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Jotaro

Introduction

The main character of JoJo's bizarre adventure. Jotaro is the grandson of Joseph Joestar. He wears a blue trenchcoat with yellow chains at the collar.

He also wears a trademark blue hat which, while torn in the back, often seems to blend with his hair. While they are first shown as being completely separate, later publications cause more uncertainty as to where his hat and his hair actually meet. His hat is most likely a Japanese student cap that was normally worn along with the gakuran prior to the 1970s.

Jotaro uses the stand, "Star Platinum" which is one of the more powerful stands in the JoJo universe and one of the three characters in the game that can stop time.


Movelist

Normals

5A - A short range knee
5B - Jotaro throws a quick overhead punch (can be blocked low)
5C - Jotaro turns to the side and the Star Platinum punches 3 times very quickly (This move hits twice)
j. A - A knee
j. B - Same as j.A
j. C - A jumping version of S. A2 which links into 5A -> 5B
2A - A low backhand punch
2B - A mid stand punch (Move can be blocked standing)
2B - The Star Platinum comes out and sweeps the opponents feet.

Command Normals

6B - Jotaro's standing low kick to the shin.
6C - A variation of c. A3 which does not knock down
3C - The Star Platinum comes out and throws an overhead punch (can be blocked low).

Stand Normals

5A - A short jab.
5B - A short body punch
5C - A very straight punch
j. A - A weak air version of 2C without Stand
j. B - A slightly stronger version of j. A
j. C - An air version of Down-Towards C
2A - A punch to the legs, Links into 2B, Must be blocked low
2B - A punch to the legs, Links into 2A, Must be blocked low
2C - A launching uppercut

Command Stand Normals

6B - An overhead backhand (Must be blocked high)

Special Moves

ORAORA - 236+Any attack
The Star Platinum unleashes a flurry of punches.
Without Stand ON, the Star Platinum goes out to a distance depending on which
attack button you use. Without Stand ON, this move cant be done in the air.

S. ORAORA - 236+Any attack
The Star Platinum unleashes a flurry of punches.
During this period of time, Jotaro can't move and is tied close behind the Star Platinum.
Depending on which attack button you use, The Star Platinum will move a certain distance.
This move can be done in the air.
Tapping attack buttons makes this move last longer


MACH ORA - 214+Any attack
The Star Platinum rushes out to a certain distance depending on which attack button is used and throws a quick clothesline. This move is vital to Jotaro's overall game.

S. MACH ORA - 214+Any attack
The Star Platinum rushes out with Jotaro to a certain
distance depending on which attack button is used and throws a quick clothesline.
You can repeat this move during the frames of the first input for a second attack.
A Link - The Star Platinum kicks low to sweep the opponent.
B Link - The Star Platinum does an uppercut. This is a great juggle setup because it has a late airtech.
C Link - The star Platinum does a powerful strike which launches his opponent all the way across to the wall of the stage.


STAR FINGER - 623+Any Attack
The Star Platinum holds his arm behind Jotaro and strikes with it's finger which drags the opponent in regardless if it's blocked or not.
This move can be held/charged by holding the attack button. Can be used on wakeup with varied timing to put them into a 50/50 guessing game, where you do a jumping attack, making them guess which will hit first.

Supers

PATZUN ORA - 236+Two attacks
Jotaro points at the opponent and the Star Platinum comes
out and performs a longer version of ORAORA,
Without Stand ON, Jotaro is free to move and the super lasts a longer period of time.
With Stand ON, Jotaro is tied to the Star Platinum and the super lasts half the time.


STAR BREAKER - 214+Two attacks
The Star Platinum pulls his fist back and charges a glowing punch
Without Stand ON, Jotaro can move with the charging Star Platinum, With Stand ON, Jotaro can't move
If you hold the two attack buttons, you can hold the move until you release the buttons.
If you press S while holding the two attack buttons you can cancel the super entirely. Although you still lose meter this is a great method of confusing your opponent, and usually gives you the opportunity to get a throw off.


TIME STOP "THE WORLD" - 6, B, A, 6, S
Jotaro pauses and the Star Platinum appears in forward of him, flexing.
After a second or two, A black circle appears and inverses the background of the stage, during this time, your opponent cannot move and your meter will start to drain, during this time, you can atttack your opponent freely.


Note: Dio, Jotaro and Shadow Dio can perform "THE WORLD" during another "THE WORLD", unfreezing themselves.

Movement Data
Move Startup Active On Block On Hit Damage Chip Stand Damage Stand Chip Meter Wiff Meter Hit Meter Opponent Guard Cancel
A 2 3 +6 +7 5 0 1 0 0 4 2 Ground S / cc
Dash A 2 3 +2 +3 4 0 1 0 3 7 2 Ground S
2A 3 - +5 +6 3 0 1 0 0 4 2 Low S / cc / W
Jump A 3 Active until Landing - - 5 0 1 0 3 7 2 High
B 5 2 -2 -1 8 0 2 0 4 9 2 Ground S
2B 3 2 -4 -3 6 1 12 6 4 9 2 Ground S
6B 4 4 -1 +0 9 0 2 0 4 9 2 Low S
Jump B 3 Active until Landing - - 7 0 2 0 4 9 2 High
C 7 5 -3 +2 7+4 2+1 8+8 4+4 5 5+6+6 3+3 Ground S
Dash C 8 3 +11 +12 10 3 20 10 5 11 3 Ground S
2C 7 2 -5 knockdown 12 3 20 10 5 11 3 Low s
3C 8 7 - - 12 3 20 10 5 11 3 Ground S
Jump C 5 6 - - 9 0 2 0 5 11 3 High
[S] A 1 2 +0 +1 5 1 4 2 3 7 2 Ground S / sc
[S] (A) A 1 2 - - 3 1 4 2 3 6 1 Ground S / sc
[S] (AA) A 8 2 - - 12 3 4 2 3 6 1 Ground
[S] 2A 4 - -1 +0 4 1 8 4 3 7 1 Ground S / sc
[S] Dash 2A 4 - +0 +1 6 1 0 0 4 8 2 Low S
[S] Jump A 2 - - - 6 1 12 6 3 7 2 High S
[S] B 5 - +3 +4 9 2 28 14 4 9 2 Ground S
[S] (B) B - - - - 8 2 4 2 3 6 1 Ground sc
[S] (BB) B - - - launch 12 3 4 2 3 6 1 Ground
[S] (AA) B - - - - 8 2 4 2 3 6 1 Ground S / sc
[S] (AAB) B - - - - 12 3 4 2 3 6 1 High
[S] Dash B 8 - -4 -3 8 2 16 8 4 9 2 Ground S
[S] 2B 6 - -8 -3 8 2 16 8 3 7 2 Low S
[S] (A) 2B - - - - 8 2 16 8 3 6 1 Low sc
[S] Dash 2B 6 - -5 -6 6 1 0 0 4 8 2 Low S
[S] 6B 25 - +0 +0 6 1 12 6 4 9 2 High
[S] Jump B 4 - - - 9 2 18 9 4 9 2 High S
[S] C 5 - +1 +6 12 3 20 10 5 11 3 Ground S
[S] (AAB) C - - - - 12 3 4 2 3 6 1 Ground
[S] Dash C 11 - -3 -2 10 3 20 10 5 11 3 Ground S
[S] 2C 8 - -7 launch 10 3 20 10 5 11 3 Ground S
[S] (AAB) 2C - - - knockdown 12 3 4 2 3 6 1 Low
[S] Dash 2C 20 - -14 knockdown 6 1 0 0 4 8 2 Low S
[S] Jump C 7 - - - 12 3 24 12 5 11 3 High S
214+A 14 - - - 10 3 20 10 5 10 2 Ground
214+B 14 - - - 10 3 20 10 6 12 3 Ground
214+C 18 - - - 10 3 20 10 7 14 3 Ground
236 15/13/14 - - - 8+2*(hits-1) 2+(hits-1) 16+4*(hits-1) 8+2*(hits-1) 2 2+2*hits 1*hits Ground
623 X/X/28 - - - 9 3 22 11 8 16 4 Ground -
[S] 214+A - - - - 17 4 32 16 5 10 2 Ground -
[S] 214+B - - - - 17 4 32 16 6 12 3 Ground -
[S] 214+C - - - - 17 4 32 16 7 14 3 Ground
[S] 236 - - - - 12+3*(hits-1) 3+1*(hits-1) 24+6*(hits-1) 12+3*(hits-1) 8 16+2*hits 4+1*hits Ground
[S] Jump 236 - - - - 4*hits 1*hits 8*hits 4*hits 2 2+2*hits 1*hits High
[S] 623 18 - - >= +3 9 3 22 11 8 16 4 Ground
236+S - - - - 10 3 24 12 8 16 4 Ground
GC/[S] GC - - - - 8 2 16 8 0 7 3 Ground
214+AA - - - - 31 0 ALL 0 -104 -104 1 Any
236+AA - - - - 1*hits 1*hits 2 1 -104 -104 1*hits Any -
[S] 214+AA - - - - 40 11 ALL 0 -104 -104 1 Any
[S] 236+AA - - - - 3*hit 1*hit 2*hit 1*hit -104 -104 1*hits Any
TIMESTOP - - - - 0 0 0 0 N/A -312, ALL 0 Unblockable -
Stand Busy Normals

Frame data taken from Hard-Edge wiki and the game's Hit Editor.

Multi-hit moves are subject to damage scaling on later hits.

The versions of moves listed like (AAB) B are stand chain only versions of moves. They typically have reduced guard crushing ability and meter gain.

Combos

Basic Combos

2A,2A,6B,236+S (can also continue with 214+A,214+A or 214+A,214+B)

2A,2A,6B,214+AB

2A,2A,6B,236+A

  • 9C.5A,6B,214+AB
  • 9C.5A,6B,236+S (can also continue with 214+A or 214+B)
  • also (9C can be replaced with 9A or 9B*

5A,5A,6B,236+S

5A,5A,6B,214+AB

5A,5A,6B,236+A

Intermediate Combos
  • stand on*

5A,5A,5B,236+AB

9C,5A,5B,236+AB

9C,5A,5A,5B,236+AB

Dashing 5C,6236B,5A,5A,5B,236+AB

Dashing 5C,6236B,5A,5B,236+AB

  • stand off*

2A~214+AB

5A~214+AB

6C~214+AB

5C~214+AB

2A,2A,6B~214+AB,5A,5B(5A&B hit while opponent is in the air)

5A,2B,~214+AB

dashing 5A~214+AB,5A,5B

dashing 2A~214+AB,5A,5B

Advanced Combos
  • stand off*

2A,2A,S+A,5B,214+A,214+A or 214+B

5A,5A,S+A,5B,214+A,214+A or 214+B

2A,2A,S+A,5B,236+AB

5A,5A,S+A,5B,236+AB

9C,5A,6B,214+B,9C,5A,6B,236+s,214+A,214+A

9C,5A,6B,214+B,9C,5A,6B,214+S(inputs can range from 5A,5B,5C to 5A,6A,6B,the key is to link the initial 5A for the combo to work)9c,5A,6B,236+s,214+A,214+A

9C,5A,6B,214+B,9C,5A,6B,214+S(same as before)9c,5A,6B,214+AB

9C,5A,6B,214+B,9C,5A,6B,214+S(abc x 4, 236+AB)*need 2 guages to preform* **236+AB will cause knock down or reset depending on how you hit them on the last hit of the super**

dashing 5B,214+b,9c,5A,6B,236+s,214+A,214+A

  • stand on*

dashing 5C,6236B,5A,5B,214+S(tandem inputs here)*6b needed after tandem inputs for this combo to work*

dashing 5C,6236B,5A,5B,236+AB

dashing 5C,6B,~214+AB,6B

Videos & Matches

Basic combos (BBC): YouTube

Strategy

General Strategy

Matchup-specific Strategies

vs Abdul
vs Alessi
vs Black Polnareff
vs Chaka
vs Devo
vs Dio
vs Hol Horse
vs Hol Horse (Boingo)
vs Iggy
vs Jojo
vs Joseph
vs Jotaro
vs Khan
vs Kakyoin
vs Mariah
vs Midler
vs New Kakyoin
vs Petshop
vs Polnareff
vs Rubber Soul
vs Shadow Dio
vs Vanilla Ice




Abdul | Devo | Dio | Iggy | Jotaro | Kakyoin | Midler | New Kakyoin | Polnareff | Vanilla Ice Active Stand
Alessi | Chaka | Joseph Weapon Stand
Black Polnareff | Hol Horse | Hol Horse & Boingo | JoJo | Khan | Mariah | Petshop | Rubber Soul | Shadow Dio Passive Stand