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    Jotaro by ECSy

    Version: 2.00 | Updated: 07/20/99 | Search Guide | Bookmark Guide

                              JOJO'S VENTURE / JOTARO FAQ
                              Version 2.00 / July 20, 1999
                        By Edward Cheson Sy (a.k.a. ECUS, Strat)
                    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 
    2. GameFAQs (www.gameFAQs.com)
     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
     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 
     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 
     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  
         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
         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
    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  
         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 
     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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    Stand mode:
    1) Jump-in, A1, A1, A2, Star Finger, A1, A1, A2, Star Finger, Repeat whole 
    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 
    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 
    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 
    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 
    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     
                 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 
     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 
     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 
    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 
    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 
    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 
                  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 (williameva@angelfire.com)
    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 (kelkwl@mbox4.singnet.com.sg)
    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 (xenith@suburbia.com.au) / Kao Megura (http://i.am/Kao/)
    For the copyright thing, it's a short and ironic story that Kao doesn't even 
    -BJ Tuaño (badjark@i-manila.com.ph)
    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

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