JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)

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Introduction

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: 2H is even better, having more range yet similar framedata than its Stand Off counterpart; 3H becomes a horizontal wall; and j.M 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 has a toolkit revolving 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 a more offensive/mix-up edge, 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: he is rather slow in general. 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 both his mobility and 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 slow speed. 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 three characters in the game (along with his younger incarnation and DIO) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from Guilty Gear -Strive-, although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop.
Playstyle
JJASBR Jotaro Part 4 Small Icon.png Jotaro Kujo (Part 4) is a Stand character who controls space with strong normals and a balanced toolkit.
Pros Cons
  • 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: 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.
  • Slow: Jotaro possesses rather slow movement speeds, which are further worsened in Stand On, making his approach rather telegraphed. This slowness also extends to his moves' framedata, limiting their otherwise great range and utility.
  • Midscreen Preference: "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.
  • No Meterless Reversal: Jotaro's lack of a meterless reversal leaves him open to setups that other characters could potentially escape.
  • Poor Oki: Jotaro's okizeme is very poor, both due to his slow mobility and not having many tools that force opponents to block. Most of his meterless routes also send the opponent far away, further limiting his options.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_4JO
#ASBR_JTR4

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Jotaro Part 4 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid - - - - -

Jotaro attacks with a high jab in front of him.

  • Can hit crouchers despite its height.
5M
5M
JJASBR Jotaro Part 4 5M.png
As Jotaro matured, so did his command normal
As Jotaro matured, so did his command normal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low - - - - -

Jotaro does a downwards kick with the tip of his boot.

  • A rare standing Low, making it a deceptive tool.
  • Moves Jotaro forward during startup.
5H
5H
JJASBR Jotaro Part 4 5H.png
A giant button that's great for any scenario
A giant button that's great for any scenario
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid - - - - -

Jotaro quickly summons Star Platinum, who attacks with an uppercut.

  • Massive hitbox; can easily hit people above him.
  • Hits crouchers.
2L
2L
JJASBR Jotaro Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Jotaro attacks with a crouching backfist strike.

  • Easy way to confirm as it combos into itself.
2M
2M
JJASBR Jotaro Part 4 2M.png
Anti-airing Low
Anti-airing Low
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low - - - - -

Jotaro attacks with a crouching uppercut.

  • Fantastic anti-air for opponents above Jotaro, due to its reach and speed.
  • It is also a great combo tool, as it makes Star Finger loops more consistent.
2H
2H
JJASBR Jotaro Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low - - - - -

Jotaro summons Star Platinum to attack with a crouching fist.

  • Causes hard knockdown.
  • Can setup Time Stop if cancelled immediately into it (and if used with a lot of meter).
  • Very low recovery for an attack of its type.
3H
3H
Just shut up!
JJASBR Jotaro Part 4 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid - - - - -

Jotaro steps forward and delivers a high side kick.

  • Launches the opponent on hit.
  • One of Jotaro's main ways to Quick Stand On.
  • Sends opponents high enough for 3H>623H to connect midscreen.
JL
j.L
JJASBR Jotaro Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Jotaro attacks with his knee.

  • Can manage to hit cross-up, but has poor range overall.
JM
j.M
JJASBR Jotaro Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead - - - - -

Jotaro extends his leg diagonally downwards, retracting it after a moment.

  • 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.
JH
j.H
JJASBR Jotaro Part 4 Jump H.png
Criminal
Criminal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead - - - - -

Jotaro summons Star Platinum, who attacks with a downward punch.

  • Deceptively large hitbox and high amount of active frames make this the prime jump-in, although it is very slow.

Special Moves

236X
If I throw this bearing...
236L/M/H
JJASBR Jotaro Part 4 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid - - - - -
Medium 20*2 Mid - - - - -
Heavy 20*3 Mid - - - - -

Jotaro commands Star Platinum to fire a ball bearing at high speed.

The Light version is the most commonly used one, due to having the least amount of recovery in neutral and bearings beyond the first one usually whiffing on airborne opponents, leading to them teching out and leaving Jotaro vulnerable.

  • Number of bearings fired increases per version.
  • Final hit always 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.
623X
I'm going to break you into pieces.
623L/M/H
JJASBR Jotaro Part 4 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*5, 16 Mid - - - - -
Medium 4*5, 21 Mid - - - - -
Heavy 4*5, 26 Mid - - - - -

Jotaro crosses his arms while Star Platinum punches upwards rapidly.

  • Main anti-air and combo tool when near the walls.
  • Medium and Heavy versions cannot be Flash Canceled.
214X
Star Finger
214L/M/H
JJASBR Jotaro Part 4 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 26, 15 Mid - - - - -
Medium 26, 17 Mid - - - - -
Heavy 26, 20 Mid - - - - -

Jotaro summons Star Platinum, who extends its fingers out to pierce the opponent and pull them.

  • All versions hit twice and launch the opponent towards Jotaro; launch height and pull force increase per version.
  • Fast enough to serve as a combo extender and loop into itself once.
  • Considerable Guard Damage, causing a Guard Break if 3 of these are blocked in a row.
  • On block, it pulls the opponent towards Jotaro. The light version pulls them in a little, while the heavy version pulls them in the best, closing the gap between the opponent and Jotaro.
  • Unlike Part 3 Jotaro's, it's not unblockable

Stand On

Normal Moves

Stand 5L
5L
JJASBR Jotaro Part 4 Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

Star Platinum performs a low kick.

  • Does not hit Low, despite appearances.
  • HUGE reach for a Light Attack.
Stand 5M
5M
JJASBR Jotaro Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

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.
Stand 5H
5H
JJASBR Jotaro Part 4 Stand 5H.png
s.Off 5H with more range
s.Off 5H with more range
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 High - - - - -

Star Platinum attacks with an uppercut.

  • Essentially Stand Off 5H but with even more range, making it a solid poke and anti-air option.
Stand 2L
2L
JJASBR Jotaro Part 4 Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

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.
Stand 2M
2M
JJASBR Jotaro Part 4 Stand 2M.png
The OTHER anti-airing Low
The OTHER anti-airing Low
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low - - - - -

Star Platinum attacks with a crouching uppercut.

  • Anti-air supreme.
Stand 2H
2H
JJASBR Jotaro Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - - -

While crouching, Star Platinum strikes with a quick sideways chop.

  • Causes hard knockdown.
Stand 3H
3H
ORAAAA!
JJASBR Jotaro Part 4 Stand 3H.png
It has four "A"s.
It has four "A"s.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid - - - - -

Star Platinum moves a great distance forward and delivers a downwards punch.

  • Launches opponents away from Jotaro, potentially setting a Time Stop.
  • Fast enough to combo from 236H>6L.
Stand JL
j.L
JJASBR Jotaro Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Star Platinum extends its leg downwards.

  • Jotaro's best answer against opponents below him.
Stand JM
j.M
JJASBR Jotaro Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Overhead - - - - -

Star Platinum punches straight ahead.

  • Fastest air-to-air.
  • Can hit grounded opponents.
Stand JH
j.H
JJASBR Jotaro Part 4 Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Star Platinum attacks with a downward punch.

  • Essentially Stand Off j.H but with slightly more range.
  • Star Platinum's model shifts upwards slightly when landing from this move.

Special Moves

Stand 236X
ORA ORA!
236L/M/H
JJASBR Jotaro Part 4 Stand 236X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5x11, 10 Mid - - - - -

Star Platinum unleashes a forward barrage of punches.

  • Versions increase distance covered; move behavior is otherwise the same across all versions.
  • Short range, even with the Heavy version.
Stand 236X-6X
ORAAA!
236L/M/H~6L/M/H
JJASBR Jotaro Part 4 Stand 236X-6L.png
Light
Light
JJASBR Jotaro Part 4 Stand 236X-6M.png
Medium
Medium
JJASBR Jotaro Part 4 Stand 236X-6H.png
Heavy
Heavy
That's three "A"s.
That's three "A"s.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20 Mid - - - - -

Star Platinum extends a slight bit and follows up with an uppercut.

  • The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.
Medium 30 Overhead - - - - -

Star Platinum swings down with a slow overhead punch.

  • Due to how slow the move is, it is unwise to use it repeatedly; it can be evaded quite easily, making it punishable.
    • It's still a good tool to catch the opponent off-guard every once in a while.
  • Causes hard knockdown.
  • Cannot be Flash Canceled.
Heavy 60 Low - - - - -

Star Platinum attacks with a crouching fist, visually similar to 2H.

  • Reliable ender to finish off a string.
  • Causes hard knockdown.
  • Cannot be Flash Canceled.
Stand 22X
Where'd all that time go?
22L/M/H
or
236L/M/H~4L/M/H
JJASBR Jotaro Part 4 Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 - - - Total XX - -
Medium 0 - - - Total XX - -
Heavy 0 - - - Total XX - -

Jotaro briefly stops time and teleports to another location.

  • Requires 0.2 bars to be used; when chained into from 236L/M/H, requires 0.4 bars instead.
  • Jotaro's destination is dependent of the version used: L teleports him in front of the opponent, M teleports him behind the opponent and H teleports him backwards (about two characters away).
  • Medium version is inconsistent; depending on the opponent and their stature, Jotaro may end up in front of them or to their side.
    • Jotaro will always teleport in front of the opponent if their back is the wall.
Stand 63214X
So I'm gonna bust you up!
63214L/M/H
JJASBR Jotaro Part 4 Stand 63214X (1).png
JJASBR Jotaro Part 4 Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 95 Throw - - - - -
Medium 120 Throw - - - - -
Heavy 145 Throw - - - - -

Star Platinum moves forward and extends its hand outward to grab the opponent. If successful, Star Platinum will pick them up with one hand and punch them several times before knocking them away.

  • Versions increase range and damage.
  • A ranged command grab that grants Jotaro an option to open up the opponent from a fair distance away. This can catch the opponent by surprise at ranges his standard Throw won't connect.

System Mechanics

Throw
Throw
UUORA!
5/4 + Any Two Attack Buttons
JJASBR Jotaro Part 4 Throw (1).png
JJASBR Jotaro Part 4 Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw - - - - -

Star Platinum picks the opponent up and slams them into the ground.

  • Stand-Off Forward and Back Throw are identical other than direction.
  • Stand-On Forward Throw throws them farther than Stand-Off.
  • Stand-On Back Throw leaves them closer than Stand-Off.
Assist
Assist
If I throw this bearing...
JJASBR Jotaro Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20*3 Mid - - - - -

Jotaro commands Star Platinum to fire 3 ball bearings at high speed.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 236H.
  • As a projectile assist, Jotaro can be used to briefly empower zoning maneuvers, play around neutral or disrupt opponents who try to activate an install.
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Star Platinum, altering Jotaro's moveset and abilities.

22S
Star Platinum, The World!
22S
JJASBR Jotaro Part 4 22S (1).png
JJASBR Jotaro Part 4 22S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).

  • Requires 1.5 bars to be used; startup accelerates the more meter has been accumulated before use.
  • Landing a Throw, s.63214L/M/H, HHA or GHA ends the Time Stop immediately and consumes all bars.
  • 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.
  • 236L/M/H projectiles hang in the air during the Time Stop.
  • All attacks can OTG during Time Stop, restanding the opponent if they can reach.
  • Against Part 3 Jotaro, DIO, and himself, Jotaro can use this ability to move within their Time Stop. If their Time Stop runs out before Jotaro's does, they will be frozen instead.

Heart Heat Attack

I'm going to break it... And by "it," I mean your face.
236 + Any Two Attack Buttons
JJASBR Jotaro Part 4 HHA (1).png
JJASBR Jotaro Part 4 HHA (2).png
JJASBR Jotaro Part 4 HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
215 (45+1*20+70) Mid - - - - -

Star Platinum flies a moderate distance forward to throw a heavy punch. If it connects, a cinematic plays where Star Platinum unleashes a barrage of punches on the opponent before knocking them away.

  • Great range and low meter cost make this the go-to ender in low-resource combos.

Great Heat Attack

I hate things that are a pain in the ass...
236L+M+H
JJASBR Jotaro Part 4 GHA (1).png
JJASBR Jotaro Part 4 GHA (2).png
JJASBR Jotaro Part 4 GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
325 (40+2*38+15+2*74+46) Mid - - - - -

Star Platinum flies a short distance forward to throw a heavy downwards punch. On a successful hit, Star Platinum proceeds to viciously pummel the opponent before sending them flying.

  • Deceptive vertical range.
  • Only doubles the damage of the first hit (80) on Counter Hit.

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