JoJo's Bizarre Adventure: Heritage for the Future/Jotaro/Movelist: Difference between revisions

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Line 259: Line 259:
*Can combo into d.s.5A, s.623X, and even 2A (not practical).
*Can combo into d.s.5A, s.623X, and even 2A (not practical).
*Can be used after a launcher Stand Crash and can be followed up with s.214AA.
*Can be used after a launcher Stand Crash and can be followed up with s.214AA.
  }}
}}
{{MoveData
|image=
|caption=
|name=s.2A
|data=
  {{AttackData-HFTF
  |startup=4
  |active=3
  |recovery=9
  |hit=0
  |block/pushblock=-1 / -4
  |damage=
  |cancel=SP, SU
  |properties=IPS=No Scales=Yes Mid
  |description=
*Combos into s.5B, allowing it to be quite a functioning spacing tool against smaller characters.
  }}
}}
{{MoveData
|image=
|caption=
|name=s.2B
|data=
  {{AttackData-HFTF
  |startup=6
  |active=2
  |recovery=16
  |hit=-3
  |block/pushblock=-7 / -12
  |damage=
  |cancel=SP, SU
  |properties=IPS=No Scales=Yes Low
  |description=
*Similar to s.2A.
*Comes out slower for more damage.
  }}
}}
{{MoveData
|image=
|caption=
|name=s.2C
|data=
  {{AttackData-HFTF
  |startup=8
  |active=6
  |recovery=18
  |hit=Launch
  |block/pushblock=-7 / -20
  |damage=
  |cancel=SP, SU
  |properties=IPS=No Scales=Yes Mid
  |description=
*Quite a useful anti air, with a surprisingly functional grounded hitbox for pokes.
*Starts potent tech chase.
  }}
}}
{{MoveData
|image=
|caption=Easiest knockdown of my life
|name=s.2C (Chain ender)
|data=
  {{AttackData-HFTF
  |startup=16
  |active=5
  |recovery=26
  |hit=Knockdown
  |block/pushblock=-20 / -19
  |damage=
  |cancel=None
  |properties=IPS=No Scales=No Low
  |description=
*Causes knockdown, used to end autocombos like s.2ABAB s.2C
  }}
}}
{{MoveData
|image=
|caption=Bonk
|name=s.j.A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=2
  |recovery=Until you land
  |hit=+12
  |block/pushblock=+11 / +8
  |damage=
  |cancel=None
  |properties=IPS=No Scales=Yes High
  |description=
*Your fastest aerial move.
*Solid IOH. Can be used as a panic option with S+7A
  }}
}}
{{MoveData
|image=
|caption=Bonk v2
|name=s.j.B
|data=
  {{AttackData-HFTF
  |startup=3
  |active=2
  |recovery=Until you land
  |hit=+12
  |block/pushblock=+11 / +8
  |damage=
  |cancel=None
  |properties=IPS=No Scales=Yes High
  |description=
*Same as s.j.A but comes out slower while doing more damage. Your go to jump-in.
  }}
}}
{{MoveData
|image=
|caption=You thought you could tech away?
|name=s.j.C
|data=
  {{AttackData-HFTF
  |startup=5
  |active=4
  |recovery=Until you land
  |hit=+12
  |block/pushblock=+11 / +8
  |damage=
  |cancel=None
  |properties=IPS=No Scales=Yes High
  |description=
*Does high damage and works very well as an air-to-air + tech chase tool.
*If the opponent blocks this in the air and above you, you get to s.5A Air UB them into more tech chase.
   }}
   }}
}}
}}

Revision as of 07:32, 16 March 2021

Movelist

Normals

Stand Off

5A
Jotaro5a.png
Safe jab
Startup Active Recovery Damage Guard
3 3 3 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • Can combo into 5A, 2A, 5B, 2B, 6B and s.5A. Useful as a combo starter.
5B
Startup Active Recovery Damage Guard
6 2 15 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • Can combo from d.5C and 5A.
  • More or less no reason to use this over 6B.
5C
Startup Active Recovery Damage Guard
7 5 17 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=No Scales=No Mid
  • Surprisingly good as an anti-air for jump-ins that are farther away.
  • Hits twice.
  • Can combo into 236X.
  • Used for the fastest meter build in the game, by doing 5C 236S you gain meter incredibly fast.
2A
Startup Active Recovery Damage Guard
3 1 5 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Low
  • Hits incredibly low.
  • 2A 6B is 1 frame tighter than 5A 6B.
  • Can be used for some niche low profile hits, like ducking Hol 5C.
2B
Startup Active Recovery Damage Guard
3 2 17 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=No Scales=No Mid
  • Pretty ok "get off me" tool.
  • Can't be followed up with anything but 236X/236S comfortably.
  • Doesn't start IPS or scaling, can be used in Ora extensions.
2C
Startup Active Recovery Damage Guard
7 2 20 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown {{{block}}} - SP, SU, TA IPS=No Scales=No Low
  • Allows you to get Star Finger oki on characters like Avdol or Vanilla Ice.
  • Risky to throw out.
  • Can be combo'd into from j.C.
  • Used mainly as a Timestop setup tool with stand crash knockdown.
6B
Startup Active Recovery Damage Guard
5 5 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Low
  • Your main Stand Off hitconfirm.
  • Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C.
  • One of Jotaro's best buttons.
6C
Startup Active Recovery Damage Guard
8 3 22 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - SP, SU, TA IPS=No Scales=No Low
  • Not really useful.
  • Can be used for Ora extension or Stand Crushes.
3C
Startup Active Recovery Damage Guard
8 7 24 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=No Scales=No Mid
  • Your best Stand Off anti air.
  • Does an amazing amount of Stand Gauge damage.

Stand On

s.5A
Jotaros5a.png
Extremely safe jab
Startup Active Recovery Damage Guard
2 2 2 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - SP, SU, TA IPS=No Scales=Yes Mid
  • Star Platinum jabs extremely fast. Good range but can be ducked under by most if not all characters with Stand Off.
  • Incredibly strong normal, one of the fastest and most rewarding in the game.
  • Leads to stand crash combos that deal massive damage and grant oki. Doesn't start IPS
s.5B
Startup Active Recovery Damage Guard
5 4 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU, TA IPS=No Scales=Yes Mid
  • One of the best normals in the game.
  • Can combo into s.214B practically all the time.
  • Can link into s.5A with walk cancel
s.5C
Startup Active Recovery Damage Guard
7 2 15 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 {{{block}}} - None IPS=No Scales=Yes Mid
  • Slow to come out but covers long range. Cannot be cancelled.
s.cl.5C
Startup Active Recovery Damage Guard
5 2 25 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - SP, SU IPS=No Scales=Yes Mid
  • Proximity normal.
  • Incredibly plus.
  • Can combo into d.s.5A, s.623X, and even 2A (not practical).
  • Can be used after a launcher Stand Crash and can be followed up with s.214AA.
s.2A
Startup Active Recovery Damage Guard
4 3 9 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP, SU IPS=No Scales=Yes Mid
  • Combos into s.5B, allowing it to be quite a functioning spacing tool against smaller characters.
s.2B
Startup Active Recovery Damage Guard
6 2 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU IPS=No Scales=Yes Low
  • Similar to s.2A.
  • Comes out slower for more damage.
s.2C
Startup Active Recovery Damage Guard
8 6 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - SP, SU IPS=No Scales=Yes Mid
  • Quite a useful anti air, with a surprisingly functional grounded hitbox for pokes.
  • Starts potent tech chase.
s.2C (Chain ender)
Startup Active Recovery Damage Guard
16 5 26 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown {{{block}}} - None IPS=No Scales=No Low
  • Causes knockdown, used to end autocombos like s.2ABAB s.2C
s.j.A
Startup Active Recovery Damage Guard
2 2 Until you land - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=Yes High
  • Your fastest aerial move.
  • Solid IOH. Can be used as a panic option with S+7A
s.j.B
Startup Active Recovery Damage Guard
3 2 Until you land - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=Yes High
  • Same as s.j.A but comes out slower while doing more damage. Your go to jump-in.
s.j.C
Startup Active Recovery Damage Guard
5 4 Until you land - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=Yes High
  • Does high damage and works very well as an air-to-air + tech chase tool.
  • If the opponent blocks this in the air and above you, you get to s.5A Air UB them into more tech chase.

Dashing normals

Stand Off

d.5A
Jotaro5a.png
5A but slides.
Startup Active Recovery Damage Guard
2 4 5 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes
  • Dashing version of 5A. Comes out much faster than 5A and has a long lasting hitbox.
  • Incredibly strong preemptive poke, and if it hits later in its recovery, it can be converted into 5A/2A.
  • If hit point blank, you're better off going with universal options like s.5A and 236S.

Stand On

d.s.5A
Jotaros5a.png
You unlock the TF2 achievement BarbeQueQ if you use this against C ranks.
Startup Active Recovery Damage Guard
2 3 13 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes
  • Similar to s.5A but on the move, useful as a poke, punish, and anti air. Starts IPS but deals more stand damage.

Specials

Stand Off

236A
Jotaro236a - 1.png
Should've been the version that's the fastest and weakest. It only managed to inherit one of those things.
Jotaro236a - 2.png
Jotaro236a - 3.png
Jotaro236a - 4.png
Startup Active Recovery Damage Guard
15 33 61 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+33 {{{block}}} - None IPS=No Scales=No
  • Depending on the button used, Star Platinum travels a longer distance and takes longer to start attacking.
  • This is arguably the worst version of Jotaro's 236.

Stand On

s.236A (Air OK)
Jotaros236abc - 1.png
I'm pretty decent at Jotaro. I just need to learn to do the rush attack.
Jotaros236abc - 2.png
Jotaros236abc - 3.png
Jotaros236abc - 4.png
Startup Active Recovery Damage Guard
7 11 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - s.214X IPS=No Scales=No
  • Barrage except in Stand On.
  • No reason to use over the other options.
  • Can be cancelled into s.214X at any time.
  • Does big boy Stand Gauge damage.

Supers

Stand Off

236AA
Jotaro236aa - 1.png
The 4 hour Jotaro main's favourite move.
Jotaro236aa - 2.png
Jotaro236aa - 3.png
Jotaro236aa - 4.png
Startup Active Recovery Damage Guard
7 11 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+185 {{{block}}} - None IPS=No Scales=Yes
  • Can be combo'd into from d.2B xx 236AA 6B, where 6B hits after superflash, but before 236AA.
  • Resets IPS.
  • Only use as combo fodder.

Stand On

s.236AA (Air OK)
Jotaros236aa - 1.png
"You know what, fuck it"
Jotaros236aa - 2.png
Jotaros236aa - 3.png
Jotaros236aa - 4.png
Startup Active Recovery Damage Guard
7 11 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - s.214X IPS=No Scales=No
  • Can be combo'd into from s.5B on most characters.
  • Only use in combo's, or if it kills from s.5A s.5A s.5B.
  • Can stuff Guard Cancel, depends on when the opponent does it.


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