JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4): Difference between revisions
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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. | 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, [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#5H|5H]] is a great move in general, acting as a decent anti-air, a good wall, and a solid poke all at once; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#2H|2H]] is amazing as well, being an incredibly quick normal that knocks down; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#3H|3H]] launches and can be combo'd out of with Quick Stand On; and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#JH|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: [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 2H|s.2H]] is even better, having more range yet similar framedata than its Stand Off counterpart; [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 3H|s.3H]] becomes a horizontal wall; and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand JM|s.jM]] is a solid air-to-air. | |||
As for special moves, Jotaro's kit has different purposes depending on his current | 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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#236X|If I throw this bearing...]]", a powerful anti-air in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#623X|I'm going to break you into pieces.]]", and a potent combo extender in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]". Stand On's tools, on the other hand, have more offensive/mix-up purposes, with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|ORA ORA!]]" being a persistent hitbox that features [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X-6X|several follow-ups]], the ability to teleport with "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 22X|Where'd all that time go?]]", and a long-ranged command grab in "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Stand 236X|So I'm gonna bust you up!]]". | ||
Jotaro's versatility is paid with a price, however: | 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, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from ''Guilty Gear -Strive-''. | *'''[[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-''. | ||
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| intro = [[file:JJASBR_Jotaro_Part_4_Small_Icon.png|50px]] '''Jotaro Kujo (Part 4)''' is a Stand character who controls space with strong normals and a balanced toolkit. | | intro = [[file:JJASBR_Jotaro_Part_4_Small_Icon.png|50px]] '''Jotaro Kujo (Part 4)''' is a Stand character who controls space with strong normals and a balanced toolkit. | ||
| pros = | | pros = | ||
* '''Versatile:''' Jotaro's toolkit features tools that | * '''Versatile:''' Jotaro's toolkit features tools that allow him to shine at any range, including a projectile, a beefy anti-air and a self-contained mix-up option. | ||
* '''Beefy Normals:''' | * '''Beefy Normals:''' Jotaro's normals possess deceptively large hitboxes, allowing him to contest opponents and land confirms in ways that would fail for most characters. Similarly, Stand On normals boast range that can feel oppressive to uninitiated opponents. | ||
* ''' | * '''Big Damage:''' Jotaro can deal high damage without using up many resources. | ||
* ''' | * '''Teleport:''' With access to a teleport, Jotaro can reach his opponent in a flash, notably giving him a strong option against zoners. | ||
|cons = | |cons = | ||
* '''Poor Defense:''' Jotaro's | * '''Weak Air Conversions:''' Although Jotaro has huge buttons to hit the opponent out of the air with, he lacks a reliable way to be able to convert off of those hits. His most consistent anti-air, "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#623X|I'm going to break you into pieces.]]", requires Jotaro to use a resource of some kind to be able to convert off of it. | ||
* ''' | * '''Midscreen Preference:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops tends to fail by the wall, making them inconsistent and removing some of his strongest combo routes. While this can be mitigated by running under the opponent during the combo, it increases the chances for the combo to drop nonetheless. | ||
* '''Poor Defense:''' Jotaro's best pokes tend to be lacking when used defensively, mostly due to their high recovery. Combined with his lack of an invincible reversal beyond [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#Great Heat Attack|GHA]], he is left open to setups that other characters could potentially escape. | |||
* '''Poor Oki:''' Jotaro does not have many tools that force opponents to block after a knockdown. In addition, most of his meterless, Stand Off routes also send the opponent far away, further limiting his options. | |||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jotaro attacks with a high jab in front of him. | Jotaro attacks with a high jab in front of him. | ||
*Can hit crouchers despite its height. | *Can hit crouchers despite its height. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro does a downwards kick with the tip of his boot. | Jotaro does a downwards kick with the tip of his boot. | ||
*Moves Jotaro forward. | *Moves Jotaro forward during startup. | ||
*A rare standing Low, making it a deceptive tool. | *A rare standing Low, making it a deceptive tool. | ||
* | *Slow recovery. Always cancel into another move when it connects. | ||
}} | }} | ||
}} | }} | ||
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Jotaro quickly summons Star Platinum, who attacks with an uppercut. | Jotaro quickly summons Star Platinum, who attacks with an uppercut. | ||
*Massive hitbox; can easily hit people above him. | *Massive hitbox; can easily hit people above him. | ||
* | *Hits crouchers. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with a crouching backfist strike. | Jotaro attacks with a crouching backfist strike. | ||
* | *Easy way to confirm as it combos into itself. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with a crouching uppercut. | Jotaro attacks with a crouching uppercut. | ||
* | *Deceptively short vertical reach, often needing to be delayed in order to connect. | ||
* | *As an anti-air, tends to clash at best and flat out lose at worst. | ||
*Great combo tool, however, as it makes "[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#214X|Star Finger]]" loops more consistent. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro steps forward and delivers a high side kick. | Jotaro steps forward and delivers a high side kick. | ||
*Launches | *Launches the opponent on hit. | ||
*Jotaro's main | *One of Jotaro's main ways to Quick Stand On. | ||
* | *Sends opponents high enough for 3H>623H to connect midscreen. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro attacks with his knee. | Jotaro attacks with his knee. | ||
* | *Good air-to-air button when up close with the opponent. | ||
*Can cross up. | *Can manage to hit as a cross-up, but has poor range overall. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro extends his leg diagonally downwards, retracting it after a moment. | Jotaro extends his leg diagonally downwards, retracting it after a moment. | ||
*Great | *Great air button for air-to-air battles and for jump-ins. | ||
* | *Doubles as Jotaro's main cross-up button, but its few active frames can make this difficult. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Jotaro summons Star Platinum, who attacks with a downward punch. | Jotaro summons Star Platinum, who attacks with a downward punch. | ||
* | *Although a bit slow, its deceptively large hitbox and high amount of active frames make this the prime jump-in. | ||
}} | }} | ||
}} | }} | ||
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*The version used changes the number of bearings fired. | *The version used changes the number of bearings fired. | ||
*The final bearing launches opponents away. | *The final bearing launches opponents away. | ||
*Limited to 9 ball bearings on-screen during [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)#22S|Time Stop]] | *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:''' | ||
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|hitadv=KD | |hitadv=KD | ||
|description= | |description= | ||
Jotaro crosses his arms while summoning Star Platinum, who | Jotaro crosses his arms while summoning Star Platinum, who punches upwards rapidly. | ||
* | *Startup and amount of hits depend on the version used. | ||
*Fantastic combo tool when near the walls. | |||
*Fantastic combo tool when near the walls | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Fastest startup with the least damage. | ||
* | *Main anti-air. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Balanced startup and range. | ||
* | *Cannot be Flash Canceled on whiff. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Slowest startup with the most damage. | ||
* | *Cannot be Flash Canceled on whiff. | ||
}} | }} | ||
}} | }} | ||
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*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 and causes hard knockdown. | *The second hit launches the opponent and causes hard knockdown. | ||
*Fast enough to serve as a combo extender and loop into itself once. | |||
*If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro. | *If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro. | ||
---- | ---- | ||
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|description= | |description= | ||
Star Platinum strikes with a quick sideways chop. | Star Platinum strikes with a quick sideways chop. | ||
* | *Medium normal, meaning it gives some of the best possible scaling for a combo on hit if it connects. | ||
*Deceptive hitbox, allowing for cheesy Counter Hit openings from a distance the opponent may not expect. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
While crouching, Star Platinum performs a quick low kick. | While crouching, Star Platinum performs a quick low kick. | ||
* | *Main crouching poke in Stand On due to its reduced hurtbox and the fact that it hits Low. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Star Platinum attacks with a crouching uppercut. | Star Platinum attacks with a crouching uppercut. | ||
*Improved vertical reach compared to the Stand Off version, | *Improved vertical reach compared to the Stand Off version, although it can potentially miss against dash-jumps. | ||
}} | }} | ||
}} | }} | ||
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|damage=36 | |damage=36 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Star Platinum moves a great distance forward and delivers a downwards punch. | Star Platinum moves a great distance forward and delivers a downwards punch. | ||
*The second hit launches the opponent away | *The second hit launches the opponent away and causes a hard knockdown. | ||
* | *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. | |||
*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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|description= | |description= | ||
Star Platinum extends its leg downwards. | Star Platinum extends its leg downwards. | ||
*Jotaro's best answer against opponents below him. | |||
*Jotaro's best answer against opponents below him | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Star Platinum punches straight ahead. | Star Platinum punches straight ahead. | ||
*Fastest air-to-air. | |||
*Can hit grounded opponents. | *Can hit grounded opponents. | ||
}} | }} | ||
}} | }} | ||
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Star Platinum attacks with a downward punch. | Star Platinum attacks with a downward punch. | ||
*Essentially Stand Off j.H but with slightly more range. | *Essentially Stand Off j.H but with slightly more range. | ||
* | *Star Platinum's model shifts upwards slightly when landing from this move. | ||
}} | }} | ||
}} | }} |
Revision as of 14:44, 4 November 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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