User:KojoB/ASBR Jotaro Guide
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Quick Guide
For new players, Jotaro is a great character to start with due to his relatively simple moveset with high-damaging attacks. A lot of his playstyle consists of keepng constant pressure on the opponent. Despite canonically thriving in close-range encounters, Jotaro in ASBR is optimally played at a mid-range when his Stand is active, thanks to his far-reaching attacks. A key part of playing Jotaro is understanding when to have Star Platinum either active or not, as Jotaro has useful User Mode tools as well as for Stand Mode.
Combos are easy to set-up for Jotaro, with Star Finger being one of his strongest tools due to it being unblockable and spinning the opponent towards him. Furthermore, his I stopped time... skill provides an easy reset and sets up opponents nicely to be comboed. His move priority and previously-mentioned range also make it difficult for opponent's to escape his attacks, and he and Star Platinum's big figures dominate space on the battlefield, making it very hard for opponents to jump in on him. He is also just as effective when attempting to jump on others, with wide-reaching jump attacks.
However, his giant hitboxes also prove to be one of his greatest weaknesses as he also becomes easy to hit. He also lacks the tools to reliably beat characters that can zone him out, which isn't helped by the fairly long wind-up of his Star Finger and Beat in a single breath! skills. Also, Jotaro's reliance on his Heart Heat Gauge to use his strongest tools, and his lack of ways to recharge it manually, limits his options when his HHG meter is low. That all being said, if Jotaro can manage to get up close to his opponent, there are few characters which can effectively deal with him.
Combos
Easy Beat
The game's Easy Beat mechanic allows Jotaro to easily execute simple combos simply by pressing repeatedly on an opponent. The following inputs show the buttons that would normally have to be pressed to execute such a combo:
Jotaro uses his 3 normal standing attacks in order, before following up with his ORA, ORA! skill. This can then lead into a Heart Heat Attack or Great Heat Attack depending on how many bars of his Heart Heat Gauge are filled.
Damage: 130 (without HHA or GHA)
Jotaro uses his 3 normal standing Stand attacks in order, before following up with his ORA, ORA! skill. This can then lead into a Heart Heat Attack or Great Heat Attack depending on how many bars of his Heart Heat Gauge are filled.
Damage: 144 (without HHA or GHA)
Custom
The following are for those looking to learn some recommended Jotaro combos.
Jotaro uses his 3 normal standing attacks in order, before following up with his Back off. skill and finishing with a My Stand will be the judge! skill.
Damage: 154
Jotaro uses his 3 normal standing attacks in order, before following up with his Back off. skill, then switching into Stand Mode and catching the opponent with a landing attack. He then executes 3 normal standing Stand attacks in order, continuing into his ORA, ORA! skill followed by a forward attack. If there is enough HH gauge charged, this can then be finished with a Heart Heat Attack. Otherwise, his ORA, ORA! skill can be used instead of its variant.
Damage: 290 / 392 with HHA