ||
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|caption= | |caption= | ||
|name=Where'd all that time go? | |name=Where'd all that time go? | ||
|input= | |input=236L/M/H > 4L/M/H<br/>or<br/>22L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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*Requires 0.2 HH Gauge to be used. | *Requires 0.2 HH Gauge to be used. | ||
*When chained into from "ORA ORA": | *When chained into from "ORA ORA": | ||
**Requires 0.4 HH Gauge. | **Requires 0.4 HH Gauge to be used. | ||
**Total move duration reduced by 4 frames. | **Total move duration is 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]]. | ||
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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, damage and recovery all change depending on the version used. | *Range, damage and recovery all change depending on the version used. | ||
*Launches the opponent | *Launches the opponent away and 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. | ||
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After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent. | 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. | *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 | *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. | ||
*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. This allows setting up for juggles post Time Stop, although normal IPS rules will still apply. | ||
*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]], [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]], 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 [[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]], [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]], 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. | ||
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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. | *Great range and low meter cost make this the go-to ender in low-resource combos. | ||
*Not a very useful defensive option due to very low invulnerability. | |||
}} | }} | ||
}} | }} |
Revision as of 22:41, 10 September 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.jM 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 four characters in the game (along with his younger incarnation, DIO, and AW Diego) with the ability to stop time, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from Guilty Gear -Strive-.
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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
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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?
236L/M/H > 4L/M/H or 22L/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... Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
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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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