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

From Mizuumi Wiki
Jump to navigation Jump to search
Numpad Notation
JJASBR Up-Left.png JJASBR Up.png JJASBR Up-Right.png
JJASBR Left.png JJASBR Right.png
JJASBR Down-Left.png JJASBR Down.png JJASBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = JJASBR 236 Motion.png
  • 214 = JJASBR 214 Motion.png
  • 623 = JJASBR 623 Motion.png
  • 421 = JJASBR 421 Motion.png
  • 41236 = JJASBR 41236 Motion.png
  • 63214 = JJASBR 63214 Motion.png
  • 46 = JJASBR Left.pngJJASBR Right.png
  • 28 = JJASBR Down.pngJJASBR Up.png
  • Light: JJASBR Light Attack Button.png
  • Medium: JJASBR Medium Attack Button.png
  • Heavy: JJASBR Heavy Attack Button.png
  • Style: JJASBR Style Button.png
  • Assist: JJASBR Assist Button.png
  • Dodge: JJASBR Dodge Button.png
  • Taunt: JJASBR Taunt Button.png
  • Micro Dash = 66 JJASBR Right.pngJJASBR Right.png
  • j. = Jump JJASBR Up-Left.png / JJASBR Up.png / JJASBR Up-Right.png
  • Dash Jump = 669 j.X JJASBR Right.pngJJASBR Right.pngJJASBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • [X] = Hold
  • ]X[ = Release
  • w. = Whiff
  • (m) = Button Mash
  • s. = Stand On Move
  • m. = Mounted Move
  • FC = Flash Cancel
  • QSOn = Quick Stand On
  • SR = Stand Rush
  • QM = Quick Mount
  • TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
  • (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
  • OTG = On The Ground
  • HHA = Heart Heat Attack
  • GHA = Great Heat Attack
Movelist
  • If I throw this bearing... = Bearing (236L/M/H)
  • I'm going to break you into pieces. = DP (623L/M/H)
  • Star Finger = Finger (214L/M/H)
  • Star Platinum, The World! = Time Stop (22S)

  • ORA ORA! = Punch (236L/M/H)
  • ORAAA! = Punch Follow-up (236L/M/H > 6L/M/H)
  • Where'd all that time go? = Teleport (236L/M/H > 4L/M/H OR 22L/M/H)
  • So I'm gonna bust you up! = Command Grab (63214L/M/H)
  • Star Platinum, The World! = Time Stop (22S)

Combo Info

  • Star Finger Loops: Star Finger allows Jotaro to extend his juggles. These loops are very consistent midscreen, but can be inconsistent near walls and corners depending on camera position.
  • Time Stop: Jotaro (Part 4) is one of only 4 characters in the game (along with his younger incarnation, DIO, and AW Diego) with the ability to stop time. He is able to use it as a tool to reset and go for very high damage combos.
JJASBR User Icon.png
JJASBR Stand Icon.png
Stand Off Combos (Solo)
Combo Damage Meter Cost Notes Video Example
5L > 5M > 5H > 3H > 236H 135 0 Bars
  • Works anywhere.
  • This is a “get-off-me” combo since it sends the opponent very far away.
  • Sets up a tech trap with S > s.22M > s.2L.
5M > 5H > 3H > 623H > 5H > 623H > 3H > 214L > 669 j.M > 2M > 2M > 214L > S > s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.2M > s.2M > s.5L > s.5M > s.5H > s.236H-6M > s.2H 391 0 Bars
  • Solo meterless Stand Off routing is only possible with the opponent against the wall, so this is pretty much the only combo.
  • Builds 1.5 bars, and is completely autotimed.
  • Sets up a meaty left/right + strike/throw with whiff s.2M > s.22L/M > s.2M/Throw.
  • Can choose to omit s.2H and replace it with HHA, increasing combo damage to 495.
j.M > 5L > 5H > 3H(QSOn) > s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22L/M > s.5M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 2L > 2L > 2M > 2M > 214L > 669 j.M > 5L > 5M 370 0.5 Bars
  • Works anywhere.
  • Main routing taken after starting with 3H(QSOn).
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Loops into itself from the aforementioned oki setup since this combo is meter neutral.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 489.
j.M > 5L > 5H > 3H(QSOn) > s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22L/M > s.5M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 2M > 623H > dl.5M > 623H > 66 5L > 2M > 214L > 9 > j.M > 2L > 2L > 5M 395 0.5 Bars
  • A midscreen-only version of the previous combo.
  • Forcing the opponent against the wall is possible by using either s.22L or s.22M midway through the combo. Pay attention to which one you need to use, since it allows you to extend combos with 623H meterlessly. This goes for all combos starting midscreen.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 509.
5M > 5H > 623H(FC) > 669 j.H > 5H > 3H > 214M > 669 j.H > 2M 2M > dl.3H > 214M > S > 66 s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.2M > s.2M > s.5L > s.5M > s.5H > s.236H-6M > s.2H 447 1 Bar
  • Works anywhere except against crouching opponents midscreen.
  • Sets up a meaty left/right + strike/throw with whiff s.2M > s.22L/M > s.2M/Throw.
  • Can choose to omit s.2H and replace it with HHA, increasing combo damage to 551.
236L(FC) > 66 5M > 5H > 3H > 214M > 669 j.H > 2M > 2M > 66 5H > 3H > 214M > S > 66 s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.2M > s.2M > s.5L > s.5M > s.5H > s.236H-6M > s.2H 345 1 Bar
  • Works anywhere.
  • Meter positive conversion off of bearing at close-medium range.
  • Sets up a meaty left/right + strike/throw with whiff s.2M > s.22L/M > s.2M/Throw.
  • Can choose to omit s.2H and replace it with HHA, increasing combo damage to 449.
236L(FC) > 66 5M > 5H > 3H(QSOn) > s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.5M > s.5H > s.236L-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 2L > 2L > 2M > 214L > 669 j.M > 5L > 2M > 66 5L > 5M 374 1.5 Bars
  • Works anywhere.
  • A Quick Stand On version of the previous combo. More consistent due to 3H(QSOn) > s.3H having more range than 3H > 214M, but costs more meter as a result.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 493.
Stand Off Combos (Assist)
Combo Damage Meter Cost Assist Notes Video Example
j.M > 5L > 5H > 3H(QSOn) > s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22L/M > s.5M > s.5H(Assist) > s.236H-6M(Assist Hit) > 669 s.jH > S > 5H > 3H > 214M > 669 j.H > 2L > 2L > 2M > 2M > 214L > 669 j.H > 5L > 5M 393 0.5 Bars Yoshikage Kira
  • Works anywhere.
  • An Assist-based version of the typical 0.5 bar Stand Off BnB, saving an extra 0.5 bar thanks to skipping the Stand Rush.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 512.
[5L > 5M > 5H(QSOn) > s.5L > s.5M(Assist) > s.5H > s.236H-6L(Assist Hit)] > s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.5M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 5L > 2M > 66 5L > 5M > 623H > HHA 578 0.5 Bars Vanilla Ice
  • Works anywhere.
  • The portion included in [] at the beginning consists of a gapless blockstring which sets up the Unblockable Vanilla Ice Assist. The portion after the QSOn can be done on its own if Jotaro is already in Stand On.
  • Can choose to omit 623H > HHA to set up oki instead, decreasing combo damage to 459.
Stand On Combos (Solo)
Combo Damage Meter Cost Notes Video Example
s.5L > s.5M > s.5H > s.236H-6L > s.3H > s.22M > s.2M > s.2M > s.2H > s.3H > s.22M > s.5M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M 371 0 Bars
  • Works anywhere.
  • The first s.3H can potentially whiff against s.On opponents depending on how far away you start the combo.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 490.
s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.5M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M 411 0.2 Bars
  • Works anywhere.
  • The meter requirement exists solely to enable use of s.22M.
  • Can be started with a long range s.2L poke for a safer but less optimal starter (this goes for all s.3H starters).
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 530.
s.3H > s.22M > s.5M > s.5H > s.236H-6M > s.3H > s.22M > s.5M > s.5H > s.236L-6M > s.2H 332 0.2 Bars
  • Works anywhere, but is meant for midscreen.
  • The meter requirement exists solely to enable use of s.22M.
  • Sets up a meaty left/right + strike/throw with whiff s.2M > s.22L/M > s.2M/Throw.
  • Can choose to omit s.2H and replace it with HHA, increasing combo damage to 428.
s.3H > s.22L > s.5L > s.5M > s.5H > s.236H-6M > s.3H > s.2M > s.2M > s.5L > s.5M > s.5H > s.236H-6M > s.2H 333 0.2 Bars
  • Meant for when both characters are touching the wall.
  • The meter requirement exists solely to enable use of s.22M.
  • Sets up a meaty left/right + strike/throw with whiff s.2M > s.22L/M > s.2M/Throw.
    • It also sets up a meaty command grab by whiffing s.2H > s.63214H.
  • Can choose to omit s.2H and replace it with HHA, increasing combo damage to 431.
s.3H > s.22M > s.5M > s.2H > s.236H-6H(FC) > s.5H > s.3H > s.22M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M 522 1 Bar
  • Works anywhere.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 530.
s.3H > s.22M > s.5M > s.2H > s.236H-6H(FC) > 66 s.5M > s.2H > s.236H-6L > s.3H > s.22M > S > 2M > 5H > dl.3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.H > 2L > 2L > 2M > 66 5L > 5L > 5M 505 1 Bar
  • Works anywhere, but is more consistent midscreen.
  • A version of the previous combo saves more meter and offers better protection against Reversal Assists, at the cost of a little less overall damage.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 624.
s.3H > s.22M > s.5M > s.2H > s.236H-6H(FC) > s.5H > s.3H > s.22M > s.5H > s.236H-6L(FC) > S > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M > 623H > HHA 703 1.5 Bars
  • Works anywhere.
  • Only costs 1.5 Bars if started with both characters touching the wall, as it allows skipping the second s.22M. Otherwise, the combo requires 1.7 Bars.
  • Can choose to omit 623H > HHA to set up oki instead, decreasing combo damage to 584.
s.3H > s.22M > s.5M > s.2H > s.236H-6H(FC) > s.5H > s.3H > s.22M > s.5H > s.236H-6L(FC) > S > 669 j.H > 5H > 623H(FC) > 669 j.H > 5H > 3H > 214M > 669 j.M > dl.5M > 3H > 214M > 669 j.M > 2L > 2L > 2M > 5L > 2M > 5L > 5M > 623H > HHA 788 2.5 Bars
  • Works anywhere.
  • Jotaro's most reliable and consistent solo meterdump (without time stop).
  • Can choose to omit 623H > HHA to set up oki instead, decreasing combo damage to 669.
Stand On Combos (Assist)
Combo Damage Meter Cost Assist Notes Video Example
s.3H > s.22L > s.5M(Assist) s.5H > s.236H-6M(Assist Hit) > 669 j.H > s.2H > s.3H > s.22M > s.5H > s.236H-6L(SR) > 669 j.H > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.M > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M 464 0.2 Bars Yoshikage Kira
  • Works anywhere.
  • Adds ~50 damage to the typical 0.2 Bar route, building about 0.1 more Bars in the process.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 583.
s.3H > s.22M > s.5M > s.2H > s.236H-6H(FC) > s.5H > s.3H > s.22M > s.5M > s.5H(Assist) > s.236H-6M(Assist Hit) > 669 j.H > S > 5H > 3H > 214M > 669 j.H > 5H > 3H > 214M > 669 j.H > 2L > 2L > 2M > 66 5L > 2M > 66 5L > 5M 571 1 Bar Yoshikage Kira
  • Works anywhere.
  • Adds ~50 damage to the typical 0.2 Bars route, building about 0.1 extra Bars in the process.
  • Sets up an ambiguous oki situation by Dodging towards the wall into a delayed j.M (forward jump) that either hits same side or as a cross-up. You can empty jump for a same side/cross-up Low too.
  • Can choose to end in 623H > HHA (assuming resources are available) increasing combo damage to 690.

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