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

From SuperCombo Wiki

Movelist

Normals

Stand Off

5A
Jotaro5a.png
Safe jab
Startup Active Recovery Damage Guard
3 3 3 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 +2 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Can combo into 5A, 2A, 5B, 2B, 6B and s.5A. Useful as a combo starter.
5B
Jotaro5B.png
Startup Active Recovery Damage Guard
6 2 15 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 -3 -5 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Can combo from d.5C and 5A.
  • More or less no reason to use this over 6B.
5C
Jotaro5c.png
Casually builds 2 bars in 3 seconds.
Startup Active Recovery Damage Guard
7 5 17 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -4 SP, SU, TA IPS=No Scales=No
Air-UB
  • 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
Jotaro2a.png
Swiped
Startup Active Recovery Damage Guard
3 1 6 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +4 +1 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Hits incredibly low.
  • Can be used for some niche low profile hits, like ducking Hol 5C.
2B
Jotaro2b.png
Shin Buster
Startup Active Recovery Damage Guard
3 2 17 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 SP, SU, TA IPS=No Scales=No
Air-UB
  • 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
Jotaro2c.png
Mash check
Startup Active Recovery Damage Guard
7 2 20 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -5 -17 SP, SU, TA IPS=No Scales=No
Air-UB
  • 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
Jotaro6B.png
Stanky Leg.
Startup Active Recovery Damage Guard
5 5 11 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -6 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Your main Stand Off hitconfirm.
  • Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C.
  • One of Jotaro's best buttons.
6C
Jotaro6c.png
Not even you know if it's coming or not.
Startup Active Recovery Damage Guard
8 3 22 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -19 SP, SU, TA IPS=No Scales=No
Air-UB
  • Not really useful.
  • Can be used for Ora extension or Stand Crushes.
3C
Jotaro3c - 1.png
Jotaro3c - 2.png
Baby's first anti-air
Startup Active Recovery Damage Guard
8 7 24 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -17 SP, SU, TA IPS=No Scales=No
Air-UB
  • Your best Stand Off anti air.
  • Does an amazing amount of Stand Gauge damage.
j.A
JotaroJa.png
j.C, j.C, j.C... Yeah, j.A, let's mix it up a little!
Startup Active Recovery Damage Guard
3 13 - - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 None IPS=No Scales=No
  • Solid air to air.
  • Use j.b instead.
j.B
JotaroJa.png
Practically a sword of justice.
Startup Active Recovery Damage Guard
3 16 - - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 None IPS=No Scales=No
  • Deals more damage and is more active than j.A
  • One of the hardest air-to-airs to contest in the game, very fast and high priority.
  • Great for roundstart after round 1.
j.C
JotaroJc.png
Startup Active Recovery Damage Guard
6 6 - - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 None IPS=No Scales=No
  • Your main Stand Off jump-in.
  • Can cross-up wider characters.

Stand On

s.5A
Jotaros5a.png
Everyone knows you're mashing it, everyone knows they can't stop you
Startup Active Recovery Damage Guard
2 2 2 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 +0 -3 SP, SU, TA IPS=No Scales=Yes
Air-UB
  • Star Platinum jabs extremely fast. Good range but can be ducked under by most if not all characters with Stand Off.
  • Amazing anti-air because of it's speed and height.
  • 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
  • Strong tick throw setup even on whiff.
s.5B
JotaroS5b.png
Did you really just try to approach?
Startup Active Recovery Damage Guard
5 3 11 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -6 SP, SU, TA IPS=No Scales=Yes
Air-UB
  • 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
  • Very strong roundstart, especially as it's whiff cancellable.
s.5C
JotaroS5c.png
"bro i grabbed you wtf"
Startup Active Recovery Damage Guard
7 2 15 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 0 -13 None IPS=No Scales=Yes
Air-UB
  • Slow to come out but covers long range. Cannot be cancelled.
  • Works as a very situational anti-air.
s.cl.5C
JotaroCloseS5c.png
Goated
Startup Active Recovery Damage Guard
5 2 25 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 0 -7 SP, SU IPS=No Scales=Yes
Air-UB
  • Proximity normal.
  • Incredibly plus on hit.
  • 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.
  • Not really used outside of combos.
s.2A
JotaroS2a.png
Not a low :(
Startup Active Recovery Damage Guard
4 3 9 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -4 SP, SU IPS=No Scales=Yes
Air-UB
  • Combos into s.5B, allowing it to be quite a functioning spacing tool against smaller characters.
  • Used when they're low-profiling s.5A.
s.2B
JotaroS2b.png
Is a low :)
Startup Active Recovery Damage Guard
6 2 16 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -7 -12 SP, SU IPS=No Scales=Yes
Air-UB
  • Similar to s.2A.
  • Comes out slower for more damage.
s.2C
JotaroS2c - 1.png
JotaroS2c - 2.png
Jotaros2c - 3.png
CROUCHING FIERCE
Startup Active Recovery Damage Guard
8 6 18 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -7 -20 SP, SU IPS=No Scales=Yes
Air-UB
  • Quite a useful anti air, with a surprisingly functional grounded hitbox for pokes.
  • Starts potent tech chase.
s.2C (Chain ender)
Jotarochains2c.png
Easiest knockdown of my life
Startup Active Recovery Damage Guard
16 5 26 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -20 -19 None IPS=No Scales=No
Air-UB
  • Causes knockdown, used to end autocombos like s.2ABAB s.2C
  • Can grant oki on characters with slower wakeups.
s.6B
Jotaros6b.png
The overhead that is punishable on hit
Startup Active Recovery Damage Guard
25 2 11 - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -10 -15 SP, SU, TA IPS=No Scales=No
Air-UB
  • Terrible move. Use IOH s.j.A instead, or just grab.
  • Only cancellable before it becomes active.
  • Can be used in tandem to set up unblockables, be it on wake up or during pressure, or to have general mix while using tandem. Do note that even in tandem (that isn't maha), Jotaro has to hit the opponent to keep a combo going.
  • Avoid using overall, unless it kills.
s.j.A
JotaroSJa.png
Bonk
Startup Active Recovery Damage Guard
2 2 Until you land - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 SP, SU IPS=No Scales=Yes
  • Your fastest aerial move.
  • Solid IOH. Can be used as a panic option with S+7A
s.j.B
JotaroSJa.png
Bonk v2
Startup Active Recovery Damage Guard
3 2 Until you land - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 SP, SU IPS=No Scales=Yes
  • 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
JotaroSJc - 1.png
JotaroSJc - 2.png
You thought you could tech away?
Startup Active Recovery Damage Guard
5 4 Until you land - High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 +8 SP, SU IPS=No Scales=Yes
  • 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 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • 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.
  • Very strong tick throw setup.
d.5B
Jotaro5B.png
The dashing button middle child
Startup Active Recovery Damage Guard
6 3 12 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -9 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • 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
JotaroD5c.png
Rando Deleter 9000.
Startup Active Recovery Damage Guard
8 3 16 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +11 -2 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • 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.
  • Abusing it on new players is very fun.
d.2A
Jotaro2a.png
Touchin' yo jordans
Startup Active Recovery Damage Guard
7 1 12 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -5 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • 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
Jotaro2b.png
Stand damage go brrrr
Startup Active Recovery Damage Guard
8 2 11 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -17 SP, SU, TA IPS=Yes Scales=No
Air-UB
  • 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
Jotaro2c.png
Good night sweet prince
Startup Active Recovery Damage Guard
12 2 19 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -2 -15 SP, SU, TA IPS=No Scales=No
Air-UB
  • 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
Nobody is happy to be hit by this.
Startup Active Recovery Damage Guard
2 3 13 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Links into s.5A, is easily combo'd into from a jumpin.
  • Similar to s.5A but on the move, useful as a poke, punish, and anti air. Starts IPS but deals more stand damage.
  • Premiere tick throwing tool.
d.s.5B
JotaroS5b.png
Good in theory, not so good in practice
Startup Active Recovery Damage Guard
8 2 19 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -4 -12 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • 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.
  • Use this instead of d.s.5C after a Stand Crash on Iggy.
d.s.5C
JotaroS5c.png
Lmao you got Stand Crashed
Startup Active Recovery Damage Guard
11 3 19 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -3 -16 SP, SU, TA IPS=Yes Scales=Yes
Air-UB
  • Cancellable version of far 5C.
  • Comes out slightly slower but it's a very useful tandem confirm after a stand crash.
d.s.2A
JotaroS2a.png
The 7 hour hitstop.
Startup Active Recovery Damage Guard
4 3 9 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 0 -11 SP, SU, TA IPS=No Scales=No
Air-UB
  • 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 following up with s.236C into knockdown does great damage
  • Surprisingly good tick throw setup.
d.s.2B
JotaroS2b.png
"it's like 2 pixels longer its better than s.d.2a bro"
Startup Active Recovery Damage Guard
6 2 16 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -6 -14 SP, SU, TA IPS=No Scales=No
Air-UB
  • Inferior version of s.d.2A.
  • Can be used in niche oki situations such as midscreen star breaker.
d.s.2C
Jotarochains2c.png
Comedically slow.
Startup Active Recovery Damage Guard
20 5 26 - Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Knockdown -13 -20 None IPS=No Scales=No
Air-UB
  • 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
Ora Ora!
Startup Active Recovery Damage Guard
A=15
B=33
C=13
A=33
B=33
C=33
A=61
B=62
C=61
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=+33
B=+42
C=+42
A=+32
B=+29
C=+29
A=+29
B=+26
C=+26
None IPS=No Scales=No
Air-UB
  • Depending on the button used, Star Platinum travels a longer distance and takes longer to start attacking.
  • Used in the ora extension combo(as it's called by the community), by doing 2b/5c,236x(C version is recommended) after your tandem combo you can increase the damage of your bnbs while also giving you a good bit of meter, the only risk is ips(infinite prevention system) kicking in on the rekkas if you decide to do the regular bnb after the ora extension, despite that, it's still worth going for. 236x takes more time to recover than 214x so you need to add another 2a/5a after jc,5a to continue your combo with stand moves.
  • Your alternative option as a 50/50 okizeme tool on opponents who wake-up too fast/avoid star finger when getting hit, said oki can be used in every character except Iggy, although it's not recommended on characters where star finger oki works. Not as strong as star finger oki due to the low option triggering ips.(more information in the strategy section)
  • The C version is the best, while the A version is the worst.
214X
Jotaro214abc.png
Become the fireball.
Startup Active Recovery Damage Guard
A=15
B=20
C=26
A=2
B=2
C=2
A=61
B=60
C=58
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=+30
B=+34
C=+36
A=+18
B=+18
C=+18
A=+16
B=+16
C=+16
None IPS=No Scales=No
Air-UB
  • 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
Jotaro623abc.png
Mom said it's my turn on the winning.
Startup Active Recovery Damage Guard
28 (Can be held) 3 45 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+41 +43 +18 None IPS=No Scales=No
Air-UB
  • 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.
  • Safe on block 50/50 tool, only punishable by either a Guard Cancel or a well timed pushblock (which you can try and back away from).
  • 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
Jotaro236s.png
Sickest looking move.
Startup Active Recovery Damage Guard
6 2 10 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -7 s.214X IPS=No Scales=No
Air-UB
  • 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.236X (Air OK)
Jotaros236abc - 1.png
Jotaros236abc - 2.png
Jotaros236abc - 3.png
Jotaros236abc - 4.png
I'm pretty decent at Jotaro. I just need to learn to do the rush attack.
Startup Active Recovery Damage Guard
A=7
B=9
C=11
A=11
B=11
C=11
A=18
B=18
C=17
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=Launch
B=Launch
C=Launch
A=-7
B=-2
C=-2
A=-13
B=-13
C=-13
s.214X IPS=No Scales=No
Air-UB
  • Barrage except in Stand On.
  • Can be cancelled into s.214X at any time.
  • Does big boy Stand Gauge damage.
  • You can mash to extend the duration, but there's no reason to except in some combos.
s.214X
Jotaros214abc.png
STAR PLATINU- STAR PLATINU- STAR PLATINU-
Jotarochains2c.png
A ender
Jotaros2c - 3.png
B ender
Jotaros214cender.png
C ender
Startup Active Recovery Damage Guard
A=11
B=15
C=23
A=3
B=3
C=3
A=6
B=5
C=5
- Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
A=-1
B=-1
C=-1
A=-5
B=-5
C=-5
A=-14
B=-14
C=-14
s.214X (ender) IPS=No Scales=No
Air-UB
  • Depending on the button pressed, Star Platinum will cover a longer distance, but the move will also come out slower.
    This special is the ideal combo ender in Stand On for Jotaro and allows him to either launch or cause hard knockdown.
    There are three types of follow-ups which you can perform.
    Note that when done fast enough, you can actually skip the animation of the first attack and instantly perform the follow-up.
  • S214A/B are very good for stand crashing on block (stand crush?), they're fast, relatively safe and do chunks of damage to the stand gauge. Do it on people respecting you too much with their stand out!
  • A Link - Star Platinum does a low kick that causes hard knockdown.
    Your primary combo ender.
    Note that it can be punished by some faster attacks.
    Also, it does no Stand Gauge damage and won't work against characters with Stand On, so make sure you caused a Stand Crash before using it.
  • B Link - Star Platinum delivers a powerful elbow strike that launches the opponent.
    Your safest combo ender.
    Can be useful during blockstrings as it can lead to a Stand Crush.
  • C Link - Star Platinum performs an insanely fast smash that causes the opponent to either instantly hit the ground or to fly into the wall.
    Very risky as it is very punishable on block and does the least damage.
    While it provides hard knockdown in some situations, it's much worse than the A variation.
    Unlike the A version, it turns off the opponent's Stand once it connects.
    The only good thing about this follow up is that when it's done from the A version of s.214X, it will cover a very long distance.
    It also comes out faster than the rest of the follow-ups.
  • The wallbounce from the C ender leads to a ghetto 50/50 with s.662a (low) and forward hop s.j.b (high), hard to see coming and great for closing rounds.
  • s.214X has a bonus follow-up with 623+A/B/C Star Finger but only when starting the string from s.214+A.
    This is mostly useful for frame traps as Star Finger will most likely not combo after any follow-up, except for s.214+A>214+C>623+A/B/C in the corner (combo must be short enough or 214+C will cause hard knockdown).
s.623X
Startup Active Recovery Damage Guard
18
(Can be held)
11 28 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -23 None IPS=No Scales=No
Air-UB
  • Unlike the Stand Off version, Jotaro cannot move while performing this move.
  • While not as useful as the Stand Off version, it can be still used as a combo extension after s.5C (close) and s.d.5C. After this move connects, you can combo with s.5A, although it's quite risky due to IPS.
  • 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.
  • Gimmicky, extremely unsafe on whiff move that's punishable by most of the cast after a well timed pushblock.
  • Has a tendency to trade, even from behind.

Guard Cancel

Stand Off

623X (While blocking)
Jotaro214abc.png
Every time I use this I'm reminded why i don't gc as jot often
Startup Active Recovery Damage Guard
9 2 64 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch +18 -45 None IPS=No Scales=No
Air-UB
  • Its alright but not the best.
  • Can be punished if you follow this up with 5B on hit.

Stand On

s.623X (While blocking)
Jotaros214abc.png
Go back to neutral.
Startup Active Recovery Damage Guard
10 3 28 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -7 -13 None IPS=No Scales=No
Air-UB
  • Pretty fast and can get you out of some strings you don't know how to deal with.

Supers

Stand Off

236AA
Jotaro236aa - 1.png
Jotaro236aa - 2.png
Jotaro236aa - 3.png
Jotaro236aa - 4.png
The 4 hour Jotaro main's favourite move.
Startup Active Recovery Damage Guard
28 94 60 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+185 +159 +154 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.
214AA
Jotaro214aa.png
Grab setup
Startup Active Recovery Damage Guard
14 3 39 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch +25 +14 With S to cancel the attack IPS=No Scales=No
  • This super comes out quick and is very useful as a hitconfirm for some easy damage.
  • Not the most optimal combo ender but it does its job well when you're out of options.
  • This super does not have many invincibility frames, which does not make it a good reversal. This attack can be held to increase its duration while Jotaro can freely move around and attack the opponent.
  • While charging this move, you can tap S to instantly cancel this attack. It can be used to bait the opponent into rolling.
  • This move always causes a Stand Crash once it connects.
  • Although the stand on variant is incredibly strong, the stand off variant has plentiful use. It becomes a strong brute force poke, as it is still rewarding on air hit and block.
  • You can confirm IOHs with the held variant, force AUBs, and even combo into knockdown from it on a Stand Crash.
  • 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.
214S / s.214S (Tandem, can be held)
Jotaro214S.png
Epilepsy warning
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - With S to cancel the attack IPS=Reset Scales=Yes
  • Jotaro points with his finger and enters an 80 frames long 'Super Flash' during which you can input button combinations for your stand to execute.
  • The S button can be held after the 80 frames freeze for additional time to input buttons but it lowers your stand bar meter fast and will release upon reaching zero.
  • When released you will have a small period of invincibility (useful for evading attacks) and your stand will rush out and do the inputs you pressed during tandem 'Super Flash'.
  • Your stand can do any Stand On normal you can do normally, as well as throw out Special Moves and Supers when in tandem.
  • For Jotaro, your most common button combination to do in tandem is 5A>5B>5C any number of times (5 is recommended for most characters). After your tandem ends, you can continue your combo.
  • When you input your combinations, remember that your stand cannot link its 5C attack into 5A, so you have to keep the enemy in hitstun and combo by hitting them in the middle of your stand attacks.
  • You can also use the 5B>5B>2B string as it can combo on its own and will hit any crouching enemies. Alternatively, you can also try 2A>2B>2A>2B>2B.
  • If you have a lot of meter to spend, try performing 236+AA multiple times during a tandem. It leads to some insane damage, though if your opponent is standing you will need to push them far away from the last hit so it doesn't launch them, losing some damge in the process. If the opponent is crouching you don't need to worry about pushing them away.
  • Finally, the best way to end your tandem is with 623+A/B/C. Star Finger is very positive on hit and grants you pretty much any follow-up after the tandem ends.
6 B A 6 S / s.6 B A 6 S
Jotarotimestop.png
Star Platinum, The World!
Startup Active Recovery Damage Guard
73 s.Off
78 s.On
53 extra frames per full bar of meter 152 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Wallbounce (if hit) / 0 (if not hit) - - None Timestop
  • This Super requires at least 3 stocks of super meter to be used.
  • After a very long startup, Jotaro freezes the time, allowing him to freely bash his opponent with whatever attacks as long as his meter does not run out.
  • Time Stop is mostly useless outside of proper Stand Crash combos due to its long startup animation which can be easily punished. It is mostly a stylish super that is only used to show one's skills at the game.
  • If done center, it leads to massive damage, however, do note that all damage dealt during a time stop will be scaled down, therefore time stops done with small amounts of super meter will do smaller amounts of damage.
  • When doing Time Stop, all damage done during frozen time is scaled down, though it does not really matter with Jotaro. S.236A(1) s.234A, 236+AA during time stop will lead to the highest damage while Jotaro's bashing the opponent. Just try to hit the opponent as many times as you can.

Stand On

s.236AA (Air OK)
Jotaros236aa - 1.png
Jotaros236aa - 2.png
Jotaros236aa - 3.png
Jotaros236aa - 4.png
"You know what, fuck it"
Startup Active Recovery Damage Guard
14 61 15 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -1 -1 None IPS=No Scales=No Mid
  • Can be combo'd into from s.5B on most characters.
  • Has invincibility on startup.
  • 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.
  • Can get you punished by a full combo if the opponent times his pushblocks after the first half of the move, since it leaves you open right in their face for a period of time.
  • TBH you probably wanted star breaker but a sideswap made you misinput lol
s.j.236AA
Jotaros236aa - 1.png
Jotaros236aa - 2.png
Jotaros236aa - 3.png
Jotaros236aa - 4.png
What do you mean its punishable on hit?
Startup Active Recovery Damage Guard
1 60 13 (not counting height) - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -10 -4 None IPS=No Scales=No
  • Can be combo'd into from s.j.B/s.j.A
  • Surprisingly good air to air.
  • Don't use it unless you're sure it kills or Stand Crashes.
  • Punishable on hit if used on grounded opponents but safe on hit against airborne ones.
s.214AA
Jotaros214aa.png
Did you really just whiff? That's cringe bro.
Startup Active Recovery Damage Guard
7 11 18 - Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -3 -20 Into itself IPS=No Scales=No
  • Star Platinum moves its arm back and charges up for a powerful flashy strike.
  • This version of the super comes out slightly slower, meaning that it's impossible to combo into it from Jotaro's light and medium attacks in Stand On (unless they caused a Stand Crash), it can still comboed into from s.5c(close) and d.s.5c.
  • It has FAR more invincibility frames and covers more range, turning it into one of the best long-range punish tools in the game.
  • It can also be canceled with the S button to bait rolls/avoid a punish on block.
  • This move always causes a Stand Crash once it connects.
  • On Stand Crash against airborne opponents, most of the time it will not wallbounce and let you juggle them further.

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