JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh: Difference between revisions
(→22X: Updated Notes - Patch 2.0) |
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|description= | |description= | ||
Jolyne performs a high kick, then summons Stone Free to follow with an overhead kick. | Jolyne performs a high kick, then summons Stone Free to follow with an overhead kick. | ||
*Both hits | *Both hits launch the opponent, with the second causing hard knockdown. | ||
*Cannot be cancelled into Quick Stand On. | *Cannot be cancelled into Quick Stand On. | ||
*Special-cancelable even on whiff. | *Special-cancelable even on whiff. | ||
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|description= | |description= | ||
Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward. | Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward. | ||
* | *The distance covered by the attack depends on the version used, inversely affecting startup. | ||
* | *The final hit launches opponents away. | ||
*Mostly just a combo ender | *Mostly just a combo ender, but can be used as another frametrap option out of normals, being a safe blockstring ender due to pushback. | ||
---- | |||
'''L version:''' | |||
*Has the shortest range. | |||
---- | |||
'''M version:''' | |||
*The barrier spawns about one forward jump away. | |||
---- | |||
'''H version:''' | |||
*The barrier spawns spawns about two forward jumps away. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jolyne puts some string in front of her. Upon blocking an opponent, Jolyne retaliates with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#236X|Sweet dreams, creep!]]". | |||
*Counter. | *Counter. | ||
*Does not work against projectiles, Throws, HHAs or GHAs. | *Does not work against projectiles, Throws, HHAs or GHAs. | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=40 (5*6, 10) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=40 (5*6, 10) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=40 (5*6, 10) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it. | Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it. | ||
* | *Different versions place the barrier at different distances. | ||
* | *The final hit binds the opponent. | ||
**If a grounded opponent is hit, the bind transitions into a crumple. | |||
*The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after Jolyne moves through it. | |||
*Sees various uses in certain situations: | |||
*In neutral, it can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely. | **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 | **Can be part of Cinematic Taunt combos by, after any hard knockdown, placing the barrier directly on top of the opponent and immediately using dash-jump j.H or dash 5L/2L after the Taunt. | ||
**For oki, it can be used to place additional hitboxes on top of her opponent, locking them down for additional time while she can run up and enforce a mixup. This is vulnerable to Stylish Guard, but since Jolyne is acting independently of the Barrier, she can potentially continue pressure regardless. Another alternative is to place the barrier directly behind the opponent, preventing them from jumping back or backdashing during the pressure sequence that follows. | |||
* | ---- | ||
'''L version:''' | |||
*The barrier spawns right in front of Jolyne. | |||
---- | |||
'''M version:''' | |||
*The barrier spawns about one forward jump away. | |||
---- | |||
'''H version:''' | |||
*The barrier spawns spawns about two forward jumps away. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jolyne sends out a string a long distance along the ground. If it makes contact with the opponent, Jolyne wraps them up before summoning Stone Free to pummel them. | 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. | *Different versions alter the move's range in exchange for additional startup. | ||
* | *Sneaky, Low-attribute hitgrab with surprising range, which grants it some fringe uses in neutral. | ||
**The | *Causes a hard knockdown that typically sets up a Taunt combo with [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|String Barrier]]. | ||
** | *Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab's animation. | ||
---- | |||
'''L version:''' | |||
*The shortest range. | |||
*Very brief recovery, and slightly plus on block, making it a good blockstring ender (although leaving a gap the opponent can Stylish Guard through). | |||
---- | |||
'''M version:''' | |||
*Longer range than the L version. | |||
*Slightly more recovery as well, but still brief in general. | |||
---- | |||
'''H version:''' | |||
*The longest range. | |||
*Has a longer recovery animation and is negative on block (but safe from most ranges). | |||
}} | }} | ||
}} | }} | ||
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*Safe on block from most ranges. | *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. | *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 | *One of the longest-reaching sweeps in the game (if not the longest), forcing a mix-up situation. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Jolyne_Stand_Jump_1H.png | |image=JJASBR_Jolyne_Stand_Jump_1H.png | ||
|caption= | |||
|image2=JJASBR_Jolyne_Stand_Jump_2H.png | |image2=JJASBR_Jolyne_Stand_Jump_2H.png | ||
|caption2= | |||
|image3=JJASBR_Jolyne_Stand_Jump_3H.png | |image3=JJASBR_Jolyne_Stand_Jump_3H.png | ||
| | |caption3= | ||
|name=Stringing me for a ride! | |name=Stringing me for a ride! | ||
|input=j.1/2/3H | |input=j.1/2/3H | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
While in mid-air, Stone Free uses string to immediately pull Jolyne | While in mid-air, Stone Free uses string to immediately pull Jolyne towards the ground. | ||
*Pulls Jolyne to the ground quickly, with virtually no recovery once she lands. | *Pulls Jolyne to the ground quickly, with virtually no recovery once she lands. | ||
*Useful anti-air bait and additional mobility tool. | *Useful anti-air bait and additional mobility tool. | ||
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|description= | |description= | ||
Stone Free rapidly punches forward. | Stone Free rapidly punches forward. | ||
*The range of the attack is determined by the version used, with stronger versions granting additional range in exchange for worse startup and block advantage. | |||
*The final hit lightly launches. | |||
*Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options. | *Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options. | ||
*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. | *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. | *Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked. | ||
---- | |||
'''L version:''' | |||
*Has the shortest range, but moves Strong Free forward. | |||
---- | |||
'''M version:''' | |||
*Longer range than the L version, but Stone Free doesn't move as far forward. | |||
---- | |||
'''H version:''' | |||
*Has the longest range and causes Strong Free to stay in place. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
While in the air, Stone Free rapidly punches downwards. | While in the air, Stone Free rapidly punches downwards. | ||
* | *Different versions change the range of the attack, as well as its startup and frame advantage. | ||
*The | *The final hit causes a groundbounce. | ||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
*The hitboxes mostly match the animation. | |||
**Mostly good as a pressure tool or conversion off overheads when cancelled into Stand Rush. | **Mostly good as a pressure tool or conversion off overheads when cancelled into Stand Rush. | ||
*Can be delayed by holding the button | *Can be delayed by holding the button, which prevents the move from going active and keeps both Jolyne and Stone Free hanging in the air until the button is released or enough time has passed. | ||
** | **If the attack is delayed even after chaining into Stand Rush, Jolyne will fall to the ground while Stone Free executes the attack. Because Stone Free remains suspended even while delaying the move, this opens up additional pressure opportunities, and allows Jolyne to enforce high/low/throw mixups after a blocked jump-in using it, all of which can be rewarded with a knockdown. | ||
---- | |||
'''L version:''' | |||
*Has the shortest range. | |||
---- | |||
'''M version:''' | |||
*Longer range than the L version. | |||
---- | |||
'''H version:''' | |||
*Has the longest range. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Stone Free punches at an upwards angle | Stone Free punches at an upwards angle while greatly extending its arm. | ||
*Deceptively fast and enormous anti-air | *Deceptively fast and enormous anti-air that can beat out many jump-in normals. | ||
*Only the punch itself carries a hitbox, so it will generally whiff against grounded opponents and characters who can enter its deadzone. | |||
* | ---- | ||
* | '''L version:''' | ||
* | *Fast, with very slightly less range than other versions. | ||
**This | *Gives enough time to continue the combo with a jump-in after a Flash Cancel. | ||
---- | |||
'''M version:''' | |||
*Very slightly longer range than the L version while being sligtly slower. | |||
*Just like with the L version, Flash Canceling gives Jolyne enough time to confirm into a combo. | |||
---- | |||
'''H version:''' | |||
*Invincible on startup. | |||
*Cannot be Flash Canceled. | |||
*Triggers an automatic, cinematic follow-up on hit. | |||
**This follow-up will knock the opponent down and leave them right in front of Jolyne. | |||
*Shines at calling out Reversal Assist uses due to its invul and vortex setup. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
'''Forward Throw:''' | '''Forward Throw:''' | ||
Jolyne grabs the opponent with a string net and summons Stone Free, who launches them with a punch. | Jolyne grabs the opponent with a string net and summons Stone Free, who launches them away with a punch. | ||
*Launches the opponent far away while causing a hard knockdown. | *Launches the opponent far away while causing a hard knockdown. | ||
*After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allow continuing into a combo | *After the Throw, <code>66 > 22M > Taunt</code> or <code>6[6] > 22L > FC > Taunt</code> allow continuing into a combo. | ||
---- | ---- | ||
'''Back Throw:''' | '''Back Throw:''' | ||
Jolyne grabs the opponent with a string net and throws them behind her. | Jolyne grabs the opponent with a string net and throws them behind her. | ||
*Leaves the opponent closer with more advantage. | *Leaves the opponent closer with more advantage. | ||
*After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt | *After the Throw, <code>66 > 22M > Taunt or 6[6] > 22L > FC > Taunt</code> allows continuing into a combo. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=40 (5*6, 10) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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*Reversal Assist Stock: 1 | *Reversal Assist Stock: 1 | ||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22L]] | *Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#22X|22L]] | ||
* | *The final hit binds the opponent. | ||
**If a grounded opponent is hit, the bind transitions into a crumple. | |||
*The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after the point character moves through it. | |||
}} | }} | ||
}} | }} |
Revision as of 14:28, 14 June 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.
- Stone Free: Jolyne's normals and special moves in Stand On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can.
- With my string!: While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences.
- Stringing me for a ride!: In the air 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.
Jolyne Cujoh is a mobile, long-ranged Stand character who utilizes her strong buttons and various offensive options to start looping okizeme situations. | |
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 950 | Rumble | #ASBR_JOL #ASBR_JOR |
Move List
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6H
6H
Whatever it takes to win! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Sweet dreams, creep!
236L/M/H |
---|
421X
I don't need strength to block with string!
421L/M/H |
---|
22X
String Barrier
22L/M/H |
---|
63214X
Your body's best angle to punch.
63214L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
28
With my string!
Any jump after 1/2/3 (Air OK) |
---|
Stand J123H
Stringing me for a ride!
j.1/2/3H |
---|
Stand 236X
So you're the enemy, huh?
236L/M/H |
---|
Stand J236X
So you're the enemy, huh? (Air)
j.236L/M/H |
---|
Stand 623X
Don't wait, just attack!
623L/M/H |
---|
System Mechanics
Throw
Throw
I gotcha now! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
String Barrier |
---|
5S
Stand On/Off
5S |
---|
Heart Heat Attack
1,000 throws!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Time to retire you!
236L+M+H |
---|