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

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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.
j.A
Startup Active Recovery Damage Guard
3 14 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=No High
  • Solid air to air.
j.B
Startup Active Recovery Damage Guard
3 16 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=No High
  • Deals more damage and is more active than j.A
j.C
Startup Active Recovery Damage Guard
6 7 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - None IPS=No Scales=No High
  • Your main Stand Off jump-in.
  • Can cross-up wider characters.

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.6B
Startup Active Recovery Damage Guard
25 2 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 {{{block}}} - SP, SU, TA IPS=No Scales=No High
  • Terrible move. Use IOH s.j.A instead, or just grab.
  • Only cancellable before it becomes active.
  • Avoid using overall, unless it kills.
s.j.A
Startup Active Recovery Damage Guard
2 2 Until you land - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - SP, SU 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}}} - SP, SU IPS=No Scales=Yes High
  • Same as s.j.A but comes out slower while doing more damage. Your go to jump-in.
  • Grants grounded Stand Crash with 2 hits of s.236C in a combo.
  • You can't get a Stand Crash combo off of this on remote mode Stands.
s.j.C
Startup Active Recovery Damage Guard
5 4 Until you land - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - SP, SU 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 Mid
  • 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.
d.5B
Startup Active Recovery Damage Guard
6 3 12 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • Does not have much use.
  • However, o.d.5C, which shares the same appearance, is quite helpful in a couple situations. This is because Star Platinum disappearing will negate the recovery of o.d.5C, leaving you massively plus to combo into essentially anything you'd want.
  • This is most commonly used to confirm off of oki, but its also applicable as an Air UB after an opponent blocks 214AA in the air for example. It combos cleanly into S+5A s.2C, or depending on the height and character, cl.s.5C s.214AA/s.214A > s.214C.
d.5C
Startup Active Recovery Damage Guard
8 3 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • Useful as a pressure tool and as a combo starter as you can link into most of Jotaro's stand-out normals after it connects.
  • It can be a little bit committal without meter, so be cautious not to overuse this normal.
d.2A
Startup Active Recovery Damage Guard
7 1 12 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Low
  • Dashing version of 2A. Startup and recovery are much slower compared to the regular version.
  • Despite this, it is still a strong poke and can be converted from into considerable damage.
d.2B
Startup Active Recovery Damage Guard
8 2 11 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=Yes Scales=No Mid
  • Dashing version of 2B.
  • Startup and recovery are much slower compared to the regular version.
  • Important to note, however, is the large stand gauge damage it deals - paired with it's relatively low profile means an easy stand crash into big damage through the use of d.2B 236S s.214B (medium and small gauges).
  • Also note that that combo is unscaled, which means incredibly large pre-tandem damage.
  • Also the star of the BBC Link, d.2B xx 236AA 6B.
d.2C
Startup Active Recovery Damage Guard
12 2 19 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown {{{block}}} - SP, SU, TA IPS=No Scales=No Low
  • Dashing version of 2C. Slower startup and recovery.
  • Has odd cancel properties, eg. allows you to cancel the move into a time stop without it disappearing instantly.

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 Mid
  • Similar to s.5A but on the move, useful as a poke, punish, and anti air. Starts IPS but deals more stand damage.
d.s.5B
Startup Active Recovery Damage Guard
8 2 19 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • On the move version of s.5B.
  • Although not used as frequently, it's far from bad. Consider using s.5B or s.66A over it, however.
d.s.5C
Startup Active Recovery Damage Guard
11 3 19 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=Yes Scales=Yes Mid
  • Cancelable version of far 5C.
  • Comes out slightly slower but it's a very useful tandem confirm after a stand crash.
d.s.2A
Startup Active Recovery Damage Guard
4 3 9 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP, SU, TA IPS=No Scales=No Low
  • Low version of s.2A, slightly slower.
  • Strong poke and your best low in stand on.
  • Easy to visually confirm on hit with s.236C or s.214B.
  • Doesn't scale, so follo\wing up with s.236C into knockdown does great damage
d.s.2B
Startup Active Recovery Damage Guard
6 2 16 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP, SU, TA IPS=No Scales=No Low
  • Inferior version of s.d.2A.
  • Can be used in niche oki situations such as midscreen star breaker.
d.s.2C
Startup Active Recovery Damage Guard
20 5 26 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown {{{block}}} - None IPS=No Scales=No Low
  • Slow startup and punishable on block. Evade using it.
  • Arguably the worst move Jotaro has.

Specials

Stand Off

236X
Jotaro236a - 1.png
Jotaro236a - 2.png
Jotaro236a - 3.png
Jotaro236a - 4.png
Yes, this is the move you've been yearning to do.
Startup Active Recovery Damage Guard
A=15
B=33
C=13
A=33
B=33
C=33
A=61
B=62
C=61
- -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=+33
B=+42
C=+42
{{{block}}} - None IPS=No Scales=No Mid
  • Depending on the button used, Star Platinum travels a longer distance and takes longer to start attacking.
  • The C version is the best, while the A version is the worst.
214X
Startup Active Recovery Damage Guard
A=15
B=20
C=26
A=33
B=2
C=2
A=61
B=60
C=58
- -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=+30
B=+34
C=+36
{{{block}}} - None IPS=No Scales=No Mid
  • Depending on the button pressed, Star Platinum will cover a longer distance, but the move will also come out slower.
  • Jotaro is free to move while this attack is happening. It is typically thought of as the glue that holds Jotaro's confirms together.
  • While it can occasionally be used as a poke, it is ill-advised.
  • Solid pressure tool as well, just make sure to avoid hyper hopping on block.
623X
Startup Active Recovery Damage Guard
28 (Can be held) 3 45 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+41 {{{block}}} - None IPS=No Scales=No Mid
  • Star Platinum moves its arm behind Jotaro and after a short charge, attacks the opponent with an extended finger while dragging them towards itself.
  • This version of Star Finger while not being the best meaty Jotaro has, works best as a follow-up during Jotaro's okizeme. After a brief charge, Jotaro can freely move while this attack is performed.
  • Extremely safe on both block and hit, Star Finger grants Jotaro some very safe 50/50 play. This move can be held in order to extend its duration and use it at the center time.
  • After a very long while, this attack becomes unblockable, though you'll never land it in a real game because it just takes too long.
  • If you use the A version, Star Platinum takes 1 less frame to disappear than the other 2 versions.
236S
Startup Active Recovery Damage Guard
6 2 10 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - s.214X IPS=No Scales=No Mid
  • Jotaro's easiest hitconfirm out of pretty much any Stand Off normal.
  • Very useful as it does high (stand) damage, comes out fast, builds meter and it can be canceled into s.214+A/B rekka special.
  • Safe on block.
  • Can combo into s.5A at a very close distance.
  • Can be Walk Cancelled.

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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