JOJO'S VENTURE / JOTARO FAQ
Version 2.00 / July 20, 1999
By Edward Cheson Sy (a.k.a. ECUS, Strat)
(
[email protected])
This document Copyright 1999 Edward Cheson Sy
This FAQ is for private and personal use only. You can NOT use this FAQ for
profitable purposes. You can copy it, you can print it out and you can read
it all you want but if it's placed on a web page or site, it should not be
edited or altered. You also must be granted of my permission first (So, I can
know where my FAQ is being placed and so I can also update the "This FAQ can
be found at:" section below). Most of all again, this FAQ is not to be used
for profitable (even if no money would be made from selling it) /promotional
purposes; this includes being used by publishers of magazines, guides, books,
etc. or being incorporated into magazines, etc. in ANY way. This FAQ was
created and is owned by me, Edward Cheson Sy. All copyrights and trademarks
are acknowledged if they're not specifically mentioned in this FAQ. Please
give credit where it is due.
Jotaro and the other characters are a trademark of Capcom.
This FAQ can be found at:
1. My friend WilliamEva's site, Black Noah Island
(www.angelfire.com/wi/WilliamEva/)
2. GameFAQs (www.gameFAQs.com)
===========
Contents:
===========
1. Introduction
A) About Jojo's Venture
B) About this FAQ
C) What's so Special About Jotaro?
2. Revisions/History
3. Controls/Legends
4. Character Information
5. Basic Attacks
A) Standing
B) Crouching
C) Jumping
6. Move Lists
A) Special Moves
B) Super Moves
7. Combos
A) Normal Mode
B) Stand Mode
C) Making More Possibilities for Combos
D) Stand Crash Combos
E) Extra Juggling Possibilities
8. Strategies
A) Going More Further about the Basics
B) Which Mode Should I Use?
C) General Combat Strategies/Tricks
D) The vs. Section
9. Misc. Game Info
-STILL UNDER CONSTRUCTION!
10. Conclusion
A) Planned to be added in the Future
B) A Few Last Words from Me
C) Credits
=================
1. Introduction
=================
-------------------------
A) About Jojo's Venture
-------------------------
Jojo's Venture (Japan: Jojo's Bizarre Adventure) is a new 2D fighting game by
Capcom, which uses the CPS III arcade board. The game is based on the third
installment of the Jojo manga and the OVA. This game implements the new
original "Stand" feature. Each character (Stand-user) possesses his own
Stand, which fights together with him. Not only can the Stand assist the
Stand-user in battle, but should the Stand sustain any damage, the Stand-user
is also affected. Capcom has created an innovative fighting game, which is
easy to pick up and fun to play.
Jojo's Venture... this game rocks! At first, I had bad impressions of the
game because of the weird title and the bizarre characters. I was also
wondering what the heck are those weird-floating things following the
characters (the Stands). But then, out of boredom, I soon gave the game a
shot and played it. And I enjoyed every minute of it! What makes it so great
is because of its unique fighting style and the new Stand system.
If you don't know anything about Jojo's Venture especially the basic moves,
game and Stand system, I suggest going to Kelvin Koh's FAQ also in
www.gamefaqs.com.
-------------------
B) About this FAQ
-------------------
This FAQ focuses mainly and obviously on Jotaro only! This FAQ includes the
move lists and strategies needed to become an expert Jotaro player. I also
added (planing but not yet) some of that misc. game info like his colors,
taunts, and quotes to expand this FAQ into a very good one that's detailed.
After months of playing, practicing and fighting other human players, I
decided to make a FAQ on my best character, Jotaro (this is also my first one
so please bear with me). I also decided to make this FAQ because there wasn't
much in-depth information on Jotaro on the net. At first, I just submitted
some strategies to my WilliamEva. Then, he posted it and I checked it out.
Then, I just thought of this idea. Why not just make a FAQ? So, I did and
you're looking at right now. :) Check the "Revisions/History" section for the
dates when this FAQ was created and updated. I hope this FAQ will convince
others to give the game a try and also improve your gaming skills using
Jotaro.
------------------------------------
C) What's so Special About Jotaro?
------------------------------------
First of all, he's a very easy character to learn for beginners and he's very
powerful too (a little cheesy if you ask me). Jotaro is a good example of the
"You can attack while your Stand is unleashed and attacking" since the
Blazing Fist give you time to dash-in and attack for more damage. Jotaro has
no projectile attacks but he has a lot of moves used for up-close combat and
very powerful if used correctly. Both of his modes are very effective in
combat and both modes are not similar. Which is good to fool your opponent in
what style you are using.
Jotaro is also the main character of the story so if you're used to using the
main heroes of each game, then Jotaro is your man. Plus, playing Jotaro while
trying to finish the game gives you the complete story in the manga (Ok, not
complete. It's more of straight...)
I like Jotaro because he has a lot of killer combos. Some of his moves remind
me of the moves of Wolverine in Marvel vs. Capcom. I also like him because of
his cool and damaging supers like the Star Breaker and the World. Ok, maybe
he's a little bit cheesy because of the high damaging supers but he's still a
character that needs skill to master. What's good about Jotaro is that even
if you use either which mode, both are as same as effective and still good
fighting style to defeat your opponent. To use Jotaro, you must always stick
to your opponent and keep attacking. And since he's more on offense than in
defense which is the most thing I do in every game I play. :)
======================
2. Revisions/History
======================
Version 2.00 / July 20, 1999
-Redone a little format of the FAQ to make it easier readable
-Moved some part of the FAQ into new/other sections
-Organized the vs. Section to different parts
Version 1.30 / June 24,1999
-Fixed e-mail address and revision history
-Renewed introduction
-Added a few new sections
-Added some things in the "Move Lists" and "Strategies" sections
-Changed more mistakes in the move list
Version 1.20 / June 13, 1999
-Included more stuff in strategies
-Made Stand crash combos
Version 1.10 / June 9,1999
-Decided to make mini-FAQ into a complete FAQ
-Fixed all mistakes
-Included all sections
-Made the introduction
-Added basic moves list, special moves list and super moves list
-More combos added
-Made the conclusion
Version 1.00 / May, 1999
-Just a mini-FAQ about Jotaro with only combos, strategies and VS. Section
with some mistakes, which can be found in Black Noah Island.
=====================
3. Controls/Legends
=====================
Here's how the joystick and buttons should look like while you're playing:
UB U UF
\ | / A1 A2 A3
B -– o –- F
/ | \ S
DB D DF
Note: all controls and moves listed in this FAQ are facing to right side.
Reverse all right and left when facing to the left side.
N - neutral
U - up
D - down
F - forward
B - backward
UF - up-forward
DF - down-forward
DB - down-backward
UB - up-backward
QCF - quarter counter forward (D, DF, F)
QCB - quarter counter backward (D, DB, B)
DP - dragon punch motion (F, D, DF)
HCF - half quarter forward (B, DB, D, DF, F)
HCB - half quarter backward (F, DF, D, DB, B)
A - any attack button
AA - any two attack buttons
AAA - all attack buttons
A1 - weak attack
A2 - medium attack
A3 - heavy attack
S - Stand button (activates/deactivates Stand)
Normal Mode - Stand off/deactivated
Stand Mode - Stand on/activated
==========================
4. Character Information
==========================
Jotaro (Kujo Jotaro) is the main character of Jojo's Venture (The game takes
place in part 3 of the whole story). He is also the holder of the Star
Platinum Stand, which is very powerful. He's related to Joseph and is his
grandfather, because he married Joseph's granddaughter, Holly. (Um, somebody
give me more info. on this guy)
==================
5. Basic Attacks
==================
In this part, I will describe to you what basic punch and kick does according
to the animation. I'll be also giving what are the uses and priorities of
each move. I'll be also giving tips on how to use the moves effectively in
the next paragraph. Since there are two modes in the game, I'll be showing
you what each attack does and my tips, one-by-one according to which mode.
-------------
A) Standing
-------------
Normal mode:
A1 - Jotaro does a quick short-ranged knee to the stomach of your opponent
while both of his hands are in his pockets.
This move maybe short-ranged but it's very good for the combos since it
can be easily cancelled into a special move. The only purpose of this
move is for the combos since it's practically short-ranged, low damaging
and for up-close battles only but it's quick so I guess it can done
twice than once while executing it in a combo. It can also hit some low
opponents while they're crouching. But I rather stick to the crouching
version because this move sometimes misses after trying to do it twice
for more damage.
A2 - Jotaro steps one foot forward and does an average-speed downward hook
using his left arm while keeping his right arm in his pockets.
This move has medium range since Jotaro steps forward. But it's mostly
for combos because it's stronger than the regular A1s and can still be
cancelled into special moves. But it has a bit slow start-up compared to
the other moves. Even the standing A3 is faster than this. Like the
standing A1, it can also hit some low opponents while they're crouching.
Even if the move is a bit slow than normally (but not that totally slow
like Ryu's overhead, F + MP), it is NOT an overhead!
A3 (N and holding B) - Jotaro turns his back to the side and Star Platinum
shows up using his left arm to punch. Even though the
Star Platinum is using only one hand to punch, you
will see him doing a multi-punch that hits 2 times
because we see FOUR fists of the Star Platinum
punching simultaneously. After the move, the Star
Platinum disappears.
For a regular attack move, this thing hits multiple
times than the other attack buttons (actually, this is
the only multiple hit regular attack move of Jotaro).
It's pretty strong because it hits twice than once. It
has slower a recovery time than the rest of the
attacks but it's not that noticeable (you can only
notice when your opponent jump-ins and you should have
recovered, but you didn't :P ). It has medium good
range that you can do this move when your opponent is
that close then he won't have much time for a counter
except a super or guard cancel.
NOTE: While the Star Platinum is out, doing something
like a Blazing Fist or Star Fingers, when pushing the
A3 button for an attack, The Star Platinum won't do
the attack and Jotaro will do an A2 attack instead.
A3 (holding F) - Jotaro just stands then suddenly the Star Platinum lunges
forward performing a downward punch using his right hand
hitting low at the opponent's feet. Then the Star Platinum
disappears into thin air.
The best part about this move is that it has great range and
can still hit crouching opponents. It's quite strong but
like the other standing A3 attack, it has a slower recovery
time than the rest of the attacks but it's not that
noticeable. I'm still not sure if this move will knock down
your opponent when it hits. (I'll go check it out and make
the changes on my next update)
NOTE: While the Star Platinum is out, doing something like a
Blazing Fist or Star Fingers, when pushing the A3 button for
an attack, The Star Platinum won't do the attack and Jotaro
will do an A2 attack instead.
A3 (dashing) - While Jotaro dashes toward the opponent, he turns his back to
the side and Star Platinum shows up using his left arm to
punch. (But no multi-hits this time like the standing A3 while
holding backward or neutral) Then he disappears after the
whole dashing move and attack.
Unlike the standing A3 while holding backward or neutral, this
move has very short range because the punch moves back while
Jotaro is still dashing. But for a dash move, I think it's
better than any other move there is while dashing since it's
the strongest attack and the range does not really matter
because you're going near the opponent anyway.
NOTE: While the Star Platinum is out and doing something like
a Blazing Fist or Star Fingers, when you push the A3 button
for a dashing attack, The Star Platinum won't do the attack.
Instead, Jotaro will do an A2 dashing attack instead (which is
just the same with a regular standing A2 but dashing).
Stand mode:
A1 - The Star Platinum does a high-hitting quick jab punch using his left
hand to the opponent's face.
This move is quite good; its range is bit of medium range like the
crouching A2 while in normal mode. It's very quick and can be cancelled
into special/super moves and stronger basic moves like A2 and A3. Since
this move hits high, it's good for land-based air juggling.
A2 - The Star Platinum lunges forward a bit while doing an uppercut to the
chest of the opponent using his left hand.
The great thing about this move is that it has a bit of a range since
the Star Platinum lunges a bit forward. Other that, it's because it can
be cancelled into special/super moves and a stronger basic move, the A3
button. This move hits in the middle of your opponent so it might not be
effective for land-based air juggling.
A3 - The Star Platinum does a straight long-range punch to your opponent's
face.
Now this has great range! Not only that, it has quite of great damage
when it connects. It's good for surprising your opponent when they're
still just one inch away from you. But the problem is that its speed
isn't that fast, it has a bit of bad recovery time and it can't be
cancelled into anything else. BTW, even if the damage is that great, I
would still stick to special moves when doing a combo.
--------------
B) Crouching
--------------
Normal mode:
A1 - While Jotaro is crouching, he does a quick back fist using his left hand
going sideways to his left.
This move, like the standing A1 is very quick. So quick that you can do
this twice than once like the standing A1 in combos and like the
standing A1 as well, it's easily cancelable to perform special moves but
I doubt that the damage is that good just like the standing A1.
A2 - While Jotaro is crouching, the Star Platinum shows up besides him (only
in half-body without the legs showing) and does a normal straight punch
using his right hand while saying something. Then the Star Platinum
disappears.
This move is like the standing A2, it's stronger than the crouching A1
and can be cancelled into special moves. But unlike the standing A2,
this move doesn't have much range but its speed is quicker and has well
enough range to reach you're opponent when he's close.
NOTE: While the Star Platinum is out, doing something like a Blazing
Fist or Star Fingers, when pushing the A2 button while crouching for an
attack, The Star Platinum won't do the attack and Jotaro will do a
crouching A1 attack instead.
A3 (N and holding B) - While Jotaro is crouching, the Star Platinum shows up
in front of him (only in half-body without the legs
showing) and lunges forward doing a long-range punch
using his right hand that can knock your opponent out.
After the move, the Star Platinum disappears again
just like the other moves.
This move is like a couching version of the A3 attack
while holding forward. Like the same move, it has
great range and damage. I'm also sure that this move
also knocks down your opponent to the ground. Again
like any other A3 attack, it can't be cancelled into
anything like a special/super move. But why would you
do such if it does hit anyway, it knocks down the
opponent and misses the special if it can be
cancelled. Worthless because you'll totally miss it if
it does but actually doesn't.
NOTE: While the Star Platinum is out, doing something
like a Blazing Fist or Star Fingers, when pushing the
A3 button for a crouching attack, The Star Platinum
won't do the attack and Jotaro will do a crouching A1
attack instead.
A3 (holding F) – While Jotaro is crouching, the Star Platinum shows up behind
Jotaro's back (only in half-body without the legs showing)
and does a downward hook using his left hand that will hit
right above your opponent's head. Then the Star Platinum
disappears after the move.
This move is pretty short ranged on crouching normal mode
opponents and makes your height double while crouching since
the Star Platinum shows up somewhat standing behind Jotaro.
I'm not sure what's the overall use of this move but I
assume it's somewhat an overhead because of the bad range
that's going downward. Not really sure, I'll still check
this thing out. BTW, this move quite makes a great air
defense, because the Star Platinum's height extent and good
range against opponents that are tall enough or jumping.
NOTE: While the Star Platinum is out, doing something like a
Blazing Fist or Star Fingers, when pushing the A3 button for
the desired crouching attack, The Star Platinum won't do the
attack and Jotaro will do his crouching A1 attack instead.
Stand mode:
A1 - While Jotaro and the Star Platinum are crouching, the Star Platinum does
a downward punch using his left hand.
Well, for a jab move, it's quite slow because it can't be chained by
another crouching A1 again. But why would you do that since it can be
cancelled into special/super moves and stronger basic moves like A2 and
A3. Overall, it's a downward punch move that's quick and has decent
range.
A2 - While Jotaro and the Star Platinum are crouching, the Star Platinum does
a downward punch using his right hand.
In my opinion, this is better than the crouching A1, since it's range is
farther and both have the same speed anyway. But that doesn't mean you
don't have to use the crouching A1, it's needed for full damaging combo.
This move can be cancelled into special/super moves and a stronger basic
attack, the A3 button.
A3 - While Jotaro and the Star Platinum are crouching, the Star Platinum does
an uppercut that launches your opponent in to the air.
This move is quite great since it has anti-air priorities. But the only
problem is that it's range is quite short and must be used close and
it's recovery time is quite slow. Like other heavy attacks, it can't be
cancelled into special/super moves. (Sorry for the mistake in the
previous versions of this FAQ) But in combos, it's better to use this
than canceling into special moves since you still juggle the opponent
with a special or something. But he can still escape with the air
recovery so I suggest jumping in and attack to be sure.
------------
C) Jumping
------------
Normal mode:
A1 - While Jotaro is jumping, he extends quickly one of his leg
straightforward making the opponent get hit by his knee. (Is he still
putting both of his hands in his pockets?)
Well, what can I say about this move... ok, basically it's short ranged
move that has better close air-air combat. But it can still be used in
jumping-ins; you only have to connect the knee in deep. But not worth it
in my opinion, it has pathetic damage, which can be replaced easily with
the A2 instead.
A2 - While Jotaro is jumping, he extends one of his legs straightforward
making the opponent get hit by his knee at a speed slower than
previously. (Is he still putting his hands in his pockets again?)
This move is just as same as the jumping A1, except that it's a bit
slower to come out and it has higher damage. Just like the A1, it can be
used for jump-ins but must connected in deep. Use this in air-air combat
because it's the best of all his moves in normal mode since it has
better damage, forget about the speed because the opponent sometimes
don't even attack while both of you are in the air.
A3 - While Jotaro is jumping, he extend his right leg making a diagonal
downward-forward attack that reaches pretty well. I'm sure that he's
keeping his hands in his pockets.
This move is the best jump-in in my opinion. Unlike the rest of the
attacks, this move has range because it Jotaro extends his foot and it's
the most powerful damage that Jotaro has as a jumping attack. Its start
up time and air-air priorities is not that great because he attacks in a
diagonal forward-down direction. So, I suggest using it as a jump-in
attack only because it has great priority in doing so and bad priorities
against air-air priority.
Stand mode:
A1 - While Jotaro and the Star Platinum are jumping, the Star Platinum
quickly extends his right hand straightforward below himself making a
punch to hit at the face of his opponent.
This move has great range (both downward and straight) and air-air
priorities. Although it does only a bit damage, it can be continued by a
combo for more damage or a dash-in and follow up an air juggle when you
hit your opponent in the air.
A2 - While Jotaro and the Star Platinum are jumping, the Star Platinum
extends his right hand straightforward below himself making a punch to
hit at the face of his opponent at slower speed rate than the jumping
A1.
Although this move is almost the same like the jumping A1, its
difference is that it's just slower but more damaging. In my opinion,
it's the best jump-in that Jotaro has. It's good in jump-ins because
even if the fist part doesn't hit and his arm does, it still counts as a
hit and you can continue your ground combo. And since his arm is below
himself, it's acting as if it had great range going downward.
A3 - While Jotaro and the Star Platinum are jumping, the Star Platinum makes
a downward right hook punch on top of your opponent.
Even if this move has the highest damage in jump-ins, it has bad start
up time and must be timed right for combos to be registers. It's not
very good in air-air combat because of its slow start up. Use it in jump
ins if you want damage but I rather stick to A2 because the damage in
jump ins doesn't really count if you won't be able to get that killer
ground combo to take your opponent's life quickly.
===============
6. Moves List
===============
In this part, I will describe to you what each move (special and super) does
according to the animation and what are the uses and priorities of each move
(just like "the basic attacks" section). I'll be also giving tips on how to
use the moves effectively in the next paragraph. Since there are two modes in
the game, I'll be showing you what each move does, one-by-one according to
which mode.
-----------------------
A) Special Moves List
-----------------------
1) Blazing Fists – QCF + A
Normal mode:
Jotaro slouches and the Star Platinum suddenly comes out of Jotaro while
performing a charge attack doing multiple punches at the opponent while
saying "Ora, Ora, Ora". The duration and length of this move depends on the
attack button you push. If you push A1, the Blazing Fist will only reach for
a short range and lasts only for a very quick time. If you push A2, the
Blazing Fist will reach almost half the screen and the duration is now longer
compared to A1. If you push A3, the Blazing Fist will reach up to 1/2 of the
screen and has the longest duration of all with about 2-3 seconds. The best
part about this move is that Jotaro is free to join the attack.
Well, what can I say about this move. It's VERY good for damage and can be
easily done in combos. Furthermore, it may be a good move to counter far
jump-ins of your opponent. If you see your opponent is going to jump at you,
quickly dash back and do this move. It's like have a wall of punches blocking
your opponent's way to get your hands at you. Because of the long duration
when you use the A3 button in this move, you can still dash-in then jump-in
for two more damages in a combo. This move while in normal mode also has
great cornering abilities, just jump-in, do a crouching attack then Blazing
Fist. Repeat whole process.
Stand mode:
The Star Platinum charges back quickly and does a set of many punches while
moves forward slowly in a just short distance toward your opponent (very
short compared to just normal mode) while still saying "Ora, Ora, Ora". But
this time, you can't control Jotaro and he moves along with the Star
Platinum. Like Wolverine's Berserker Barrage, you can press the attack button
rapidly for more hits and increase the time duration of the move. The punches
of this move does more damage compare to the normal mode. You can now also
perform the Blazing Fists in the air. The duration of the move depends on the
attack button you press. The heavier the attack button you push, the longer
the duration of the Blazing Fist. If you use the A3 button, the Blazing Fist
goes for a long time. Using the other buttons reduces the duration, making
the hit counts reduce by 2-4 hits. BTW, he doesn't move at all when you use
A1. So, stick to A3 for more damage than A2 or A1.
This move in this mode is now better in my opinion. I mean, the damage is now
better (a lot better) and you can push the buttons rapidly for more damage.
This move is only best for combos. But it does has its defensive priorities
than offensive priorities only, like if you keep doing this move while your
opponent is jumping, he might land on the punches and might get hit by them
(like what the computer Dio in round 1 does). Or if you know that your
opponent is gonna jump, you can jump-in also and use the A1 and cancel into
the Blazing Fist for more damage. Another suggestion is that you can just
jump and do the Blazing Fist acting like an air wall against your opponent's
jump-in. Wanna show off or go crazy and have some fun? Double jump then do an
air Blazing Fist and keep pressing the attack button for levitation. (Let's
see if he can reach you. You can also check how long it takes for you to land
while pressing the attack button all the way)
2) Blazing Strike - QCB + A
Normal mode:
Jotaro steps to his right as if he was dodging a projectile attack or
something but only to give to the Star Platinum who just suddenly appears out
of Jotaro performing a dashing clothesline and saying "Mach-Ora" (not sure)
for 1 hit. Then after reaching a certain distance depending on the attack
button pressed, he disappears. Using the A1 button, he takes up 1/2 of the
screen. Using the A2 button, he take takes up 3/4 of the screen. Finally,
using the A3 button, he takes up almost the whole screen. Now this move
reminds me of Wolverine's QCB + P move in Marvel vs. Capcom. Although, the
Star Platinum doesn't much have bad recovery time like his.
If you think about it, this move is like a projectile move. Although it
doesn't penetrate other projectiles, it still has range, great speed and a
bit of damage but mostly the element of surprise. You can use this move as a
good surprise attack while retreating or walking backwards. I got a lot of
people to get hit by this trick during the first time they fought me. This
move might also serve as a keep away move. Try to catch them with this move
while they're landing from a jump to give some more "hit and run" damage. Too
bad Jotaro can't join the attack since the move finishes too fast.
Stand mode:
The Star Platinum dashes quickly again doing a clothesline while Jotaro moves
and dashes along with the Star Platinum and the Star Platinum still says the
same thing. If you can do another Blazing Strike motion (QCB + A) after the
first one hits, the Star Platinum does a downward punch using his other hand
that knocks down your opponent all the way to other side of the screen. The
Blazing Strike can be put into combos but if you make a mistake by missing
your Blazing Strike, you'll have horrible recovery time (same as Wolverines).
I think the first hit doesn't have much lag time like the second hit.
Depending on the button you press, the length of this move is the same to the
normal mode but a bit shorter. BTW, while in Stand mode the speed of this
move is slower.
Now if you think about it, this move in this mode looks like a charging move.
Try to catch them sometimes with this move. If you do, perform another
Blazing Strike motion for the second hit. If you don't, they'll most probably
think the Blazing Strike hasn't poor recovery time and won't attack. I use
the Blazing Strike after a combo that has been blocked to get near them to
continue my offensive streak. It also gives of insane juggle opportunities
after you do this move (see "Extra Juggling Possibilities" section).
3) Star Finger – DP + A (Hold A to charge, then release A to attack)
Normal mode:
Jotaro just stands and closes his eyes while the Star Platinum shows up
moving his hand backwards (if you hold the button, it shows the Star Platinum
charging up the move by showing his hand is still being held back). Then, he
releases his arm and his finger becomes a rope-like thing that pulls your
opponent toward you. Even if blocked, the opponent still comes near you. Not
only can Jotaro move freely to attack, but also this move brings your
opponent closer to you so that you can use him as a punching bag. After the
move, the Star Platinum disappears.
Man is this move so SLOW! It's so slow I hardly use it for attacks. And when
you're charging this move, you're opponent can go near and attack you with a
super. Gulp! But this move does have some tricks. Here's what you do, while
you're opponent is being pulled by the Star Platinum, use the ditch (AAA, go
below for more info). If your opponent has slow reactions, he won't know that
you are in the other side already. Then he won't be blocking and you can dish
out anything you want. You can also do this other trick, while your attacking
charge up a Star Finger. Keep attacking and charge the Star Finger then
suddenly let go while you're jumping to the other side for a cross-up attack
for a surprise.
Stand mode:
The Star Platinum again moves his hand backwards (if you hold the button, it
shows the Star Platinum charging up the move by showing his hand is still
being held back) then he releases his arm while Jotaro just stands beside
him. While releasing his arm, a finger from his hand becomes a rope-like
thing that pulls your opponent toward you. Since your in Stand mode, you
can't move Jotaro to attack or The only problem now if you're charging up the
Star Finger, you're very open for any super your opponent dishes out.
Don't think since you can't move Jotaro this move now sucks. You're wrong!
Actually, this move is not that bad since it can do some set-ups. Like while
you're doing a combo, let Star Fingers go in with the combo (meaning do a
Star Fingers than an A3 in your regular combo). Then since he's near just go
toward him and throw (it's kinda cheap but I had to put it since it give the
move some effective use). The Star Fingers can also start a combo. After
you're opponent gets pulled, the opponent will have a bad recovery time and
you can still start a combo. BTW, Star Fingers kinda takes out a lot of Stand
Meter. So, it's very useful in a Stand crash combo that I made (check combo
section for more details). Again, be careful while doing this move and
especially charging it, its slowness will give your opponent enough time to
counter.
---------------------
B) Super Moves List
---------------------
1) Super Blazing Fist – QCF + AA
Normal mode:
Jotaro slouches while he points his finger forward and the Star Platinum
moves forward at normal walking speed while doing multiple punches over and
over continually saying "Ora, Ora, Ora, Ora..." This move lasts for a VERY,
VERY long time and adding up to 30+ hits if fully connected. Jotaro can move
around and join adding more hits. If the first punch hits your opponent, he
can't escape the rest. After the whole Super Blazing Fist, the Star Platinum
will disappear without giving your opponent any time to counter. This move
does almost half-life of damage. Let me see. This move has a long duration
time as well as good recovery time and Jotaro can join for more damage. What
more can you ask for?
This move is well... awesome! After you're opponent gets hit, quickly dash
forward a few times and ditch then start mashing those buttons. You'll see
the Star Platinum and Jotaro ganging up on your opponent and beating him up
like heck. If you are watching your enemy life bar, you'll see his life go
down bit by bit. But watch out when you miss this move, because your opponent
may push block then counter. Now, the only problem is how to connect it.
Might not be used in combos but can substitute for a surprise attack or a
powerful counter attack.
Stand mode:
The Star Platinum charges back quickly and does a continual Blazing Fist
while saying "Ora, Ora, Ora," and Jotaro follows him all the way until the
move ends. If you look at the damage of this move, the first hits do little
by little damage while the last one is BIG one. After the move, the opponent
gets knocks down. If your opponent blocks this move, like the normal mode, he
won't have time to counter because of its recovery time. (To summarize this
move: a VERY long and VERY powerful Blazing Fist)
Like the normal mode, the Super Blazing Fist is still good as it is. It now
can be easily put into combos and has damage and great recovery time.
Although Jotaro can't join to do some more damage, the Super Blazing Fist
does great damage already. I mean, check the last hit of this move, it's a
big wallop. In my opinion, the Super Blazing Fist is very good for damage and
some reducing of the Stand Meter since it doesn't have horrible recovery
time.
2) Star Breaker – QCB + AA (Hold AA to charge, then release AA to attack)
Normal mode:
The Star Platinum appears and charges his hand. Then, he releases it causing
a wave energy motion all around his hand while striking the opponent in a
short range. If you keep holding AA, the Star Platinum will be seen still
charging his hand and he continues to glow rapidly. I think Jotaro is free to
move so you can keep charging the move while you're attacking Jotaro to make
distraction (yeah right, with one attack button and while he's still
blocking?) After the Star Platinum strikes, he disappears not giving the
opponent to counter attack. If the Star Platinum gets hit or if Jotaro gets
hit too much, the super cancels, whiffs, and you also lose a level of the
super meter.
For just one hit, it sure does a lot of damage. This move takes almost half
of your opponent's life and it's not fully charged. The only problem is that
it's very hard to combo here in normal mode (actually, I think it's
impossible). The Star Breaker has great defensive properties against jump-ins
when well timed and it does act like some sort of projectile because of the
wave motion figure. And try doing this; go near your opponent and charge up a
Star Breaker. Then, just go near him to attack and do some poking. Most
probably, he won't resist attacking you and if he moves a muscle release the
Star Breaker.
Stand mode:
The Star Platinum charges his hand (If you keep holding AA, the Star Platinum
will be seen still charging his hand and he continues to glow rapidly) and
releases it. You'll see the wave energy and all again but the only thing
different is that you can't move Jotaro anymore. This move has bad recovery
time most exactly like the Blazing Strike in Stand mode. But if it does
connect you're opponent gets knocked out all the way to the other side of the
screen. Again like in normal mode, if the Star Platinum gets hit or if Jotaro
gets hit too much, the super cancels, whiffs, and you also lose a level of
the super meter. (To summarize this move: one BIG Blazing Strike with a
glowing hand)
There's a better chance to combo the Star Breaker by a crouching A3 but your
opponent can escape by air recovering. But even if you miss the Star Breaker,
the opponent has only a little time to counter it. This move is so strong
that it takes HALF of your opponent's life. Yes... half of your opponent's
life and it's not even charged! Think of the damage this baby can do when
it's fully charged, it's most probably gonna be 5/6 or more of your opponents
life.
3) The World – F, A2, A1, F, S (at level three or above)
Normal mode:
The Star Platinum shows up charging himself while Jotaro can't move and just
stands there. If your opponent doesn't stop the Star Platinum in time, you'll
see everything turn black and white (except the characters). At this point,
the Star Platinum has been successful in performing the WORLD! During the
WORLD, your character is the only one who can move and you can do most
anything to your opponent. Also while in the World, you have INFINITE supers!
Yes... infinite supers. So knock yourself out by giving them punishment with
supers. The World's duration depends on your level upon your use, I estimate
a second per level you had while activating this move. After the time
finishes, everything stops for a while. Then, you'll be seeing the part when
your opponent dies while you see his last look.
This move is THE BOMB! Once this move activates (but that's the hardest part
about this move, your opponent is as sure as dead. You can dish out anything
now you want like a Star Breaker. You don't much have time so you better
dash-in immediately. After a successful beating, watch back and enjoy the
show.
Stand mode:
The Star Platinum starts charging up and the opponent can still hit him. If
this move does activate (which takes at least 4-5 seconds), you'll see the
background turn black again and time will stop. Then you'll have time to kick
your opponents butt. After the time finishes, everything stops for a while.
Then, you'll be seeing the part when your opponent dies while you see his
last look. If you don't finish your opponent off, you'll just see him get
knocked down all the way to the others side. Even if you still get hit while
your performing the World, you don't lose your levels until the move
executes.
Like I said before, this the moves of moves. If you want to see this move so
much, you try charging up your gauge bar. I suggest charging up just by
dashing backwards very far and start doing the Stand rush combo (see below in
"combo" section). If you notice, this is fastest way of charging than just
attacking. If your opponent seems to do a well timed jump when the World
activates, the only thing you can do is jump and do jumping A2 cancelled into
an air Blazing fist (then push A rapidly for more hits) because Jotaro's
supers don't have reach to connect.
===========
7. Combos
===========
Combos... Combos are very essential in almost any game you can find. And in
Jojo's venture combos are very important! So right here, I'm putting all the
killer and non-killer combos that I've found. And also give some in-depth
things like how to make your own combos and extra damaging possibilities.
TRIVIA: In normal mode, you combo like Alpha style in which you do a jump-in
attack, then do a basic attack, and finally a special move. While in Stand
mode, you combo like Marvel vs. Capcom style because of the Stand rush
combos. Chaining all of your attacks and canceling into specials and supers.
----------------
A) Normal Mode
----------------
1) Jump-in, crouching A3 (while holding backward or neutral)
Comments: The old flying kick then sweep combo.
2) Jump-in, crouching A1, Blazing Fist, dash-in A
Comments: While in normal mode, this will be your MAIN combo. You can do 2 c.
A1 instead of one and I suggest/prefer that you use the A3 Blazing Fist. The
dash-in then another attack sometimes connects depending if you're fast
enough to get near.
3) Jump-in, crouching A2, Blazing Fist, dash-in A
4) (In the corner) Jump-in, crouching A1 x2 or crouching A2, Blazing Fist,
jump-in, crouching or standing A
Comments: You can hit 'em with a jump-in combo while you're in the corner
when the Blazing Fist is hitting your opponent.
5) Jump-in, crouching A1, Stand Appearance Attack (QCF + S)
Comments: After doing the c. A1, the Star Platinum shows up doing a punch to
your opponent. A great way to activate your Stand while still going
offensive. The crouching A1 can be repeated twice if you're close enough to
the opponent.
6) Jump-in, crouching A2, Stand Appearance Attack (QCF + S)
7) Star Finger, crouching A1, standing A2
Comments: Hard to connect combo because of the speed of the Star Finger and
it's practically worthless in damaging but I added it since it's a combo.
8) Super Blazing Fist, repeated dash-in A
Comments: Just a simple and neat combo to look at...
9) Super Blazing Fist, dash-in ditch or jump while dashing for the high jump
to move in the back, while in the back do the repeated A
Comments: This is the fun combo to see that I mention earlier. Does a lot
amount of damage.
10) Dashing A3 (must Stand crash), Super Blazing Fist, repeated dash-in A
Comments: Sorry, guys. But the only way to connect the Super Blazing Fist is
only when he's open or by Stand crash. The dashing A3 makes a good surprise
attack while he's Stand meter is already low.
Note: For the jump-ins to register in the combos, you have to make sure that
they hit deep.
---------------
B) Stand Mode
---------------
1) A1, A1, A2, A3
Comments: Your normal 4-hit Stand rush combo.
2) A1, A1, A1
Comments: Star Platinum performs two left quick punches then one
straightforward punch. Auto combo?
3) F + A1, F + A1, A2, D + A3
Comments: This is a special Stand combo for the Star Platinum only. He
performs the first 3 hits of his Stand rush combo then the 4th hit is
replaced by a kick to the opponent's feet, which must be blocked low.
4) F + A1, F + A1, A2, A2
Comments: Another special Stand combo for the Star Platinum only. Again, he
performs the first 3 hits of his Stand rush combo while the 4th hit is
replaced with a turn around back fist, which must be blocked high. Watch out
when using the rush combos because the 4th attacks are a little slow. If
you're opponent does a super while in this point, you're dead.
5) Jump-in, A1, A1, A2, Blazing Fist (push A rapidly more hits)
Comments: This is your main combo while in Stand mode. It does great damage
and can remove a good amount of your opponent's Stand gauge.
6) Jump-in, A1, A1, A2, Blazing Strike, Blazing Strike
Comments: This combo is stronger than the Blazing Strike combo is because if
you're close to the corner, you can still dash-in to do an extra juggle on
while your opponent bounces of the corner.
7) Jump-in, A1, A1, A2, Super Blazing Fist
Comments: Your super sure-hit that can't be escapable in any way when the
first ht connects. Is it just me or does the Super Blazing Fist do less
damage?
8) Jump-in, crouching A1, crouching A2, crouching A3, jumping A2, air Blazing
Fist (press A rapidly for more hits)
Comments: After the c. A3, you're opponent gets launched to the air. You can
follow him by a jumping A2 then cancel into an air Blazing Fist. But it
doesn't quite hit at all since he moves back when hit. Only best works on the
corner.
9) Jump-in, crouching A1, crouching A2, crouching A3, A3 Blazing Fists (press
A rapidly for more hits)
Comments: You're opponent gets launched to the air and he can land to the
Blazing Fist and get air juggled a lot of times. Unfortunately, he can escape
this with an air recovery.
10) Jump-in, crouching A1, crouching A2, crouching A3, Super Blazing Fist
Comments: Same as above but it's a Super Blazing Fist than a regular Blazing
Fist.
11) Jump-in, crouching A1, crouching A2, crouching A3, Blazing Strike
Comments: Same as above but more worthless because you have to time them
really well to catch them with a fast moving Blazing Strike.
12) Jump-in, crouching A1, crouching A2, crouching A3, Star Breaker
Comments: This is the ONLY Star Breaker sure-hit. It's very worth it since
the Star Breaker is a very powerful move. But again, unfortunately, your
opponent can escape with an air recovery.
13) Jump-in, crouching A1, crouching A2, crouching A3, The World
Comments: If your opponent doesn't air recover, as soon as he gets up the
world will take place. Now, you can do almost anything you want to kill him
(I suggest a couple of Star Breakers). If your opponent does air recover, is
he fast enough to stop the WORLD?
----------------------------------------
C. Making More Possibilities in Combos
----------------------------------------
There are a lot of combinations of combos but still with the same motive like
replacing the crouching with the standing. To prevent from putting up too
many combos of the same kind follow my tips below so that you change only
little details of the combo.
Normal mode: You can interchange the crouching attacks into standing attacks.
You can also change the standing attacks into crouching attacks.
Both are fine as long as it's range or start up time does not
interfere in connecting the combo.
Instead of jumping-in in combos, you can just dash-in and do the
ground combos for adding an element of surprise but doing so
will lower the number of hits because of missing the jump-in
part of the combo.
Stand mode: If you want more hits than your regular combo, instead of a
crouching A1, crouching A2, crouching A3 combo, do a standing A1,
standing A1, crouching A2, crouching A3 combo. You can also
replace the A1, A1, A2 combos with a crouching A1, crouching A2
combo if you think they won't block low after the jump-in.
You can replace the jump-ins with a Star Finger instead. But
trying to hit this is very hard so do a dash-in Star Fingers
without holding the attack button for much better results and
chances of catching your opponent off guard. If the Star Fingers
does connect (which is rarely), you can continue your combo and
it will connect and also add another hit to replace the jump-in.
Like in the normal mode, instead of jumping-in in combos, you can
just dash-in and do the ground combos to surprise your opponent
but doing so will lower the number of hits because of missing the
jump-in part of the combo.
-----------------------
D. Stand Crash Combos
-----------------------
Stand crash combos are not really combos (ok, some of them are). But
actually, they're just combos I invented while trying to make an imitation of
the guard crash combos using V-ism in SF Alpha 3. The point in these combos
are that they your opponent block until they're Stand meter runs outs which </pre><pre id="faqspan-2">
makes them Stand crash if they don't think of something to escape. When they
Stand crash, they'll be open for a while so you can now combo them. Stand
crash combos maybe used for continual chipping also. Your opponent can
prevent Stand crash combos if they push block or do a super to cancel your
attack.
Normal mode:
1) Jump-in, crouching A1, crouching A1, Blazing Fist, jump-in, crouching A1,
crouching A1, Blazing Fist, Repeat whole process...
Comments: Like I said before, this is a corner combo but it can be started
even if not in the corner. Instead of doing jump-ins again, you can just dash
in and do the two or three crouching A1s. Works best at a corner.
2) Jump-in, crouching/standing A1, Star Fingers, crouching/standing A1 while
Star Fingers are in progress, crouching/standing A1, Star Fingers,
crouching/standing A1 while Star Fingers are in progress, crouching/standing
A1, Repeat whole process...
Comments: You get the picture with this combo. The standing/crouching A1
maybe increased as you wait for the Star Platinum to disappear to do the Star
Fingers again. But beware if he does a super to cancel your attack and hurt
you.
Stand mode:
1) Jump-in, A1, A1, A2, Star Finger, A1, A1, A2, Star Finger, Repeat whole
process...
Comments: This is another use I've found for the Star Finger. By continually
bashing him up with combos ending with a Star Finger to give em' more, he'll
Stand crash in no time.
2) Jump-in, A1, A1, A2, Blazing Strike, A1, A1, A2, Blazing Strike, Repeat
whole process...
Comments: Something that's almost similar to above except that you're moving
towards him and you may have some recovery time problems (only a short time
and your opponent may not notice this)
--------------------------------
E. Extra Juggling Possibilities
--------------------------------
This is a section where you can find those extra juggle combos that can be
done but not that obviously found immediately. To do these "extra juggles",
you're positioning must be correct and dashing is also important. The juggle
combo that you will be using to do extra damage can anything you want but
sometimes in a certain juggle, a specific move must be done to make the
juggle successful. Most of these juggling capabilities are for the Stand mode
only.
Both modes:
1) After a jump-in attack that intercepts your opponent's, you can dash-in
then do a Star Breaker or do a high hitting combo if only they are in a
"knocked out" in which they fall to the ground slowly.
Stand mode only:
1) After using a crouching A3 in a combo or as an anti-air attack, you can
jump-in or wait for them to land to hit him.
Comments: After being hit with the crouching A3, your opponent gets launched
into the air. Thus, he can be still juggled. This is the simplest juggle he
has.
2) After a Super Blazing Fist ends in the corner, do a crouching attack for
an extra one hit.
Comments: The Super Blazing Fist must be done as a ground combo and not a
juggle. After the crouching attack, you can still cancel to do a
special/super (except A3) but I'm not sure if it will connect. If you don't
have plans of doing a cancel, use the A3 attack button.
3) After a near the corner Star Beaker, you can dash-in and do a combo to
juggle them.
Comments: Yes... you can still add a combo to juggle them if they manage to
survive the Star Breaker. They bounce off the wall then you can dash-in and
juggle them with a combo you want.
4) After a near the corner Blazing Strike x2, you can dash-in and do a combo
to juggle them.
Comments: Again like the previous, you can still add a combo to juggle them
when they bounce off the wall and then you can dash-in and juggle them with
any combos you like. To tell you the truth, I haven't tested this yet. But
I'm sure about the Star Beaker can add more juggles after you've done it.
===============
8. Strategies
===============
-------------------------------------
A) Going More Further in the Basics
-------------------------------------
Ditch, Tandem Attack, Stand Appearance Attack... Many players don't use them
at all... What are these things? Well, in this part of the FAQ, I concentrate
on these kind of different moves like the moves found in the game and Stand
system that can be used by any character. I'll also state their importance
and my opinions about them. Plus, I'll include some tactics your opponent
might do, and how to counter them or prevent them from doing what they
planned. The basics of Jojo's Venture are quite different from what I played
and there are so many of them that your opponent might not recognize them at
all and get surprised.
1) Push Block (Advance Guarding)- push AAA simultaneously
Jotaro or the Star Platinum (depends on which mode) pushes his opponent away
from him (we also see this shield kind of animation that we also see in
Marvel vs. Capcom).
This move is very essential when blocking. Not those this only get your
opponent of your back from cornering you; it also reduces the amount of
chipping done from you. The good thing about push block is that it helps you
get into position again for an attack and such... A good example of counter
attacking is by push-block then doing a Star Breaker.
Most probably if your opponent push blocks too at some part of your combo
with a Blazing Fist, it's better not to continue the Blazing Fist by pressing
A rapidly. If you do, your opponent might do a super to hit you or do a jump-
in combo attack. Make sure that the Blazing Fist never misses, because if it
does your opponent WILL push block then counter.
2) Air Recovery - push AA simultaneously (when knock out in the air)
Jotaro or the Star Platinum (depends on which mode) gets back into his normal
jumping stance after he gets hit and is during on his hit stance on the air.
This move is very important especially to prevent from getting hit by some
sure-hits and juggles. You can also control where you can air recover so that
you can position your character. Like to escape from nasty air-juggles
(especially D'Bo and Joseph) or to get back on the offensive.
3) Ditch - push AAA simultaneously while in normal mode only
Jotaro turns around and moves forward while we see him all blurry (kinda like
Akuma's teleport move).
Ditch is a great move for defensive as well as offensive purposes because
ditch can go to your opponent's back and he can't hit you while you're all
blurry. You can ditch your opponent to get on his back and surprise him with
an attack. You can also use ditch to prevent getting hit by fireballs or the
alike. Unlike any teleport move in the game, the ditch has no bad recovery
time. A good surprise move is to ditch then do a Super Blazing Fist since
everybody I played against (even me) tries to attack for chipping damage.
Against those pesky turtlers, try to ditch to go near them and throw (works
like a charm).
If some show-off tries to make fun of you by keep ditching around to prevent
all your means of attacking, the only solution for this is throw. Well,
that's the only way I could think of to counter a ditch crazy player waiting
for time over or making fun of you by preventing all of your attacks.
4) Guard Cancel - QCF + A while blocking an opponent's attack.
The Star Platinum suddenly counters the attack by doing a clothesline to hit
your opponent after you block your opponent's attack.
This move is very important in an intense battle between your opponent. If
your opponent knows how to block everything you dish out, try blocking then
guard cancel to attack to get some damage done. Put guard cancel reduces an
amount of your super meter and might not be effective in multiple attacks
like a repeated attack of Blazing Fist or the start of the combo. Doing so
will just reduce the amount of super meter and you'll just get attacked.
5) Throw - F + A3 when close to the opponent
Jotaro grabs your opponent by the shirt while the Star Platinum appears and
punches him to the face. Knocks your opponent to the other side of the
screen.
The only use move is to either do some damage and surprise those turtlers or
to escape on your opponents throw move. The throw does quite damage and can
actually set up the World! That's right... Here's what you should do, you
must be in the corner then grab your opponent and he goes to the other side
and he's still also knocked out. Then, activate the World. By the time he
gets up, he won't even have enough time to get near you to attack and
interrupt your level 3 Super. Even if he jumps up when time freezes, at least
you'll be even deal a little damage. That much damage is quite important when
your opponent knows how to block everything. Yes, I know. This tactic is
cheap but it's really something that I thought I should put in this FAQ.
But NEVER EVER use the throw to do some cheap damage by repeatedly grabbing
him and cornering him after each throw you do! Don't be a cheater or a cheap
scrub... Play fair!!! Don't even do this tactic when you're losing. Accept
your defeat!!!
Sorry about that... Let's continue...
-----------------------------
B) Which Mode Should I Use?
-----------------------------
Actually, I can't decide for yourself which mode you should use because I
don't really know your fighting style. But here's what I'll do: I'll tell you
the advantages and disadvantages of each mode (normal and Stand) of Jotaro.
Then, you can pick out which way of fighting suits you better. If you still
can't decide (like me), you can just follow an interchange of both modes.
It's hard choosing which mode is better for Jotaro because each mode has its
advantages, disadvantages and fighting style. And also because both are still
as each mode when using Jotaro. That's what so good about him (like I
mentioned previously). I also go in-depth on what each mode does and how do
you act/fight in that mode.
1) The Differences
Normal mode:
Advantages - 1) Ditch can be done as soon as you want to evade most attacks
and to counter it.
2) Jotaro can join the attack or something else like taunt while
the Star Platinum is attacking or doing something else.
3) You can do the Tandem Attack.
4) Moves have better recovery time than Stand mode since Star
Platinum disappears after the move.
5) Has great cornering abilities using combos.
Disadvantages - 1) You lose life by chipping just because your opponent
attacked you with the basic moves in Stand mode or with
special move attacks.
2) Some moves are weaker than the moves in Stand mode.
3) Some moves/supers can not be put into combos.
4) Must use special moves to reduce the Stand meter of your
opponent.
Over-all: Somebody using the normal mode uses Jotaro like a character that
calls out his Stand to attack then Jotaro himself will attack with
his Stand simultaneously. Because of this along with the Tandem
Attack and ditch, Jotaro has good abilities of making the opponent
trapped in the corner while he keeps attacking until he gets Stand
crashed or chips him out until his life is a mere size of a
toothpick. Since normal mode has ditch, he can do cross-ups
attacking at both sides at the same time and evade other attacks to
counter it with a super. A Jotaro in normal mode has full of
surprises, which is used for manipulation and mind games since his
Stand suddenly appears to attack. Even though, he's pretty hard to
catch off guard because with the ditch and everything, he can
chipped until he's life is so low. If you're using normal mode,
it's either you're using your brain power for tricks (since his
damage is a little bit weak and has no super sure-hits) or you're
up for the cheap cornering capabilities. But I suggest using the
Jotaro with Stand off, by doing psyche games since he can. Try
switching Blazing Fist and Blazing Strike sometime around to
surprise them.
Stand mode:
Advantages - 1) Some moves (including basic) are sometimes stronger/better
than normal mode.
2) Can now perform the Stand rush/special Stand combos.
3) Can reduce the Stand meter with just the use of the basic
punches.
4) Can put supers into combos.
5) You have double jump!
Disadvantages - 1) Blocking is only limited because of the Stand meter and
Stand crash rule.
2) Some moves have worse recovery time and are now slower
than the normal mode.
3) He's a bigger target for those unblockable moves.
4) Since he's a bigger target he can be still hit by standing
attacks while you're crouching.
5) You can't do some moves in the game like Ditch, Tandem
Attack, etc.
Overall: Somebody using Jotaro in Stand mode is more of using the Star
Platinum. And because you're using the Star Platinum, you have great
combo opportunities, which make you a combo crazy-like player. Not
only that, while using the Star Platinum most of your moves are now
stronger and you can sure-hit supers. If you think about it, this
mode is all about brute strength. But you should always be careful,
when using this as a defensive character because you have the Stand
meter and Stand crash system. I would say this an offensive mode
because you use combos and you does special Stand combos to
penetrate your opponent's defense. If you're used to Marvel vs.
Capcom combos, I suggest you using this mode. It's very powerful in
offense especially because of the killer combos that you can get
used to.
2) Interchanging modes
When I mean interchanging modes, I mean switching from a Stand to normal mode
and changing normal to Stand mode from time to time. Not only those this make
you experience using Jotaro fully but it also fools your opponent. When I
mean fully, it's because you're using both modes. Because when change your
mode, it's like changing your fighting style. The best time to change mode is
during a middle of an intense battle because it gets your opponent more
frustrated and most of all pressured. Switching modes is like manipulating
your opponent and playing the psyche game. Since the normal mode is more of
using brains and the Stand is more of using brawl. Have fun in fooling your
opponent...
-------------------------------------
C) General Combat Strategies/Tricks
-------------------------------------
Well, in my opinion, Jotaro is best and most effective when used for
offensive and combo capabilities. So, that means he should always
charge/dash-in, poke and go near your opponent doing some ticking. Overall,
anything that gives out good damage to your opponent by means of offense or
defense then counter attack will do fine.
Note: Some strategies and tricks can be found by just reading the moves list
section or the previous/next parts of this section. I don't actually remember
what I already putted, so that will explain most of the repetitive parts that
might happen.
Normal mode:
Offensive - Keep putting out the Star Platinum and join in the attack, you're
key here is to attack repetitively while trying to confuse your
opponent. But even though you keep attacking, you should always
watch out for those defensive moves of your opponent. You should
try cornering them until they Stand crash or chip him until they
have VERY little life. If they Stand crash or open by mistakes,
dash-in and do a Super Blazing Fists or just a Star Breaker. Try
to also fool them by doing the Blazing Strike than the Blazing
Fist for speed and range. If they turtle too much do the World
(or a throw), some people don't know this move and just let you
do the World. But if they do know it, you must dash back to
prevent from getting hit while the World is in progress. Another
way of breaking his defense is poking, try to poke with crouching
A1 and A2. He might get tempted to attack you but trying to
counter attack with basics but he'll get himself hurt instead.
Tandem attack maybe well for breaking your opponent's defense if
you do the Tandem attack correctly. You should do the Tandem
attack then input the command for that special Stand combo that
includes the back-fist. Let go then dash-in and ditch; keep doing
a crouching A1 at your opponent's back.
Defensive - Walk or dash backwards. They should follow you, suddenly do a
Blazing Strike (some don't see it coming). Against jump-ins, jump
vertically then attack (A2 most recommended) or you could do
Blazing Fist or Blazing Strike on far jump-ins. They should fall
down, now you dash-in and start to attack turn to go on offense.
Another way of dealing with jump-ins is to jump and do an A2,
then dash-in for more juggling possibilities with combos or a
Star Breaker. Push-block and ditch are very useful to prevent
chipping damage. This is tricky; at the moment of impact of their
attack, do a Star Breaker. They'll get screwed. Always know when
to block high or low. If you don't, you might sometimes regret
that bit of damage.
Stand mode:
Offensive - Just keep attacking by dashing-in and jumping-in mostly. Also use
the special Stand combos once in a while to fool them and for
poking. It's nice to keep attacking because your basic attacks
can chip or reduce a huge amount of your opponent's Stand meter.
Once you get an opening or Stand crash, do the Super Blazing Fist
sure-hit with no juggle. (Juggles are cool but they can air
recover, which makes it difficult to sure-hit, but if you get a
chance, do a Star Breaker because its very powerful) You're key
of winning is by concentrating on those killer combos since your
damage is very strong. Keep attacking if you think they're motive
is offense because you can intercept they're almost all attacks
since the range of your moves are farther than theirs. You can
also try poking them with special Stand combos. If you do get to
intercept them while they're in the air with an A1 or A3 attack
that's standing, you can really do because of its great range.
Then, you can still dash in and juggle them for extra damage. If
they turtle too much, dash backwards and do the World, some
people don't know this move and just let you do the World then
you can dash in and do some punishment since you only have a few
seconds. BTW, when you are always attacking doing the Stand rush
combos and your opponent is using normal mode, watch out if
they're crouching because all of your attacks miss at all, and
they might do super on you while your hitting the air with your
Stand combo.
Defensive – Three-word advice: "DON'T PLAY DEFENSE". The Star Platinum is
totally better on offense. But if you must, try dashing backward
to retreat then do a Blazing Strike for a surprise attack. Or try
a Blazing Fist on a far jump-in or an air Blazing Fist on a near
jump-in. You can also jump the air and intercept their jump-in
with an A1 or A2. Then, dash-in and do your normal combos to
juggle them. You can also dash-in to go underneath them to attack
them at the back and juggles them. A Star Breaker near the impact
of your opponent's attack can be also useful to hit them with
very powerful. If your Stand meter is low, push-block your
opponent then turn your Stand off. Always know when to block high
or low. If you don't, you might sometimes regret that bit of
damage.
-------------------------------------
D) The vs. Section (Against Humans)
-------------------------------------
One of the important parts of fighting a human enemy is knowing their moves
of the style they're using. And in this section, I focus on the tricks they
most probably do and good ways to counter them. And also, yes... they're
separated in which mode he is using. So read on...
Note: I didn't make a VS. Section against the computers because they're so
easy to beat. The only things you have to do are to put out your Stand, do
those combos and finish them off, with those sure-hits. There might be also
repetitive parts in this section like the previous.
1) Jotaro:
General - Against a Jotaro, it will be like those games that you see a
Wolverine against a Wolverine in Marvel vs. Capcom (in other words,
both are offensive trying to hit their opponent with a killer combo
by outsmarting him). He'll most probably keep doing jump-ins so use
the A1 or A2 while jumping-in against his jump-in. Or you could use
the c. A3 as an anti-air move or a well-timed Star Breaker. If he
does a Super Blazing Fist and misses, push-block and do a Star
Breaker. Do not let him do the WORLD, try to prevent this by going
in his face offense and if he does the World (which I doubt), do a
Star Breaker if you're near him to give 'em punishment. Want to
piss him of when his gonna do the WORLD? Do and time a double jump,
if correctly executed you're so high in the air while the world is
now taking place. He can't reach you to connect a super. :)
Normal mode – He frequently does that repeated Blazing Fist corner combo. Get
away the corner as soon as you're near or try to escape by
ditch or double jump when you're already cornered. Don't try to
counter or else you'll just get hit. Watch out for the fast
Blazing Strike surprise. I recommend using your Stand since it
chips some of his life even if blocked, but if you want a show-
off fight try fighting without it.
Stand mode - You can fight "fire with fire" by using your Stand immediately
and do your most massive damaging combos or a super sure-hit.
Air recover from the juggle combos to prevent getting hit from
supers. Watch out because he might do that special Stand
combo (any actually, just to confuse you). If he does at the
moment of the 4th attack do a Super Blazing Fist. I also
recommend watching out for his range game. And watch your Stand
meter, he can take it out as quickly as you can, which is about
15 game seconds of just blocking.
2) Joseph:
General - One cheesy character, some Joseph players just combo and keep using
that air-juggle priority (insane priority) but an expert player
will also use the Energy Tempest (360 + A) or Hamon's Overdrive
(720 + A). Don't even try to counter if he misses, it's quite fast
in recovery times. That's what's scary about this character, he's
fast, got a SPD throw move, a roll move to get near you and two
nasty supers. Keep away from him and keep turtling but avoid the
Energy Tempest. If you're sure that the Joseph player, you're
fighting is more on comboing than the 360 moves, forget about what
said above and stick to offense as if you were fighting Jotaro.
Watch out for the Master's Teachings (QCF + AA), this super is very
strong and has anti-air priorities. After a missed Master's
Teachings, dash-in and combo him. But it will only connect if
you're fast enough to get near him in a split second. Like Jotaro,
a jump-in using A1 or A2 to intercept against his jump-ins. Watch
out for his overhead, it involves a very slow flying kick that
looks like Charlie's F + MK overhead. It's better to use your Stand
because Joseph players always use there Stand too.
Normal mode – Not many people use Joseph without his Stand. But if they do,
they would most probably do jump-in combos (Joseph still has
one without using his Stand). Some people might also ditch to
get near you and do a throw move. Somewhat like a "roll then
grab" tactic in KOF. So just dash backwards, then find a way to
get an attack. Maybe by turning your Stand off, and attacking
with range attacks like Blazing Strike and Blazing Fist. He has
this counter move in which he does something like his taunt,
but if you hit him, he does his defensive force field move in
which he surrounds himself with electricity. So you better
watch out when to push the attack button especially since he
still has the Master's Teachings.
Stand mode – The thing bothers me the most is when he gets to hit you with
his uppercut move (F + A2, up-close). It can give your opponent
a lot of chance to air juggle with many more uppercuts or even
connect with the Master's Teachings. So air recover in the right
direction to stop from getting hit. If he does the Energy Snare
(QCF + A), JUMP! He's now open for any combo or even a sure-hit
super combo. Like the Star Platinum, he has a special Stand
combo in which he does a sweep in the last part of the combo. So
you better keep your eyes on the game and be alert. Don't even
think of countering during or afterwards the combo, it's quite
fast and he has a quick recovery time. Match out when you jump-
in, he has this all around defense move in which electricity
surrounds him (QCB + A) if you try to hit him.
3) Avdol:
General - A character that has VERY good defenses especially for air. His
most of his moves (more of Stand mode) hit upward and since, he has
something like Sakura's uppercut move (Fire Wall, DP + A) that's
OBVIOUSLY an anti-air move. Go offensive (just dash in and combo,
your special Stand combos to fool 'em) but watch out, he goes
offensive sometimes too. He has this powerful throw move (the
Flames of Hell, HCB + A) that can be block but can be used in a
combo and it's also very painful. His fireball move (Cross Fire
Hurricane, QCF + A) is slow especially in Stand mode. So just jump-
in and combo. He can't sure-hit his supers so just block em'. But
if you miss the Super Blazing Fist, he now can. Although he's super
has good anti-air priority, it's very slow and it can be seen afar
and blocked.
Normal mode – Never EVER have I seen an Avdol Player using normal mode. So
that's why I suggest activating your Stand when fighting this
guy to even the odds. But most probably, the only he can do is
go far away and start shooting fireballs (he has two, QCF + A
and QCB + A with hold the button). The only way get through is
either double-jump or ditch. Or maybe, he can also do some
corner like Jotaro's except using the A3 Fire Wall. Just do
some stuff to get out of it.
Stand mode - His crouching A3 has insane anti-air and range priority. So
insane if he does crouching A3 all the way, you'll never get
close. So, you should just dash-in and quickly do a Super
Blazing Fist. Your super will cancel his crouching attacks and
he'll get hit. But if he does block it and push block, there
might be a chance that the projectile supers of his might still
miss. Again, he has that Sakura-like uppercut move for air
defense. If you are trying to do a jump then block it hoping to
counter the anti-air DP move, it's worthless because they also
know this and since Avdol's range is so good why bother using
that move while you combo him and it's also unblockable. (Since
you cannot air-block basic moves in this game) While he's in the
air, he can do this move in which the Magician's Red (Avdol's
Stand) dives from the air moving in a forward-down diagonal
motion. This move is kinda like T. Hawk's condor dive and it's
quite fast so it might surprise you. But if you're quick and see
them coming down, you can always catch them with a Star Breaker.
4) Kakyoin:
General - A Kakyoin player plays mostly with his Stand and will play
defensive then suddenly go offensive. Or just defensive all the
way, hoping that through your mistakes of attacking he'll get to
damage you (so, don't make any mistakes). If you're gonna jump-in
on a defensive Kakyoin just block because they're always gonna do
the Majestic Field (QCB + A). Never take out your Stand. He'll do
the 20-Meter Emerald Splash (QCF + AA) on you and you'll take a lot
of life because of the cheese. Watch out for that raging demon move
("ShichiJikan", A1,A1, F, A2, A3), it's fast and caught me a lot of
times. I suggest trying to jump backwards then another jump again
using the Star Platinum's double jumping ability. But never jump-in
by far because he might do this move while you're landing! I
frequently go for dashing-in instead. He also has this move in
which he grabs you in the legs and Kakyoin starts attacking you
while you're held. I think that move is not quite effective because
it's slow and leaves Kakyoin for you to just jump-in then start
pummeling him with Super move or combo.
Normal mode – Again like Avdol, Kakyoin players using normal mode are rare!
They think he's not that effective in normal mode because he's
Emerald Splash is just short ranged. Well, they're wrong
because one time, I saw a normal mode Kakyoin player who just
go offensive and do a cornering combo like Jotaro's except
using the short-ranged Emerald Splash. I'm not sure if it's
effective and all but if you ever met an opponent who does this
just intercept his jump-ins and you won't have much problems.
Some Kakyoin normal mode players, turtle a lot with the
Majestic Field on their side.
Stand mode – Kakyoin players in stand mode play defensive by the Majestic
Field or by jumping and doing an Emerald Splash (QCF + A). Wait
for him to do a mistake (like a missed jumped Emerald Splash)
then punish him with a Star Breaker. But beware, Kakyoin has
great offensive capabilities. His basic Stand rush combo has
very great range and some of them hit low so immediately block
low. He also has these drill moves in which the Hierophant Green
(Kakyoin's Stand) extends his arm in a forward down angle and
they're quite fast. BTW, also be alert because some Kakyoin
players do a well-timed drill while they're just jumping
upwards. They can do this because Hierophant Green's jump speed
is so slow when moving. His ground combo is pretty slow as well
as his Emerald Splash and Majestic Field, so just jump-in and
combo him. Sometimes, I got to hit him even before he gets the
Majestic field out. Again about trying to jump hoping he'll do a
Majestic Field, don't jump-in and block frequently. Most Kakyoin
players just use basic attacks as an anti-air because it's
unblockable and has great range. I've seen also some scrub
Kakyoin players who turtle and just keep doing the Emerald
Splash and Majestic Field. Try to dash-in until you're in a
position one-inch away. When he does a Emerald Splash, do the
Star Breaker and they will get with a cancel. If you don't have
levels yet, I suggest charging by keep attacking or double jump
away and do an attack to charge the Super meter bit by bit.
5) Iggy:
General – Always be alert for that powerful quick charge move (charge B for 2
seconds, F + A). It's good for a little chip or to reduce the stand
meter especially since it's really hard to counter it, because of
it's great recovery time. Beware, he has this teleport move (Sand
Magic, DP + AAA) that has a bit lag, so just dash-in and combo. But
if you're unaware, he can sneak up behind you if you turtle too
much and give you the Raging Demon or a super sure-hit. If some
cheap player tries to keep doing his gliding move (Up when jumping)
and throw some bits of sand, just dash behind him and do a jump
attack to hit him (preferably the strongest air combo, see combo
section). Or if you're brave, try double jumping in front of him
and attack. If you're pissed because of the cheapness this guy is
doing, try dashing backwards and do the World. I know he'll get
frozen in time while in the air. So what? It's worth it (sometimes)
to show off and do some bit of damage at the least. If he
retaliates by attack, chances are he'll get frozen time when he
lands. Against Iggy, it's okay to use either normal mode or Stand
mode.
Normal mode – HE'S SO FREAKIN' SMALL! He's so small that he doesn't even need
to crouch to avoid standing attacks. So, you should always use
crouching attacks because they're the only things that connect
anyway. Some tricky Iggy players walk backwards retreating then
quickly does that charging attack to surprise you, so be
careful and always be alert. Most of his attacks quite short
ranged, so basically you can poke with a normal mode crouching
A3 (holding A3 backwards or neutral). Countering after that
charge move is pointless because his stand disappears after the
move. So try fighting the same way with a Blazing Strike in
Normal mode. :)
Stand mode – He's better and more dangerous in this mode. While in stand
mode, he can do a lot! He has a very painful combo involving the
stand rush combo ending with a fierce and canceling into the
charge attack with a total of 25% damage of your life. He also
can sure-hit his Big Sand Wave super (QCF + AA) by comboing it,
which really hurts compared to Jotaro's sure-hit. Finally, he
has a raging demon move ("Sand Storm", A1, A1, F, A2, A3),
that's unblockable and wastes 50+ percent of your life. But
luckily, it's very slow and short ranged so just jump back. Like
the rest who are totally offensive in stand mode, go defensive
and when they jump, try to get under them and attack with basic
attack combos. You can also jump-in and intercept them with a
jumping Stand mode A2, since it does have great range. You're
offense should be those massive damaging combos and the special
Stand combos to trick them as well. His super has poor recovery
time if missed, so do a Star Breaker for punishment. I don't
know if this works, if he does that raging demon thing, do a
Star Breaker. I think he'll get hited. Anybody wanna try?
6) Polvareff:
General - Always be alert for those charging moves of his (both diagonal
forward downward and horizontal). His Armor Takeoff (QCF + AA) is
also anti-air and he can cancel most of your attacks by just doing
it while you're doing your combos to surprise you. So, be VERY
careful. He doesn't much have massive combos, since he can't combo
his charging moves. Don't turn off you're Stand or he can do some
cheese with that Last Shot (QCB + AA) super. But that has some poor
recovery time and can be hited by dashing-in to do a Star Breaker
or a Super Blazing Fist sure-hit! If some scrub just pushes the A
attack rapidly to the move, which looks like Chun-li's Lightning
Kicks, you can either do a Star Breaker immediately or double jump
then combo him. That move is quite essential to Polvareff since
it's quite damaging and it's the only special move that can be
comboed. BTW, he can also do some psyche games by those horizontal-
charging attacks as well as his diagonal downward charge attacks.
But overall, I don't think he won't be much of a problem unless he
plays Polvareff by always canceling your attacks with his Armor
Take-off. Which of course, will hit. You can use any mode with
Jotaro for this guy...
Normal mode – He's quite effective using this mode. Just like Jotaro, a
normal mode Polvareff uses his brain doing psyche games to
damage his opponent since he does have quite a lot. Like Jotaro
and Iggy, he can walk backwards retreating then he quickly does
a charging attack to surprise you. He also can charge up the
diagonal forward backward charging attack. When you try to
attack him, he releases it and you'll get hit about 40% of the
time, then he can join the attack to do more damage (only if
that charge attack is charged up for about quite a time). He
also has that "Control Stand". This is the ability in which he
can detach his Stand from the Stand-user. With this ability,
you'll most probably be tempted to attack and will. By doing
so, the Silver Chariot can just be at your back to attack you
while you're trying to attack Polvareff himself. Even if you're
attacking Polvareff, the Silver Chariot can still attack and
damage you. Which players actually do is that they attack you
with a Super move! So that's why you should be more careful and
alert especially on his mind games.
Stand mode- He can sure-hit his super but it's very difficult, because the
special Stand combo of the Silver Chariot has an air juggling
move in the middle of it but it can be block even if the first
two hits connects :P . So just block even if you're being
comboed. Go offensive by dashing-in and do those massive combos
to reduce his Stand gauge. Like I said previously, he doesn't
have much powerful combos. The only maximum combo is REALLY only
5 hits! If he tries doing that charging downward-forward attack,
just like Avdol's dive move catch him with a Star Breaker.
7) Chaca:
General - I HATE THIS GUY! He's the hardest guy to fight other than Joseph
and Jotaro. He has great air priorities so you have to push the
attack button much earlier when you're trying to intercept them
with a jump-in. If his super misses, it has bad recovery time and
can be punished if you're near enough. Since this guy uses offense
and his Stand (the Anubis sword), I would go for defensive and use
those techniques that counter offensive crazy opponents, which are
mentioned above.
Normal mode – Yeah, right... a normal mode Chaca... don't make me laugh. Most
the time Chaca always uses Stand mode (obviously, since his
moves are needed to be in Stand mode to be initiated. And just
use normal mode when they're running out of the Stand meter. If
he is, it's not that smart to attack for just a little chip
damage. Since he has the Dimensional Cut (QCF + AA without
Stand), which it has good anti-air priorities and very long
range, so don't even think jumping backwards while you're
pressing the attack button won't hurt you. You'll still get
caught and get damaged.
Stand mode - He can also sure-hit his super easily and he also has combos to
confuse you to block high or low. Push block is essential here.
Go defensive and if he makes a mistake go offensive. After his
parry move (Forget me not, QCB + A, he flashes) and the Ogre
Slash (the QCF + A x3 move, the last part only), he has bad
recovery time so just block it and counter. Do not get parried
more than 2 times! He has now the ability to counter while your
doing a normal move if he gets more than 3 parries (unless you
don't use the same attack that was deflected by the parry).
Jumping in might be effective to catch them of guard, but stop
once in a while because if your opponent gets smart, he can use
his Reflection Slash (DP + A). It's quite point less to do a
fake jump-in for an air block to counter since it pushes you
back and you're just risking some of your life. His special
Stand combos which involves an upward in the end has quite bad
recovery time, so just dash in quickly and do a high damaging
combo.
8) Midler:
General – Just avoid the harpoon shots including the big one (Mega Harpoon
Strike, QCF + AA) by jumping or double jumping. Don't jump too much
or else she'll ram you with the move that involves hitting you by a
car coming from the ground (Motor Head, QCB + A). You can try to
trick her by double jumping while you're landing from your first
jump. If she misses the move while the car is at the back, you can
dash-in and hit her with a combo. Her other super involving many
cars to ram you continually (QCB + AA) is also great against
jump-ins so watch out before you leap. Always be alert for that
"Dinner Time" super (DP + AA), it really hurts and is also
unblockable but has very long recovery time. So just dash quickly
and give punishment like a super sure-hit. Basically, that's just
it.
Normal mode – The only difference when she's in normal mode or Stand mode
besides the Stand combos is that her recovery time is better
and she still can attack while doing the Motor Head move. Not
much difference at all in my opinion except that catching her
of guard after she misses her special moves will be harder. But
overall, Midler players prefer to use Stand mode than normal
mode better because of the combos.
Stand mode - She's quite slow with her Stand combos. So, if she's far doing
her normal Stand rush combo, do a Star Breaker. Another way to
do this even if she's close doing the Stand rush combo is just
push block and do the Star Breaker since the ending of her Stand
rush combo, a standing 3-hit heavy attack is SO slow. But its
pretty risky in wasting a super since all characters can
obviously stop they're combos while in the middle of it, but
what the heck the damage when it connects is worth it. Her dash
move, involving her to back-flip with two hits has bad recovery,
so just block it then try to counter attack with a combo. And
here's another reason not to jump too, she can redirect her
standing fierce going to a upward-forward diagonal direction and
it has good anti-air priorities.
9) Alessy:
General - Not much Alessy players I can ever see anywhere. But Alessy is most
probably a poking character and going defensive since he can't
combo. By just blocking the standing A3, it takes a whole lot of
Stand meter. So, watch up for your Stand Meter. Don't jump too
much, his Ushi-ushi-ushi super (QCB + AA rapidly, that Shadow
rising thing) is a good anti-air move (obviously) and turns you
into a little child for more punishment and torture. If he turns
you little, run away then he'll do that gun thing (Hachi no
Nosu-da, HCF + A) and just dodge that by jumping back and forth to
confuse him. Go for your special Stand combos to confuse him when
you get near him. Don't turn you're Stand off, or he'll cheese some
of your life with that gun. Try to do some ticking with your combos
ending with a super. But be warned if he crouches a lot, you have
to crouch too to attack. Since his height won't make him taller
even when his Stand is activated because it's flat and most of your
standing attacks will miss. BTW, watch out because since Alessy
doesn't much have any defense breakers or great offensive
capabilities, he will indeed have to throw to get some damage done
to a human player. So just be aware if he's suddenly going near you
all of a sudden.
Normal mode - IMO, Alessy is better in Stand mode. The only thing he can do
is poke you to death with a fast crouching A1. He can also
intercept you with a fast jumping attack while you're doing a
jump-in. Those are the only things he can do because like any
body in normal mode, it's very hard to do damage and combos
than just jump-in with a normal attack then another
standing/crouching normal attack. :P Most probably, Alessy
players will stick to Stand Mode. BTW, the Gakinchiyoga
(HCB + A) without Stand must be blocked low, and some players
do this while you're jumping-in to the Sethan (the shadow-like
Stand) and if you don't know how to block it, you WILL get hit.
If you do, prepare for punishment...
Stand mode - Watch out all of his normal moves does more damage than the
average character and has good ticking priorities on your Stand
meter. His crouching A2 is also anti-air too, which can't be
block if you try to risk doing a jumping block hoping that he'll
do a super (the "Ushi-ushi-ushi" super in particular). Try doing
a right timed double jump to get to his back and surprise him.
But be warned if he crouches a lot, you have to crouch too to
attack. Same goes when he's Stand is activated since his Stand,
Sethan is always sticking in the floor and might surprise you
because his range is farther than normal. When he jump-ins
(which is VERY rarely), you shouldn't look up but down since the
one who'll be attacking is Sethan from the ground not Alessy. So
don't wait for him to come down since the only flying attack
while in Stand mode of Alessy is a quick jump-in A1! If he does
jump-in, you can just go to his back by dashing then counter or
intercept his jump-in with jumping A1.
10) D'Bo:
General - D'Bo players are very rare. D'Bo is one of the hardest characters
to use but fun in my opinion. The main thing to do is to WATCH YOUR
BACK because his Stand (Ebony Devil, the dummy) can be attacking
you and you might not know this until he's already beating the crap
out of you. But even though, he's a hard character to use doesn't
mean he can't beat the heck out of you. In fact, his Dummy Cutter
(D,D + A) move is a very good move against air jump-ins. And the
Dummy Dive has great range since the Ebony Devil runs before
attacking you during this move. BTW, the Barrel Roll Crusher super
(QCB + AA) is a good move that's like the Star Platinum's Super
Blazing Fist and can be joined with D'Bo for extra damage or MEGA
poking while you're blocking.
Normal mode - Sometimes he'll fight without his Stand on; he'll just keep
doing Dummy Dive and Dummy Hunter while D'Bo himself is
attacking to confuse you and corner you until your Stand meter
runs out or where to block either low or high. Don't get hit </pre><pre id="faqspan-3">
because like Jotaro, he can dash-in and follow up normal
attacks for more damage. And again, watch your Stand meter. You
should also watch for that quick ramming move without his Stand
(F + A2). But if you block it, he's very open for your combos.
If the charge attack hits you, it launches you into the air and
set you up for a lot of air juggles with his standing A2. Not
sure of this, but that move may also have good anti-air
priorities. If it those hit you, it will launch you to the air
for more juggles so quickly air recover.
Stand mode - If he does activate his Stand and D'Bo is in the opposite side
of the Ebony Devil, do a Star Breaker. It will connect. Watch
out while you're doing a combo on him, because the Ebony Devil
might be on your back and will do a Junky Carnival (QCF + AA,
the spear attack then a combo) super. Another example of this
trick is the "attacking the Hulk with super armor when he
suddenly does the Gamma Crush". D'Bo players don't really
activate their Stand for the combos because it leaves then VERY
open. They only do it for the positioning and the cornering
capabilities. Once they see you coming, they immediately
deactivate your Stand and quickly do sneaky and surprising moves
like the charging ram or an anti-air move. BTW, his Dummy Cutter
move and Dummy Dive can be repeated for more hits during in this
mode. So don't get hit for it's additional hits.
====================
9. Misc. Game Info
====================
Will be filled in future update. Sorry, it's hard getting this kind of info.
Besides, many people aren't much interested in this kind of information
anyway but I'll still add it.
================
10. Conclusion
================
--------------------------------------
A) Planned to be added in the Future
--------------------------------------
1) Misc. Game Info Section
-The whole story word-by-word, Poses/Taunts, Colors, and Quotes.
2) Even MORE combos using the normal mode
3) Tips against secret characters in the VS. Section
4) More information on Jotaro
-If anybody gives me one.
-----------------------------
B) A few last words from me
-----------------------------
I hope that you've enjoyed reading this FAQ and it has been useful in
improving your gameplay with Jojo's Venture using Jotaro or any another
character. If you have any suggestions/comments about this FAQ, please e-mail
me, I'm open to accept any comments (except bad and rude ones) and to hear
any suggestions you may have to make this FAQ better or make it more easily
readable (since this is my first FAQ only). If you have any information that
can help me complete this FAQ, please, please e-mail me! I'm going to the
arcades right now since school just started here and I don't have the time.
My e-mail address is on top of this FAQ besides my name. If you want to put
this up in your site, please, please, please e-mail me to get my permission
first. (I have my reasons) My next update might finally get the Misc. Game
Section working, which might be a long time since I'm focused on SF3: 3rd
Strike. :)
P.S. I'm sorry if some of my information that I have put in this FAQ are
wrong in my previous versions of this FAQ. I'm also sorry for messing up my
e-mail address, if there's somebody out there is trying to give me some
information, comments or something else. Please try again.
Thank you VERY much for reading!
------------
C) Credits
------------
I would like to thank following:
-Capcom of Asia/Japan (www.capcomasia.com.hk)(www.capcom.co.jp)
For making another great game.
-WilliamEva (
[email protected])
For the information about Jotaro and the move lists names of Jotaro. Also,
for posting up my first strategies in his site. (Visit his site! Quite good
even if it's still under major construction. The URL is in the part top of
this FAQ)
-GameFAQs (www.gamefaqs.com)
For being a great site that helps a lot of people (including me) in some
other games played. And for posting my FAQ.
-Kelvin Koh (
[email protected])
For some of the names of each move, some intro tidbits and the game system
that I took from his FAQ. And also for the joystick and buttons design. ;)
-Christian Llagas (
[email protected]) / Kao Megura (
http://i.am/Kao/)
For the copyright thing, it's a short and ironic story that Kao doesn't even
know.
-BJ Tuaño (
[email protected])
For trying to help me in getting some information to this FAQ. And also for
letting me join with his ride going to the arcades. :)
This document Copyright 1999 Edward Cheson Sy
(
[email protected])