JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh: Difference between revisions
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Jolyne is a versatile character who specializes in range, mobility, and okizeme. With a variety of strong poking normals, anti-airs, and ranged attacks, Jolyne can dictate the flow of neutral, zone and anti-zone, and control the pace of the match. Her unique air movement options can allow her to create strong pressure and mixups or avoid opponents in neutral. Up-close, she can maintain pressure with a variety of advantageous attacks and dangerous mixup options. Once she lands a hit, she can easily knock the opponent down and begin to enforce a strong vortex, opening up the opponent or keeping the pressure on. | Jolyne is a versatile character who specializes in range, mobility, and okizeme. With a variety of strong poking normals, anti-airs, and ranged attacks, Jolyne can dictate the flow of neutral, zone and anti-zone, and control the pace of the match. Her unique air movement options can allow her to create strong pressure and mixups or avoid opponents in neutral. Up-close, she can maintain pressure with a variety of advantageous attacks and dangerous mixup options. Once she lands a hit, she can easily knock the opponent down and begin to enforce a strong vortex, opening up the opponent or keeping the pressure on. | ||
*'''Stand | *'''Stand On Range:''' Jolyne's normals and specials in Stand On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]''': While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences. | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]''': While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_J123H|Stringing me for a ride!]]''': In the air while in Stand On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups. | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_J123H|Stringing me for a ride!]]''': In the air while in Stand On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne performs a high kick moving | Jolyne performs a high, double-hitting kick moving downwards. | ||
*Moves Jolyne forward slightly. | *Moves Jolyne forward slightly. | ||
*Fastest Stand Off option to hit someone out of the air. | *Fastest Stand Off option to hit someone out of the air. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne summons Stone Free to | Jolyne summons Stone Free to punch in front of her. | ||
*Strong as a poke or counter-poke. | *Strong as a poke or counter-poke. | ||
*Can also stop dash jumps due to how high up Stone Free | *Can also stop dash jumps due to how high up Stone Free hits, though it's rather slow. | ||
}} | }} | ||
}} | }} | ||
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Jolyne jabs in front of her while crouching. | Jolyne jabs in front of her while crouching. | ||
*Can cancel into itself on hit and block. | *Can cancel into itself on hit and block. | ||
*Good for stagger pressure. | |||
*Large cancel window. | *Large cancel window. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne performs a high kick, then Stone Free | Jolyne performs a high kick, then summons Stone Free to follow with an overhead kick. | ||
*Launches the opponent mostly horizontally. | |||
*Combo filler. | *Combo filler. | ||
*Cannot be cancelled into Quick Stand On. | *Cannot be cancelled into Quick Stand On. | ||
* | *Special-cancelable even on whiff. | ||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne performs a kick outwards. Good range for a j.L, making it a strong anti-air. | Jolyne performs a kick outwards. | ||
*Good range for a j.L, making it a strong anti-air. | |||
*Fast startup, good for delayed jump-ins. | *Fast startup, good for delayed jump-ins. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Another good air-to-air. This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot. | Jolyne attacks with an axe kick. | ||
*Can | *Another good air-to-air. | ||
*This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot. | |||
*Can cross up. | |||
*Good for catching backdashes. | *Good for catching backdashes. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Pretty standard jump-in button. Solid vertical and horizontal range. | Jolyne summons Stone Free, who punches straight down. | ||
*Can | *Pretty standard jump-in button. | ||
*Solid vertical and horizontal range. | |||
*Can cross up. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne | Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward. | ||
*Moves further forward with each button variation in exchange for a bit more startup. | |||
*Launches on hit. | |||
*Mostly just a combo ender. | |||
*Can be used as another frametrap option out of normals, and is a safe blockstring ender due to pushback. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyen puts some string in front of her. Upon blocking an opponent, Jolyne retaliates with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#236X|Sweet dreams, creep!]]". | |||
*Counter. | |||
Generally not very good | *Does not work against projectiles, Throws, HHAs or GHAs. | ||
*Generally not very good; not a reversal due to not activating on frame 1, and the retaliation is a pretty bad starter, so just using Stylish Guard is better if the read is correct. | |||
*Has a niche application with baiting Reversal Assists: since 421X stays active for longer than Stylish Guard, it can catch both immediate and delayed uses. This still isn't that good, since baiting them like this is risky business and trying this makes it even riskier. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne | Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it. | ||
*The L version spawns one right in front of Jolyne, M version spawns one about one forward jump away, and H version spawns one about two forward jumps away. | |||
*Projectile attacks can destroy the Barrier. | |||
*Doesn't stay up for very long, making it best used to either force approaches in tandem with other options or cover an approach. | |||
*In neutral, it can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely. | |||
*For oki, it can be used to place an additional hitbox on top of her opponent, locking them down for additional time while she can run up and enforce a mixup. This is vulnerable to Stylish Guard, but since Jolyne is acting independently of the Barrier, she can potentially continue pressure regardless. | |||
**It's possible to place a Barrier directly behind the opponent, preventing the opponent from jumping back or backdashing during the pressure sequence that follows. | |||
*Sees use in Taunt combos by, after any hard knockdown, placing the barrier directly on top of the opponent, then using Taunt to restand them, and immediately using dash-jump j.H or dash 5L/2L to continue the combo. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Low hitgrab with surprising range. Button variations give greater range in exchange for additional startup. L and M versions have the same very brief recovery, and are slightly plus on block. H has a longer recovery animation and is | Jolyne sends out a string a long distance along the ground. If it makes contact with the opponent, Jolyne wraps them up before summoning Stone Free to pummel them. | ||
*Low-attribute hitgrab with surprising range, which grants it some fringe uses in neutral. | |||
*Button variations give greater range in exchange for additional startup. | |||
**The L and M versions have the same very brief recovery, and are slightly plus on block, making them good blockstring enders (although leaving a gap the opponent can Stylish Guard through). | |||
**The H version has a longer recovery animation and is negative, but safe from most ranges. | |||
*Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab animation. | *Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab animation. | ||
* | *Causes a hard knockdown that typically sets up a Taunt combo with 22M. | ||
}} | }} | ||
}} | }} | ||
</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==== | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Standard jab. Good for stopping dash jumps due to its speed and high hitbox. Not thrown out much in neutral due to Jolyne's other | Stone Free jabs in front. | ||
*Standard jab. | |||
*Good for stopping dash jumps due to its speed and high hitbox. | |||
*Not thrown out much in neutral due to Jolyne's other Stand On buttons being better in poking situations. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Very good combination of speed and range, on top of being slightly plus on block. These attributes make it an exceptional ground-to-ground poke. Vulnerable to being jumped over, making this a good way to force opponents into the air if they can't beat 5M on the ground. | Stone Free launches its arm at a downwards angle. | ||
*Very good combination of speed and range, on top of being slightly plus on block. These attributes make it an exceptional ground-to-ground poke. | |||
*Vulnerable to being jumped over, making this a good way to force opponents into the air if they can't beat 5M on the ground. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne's farthest-reaching Stand | Stone Free launches its arm at a slight upwards angle. | ||
*Due to | *Jolyne's farthest-reaching Stand On normal. | ||
*The second hit launches. | |||
*Launches the opponent on it, and can be cancelled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_236X|So you're the enemy, huh?]]" to continue the combo. | |||
*Will whiff on crouching and short-sized characters from the tip of its range, but can also tag jumping opponents as a fast, rewarding anti-air. | |||
*Due to hitting twice, the first hit commonly clashes with aerials; this results in the second hit allowing for conversions, making it one of the best anti-airs in the game. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Pretty big for a crouching jab. Useful as a | Stone Free jabs at a low angle. | ||
*Pretty big for a crouching jab. | |||
*Useful as a Low option in pressure and for all the usual crouching jab things. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Another great poke. Often overshadowed by 5M in neutral due to their similar range, but this one has additional uses in pressure due to being Jolyne's most rewarding | Stone Free extends its arm at a low angle. | ||
*Another great poke. | |||
*Often overshadowed by 5M in neutral due to their similar range, but this one has additional uses in pressure due to being Jolyne's most rewarding Low option. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Very similar reach to 5H, while also being able to hit any grounded opponent. Safe on block from most ranges. Great way to end strings when 5H will whiff, and a good poke in neutral due to its stable reward, deceptive range, and moderate low profile. | Stone Free swipes at the opponent's feet with its arm extended. | ||
*Very similar reach to 5H, while also being able to hit any grounded opponent. | |||
*Safe on block from most ranges. | |||
*Great way to end strings when 5H will whiff, and a good poke in neutral due to its stable reward, deceptive range, and moderate low profile. | |||
*One of, if not the most, longest reaching sweeps in the game, forcing a mixup situation. | *One of, if not the most, longest reaching sweeps in the game, forcing a mixup situation. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Fast, but stubby. Not a great | Stone Free jabs below itself. | ||
*Fast, but stubby. | |||
*Not a great air-to-air due to only hitting below Jolyne. | |||
*Useful instant overhead due to hitting so far below her. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Controls a pretty dominant chunk of both air and ground space. Good jump-in and poke due to its speed and range. Can be performed low to the ground quickly using "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]", which gives Jolyne the option to either stay in place or advance/retreat slightly. This is fairly slow, though, | While in the air, Stone Free extends its arm at a downwards angle. | ||
*Controls a pretty dominant chunk of both air and ground space. | |||
*Good jump-in and poke due to its speed and range. | |||
*Useful combo filler when j.H has hit its IPS limit. | |||
*Can be performed low to the ground quickly using "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#28|With my string!]]", which gives Jolyne the option to either stay in place or advance/retreat slightly. This is fairly slow, though, so utilize this with caution. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
While in the air, Stone Free extends its arm almost straight below itself. | |||
*Has a much bigger horizontal hitbox than its animation might suggest. | |||
*Great jump-in and useful combo filler in juggles. | |||
}} | }} | ||
}} | }} | ||
====Special Moves==== | ====Special Moves==== | ||
====== <font style="visibility:hidden" size="0">28</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Jolyne_Stand_27.png | |||
|image2=JJASBR_Jolyne_Stand_28.png | |||
|image3=JJASBR_Jolyne_Stand_29.png | |||
|caption= | |||
|name=With my string! | |||
|input=Any jump after 1/2/3 (Air OK) | |||
|data= | |||
{{AttackData-ASBR | |||
|damage=0 | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Jolyne and Stone Free shoot string upward before pulling themselves up. | |||
*Useful tool for combos, pressure, and neutral. | |||
*Locks Jolyne out of "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand_J123H|Stringing me for a ride!]]" on use. | |||
*Allows Jolyne to perform low-to-the-ground aerials, and can be cancelled out of normals on both hit and block. This allows for unexpected overheads, combo extensions with aerials during juggles, and the occasional low j.M as a poke. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Stand J123H</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Jolyne_Stand_Jump_1H.png | |||
|image2=JJASBR_Jolyne_Stand_Jump_2H.png | |||
|image3=JJASBR_Jolyne_Stand_Jump_3H.png | |||
|caption= | |||
|name=Stringing me for a ride! | |||
|input=j.1/2/3H | |||
|data= | |||
{{AttackData-ASBR | |||
|damage=0 | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
While in mid-air, Stone Free uses string to immediately pull Jolyne to the ground. | |||
*Pulls Jolyne to the ground quickly, with virtually no recovery once she lands. | |||
*Useful anti-air bait and additional mobility tool. | |||
*Can pass through opponents while falling, allowing for quick left-right mixups. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Stand 236X</font> ====== | ====== <font style="visibility:hidden" size="0">Stand 236X</font> ====== | ||
{{MoveData | {{MoveData | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Stone Free rapidly punches forward. | |||
*Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options. | |||
*Different versions grant range in exchange for worse startup and block advantage. | |||
*Can be used in neutral due to the area it covers and its ability to catch Dodges, but its bad hurtbox will cause it to lose to a lot of normals. | |||
*Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Stand | ====== <font style="visibility:hidden" size="0">Stand J236X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Jolyne_Stand_Jump_236X.png | ||
|caption=Start/Hold | |caption=Start/Hold | ||
|image2=JJASBR_Jolyne_Stand_Jump_236L.png | |image2=JJASBR_Jolyne_Stand_Jump_236L.png | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
While in the air, Stone Free rapidly punches downwards. | |||
*Button variations grant additional range in exchange for additional startup and worse advantage on block. | |||
Can be | *The hitbox mostly matches the animation. | ||
*Stand Rush-compatible. | |||
**Mostly good as a pressure tool or conversion off overheads when cancelled into Stand Rush. | |||
*Can be delayed by holding the button (even after chaining into Stand Rush), which prevents the move from going active and keeps both Jolyne and Stone Free hanging in the air until the button is released or enough time has passed. | |||
**After chaining into Stand Rush, Jolyne will fall to the ground while Stone Free executes the attack. Because Stone Free remains suspended even while delaying the move, this opens up additional pressure opportunities, and allows Jolyne to enforce high-low-throw mixups after a blocked jump-in using it, all of which can be rewarded with a knockdown. | |||
}} | }} | ||
}} | }} | ||
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|caption=Anti-air so big it'll hit above the HUD | |caption=Anti-air so big it'll hit above the HUD | ||
|image2=JJASBR_Jolyne_Stand_623H.png | |image2=JJASBR_Jolyne_Stand_623H.png | ||
|caption2= | |caption2="I won't cut my string yet!" | ||
|name=Don't wait, just attack! | |name=Don't wait, just attack! | ||
|input=623L/M/H | |input=623L/M/H | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Deceptively fast and enormous anti-air. Not invincible, but can beat out many jump-in normals. Will generally whiff | Stone Free punches at an upwards angle with its greatly extended arm. | ||
*Deceptively fast and enormous anti-air. | |||
The H version has invul and automatically activates | *Not invincible, but can beat out many jump-in normals. | ||
*Will generally whiff against grounded opponents. | |||
*The L and M versions give enough time to continue the combo with a jump-in after a Flash Cancel. | |||
*The H version has invul and automatically activates an automatic, cinematic follow-up upon connecting, but cannot be Flash Canceled. | |||
**This followup will knock the opponent down and leave them right in front of Jolyne; it is also good for calling out Reversal Assist uses due to invul and vortex setup. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne grabs the opponent with a string net and | :'''Forward Throw:''' | ||
*Launches the opponent far away | Jolyne grabs the opponent with a string net and summons Stone Free, who launches them with a punch. | ||
*Back | *Launches the opponent far away while causing a hard knockdown. | ||
*After | *After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allow continuing into a combo, though a Flash Cancel is mandatory. | ||
---- | |||
:'''Back Throw:''' | |||
Jolyne grabs the opponent with a string net and throws them behind her. | |||
*Leaves the opponent closer with more advantage. | |||
*After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allow continuing into a combo. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Assist</font> ====== | ====== <font style="visibility:hidden" size="0">Assist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Jolyne_Assist.png | ||
|caption= | |caption= | ||
|name=Assist | |name=Assist | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it. | |||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stock: 1 | *Reversal Assist Stock: 1 | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Very far-reaching hitgrab. Mostly good for ending combos, since it adds a good amount of damage and it still grants a solid hard knockdown after it | Jolyne pulls out a baseball, during which Stone Free tightly wraps its string around it. Stone Free then throws the ball and, if the opponent is hit, will recatch the ball and hit them with it repeatedly. | ||
*Very far-reaching hitgrab. | |||
*Jolyne's only reversal attack, which gives it some application in beating SG-safe pressure. | |||
*Mostly good for ending combos, since it adds a good amount of damage and it still grants a solid hard knockdown after it. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Solid round-closer like most GHAs. | Jolyne throws out a net made of string. If the opponent is caught, she tightens the net around them to completely wrap them up. Afterwards, she moves in and hits them with a few attacks of her own before summoning Stone Free to finish the job. | ||
*Solid round-closer like most GHAs. | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#6H|6H]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#Stand 5H|s.5H]] can easily confirm into it. | |||
*Too slow to be used as a reversal. | |||
*Terrible on block and whiff, so don't miss. | |||
}} | }} | ||
}} | }} |
Revision as of 21:33, 17 February 2023
Introduction
The main protagonist of the sixth part of JoJo's Bizarre Adventure, Stone Ocean. After being arrested and sent to Green Dolphin St. Prison for a crime she did not commit, Jolyne Cujoh must survive hostile Stand users and stop a plan agreed upon between the long-dead DIO and his disciple, Enrico Pucci.
Jolyne is a versatile character who specializes in range, mobility, and okizeme. With a variety of strong poking normals, anti-airs, and ranged attacks, Jolyne can dictate the flow of neutral, zone and anti-zone, and control the pace of the match. Her unique air movement options can allow her to create strong pressure and mixups or avoid opponents in neutral. Up-close, she can maintain pressure with a variety of advantageous attacks and dangerous mixup options. Once she lands a hit, she can easily knock the opponent down and begin to enforce a strong vortex, opening up the opponent or keeping the pressure on.
- Stand On Range: Jolyne's normals and specials in Stand On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can.
- With my string!: While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences.
- Stringing me for a ride!: In the air while in Stand On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 950 | Rumble | #ASBR_JOL #ASBR_JOR |
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
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
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2H
2H
|
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6H
6H
Whatever it takes to win! |
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
236X
Sweet dreams, creep!
236L/M/H |
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421X
I don't need strength to block with string!
421L/M/H |
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22X
String Barrier
22L/M/H |
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63214X
Your body's best angle to punch.
63214L/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
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Stand 2H
2H
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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
28
With my string!
Any jump after 1/2/3 (Air OK) |
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Stand J123H
Stringing me for a ride!
j.1/2/3H |
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Stand 236X
So you're the enemy, huh? 236L/M/H Light Light Medium Medium Heavy Heavy
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Stand J236X
So you're the enemy, huh? (Air) j.236L/M/H Start/Hold Start/Hold Light Light Medium Medium Heavy Heavy
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Stand 623X
Don't wait, just attack! 623L/M/H Anti-air so big it'll hit above the HUD Anti-air so big it'll hit above the HUD "I won't cut my string yet!" "I won't cut my string yet!"
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System Mechanics
Throw
Throw I gotcha now! 5/4 + Any Two Attack Buttons Forward Forward Back Back
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Assist
Assist
String Barrier |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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Heart Heat Attack
1,000 throws! 236 + Any Two Attack Buttons Combo counter says 1000 hits, but it's really not Combo counter says 1000 hits, but it's really not
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Great Heat Attack
Time to retire you!
236L+M+H |
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