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

From SuperCombo Wiki

Most of Jotaro's combos are done from Stand OFF.

Many of the Stand ON combos can be started from 5A, 2A, d.s.5A, or any Stand ON jumping attack. Keep in mind that you have to press S and the attack button at the same time if you're trying to combo into some of these Stand ON combos from Stand OFF.

Keep in mind that some of these combos will drop midway or not work at all on short or crouching opponents. You will have to compensate and improvise for such situations.


Stand On Chain Combos

s.5A>5A>5A - Jotaro's autocombo. Two jabs into a straight punch (5C).

s.5A>5B>5C - Magic series combo.

s.5A>5A>5B>5C - Optimized combo.

s.5B>5B>5B - Jotaro's other autocombo. Two hooks into an uppercut. last hit launches.

s.5B>5B>2B - Alternative version ending with a low hit. Can combo into s.236+A.

s.2A>2B>2A>2B>2C - Five low hits, ending with a knockdown.

s.2A>5B>5C - String starting with a low punch.

s.5A>5A>5B>5B - Two jabs, a hook, and an overhead hammer smash. The last hit does not combo.

s.5A>5A>5B>2C - Two jabs, a hook, and a hard knee that knocks down. The last hit does not combo.

s.2A>2B>2A>2B>2B - Four low hits into an overhead smash. The last hit does not combo. This combo would be something you'd do for a tandem on short or crouching opponents. The last hit (overhead strikes) will combo if it's performed during a tandem.

Basic Combos

Stand Off

A majority of the most basic and fundamental stand off combos will typically revolve around confirming into 236S which confirms into knockdown, allowing you to abuse your strong oki. So the general idea is [ANY STAND OFF NORMAL] xx 236S > s.214B > s.214A. Get comfortable with this first. Here are some good confirms to know.

j.C 5A, 6B xx 236S > s.214B > s.214A - Simple combo ending with a knockdown. Good setup for okizeme, unless your opponent has a fast wakeup. Get the link between 5A and 6B down consistently.

2A, 2A, 6B xx 236S > s.214B > s.214A - Same combo as above except it starts with a low hit. The link between 2A and 6B is a frame tighter. Get it down consistently. Note you can also link 5A and 2A together.

d.5C, 6B xx 236S > s.214B > s.214A - Same combo as above except it starts with a dashing heavy attack.

The three combos above can have 214AA substitute for 236S > s.214B > s.214A. It is not recommended that you substitute the sequence with Star Breaker because its damage will heavily be scaled. Note that in some situations you can replace s.214B with its A version.

2A xx 214AA - Simple normal that cancels into Star Breaker. Here are some other variations:

5A xx 214AA 5B xx 214AA 2B xx 214AA 6B xx 214AA 6C xx 214AA 5C xx 214AA

The purpose of these combos is to easily damage your opponent. However, there's no point in doing them once you learn okizeme. If you're still new to Jotaro, then these two-hit combos are for you.

Stand ON

s.5B xx s.214B > s.214A - A very useful confirm into knockdown from one of the best pokes in the game.

s.5A>5A>5B xx s.236AA - Partial magic series into the Jaguar Varied Assault.

s.5A>5A>5B xx s.214B > s.214A - Partial magic series into knockdown sequence. Good setup for okizeme.

s.5A>5A>5B xx s.236C (1 or 2 hits) xx s.214A > s.214A - Optimized combo. Blazing Fists can only hit once or twice. This is very important to learn as it will be important when you begin to use stand crash combos. Depending on spacing you may need to alter how many hits of s.236C you use, if at all.

All of these combos work after a jump-in and s.66a. Additonally, the two beginning s.5As can be substituted with s.2A. Alternatively, you can substitute the two s.5As and the s.5B with s.2B.

Intermediate Combos

Stand OFF

2A, 2A, S+5A>5A>5B xx s.214B > s.214A - Combo into knockdown involving transition from Stand OFF to Stand ON. Sets up okizeme. This transition is very helpful to know but is by no means essential.

2A, 2A, S+5A>5A>5B xx s.236C (1 hit on most characters) xx s.214A > s.214A - Optimized combo. Blazing fists must only hit once.

j.C, 5A, 6B xx 214B, hh.C, 5A, 6B xx 236S > s.214B > s.214A - Half of Jotaro's bread and butter (BnB). For this combo, you can negative edge the 214B, but it is up to preference. You also must hyper hop after 214B to link j.C. It is crucial that you get the links from 6B to 214B and 214B to j.C down. These are essential for Jotaro's BnB. Also, doing 6A instead of 5A will make linking 5A and 6B much easier.

2A, 2A, 6B xx 214B, hh.C, 5A, 6B xx 236S > s.214B > s.214A - Half of Jotaro's BnB starting with two low hits.

d.5C, 6B xx 214B, hh.C, 5A, 6B xx 236S > s.214B > s.214A - Half of Jotaro's BnB starting with a dashing heavy attack.

For the next combo you'll need to learn the timing on a trick where while Jotaro's performing special attacks, d.5C and d.2C will recover faster when they're timed just as Star Platinum vanishes from the screen. This trick magically cuts the recovery of d.5C and d.2C (which appear as d.5B and d.2A while your Stand is out). This is primarily used after Star Finger with d.5C to allow some really powerful links that are normally impossible.

623[B/C], d.2A, ]B/C[, d.5C, 5A, 6B, 214B, hh.C, 5A, 6B xx 236S > s.214B > s.214A - Half of Jotaro's BnB starting with a very risky mixup. You have to hold the C version of Star Finger, land d.2A, and release C. Then, while Star Platinum is visible on the screen, you have to do d.5C. If Star Platinum disappears before you land d.5C, you're too late.

623[A/B/C], d.j.A/B/C, ]A/B/C[, d.5C, 5A, 6B xx 214B, hh.C, 5A, 6B xx 236S > s.214B > s.214A - Half of Jotaro's BnB starting with another very risky mixup. You can tiger knee d.j.A/B/C if needed.

Stand ON

s.d.2A/s.d.2B xx s.214A > s.214A - Low hit into hard knockdown. If done quick enough, Star Platinum will cancel the first Blazing Fist into the follow-up. This combo doesn't have much use and is really the only intermediate Stand ON combo.

Advanced Combos

Stand Off

j.C 5A 6B xx 214B hyperhop j.C 5A 6B xx 214S {ABC x N} d.j.C sideswitch 2A x N j.C 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - Jotaro's BnB. It's an intermediate combo except you tandem on the second 6B. The traditional tandem consists of five 5A 5B 5C reps. Get used to doing five of them because it's a big part of the BnB. Alternatively, you can substitute the tandem with any inputs that suit you. Just make sure that you make all the tandem hits link. d.j.C to link the first 5C into 5A and to get to the other side of your opponent. Next, repeatedly do 2A, ensuring that you let each 5C link into 5A. At the fifth 5A, prepare to combo. Do j.C and the rest is a cakewalk. If you tandem your opponent in the corner, you don't have to do d.j.C and you have the option of doing 5A/2A after every 5C or doing repeatedly doing 2A. Repeatedly doing 2A is harder and you have to perform d.5A every so often to make sure that Jotaro doesn't stray too far from your opponent.

2A 2A 6B xx 214B hyperhop j.C 2A 6B xx 214S {ABC x N} d.j.C sideswitch 2A x N j.C 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - Variation of BnB starting with two low hits.

d.5A 2A 6B xx 214B hyperhop j.C 5A 6B xx 214S {ABC x N} d.j.C sideswitch 2A x N j.C 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - Variation of BnB starting with a dashing hit. To link d.5A into 2A, Jotaro cannot be too close to the opponent. Get a feel for what "too close" is by practicing.

d.2A xx 214A d.5A 5A 6B xx 214S {ABC x N} d.j.C sideswitch 2A x N j.C 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - Variation of BnB from a dashing low. Utilizes d.5A mid-combo. Although difficult, helps a lot with hitconfirming.

j.C 6B xx 214B hyperhop j.C 5A 6B xx 214S {ABC x N} 5A x N j.C 2B 236C d.j.C 5A 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - The basic ora extension in the corner.

d.5C 6B xx 214B hyperhop j.C 5A 6B xx 214S {ABC x N} d.j.C sideswitch 2A x N j.C 2B 236C d.j.C 5A 5A 6B xx 214B hyperhop j.C 5A 6B xx 236S > s.214B > s.214A - Variation of BnB starting with a dashing heavy attack ora extension midscreen. Midscreen ora extension can be a little inconsistent. While d.5C is important to know how to convert, midscreen ora extension is not.

5A 5A 6B xx 214B d.5A 5A 6B 214S {2A 2B x N} 5A 5A 6B xx 214B d.5A 5A 6B xx 236S > s.214B > s.214A - Variation of BnB that helps with short characters that 214B hh.C is a little inconsistent on. Also helpful in general as a safer hitconfirm.

For some reason, the ora extension can be somewhat inconsistent on Avdol. Some hits may whiff if you use 236B.

Stand ON

d.s.5A, s.5A > 5A > 5B, WC 5A > 5B xx s.214B > s.214A - Mostly for style points. It looks really cool but it's hard to pull off and it's generally not worth the effort.

j.s.A/B/C, cl.s.5C, d.s.5A, s.5A > 5A > 5B xx s.214B > s.214A - More style points 4 U... that link from s.5C to d.s.5A is mighty hard, not sure how many frames.

j.s.A/B/C, cl.s.5C xx s.623A, s.5A > 5A > 5B > 214S {TS, but in order to make tandem link from 5B, you have to do 6B before the first hit of tandem lands}, j.C, S+5C xx s.623A, s.5A > 5A > 5B xx s.236AA - Again, mostly for style points. Look like a super badass with this combo.

Stand Crash Combos

Stand Crash combos involve your opponent with Stand ON and full Stand Meter. These are crucial to Jotaro because you will find yourself performing combos on Stand ON opponents quite frequently. Attacks that knock down will not knock down Stand ON opponents, so you might as well learn these combos.

Small Gauges

s.5A s.5A s.5B s.236C(2) s.214A !SC d.s.5C 214S {TS}...

s.5B s.214B s.214B !SC cl.s.5C s.214AA

d.5C 6B 236S s.214A !SC d.s.5C 214S {TS}...

s.5B s.236C(1) s.214A !SC d.s.5C 214S {TS}...

d.s.2A s.236C(2) s.214A s.214B !SC cl.s.5C s.214A s.214C

6B 214B hh.C 5A 6B 214S {5AAB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...

6B 214B hh.C 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

d.5C 6B 214B hh.C 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

j.C 2B 236C d.j.C 5A 5A 6B 236S !SC d.s.5C 214S {TS}...

214S {5BB 2B 5AB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...


Medium Gauges

s.5A s.5A s.5B s.236C(2) s.214A s.214B !SC cl.s.5C s.214A s.214C

d.s.5A s.5A s.5A s.5B s.236C(2) s.214A !SC d.s.5C 214S {TS}...

s.5B s.214B s.214B !SC cl.s.5C s.214AA

s.5B s.236C(1) s.214A !SC d.s.5C 214S {TS}...

d.s.2A s.236C(2) s.214A s.214B !SC [cl.s.5C s.214A s.214C]

j.C 5A 6B 236S s.214A s.214B !SC [cl.s.5C s.214A s.214C]

d.5C 6B 214B hh.C 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

j.C 5A 6B 214B hh.C 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

j.C 2B 236C d.j.C 5A 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

j.C 5A 6B 214B hh.C 5A 6B 214S {5AAB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...

214S {5BB 2B 5AB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...


Large Gauges

s.5A s.5A s.5B s.236C(2) s.214A s.214B !SC cl.s.5C s.214A s.214C

d.s.5A s.5A s.5A s.5B s.236C(2) s.214A s.214B !SC [cl.s.5C s.214A s.214C]

j.s.B s.5A s.5A s.5B s.236C(2) s.214A !SC d.s.5C 214S {TS}...

j.s.B d.s.5A s.5A s.5A s.5B s.236C(2) s.214A !SC d.s.5C 214S {TS}...

s.5B s.236C(1) s.214A s.214B !SC [cl.s.5C s.214A s.214C]

s.5B s.236C(2) s.214A !SC d.s.5C 214S {TS}...

d.s.2A s.236C(2) s.214A s.214B !SC [cl.s.5C s.214A s.214C]

d.5C 6B 236S s.214A s.214B !SC [cl.s.5C s.214A s.214C]

j.C 5A 6B 214B hh.C 5A 6B 236S s.214A s.214B !SC [cl.s.5C s.214A s.214C]

d.5C 6B 214B hh.C 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

d.5C 6B 214B hh.C 5A 6B 214S {5AB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...

j.C 2B 236C d.j.C 5A 5A 6B 236S s.214A !SC d.s.5C 214S {TS}...

j.C 5A 6B 214B hh.C 5A 6B 214S {5ABCx2 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...

5A s5C s.623X s.5A s.5A s.5B s.214B !SC d.s.5C 214S {TS}...

214S {5BB 2B 5AABB 623X} d.o.5C 2B !SC 623[X] d.o.5C ]X[ d.o.5C 6B 214S {TS}...

Obscure combo routes

These combos are purely used to increase the amount of style in your combo. These may be practical, or might just look cool.

Stand Crush

A Stand Crush happens when you break your opponent's Stand while they're blocking, resulting in an entire 94 frames of stun that resets scaling and IPS. Due to the block only frame at the end of hitstun, Jotaro is able to force an enemy into choosing between getting Stand Crushed or Crashed. Jotaro usually achieves this by using s.214A and empty cancelling the followup into s.623X, which results in Jotaro catching the block only frame at the end of hitstun.


s.j.B/s.d.5A s.5A s.5A s.5B xx s.236C (2 hit) xx s.214A xx s.214X xx s.623X SC! > Turn Stand off > 623[X] j.C ]X[ o.d.5C 6B xx 214B hh.C 5A 6B xx 214S {ABC*n} 5A*n j.C 5C/2B/6C/3C xx 236C d.j.C 5A microwalk 5A 6B xx 214B hh.C 5A 6B xx 236S xx s.214B xx s.214A

Tandem Cancel

By performing a special after you input 214S but before the super flash appears, you can transition from a Stand On attack straight to Stand Off.

d.s.5A s.5A s.5A s.5B xx s.236C (2 hit) s.214A SC! d.s.5C xx 214S xx 214B j.C 5A 6B 214B j.C 5A 6B 236S s.214B s.214A


承太郎 Basic Combos

These combos are flashy, for-fun combos posted in a video by WJ. They feature some atypical links, split dash combos, and more. These are not vital to learn by any means, but if you still wish to learn more combos after you've learned the practical ones, these are the ones for you.

基本が一番大事。

d.5C ~ 236S xx s.214B > s.214C

j.C, S+5C, d.s.5A, s.5A > 5B, WC s.5A > 5B xx s.214B > s.214C

d.5C, d.5A, 2A, Instand Dash S+5A, s.5A > 5A xx s.214A > s.214C

j.s.A, s.2C ~ s.214A xx s.214C xx 623[C]

623[A/B], j.C, ]A/B[, d.5C (while Stand is on screen), S+5C xx s.214AA Early Cancel* s.5A > 5B xx s.214B !SC, j.s.A xx j.s.236AA

j.C, S+5C xx 214B[C] Early Cancel s.5A > 5B xx s.214B > s.214B !SC, cl.s.5C xx s.214AA

3C xx 214S {(623A, 5Bx3) 6B before 623A}

3C xx 214S {(623A, 5Bx3, 236AA) 6B before 623A, j.C immediately after third 5B}

5C(1) xx 214AA Cancel** 6B xx 214AA

j.C, 2B xx 236S > s.214B > s.214B !SC, s.2C ~ s.214A xx s.214B

j.s.A, cl.s.5C, s.2A > 5B > 5C

d.2B xx 214AA Cancel 6B xx 214B, hh.C, 5A, 6B xx 214AA

j.C, S+5C xx s.214AA Early Cancel xx s.2C xx s.236C(4)

d.5C xx 214B[C], 5A, 5A, 6B Cancel 236S > s.214B > s.214C

j.C, 5C(1) xx 214AA Cancel 5A, 6B xx 214S {5A 5B 623A}, d.2B xx s.214AA Cancel 5A, S+5C !SC s.214AA Early Cancel, d.s.5C xx s.214AA Cancel 2B xx 214AA


  • Early Cancel is a glitch that results in Jotaro remaining stand on after cancelling Star Breaker. He will typically have the glowing fist of Star Platinum remain despite cancelling the move.
  • Cancel is just cancelling Star Breaker normally.

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