User:Zeta/sandbox: Difference between revisions

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{{Character Subnav HFTF|name=Jotaro}}
=Normals=
===Stand OFF===
{{MoveData
|image=Jotaro5a.png|frameless
|input=5A
|data=
  {{AttackData-HFTF
  |startup=3
  |active=3
  |recovery=3
  |hit=+6
  |block=+5
  |pushblock=+2
  |guard=Mid
  |damage=5
  |standdamage=3
  |cancel=SP, SU, TA
  |description=
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
  |scaling=yes
  |meterwhiff=0
  |meterhit=4
  }}
}}
<br>
{{MoveData
|image=Jotaro5c.png|frameless
|input=5C
|caption= Or-Orah! Or-Orah!
|data=
  {{AttackData-HFTF
  |startup=7
  |active=1, 4
  |recovery=17
  |hit=-3
  |block=-4
  |pushblock=-4
  |guard=Mid
  |damage=7, 4
  |standdamage=8×2
  |cancel=SP, SU, TA
  |description=
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.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6×2
  }}
}}
<br>
{{MoveData
|image=Jotaro2c.png|frameless
|input=2C
|data=
  {{AttackData-HFTF
  |startup=7
  |active=2
  |recovery=20
  |hit=Knockdown
  |block=-5
  |pushblock=-17
  |guard=Low
  |damage=12
  |standdamage=20
  |cancel=SP, SU, TA
  |description=
  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 {{CharacterLabel-HFTF|Avdol}} or {{CharacterLabel-HFTF|Vanilla Ice}}.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
<br>
{{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
  }}
}}
<br>
{{MoveData
|image=JotaroJc.png|frameless
|input=j.C
|data=
  {{AttackData-HFTF
  |startup=6
  |active=6
  |recovery=Until Landing
  |hit=+12
  |block=+11
  |pushblock=+8
  |guard=High
  |damage=9
  |standdamage=5
  |cancel=None
  |properties=IPS=No Scales=No
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
<br>


===Stand On===
{{anchor|s5a}}
{{MoveData
|image=Jotaros5a.png|frameless
|caption=Everyone knows you're mashing it, '''everyone knows they can't stop you'''
|input=s.5A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=2
  |recovery=12
  |hit=+1
  |block=+0
  |pushblock=-3
  |guard=Mid
  |damage=5
  |standdamage=4
  |cancel=SP, SU, TA
  |description=
  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.
  |ips=No
  |scaling=Yes
  |meterwhiff=3
  |meterhit=4
  }}
}}
<br>
{{MoveData
|image=Jotaros6b.png|frameless
|input=s.6B
|data=
  {{AttackData-HFTF
  |startup=25
  |active=2
  |recovery=11
  |hit=-8
  |block=-10
  |pushblock=-15
  |guard=High
  |damage=6
  |standdamage=12
  |cancel=SP, SU, TA
  |properties=IPS=No Scales=No <br>Air-UB
  |description=
  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.
  |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=5
  }}
}}
<br>
{{MoveData
|image=JotaroSJa.png|frameless
|input=s.j.A
|data=
  {{AttackData-HFTF
  |startup=2
  |active=2
  |recovery=Until Landing
  |hit=+12
  |block=+11
  |pushblock=+8
  |guard=High
  |damage=6
  |standdamage=12
  |cancel=SP, SU
  |properties=IPS=No Scales=Yes
  |description=
  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.
  |ips=No
  |scaling=Yes
  |meterwhiff=3
  |meterhit=4
  }}
}}
<br>
====Chain Combos====
<br>
{{MoveData
|image=Jotarochains2c.png|frameless
|name=s.2C (Chain Ender)
|input=s.2ABAB > C <br> s.5AB > 2C
|data=
  {{AttackData-HFTF
  |startup=16
  |active=5
  |recovery=26
  |hit=Knockdown
  |block=-20
  |pushblock=-19
  |guard=Low
  |damage=12
  |standdamage=4
  |cancel=None
  |version=s.2ABAB > C
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.5AB > 2C
  |startup=20
  |active=5
  |recovery=26
  |hit=Knockdown
  |block=-20
  |pushblock=-19
  |guard=Low
  |damage=12
  |standdamage=22
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description=
Causes knockdown, but the long recovery makes the potential followup oki mediocre.
*When done out of s.5AB > 2C, the last hit will not combo.
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: left"
{{!}}+ Frame Advantage Chart
! style = "width=40%" {{!}} {{Tooltip | text=Character | hovertext=Character.}}
! style = "width=20%" {{!}} {{Tooltip | text=Adv. | hovertext=How much earlier you can move while the opponent is knocked down.}}
! style = "width=40%" {{!}} {{Tooltip | text=Oki | hovertext=What Okizeme option works on this character.}}
{{!}}-
{{!}} {{CharacterLabel-HFTF|Old Joseph}}
{{!}} +1000
{{!}} Timestop
{{!}}-
{{!}} {{CharacterLabel-HFTF| Polnareff}}
{{!}} +22
{{!}} Star Finger
{{!}}-
{{!}} {{CharacterLabel-HFTF| Rubber Soul}}
{{!}} -700
{{!}} Eat a GC
{{!}}}
  |meterhit=3/6
  |meterwhiff=3/5
  |scaling=No
  |ips=No
  |additionalinfo=The first meter values are for s.2ABAB > C, while the second values are for s.5AB > C
  }}
}}
<br>
=Universal Mechanics=
===Stand OFF===
{{MoveData
|image=HFTF-jotaro-throw.png|frameless
|name=Throw
|input=6/4C
|data=
  {{AttackData-HFTF
  |startup=1
  |active=1
  |recovery=Total 49
  |hit=Launch
  |block=-
  |pushblock=-
  |guard=Throw
  |damage=16
  |standdamage=-
  |cancel=-
  |description=Standard throw. Doesn't do anything exceptional, but it doesn't need to.
*Can be punished by some characters if thrown into the corner.
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=0
  }}
}}
<br>
{{MoveData
|image=Jotaros214cender.png|frameless
|name=Stand Activation Attack
|input=236S
|data=
  {{AttackData-HFTF
  |startup=6
  |active=2
  |recovery=25 [11]
  |hit=-11 [+4]
  |block=-12 [+2]
  |pushblock=-19 [-5]
  |guard=Mid
  |damage=12
  |standdamage=24
  |cancel=s.214X
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=8
  }}
}}
<br>
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Guard Cancel
|input=623X while blocking
|data=
  {{AttackData-HFTF
  |startup=9-14
  |active=3
  |recovery=Total 15 [0]
  |hit=Launch
  |block=+18
  |pushblock=-45
  |guard=Mid
  |damage=8
  |damage=16
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description= 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.
  |invuln=1-9 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=8
  }}
}}
<br>
{{MoveData
|image=HFTF-jotaro-roll.png|frameless
|name=Roll
|input=ABC
|data=
  {{AttackData-HFTF
  |startup=1
  |active=
  |recovery=Total 36
  |block=-
  |damage=
  |cancel=None
  |guard=-
  |description=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.
  |invuln=1-36 + 3 Strike, 22 stand-still
  }}
}}
<br>
===Stand ON===
{{MoveData
|image=HFTF-jotaro-throw.png|frameless
|name=Throw
|input=6/4C
|data=
  {{AttackData-HFTF
  |startup=1
  |active=1
  |recovery=Total 49
  |hit=Launch
  |block=-
  |pushblock=-
  |guard=Throw
  |damage=16
  |standdamage=-
  |cancel=-
  |description=Identical to the Stand OFF version.
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=0
  }}
}}
<br>
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Guard Cancel
|input=623X while blocking
|data=
  {{AttackData-HFTF
  |startup=13
  |active=3
  |recovery=23
  |hit=Launch
  |block=-10
  |pushblock=-16
  |guard=Mid
  |damage=8
  |standdamage=16
  |cancel=None
  |properties=IPS=No Scales=No <br>Air-UB
  |description= Very similar to the Stand OFF Guard Cancel, but Jotaro moves together with Star Platinum. Slightly more consistent than the former for this reason.
  |invuln=1-9 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=8
  }}
}}
<br>
=Specials=
===Stand OFF===
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Blazing Strike
|input=214A/B/C
|data=
  {{AttackData-HFTF
  |version=214A
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-35
  |block=+17-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |standdamage=20
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=214B
  |startup=14-20
  |active=2
  |recovery=15 Total [0]
  |hit=+30-41
  |block=+17-24
  |pushblock=+17-24
  |guard=Mid
  |damage=10
  |standdamage=20
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=214C
  |startup=18-26
  |active=2
  |recovery=15 Total [0]
  |hit=+30-47
  |block=+21-30
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |standdamage=20
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=5(A) 6(B) 7(C)
  |meterhit=5(A) 6(B) 7(C)
  |additionalinfo=
  }}
}}
<br>
{{MoveData
|image=Jotaro623abc.png|frameless
|name=Star Finger
|input=623A/B/C
|data=
  {{AttackData-HFTF
  |startup=21+7
  |active=3
  |recovery=15 Total [28]
  |hit=
  |block=
  |pushblock=
  |guard=Mid
  |damage=11
  |standdamage=22
  |cancel=None
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=9
  }}
}}
<br>
===Stand On===
{{MoveData
|image=HFTF-jotaro-s236x.png|frameless
|hitbox=Jotaros236abc - 1.png|frameless
|hitbox2=Jotaros236abc - 2.png|frameless
|hitbox3=Jotaros236abc - 3.png|frameless
|hitbox4=Jotaros236abc - 4.png|frameless
|name=Blazing Fists
|input=s.236A/B/C
|data=
  {{AttackData-HFTF
  |version=s.236A
  |startup=7
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.236B
  |startup=9
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.236C
  |startup=11
  |active=11-62
  |recovery=19
  |hit=Launch (last hit)
  |block=-7
  |pushblock=-16
  |guard=Mid
  |damage=12, 3×N, 3
  |standdamage=24, 6xN, 6
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=8
  |meterhit=8, 2×N, 8
  |cancel=s.214X
  }}
}}
{{MoveData
|image=HFTF-jotaro-sj236x.png|frameless
|hitbox=Jotaros236abc - 1.png|frameless
|hitbox2=Jotaros236abc - 2.png|frameless
|hitbox3=Jotaros236abc - 3.png|frameless
|hitbox4=Jotaros236abc - 4.png|frameless
|name=Air Blazing Fists
|input=s.j.236A/B/C
|data=
  {{AttackData-HFTF
  |version=s.j.236A
  |startup=7
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.j.236B
  |startup=9
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=s.j.236C
  |startup=11
  |active=17-62
  |recovery=Until Landing + 12
  |hit=-2 at best
  |block=-
  |pushblock=-
  |guard=Mid
  |damage=4×N
  |standdamage=8×N
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=2
  |meterhit=2×N
  }}
}}
<br>
{{MoveData
|image=Jotaros214abc.png|frameless
|name=Blazing Strike
|input=s.214X
|data=
  {{AttackData-HFTF
  |version=s.214A
  |startup=9-11
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  }}
  {{AttackData-HFTF
  |version=s.214B
  |noheader=y
  |startup=11-15
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  }}
  {{AttackData-HFTF
  |version=s.214C
  |noheader=y
  |startup=18-23
  |active=3
  |recovery=19
  |hit=-2
  |block=-6
  |pushblock=-17
  |guard=Mid
  |damage=16
  |standdamage=32
  |cancel=s.214X Ender
  |description=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.
  |additionalinfo=If s.214A is used to start the Rekka, the enders gain the ability to be cancelled into s.623X.
  |ips=No
  |scaling=No
  |meterwhiff=5(A) 6(B) 7(C)
  |meterhit=5(A) 6(B) 7(C)
  }}
}}
{{MoveData
|image=Jotarochains2c.png|frameless
|name=A Ender
|input=s.214X > 214A
|data=
  {{AttackData-HFTF
  |startup=11-13
  |active=5
  |recovery=25
  |hit=Knockdown
  |block=-13
  |pushblock=-32
  |guard=Low
  |damage=6
  |standdamage=0
  |cancel=s.623X (see s.214X notes)
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=4
  }}
}}
{{MoveData
|image=Jotaros2c_-_3.png|frameless
|name=B Ender
|input=s.214X > 214B
|data=
  {{AttackData-HFTF
  |startup=11-15
  |active=6
  |recovery=22
  |hit=Unscaled Launch
  |block=-10
  |pushblock=-23
  |guard=Mid
  |damage=6
  |standdamage=20
  |cancel=s.623X (see s.214X notes)
  |description=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 {{CharacterLabel-HFTF|Alessi}} or {{CharacterLabel-HFTF|Rubber Soul}}. Unsafe on block, but the high Stand damage can score Stand Crushes if their gauge is low.
  |ips=No
  |scaling=No
  |meterwhiff=5
  |meterhit=6
  }}
}}
{{MoveData
|image=Jotaros214cender.png|frameless
|name=C Ender
|input=s.214X > 214C
|data=
  {{AttackData-HFTF
  |startup=7-14
  |active=3
  |recovery=32
  |hit=OFFscreen Launch
  |block=-35
  |pushblock=-54
  |guard=Mid
  |damage=6
  |standdamage=0
  |cancel=s.623X (see s.214X notes)
  |description=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.
  |ips=No
  |scaling=No
  |meterwhiff=4
  |meterhit=4
  }}
}}
<br>
=Super Moves=
===Tandem===
{{MoveData
|image=Jotaro214S.png|frameless
|name=Tandem
|input=214S / s.214S
|data=
  {{AttackData-HFTF
  |startup= 5
  |active=(80 Flash)
  |recovery= Total 8
  |hit= -
  |block=
  |pushblock=
  |guard=-
  |damage= -
  |cancel=S to cancel
  |description=Jotaro poses while the game freezes and the screen begins flashing. During this period, you can input a series of actions which will be performed in sequence by Star Platinum once the flashing ends.
Tandems are extremely powerful regardless of the character they're attached to and Jotaro is no exception. It's possible to route into Tandem from most of your standard BnBs, though it's usually easier in Stand OFF. Combining Tandem's extreme invulnerability with Jotaro's extremely lenient post-roll invincibility lets him bully his way through almost anything.
* While it's active, all meter gain is disabled and damage is scaled very harshly.
* Resets IPS.
* The input window can be extended by holding S after the flash. The Stand Gauge will be drained at a rate of 1 point/frame.
* The attack portion can be cancelled by pressing S.
  |invuln=5+18, 17 on release
  }}
}}
<br>
===Stand OFF===
{{MoveData
|image=Jotaro236aa - 1.png|frameless
|hitbox=Jotaro236aa - 1.png|frameless
|hitbox2=Jotaro236aa - 2.png|frameless
|hitbox3=Jotaro236aa - 3.png|frameless
|hitbox4=Jotaro236aa - 4.png|frameless
|name=Jaguar Varied Assault
|input=236AA
|data=
  {{AttackData-HFTF
  |startup=14+15
  |active=94
  |recovery=14 Total [1]
  |hit=Launch (Last Hit)
  |block=+159
  |pushblock=+154
  |guard=Mid
  |damage=1×32
  |standdamage=2
  |cancel=None
  |description=
  Jotaro calls out Star Platinum to do an extended version of its 236X special. Interesting super move with some unique use cases, but it really shines when used as a combo piece. Due to each hit having 1 base damage, this super will do high damage regardless of combo scaling, the opponent's defense or guts. However, the long startup requires unique routing to combo into it. Advanced players can manipulate the opponent and Star Platinum's spacing to force the last hit to whiff, allowing them to combo out of this super. <br>
While the frame advantage on block seems enticing, this super is extremely easy to Guard Cancel and thus can't be used to effectively force your turn.
* Resets IPS.
* Data in brackets indicates Star Platinum's recovery.
* Star Platinum becomes usable 60 frames after recovering.
  |meterhit=0
  |meterwhiff=0
  |ips=Reset
  |scaling=Yes
  }}
}}
<br>
{{MoveData
|image=Jotarotimestop.png|frameless
|name=Star Platinum: The World!
|input=6 B A 6 S
|data=
  {{AttackData-HFTF
  |startup=6+67
  |active=53 frames per 1 meter
  |recovery=112 Total
  |hit=Offscreen Launch
  |block=
  |pushblock=
  |guard=Unblockable
  |damage=
  |cancel=
  |description=
Requires at least 3 bars. <br>
After a lengthy startup animation, Jotaro calls out Star Platinum to stop time.
Very cool, but unfortunately not very good. The extremely slow startup makes it very, very punishable unless properly set up by combining a Stand Crash with a knockdown to force the opponent into it. The hefty meter cost is also a factor, as Jotaro gets a lot of value out of his 1-bar Super Moves. Even when you are able to stop time, unless you have a lot of meter stocked the return on investment generally won't be worth it.
* While active, all damage is scaled by half.
* When {{CharacterLabel-HFTF|Dio}}, {{CharacterLabel-HFTF|Shadow Dio}} or {{CharacterLabel-HFTF|Jotaro}} use their own Time Stop supers, you can input this move to "invade" their timestop without needing to go through the lengthy animation. This also foregoes the usual 3-bar minimum, though you'll still need at least 1 bar of meter.
  }}
}}
<br>
===Stand On===
{{MoveData
|image=Jotaros214aa.png
|name=Star Breaker
|input=s.214AA
|data=
  {{AttackData-HFTF
  |startup=11+(3-11)+Charge
  |active=4
  |recovery=35
  |hit=Offscreen Launch*
  |block=-3
  |pushblock=-20
  |guard=Mid
  |damage=38
  |standdamage=Forced !SC (0)
  |cancel=S during charge
  |description=
Star Platinum moves winds up and charges for a very powerful strike.
The reason fighting a Jotaro with meter is so scary. Extremely fast, hits from far away, does a ton of damage and is covered in iframes. One wrong move from the opponent and they can expect to eat a Star Breaker. If that wasn't enough, Jotaro can both charge and feint out of this super completely, negating a lot of the risk associated with moves like this.
*On an air Stand Crash, the Offscreen Launch doesn't happen which allows Jotaro to follow up with a short combo.
*When fully charged, Star Platinum begins flashing to indicate that the super is now unblockable. This is pretty much completely useless due to the obscene charge time.
  |invuln=1-22 Full
  |ips=No
  |scaling=No
  |meterwhiff=0
  |meterhit=0
  }}
}}
=Navigation=
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]

Revision as of 09:08, 19 January 2025