JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake): Difference between revisions

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| intro = [[file:JJASBR_WS_Pucci_Small_Icon.png|50px]] '''Enrico Pucci (Whitesnake)''' is a Stand-style character that excels at close range in Stand On, and long range in Stand Off.
| intro = [[file:JJASBR_WS_Pucci_Small_Icon.png|50px]] '''Enrico Pucci (Whitesnake)''' is a Stand-style character that excels at close range in Stand On, and long range in Stand Off.
| pros =
| pros =
* '''Disc Stealing:''' Although he can't combo into any disc steal except for the HHA steal, if you manage to land a [[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#63214X|63214X]], the opponent will lose most of their options for defense and offense.
* '''Disc Stealing:''' Although he can't combo into any disc steal except for the HHA steal, if you manage to land a [[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#63214X|63214X]], the opponent will lose the majority of their options and will have to hit you while at that disadvantage and then pick up the disc to get back to normal.
* '''Command grabs with high reward:''' Has 2 command grabs(or just one in stand-off), one which leads into a combo, and another one that steals most of the opponent's options. Both of these are great rewards, moreso the disc stealing one.
* '''Command grabs with high reward:''' Has 2 command grabs(or just one in stand-off), one which leads into a combo, and another one that steals most of the opponent's options. Both of these are great rewards, moreso the disc stealing one.
* '''Air to Air:''' Stand-on jM and jH both can lead into combos if you hit someone with them while they're in the air, which is a rare property for air normals.
* '''Air to Air:''' Stand-on jM and jH both can lead into combos if you hit someone with them while they're in the air, which is a rare property for air normals.

Revision as of 09:57, 1 October 2022

Introduction

Enrico Pucci has been completely reworked from his state from the original ASB, now only having access to Whitesnake, while having multiple new moves in return. Pucci's gameplan is to land his disc-stealing command grab, 63214X, to seal away special moves, and then either safely zone with his stand-off 236X, or pressure the opponent at close range, both of these made way harder for the opponent to deal with by the removal of special moves.

Playstyle
JJASBR WS Pucci Small Icon.png Enrico Pucci (Whitesnake) is a Stand-style character that excels at close range in Stand On, and long range in Stand Off.
Pros Cons
  • Disc Stealing: Although he can't combo into any disc steal except for the HHA steal, if you manage to land a 63214X, the opponent will lose the majority of their options and will have to hit you while at that disadvantage and then pick up the disc to get back to normal.
  • Command grabs with high reward: Has 2 command grabs(or just one in stand-off), one which leads into a combo, and another one that steals most of the opponent's options. Both of these are great rewards, moreso the disc stealing one.
  • Air to Air: Stand-on jM and jH both can lead into combos if you hit someone with them while they're in the air, which is a rare property for air normals.
  • Projectile: His stand-off 236X, I order you!, is Pucci's only safe on block special move, and a fullscreen projectile with varying speeds that singlehandedly makes his stand-off long range neutral powerful.
  • Range: While his stand-on normals aren't small, he doesn't have any big moves. 623H is horribly slow and unsafe to be used as a long range poke, 3H's travel time is too long to be used as a poke, and his 214X
  • Low damage potential: His meterless combo damage is about average, but what he gets from spending meter isn't as much as other characters, leaving his damage potential lower than most characters.
  • Unsafe on block: All of Pucci's stand-on specials are too slow to safely use in a blockstring, and are unsafe on block. His 3H is also unsafe on block. This issue doesn't exist in stand-off, as the disc is quick, safe on block, and puts a good distance between you and the opponent.

DISCs

Hitting the opponent with 63214X, HHA, or GHA will take a disc from the opponent. If taken with 63214X, the opponent will be unable to use any moves except normals, supers (HHA/GHA) Stand On/Off, and Mount/Dismount. If taken with HHA, the opponent will be unable to use HHA. If taken with GHA, the opponent's meter guage will be sealed, and they will be unable to use any meter.

After a disc is taken, the effects will stay in place until the round ends, or until the opponent picks up the disc. The opponent can make Pucci drop the disc by hitting him. The disc will appear right infront or behind of the opponent after they hit Pucci, and it can be picked up by crouching on it, but Pucci is also able to pick it back up. The disc won't appear anywhere after being taken until Pucci is hit.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_WHS
#ASBR_PUC

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Has less range than his 2L, so if you hit a 2L at near max range, don't cancel into 5L or it will whiff.
5M
5M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • An advancing normal with average range for a stand-off 5M.
  • Unsafe on block, but needs to be punished with a move that's both quick and not very short range, which not every character is able to do. If you add a bit more pushback into the blockstring, this move can be safe as an ender.
5H
5H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • An advancing normal with only slightly more range than 5M. Pucci's longest stand-off normal(not counting his command normal).
  • Safe on block.
2L
2L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Has a very good reach for a 2L, hitting further than 5L and stand-on 2L.
  • Can't combo into a 5L if hit at around max distance, so cancel it straight into a medium or heavy normal in that situation.
  • Safe on block.
2M
2M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Slightly advances forward.
  • Safe on block.
2H
2H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Forces a knockdown on hit.
  • Very unsafe on block, but can be cancelled into 236X for a frametrap that will end safe on block(the gap between the 2H and the 236X will be vulnerable to some invincible moves, but will not lose to counters, since it's a projectile), into 623X for a command grab, or into 3H, and then into 236H for a gapless safe blockstring.
3H
3H
Command Normal Name
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Pucci's longest reaching normal, and his longest reaching stand-off move that isn't a command grab or projectile. It's range is barely longer than 214X, but is way quicker and can be cancelled into safe options, or stand rushed to continue pressure.
  • Cancelling into 3H, and then into 236H, is Pucci's best way of ending a blockstring safely with no gaps.
JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • It hits very high, so use it for air-to-air. Don't use it to try to hit people on the ground. Same as most jLs.
  • Notes 2
JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Can be used for crossups rarely, but it's not nearly as good for crossups as it looks.
  • Has low blockstun and hitstun, so if you use it too soon after a dashjump, or while you're too high in the air, it will be unsafe on block.
JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Can also be used for crossups, but a situation where this crosses up is just as rare as with his jM.
  • Has the hitbox you would except from a jH, which is good. This is your best aerial if you need range.

Special Moves

236X
Special Move 1
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • A great move, giving Pucci a strong neutral and a safe blockstring ender
  • The speed varies depending on which button you pressed(L is slowest, H is fastest). It's often unclear whether blockstring into this move will be true blockstring or frametraps, but L version is most likely to frametrap, and H is version is most likely to be a true blockstring. Use the H version if you are afraid of the opponent using an invincible move and hitting you in the gap. It won't always be gapless, but it leaves the smallest gap even when it isn't
  • When zoning with this, switch up the version you're using to force the opponent to be attentive or get hit
Medium - - - - - - -
  • Medium speed
Heavy - - - - - - -
  • Has the fastest projectile speed out of the 3 options
623X
Special Move 2
623X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • A command grab that crumples the opponent, leading to a (heavily scaled) combo. Can be used in both stand-on and stand-off
  • The L version is quick for a command grab, but has the least range. This is the best version, but the M version is alright too for when the opponent is slightly too far away. Don't use the H version
Medium - - - - - - -
  • What you would expect from the medium version. More range than L, less than H. Quicker than H, slower than L.
Heavy - - - - - - -
  • Has weirdly long range for a command grab. Pucci's longest stand-on move, but it's not useful as a poke due to the speed, recovery, and the fact that it's a command grab. The only use is that it can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk. Stick to the L/M version.
214X
Special Move 3
214X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Can be used in both stand-on and stand-off.
  • Medium and heavy version are multihits on hit, but not on block.
  • Pucci's only standing overhead.
  • Leaves a large gap before it when used in a blockstring, no matter which version is used.
  • Light version hits once and can lead to combos into stand-off
Medium - - - - - - -
  • Has very high damage, and can lead to an OTG 214H
  • At the end of certain combos, this move can drop after the first hit and not lead into the second hit.
Heavy - - - - - - -
  • Impossible to combo out, even with meter spent.
  • Can hit OTG(it can hit opponents that are knocked down), which is it's main use. Can be used to OTG even after a throw.

Stand On

Normal Moves

Stand 5L
5L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 5M
5M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 5H
5H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 2L
2L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 2M
2M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 2H
2H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand 3H
3H
Stand On Command Normal Name
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2

Special Moves

Stand 236X-6X
Stand On Special Move 1
236X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Stand 623X
Stand On Special Move 2
623X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Stand 63214X
Stand On Special Move 3
63214X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2

System Mechanics

Throw
Throw
Throw Name
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - - - - - -
  • Notes 1
  • Notes 2
Back - - - - - - -
  • Notes 1
  • Notes 2
Assist
Assist
Assist Name
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand On
Stand On/Off
5S
Stand On
Stand On
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Summons Stand Name, altering Character name's moveset and abilities.

System Mechanic
System Mechanic
22S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2

Heart Heat Attack

HHA
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Advances forward very far and has a very tall hitbox. It's a great HHA, will never miss in combos and the opponent will usually never be able to jump above it.
  • Because it's invincible, you can use it to get past combo breakers, as you can with most HHAs.

Great Heat Attack

GHA
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Frame 1 counter super with very(very) high damage
  • If successful, you will steal the opponent's meter gauge, and they will be unable to do anything with meter(HHA, GHA, stand rush, etc).

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