JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
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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: 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. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Star Platinum, The World!]]''': Jotaro is one of four characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|younger incarnation]], [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]]) with the ability to stop time, | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Star Platinum, The World!]]''': Jotaro is one of four characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|younger incarnation]], [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|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-''. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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|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. | ||
* | *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; 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]]; will all 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 | *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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|description= | |description= | ||
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. | |||
*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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|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 | *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 towards Jotaro 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. | ||
* | *If the second hit is blocked, the opponent is pulled towards Jotaro. | ||
* | **Deals considerable Guard Damage, causing a Guard Break if 3 of these are blocked in a row. | ||
---- | |||
'''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. | |||
}} | }} | ||
}} | }} | ||
</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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|description= | |description= | ||
Star Platinum unleashes a forward barrage of punches. | Star Platinum unleashes a forward barrage of punches. | ||
*The distance covered | *The distance covered 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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*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. | ||
* | *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, 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]]. | ||
*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. | *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. | ||
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|description= | |description= | ||
Jotaro briefly stops time and "teleports" to another location. | Jotaro briefly stops time and "teleports" to another location. | ||
*The point where Jotaro reappears depends on the version used. | |||
*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": | ||
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|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 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 | *Range, damage and recovery all change depending on the version used. | ||
*Launches the opponent far away. | *Launches the opponent far away. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
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|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup=202~103 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
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 | *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 or an HHA/GHA will instantly end the Time Stop and take away the rest of Jotaro's meter. | ||
*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. | ||
* | *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. | ||
*All attacks can OTG during Time Stop, restanding the opponent if they can reach. | *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. | ||
}} | }} |
Revision as of 11:41, 7 July 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 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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