This overview will show you what assistance you can use when playing Jolyne with Jojo ASBR.
Assists is a new mechanic in Jojo ASBR. You can choose a sub-character to assist you with one special move in that character’s arsenal.
This allows players to create new combinations and setups that aren’t possible with the original.
There are 2 types of uses for each assist:
An offensive use is highlighted with a pink circle
A blue diamond is a symbol of defensive use.
These uses don’t recharge during a round and will not come back until the beginning of a new round.
We will be focusing our attention on the offensive use, as it will be one that will aid the main character’s plan, in this instance Jolyne.
There are 50+ characters in the game, plus many more in the future. That’s over 50 assist options! This overview may seem daunting, but it’s not.
Jolyne’s goal in life is to get in, get hit, set her trap on knockdown, mix up the opponent, and then get the hit again. Jolyne will be stronger if she has support to enforce her game plan.
Her kit is well-rounded so she doesn’t rely on any assistance to get what she needs. However, if you’d like to pick unique assist choices it’s fine for her.
This beginner guide by mscupcakes is a great resource if you are new to Jolyne
Jolyne Cujoh Combo Guide [WIP] – [steamcommunity.com]
We will now look at which Jolyne-related aids you could choose.
As we will be there all day, I won’t be able to mention every assistance, but I will mention some that might be worth considering.
Jotaro (Part 3 –
Jotaro (Part 3,’s assistance is his signature ora.a)
This is a great help for many characters, and Jolyne is no different.
Block stun that can be used to set up her mix using her String Zip Down in stand mode. It also has good damage which you could combine for even more damage.
You could also use Young Joseph or Giorno, which have similar uses.
DIO (Part 1) –
DIO (Part 1) – Once struck, his assist will be your counter and will give you a free combination.
Jolyne has a counter special in stand-off mode, but she doesn’t get much with it unless she flash cancels it or goes into a level one super.
DIO (Part 1) – allows you the freedom to combine without having to spend more resources. This helps you to defend yourself and can possibly stop people approaching you menacingly.
Shigekiyo is another great counter option, but once struck it will send them flying rather than crumpling or keeping them in place for a combination.
Avdol’s is a “counter” assistance. It doesn’t work the same as the other assists because it isn’t a parry. He also gets hit.
This needs to change to allow close-range attack. It is not a counter.
DIO (Part 3) –
From one Dio to the next.
This Dio has his Stand Punch to his aid which is an unblockable strike. This can create setups that the opponent cannot deal with and may force them to use their combo-breaker.
She doesn’t need your assistance, but it can be helpful if you know the setups.
Vanilla Ice has an unblockable assistance as another option, but it only has one use, compared to DIO’s two.
Fugo is a fascinating character. His assist sets up his poison, and will poison you and your opponent if you get too close to the poison cloud.
High risk, high reward assistance
It can be used during your combo to do more damage, or before you set your trap to give them an extra hit.
Jolyne’s poison isn’t too bad, as she doesn’t have a low base
However, misuse of the assistance can and will endanger your health.
You may be thinking …. You may be thinking…
Let me tell you, Old Joseph will help to keep an opponent from being knocked down.
This is a big deal for adding damage to certain areas where the combo would have ended. You can also use it to mix up your combo to do more damage and reset your combo.
Jolyne’s case would be ideal for this. Jolyne’s knockdowns might appreciate something like this.) in stand mode.) in stand mode.
It is important to recognize that this comes with a cost.
It is only one-use so you can choose when you want to use it.
An opponent’s combination breaker could apply to any mixups or combinations you make after it.
Another one-use assist, but it’s the most unusual as he is currently the only character with this category assist “HH Gauge recovery”.
Akira will generate 1 bar of meters for you. Who could refuse more?
The meter gain can be hit while the jammer is jamming.
This is the best way to go if you are sure he won’t hit you while you are giving him meter.
Jolyne already has her string trap, but it wouldn’t hurt to have another one.
Caesar’s Assist, his bubble trap that will target the opponent and hit him multiple times, is Caesar’s Assist.
Jolyne’s strings and this combination can make her mixups even stronger and keep your opponent guessing about your actions.
Anatasia’s trap, another great setup aid that can also be used as a combination tool, as long as the opponent remains grounded, is Anatasia’s trap.
One thing that is common with “shooting aids” is that it is possible to just sidestep away from them to relieve the pressure.
Johnny’s is a little different. His assist will keep you on the ground for a while and catch your opponent’s sidestep if they aren’t careful. You can still avoid it by side stepping, but you shouldn’t be reckless.
This assist is great because it puts your opponent in a crumpled state, which gives you a free combo. Unless they are part 7 characters with a horse, they won’t crumple while they are on it but they will once they get off it.
It can be used for 2 purposes.
It is perfectly acceptable to use other shooting aids.
I didn’t think I would mention the dumbbird ….
Petshop’s assistance is a multi-hit ice attack that hits low.
Jolyne’s point is that she can create very difficult to block situations by jumping into the air instantly with the string zip special. Then she can cancel that with an Air Normal which is an overhead while Petshop will attack lower.
Petshop is not available immediately so you will need to be patient. However, the reward for opening doors for people like that is well worth it.
Koichi’s assist is similar to Petshop’s, but he hits overhead rather than lows so if instant jumping is too difficult for you Koichi is a good choice.
Anti Air assists are used to hit the opponent out of air so that you can go on offense.
Jonathan’s does this and sends you to space, so you have plenty of time to run up and combine from there.
Overall, a great team to work with.
Josuke4 or Narancia may not send them as high, but they are still great anti-air assists.
This is it for now. Let me know if you have any suggestions or comments.
It may seem obvious, but I want this overview to be as accurate as possible. The information I write is based on what I have seen and tested.
Any constructive criticism is greatly appreciated.
Jolyne can help you with any new dlc characters, or balance patches that will affect what is already here.
I highly recommend that you test the assist yourself. Not all assist is right for everyone. You should choose one that suits your needs and Jolyne’s. This overview is just a list of possible assists that could be used to help her in one way or the other.
This is not a guide to the absolute meta-assistances for her or for whatever reason. Let me clarify.
Thank you for reading the overview. I hope you enjoy your Jolyne experience.
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