JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui: Difference between revisions

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  |description=Diver Down dives into the ground and performs a punch at the opponent's feet as it returns to the surface
  |description=Diver Down dives into the ground and performs a punch at the opponent's feet as it returns to the surface
*All versions are Stand-Rush compatible
*All versions are Stand-Rush compatible
*Can not be flash cancelled
*This can hit OTG
*This can hit OTG
*Provides hard knockdown
*Provides hard knockdown
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  |hitadv=
  |hitadv=
  |description=Diver Down dives into the ground and performs an overhead punch as it returns to the surface
  |description=Diver Down dives into the ground and performs an overhead punch as it returns to the surface
*Can not be flash cancelled
*Ground bounces on hit
*Ground bounces on hit
*Provides hard knockdown
*Provides hard knockdown
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  |hitadv=
  |hitadv=
  |description=Diver Down dives into the ground and performs a barrage of punches as it returns to the surface
  |description=Diver Down dives into the ground and performs a barrage of punches as it returns to the surface
*Can be flash cancelled
*Launches on hit
*Launches on hit
*Provides hard knockdown
*Provides hard knockdown

Revision as of 22:02, 16 November 2022

Introduction

Insert character introduction here.

  • Release!: Anasui has access to a trap that can be used in combos or setplay with every version being able to be enhanced
Playstyle
JJASBR Anasui Small Icon.png Narciso Anasui is a mid-range Stand character who utilizes his range for strike/throw pressure.
Pros Cons
  • Great Normal Range: Anasui has access to a variety of options that reach very far as pokes, counter-pokes, or just general long-range confirms
  • Scary Strike/Throw: Anasui has access to a command grab in both Stand Off and On, allowing him to create scary pressure situations for the opponent
  • Setplay: Anasui can set up a trap for 0.5 HH Gauge that launches the opponent into the air while damaging them, allowing to have scary setplay alongside his command grabs, which can be used for oki as well
  • Self Sufficient: Anasui can easily do 300+ damage and get hard knockdown while looping oki situations and building back meter spent, allowing him to be self-sufficient with everything he does
  • Stubby Stand Off: Anasui's range is very short in comparison to his stand's great range, making his Stand Off less effective in neutral
  • Weak Defense: Anasui does not have access to any meterless reversals and his HHA and GHA have limited invulnerability, forcing Anasui to use universal mechanics to get out of pressure
  • Lack of Flash Cancels: Anasui does not have access to flash cancel on many of his moves, making many of his options very commital

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_ANA

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Anasui 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - - -

Anasui performs a jab

  • Standard jab, good for stopping dash jumps
5M
5M
JJASBR Anasui 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 7 - - - -

Anasui performs an advancing stomp

  • Common combo filler
  • Has a deceptively taller hit box than the animation suggests. Making it great for juggles.
5H
5H
JJASBR Anasui 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 13 - - - -

Diver Down performs a stabbing attack upwards

  • Good height for anti-airs
2L
2L
JJASBR Anasui 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - - -

Anasui performs a crouching chop

  • Standard jab
  • Can chain into itself 3 times
2M
2M
JJASBR Anasui 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - - -

Anasui performs a crouching low punch

  • Stubby normal
  • Good for pressure and mix-ups
2H
2H
JJASBR Anasui 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 13 - - - -

Diver Down performs a kick at the opponents feet

  • Provides hard knockdown
  • Good range for pokes
6M
6M
Shut yer trap!
JJASBR Anasui 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 23 - - - -

Anasui performs an advancing overhead kick

  • Frame traps from 5H/2H to stop jump out attempts
  • Great for juggles as well
JL
j.L
JJASBR Anasui Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 11 - - - -

Anasui performs a punch outwards

  • Reaches straight out
  • Good for air-to-airs
JM
j.M
JJASBR Anasui Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 11 - - - -

Anasui performs a kick downwards

  • Good for jump-ins combo filler
  • Can cross up
JH
j.H
JJASBR Anasui Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10*2, 25 Overhead 15, 7, 9 - - - -

Diver Down performs 3 consecutive punches downwards

  • Good for jump-ins and combo-filler

Special Moves

623X
You're in range!
623L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid - - - - -

Diver Down performs a stabbing attack upwards, similar to 5H

  • Does not have invul
  • Can not be flash cancelled
  • Launches on hit
Medium 35, 70 Mid - - - - -
  • Adds a second hit to the attack
Heavy 70 [20, 3*20, 80] Mid - - - - -
  • Performs a cinematic that deals more damage when close enough
  • Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki
  • Does not provide hard knockdown when the cinematic does not play
214X
And...RELEASE!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30, 1, 5*2, 10 [40, 5*6, 10] Mid - - - - -
Medium 40, 1, 5*2, 10 [50, 5*6, 10] Mid - - - - -
Heavy 50, 1, 5*2, 10 [60, 5*6, 10] Mid - - - - -

Diver Down punches the ground, storing energy in the ground that attacks the opponent on contact

  • Causes crumple on hit, allowing for the trap to detonate and extend combos
  • The charged version is an optional juggle ender for either okizemi or for taunt combo extensions
41236X
Meat and Bone Suspension
41236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 1*10, 50 Throw - - - - -

Diver Down travels forwards and grabs the opponent, attacking their insides and launching them upwards

  • All Versions can be followed up with a combo without any use of meter.
  • Can not be flash cancelled
  • Most commonly used in blockstrings due to its speed.
Medium 1*10, 50 Throw - - - - -
  • All Versions are active until they travel for a set duration that is determined by the strength of the button used.
  • Beneficial for resetting a combo or catching an opponent's backdash.
Heavy 1*10, 50 Throw - - - - -
  • Absurdly long range makes this an alluring option for new players
  • Unfortunately, the range is matched by its absurdly long recovery that can not be cancelled

Stand On

Normal Moves

Stand 5L
5L
JJASBR Anasui Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid - - - - -

Diver Down performs a stabbing attack outwards

  • Wonderful Range for a jab
  • can tick throw into 624L at max range on either block or hit
Stand 5M
5M
JJASBR Anasui Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Diver Down performs an advancing hook

  • Good range for pokes
  • Commonly used as combo filler
Stand 5H
5H
JJASBR Anasui Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid - - - - -

Diver Down performs a lunging punch forwards

  • Great range for pokes
Stand 2L
2L
JJASBR Anasui Stand 2L.png
Better than some characters
Better than some characters
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5 Low - - - - -

Diver Down performs a crouching kick outwards

  • Anasui's best poke
  • The range and speed attached to a low makes it a great poke, counter poke, and punish for moves that normally push too far out on block for your average character
Stand 2M
2M
JJASBR Anasui Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low - - - - -

Diver Down performs a punch at the opponent's feet

  • Good range for pokes and counter-pokes
Stand 2H
2H
JJASBR Anasui Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - - -

Diver Down performs a sweeping punch

  • Provides hard knockdown
  • Good range for pokes
Stand JL
j.L
JJASBR Anasui Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Diver Down performs a punch downwards

  • Good for air-to-airs
Stand JM
j.M
JJASBR Anasui Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Diver Down performs an uppercut

  • Launches on hit
  • Good for combo extensions, jump-ins, and air-to-airs
Stand JH
j.H
JJASBR Anasui Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Diver Down performs a kick downwards

  • Good for jump-ins

Special Moves

Stand 236X
Dive!
236L/M/H
JJASBR Anasui Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10, 55 Mid, Low - - - - -

Diver Down dives into the ground and performs a punch at the opponent's feet as it returns to the surface

  • All versions are Stand-Rush compatible
  • Can not be flash cancelled
  • This can hit OTG
  • Provides hard knockdown
Medium 10, 55 Mid, Overhead - - - - -

Diver Down dives into the ground and performs an overhead punch as it returns to the surface

  • Can not be flash cancelled
  • Ground bounces on hit
  • Provides hard knockdown
Heavy 10, 30, 5*6, 20 Mid - - - - -

Diver Down dives into the ground and performs a barrage of punches as it returns to the surface

  • Can be flash cancelled
  • Launches on hit
  • Provides hard knockdown
  • Anasui's main Stand On combo tool
Stand 63214X
How awful!
63214L/M/H
How wonderful for Anasui
How wonderful for Anasui
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 8*10, 80 Throw - - - - -
Medium 8*13, 80 Throw - - - - -
Heavy 8*16, 80 Throw - - - - -

Diver Down dives into the opponent and attacks them from the inside out

  • Provides hard knockdown
  • Does not lead into a combo
Stand j214X
Go to hell!
j.214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Overhead - - - - -
Medium 80 Overhead - - - - -
Heavy 110 Overhead - - - - -

Diver Down performs an overhead punch as Anasui floats back

  • Ground bounces on hit
  • Provides hard knockdown
  • Anasui does have many moves to follow this up with, causing him to either end the combo here or call an assist to extend

System Mechanics

Throw
Throw
Didn't see it coming!
5/4 + Any Two Attack Buttons
JJASBR Anasui Throw (1).png
JJASBR Anasui Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -
  • Notes 1
  • Notes 2
Assist
Assist
JJASBR Anasui Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
5S
Stand On/Off
5S
JJASBR Anasui Stand On.png
Stand On
Stand On
JJASBR Anasui Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Diver Down, altering Anasui's moveset and abilities.

Heart Heat Attack

Give me your blessing!
236 + Any Two Attack Buttons
JJASBR Anasui HHA (1).png
JJASBR Anasui HHA (2).png
JJASBR Anasui HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5*6, 20, 6*20, 36 Mid - - - - -

Diver Down punches the ground several times and then releases the store energy at the opponent

  • Can be held down to delay the release but offers no real benefit for doing so.
  • Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles.

Great Heat Attack

Diving in
236L+M+H
JJASBR Anasui GHA (1).png
JJASBR Anasui GHA (2).png
JJASBR Anasui GHA (3).png
Unlike Sheer Heart Attack, it has many weaknesses
Unlike Sheer Heart Attack, it has many weaknesses
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Diver Down tracks the opponent and enters their body to destroy them from the inside out.

  • Too slow to confirm off of grounded attacks but ends juggle combos well if you are certain to kill.
  • Aside from initial invul when diving into the ground, both Anasui and Diver Down are completely vulnerable before the move actually connects. Making it a poor choice for punishing any projectiles.

Navigation

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Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
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Diamond is Unbreakable
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Josuke (Part 8)
Wonder of U
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Baoh