JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

This article is about Jotaro Kujo's Stardust Crusaders incarnation, primarily known as "Jotaro 3". For information about his Diamond is Unbreakable incarnation, see Jotaro Kujo (Part 4).

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 using his smaller hurtbox to slip between the enemy's defenses to start his 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.

  • Beginner Friendly: One of the simplest characters to start off with playing the game; big normals and simple combos make him fun to play even for beginners. He has access to most tools normal characters have, meaning he teaches most of the basics of the game.
  • I stopped time...: Jotaro has 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-.
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 mid-range.
Pros Cons
  • Oppressive Buttons: Jotaro possesses incredibly good normals, allowing him to force the opponent to play his game.
  • Ease of Use: Jotaro's kit includes easy combos, high damage, and versatility with nearly any Assist, as well as an invincible reversal in the form of "Here's your receipt!".
  • Cross-ups on HKD: Jotaro can set up nasty cross-ups using j.M and "Beat in a single breath!" (when combined with Stand Rush), hard to defend against even for experienced players.
  • Unblockable Setups: Jotaro has access to an Unblockable special move in "Star Finger" which, when combined with Stand Rush, is a hard knowledge check against those unfamiliar with the matchup.
  • Weakness to Zoning: Since Jotaro lacks a projectile, he gets slightly countered by well-timed zoning and keepaway characters.
  • Predictable Neutral: Jotaro's approach options are very predictable, and usually has to rely on strike/throw mix-ups if not at a great advantage.
  • No Fast Button in Stand Off: Jotaro lacks a 4f button in Stand Off, meaning he doesn't have much option other than "Here's your receipt!" on wakeup.

Stats

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

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Jotaro 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 6 - - -2 +2

Jotaro raises his leg to do a small knee attack.

  • Slightly poor range, and not as good for neutral as his other grounded normals.
  • Jotaro's best tick throw option in Stand Off.
5M
5M
JJASBR Jotaro 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 6 - - -4 0

Jotaro does a backhanded fist attack.

  • One of Jotaro's best neutral tools, as it carries medium scaling on it and can keep Jotaro relatively safe on block.
  • Compared to 5L, it's generally the better option: same speed, way bigger hitbox, and gets better damage.
5H
5H
JJASBR Jotaro 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 12 - - -8 -2

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 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 6 - - -2 +2

Jotaro attacks with a crouching backfist strike.

  • Easy way to confirm as it combos into itself and is very safe.
  • Pushes too far for tick throws.
2M
2M
JJASBR Jotaro 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 6 - - -4 0

Jotaro performs a crouching underhand blow.

  • Decent low poke.
  • Has less pushback than 5M and hits Low, though with a lot less range.
2H
2H
JJASBR Jotaro 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 12 - - -18 HKD

Jotaro summons Star Platinum to attack with a crouching fist.

  • Causes hard knockdown.
  • VERY minus on block. Always cancel into 3H if possible.
3H
3H
Back off.
JJASBR Jotaro 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Low 12 - - -14 -8

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

  • Forward-moving command Low. Very good way to catch an opponent not blocking low.
  • Minus on hit and very unsafe on block, 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
JJASBR Jotaro Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 10 - - - -

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.
  • Histun difference with j.M is minimal, not a better tick throw option.
JM
j.M
JJASBR Jotaro Jump M.png
The god normal.
The god normal.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 10 - - - -

Jotaro attacks with a diving kick.

  • One of Jotaro's best air tools, 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 Jotaro to vary his timing to watch for wakeup Stylish Guard.
JH
j.H
JJASBR Jotaro Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 18 - - - -

Jotaro summons Star Platinum for a diving punch attack.

  • Very slow startup for an aerial.
  • Insanely high amount of active frames + hitstun, allowing Jotaro to bully his way into neutral via repeatedly forcing the opponent to block this button.
  • Use this normal in combination with dash-jumps to give Jotaro a terrifying presence midscreen, being able to jump in with a full combo at almost any time.

Special Moves

236X
ORA, ORA!
236L/M/H
JJASBR Jotaro 236M.png
Pressure ender and neutral tool
Pressure ender and neutral tool
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 72 (4, 2*5, 58) Mid 20 - - -4 +2
Medium 72 (4, 2*5, 58) Mid 20 - - -12 -6
Heavy 72 (4, 2*5, 58) Mid 20 - - -20 -14

Jotaro summons Star Platinum, who unleashes a forward barrage of punches.

  • The distance covered by Star Platinum depends on the version used.
  • Leaves grounded opponents standing, but launches airborne opponents away.
  • Triggers Rush Mode.

L version:

  • Moves the least.
  • This version is the safest Stand Off ender on block, and for if it wasn't confirmed. Try to end in this version if possible.

M version:

  • More range than the Light version.
  • Neutral tool, can be used to create a wall of punches.
  • Punishable on block by a fair amount of HHAs.

H version:

  • More range than Light and Medium versions.
  • Punishable on hit and block by a fair amount of HHAs. FC if possible to remain safe.
623X
Here's your receipt!
623L/M/H
JJASBR Jotaro 623X.png
Main anti-air and ignorance incarnate
Main anti-air and ignorance incarnate
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (4*6, 21) Mid 8 - - -6 KD
Medium 80 (4*8, 48) Mid 14 - - -16 KD
Heavy 110 (4*10, 70) Mid 20 - - -42 KD

Jotaro leans backwards while summoning Star Platinum, who punches upwards rapidly.

  • Startup and amount of hits depend on the version used.
  • Launches the opponent away on hit.

L version:

  • Good anti-air.
  • Very unsafe on block against most characters if they are crouching, as it makes the final hit whiff.

M version:

  • Has invincibility during startup.
  • Very unsafe on block against most characters if they are crouching, as it makes the final hit whiff.

H version:

  • Has full invincibility until the final hit.
  • INCREDIBLY unsafe on block.
63214X
My Stand will be the judge!
63214L/M/H
JJASBR Jotaro 63214X (1).png
JJASBR Jotaro 63214X (2).png
Anti-zoning special
Anti-zoning special
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 82 (18, 5*9, 19) Mid 24 - - -28 HKD
Medium 92 (18, 5*9, 29) Mid 28 - - -28 HKD
Heavy 102 (18, 5*9, 39) Mid 34 - - -26 HKD

Jotaro summons Star Platinum, who flies forward to throw a heavy punch. If successful, Star Platinum will pick them up with one hand and punch them several times before knocking them away.

  • The distance covered by Star Platinum depends on the version used.
  • Launches opponents away and causes hard knockdown.
  • This is a hitgrab.
  • Has Super Armor during startup.

L version:

  • Jotaro's most consistent strong Stand Off combo ender on hit.

M version:

  • More range than the Light version.
  • Can only be combo'd into during a juggle.

H version:

  • More range than the Light and Medium versions.
  • Jotaro's strongest combo ender in Stand Off, but can only be combo'd into on very high juggles.
  • Because of its Super Armor, it can be used as a tool to intercept the opponent's offense and call out gaps in blockstrings.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Jotaro Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Mid 4 - - -4 0

Star Platinum does a short-ranged jab.

  • Jotaro's fastest button, not every character has access to a 4f normal.
  • Due to being a Mid, s.5L isn't Jotaro's best poking option while in Stand On, as he would prefer s.2L 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.
30 Mid 8 - - -10 -6

Star Platinum strikes with a quick hook.

  • Medium normal, meaning it gives some of the best possible scaling for a combo if it connects.
  • Deceptive hitbox, allowing for cheesy Counter Hit openings from a distance the opponent may not expect.
Stand 5H
5H
JJASBR Jotaro Stand 5H.png
Formerly the animation for Jotaro's s.6H in vanilla ASB.
Formerly the animation for Jotaro's s.6H in vanilla ASB.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid 14 - - -14 -8

Star Platinum swings down with an overhand punch.

  • Big range, good neutral tool if willing to use 63214L or 236L after.
  • Can trade with jumping normals at range.
Stand 2L
2L
JJASBR Jotaro Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Low 6 - - -2 +2

Star Platinum attacks with 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 safe on block.
  • Great for stagger pressure, due to the low hitstun. Needs to walk forward for tick throws.
Stand 2M
2M
JJASBR Jotaro Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Low 8 - - -8 -4

Star Platinum does a crouching swing.

  • Slightly less range, damage, and more pushback than s.5M, but safer on block.
Stand 2H
2H
JJASBR Jotaro Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
48 (18, 30) Mid 12(1)1 - - -6 0

Star Platinum does a crouching uppercut.

  • Doesn't hit Low and doesn't cause a knockdown.
  • Higher damage than s.5H, but more pushback and less range.
Stand 3H
3H
ORAAAA!
JJASBR Jotaro Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Mid 12 - - -4 HKD

Star Platinum attacks with an uppercut.

  • Launches on hit and causes hard knockdown.
  • One of Jotaro's safest enders, but does not have a lot of range.
  • Can combo after with s.jM depending on range and character.
  • Can be jump-canceled on hit or block.
    • +18 on block with Jump Cancel; still gives the opponent enough time to counterplay an aerial attack, however.
Stand JL
j.L
JJASBR Jotaro Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 8 - - - -

Star Platinum extends its arm outwards.

  • Best tick throw aerial as s.jM launches on hit.
  • Works as an air-to-air, but s.jM is better.
Stand JM
j.M
JJASBR Jotaro Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 (16, 22) Overhead 8(1)1 - - - KD

Star Platinum swings its arm upwards.

  • Launches on hit.
  • Mostly used in combo after s.3H.
  • Good air-to-air.
  • Whiffs on most crouching opponents, and needs good timing to get both hits on a standing opponent.
Stand JH
j.H
JJASBR Jotaro Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 12 - - - -

Star Platinum attacks with a downward punch.

  • Jotaro's best jumping normal while in Stand On, due to its long active frames, big damage and good hitbox.
  • Spikes airborne opponents downwards.

Special Moves

Stand 236X
ORA, ORA!
236L/M/H
JJASBR Jotaro Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 63 (4*12, 15) [103 (4*22, 15)] Mid 8 - - -30 [-14] -24 [-8]
Medium 63 (4*12, 15) [103 (4*22, 15)] Mid 12 - - -26 [-16] -20 [-10]
Heavy 63 (4*12, 15) [103 (4*22, 15)] Mid 16 - - -22 [-18] -16 [-12]

Star Platinum unleashes a forward barrage of punches.

  • The distance covered by Star Platinum depends on the version used.
  • Leaves grounded opponents standing, but launches airborne opponents away.
  • Can be extended by repeatedly pressing attack buttons, increasing the number of hits. Data in [] is for the extended versions.
  • Triggers Rush Mode.

L version:

  • The preferred version unless in need of more range.

M version:

  • Punishable on hit unless Flash Canceled or canceled into HHA.
  • Only go for this version if more range is needed.

H version:

  • Punishable on hit unless Flash Canceled or canceled into HHA.
  • Only go for this version if more range is needed.
Stand 236X-6X
ORAAA!
236L/M/H > 6L/M/H
JJASBR Jotaro Stand 236X-6X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
51 (1, 50) Mid 10 - - -28 KD

Star Platinum moves forward and delivers a downward punch.

  • Move performance is identical across all versions.
  • Launches the opponent away on hit.
    • Can combo after with a Flash Cancel.
  • Always use this ender on hit, but never on block.
Stand 623X
Star Finger
623L/M/H
JJASBR Jotaro Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (26, 19) Unblockable 40(13)1 - - - HKD
Medium 48 (26, 22) Unblockable 50(13)1 - - - HKD
Heavy 51 (26, 25) Unblockable 60(13)1 - - - HKD

Star Platinum extends its fingers out to pierce the opponent.

  • Startup, launch height and pull force (on hit) all change depending on the version used, inversely affecting recovery.
  • The second hit launches the opponent towards Jotaro and causes hard knockdown.
  • Stand Rush-compatible.
    • Can be used to lock the opponent into an Unblockable setup with Stand Rush.
  • Can't true blockstring into it without Assist.

L version:

  • Leaves the opponent mostly in place.

M version:

  • Launches the opponent towards Jotaro.

H version:

  • Launches the opponent even more strongly towards Jotaro.
Stand 63214X
Beat in a single breath!
63214L/M/H
JJASBR Jotaro Stand 63214X.png
Great oki tool and pressure reset
Great oki tool and pressure reset
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 Mid 24 - - -2 +2
Medium 0 Mid 30 - - -2 +2
Heavy 0 Mid 40 - - -2 +2

After a brief start-up period, Star Platinum inhales with great strength.

  • Startup and pull force all change depending on the version used.
  • Pulls the opponent in front of Jotaro towards him from anywhere on the screen, with the pull taking place 2 frames before the move's actual startup.
    • Since the move also pulls downed opponents towards Jotaro, this makes it good for setting up cross-ups on a knockdown.
  • Stand Rush-compatible.
    • Can be used in neutral to mess with the opponent's timings, or combo from pretty far on hit.
  • Can't true blockstring into it without Assist.

L version:

  • Pulls the opponent in the least.
  • Hitbox does not reach fullscreen, though the pull effect does.
  • Great for resets on hit or block, as Jotaro has access to a 4f normal while in Stand On.

M version:

  • Pulls the opponent in more.
  • Hitbox reaches fullscreen.

H version:

  • Pulls the opponent in the most.
  • Hitbox reaches fullscreen.

System Mechanics

Throw
Throw
This incredible power...!
5/4 + Any Two Attack Buttons
JJASBR Jotaro Throw (1).png
JJASBR Jotaro Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 6 - - - HKD

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

  • Regardless of the version used, Jotaro's Throws slightly rotate the axis.
  • In Stand Off, both Throws are identical other than direction.
  • In Stand On, Forward Throw leaves the opponent further away.
    • Sets up for dash-jump j.M cross-up if Jotaro goes into Stand Off.
  • In Stand On, Back Throw leaves the opponent closer.
    • Sets up for Forward Jump j.M cross-up if Jotaro goes into Stand Off.
Assist
Assist
ORA, ORA!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Jotaro Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
103 (4*22, 15) Mid 42 - - - -

Jotaro summons Star Platinum, who unleashes a forward barrage of punches.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.236H (Extended).
  • Leaves grounded opponents standing, but launches airborne opponents away.
5S
Stand On/Off
5S
JJASBR Jotaro Stand On.png
Stand On
Stand On
JJASBR Jotaro Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - Total XX -

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

22S
I stopped time...
22S
JJASBR Jotaro 22S (1).png
JJASBR Jotaro 22S (2).png
JJASBR Jotaro 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 202~102 - - - -

After a lenghty startup, Jotaro stops time, freezing the stage effects, the battle timer, and the opponent.

  • Requires 1.5 HH Gauges to be used; startup accelerates if 3 HH Gauges have been accumulated before use.
    • VERY slow startup; only guaranteed setups exist with 3 HH Gauges or Assists.
  • Starting a cutscene with moves like "My Stand will be the judge!", a Throw, or a GHA will instantly end the Time Stop and take away the rest of Jotaro's meter.
  • 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.
  • All attacks can OTG during Time Stop, restanding the opponent if they can reach. This allows setting up for juggles post-Time Stop, although normal IPS rules will still apply.
  • After the Time Stop ends, there is a ~5 second period where Jotaro cannot gain any HH Gauge (with JJASBR Akira Small Icon.png Akira's Assist providing the only exception).
  • Against himself, JJASBR Jotaro Part 4 Small Icon.png Jotaro (Part 4), JJASBR DIO Small Icon.png DIO, and JJASBR AW Diego Small Icon.png AW Diego, Jotaro can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before Jotaro's does, they will be frozen instead.

Heart Heat Attack

ORA ORA ORA ORA!
236 + Any Two Attack Buttons
JJASBR Jotaro HHA (1).png
JJASBR Jotaro HHA (2).png
JJASBR Jotaro HHA (3).png
Extended Ender
Extended Ender
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
100 (20, 3*10, 50) [203 (20, 3*41, 60)] Mid 2+4 [2+4(17)1] - - -26 [-36] HKD

Jotaro summons Star Platinum, who unleashes a barrage of punches and ends it by delivering a downward punch.

  • The final hit causes knockback and triggers a wallbounce, in addition to causing hard knockdown.
  • This move can be extended by repeatedly pressing attack buttons. Data in [] is for the Extended version.
    • The Extended version also features a different, stronger ender that leaves the opponent much closer.
  • Very unsafe on block, especially the Extended version, as opponents can Stylish Guard/Stylish Evade the final hit for a full punish.

Great Heat Attack

You pissed me off!
236L+M+H
JJASBR Jotaro GHA (1).png
JJASBR Jotaro GHA (2).png
JJASBR Jotaro GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+300) Mid 2+16 - - -46 Groundbounce

Jotaro summons Star Platinum, who flies a considerable distance forward to throw a heavy downwards punch. On a successful hit, Star Platinum proceeds to stop time and viciously pummel the opponent.

  • Its deceptively long range can make it useful in neutral for a punish.
  • Launches opponents away after the cinematic, which transitions into a groundbounce.

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)

Extra

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

Stand

Star Platinum (Color 1)
Star Platinum (Color 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