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JoJo's Bizarre Adventure (e)

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JOJO'S VENTURE Jotaro FAQ
Version 1.02 / June 13, 1999

By Edward Cheson Sy (a.k.a. Ult. Strategist) 
(cheson@hotmail.com)


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/promotional purposes; this includes being 
used by publishers of magazines, guides, books, etc. or being 
incorporated into magazines, etc. in ANY way. This FAQ was 
created and is owned by me, Edward Cheson Sy. All copyrights and 
trademarks are acknowledged if they're not specifically mentioned 
in this FAQ. Please give credit where it is due.

Jotaro and the other characters are a trademark of Capcom. 


This FAQ can be found at: 
1. My friend WilliamEva's site, Black Noah Island 
(www.angelfire.com/wi/WilliamEva/)
2. GameFAQs (www.gameFAQs.com)


=========
Contents:
=========


1. Introduction
2. Revisions/History
3. Controls/Legends
4. Character Information
5. Move List
 A. Basic Moves
 B. Special Moves 
 C. Super Moves
6. Combos
7. Strategies
 A. More application to the game moves 
 B. Which mode should I use?
 C. General combat strategies/tricks
 D. The VS. Section
8. Misc. Game Info
 A. Story
 B. Color
 C. Taunts/Poses
 D. Quotes
9. Conclusion
 A. To be added in the future
 B. A few last words
 C. Credits


===============
1. Introduction
===============


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! While searching for the 
net, I discovered that the game Jojo's venture is based on a manga. 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 hope this FAQ will convince others to give the game a try 
and also improve your gaming skills using Jotaro. Let's begin...


====================
2. Revisions/History
====================


Version 1.02 / June 13, 1999
-More basic strategies added

Version 1.01 / June 9,1999
-Decided to make mini-FAQ into a Jotaro FAQ
-Added a lot more stuff including basic and special move list
-More combos
-Fixed all mistakes

Version 1.00 / May, 1999
-Just a mini-FAQ about Jotaro including combos, strategies and VS. Section, 
that 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.

U - up
D - down
F - forward
B - back
UF - up-forward
DF - down-forward
DB - down-back
UB - up-back
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
Stand Mode - Stand on


========================
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, because he 
married Joseph's granddaughter, Holly. To use Jotaro, you must always go 
offensive in your face to your opponent. I like Jotaro because he has a lot 
of killer combos. I also like him because of his cool supers like the Star 
Breaker and the World. Some of his moves remind me of the moves of Wolverine 
in Marvel vs. Capcom. 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. (Um, 
somebody give me more info. on this guy)    


=============
5. Moves List
=============


In this part, I will describe to you what each move (including basic moves) 
does according to the animation and 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 move does, one-by-one according to which mode.


5.A Basic Moves
----------------


1) Standing 

Normal mode:

A1- Jotaro does a quick short-ranged knee to the stomach of your opponent 
while 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 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.


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. Like the standing A1, it can also hit some low opponents while they're 
crouching.


A3-



Stand mode:

A1- The Star Platinum does a high-hitting quick jab punch using his left hand 
to the opponent's face.

This move is quite good; its range is bit of medium range like the crouching 
A2 while in normal mode. It's very quick and can be cancelled into 
special/super moves and stronger basic moves like A2 and A3. Since this move 
hits high, it's good for land-based air juggling.


A2- The Star Platinum lunges forward a bit while doing an uppercut to the 
chest of the opponent using his left hand. 

The great thing about this move is that it has a bit of a range since the 
Star Platinum lunges a bit forward. Other that, it's because it can be 
cancelled into special/super moves and a stronger basic move, the A3 button. 
This move hits in the middle of your opponent so it might not be effective 
for land-based air juggling.


A3- The Star Platinum does a straight long-range punch to your opponent's 
face.

Now this has great range. 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.


2) 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.


A2- While Jotaro is crouching, the Star Platinum shows up besides him (only 
in half-body without the legs showing) and does a punch while saying 
something.

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 good enough range.

A3 (neutral and holding forward)- While Jotaro is crouching, the Star 
Platinum shows up besides him (only in half-body without the legs showing) 
and lunges forward doing a long-range punch that can knock your opponent out. 


A3 (holding back)-



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. 


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 move, 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. But for a heavy attack, it can be cancelled into 
special/super moves.


3) Jumping

Normal mode:

A1- While Jotaro is jumping, he extends quickly one of his leg 
straightforward making the opponent get hit by his knee.

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. 


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.

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-



Stand mode:

A1- While Jotaro and the Star Platinum are jumping, the Star Platinum quickly 
extends his right hand straightforward below himself making a punch to hit at 
the face of his opponent.

This move has great range (both downward and straight) and air-air 
priorities. Although it does only a bit damage, it can be continued by a 
combo for more damage or a dash-in and follow up an air juggle when you hit 
your opponent in the air.
 

A2- While Jotaro and the Star Platinum are jumping, the Star Platinum extends 
his right hand straightforward below himself making a punch to hit at the 
face of his opponent at slower speed rate than the jumping A1.

Although this move is almost the same like the jumping A1, its difference is 
that it's just slower but more damaging. In my opinion, it's the best jump-in 
that Jotaro has.


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.


5.B Special Moves List
-----------------------


1) Blazing Fists – QCF + A

Normal Mode:
 
Jotaro slouches while he points his finger forward 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 
walking 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.

This move in this mode is now better. 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 to get hited (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: 

The Star Platinum 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 who got hited by this during the first time they fought me. Try to 
catch them with this move while they're landing from a jump. 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 
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 out 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.

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 to get near them to continue my offensive 
streak.


3) Star Finger – DP + A (Hold A to charge, then release A to attack)

Normal mode:

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. 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. 


Stand mode:

The Star Platinum again 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. 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 start 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).   


5.C 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.


Stand mode:

The Star Platinum charges back quickly and does a continual Blazing Fist 
while saying "Ora, Ora, Ora," and Jotaro follows him all the way until the 
move ends. If you look at the damage of this move, the first hits do little 
by little damage while the last one is BIG one. After the move, the opponent 
gets knocks down. If your opponent blocks this move, like the normal mode, he 
won't have time to counter because of its recovery time. (To summarize this 
move: a VERY long and VERY powerful Blazing Fist)

Like the normal mode, the Super Blazing Fist is still good as it is. It now 
can be easily put into combos and has damage and great recovery time. 
Although Jotaro can't join to do some more damage, the Super Blazing Fist 
does great damage already. I mean, check the last hit of this move, it's a 
big wallop. In my opinion, the Super Blazing Fist is very good for damage and 
some reducing of the stand meter since it doesn't have horrible recovery 
time.  


2) Star Breaker – QCB + AA (Hold AA to charge, then release AA to attack)

Normal mode:

The Star Platinum appears and charges his hand. Then, he releases it causing 
a wave energy motion all around his hand while striking the opponent in a 
short range. If you keep holding AA, the Star Platinum will be seen still 
charging his hand and he continues to glow rapidly. I think Jotaro is free to 
move so you can keep charging the move while you're attacking Jotaro to make 
distraction (yeah right, with one attack button and while he's still 
blocking?) After the Star Platinum strikes, he disappears not giving the 
opponent to counter attack.   

For just one hit, it sure does a lot of damage. This move takes almost half 
of your 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. 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. (To summarize this move: one BIG Blazing Strike with a glowing hand)   

There's a better chance to combo the Star Breaker by a crouching A3 but your 
opponent can escape by air recovering. But even if you miss the Star Breaker, 
the opponent has only a little time to counter it. This move is so strong 
that it takes HALF of your opponent's life. Yes... half of your opponent's 
life and it's not even charged! Think of the damage this baby can do when 
it's fully charged, it's most probably gonna be 5/6 or more of your opponents 
life.


3) The World – F, A2, A1, F, S (at level three or above)

Normal mode:

The Star Platinum shows up charging himself while Jotaro can move freely. 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! Activate the World, then go near him since Jotaro can 
still move and try to keep him distracted. If he just keeps blocking, the 
World will activate and now you can do anything you wish for punishment. 


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. You can dish out anything now 
you want like a Star Breaker. You don't much have time so you better dash-in 
immediately. If you don't finish your opponent off, you'll just see him get 
knocked all the way to the others side. Even if you still get hit while your 
performing the World, you don't lose your levels until the move executes.

Like I said before, this the moves of moves. If you want to see this move so 
much, you try charging up your gauge bar. I suggest charging up just by 
dashing backwards very far and start doing the stand rush combo (see below). 
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. 


=========
6. 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. TRIVIA: In normal mode, you 
combo like Alpha style while in stand mode, you combo like Marvel vs. Capcom 
style because of the Stand rush combos. 

Note: Stand crash combos are not really combos (ok, some of them are). But 
actually, they are combos that make 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. Stand 
crash combos can be prevented by push block.


A. Normal mode:

Jump-in, crouching A3
Comments: The old flying kick then sweep combo.

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 prefer to use the A3 blazing fist. The dash-in then 
another attack sometimes connects depending if you're fast enough or in a 
corner.

Jump-in, crouching A2, Blazing Fist, dash-in A

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. 

Jump-in, crouching A2, Stand Appearance Attack (QCF + S)

Star Finger, crouching A1, crouching A1
Comments: Hard to connect combo because of the speed of the Star Finger and 
it's practically worthless in damaging.

Stand Crash combo:
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.

Stand Crash combo:
Jump-in, crouching/standing A1, Star Fingers, crouching/standing A1 while 
Star Fingers are in progress, crouching/standing A1, Star Fingers, 
crouching/standing A1 while Star Fingers are in progress, crouching/standing 
A1, Repeat whole process...
Comments: You get the picture with this combo. The standing/crouching A1 
maybe increased as you wait for the Star Platinum to disappear to do the Star 
Fingers again. But beware if he does a super to cancel your attack and hurt 
you.


B. Stand mode:

A1, A1, A2, A3 
Comments: Your normal 4-hit stand rush combo.

A1, A1, A1
Comments: Star Platinum performs two left quick punches then one 
straightforward punch. Auto combo?

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.

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.

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.

Jump-in, A1, A1, A2, Blazing Strike, Blazing Strike
Comments: This combo is stronger than the Blazing Strike combo but its harder 
to do those QCB x2 motions.

Jump-in, A1, A1, A2, Super Blazing Fist
Comments: Your super sure-hit that can't be escapable in any way. Is it just 
me or does the Super Blazing Fist do less damage?
 
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.   
 
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.

Jump-in, crouching A1, crouching A2, crouching A3, Super Blazing Fist 
Comments: Same as above but it's a Super Blazing Fist than a regular Blazing 
Fist.

Jump-in, crouching A1, crouching A2, crouching A3, Blazing Strike
Comments: Same as above but more worthless.
  
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. 

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?

Stand Crash combo:
Jump-in, A1, A1, A2, Star Finger, A1, A1, A2, Star Finger, Repeat whole 
process...
Comments: This is another use I've found for the Star Finger. By continually 
bashing him up with combos ending with a Star Finger to give em' more, he'll 
stand crash in no time. 

Stand Crash combo:
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)
 

Mixing it up:
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 this; in normal mode, you can interchange 
crouching with standing and standing with crouching. In 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.


=============
7. Strategies
=============


7.A More application to the game moves
---------------------------------------


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. 


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...


2) Recovery (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 on his hit stance on the air.

This move is very important especially to prevent from getting hit by some 
sure-hits. You can also control where you can air recover so that you can 
position your character. Like to escape from nasty air-juggles or to get back 
on the offensive.


3) Ditch (Dodge)- 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.


4) Guard Cancel- QCF + A while blocking an opponent's attack.

The Star Platinum does 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.


7.B What mode should I use?
----------------------------


Actually, I can't decide for yourself which mode you should use. 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. 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

-Ditch can be done as soon as you want to evade most attacks and counter it.
-Jotaro can join the attack or something else like taunt while the Star 
Platinum is attacking or doing something else.
-You can do the Tandem Attack.
-Moves have better recovery time than stand mode since Star Platinum 
disappears after the move.
-Has great cornering abilities using combos.


Disadvantages

-You lose life by chipping just because your opponent attacked you with the 
basic moves in stand mode or with special move attacks.
-Some moves are weaker than the moves in stand mode.
-Some moves/supers can not be put into combos.
-Must use special moves to reduce stand meter of opponent.

 
Over-all

Somebody using the normal mode uses Jotaro like a character that calls out 
his stand to attack then Jotaro himself will attack with his stand 
simultaneously. Because of this along with the Tandem Attack and ditch, 
Jotaro has good abilities of making the opponent trapped in the corner while 
he keeps attacking until he gets stand crashed or chips him out until his 
life is a mere size of a toothpick. Since normal mode has ditch, he can do 
cross-ups attacking at both sides at the same time and evade other attacks to 
counter it with a super. A Jotaro in normal mode has full of surprises, which 
is used for manipulation and mind games since he's 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.   


Stand mode:

Advantages

-Some moves (including basic) are sometimes stronger/better than normal mode. 
-Can now perform the stand rush/special stand combos.
-Can reduce the stand meter with just the use of the basic punches. 
-Can put supers into combos.


Disadvantages

-Blocking is only limited because of stand meter and stand crash rule. 
-Some moves have worse recovery time than the normal mode.
-He's a bigger target for those unblockable moves.
-Since he's a bigger target he can be still hit by standing attacks while 
you're crouching.
-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.


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. 


7.C General combat strategies/tricks
-------------------------------------


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.   


Normal mode:

Offensive tactics
 
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 can use Jotaro as a distraction until the World completes. Tandem attack 
maybe good for breaking your opponent's defense. 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 tactics
 
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. 


Stand mode:
 
Offensive tactics
 
Just keep attacking by dashing-in and jumping-in mostly. Also use the special 
stand combos once in a while to fool them. 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. 
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. 


Defensive tactics
 
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. 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.


7.D VS. Section (Against Humans)
---------------------------------


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 does combo 
and finish them off, with those sure-hits. 


1) Jotaro:
 
Against a Jotaro, it will be like those games that you see every day with a 
Wolverine against a Wolverine in Marvel vs. Capcom. 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. Use 
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 those special stand combos. If he does 
at the moment of the 4th attack do a Super Blazing Fist. 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. :) 


2) Joseph:
 
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). 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. Watch out for the Master's Teachings (QCF + AA), this super 
is very strong and has anti-air priorities. Like Jotaro, use A1 or A2 against 
his jump-ins. Recover immediately from his air juggle as soon as possible. If 
he does the Energy Snare (QCF + A), JUMP! He's now open and do a sure-hit 
super at him. After a missed Master's Teachings, dash-in and combo him. 


3) Avdol:
 
Another cheesy character that has good defenses. 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. He has something like Sakura's uppercut move (Fire Wall, DP + 
A) that's also an anti-air (Duh) so be ready for it. 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. So watch out. His fireball move (Cross Fire Hurricane, QCF + A) is 
slow 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.


4) Kakyoin:
 
A Kakyoin player 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). His combos hit low so 
immediately block low. If you're gonna jump-in on a defensive Kakyoin just 
block because they're always gonna do the Majestic Field (QCB + A) or jump 
and do an Emerald Splash (QCF + A). Never take out your stand. He'll do the 
20-Meter Emerald Splash you and you'll take a lot of life because of the 
cheese. Wait for him to do a mistake (like a missed jumped Emerald Splash) 
then punish him with a Star Breaker. His ground combo is pretty slow as well 
as his Emerald Splash and Majestic Field, so just jump-in or dash-in and 
combo him. Watch out for that raging demon move  ("ShichiJikan", A1,A1, F, 
A2, A3), it's fast and caught me a lot of times. 


5) Iggy:
 
Without a stand, he's so small and crouching attacks will only connect. Some 
tricky Iggy players walk backwards retreating then does a that charging 
attack to surprise you so be careful. With his stand, he can do a lot! He can 
do a very painful combo, he can sure-hit his Big Sand Wave super (QCF + AA) 
and he has a raging demon move ("Sand Storm", A1, A1, F, A2, A3). Like the 
rest who are offensive, go defensive and 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? 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. 


6) Polvareff:
 
Always be alert for those charging moves of his (both diagonal downward and 
horizontal). His Armor Takeoff(QCF + AA) is also anti-air and he can cancel 
most of your attacks. He doesn't much have massive combos. 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. So just block even if you're being 
comboed. Go offensive by dashing-in and do those massive combos to reduce his 
stand gauge. 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 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. BTW, he can also do some psyche games by those horizontal-charging 
attacks as well as his diagonal downward charge attacks. 

7) Chaca:
 
I HATE THIS GUY! He has great air priorities. He can 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), 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). If his super misses, it has 
bad recovery time and can be punished if you're near enough. The Dimensional 
Cut (QCF + AA without stand) 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.  


8) Midler:
 
She's quite slow with combos. So, if she's far doing her normal stand rush 
combo, do a Star Breaker. Just avoid the harpoon shots including the big one. 
Don't jump too much or else she'll ram you with the Motor Head (QCB + A). 
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. Her dash move, involving her to back-
flip with two hits has bad recovery, so just counter with a combo. Basically, 
that's just it. 


9) Alessy:
 
Not much Alessy players here. But Alessy is most probably a poking character 
and going defensive since he can't combo. Don't jump, his Ushi-ushi-ushi 
super (QCB + AA rapidly, that Shadow rising thing) is anti-air and turns you 
into a little child for more punishment. His crouching A2 is also anti-air 
too. If he turns you little, run away then he'll do that gun thing (Hachi no 
Nosu-da, HCF + A) and just dodge that. 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. His punches do a lot of ticking, so 
watch your stand meter. BTW, the Gakinchiyoga (HCB + A) without stand must be 
blocked low, and some players do this while your jumping-in to the Sethan 
(the shadow-like stand). 

10) D'Bo:
 
D'Bo players are very rare. The main thing to do is to WATCH YOUR BACK. But 
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. 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 your comboing him, because the 
Ebony Devil while in your back might do a Junky Carnival (QCF + AA, the spear 
attack then a combo) super. Also watch for that ramming move without his 
stand (F + A2), because it launches you for a lot of air juggles with his 
standing A2. But if you block it, he's very open for your combos.  


==================
8. 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 info anyway but 
I'll still add it. 


=============
9. Conclusion
============= 


9.A To be added in the future 
------------------------------


The Misc. Game Info Section 
-The whole story word-by-word, Poses/Taunts (Opening, Closing Poses), colors 
of Jotaro, and Quotes. 

More combos using the normal mode

More on the basic moves that I haven't put because I don't use them that much

More strategies to the game moves

More tips and characters to be added in the VS. Section
-Tips against secret characters.

More character information
-If anybody gives me one.


9.B A few last words
---------------------


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 (since this is my first 
FAQ only. If you have any information that can help me complete this FAQ, 
please, please e-mail me! 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)


9.C Credits
------------


I would like to thank:

-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.

-Kelvin Koh (kelkwl@mbox4.singnet.com.sg)
For some of the names of each move and the game system that I took from his 
FAQ. And 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 
know.


This document Copyright 1999 Edward Cheson Sy