JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci: Difference between revisions

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*Notes 1
*A quick close range swipe
*Notes 2
*Prosciutto's fastest button in stand on
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Revision as of 00:34, 12 October 2022

Introduction

Two minor villains from Vento Aureo, the fifth part of JoJo's Bizarre Adventure, Prosciutto and Pesci (often referred to as just Prosciutto) are a highly versatile character in All-Star Battle R: with almost every tool in the game, along with strong normals and specials, Prosciutto has an answer to almost everything. In Stand-Off mode, Prosciutto has Pesci by his side, giving him access to a highly powerful trap with "Hook, line and sinker! You took the bait!" that makes approaching Prosciutto a very difficult task, as well as a strong ranged low special with "Nice try!" that leads into Prosciutto's highly damaging OTG combos using his 3H. Combining all of these tools together can make Prosciutto in Stand-Off one of the hardest-to-approach characters in the game.

Stand-On mode gives Prosciutto some of the hardest to escape pressure in the game with his "You're soft!", allowing him to make everything highly plus, and with his quick standing overhead 3H and instant overhead with dash jump j.H, makes blocking him a tough task. Prosciutto's damage in Stand-On is also some of the highest meterless damage in the game, making him a monster if he ever gets close and someone you absolutely must keep out or be ready to block. Adding onto this, every time Prosciutto gets in, he ends his combos with his "We're in it to the end!", which increases his unique Aging Gauge and disables certain universal mechanics, making it even harder to escape his next pressure sequence as you'll be heavily gimped and missing out a few key answers to escaping him. While in Stand-On, Prosciutto can very easily 2-touch the entire cast even without assists thanks to his high damage and scary pressure.

While Prosciutto and Pesci sound invincible, they have one huge weakness: zoning. Prosciutto has no easy answer to getting zoned out hard and will have to wade his way through projectiles to get his game plan started. Nevertheless, with his combination of huge strengths, few weaknesses, and unique aging mechanic, Prosciutto and Pesci are one of the strongest characters in the game.

  • Bro and Mammoni: While Prosciutto does indeed have a Stand and has access to switching between Stand-Off and Stand-On, Prosciutto cannot use Quick Stand-On or Stand Rush like other characters with the Stand fighting style.
Playstyle
JJASBR Prosciutto Small Icon.png Prosciutto & Pesci are a hybrid defensive monster and pressure demon that can seal the opponent out of their precious system mechanics.
Pros Cons
  • Versatility: With highly useful Stand-Off and Stand-On modes, Prosciutto has access to everything you could want minus a projectile, combining his powerful trap, ranged lows, and strong conversions with Stand-Off. Alongside his powerful mixup, pressure that seemingly has no end in sight, and oppressively good aging mechanic with Stand-On, you get a powerhouse of a character.
  • Aging: To the uninitiated, his aging mechanic can prove to be a massive annoyance, as even one level disables the universal Stylish Dodge and Stylish Guard defensive mechanics. This allows Prosciutto to run offense at virtually no risk.
  • High Damage Output: Prosciutto deals amazing damage off virtually everything before adding in meter and assists, easily 3-touching almost the entire cast without even needing to spend a single drop of meter and potentially in fewer touches if meter is used.
  • Not Meter Reliant: Not only does Prosciutto easily build over a whole bar of meter off every confirm, he never needs it for his combos, and usually when he does spend it on a Flash Cancel for an extension, he always builds back way more than he spent. This lack of a reliance on meter lets Prosciutto stock up as much meter as he wants to spend it on whatever he wants, whether it's level 3 GHAs or Flash Cancels to maintain safety if he accidentally overextends in pressure.
  • Weak to strong zoning: Prosciutto can struggle to approach someone with strong zoning as he lacks a good answer other than "Nice try!" and hoping it trades in his favor.
Inconsistent combos: A good amount of Prosciutto's combos do not work on the entire cast (namely 3H > 236H~4); although universal combos exist and still do good numbers, they are definitely slightly weaker. Most notably, Funny Valentine can entirely avoid his OTGs with his "Hiding in the next dimension".

Aging Gauge

Above Prosciutto's meter is a three-level gauge, which tracks his unique aging mechanic. It increases by one level every time he lands his "Direct contact is fastest." and "We're in it to the end!", and goes all the way to Level 3 if Prosciutto successfully counters his opponent with his HHA. Each level disables a specific universal system mechanic:

  • Level 1: The opponent loses the ability to Stylish Dodge and Stylish Guard.
  • Level 2: The opponent loses the ability to jump (and Super Jump for applicable characters).
  • Level 3/MAX: The opponent loses the ability to backdash, forward dash, and run.

The Aging Gauge will passively drain on its own at a steady rate, and will drain slower while the opponent is moving or attacking. Under normal circumstances, the effects last 7 seconds before the gauge goes back to Level 0, but the timer is reset every time Prosciutto lands an aging move. A level is removed every time Prosciutto is knocked down, and the gauge is reset to 0 instantly if Prosciutto is hit by a GHA. If the opponent attempts to use something they've been sealed out of, they temporarily get staggered.

Stats

Style Health Low Health Mode Hashtag(s)
Bro and Mammoni 950 Resolve #ASBR_PRO

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Prosciutto 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 5 - - -2 +2
  • Standard quick jab with short range.
  • Good for staggers and tick throws.
5M
5M
JJASBR Prosciutto 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 7 - - 0 +4
  • Short range makes this button horrible for grounded hit confirms, get into the habit of doing 5L > 2M in your hit confirms because this will usually miss.
  • Very useful for Prosciutto's juggles.
  • 0 on block, decent as a pressure reset.
5H
5H
JJASBR Prosciutto 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 13 - - -2 -8
  • Pure combo filler, combos into 22L/236H
2L
2L
JJASBR Prosciutto 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 7 - - -2 +2
  • Slower than 5L making this weaker for staggers
  • Will be used in Prosciutto's longer combos in order to avoid IPS
2M
2M
JJASBR Prosciutto 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 Low 9 - - -4 0
  • Typically used over 5M in grounded hit confirms due to it's better range
2H
2H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15, 16 Low 13(14)1 - - -16 -
  • Double hitting low sweep
  • At some ranges only the first hit will connect leaving you punishable on hit
  • Occasionally useful for catching people off guard due to it being a double hit low
3H
3H
You gutless rat!
JJASBR Prosciutto 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15x2, 25 Low 15 - - -26 -
  • Only can be performed when near an opponent that is knocked down.
  • Launches the opponent away and into a ground bounce. Can be followed up with 236H against characters that don't have low ground bounces.
JL
j.L
JJASBR Prosciutto Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 7 - - - -
  • Good air-to-air button
  • Also useful for crossups
JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12, 12 Overhead 9(12)1 - - - -

Prosciutto's most infamous jump normal, a quick double kick. Safe to say that you will be doing this normal A LOT

  • Great for jump-ins due to the second hit giving more time for hitconfirms and occasionally even hitting people after stylish dodging the first hit
JH
j.H
JJASBR Prosciutto Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Overhead 9 - - - -
  • Used less often than j.M due to the lack of a second hit
  • Can be used a slower but more damaging j.L

Special Moves

236X
Fisher Man!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10 Mid 17 - - -26 -44
  • Pesci uses his stand and casts out his fishing line to try and attach it to his opponent and on hit it locks both players in place
  • Fastest startup but lowest range
Medium 20 Mid 19 - - -26 -44
  • Balance of the range and startup speed between L and H
Heavy 30 Mid 21 - - -26 -44
  • Slowest startup but most range
  • Will be the main one used in combos
236X-X
You can feel shocks through the line!
236L/M/H>L/M/H
JJASBR Prosciutto 236X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30* Mid 19 - - - -

*Cannot be hit outside of a combo.

  • Can only be used when the fishing hook is attached to the opponent
  • Knocks the opponent away into a hard knockdown and can be followed up with run up > 3H
236X-4
Now I'll reel you in!
236L/M/H>4
JJASBR Prosciutto 236X-4.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 21 - - - -
  • Reels the opponent into a juggle and is a core combo piece for Prosciutto
  • Doesn't count as a hit, so it won't add to combo scaling.
623X
I'll rip you apart!
623L/M/H
JJASBR Prosciutto 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 5x3, 50 Mid 15 - - - -
  • Pesci swings his fishing line into the air, fairly iffy as an anti-air but can be Flash Canceled for a full combo.
  • Light has the fastest recovery and startup but lowest damage
Medium 5x3, 60 Mid 17 - - - -
  • Balance of light and heavy's startup, recovery, and damage
Heavy 5x3, 70 Mid 21 - - - -
  • Slowest startup but highest damage
214X
Hook, line and sinker! You took the bait!
214L/M/H
JJASBR Prosciutto 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 14 Mid 31 - - -14 -
  • Pesci casts his fishing rod and lays a trap on the floor that will remain active until either the Prosciutto player releases the button, is hit with a projectile, or if the opponent steps onto it. Crumples on hit and allows full combo followups, against characters without a projectile you can very easily just sit on the trap and wait for a response.
  • Light version lays the trap right next to Prosciutto
Medium 14 Mid 35 - - -14 -
  • Lays the trap slightly further than light but not as far as heavy
Heavy 14 Mid 43 - - -14 -
  • Sets the trap up very far away from Prosciutto
22X
Nice try!
22L/M/H
JJASBR Prosciutto 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Low 25 - - -34 -
  • Pesci swings his fishing line across the floor as a long range low, launching the opponent and leaving them open to a combo
  • Fastest version but pulls the opponent in the least and leaves no opportunity for a juggle but still leaves them open for an OTG
Medium 60 Low 29 - - -22 -
  • Average speed but launches higher open for juggles
  • Primarily used as a combo ender as it leads into stand on > 3H
Heavy 70 Low 37 - - -14 -
  • Slowest startup but launches the highest

Stand On

Normal Moves

Stand 5L
5L
JJASBR Prosciutto Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - -2 +2
  • A quick close range swipe
  • Prosciutto's fastest button in stand on
Stand 5M
5M
JJASBR Prosciutto Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 7 - - -8 -4
  • Notes 1
  • Notes 2
Stand 5H
5H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16, 16 Mid 13(10)1 - - 0 +4
  • Notes 1
  • Notes 2
Stand 2L
2L
JJASBR Prosciutto Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - 0 +4
  • Notes 1
  • Notes 2
Stand 2M
2M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 11 Low 7(12)1 - - +4 +8
  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Prosciutto Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low 15 - - -4 -
  • Notes 1
  • Notes 2
Stand 3H
3H
How's this?
JJASBR Prosciutto Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
55 Overhead 21 - - -10 -
  • Notes 1
  • Notes 2
Stand JL
j.L
JJASBR Prosciutto Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 7 - - - -
  • Notes 1
  • Notes 2
Stand JM
j.M
JJASBR Prosciutto Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 7 - - - -
  • Notes 1
  • Notes 2
Stand JH
j.H
JJASBR Prosciutto Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 9 - - - -
  • Notes 1
  • Notes 2

Special Moves

Stand 236X
You're soft!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4x5, 20 Mid 19 - - +4 -
  • Notes 1
  • Notes 2
Medium 4x10, 20 Mid 23 - - -2 -
  • Notes 1
  • Notes 2
Heavy 4x15, 20 Mid 25 - - -28 -
  • Notes 1
  • Notes 2
Stand 22X
We're in it to the end!
22L/M/H
JJASBR Prosciutto Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 Low 29 - - -30 -24
  • Notes 1
  • Notes 2
Medium 0 Low 35 - - -40 -36
  • Notes 1
  • Notes 2
Heavy 0 Low 45 - - -58 -54
  • Notes 1
  • Notes 2
Stand 63214X
Direct contact is the fastest.
63214X
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 20, 40 Mid 15 - - -16 -
  • Notes 1
  • Notes 2
Medium 20, 40 Mid 15 - - -22 -
  • Notes 1
  • Notes 2
Heavy 20, 40 Mid 15 - - -22 -
  • Notes 1
  • Notes 2

System Mechanics

Throw
Throw
You still don't get it! You little mammoni!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 100 Throw 7 - - - -
  • Very basic throw
  • Can be followed up on with 3H in the corner by doing a precise microwalk
Back 100 Throw 7 - - - -
  • Same as forward throw but you guessed it, it throws them behind you
Assist
Assist
I'll rip you apart!
JJASBR Prosciutto Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Offensive Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 623L?
Stand On
Stand On/Off
5S
JJASBR Prosciutto Stand On.png
Stand On
Stand On
JJASBR Prosciutto Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)summons The Grateful Dead, altering Prosciutto's moveset and abilities.

  • Prosciutto CANNOT use Quick Stand-On or Stand Rush.

Heart Heat Attack

I can see your movements! You're wide open!
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
100 + 100 - - - - - -
  • Counter super, fully ages the opponent up to level 3/MAX.
  • Can be followed up with 3H into a full combo.

Great Heat Attack

Once we decide that we're gonna kill someone, the deed's already been done.
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 + 333 Mid 1(26)1 - - -128 -
  • SLOW startup, not advised to be used as a reversal.
  • Hits OTG making it very easy to combo into.

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