Introduction
The primary protagonist from Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Jotaro Kujo is one of the most well-rounded characters in the game, with a strong combination of normals and special moves that make his neutral game scary to play around. His air and ground buttons are fast and convert into high-damage combos, easy hard knockdowns, and simple loopable vortex pressure that closes out rounds in a pinch. While his Stand-Off buttons encourage you to use his smaller hurtbox to slip between the enemy's defenses to start your strings, Stand-On mode's buttons are much more oppressive and powerful, sacrificing a bit of speed and utility for sheer brute force and meter dump combos. Combined with his time-stop, Jotaro is one of the most fearsome characters to have to approach in ASBR.
- Notable Trait: Jotaro is one of three characters in the game with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster with the more meter you have built. It is similar to Axl's timestop from Strive, although all limits of the IPS still apply. All attacks can be performed in timestop, including grab, which automatically ends the timestop. More details included in the move's section.
Playstyle
Jotaro Kujo is a Stand character who utilizes his large normals and powerful neutral tools to control the midrange. |
Pros |
Cons |
- Oppressive buttons: Incredibly good normals that allow him to force the opponent to play his game.
- Ease of use: Easy combos, high damage, and versatility with nearly any assist, as well as an invincible reversal in the form of his 623X.
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- Weakness to zoning: Gets slightly countered by well-timed zoning and keepaway characters.
- Predictable neutral: Predictable approach options, and usually has to rely on strike/throw mixups as opposed to crossups.
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Stats
Move List
Stand Off
Normal Moves
5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
14
|
Mid
|
7
|
-
|
-
|
0
|
+4
|
Jotaro raises his leg to do a small knee attack.
- Slightly poor range, and not as good for neutral as his other grounded normals.
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5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
24
|
Mid
|
7
|
-
|
-
|
-2
|
+2
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Jotaro does a backhanded fist attack.
- One of Jotaro's best neutral tools, as it gives you medium scaling on it and can keep you relatively safe on block.
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5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
37
|
Mid
|
13
|
-
|
-
|
-6
|
0
|
Jotaro summons Star Platinum to attack with a fist from over his shoulder.
- Another strong neutral option, though much less positive on block.
- Needs to be made safe with 3H or a special move at point blank if blocked.
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2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
13
|
Low
|
7
|
-
|
-
|
0
|
+4
|
Jotaro attacks with a crouching backfist strike.
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2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
22
|
Low
|
7
|
-
|
-
|
-3
|
+2
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A crouching underhand blow.
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|
2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
36
|
Low
|
13
|
-
|
-
|
-16
|
-
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Jotaro summons Star Platinum to attack with a crouching fist, knocking the opponent down on hit.
- VERY minus on block. Always cancel into 3H if possible.
- Causes hard knockdown
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3H
3H Back off.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
17
|
Low
|
13
|
-
|
-
|
-12
|
-6
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Jotaro does a downwards kick with the tip of his boot.
- Command low. Very good way to catch your opponent not blocking low.
- Minus on block and hit, so remember to either cancel into a special move that's safe or plus, or go into quick stand-on to continue pressure or the combo, at the cost of half a bar.
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JL
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
16
|
Overhead
|
11
|
-
|
-
|
-
|
-
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Jotaro attacks with the tip of his knee.
- Small hitbox and not much hitstun. j.M and j.H are better as air-to-airs, so go with those in most situations.
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JM
j.M The god normal. The god normal.
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
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Hit Adv.
|
21
|
Overhead
|
11
|
-
|
-
|
-
|
-
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A diving kick with a lot of active frames.
- The hitbox for this move covers both sides of Jotaro's leg, and even a little bit of his upper waist, so feel free to abuse it for crossups.
- Amazing for okizeme, as the amount of active frames makes meaties easy to perform and allows you to vary your timing to watch for wakeup parry.
- One of Jotaro's best air tools.
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JH
j.H The (other) god normal. The (other) god normal.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
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Hit Adv.
|
38
|
Overhead
|
19
|
-
|
-
|
-
|
-
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Star Platinum appears for a diving punch attack.
- Insanely high amount of active frames + hitstun, allowing you to bully your way into neutral via repeatedly forcing your opponent to block this button.
- Use this normal in combination with dash jumps to give Jotaro a terrifying presence midscreen, being able to jump at you with a full combo at almost any time.
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Special Moves
236X
ORA, ORA! 236L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Light
|
4, 2x5, 58
|
Mid
|
21
|
-
|
-
|
-2
|
4
|
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Medium
|
4, 2x5, 58
|
Mid
|
21
|
-
|
-
|
-10
|
-4
|
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Heavy
|
4, 2x5, 58
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Mid
|
21
|
-
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-
|
-18
|
-12
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|
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623X
Here's your receipt! 623X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
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Hit Adv.
|
Light
|
4x6, 17
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Mid
|
11
|
-
|
-
|
-6
|
-
|
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Medium
|
4x8, 37
|
Mid
|
15
|
-
|
-
|
-8
|
-
|
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Heavy
|
4x10, 47
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Mid
|
21
|
-
|
-
|
-40
|
-
|
|
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63214X
My Stand will be the judge! 63214X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Light
|
18, 5x9, 19
|
Mid
|
25
|
-
|
-
|
-26
|
-
|
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Medium
|
18, 5x9, 29
|
Mid
|
29
|
-
|
-
|
-26
|
-
|
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Heavy
|
18, 5x9, 39
|
Mid
|
35
|
-
|
-
|
-24
|
-
|
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Stand On
Normal Moves
Stand 5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
18
|
Mid
|
5
|
-
|
-
|
-2
|
+2
|
|
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Stand 5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
36
|
Mid
|
9
|
-
|
-
|
-8
|
-4
|
|
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Stand 5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
44
|
Mid
|
15
|
-
|
-
|
-12
|
-6
|
|
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Stand 2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
17
|
Low
|
7
|
-
|
-
|
0
|
+4
|
|
|
Stand 2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
30
|
Low
|
9
|
-
|
-
|
-6
|
-2
|
|
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Stand 2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
20, 35
|
Mid
|
13(2)1
|
-
|
-
|
-4
|
+2
|
|
|
Stand 3H
3H ORAAAA!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
40
|
Mid
|
13
|
-
|
-
|
-2
|
-
|
- +20 on block with Jump Cancel, still gives the opponent enough time to counterplay an aerial attack however.
- Notes 2
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Stand JL
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
21
|
Overhead
|
9
|
-
|
-
|
-
|
-
|
|
|
Stand JM
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
16, 22
|
Overhead
|
9(2)1
|
-
|
-
|
-
|
-
|
|
|
Stand JH
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
40
|
Overhead
|
15
|
-
|
-
|
-
|
-
|
|
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Special Moves
Stand 236X
ORA, ORA! 236L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Light
|
4x12, 15
|
Mid
|
9
|
-
|
-
|
-28
|
-22
|
Light (Extended)
|
4x22, 15
|
Mid
|
9
|
-
|
-
|
-12
|
-6
|
- Can be extended by repeatedly pressing attack buttons, increasing number of hits.
- Notes 2
|
Medium
|
4x12, 15
|
Mid
|
13
|
-
|
-
|
-24
|
-18
|
Medium (Extended)
|
4x22, 15
|
Mid
|
13
|
-
|
-
|
-14
|
-8
|
- Can be extended by repeatedly pressing attack buttons, increasing number of hits.
- Notes 2
|
Heavy
|
4x12, 15
|
Mid
|
17
|
-
|
-
|
-20
|
-14
|
Heavy (Extended)
|
4x22, 15
|
Mid
|
17
|
-
|
-
|
-16
|
-10
|
- Can be extended by repeatedly pressing attack buttons, increasing number of hits.
- Notes 2
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|
Stand 236X-6X
ORAAA! 236X>6X
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
1, 46
|
Mid
|
11
|
-
|
-
|
-26
|
-
|
|
|
Stand 623X
Star Finger 623X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Light
|
26, 19
|
Unblockable
|
41(14)1
|
-
|
-
|
-
|
-
|
|
Medium
|
26, 22
|
Unblockable
|
51(14)1
|
-
|
-
|
-
|
-
|
|
Heavy
|
26, 25
|
Unblockable
|
61(14)1
|
-
|
-
|
-
|
-
|
|
|
Stand 63214X
Beat in a single breath! 63214X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Light
|
0
|
Mid
|
25
|
-
|
-
|
0
|
4
|
- Starts pulling the opponent in 2f before startup.
- Notes 2
|
Medium
|
0
|
Mid
|
31
|
-
|
-
|
0
|
4
|
- Starts pulling the opponent in 2f before startup.
- Notes 2
|
Heavy
|
0
|
Mid
|
41
|
-
|
-
|
0
|
4
|
- Starts pulling the opponent in 2f before startup.
- Notes 2
|
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System Mechanics
Throw
Throw This incredible power...! 5/4 + Any Two Attack Buttons
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
140
|
Throw
|
7
|
-
|
-
|
-
|
-
|
|
|
Assist
Assist ORA, ORA!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4x22, 15
|
Mid
|
42
|
-
|
-
|
-
|
-
|
|
|
I stopped time...
I stopped time... 22S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
0
|
-
|
202~103
|
-
|
-
|
-
|
-
|
- 2 Gauge version has 202f startup, 3 Gauge has 103f startup.
- Notes 2
|
|
Heart Heat Attack
ORA ORA ORA ORA! 236 + Any Two Attack Buttons
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Normal
|
20, 3x10, 50
|
Mid
|
1(4)1
|
-
|
-
|
-24
|
-
|
|
Extended
|
20, 3x41, 60
|
Mid
|
1(4)1(18)1
|
-
|
-
|
-34
|
-
|
- This version is achieved by repeatedly pressing attack buttons, which increases damage and hits. This version also features a different, stronger ender.
- Notes 2
|
|
Great Heat Attack
You pissed me off! 236L+M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
360 (60+300)
|
Mid
|
1(16)1
|
-
|
-
|
-44
|
-
|
|
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