JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh

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Introduction

The main protagonist of the sixth part of JoJo's Bizarre Adventure, Stone Ocean. After being arrested and sent to Green Dolphin St. Prison for a crime she did not commit, Jolyne Cujoh must survive hostile Stand users and stop a plan agreed upon between the long-dead DIO and his disciple, Enrico Pucci.

Jolyne is a versatile character who specializes in range, mobility, and okizeme. With a variety of strong poking normals, anti-airs, and ranged attacks, Jolyne can dictate the flow of neutral, zone and anti-zone, and control the pace of the match. Her unique air movement options can allow her to create strong pressure and mixups or avoid opponents in neutral. Up-close, she can maintain pressure with a variety of advantageous attacks and dangerous mixup options. Once she lands a hit, she can easily knock the opponent down and begin to enforce a strong vortex, opening up the opponent or keeping the pressure on.

  • Stone Free: Jolyne's normals and special moves in Stand On boast extreme range, with a punch rush attack that goes farther than any other in the game and an anti-air that can hit opponents at ranges almost nobody else can.
  • With my string!: While in Stand On, Jolyne can use string to pull herself upwards in one of three angles, continuing until she releases the up direction she used to grapple. Normals can cancel into this, allowing for unique pressure sequences.
  • Stringing me for a ride!: In the air and while in Stand On, Jolyne can quickly grapple to the ground in one of three angles. This allows her to mix up airborne approaches and evade anti-airs, potentially even punishing them due to the move's low recovery. She can pass through opponents while doing so, allowing for left-right mixups.
Playstyle
JJASBR Jolyne Small Icon.png Jolyne Cujoh is a mobile, long-ranged Stand character who utilizes her strong buttons and various offensive options to start looping okizeme situations.
Pros Cons
  • Honest Footsies: Jolyne's normals in Stand On have an exceptional combination of range and speed, allowing her to aggressively poke enemies from out of their reach or even wall out more aggressive characters. This, combined with various other mid- and long-range tools, can help her control neutral.
  • Anti-Air: "Don't wait, just attack!" is a fast, gigantic anti-air that can beat out jumping attempts from a huge number of angles. Even without it, Jolyne has a variety of strong anti-air normals.
  • Looping Okizeme: Jolyne has no trouble securing hard knockdowns, and any hard knockdown she gets gives her time to plant a "String Barrier" on top of the knocked-down opponent if so desired, then run over and attack the opponent however she chooses. This allows her to run stable, looping pressure after every opening she gets.
  • Mobility: Jolyne boasts multiple unique air movement options, in addition to her conventional movement being fairly fast.
  • Versatility: Jolyne's variety of tools and ability to play at virtually any range allows her to adapt to opponents and control the pace of the match. In addition, her pressure is quite solid and can cover a variety of options safely.
  • Inconsistent Reward: Jolyne's main way to start a combo is to route into s.5H, which can whiff on crouching or small opponents from the tip of its range.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_JOL
#ASBR_JOR

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Jolyne 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Jolyne kicks in front of her.

  • More range and faster than 2L.
  • Low height hitbox, so bad at stopping jump-ins.
  • Only grounded normal that doesn't put the opponent outside of Throw range on hit.
5M
5M
JJASBR Jolyne 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 (10, 13) Mid 14 - - -10 -6

Jolyne performs a high, double-hitting kick moving downwards.

  • Moves Jolyne forward slightly.
  • Fastest Stand Off option to hit someone out of the air.
5H
5H
JJASBR Jolyne 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 12 - - -6 0

Jolyne summons Stone Free to punch in front of her.

  • Strong as a poke or counter-poke.
  • Can also stop dash-jumps due to how high up Stone Free hits, though it's rather slow.
2L
2L
JJASBR Jolyne 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 +2

Jolyne jabs in front of her while crouching.

  • Can cancel into itself on hit and block.
  • Good for stagger pressure.
  • Large cancel window.
2M
2M
JJASBR Jolyne 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 8 - - -2 +2

Jolyne performs a kick upwards while sliding over the ground.

  • Moves Jolyne slightly forward.
  • Good advantage on hit, and safe on block.
    • Leaves Jolyne out of range for tick throws on both hit and block.
2H
2H
JJASBR Jolyne 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 HKD

Jolyne performs a sweeping kick moving down while crouching.

  • Causes hard knockdown.
  • Slightly worse range than 2M.
  • Good for setting up "String Barrier" for oki.
6H
6H
Whatever it takes to win!
JJASBR Jolyne 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 (10, 25) Mid 18(9)1 - - -14 -

Jolyne performs a high kick, then summons Stone Free to follow with another kick.

  • Both hits launch the opponent, with the second causing hard knockdown.
  • Special-cancelable even on whiff.
  • Cannot be canceled into Quick Stand On.
JL
j.L
JJASBR Jolyne Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead 8 - - - -

Jolyne performs a kick outwards.

  • Good range for a j.L, making it a strong anti-air.
  • Fast startup, good for delayed jump-ins.
JM
j.M
JJASBR Jolyne Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead 10 - - - -

Jolyne attacks with an axe kick.

  • Another good air-to-air.
  • This one will hit above Jolyne, letting it hit opponents j.L sometimes cannot.
  • Can cross up.
  • Good for catching backdashes.
JH
j.H
JJASBR Jolyne Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead 10 - - - -

Jolyne summons Stone Free, who punches straight down.

  • Pretty standard jump-in button.
  • Solid vertical and horizontal range.
  • Can cross up.

Special Moves

236X
Sweet dreams, creep!
236L/M/H
JJASBR Jolyne 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (4*13, 10) Mid 18 - - -8 -
Medium 75 (4*15, 15) Mid 22 - - -14 -
Heavy 88 (4*17, 20) Mid 24 - - -26 -

Jolyne summons Stone Free, with both repeatedly kicking the opponent as they move forward.

  • The distance covered by the attack depends on the version used, inversely affecting startup.
  • The final hit launches opponents away.
  • Triggers Rush Mode.
  • Mostly just a combo ender, but can be used as another frametrap option out of normals, being a safe blockstring ender due to pushback.

L version:

  • Moves forward slightly.

M version:

  • Moves forward more.

H version:

  • Moves forward the most.
421X
I don't need strength to block with string!
421L/M/H
JJASBR Jolyne 421X.png
JJASBR Jolyne 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 62 (4*13, 10) Mid - - - - -
Medium 75 (4*15, 15) Mid - - - - -
Heavy 88 (4*17, 20) Mid - - - - -

Jolyne puts some string in front of her. Upon blocking an opponent, Jolyne retaliates with "Sweet dreams, creep!".

  • Counter.
  • Does not work against projectiles, Throws, HHAs or GHAs.
  • Generally not very good; not a reversal due to not activating on frame 1, and the retaliation is a pretty bad starter, so just using Stylish Guard is better if the read is correct.
  • Has a niche application with baiting Reversal Assists: since 421X stays active for longer than Stylish Guard, it can catch both immediate and delayed uses. This still isn't that good, since baiting them like this is risky business and trying this makes it even riskier.
22X
String Barrier
22L/M/H
JJASBR Jolyne 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 (5*6, 10) Mid 46 - - - -
Medium 40 (5*6, 10) Mid 48 - - - -
Heavy 40 (5*6, 10) Mid 48 - - - -

Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.

  • Different versions place the barrier at different distances.
  • The final hit binds the opponent, which transitions into a crumple against grounded opponents.
  • The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after Jolyne moves through it.
  • Sees various uses in certain situations:
    • In neutral, it can be used to place a hitbox between Jolyne and her opponent, allowing her to control space remotely.
    • Can be part of Cinematic Taunt combos by, after any hard knockdown, placing the barrier directly on top of the opponent and immediately using dash-jump j.H or dash 5L/2L after the Taunt.
    • For oki, it can be used to place additional hitboxes on top of her opponent, locking them down for additional time while she can run up and enforce a mixup. This is vulnerable to Stylish Guard, but since Jolyne is acting independently of the Barrier, she can potentially continue pressure regardless. Another alternative is to place the barrier directly behind the opponent, preventing them from jumping back or backdashing during the pressure sequence that follows.

L version:

  • The barrier spawns right in front of Jolyne.

M version:

  • The barrier spawns about one forward jump away.

H version:

  • The barrier spawns about two forward jumps away.
63214X
Your body's best angle to punch.
63214L/M/H
JJASBR Jolyne 63214X (1).png
JJASBR Jolyne 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 86 (1, 6*10, 25) Low 22 - - +4 -
Medium 104 (1, 6*13, 25) Low 28 - - +2 -
Heavy 122 (1, 6*16, 25) Low 36(12)1 - - -6 -

Jolyne sends out a string a long distance along the ground. If it makes contact with the opponent, Jolyne wraps them up before summoning Stone Free to pummel them.

  • Different versions alter the move's range in exchange for additional startup.
  • Can cancel into HHA unlike most hit-grabs.
  • Sneaky, Low-attribute hitgrab with surprising range, which grants it some fringe uses in neutral.
  • Causes a hard knockdown that typically sets up a Taunt combo with "String Barrier".
  • Jolyne is invincible to Reversal Assists or other outside elements during the hitgrab's animation.

L version:

  • The shortest range.
  • Very brief recovery, and slightly plus on block, making it a good blockstring ender (although leaving a gap the opponent can Stylish Guard through).

M version:

  • Longer range than the L version.
  • Slightly more recovery as well, but still brief in general.

H version:

  • The longest range.
  • Has a longer recovery animation and is negative on block (but safe from most ranges).

Stand On

Normal Moves

Stand 5L
s.5L
JJASBR Jolyne Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Stone Free jabs in front.

  • Standard jab.
  • Good for stopping dash-jumps due to its speed and high hitbox.
  • Not thrown out much in neutral due to Jolyne's other Stand On buttons being better in poking situations.
Stand 5M
s.5M
JJASBR Jolyne Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 8 - - 0 +4

Stone Free launches its arm at a downwards angle.

  • Very good combination of speed and range, on top of being slightly plus on block. These attributes make it an exceptional ground-to-ground poke.
  • Vulnerable to being jumped over, making this a good way to force opponents into the air if they can't beat 5M on the ground.
Stand 5H
s.5H
JJASBR Jolyne Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 (12, 22) Mid 10(3)1 - - -16 KD

Stone Free launches its arm at a slight upwards angle.

  • The second hit launches.
  • Jolyne's farthest-reaching Stand On normal.
  • Launches the opponent on it, and can be cancelled into "With my string!" or "So you're the enemy, huh?" to continue the combo.
  • Will whiff on crouching and short-sized characters from the tip of its range, but can also tag jumping opponents as a fast, rewarding anti-air.
  • Due to hitting twice, the first hit commonly clashes with aerials; this results in the second hit allowing for conversions, making it one of the best anti-airs in the game.
Stand 2L
s.2L
JJASBR Jolyne Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 +2

Stone Free jabs at a low angle.

  • Pretty big for a crouching jab.
  • Useful as a Low option in pressure and for all the usual crouching jab things.
Stand 2M
s.2M
JJASBR Jolyne Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 8 - - -14 -10

Stone Free extends its arm at a low angle.

  • Another great poke.
  • Often overshadowed by 5M in neutral due to their similar range, but this one has additional uses in pressure due to being Jolyne's most rewarding Low option.
Stand 2H
s.2H
JJASBR Jolyne Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -14 HKD

Stone Free swipes at the opponent's feet with its arm extended.

  • Causes hard knockdown.
  • Very similar reach to 5H, while also being able to hit any grounded opponent.
  • Safe on block from most ranges.
  • Great way to end strings when 5H will whiff, and a good poke in neutral due to its stable reward, deceptive range, and moderate low profile.
  • One of the longest-reaching sweeps in the game (if not the longest), forcing a mix-up situation.
Stand JL
s.jL
JJASBR Jolyne Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Stone Free jabs below itself.

  • Fast, but stubby.
  • Not a great air-to-air due to only hitting below Jolyne.
  • Useful instant overhead due to hitting so far below her.
Stand JM
s.jM
JJASBR Jolyne Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

While in the air, Stone Free extends its arm at a downwards angle.

  • Controls a pretty dominant chunk of both air and ground space.
  • Good jump-in and poke due to its speed and range.
  • Useful combo filler when j.H has hit its IPS limit.
  • Can be performed low to the ground quickly using "With my string!", which gives Jolyne the option to either stay in place or advance/retreat slightly. This is fairly slow, though, so utilize this with caution.
Stand JH
s.jH
JJASBR Jolyne Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

While in the air, Stone Free extends its arm almost straight below itself.

  • Has a much bigger horizontal hitbox than its animation might suggest.
  • Great jump-in and useful combo filler in juggles.

Special Moves

28
With my string!
Any jump after 1/2/3 (Air OK)
JJASBR Jolyne Stand 27.png
JJASBR Jolyne Stand 28.png
JJASBR Jolyne Stand 29.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total 16 - -

Jolyne and Stone Free shoot string upward before pulling themselves up.

  • Useful tool for combos, pressure, and neutral.
  • Locks Jolyne out of "Stringing me for a ride!" on use.
  • Allows Jolyne to perform low-to-the-ground aerials, and can be cancelled out of normals on both hit and block. This allows for unexpected overheads, combo extensions with aerials during juggles, and the occasional low j.M as a poke.
Stand J123H
Stringing me for a ride!
s.j1/2/3H
JJASBR Jolyne Stand Jump 1H.png
JJASBR Jolyne Stand Jump 2H.png
JJASBR Jolyne Stand Jump 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Until Landing + 12 - -

While in mid-air, Stone Free uses string to immediately pull Jolyne towards the ground.

  • Pulls Jolyne to the ground quickly, with virtually no recovery once she lands.
  • Useful anti-air bait and additional mobility tool.
  • Can pass through opponents while falling, allowing for quick left-right mixups.
Stand 236X
So you're the enemy, huh?
s.236L/M/H
JJASBR Jolyne Stand 236L.png
Light
Light
JJASBR Jolyne Stand 236M.png
Medium
Medium
JJASBR Jolyne Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 41 (3*9, 14) Mid 18 - - -6 KD
Medium 49 (3*9, 22) Mid 24 - - -12 KD
Heavy 57 (3*9, 30) Mid 30 - - -24 KD

Stone Free rapidly punches forward.

  • The range of the attack is determined by the version used, inversely affecting startup and block advantage.
  • The final hit lightly launches.
  • Stand Rush-compatible, making it an essential part of her combos and a useful pressure buyback that can cover multiple options.
  • Triggers Rush Mode.
  • Can be used in neutral due to the area it covers and its ability to catch Dodges, but its bad hurtbox will cause it to lose to a lot of normals.
  • Has gaps within its hits, meaning it is susceptible to Stylish Guard if blocked.

L version:

  • Has the shortest range, but moves Strong Free forward.

M version:

  • Longer range than the L version, but Stone Free doesn't move as far forward.

H version:

  • Has the longest range and causes Strong Free to stay in place.
Stand J236X
So you're the enemy, huh? (Air)
s.j236L/M/H
JJASBR Jolyne Stand Jump 236X.png
Start/Hold
Start/Hold
JJASBR Jolyne Stand Jump 236L.png
Light
Light
JJASBR Jolyne Stand Jump 236M.png
Medium
Medium
JJASBR Jolyne Stand Jump 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 42 (4*8, 10) Mid 18 - - - -
Medium 47 (4*8, 15) Mid 22 - - - -
Heavy 52 (4*8, 20) Mid 26 - - - -

While in the air, Stone Free rapidly punches downwards.

  • Different versions change the range of the attack, as well as its startup and frame advantage.
  • The final hit causes a groundbounce.
  • Stand Rush-compatible, making it good as a pressure tool or conversion off Overheads.
  • The hitboxes mostly match the animation.
  • Can be delayed by holding the button, which prevents the move from going active and keeps both Jolyne and Stone Free hanging in the air until the button is released or enough time has passed.
    • If the attack is delayed even after chaining into Stand Rush, Jolyne will fall to the ground while Stone Free executes the attack. Because Stone Free remains suspended even while delaying the move, this opens up additional pressure opportunities, and allows Jolyne to enforce high/low/throw mixups after a blocked jump-in using it, all of which can be rewarded with a knockdown.

L version:

  • Has the shortest range.

M version:

  • Longer range than the L version.

H version:

  • Has the longest range.
Stand 623X
Don't wait, just attack!
s.623L/M/H
JJASBR Jolyne Stand 623X.png
Anti-air so big it'll hit above the HUD
Anti-air so big it'll hit above the HUD
JJASBR Jolyne Stand 623H.png
"I won't cut my string yet!"
"I won't cut my string yet!"
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid 12 - - -20 KD
Medium 80 Mid 14 - - -20 KD
Heavy 105 (80, 5, 20) Mid 16 - - -20 HKD

Stone Free punches at an upwards angle while greatly extending its arm.

  • Deceptively fast and enormous anti-air that can beat out many jump-in normals.
  • Only the punch itself carries a hitbox, so it will generally whiff against grounded opponents and characters who can enter its deadzone.

L version:

  • Fast, with very slightly less range than other versions.
  • Gives enough time to continue the combo with a jump-in after a Flash Cancel.

M version:

  • Very slightly longer range than the L version while being sligtly slower.
  • Just like with the L version, Flash Canceling gives Jolyne enough time to confirm into a combo.

H version:

  • Invincible on startup.
  • Cannot be Flash Canceled.
  • Triggers an automatic, cinematic follow-up on hit.
    • This follow-up will knock the opponent down and leave them right in front of Jolyne.
  • Shines at calling out Reversal Assist uses due to its invul and vortex setup.

System Mechanics

Throw
Throw
I gotcha now!
5/4 + Any Two Attack Buttons
JJASBR Jolyne Throw (1).png
JJASBR Jolyne Throw (2).png
Forward
Forward
JJASBR Jolyne Throw (3).png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw 6 - - - -

Forward Throw:

Jolyne grabs the opponent with a string net and summons Stone Free, who launches them away with a punch.

  • Launches the opponent far away while causing a hard knockdown.
  • After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allows continuing into a combo.

Back Throw:

Jolyne grabs the opponent with a string net and throws them behind her.

  • Leaves the opponent closer with more advantage.
  • After the Throw, 66 > 22M > Taunt or 6[6] > 22L > FC > Taunt allows continuing into a combo.
Assist
Assist
String Barrier
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Jolyne Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (5*6, 10) Mid - - - - -

Jolyne weaves together a wall of string as a trap that damages the opponent if they come in contact with it.

  • Assault Assist Stocks: 2
  • Reversal Assist Stock: 1
  • Based on 22L
  • The final hit binds the opponent, which transitions into a crumple against grounded opponents.
  • The barrier blocks most non-HHA/GHA projectiles while active and stays out for about 10 seconds, but will disappear shortly after the point character moves through it.
5S
Stand On/Off
5S
JJASBR Jolyne Stand On.png
Stand On
Stand On
JJASBR Jolyne Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Stone Free, altering Jolyne's moveset and abilities.

Heart Heat Attack

1,000 throws!
236 + Any Two Attack Buttons
JJASBR Jolyne HHA (1).png
JJASBR Jolyne HHA (2).png
JJASBR Jolyne HHA (3).png
Combo counter says 1000 hits, but it's really not
Combo counter says 1000 hits, but it's really not
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
186 (30+9*14+30) Mid 2+16 - - -50 (+90)

Jolyne pulls out a baseball, around which Stone Free tightly wraps its string. Stone Free then throws the ball and, if the opponent is hit, will recatch the ball and hit them with it repeatedly.

  • Very far-reaching hitgrab.
  • Jolyne's only reversal attack, which gives it some application in beating SG-safe pressure.
  • Mostly good for ending combos, since it adds a good amount of damage and still grants a solid hard knockdown after it.

Great Heat Attack

Time to retire you!
236L+M+H
JJASBR Jolyne GHA (1).png
JJASBR Jolyne GHA (2).png
JJASBR Jolyne GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
357 (60+6*47+15) Mid 2+26 - - -58 -

Jolyne throws out a net made of string. If the opponent is caught, she tightens the net around them to completely wrap them up. Afterwards, she moves in and hits them with a few attacks of her own before summoning Stone Free to finish the job.

  • Solid round-closer like most GHAs.
  • 6H or s.5H can easily confirm into it.
  • Too slow to be used as a reversal.
  • Terrible on block and whiff, so don't miss.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)
Special E (Color 1)
Special E (Color 2)
Special F (Color 1)
Special F (Color 2)

Extra

Extra A (Color 1)
Extra A (Color 2)

Stand

Stone Free (Color 1)
Stone Free (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
シータ
(Shīta / sita)
Normal (Color 4) Flag jp.png
Japan
@Jsitaaaaa Tournament Footage
YouTube Channel

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