Jotaro Combos
Beginner Combos
Stand OFF 236S ConfirmHow Jotaro gets his knockdowns Basic
Stand ON Rekka ConfirmHow to turn Jotaro's strong Stand ON normals into a knockdown Basic
Core Combos
Basic Stand ON !SC ComboThe reason it's so scary to play Stand ON vs. Jotaro Basic
- In a pinch, you can consider following through with this string even on block, as fully depleting the opponent's Stand Gauge while they're blocking gives you even more time to kill them with a combo of your choosing. However, s.214X is fairly unsafe on block, so weigh the risks carefully.
Stand OFF BnBWhere the real damage comes from Intermediate
- You may find it's easier to negative edge 6B xx 214B like so: 6[B] xx 214]B[.
- It's vital that you hyperhop before doing j.C. You may find that sometimes a regular jump will suffice, but this is very inconsistent so it's better to always hyperhop.
The two main ways you'll follow up on this extension is by canceling into 236S to end the combo or extend it further using Tandem (214S). Both of these require Star Platinum to have disappeared after recovering from 214B, so adjust your timing accordingly.
Miscellaneous Combos
The BBC LinkNo BBC = Anger Advanced
This combo abuses the fact that d.2B has this property by canceling its startup into 236AA to reduce Jotaro's recovery while Star Platinum continues the attack. Because of this stagger, it's possible to link into 6B before 236AA actually hits.
- The primary way to combo into this is by ending Tandem strings with s.5AB xx s.623X. Forcing a !SC on the last hit gives you far more time, but isn't necessary.
- There's several input shortcuts to help with the unusual cancel:
- 661B [ABC] ~ 236]ABC[
- [A] 661[ABC] ~ 236]ABC[
- 6612B[AC] ~ 36]AC[
Position | Notation | Damage | Details | |||||||||||||||||||||||||||
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pos | not | dmg | Click to Toggle | |||||||||||||||||||||||||||
S-Bullet 50/50Matchup-defining setup Intermediate
Okizeme (Knockdown) meaty 5S(416) > (d.)5C / 2C
Character specific, but very strong against the characters it works on. Abuses the fact that S-Bullet spawns behind the opponent if Hoingo is in point-blank range, allowing certain patterns to cross up. In this setup, the bullet's trajectory allows it to hit either sameside or crossup depending on if it's delayed or not, making it incredibly ambiguous.
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pos | not | dmg | Click to Toggle | |||||||||||||||||||||||||||
S-Bullet 50/50Matchup-defining setup Intermediate
Okizeme (Knockdown) meaty 5S(416) > (d.)5C / 2C
Character specific, but very strong against the characters it works on. Abuses the fact that S-Bullet spawns behind the opponent if Hoingo is in point-blank range, allowing certain patterns to cross up. In this setup, the bullet's trajectory allows it to hit either sameside or crossup depending on if it's delayed or not, making it incredibly ambiguous.
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pos | not | dmg | Click to Toggle | |||||||||||||||||||||||||||
S-Bullet 50/50Matchup-defining setup Intermediate
Okizeme (Knockdown) meaty 5S(416) > (d.)5C / 2C
Character specific, but very strong against the characters it works on. Abuses the fact that S-Bullet spawns behind the opponent if Hoingo is in point-blank range, allowing certain patterns to cross up. In this setup, the bullet's trajectory allows it to hit either sameside or crossup depending on if it's delayed or not, making it incredibly ambiguous.
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