JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa: Difference between revisions

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Revision as of 22:55, 30 September 2022

Introduction

                                                             I will shut you down.... forever!

Making his debut in 1984, Baoh is from a short manga series titled "Baoh", known in Japan and some other countries as "Baoh the Visitor" , arguably one of Araki's most famous pre-JoJo works. The plot revolves around 17-year-old Ikuro Hashizawa, who is kidnapped by a secret military organization called Doress. They forcefully implant Ikuro with a parasitic worm that grants its host superhuman powers, turning him into a BAOH (Biological Armament On Help), an unstoppable bioweapon. After escaping from the organization with the help of a 9-year-old psychic named Sumire, they are now on the run from the organization and its assassins.

Overview

Despite being a guest character, Baoh fits in perfectly with the cast of ASBR, both in design and gameplay. Baoh's kit is focused on relentlessly rushing down your opponent with his multi-hit fireballs, super armor and quick dash speed, while being able to keep up his offensive momentum with his invulnerable DP and threatening high-lows and cross-ups. This, coupled with his high-damage conversions makes Baoh a solid pick if you want a well-rounded character with above-average execution requirements.

Key Traits

  • Super Jump: Baoh's Astonishing Leap ability can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
  • Rushdown Specials: Access to multiple special moves meant to attack forward, he's all about getting into the opponent's face and staying there. Has a great tool in 214M which can cross-up as well.
  • Super Armor: Can threaten opponents further in neutral with his armor install, granting his next special armor for the entire duration of the move.


Playstyle
JJASBR Baoh Small Icon.png Baoh is a rushdown character that relies on his Sabers and his armor mode to keep his offensive momentum going, while being able to quickly close the distance between him and his opponent when pushed back.
Pros Cons
  • High Damage: Has access to high-damaging, meter positive combos.
  • Easy conversions: Can easily convert into decent damage and knockdowns, thanks to his Melting Palm special series.
  • Dash Speed: Baoh has the fastest dash speed in the game, making him very good at closing distance.
  • Threatening Options: Poses a threat from anywhere on the screen, thanks to his fireballs and very fast, fullscreen HHA
  • Stubby Normals: While having a good approach, Baoh's buttons are rather small, making him easy to contest in scramble situations and in neutral.
  • Difficult Routing: Most of Baoh's optimal routing requires precise timing and tight execution.
  • Meter Reliant: Due to not having access to Stand Rush or EX moves, he is forced to rely on Flash Cancelling for combo extension.

Unique Mechanics

Baoh Armed Phenomenon

After falling below certain HP thresholds, Baoh begins to regenerate HP, with the regeneration rate increasing depending on how low Baoh's health is:

    • Level 1: Activates at 75% HP
    • Level 2: Activates at 50% HP
    • Level 3: Activates at 25% HP

Scent of Murder

When an opponent either activates an install (for example, Diavolo's Epitaph or Fugo's Purple Haze Distortion) or enters a special, powered-up state (for example, Gyro's Golden Rotation or Part 7 characters picking up corpse parts), Baoh gains an increased Stylish Defense window (roughly 4 frames).

This is Baoh!

By pressing the Style button Baoh can spend 0.25 meter to give his next special a guard point state that extends through the entire duration of the move.

Stats

Style Health Low Health Mode Hashtag(s)
Baoh Armed Phenomenon 850 Baoh Armed Phenomenon #ASBR_BAO


Move List

Normal Moves

5L
5L
JJASBR Baoh 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -
  • Standing jab with average range.
  • Mainly used for situational combo extensions.
5M
5M
JJASBR Baoh 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -
  • Combo filler with below average range and slight forward movement.
  • Used for confirms and combo extensions.
5H
5H
JJASBR Baoh 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid - - - - -
  • Normal with lots of forward movement. Your primary combo extension tool into super jump routes and 214M juggles.
  • Rather unsafe and cannot be used as a poke unless special cancelled.
2L
2L
JJASBR Baoh 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -
  • Baoh's fastest button.
  • One of the stubbier 2Ls in the game, mainly used for pressure and quick confirms.
2M
2M
JJASBR Baoh 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -
  • Slightly bigger and faster than 5M. Also has slight forward movement.
  • Mostly used during 214M juggles.
2H
2H
JJASBR Baoh 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low - - - - Knockdown
  • Moves forward slightly. His furthest reaching button and a solid sweep.
  • Used as combo filler for the more optimal, difficult routes.
JL
j.L
JJASBR Baoh Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead - - - - -
  • Primarily used in jump-ins low to the ground after successfuly baiting a Stylish Guard attempt.
JM
j.M
JJASBR Baoh Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -
  • Solid air-to-air.
  • Used in super-jump routes where jH's hitbox won't reach.
  • Crosses up.
JH
j.H
JJASBR Baoh Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Overhead - - - - -
  • Your main jump-in and combo extender after PC'ing 214H.
  • Solid downward-reaching hitbox.
  • Crosses up.

Special Moves

421X
Baoh Melting Acid
Baoh Meltedin Palm Phenomenon
421L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145(20, 5x12, 65) Mid - - - - Knockdown
Medium 145(20, 5x12, 65) Mid - - - - Knockdown
Heavy 145(20, 5x12, 65) Mid - - - - Knockdown

Baoh lunges forward to grab the enemy and melt their face off before slamming them into the ground.

  • The move is a hitgrab, cutting to a cinematic as soon as it lands.
  • Damage is the same across all versions, with button strength dictating the move's startup and distance travelled.
  • Bounces away from the opponent on block.
  • Deals the most damage of Baoh's meterless enders.
214X
Baoh Hardened Saber
Baoh Reskiniharden Saber Phenomenon
214L/M/H
JJASBR Baoh 214L.png
 
 
 
 
JJASBR Baoh 214H.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Low - - - - -
  • Baoh slices forward, slashing his opponent's ankles with his saber.
  • Crumples on hit, allowing for combos after.
  • Leaves Baoh on the other side of the opponent when done close enough.
  • Unsafe, but can be tricky to punish on block depending on where he ends up.
  • Rather predictable, but still a threatening low in Baoh's kit.
Medium 65 Overhead - - - - -
  • Baoh leaps forward and performs an overhead hitting circular slash.
  • Also crumples on hit.
  • Baoh's main mix tool and air combo extension.
  • Crosses up, but if spaced properly, can hit from the front, adding another layer to your mix.
Heavy 80(5x9, 35) Mid - - - - -
  • Baoh unleashes a flurry of saber slashes, launching the opponent into the air.
  • Baoh's primary grounded combo starter when PC'd.
  • Deals a decent amount of guard gauge damage.
  • Cannot be PC'd until the very last hit.
623X
Saber Off!
623L/M/H
Baoh's DP series.
Baoh's DP series.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60(30x2) Mid - - - - Knockdown
  • Baoh rises a small distance into the air, slashing his arm sabers and knocking the opponent over.
  • With no invincibility and no hard knockdown on the second hit, it has less utility than the heavier versions.
Medium 75(40,35) Mid - - - - Knockdown
Heavy 115(20, 60, 35) Mid - - - - Knockdown
  • Baoh rises even higher into the sky, slashing the opponent upwards with his saber before hurling it downwards at them.
  • Invulnerable anti-air, with the heavy version having the most invincibility and recovery.
  • Baoh will throw the projectile regardless of whether or not the rest of the move lands.
  • The direction of the H projectile curves after being thrown, eventually moving forwards instead of down.
  • The projectile Baoh throws will hit downed opponents.
236X
Baoh Shooting Stinger
Baoh Shooting Bees-Stinger Phenomenon
236L/M/H
JJASBR Baoh 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45(15,30) Mid - - - - -
Medium 60(15x2, 30) Mid - - - - -
Heavy 75(15x3, 30) Mid - - - - -

Baoh fires off energized hairs from his head that combust upon contact with the opponent.

  • Puts the opponent in burn state for a moment, dealing extra damage.
  • Short recovery makes it a good utility for zoning, fireball wars, combo extensions, or pressure if you PC and run behind it.
  • Different strengths increase the damage and number of hits while increasing the startup and recovery.
  • Baoh whipping his hair deals one of the hits, so ranged zoning will lower the move's damage slightly.
22X
Baoh Break Dark Thunder Phenomenon
22L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 56(12x3, 20) Mid - - - - -
Medium 68(12x4, 20) Mid - - - - -
Heavy 80(12x5, 20) Mid - - - - -

Baoh floats into the air before discharging electricity from his body.

  • Very situational special with long startup, even for its fastest version.
  • The hitboxes of Baoh's electricity will neutralize enemy projectiles.
  • Heavier strengths do more hits and move Baoh forward further, but dramatically increase the startup.
  • Deals a LOT of guard bar damage, provided the opponent doesn't escape or SG/SD you.
  • Sends the opponent flying back on hit. Hard to use in combos as a result, but some use in more uncommon juggle extensions.

System Mechanics

Throw
Throw
Get the hell out of my way!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 130 Throw - - - - Knockdown
Back 130 Throw - - - - Knockdown
  • Baoh grabs the opponent before slamming them to the ground. Standard throw.
  • Recovers fast enough to let you activate your armor install and do oki after.
Assist
Assist
Break Dark Thunder Phenomenon
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
68 - - - - - -
  • 2 use, 1 breaker assist.
  • Uses the M version of Break Dark Thunder Phenomenon.
baru
This is Baoh!
5S
JJASBR Baoh 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Baoh's unique power-up, costs 0.25 meter to use.
  • On use, gives Baoh super armor on his next special for the entire duration of the move.
  • Armor persisting even through recovery frames means risky moves can become unique approach options.
  • Doesn't disappear on knockdown.
  • Fast enough to activate after some hard knockdowns without giving up pressure.
Superjump
Astonishing Leap
Any jump after 1/2/3
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Baoh jumps slightly higher than usual.

  • Acts no differently than his normal jumps apart from the difference in animation.
  • Can be cancelled into from Baoh's normals on hit or block. Immensely important for his blockstrings and combo routes.

Heart Heat Attack

Laser Beam!
236 + Any Two Attack Buttons
BARUBARUBARUBARUBARU
BARUBARUBARUBARUBARU
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
180/168 High - - - - Knockdown

Baoh pulls out a laser cannon and fires it at the opponent.

  • Very fast and reliable HHA.
  • Does an additional hit and additional damage when done point-blank.
  • Has instant travel time and goes full-screen.
  • Fast enough to punish Kars ULF transformation from full-screen.

Great Heat Attack

Time to cover up that stench!
236L+M+H
 
 
 
 
uh oh stinky
uh oh stinky
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
372 Mid - - - - Knockdown

  Baoh lunges at his opponent, attacking them with a flurry of saber attacks before finishing them off with his Break Dark Thunder.

  • Comboable into from most routes due to the quick forward movement and generous hitbox on the initial attack.
  • Underwhelming wakeup option, as it is unsafe on block and easily jumpable.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh