User:Zeta/sandbox: Difference between revisions

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{{MoveData
{{MoveData
|image=Jotaro5a.png|frameless
|image=Jotaro5a.png|frameless
|name=5A
|input=5A
|data=
|data=
   {{AttackData-HFTF
   {{AttackData-HFTF
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   |pushblock=+2
   |pushblock=+2
   |guard=Mid
   |guard=Mid
   |damage=4
   |damage=5
   |standdamage=3
   |standdamage=3
   |cancel=SP, SU, TA
   |cancel=SP, SU, TA
   |description=
   |description=
Fast, safe jab. Primarily used in combos and as a close-range poke. Because it doesn't hit as high as other characters' jabs, trying to use it as an emergency anti-air can be awkward, but possible. Really good move, but [[#s5a|you have better options.]]
Fast, safe jab. Primarily used in combos and as a close-range poke. Non-standard hitbox allows it to hit most crouching characters, but trying to use it as an emergency anti-air can be awkward.  
   |ips=Yes
   |ips=Yes
   |scaling=yes
   |scaling=yes
Line 72: Line 72:
   |meterwhiff=5
   |meterwhiff=5
   |meterhit=6
   |meterhit=6
  }}
}}
{{MoveData
|image=Jotaro5a.png|frameless
|input=d.5A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=4
  |recovery=6
  |hit=+2
  |block=+1
  |pushblock=-2
  |guard=Mid
  |damage=4
  |standdamage=3
  |cancel=SP, SU, TA
  |description=
Very similar to 5A, albeit with slightly different frame data. Can be highly rewarding if it hits late into its active frames, as it allows it to link into 5A for a full conversion.
  |ips=Yes
  |scaling=yes
  |meterwhiff=3
  |meterhit=4
   }}
   }}
}}
}}

Revision as of 15:21, 18 January 2025

Normals

Stand OFF

5A
Jotaro5a.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
3 3 3 5 3 Mid +6 +5 +2

Fast, safe jab. Primarily used in combos and as a close-range poke. Non-standard hitbox allows it to hit most crouching characters, but trying to use it as an emergency anti-air can be awkward.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA Yes yes 0 4
5C
Jotaro5c.png
Or-Orah! Or-Orah!
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7 5 17 7, 4 8×2 Mid -3 -4 -4

Despite not being very useful as a poke, this move is surprisingly good as an anti-air for jump-ins that are further away. Hits twice. Can combo into 236X.

  • Repeatedly whiffing 5C xx 236S builds meter quickly.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA No No 5 6×2
2C
Jotaro2c.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7 2 20 12 20 Low Knockdown -5 -17

Sweep with respectable range. Has a lot of recovery and enlarges your hurtbox, so it's quite dangerous to whiff.

  • Using it to end combos lets you set up your best oki against characters with fast wakeups such as text-middle Avdol or text-middle Vanilla Ice .
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA No No 5 6
d.5A
Jotaro5a.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
2 4 6 4 3 Mid +2 +1 -2

Very similar to 5A, albeit with slightly different frame data. Can be highly rewarding if it hits late into its active frames, as it allows it to link into 5A for a full conversion.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA Yes yes 3 4
j.C
JotaroJc.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
6 6 Until Landing 9 5 High +12 +11 +8

Jotaro's main jumpin button in Stand OFF, and a great one at that. Despite not looking very threatening this move can be surprisingly tricky to antiair, especially on shallow jumps. Occasionally crosses up some wider characters.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None No No 5 6

Stand On

s.5A
Jotaros5a.png
Everyone knows you're mashing it, everyone knows they can't stop you
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
2 2 12 5 4 Mid +1 +0 -3

Contender for one of the best normals in the game. Extremely fast, strong hitbox in spite of being susceptible to low profile, and the reward on hit can range from a knockdown into 50/50 to near ToD combos. The lightning-fast startup lends itself to great uses both in offense and defense. Truly a jab befitting Star Platinum.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA No Yes 3 4
s.6B
Jotaros6b.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
25 2 11 6 12 High -8 -10 -15

Not useful. Slow to come out and quite disadvantageous even on hit so it's likely to get punished unless it kills. If an overhead is desperately needed, just use an IOH s.j.A instead since it's much faster.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA No No 4 5
s.j.A
JotaroSJa.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
2 2 Until Landing 6 12 High +12 +11 +8

Excellent all-around air button. Extremely fast and hits from surprisingly far away, so it's great in nearly any aerial interaction except techchasing, where s.j.C is better. The angle of the punch makes it a very effective IOH, though the reward isn't great.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU No Yes 3 4

Universal Mechanics

Stand OFF

Throw
6/4C
HFTF-jotaro-throw.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
1 1 Total 49 16 - Throw Launch - -

Standard throw. Doesn't do anything exceptional, but it doesn't need to.

  • Can be punished by some characters if thrown into the corner.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - No No 0 0


Stand Activation Attack
236S
Jotaros214cender.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
6 2 25 [11] 12 24 Mid -11 [+4] -12 [+2] -19 [-5]

Excellent conversion tool that lets you transition nearly and Stand OFF normal into a combo. Uniquely, can be cancelled into s.214X as part of your BnB, but not very remarkable otherwise.

  • Can be cancelled into s.214X at any point.
  • Repeatedly whiffing 5C xx 236S builds meter very quickly.
  • Data in brackets indicates values on walk cancel.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.214X No No 8 8


Guard Cancel
623X while blocking
Jotaro214abc.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
9-14 3 Total 15 [0] 16 - Mid Launch +18 -45

A solid guard cancel that can get you out of tight spots in a pinch. Not particularly noteworthy, but exercise caution when using it as having it baited will result in Star Finger.

  • Data in brackets indicates Star Platinum's recovery.
  • Star Platinum becomes usable 60 frames after recovering.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
1-9 Full None No No 0 8


Roll
ABC
HFTF-jotaro-roll.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
1 - Total 36 - - - - - -

An exceptional roll and a big part of what makes fighting Jotaro so frustrating. The roll itself is average in terms of speed, but it's possible to extend the iframes by up to 11 frames by standing still after the roll is finished. This stand-still period can be interrupted at any time with any action other than standing, which allows Jotaro to bait out punish attempts. Just don't get grabbed.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
1-36 + 3 Strike, 22 stand-still None - - - -

Stand ON

Throw
6/4C
HFTF-jotaro-throw.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
1 1 Total 49 16 - Throw Launch - -

Identical to the Stand OFF version.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - No No 0 0


Guard Cancel
623X while blocking
Jotaro214abc.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
13 3 23 8 16 Mid Launch -10 -16

Very similar to the Stand OFF Guard Cancel, but Jotaro moves together with Star Platinum. Slightly more consistent than the former for this reason.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
1-9 Full None No No 0 8

Specials

Stand OFF

Blazing Strike
214A/B/C
Jotaro214abc.png
214A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14-18 2 15 Total [0] 10 20 Mid +30-35 +17-22 +17-21
214B
14-20 2 15 Total [0] 10 20 Mid +30-41 +17-24 +17-24
214C
18-26 2 15 Total [0] 10 20 Mid +30-47 +21-30 +17-21

Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.

  • Data in brackets indicates Star Platinum's recovery.
  • Star Platinum becomes usable 60 frames after it recovers.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - No No 5(A) 6(B) 7(C) 5(A) 6(B) 7(C)
Star Finger
623A/B/C
Jotaro623abc.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
21+7 3 15 Total [28] 11 22 Mid - - -

Star Platinum pulls back its arm to charge an attack. Holding the button delays the attack while Jotaro is free to act, making this a powerful setup tool. Most combos that end in knockdowns will be followed up with setting up this move so Jotaro can meaty the opponent with either a 6B for a low or a rising j.C for an IOH before releasing Star Finger to convert into another combo into a knockdown. While this move isn't limited to oki, using it in neutral or pressure situations is quite risky as Jotaro can't block while his Stand is out.

  • Data in brackets indicates Star Platinum's recovery.
  • Star Platinum becomes usable 20 frames after it recovers.
  • Fully charging the move makes it unblockable, but the charge time is so long that this is pretty much impossible to apply.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None No No 8 9

Stand On

Blazing Fists
s.236A/B/C
HFTF-jotaro-s236x.png
Jotaros236abc - 1.png
Jotaros236abc - 2.png
Jotaros236abc - 3.png
Jotaros236abc - 4.png
Show Hitboxes
Hide Hitboxes
s.236A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7 11-62 19 12, 3×N, 3 24, 6xN, 6 Mid Launch (last hit) -7 -16
s.236B
9 11-62 19 12, 3×N, 3 24, 6xN, 6 Mid Launch (last hit) -7 -16
s.236C
11 11-62 19 12, 3×N, 3 24, 6xN, 6 Mid Launch (last hit) -7 -16

Star Platinum unleashes a barrage of punches similar to the Stand OFF version, but Jotaro moves together with Star Platinum. This move is a big reason why Jotaro is so good at breaking Stands due to this move being very easy to combo into and dealing very high Stand damage. Cancels into your s.214X Rekka, which forms the basis of your BnB.

  • Button used affects Jotaro's movement during the move: A is stationary, B moves forward slowly and C moves faster.
  • Does three hits by default, though mashing extends move with more hits.
  • Can be cancelled into s.214X at any point.
  • Adv. on block/pushblock is assuming the last hit whiffs.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.214X No No 8 8, 2×N, 8
Air Blazing Fists
s.j.236A/B/C
HFTF-jotaro-sj236x.png
Jotaros236abc - 1.png
Jotaros236abc - 2.png
Jotaros236abc - 3.png
Jotaros236abc - 4.png
Show Hitboxes
Hide Hitboxes
s.j.236A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7 17-62 Until Landing + 12 4×N 8×N Mid -2 at best - -
s.j.236B
9 17-62 Until Landing + 12 4×N 8×N Mid -2 at best - -
s.j.236C
11 17-62 Until Landing + 12 4×N 8×N Mid -2 at best - -

Pretty much s.236X but in the air and a lot less useful. Doesn't have any use in combos, pressure, neutral or okizeme. Very punishable too - 12 frames of landing recovery makes it quite unsafe and even in the best case scenario you'll usually have to give up your turn. The move does let you control your air movement while it's active, but it's hard to get any good use from this.

  • Button used affects Jotaro's movement during the startup: A is stationary, B moves forward and C moves further.
  • Does three hits by default, though mashing extends move with more hits.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - No No 2 2×N


Blazing Strike
s.214X
Jotaros214abc.png
s.214A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
9-11 3 19 16 32 Mid -2 -6 -17
s.214B
11-15 3 19 16 32 Mid -2 -6 -17
s.214C
18-23 3 19 16 32 Mid -2 -6 -17

Jotaro follows Star Platinum as it delivers a rushing punch. Jotaro's most common combo ender, as its followups can either knock down for oki or launch for a techchase, both of which he excels at. Dangerous to throw out on block because it's very punishable if pushblocked, but the ludicrous Stand Damage can make this an enticing option regardless: breaking the opponent's Stand with this move can open up extremely damaging extensions.

  • Version used determines startup and distance traveled.
  • Can be Cancelled into enders during recovery.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.214X Ender No No 5(A) 6(B) 7(C) 5(A) 6(B) 7(C)

If s.214A is used to start the Rekka, the enders gain the ability to be cancelled into s.623X.

A Ender
s.214X > 214A
Jotarochains2c.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
11-13 5 25 6 0 Low Knockdown -13 -32

Low kick that knocks down. Recovers fast enough to turn off your Stand and set up Star Finger, making this your ideal combo ender against most characters. Make sure to confirm your hit before canceling into this, as it's extremely punishable on pushblock.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.623X (see s.214X notes) No No 4 4
B Ender
s.214X > 214B
Jotaros2c - 3.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
11-15 6 22 6 20 Mid Unscaled Launch -10 -23

Uppercut followup that looks similar to s.2C. Launches opponents up to set up Jotaro's powerful techchasing. Preferred over the A Ender if the opponent's Stand is ON or if a techchase would be better than knockdown, such as against characters like text-middle Alessi or text-middle Rubber Soul . Unsafe on block, but the high Stand damage can score Stand Crushes if their gauge is low.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.623X (see s.214X notes) No No 5 6
C Ender
s.214X > 214C
Jotaros214cender.png
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7-14 3 32 6 0 Mid OFFscreen Launch -35 -54

Probably the least useful ender. It's very fast, but doesn't deal very much damage and doesn't put Jotaro in any significant advantage after. Forcefully disables the opponent's Stand, but Jotaro's Stand damage is already so high that by the time you combo into this move they've probably already been Stand Crashed. This move can reach near-fullscreen very quickly, but the potential uses for this are dubious at best.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None s.623X (see s.214X notes) No No 4 4

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 Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
28 94 60 - - Mid +185 +159 +154
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None - - - -
214AA
Jotaro214aa.png
Grab setup
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14 3 39 - - Mid Launch +25 +14
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None With S to cancel the attack - - - -
214S / s.214S (Tandem, can be held)
Jotaro214S.png
Epilepsy warning
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
- - - - - - - - -
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None With S to cancel the attack - - - -
6 B A 6 S / s.6 B A 6 S
Jotarotimestop.png
Star Platinum, The World!
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
73 s.OFF
78 s.On
53 extra frames per full bar of meter 152 - - - Wallbounce (if hit) / 0 (if not hit) - -
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None - - - -

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 Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14 61 15 - - Mid Launch -1 -1
  • 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
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None - - - -
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 Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
1 60 13 (not counting height) - - Mid -7 -10 -4
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None None - - - -
s.214AA
Jotaros214aa.png
Did you really just whiff? That's cringe bro.
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
7 11 18 - - Mid Launch -3 -20
  • 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.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None Into itself - - - -

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph