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