User:GunBlaze/Sandbox

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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
JJASBR Jotaro Part 3 Small Icon.png 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.
  • 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.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_JOT
#ASBR_JTR3


Move List

Stand Off
Stand On

Stand Off

Normal Moves

5L
5L
JJASBR Jotaro 5L.png
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.
5M
5M
JJASBR Jotaro 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 7 - - -2 +2

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.
5H
5H
JJASBR Jotaro 5H.png
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.
2L
2L
JJASBR Jotaro 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - 0 +4

Jotaro attacks with a crouching backfist strike.

2M
2M
JJASBR Jotaro 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 7 - - -3 +2

A crouching underhand blow.

2H
2H
JJASBR Jotaro 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 13 - - -16 -

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
3H
3H
Back off.
JJASBR Jotaro 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Low 13 - - -12 -6

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.
JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 11 - - - -

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.
JM
j.M
The god normal.
The god normal.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 11 - - - -

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.
JH
j.H
The (other) god normal.
The (other) god normal.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 19 - - - -

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.

Special Moves

236X
ORA, ORA!
236L/M/H
JJASBR Jotaro 236M.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4, 2x5, 58 Mid 21 - - -2 4
  • Notes 1
  • Notes 2
Medium 4, 2x5, 58 Mid 21 - - -10 -4
  • Notes 1
  • Notes 2
Heavy 4, 2x5, 58 Mid 21 - - -18 -12
  • Notes 1
  • Notes 2
623X
Here's your receipt!
623X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4x6, 17 Mid 11 - - -6 -
  • Notes 1
  • Notes 2
Medium 4x8, 37 Mid 15 - - -8 -
  • Notes 1
  • Notes 2
Heavy 4x10, 47 Mid 21 - - -40 -
  • Notes 1
  • Notes 2
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 -
  • Notes 1
  • Notes 2
Medium 18, 5x9, 29 Mid 29 - - -26 -
  • Notes 1
  • Notes 2
Heavy 18, 5x9, 39 Mid 35 - - -24 -
  • Notes 1
  • Notes 2

Stand On

Normal Moves

Stand 5L
5L
JJASBR Jotaro Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Mid 5 - - -2 +2

Star Platinum does a short-ranged jab.

  • Due to being a mid, s5L isn't Jotaro's best stand-on poking option, as he would prefer s2L for that in most situations due to it being a low.
Stand 5M
5M
JJASBR Jotaro Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 9 - - -8 -4

Star Platinum strikes with a quick hook.

  • 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 your opponent may not expect.
Stand 5H
5H
JJASBR Jotaro Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 Mid 15 - - -12 -6

Star Platinum swings down with an overhand punch.

  • Formerly the animation for Jotaro's s6H in vanilla ASB.
Stand 2L
2L
JJASBR Jotaro Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Low 7 - - 0 +4

A close-range crouching jab.

  • Big hitbox, and the universal hitstop being so high means that it's incredibly easy to convert into full combos from this move.
  • Feel free to abuse in neutral whenever possible, considering it's neutral on block.
  • Great for stagger pressure, and tick throws, due to the low hitstun.
Stand 2M
2M
JJASBR Jotaro Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low 9 - - -6 -2

Star Platinum does a crouching uppercut.

Stand 2H
2H
JJASBR Jotaro Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20, 35 Mid 13(2)1 - - -4 +2
  • Notes 1
  • Notes 2
Stand 3H
3H
ORAAAA!
JJASBR Jotaro Stand 3H.png
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
Stand JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 9 - - - -
  • Notes 1
  • Notes 2
Stand JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16, 22 Overhead 9(2)1 - - - -
  • Notes 1
  • Notes 2
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 15 - - - -
  • Notes 1
  • Notes 2

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
Stand 236X-6X
ORAAA!
236X>6X
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
1, 46 Mid 11 - - -26 -
  • Notes 1
  • Notes 2
Stand 623X
Star Finger
623X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 26, 19 Unblockable 41(14)1 - - - -
  • Notes 1
  • Notes 2
Medium 26, 22 Unblockable 51(14)1 - - - -
  • Notes 1
  • Notes 2
Heavy 26, 25 Unblockable 61(14)1 - - - -
  • Notes 1
  • Notes 2
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

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 - - - -
  • Notes 1
  • Notes 2
Assist
Assist
ORA, ORA!
JJASBR Jotaro Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4x22, 15 Mid 42 - - - -
  • Notes 1
  • Notes 2
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 -
  • Notes 1
  • Notes 2
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 -
  • Notes 1
  • Notes 2

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh