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

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Introduction

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

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.

Jotaro's versatility begins while in Stand Off, where his more passive tools lie. This is seen in special moves like "If I throw this bearing...", a projectile that can be used to pester the opponent from afar; and "Star Finger", a poke and pressure tool that can be used from respectable ranges, which provides good pressure on block thanks to its good frame advantage. While both of these moves allow Jotaro to play safely, they can also be combo starters, allowing Jotaro to easily capitalize on his opponent's mistakes. In combination with his normals, these tools lead to a more patient playstyle rather than an offensive one.

It is while in Stand On, however, where Jotaro more than makes up for this with improved offensive capabilities. In this form, Jotaro wields normals with incredible range (especially when compared to their Stand Off counterparts), with notable examples including s.2L (a very long and very quick button that enables strong strike/throw mix-ups) and s.3H (an extremely large and fast command normal). His special moves in this mode also take on a much more aggressive focus: "Where'd all that time go?" is a teleport that lets Jotaro instantly approach while also allowing combo conversions from incredible ranges, "ORA ORA!" is a persistent hitbox with a variety of follow-ups which help with pressure and combos, and "So I'm gonna bust you up!" is a command grab with sizeable range that can help open his opponent up and improves his general strike/throw gameplan.

Jotaro's versatility is paid with a price, however: very slow mobility and a near-complete lack of reversal options leave him heavily reliant on universal mechanics. Adding on to this, Jotaro's strongest tools are only present while in Stand On, so if the opponent manages to get a lead and/or maintains constant pressure, there's not a lot Jotaro can do on his own. Jotaro thrives when playing from ahead, but struggles with playing from behind, so finding balance between his passive and aggressive tools is key to succeeding with this character.

  • Star Platinum, The World!: Jotaro is one of four characters in the game (along with his younger incarnation, DIO, and AW Diego) with 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 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 gives him options at any range, granting him varied offenses. These include a good projectile to zone with, a teleport to anti-zone with, a command grab to open the opponent up, and a rekka with a variety of useful options.
  • Beefy Normals: Jotaro has access to a very strong set of normals regardless of his current mode. Notable examples include j.M (a strong cross-up tool), s.2L (one of the longest and fastest Low pokes in the game), s.jL (one of the fastest air-to-airs in the game), and s.3H (a very powerful command normal that serves both as a safe poke and a great combo starter).
  • Meter Battery: Most of Jotaro's combos are meter neutral at worst, very meter positive at best, and they don't cost much to start. This allows him to constantly have meter to use his teleport, while still saving meter for his high damage routes and Time Stop setups.
  • Overwhelming Vortex: Thanks to his teleport and ability to reset juggle height with a groundbounce, Jotaro has a very potent vortex. This typically loops between a strike/throw scenario, with a left/right aspect thrown on top with his teleport. Jotaro can also set this vortex up off of his command grab and Throw, which allows him to loop constant oki on the opponent from a variety of setups.
  • Poor Defense: Jotaro's anti-airs are very inconsistent, forcing him to rely on universal mechanics like Stylish Evade and Stylish Guard against airborne opponents. Combined with his lack of an invincible reversal beyond GHA, he is left open to setups that other characters could potentially escape.
  • Terrible Movement Speed: Regardless of his current mode, Jotaro possesses some of the worst mobility in the game. While his teleport can make up for this in regards to approaches, Jotaro's ability to evade attacks on short notice is severely limited as a result (especially while in Stand On due to his larger hurtboxes).

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 4 - - -2 -

Jotaro attacks with a high jab in front of him.

  • Can hit crouchers despite its height.
  • Good for stopping the opponent's jumps, and can also be converted into a combo by canceling into 3H after anti-airing the opponent.
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 8 3 29 -18 -

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

  • Moves Jotaro forward.
  • A rare standing Low, making it a deceptive tool.
  • Mainly used as combo filler/combo ender.
  • Very slow recovery. Always cancel into another move when it connects.
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 10 3 25 -10 -

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

  • Massive hitbox; can easily hit people above him.
  • Can also hit crouchers despite its height.
2L
2L
JJASBR Jotaro Part 4 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 -

Jotaro attacks with a crouching backfist strike.

  • Very stubby.
  • Mainly used as a means to 50/50 between strike/throw.
  • Good combo filler, and can be used to stabilize certain routes.
2M
2M
JJASBR Jotaro Part 4 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 6 5 15 -6 -

Jotaro attacks with a crouching uppercut.

  • Moves Jotaro forward slightly.
  • Despite its appearance, it does not work well as an anti-air.
  • Mainly used as combo filler/combo stabilizing, as it makes "Star Finger" loops work near walls.
2H
2H
JJASBR Jotaro Part 4 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -8 HKD

Jotaro summons Star Platinum to attack with a crouching fist.

  • Causes hard knockdown.
  • 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 12 5 35 -22 KD

Jotaro steps forward and delivers a high side kick.

  • Launches opponents away on hit.
  • Jotaro's main combo starter when canceled into Quick Stand On.
  • Fast enough to connect and convert into combos from anti-airing with normals, leading into "Star Finger".
JL
j.L
JJASBR Jotaro Part 4 Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Jotaro attacks with his knee.

  • Jotaro's fastest aerial while in Stand Off, but has a deceptively bad hitbox.
  • Can cross up.
JM
j.M
JJASBR Jotaro Part 4 Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 10 - - - -

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

  • Great move for air-to-airs and jump-ins.
  • Can cross up, making it Jotaro's prime jump-in.
JH
j.H
JJASBR Jotaro Part 4 Jump H.png
Criminal
Criminal
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 14 - - - -

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

  • A deceptively large forward hitbox makes it a very good option to catch opponents backdashing.
  • Mainly used as combo filler, however, due to having issues hitting opponents directly below Jotaro.

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 18 - - -6 KD
Medium 40 (20*2) Mid 22 - - -10 KD
Heavy 60 (20*3) Mid 24 - - -16 KD

Jotaro summons Star Platinum and commands it to fire ball bearings at high speed.

  • The version used changes the number of bearings fired.
  • The final bearing launches opponents away.
  • Limited to 9 ball bearings on-screen during Time Stop.
    • All existing ball bearings will combine if there is enough distance between them and the opponent when time resumes.

L version:

  • Jotaro fires a single bearing.
  • The most commonly used version due to having the least amount of recovery in neutral.

M version:

  • Jotaro fires two bearings.
  • Sees use in certain combos so as to stabilize an HHA Cancel at certain distances.
  • When used in neutral, the second bearing usually whiffs against airborne opponents.

H version:

  • Jotaro fires three bearings.
  • Bearings beyond the first one usually whiff against airborne opponents, leading to the opponent teching out and leaving Jotaro vulnerable.
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 36 (4*5, 16) Mid 20 - - -16 KD
Medium 49 (4*7, 21) Mid 20 - - -16 KD
Heavy 62 (4*9, 26) Mid 20 - - -20 KD

Jotaro crosses his arms while summoning Star Platinum, who rapidly punches upwards.

  • The amount of hits changes depending on the version used.
  • Launches opponents away on hit.
  • Fantastic combo tool when near the walls, and is the main combo ender when paired with HHA.

L version:

  • Deals the least amount of damage.
  • Often outclassed by other versions while still being too slow to be a reliable anti-air.

M version:

  • Has some niche uses in combos along the wall.
  • Has an unusual Flash Cancel window, only allowing its use after the final hit.

H version:

  • Deals the most amount of damage.
  • Has an unusual Flash Cancel window, only allowing its use after the final hit.
  • The main version used, since it still allows for meterless combo extensions when near the wall.
  • Despite its high recovery, a delayed HHA Cancel after this move will still connect.
214X
Star Finger
214L/M/H
JJASBR Jotaro Part 4 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 41 (26, 15) Mid 34 1(11)5 15 0 HKD
Medium 43 (26, 17) Mid 38 1(11)5 11 +4 HKD
Heavy 46 (26, 20) Mid 44 1(11)5 9 +6 HKD

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

  • Startup, launch height and pull force (both on hit and block) all change on the version used, inversely affecting recovery.
  • The second hit launches the opponent and causes hard knockdown.
  • If blocked, the first hit deals considerable Guard Damage, while the second hit pulls the opponent towards Jotaro.

L version:

  • Leaves the opponent mostly in place.
  • Pulls the opponent the least on block.

M version:

  • Launches the opponent towards Jotaro.
  • Pulls the opponent more on block.

H version:

  • Launches the opponent even more strongly towards Jotaro.
  • Pulls the opponent the most on block.

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 4 - - -2 -

Star Platinum performs a low kick.

  • Does not hit Low, despite appearances.
  • HUGE reach for a move of its type.
Stand 5M
5M
JJASBR Jotaro Part 4 Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 6 3 15 -4 -

Star Platinum strikes with a quick sideways chop.

  • Has good range, making it a good counter-poke.
Stand 5H
5H
JJASBR Jotaro Part 4 Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 High 10 3 19 -4 -

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 6 - - -2 -

While crouching, Star Platinum performs a quick low kick.

  • Jotaro's main crouching poke in Stand On, with s.2L > s.3H working even at max range.
  • Has EXTRAORDINARY range for a move of its type, enabling a good strike/throw game since it can be canceled into itself.
Stand 2M
2M
JJASBR Jotaro Part 4 Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 6 5 15 -6 -

Star Platinum attacks with a crouching uppercut.

  • Improved vertical reach compared to the Stand Off version, so it can be used as an anti-air option against forward jumps.
  • Has a lot of pushback on hit and block, making it risky to use over s.5M in grounded chains.
Stand 2H
2H
JJASBR Jotaro Part 4 Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 12 - - -8 HKD

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.
44 (18, 26) Mid 12 5 21 -4 HKD

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

  • The second hit launches the opponent away on hit, and causes a hard knockdown.
  • Jotaro's main combo starter, either used by itself or when paired with a poke (mainly s.2L), due to its incredible range and startup.
  • If this move connects, Jotaro can cancel into s.22L/M to convert into a combo, regardless of distance.
  • Fast enough to connect and convert into combos from anti-airing with normals as well as 236L/M/H > 6L, but is mainly used to pick up after 236L/M/H > 6M.
Stand JL
j.L
JJASBR Jotaro Part 4 Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 6 - - - -

Star Platinum extends its leg downwards.

  • One of the fastest aerials in the game, and thus a very strong air-to-air.
  • Jotaro's best answer against opponents below him, and can even cross up.
Stand JM
j.M
JJASBR Jotaro Part 4 Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Overhead 10 - - - -

Star Platinum punches straight ahead.

  • Can hit grounded opponents.
  • Mainly used as a means to bait Stylish Guard, but is otherwise is outclassed by both s.jL and s.jH when it comes to air-to-airs and jump-ins.
Stand JH
j.H
JJASBR Jotaro Part 4 Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

Star Platinum attacks with a downward punch.

  • Essentially Stand Off j.H but with slightly more range.
  • The main jump-in button while in Stand On due to its massive hitbox.

Special Moves

Stand 236X
ORA ORA!
236L/M/H
JJASBR Jotaro Part 4 Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 64 (4, 5*10, 10) Mid 16 - - -12 -
Medium 64 (4, 5*10, 10) Mid 16 - - -12 -
Heavy 64 (4, 5*10, 10) Mid 16 - - -16 -

Star Platinum unleashes a barrage of punches.

  • The distance covered by Star Platinum depends on the version used.
  • Leaves grounded opponents standing, while leaving airborne opponents mostly in place.
  • Cannot be Flash Canceled, but can be canceled into HHA.
  • Triggers Rush Mode.

L version:

  • Star Platinum doesn't move at all.

M version:

  • Star Platinum moves a bit further, though still remaining close to Jotaro.

H version:

  • Star Platinum moves even further, though still remaining close to Jotaro.
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 10 - - -4 KD
Medium 30 Overhead 20 - - -16 Groundbounce
Heavy 60 Low 12 - - -8 HKD

Star Platinum winds up and delivers a finishing punch.

  • The attack is determined by the version used.
  • The version of "ORA ORA" used prior can alter the range of these moves.

L version:

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

  • Launches on hit.
  • Fast enough to lead into combos if "ORA ORA" lands as an anti-air.
  • The only Stand Rush-compatible attack in Jotaro's moveset; a quintessential combo piece because of this.

M version:

Star Platinum swings down with a slow overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be Flash Canceled, but can be canceled into an HHA.
  • Will combo from "ORA ORA", and will catch opponents attempting to jump out.
  • Against grounded opponents, it can be converted into a combo with a launching Assist, such as Jonathan.
  • If it hits an airborne opponent mid-combo, Jotaro can continue the combo with s.3H > s.22L/M.

H version:

Star Platinum attacks with a crouching fist.

  • Causes hard knockdown.
    • Because of its knockdown, canceling into HHA will not connect if used against grounded opponents.
  • Reliable ender to finish off a string.
Stand 22X
Where'd all that time go?
236L/M/H > 4L/M/H
or
22L/M/H
JJASBR Jotaro Part 4 Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total 28 - -
Medium - - - - Total 28 - -
Heavy - - - - Total 28 - -

Star Platinum briefly stops time and, alongside Jotaro, "teleports" to another location.

  • Requires 0.2 HH Gauge to be used.
  • The point where Jotaro and Star Platinum reappear depends on the version used.
  • Mainly used to pick up a combo after s.3H.
  • When chained from "ORA ORA":
    • Requires 0.4 HH Gauge to be used.
    • Total move duration is reduced by 4 frames.

L version:

  • Teleports in front of the opponent.

M version:

  • Teleports behind the opponent unless their back is against the wall.

H version:

  • Jotaro teleports backwards (about two characters away).
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 (15, 10*6, 20) Throw 20 - - - HKD
Medium 120 (15, 10*8, 25) Throw 22 - - - HKD
Heavy 145 (15, 10*10, 30) Throw 24 - - - HKD

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

  • How far Star Platinum moves, as well as how far the opponent ends up, depend on the version used.
  • Launches the opponent away and causes hard knockdown on a successful Throw.
  • 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.

L version:

  • Shortest range, fastest recovery.
  • Leaves the opponent close to Jotaro.

M version:

  • Intermediate startup and recovery.
  • Leaves the opponent far from Jotaro.

H version:

  • Longest range, slowest recovery.
  • Leaves the opponent much farther from Jotaro.

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 6 3 - - HKD

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

  • In Stand Off, Back Throw leaves the opponent closer to Jotaro.
  • In Stand On, Back Throw leaves the opponent significantly closer than Forward Throw.
  • Regardless of the version used, Jotaro's Throws slightly rotate the axis.
Assist
Assist
If I throw this bearing...
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Jotaro Part 4 Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (20*3) Mid - - - - KD

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

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H.
  • The final hit launches opponents away.
  • 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
JJASBR Jotaro Part 4 Stand On.png
Stand On
Stand On
JJASBR Jotaro Part 4 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
Star Platinum, The World!
22S
JJASBR Jotaro Part 4 22S (1).png
JJASBR Jotaro Part 4 22S (2).png
JJASBR Jotaro Part 4 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 202~103 - - - -

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.
  • Starting a cutscene with a Throw, an HHA or a GHA will instantly end the Time Stop and take away the rest of Jotaro's meter.
  • Projectiles fired by "If I throw this bearing..." hang in the air during the Time Stop.
  • 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 Jotaro (Part 3), DIO, AW Diego, and himself, 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

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+5*20+70) Mid - - - - HKD

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

  • Its great range, along with Jotaro's meter efficiency, make this the go-to ender in low-resource combos.
  • Not very useful as a defensive option due to very low invulnerability.

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 - - - - HKD

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

  • Deceptive vertical range.
  • Jotaro's only move with full invincibility, granting it utility as an expensive reversal option.

Costumes

Normal

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

Stand

Star Platinum (Color 1)
Star Platinum (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
Bannock Meatball JJASBR Jotaro Part 4 Color 3.png Flag ca.png
Canada
@BannockMeatball Exhibition 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