JoJo's Bizarre Adventure: All-Star Battle R

JoJo's Bizarre Adventure: All-Star Battle R

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Assists for Jolyne
By Ashura
This is an overview on what assists you could consider when playing Jolyne in Jojo ASBR.
   
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Introduction
Assists are a new mechanic for Jojo ASBR that allows you to pick a sub character that will assist you with one assigned special move in that character’s arsenal.

This allows for players to create new combos and setups and wasn't normally possible for some characters to have in the original.

Each assist has 2 types of uses:

A offensive use that is highlighted as a pink circle
A defensive use that is highlighted as a blue diamond.

These uses do not recharge during the round and will only come back at the start of a new round.

We will be focusing on the offensive use as that will be one that will help the main character’s gameplan, in this case it’s Jolyne.

With 50+ characters in the game and even more to come in the future that's over 50 assists to choose from! Sounds daunting but this is what this overview is about.

Update: Well It's been a while and some DLC characters including free ones got added to the game.
Each one will have their own sub section with my opinion on how they are for Jolyne.
Jolyne
Jolyne’s goal is to get in, get the hit and setup her trap on knockdown to mix the opponent up, get the hit again, rinse and repeat. Having assists that help enforce that game plan will make her stronger.

However her kit is generally well rounded so she isn't super reliant on assists to get what she wants, so if you want to go for unique assist picks it’s honestly fine for her.

If you are new to Jolyne then I recommend looking at this beginner guide from mscupcakes Jolyne Cujoh Combo Guide [WIP]

Now we are going to look into which assists you could choose for Jolyne.

I won’t bring up every assist as we will be here all day, but I will mention a few that could be considered.
Jotaro (Part 3)


Jotaro (Part 3)’s assist is his signature ora ora.

This assist is generally a great assist for a lot of characters and Jolyne is no exception.

Very good block stun to setup her mix using her String Zip down in stand mode and has good damage which you can also combo after for even more damage.

Some other options like Jotaro (Part 3) you could use instead are Young Joseph and Giorno which have similar uses.
DIO (Part 1)


DIO (Part 1)’s assist is his counter once struck, will freeze the opponent in place and will give you a free combo.

While Jolyne does have a counter special herself in stand off mode, she doesn’t get to do a lot with it unless she flash cancels or goes into a level 1 super.

DIO (Part 1) allows you to combo without spending any more resources to continue the combo. Another thing is this helps you from a defensive standpoint and can potentially stop people from approaching and allow you to approach them….menacingly.

Shigekiyo is another good counter option but once struck will send them flying instead of crumpling them or keeping them in place for a combo.

Avdol’s for as much as it says it’s a “counter” assist it doesn’t work like the other two assists as it is not a parry, but it also just doesn’t work in general as he just gets hit.

That thing needs to be changed to close range attack. It’s not a counter.
DIO (Part 3)


From one Dio to another.

This Dio has his Stand Punch as his assist which is an unblockable attack, this can initiate setups that the opponent can not deal with and may be forced to use their combo breaker.

Not a required assist for her but can be useful if you learn the setups.

Vanilla Ice also has an unblockable assist as another option like this but only has one use compared to DIO’s two.
Fugo


Fugo is an interesting one, his assist sets up his poison and will poison both you and the opponent if you are close to the poison cloud.

A high risk high reward assist.

You can use it during your combo for more damage or during your knockdown before you setup your trap as an extra hit so they are taking a little bit more damage after the combo.

The poison on Jolyne isn’t too big of a downside as she doesn’t have low base
health however, misuse of the assist can and will bite you back.

Old Joseph


Now you may be thinking…. One use assist… What's the point in that?

Well let me tell you, Old Joseph’s assist will restand an opponent from the knockdown state.

This is pretty big for adding damage in some ways where the combo would have ended or, can use it as mixup to reset your combo and to do more damage in the long run.

For Jolyne’s case, some of Jolyne’s knockdowns would appreciate something like this, like her J.236x (x being any of the LMH buttons.) in stand mode. She has one normal in stand off mode that can relaunch the opponent once in the ground bounce state which is 6H but this command normal uses her stand, so even if you stand rush that special on hit you can’t use 6H until she comes back to you and there is no time to land once she does, that’s where this assist comes in.

Although with all of this it does come with a factor for you to acknowledge.

With it being only one use you really have to pick your time when to use it.
That combo or mixup you do after it could be met with an opponent's combo breaker.
Akira


Another one use assist, although it's the most unique as currently he is the only character to have this category assist “HH Gauge Recovery”.

Akira will generate 1 bar of meter for you, who could say no to more meter?

The meter gain isn’t instant and can be hit while he is jamming.

You are best off to use this when you are certain he won’t be hit while he is giving you meter.


Caesar Zeppeli


While Jolyne has her string trap for her main setup another one wouldn’t hurt to initiate more mixups for her.

Caesar’s Assist is his bubble trap which will home in on the opponent and will hit the opponent multiple times.

This with Jolyne’s strings can enforce her mixups even more and make the opponent keep guessing on your actions.

Anatasia’s trap is another good setup assist that is also good as a combo tool as long as the opponent is grounded.
Johnny


A common thing with “shooting assists” is that a general method to deal with them when trying to get in is that you can just side step away to get away from the pressure.

However Johnny’s kinda throws that out the window, his assist will track you on the floor for a good while and can even catch an opponent's side step if they are not careful, you can still avoid it through side stepping but you can’t be careless with it.

The best part about this assist is that it puts the opponent in a crumple state which means you get a free combo… Unless you are a part 7 character with a horse then they won’t crumpled while they are on the horse but will once they are off it.

With 2 uses it is a great assist to use for getting in and dealing with zoners.

Using the other shooting assists is absolutely fine.

Petshop


Didn’t think i would mention the dumb bird….

Petshop’s assist is a multi hit ice attack that hits low.

What’s significant for Jolyne with that is when she is in stand mode, she can create really hard to block scenarios by instantly leaping into the air with the string zip special and cancel that with an air normal which is an overhead while Petshop will attack low.

Petshop doesn’t come out immediately so you will have to time it well but the reward for opening people like that is worth it.

Koichi’s is in a similar vein to Petshop’s but his assist hits overhead rather than lows so if you feel doing the instant jump method is difficult Koichi is a good option as well.
Jonathan


Anti Air assists serve the purpose of hitting the opponent out of the air so you can go on the offensive.

Jonathan’s does that and sends you to space so you have time to run up and combo from after.

Overall good assist to work with.

Other anti air assists like Josuke4 and Narancia don’t send them as high as Jonathan does but serve as great anti air assists.
Father Puuchi (Final)

Pucci (Final)'s assist will bring out C Moon to lauch 3 projectiles into the air, These rocks cover a good amount of area and will launch the opponent very high to get a combo going.

You can use this assist for Jolyne for combo starters and extensions, catch opponent's for jumping at you if you are quick enough.

With 2 uses and 1 combo breaker you will have to be considerate which combo you break.
Weather Report

Weather Report's assist is his projectile special that will spawn 2 spike traps that will crumple the opponent when hit.

With 2 uses and one combo breaker it's a pretty good assist to help you get in, combo extend with and add another layer to your mixup a game similar to other trap assists in the game.
Risotto

Risotto's assist is the low version of his lariat.

With the move being a low you can perform her hard to block high low setup when in stand mode, much like can you Petshop's assist.

It doesn't pop the opponent very high so combo extensions and conversions from it will be tighter than most assists.

With 2 uses and 2 combo breakers it's an okay assist to run.
Keicho

Keicho assist places a mine on the floor that will explode on the floor when the opponent gets near enough.

Similar to other trap style assists, can be used to further empower jolyne's oki game and the high launch from the mine can make comboing after easier for you.

2 uses and 2 combo breakers this is good assist to run if you want to be comfy with another combo breaker with a trap style assist.
Stroheim

Stroheim's assist is one of his UV light attacks.

Good Hit and Blockstun

Range is okay, if you are somewhat close you can try to throw this out just help close the gap or switch stand mode to go for full offense.

2 Uses and 1 Combo Breaker this is an okay assist to run for Jolyne if you want although there are better options on the table.

Diego (World)

Diego (World)'s assist is an assist that is very similar to Jolyne's own string barrier trap.

He places a metal wall that covers vertically and will crumble the opponent on hit.

This would have been the exact same as Jolyne's String Barrier if it didn't get buffed to have multiple hit's before the crumple.

There isn't too much to say about this, it's a trap assist Jolyne gets the same stuff here compared to the other trap style assists.

It's a good assist if you want more traps to empower your oki game and somewhat use it to help get in but it aint doing anything super different compared to the others.
End
That’s all for now. If there are any assists that you think should be mentioned here and why or if there is any info you want added or changed let me know.

As obvious as it is, I want to make this overview as accurate as possible and the info I write is what I've tested and seen myself.

Any form of constructive criticism on this is highly appreciated.

If any new dlc characters assists give something to Jolyne, or balance patches to assists that affect what has been said here i will update it.

I also highly recommend testing assists yourself, not every assist mentioned here is for everyone and ideally you should pick one for Jolyne that fits what you want to do with her. This overview is simply some recommendations on assists that you could use that helps her one way or another.

This is not a guide for the absolute meta assists for her or whatever. Just wanna make that clear.

Thank you for reading this overview and I hope you enjoy experimenting with Jolyne.


1 Comments
mscupcakes Sep 12, 2022 @ 9:10am 
Thank you for putting this all together, really helpful :mbnecoup: