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

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 2: Line 2:


== Neutral ==
== Neutral ==
In neutral, Anasui works best by staying in Stand On as it gives him access to his longest range normals and attacks. He will most likely approach the most during roundstart, as his opponent will not have any attacks to keep him locked out which allows him to keep his effective distance once players are able to act. He will most often use 5L and 2L to poke at the opponent as they have incredible range for their speed. His best option when jumping in on an opponent is to use j.M or j.H depending on what the opponent is doing. j.M is good if the opponent is going to air-to-air or is unable to block the attack, as it will launch the opponent and allow Anasui to confirm into a full combo even if it hits the opponent airborne. j.H allows Anasui to continue on the ground while the opponent stays grounded, allowing Anasui to continue pressure and mix up the opponent after he lands. While in Stand Off, Anasui can set up traps in order to try to keep the opponent at bay while trying to set up his own gameplan again, which will mostly likely happen after a reset to neutral post-knockdown.
In neutral, Anasui works best by staying in Stand On as it gives him access to his longest range normals and attacks. He will most likely approach the most during roundstart, as his opponent will not have any attacks to keep him locked out which allows him to keep his effective distance once players are able to act. He will most often use [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 5L|5L]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 2L|2L]] to poke at the opponent as they have incredible range for their speed. His best option when jumping in on an opponent is to use [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand jM|j.M]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand jH|j.H]] depending on what the opponent is doing. j.M is good if the opponent is going to air-to-air or is unable to block the attack, as it will launch the opponent and allow Anasui to confirm into a full combo even if it hits the opponent airborne. j.H allows Anasui to continue on the ground while the opponent stays grounded, allowing Anasui to continue pressure and mix up the opponent after he lands. While in Stand Off, Anasui can set up traps with [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#214X|214X]] in order to try to keep the opponent at bay while trying to set up his own gameplan again, which will mostly likely happen after a reset to neutral post-knockdown.


== Offense ==
== Offense ==
Anasui truly shines on offense, especially in Stand On. His 5L and 2L both naturally tick throw into his 63214X and allow him to get a good strike/throw mixups that have to be predicted rather than reacted if the opponent wants to avoid it. He can also use his 236X series to either quickly open up the opponent, provide pressure and lock down the opponent, or combo while swapping between Stand Off and On mid combo. He also has access to an air special in j.214X, but it isn't effective for extending combos, but rather is best used as a double overhead as a mixup. While in Stand Off, Anasui must be up close to pressure the opponent, be he has access to his 6M as well, which is an overhead that can frame trap the opponent, which acts as a double-edged sword as the opponent can Stylish Guard in response to the move being used, making it a bit risky to use. Anasui can also use 214X to make his pressure safe, although it does cost 0.5 HH gauge which could alternatively be used to go into Stand On and try to mix up
Anasui truly shines on offense, especially in Stand On. His [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 5L|5L]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 2L|2L]] both naturally tick throw into his [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 63214X|63214X]] and allow him to get a good strike/throw mixups that have to be predicted rather than reacted if the opponent wants to avoid it. He can also use his [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 236X|236X]] series to either quickly open up the opponent, provide pressure and lock down the opponent, or combo while swapping between Stand Off and On mid combo. He also has access to an air special in [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand j214X|j.214X]], but it isn't effective for extending combos, but rather is best used as a double overhead as a mixup. While in Stand Off, Anasui must be up close to pressure the opponent. He has access to his [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#6M|6M]] while in Stand Off as well, which is an overhead that can frame trap the opponent, which acts as a double-edged sword as the opponent can Stylish Guard in response to the move being used, making it a bit riskier to use. Anasui can also use [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#214X|214X]] to make his pressure safe, although it does cost 0.5 HH gauge which could alternatively be used to go into Stand On and try to mix up
the opponent more effectively.
the opponent more effectively.


== Defense ==
== Defense ==
Anasui does not have any defensive options in his kit, forcing him to play defensively by using universal mechanics. When an opponent begins to apply pressure to his block, he has to block it all out or Stylish Dodge or Guard a gap to try to gain an advantage. His HHA and GHA both have limited invulnerability, making them ineffective as reversals, especially against projectiles. Anasui can play defensively in neutral with his large pokes in Stand On, but it is only effective when pressure is currently not being applied and the opponent is trying to approach. Anasui has access to fast buttons with his jabs, making them good for attempting to mash out of situations if need be as well.
Anasui does not have any defensive options in his kit, forcing him to play defensively by using universal mechanics. When an opponent begins to apply pressure to his block, he has to block it all out or Stylish Dodge or Guard a gap to try to gain an advantage. His [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Heart Heat Attack|HHA]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Great Heat Attack|GHA]] both have limited invulnerability, making them less effective as reversals, especially against projectiles. Anasui can play defensively in neutral with his large pokes in Stand On, but it is only effective when pressure is currently not being applied and the opponent is trying to approach. Anasui has access to fast buttons with his jabs, making them good for attempting to mash out of situations if need be as well.


== Assist Usage ==
== Assist Usage ==

Revision as of 21:33, 17 November 2022

Neutral

In neutral, Anasui works best by staying in Stand On as it gives him access to his longest range normals and attacks. He will most likely approach the most during roundstart, as his opponent will not have any attacks to keep him locked out which allows him to keep his effective distance once players are able to act. He will most often use 5L and 2L to poke at the opponent as they have incredible range for their speed. His best option when jumping in on an opponent is to use j.M or j.H depending on what the opponent is doing. j.M is good if the opponent is going to air-to-air or is unable to block the attack, as it will launch the opponent and allow Anasui to confirm into a full combo even if it hits the opponent airborne. j.H allows Anasui to continue on the ground while the opponent stays grounded, allowing Anasui to continue pressure and mix up the opponent after he lands. While in Stand Off, Anasui can set up traps with 214X in order to try to keep the opponent at bay while trying to set up his own gameplan again, which will mostly likely happen after a reset to neutral post-knockdown.

Offense

Anasui truly shines on offense, especially in Stand On. His 5L and 2L both naturally tick throw into his 63214X and allow him to get a good strike/throw mixups that have to be predicted rather than reacted if the opponent wants to avoid it. He can also use his 236X series to either quickly open up the opponent, provide pressure and lock down the opponent, or combo while swapping between Stand Off and On mid combo. He also has access to an air special in j.214X, but it isn't effective for extending combos, but rather is best used as a double overhead as a mixup. While in Stand Off, Anasui must be up close to pressure the opponent. He has access to his 6M while in Stand Off as well, which is an overhead that can frame trap the opponent, which acts as a double-edged sword as the opponent can Stylish Guard in response to the move being used, making it a bit riskier to use. Anasui can also use 214X to make his pressure safe, although it does cost 0.5 HH gauge which could alternatively be used to go into Stand On and try to mix up the opponent more effectively.

Defense

Anasui does not have any defensive options in his kit, forcing him to play defensively by using universal mechanics. When an opponent begins to apply pressure to his block, he has to block it all out or Stylish Dodge or Guard a gap to try to gain an advantage. His HHA and GHA both have limited invulnerability, making them less effective as reversals, especially against projectiles. Anasui can play defensively in neutral with his large pokes in Stand On, but it is only effective when pressure is currently not being applied and the opponent is trying to approach. Anasui has access to fast buttons with his jabs, making them good for attempting to mash out of situations if need be as well.

Assist Usage

Anasui has the best synergy with the following assists:

JJASBR Dio Brando Small Icon.png Dio Brando

Assist Stocks: 2 | Breaker Stocks: 2

Dio's assist allows Anasui to set up safe oki without using a trap, as it forces the opponent to respect Anasui's options unless they want to be frozen by Dio's counter. Having 2 Reversal Assist stocks gives Anasui a bit more defense as well, allowing for Anasui to escape combos or pressure while also providing him with an independent counter that can force respect in any close-range situation.

JJASBR Mista Small Icon.png Guido Mista

Assist Stocks: 2 | Breaker Stocks: 2

Mista's assist allows Anasui to approach more effectively in neutral, as Anasui lacks a projectile or a way to deal with the opponent's projectiles. It can also extend combos if Anasui chooses to use it that way, but it is not necessary as Anasui already has effective combos on his own.

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