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

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==Introduction==
==Introduction==
{{QuotationBox | margin = center | fontsize=1.0 |I will shut you down.... forever!}}
{{QuotationBox | margin = center | fontsize=1.0 |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 Hirohiko 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 Dress. They forcefully implant Ikuro with a parasitic worm that grants its host superhuman powers, turning him into a BAOH ('''B'''iological '''A'''rmament '''O'''n '''H'''elp), 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.  
Making his debut in 1984, Baoh is from a short manga series of the same name (known in Japan and some other countries as ''Baoh the Visitor''), arguably one of Hirohiko 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 Dress. They forcefully implant Ikuro with a parasitic worm that grants its host superhuman powers, turning him into a BAOH ('''B'''iological '''A'''rmament '''O'''n '''H'''elp), 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.


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 the 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 for those who seek a well-rounded character with above-average execution requirements.  
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 the 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 for those who seek a well-rounded character with above-average execution requirements.


*'''Astonishing Leap:''' Baoh has access to a Super Jump ability that can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa##28|Astonishing Leap]]:''' Baoh has access to a Super Jump ability that can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
*'''Rushdown Specials:''' Baoh has access to multiple special moves meant to attack forward; he's all about getting into the opponent's face and staying there.
*'''Rushdown Specials:''' Baoh has access to multiple special moves meant to attack forward; he's all about getting into the opponent's face and staying there.
*'''Special Armor:''' Through [[JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa#5S|This is Baoh!]], Baoh can grant super armor to his next special move for the move's '''entire duration'''.
*'''Special Armor:''' Through "[[JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa#5S|This is Baoh!]]", Baoh can grant super armor to his next special move for the move's '''entire duration'''.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Baoh_Small_Icon.png|50px]] '''Ikuro Hashizawa''' 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.
| intro = [[file:JJASBR_Baoh_Small_Icon.png|50px]] '''Ikuro Hashizawa''' 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 =
| pros =
*'''High Damage:''' Baoh has access to high-damaging, meter positive combos.
*'''High Damage:''' Baoh has access to high-damaging, meter positive combos.
*'''Easy conversions:''' Baoh can easily convert into decent damage and knockdowns, thanks to his Melting Palm special series.
*'''Easy conversions:''' Baoh can easily convert into decent damage and knockdowns, thanks to his "[[JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa#421X|Baoh Melting Acid]]" special series.
*'''Dash Speed:''' Baoh has the fastest dash speed in the game, making him very good at closing distance.
*'''Dash Speed:''' Baoh has the fastest dash speed in the game, making him very good at closing distance.
*'''Threatening Options:''' Baoh poses a threat from anywhere on the screen, thanks to his fireballs and very fast, fullscreen HHA.
*'''Threatening Options:''' Baoh poses a threat from anywhere on the screen, thanks to his fireballs and very fast, fullscreen [[JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa#Heart Heat Attack|HHA]].
  |cons =
  |cons =
*'''Stubby Normals:''' While having a good approach, Baoh's buttons are rather small, making him easy to contest in scramble situations and in neutral.
*'''Stubby Normals:''' While having a good approach, Baoh's buttons are rather small, making him easy to contest in scramble situations and in neutral.
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===Scent of Murder===
===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 Spin Mode or Steel Ball Run characters picking up the Holy Corpse's parts), Baoh gets an increased Stylish Defense window (gaining roughly 4 extra frames).  
When an opponent either activates an install (for example, [[JoJo's Bizarre Adventure: All-Star Battle R/Diavolo|Diavolo]]'s Epitaph or [[JoJo's Bizarre Adventure: All-Star Battle R/Pannacotta Fugo|Fugo]]'s Purple Haze Distortion) or enters a special, powered-up state (for example, [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli|Gyro]]'s Golden Spin Mode or ''Steel Ball Run'' characters picking up the Holy Corpse parts), Baoh gets an increased Stylish Defense window (gaining roughly 4 extra frames).


===Stats===
===Stats===
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 12
  |damage=12
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=5
Line 59: Line 59:
  |blockadv=-2
  |blockadv=-2
  |hitadv=+4
  |hitadv=+4
  |description=  
  |description=
*Standing jab with short range.
*Standing jab with short range.
*Baoh's fastest button.
*Baoh's fastest button.
*Mainly used for situational combo extensions.
*Mainly used for situational combo extensions.
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 21  
  |damage=21  
  |guard=Mid
  |guard=Mid
  |startup=9
  |startup=9
Line 82: Line 82:
  |hitadv=0
  |hitadv=0
  |description=
  |description=
*Combo filler with below average range and slight forward movement.  
*Combo filler with below average range and slight forward movement.
*Used for confirms and combo extensions.  
*Used for confirms and combo extensions.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 34
  |damage=34
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
Line 103: Line 103:
  |hitadv=0
  |hitadv=0
  |description=
  |description=
*Normal with lots of forward movement. A primary combo extension tool into super jump routes and 214M juggles.  
*Normal with lots of forward movement. A primary combo extension tool into super jump routes and 214M juggles.
*Rather unsafe and cannot be used as a poke unless special-cancelled.  
*Rather unsafe and cannot be used as a poke unless special-cancelled.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 11
  |damage=11
  |guard=Low
  |guard=Low
  |startup=7
  |startup=7
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  |description=
  |description=
*Baoh's safest low, a quick albeit short normal.
*Baoh's safest low, a quick albeit short normal.
*Mainly used for pressure and in low confirms.  
*Mainly used for pressure and in low confirms.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 20
  |damage=20
  |guard=Low
  |guard=Low
  |startup=7
  |startup=7
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 33
  |damage=33
  |guard=Low
  |guard=Low
  |startup=11
  |startup=11
Line 167: Line 167:
  |description=
  |description=
*Moves forward slightly. His furthest reaching button and a solid sweep.
*Moves forward slightly. His furthest reaching button and a solid sweep.
*Used as combo filler for the more optimal, difficult routes.  
*Used as combo filler for the more optimal, difficult routes.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 14
  |damage=14
  |guard=Overhead
  |guard=Overhead
  |startup=7
  |startup=7
Line 199: Line 199:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 23
  |damage=23
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=
Line 221: Line 221:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage= 35
  |damage=35
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=
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===Special Moves===
===Special Moves===
====== <font style="visibility:hidden" size="0">421X</font> ======
====== <font style="visibility:hidden" size="0">28</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Baoh_421X.png
|image=JJASBR_Baoh_Superjump_Forward.png
|caption=Baoh Meltedin Palm Phenomenon!
|caption=Forward
|name=Baoh Melting Acid
|image2=JJASBR_Baoh_Superjump_Neutral.png
|input=421L/M/H
|caption2=Neutral
|image3=JJASBR_Baoh_Superjump_Back.png
|caption3=Back
|name=Astonishing Leap
|subtitle=
|subtitle=
|input=Any jump after 1/2/3
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Light
  |damage=
  |damage=145 (20, 5x12, 65)
  |guard=
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=Knockdown
  |hitadv=
}}
{{AttackData-ASBR
|version=Medium
|header=no
|damage=145 (20, 5x12, 65)
|guard=Mid
|startup=
|active=
|recovery=
|blockadv=
|hitadv=Knockdown
}}
{{AttackData-ASBR
|version=Heavy
|header=no
|damage=145 (20, 5x12, 65)
|guard=Mid
|startup=
|active=
|recovery=
|blockadv=
|hitadv=Knockdown
  |description=
  |description=
Baoh lunges forward to grab the enemy and melt their face off before slamming them into the ground.
Baoh performs a superhuman leap.
*The move is a hitgrab, cutting to a cinematic as soon as it lands.
*Neutral jumps go slightly higher than the standard jump, while horizontal jumps cover significantly more ground.
*Damage is the same across all versions, with button strength dictating the move's startup and distance travelled.
*Can be cancelled into from Baoh's normals on hit or block. Immensely important for his blockstrings and combo routes.
*Bounces away from the opponent on block.
*Deals the most damage of Baoh's meterless enders.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Baoh_214L.png
|image=JJASBR_Baoh_236X.png
|image2=JJASBR_Baoh_214M.png
|caption=''Baoh Shooting Bees-Stinger Phenomenon!''
|image3=JJASBR_Baoh_214H.png
|name=Baoh Shooting Stinger
|caption=
|input=236L/M/H
|caption2=
|caption3=Baoh Reskiniharden Saber Phenomenon!
|name= Baoh Hardened Saber
|input=214L/M/H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage= 45
  |damage=45 (15, 30)
  |guard=Low
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 306: Line 281:
  |hitadv=
  |hitadv=
  |description=
  |description=
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.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=65
  |damage=60 (15*2, 30)
  |guard=Overhead
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 323: Line 293:
  |hitadv=
  |hitadv=
  |description=
  |description=
Baoh leaps forward and performs an overhead hitting circular slash.
*Also crumples on hit.
*Baoh's main mixup tool and air combo extension.
*Crosses up, but if spaced properly, can hit from the front, adding another layer to Baoh's mixups.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=80 (5x9, 35)
  |damage=75 (15*3, 30)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 339: Line 305:
  |hitadv=
  |hitadv=
  |description=
  |description=
Baoh unleashes a flurry of saber slashes, launching the opponent into the air.
Baoh fires off energized hairs from his head that combust upon contact with the opponent.
*Baoh's primary grounded combo starter when PC'd.
*Puts the opponent in burn state for a moment, dealing extra damage.
*Deals a decent amount of guard gauge damage.
*Short recovery makes it a good utility for zoning, fireball wars, combo extensions, or pressure if Baoh Flash Cancels and runs behind it.
*Cannot be PC'd until the very last hit.  
*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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=JJASBR_Baoh_623X_(1).png
|image=JJASBR_Baoh_623X_(1).png
|caption=
|image2=JJASBR_Baoh_623X_(2).png
|image2=JJASBR_Baoh_623X_(2).png
|caption2=Baoh's DP series.
|image3=JJASBR_Baoh_623X_(3).png
|image3=JJASBR_Baoh_623X_(3).png
|caption2=Baoh's DP series.
|caption3=Projectile trajectories
|caption3=Projectile trajectories
|name=Saber Off!
|name=Saber Off!
Line 358: Line 326:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=60 (30x2)
  |damage=60 (30*2)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 366: Line 334:
  |hitadv=Knockdown
  |hitadv=Knockdown
  |description=
  |description=
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.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=75 (40,35)
  |damage=75 (40, 35)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 391: Line 357:
  |hitadv=Knockdown
  |hitadv=Knockdown
  |description=
  |description=
Baoh rises even higher into the sky, slashing the opponent upwards with his saber before hurling it downwards at them.
Baoh rises into the air, slashing his arm sabers and knocking the opponent over.
*Invulnerable anti-air, with the heavy version having the most invincibility and recovery.
----
'''L version:'''
*Baoh rises the least.
*With no invincibility and no hard knockdown on the second hit, it has less utility than the heavier versions.
----
'''M version:'''
*Baoh rises higher, slashing the opponent upwards with his saber before hurling it downwards at them.
*Invulnerable anti-air.
*Baoh will throw the projectile regardless of whether or not the rest of the move lands.
*Baoh will throw the projectile regardless of whether or not the rest of the move lands.
*The direction of the M projectile curves after being thrown, eventually moving forwards instead of down.
*The direction of the projectile curves after being thrown, eventually moving forward instead of downwards.
*H projectile flies downwards at a 30 degree angle.  
*The projectile Baoh throws will hit downed opponents.
----
'''H version:'''
*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 most invincibility and recovery.
*Baoh will throw the projectile regardless of whether or not the rest of the move lands.
*The projectile flies downwards at a 30 degree angle.
*The projectile Baoh throws will hit downed opponents.
*The projectile Baoh throws will hit downed opponents.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Baoh_236X.png
|image=JJASBR_Baoh_214L.png
|caption=Baoh Shooting Bees-Stinger Phenomenon!
|caption=Light
|name=Baoh Shooting Stinger
|image2=JJASBR_Baoh_214M.png
|input=236L/M/H
|caption2=Medium
|image3=JJASBR_Baoh_214H.png
|caption3=Heavy
|caption4=''Baoh Reskiniharden Saber Phenomenon!''
|name=Baoh Hardened Saber
|input=214L/M/H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=45 (15,30)
  |damage=45
  |guard=Mid
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 422: Line 406:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=60 (15x2, 30)
  |damage=65
|guard=Overhead
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-ASBR
|version=Heavy
|header=no
|damage=80 (5*9, 35)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 430: Line 426:
  |hitadv=
  |hitadv=
  |description=
  |description=
Baoh sprouts blades from his arms to attack the opponent.
----
'''L version:'''
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.
----
'''M version:'''
Baoh leaps forward and performs an overhead hitting circular slash.
*Causes crumple on hit.
*Baoh's main mixup tool and air combo extension.
*Crosses up, but if spaced properly, can hit from the front, adding another layer to Baoh's mixups.
----
'''H version:'''
Baoh unleashes a flurry of saber slashes, launching the opponent into the air.
*Baoh's primary grounded combo starter when Flash Canceled.
*Cannot be FC'd until the very last hit.
*The final hit will not come out on whiff.
*Deals a decent amount of Guard Damage.
}}
}}
====== <font style="visibility:hidden" size="0">421X</font> ======
{{MoveData
|image=JJASBR_Baoh_421X.png
|caption=''Baoh Meltedin Palm Phenomenon!''
|name=Baoh Melting Acid
|input=421L/M/H
|subtitle=
|data=
{{AttackData-ASBR
|version=Light
|damage=145 (20, 5*12, 65)
|guard=Mid
|startup=
|active=
|recovery=
|blockadv=
|hitadv=Knockdown
}}
{{AttackData-ASBR
|version=Medium
|header=no
|damage=145 (20, 5*12, 65)
|guard=Mid
|startup=
|active=
|recovery=
|blockadv=
|hitadv=Knockdown
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=75 (15x3, 30)
  |damage=145 (20, 5*12, 65)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 440: Line 491:
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=Knockdown
  |description=
  |description=
Baoh fires off energized hairs from his head that combust upon contact with the opponent.
Baoh lunges forward to grab the enemy and melt their face off before slamming them into the ground.
*Puts the opponent in burn state for a moment, dealing extra damage.
*This move is a hitgrab.
*Short recovery makes it a good utility for zoning, fireball wars, combo extensions, or pressure if Baoh Flash Cancels and runs behind it.
*Damage is the same across all versions, with button strength dictating the move's startup and distance travelled.
*Different strengths increase the damage and number of hits while increasing the startup and recovery.
*Bounces away from the opponent on block.
*Baoh whipping his hair deals one of the hits, so ranged zoning will lower the move's damage slightly.
*Deals the most damage of Baoh's meterless enders.
  }}
  }}
}}
}}
Line 459: Line 510:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=56 (12x3, 20)
  |damage=56 (12*3, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 470: Line 521:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=68 (12x4, 20)
  |damage=68 (12*4, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 481: Line 532:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=80 (12x5, 20)
  |damage=80 (12*5, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 494: Line 545:
*Heavier strengths do more hits and move Baoh forward further, but dramatically increase the startup.
*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 against Baoh.
*Deals a LOT of guard bar damage, provided the opponent doesn't escape or SG/SD against Baoh.
*Sends the opponent flying back on hit. Hard to use in combos as a result, but some use in more uncommon juggle extensions.
*Sends the opponent flying back on hit. Hard to use in combos as a result, but has some use in more uncommon juggle extensions.
  }}
  }}
}}
}}
Line 518: Line 569:
  |description=
  |description=
Baoh grabs the opponent before slamming them to the ground.
Baoh grabs the opponent before slamming them to the ground.
*Standard throw.  
*Standard throw.
*Recovers fast enough to let Baoh activate armor install and do oki after.
*Recovers fast enough to let Baoh activate armor install and do oki after.
  }}
  }}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=  
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 562: Line 613:
  |hitadv=
  |hitadv=
  |description=
  |description=
Baoh's unique power-up, costs 0.25 meter to use.
Baoh hardens his skin through his Tactile Sensor.
*On use, gives Baoh super armor on his next special for the entire duration of the move.
*Costs 0.25 meter to use.
*Gives Baoh super armor on his next special move for the entire duration of the move.
*Armor persisting even through recovery frames means risky moves can become unique approach options.
*Armor persisting even through recovery frames means risky moves can become unique approach options.
*Fast enough to activate after some hard knockdowns without giving up pressure.
*Fast enough to activate after some hard knockdowns without giving up pressure.
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Superjump</font> ======
{{MoveData
|image=JJASBR_Baoh_Superjump_Forward.png
|image2=JJASBR_Baoh_Superjump_Neutral.png
|image3=JJASBR_Baoh_Superjump_Back.png
|caption= Forward
|caption2= Neutral
|caption3= Back
|name=Astonishing Leap
|subtitle=
|input=Any jump after 1/2/3
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
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==
==Heart Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_Baoh_HHA.png
|image=JJASBR_Baoh_HHA.png
|caption= BARUBARUBARUBARUBARU
|caption=''BARUBARUBARUBARUBARU''
|name= Laser Beam!
|name=Laser Beam!
|input=236 + Any Two Attack Buttons
|input=236 + Any Two Attack Buttons
|data=
|data=
Line 616: Line 640:
Baoh pulls out a laser cannon and fires it at the opponent.
Baoh pulls out a laser cannon and fires it at the opponent.
*Very fast and reliable HHA.
*Very fast and reliable HHA.
*Does an additional hit and additional damage when done point-blank.  
*Does an additional hit and additional damage when done point-blank.
*Has instant travel time and goes full-screen.
*Has instant travel time and goes full-screen.
*Fast enough to punish Kars ULF transformation from full-screen.  
*Fast enough to punish Kars ULF transformation from full-screen.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=JJASBR_Baoh_GHA_(1).png
|image=JJASBR_Baoh_GHA_(1).png
|caption=
|caption=''Your scent betrays you, fiend! The scent of pure evil!''
|image2=JJASBR_Baoh_GHA_(2).png
|image2=JJASBR_Baoh_GHA_(2).png
|caption2=
|caption2=''Time to cover up that stench once and for all!''
|image3=JJASBR_Baoh_GHA_(3).png
|image3=JJASBR_Baoh_GHA_(3).png
|caption3=uh oh stinky
|caption3=''Baoh Break Dark Thunder Phenomenon!''
|name=Time to cover up that stench!
|name=Time to cover up that stench!
|input=236L+M+H
|input=236L+M+H
Line 641: Line 665:
  |blockadv=
  |blockadv=
  |hitadv=Knockdown
  |hitadv=Knockdown
  |description= 
  |description=
Baoh lunges at his opponent, attacking them with a flurry of saber attacks before finishing them off with his Break Dark Thunder Phenomenon.
Baoh lunges at his opponent, attacking them with a flurry of saber attacks before finishing them off with his Break Dark Thunder Phenomenon.
*Comboable into from most routes due to the quick forward movement and generous hitbox on the initial attack.  
*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.
*Underwhelming wakeup option, as it is unsafe on block and easily jumpable.
  }}
  }}

Revision as of 20:34, 10 December 2022

Introduction

I will shut you down.... forever!

Making his debut in 1984, Baoh is from a short manga series of the same name (known in Japan and some other countries as Baoh the Visitor), arguably one of Hirohiko 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 Dress. 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.

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 the 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 for those who seek a well-rounded character with above-average execution requirements.

  • Astonishing Leap: Baoh has access to a Super Jump ability that can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
  • Rushdown Specials: Baoh has access to multiple special moves meant to attack forward; he's all about getting into the opponent's face and staying there.
  • Special Armor: Through "This is Baoh!", Baoh can grant super armor to his next special move for the move's entire duration.
Playstyle
JJASBR Baoh Small Icon.png Ikuro Hashizawa 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: Baoh has access to high-damaging, meter positive combos.
  • Easy conversions: Baoh can easily convert into decent damage and knockdowns, thanks to his "Baoh Melting Acid" special series.
  • Dash Speed: Baoh has the fastest dash speed in the game, making him very good at closing distance.
  • Threatening Options: Baoh 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, Baoh is forced to rely on Flash Cancels for combo extension.

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 Spin Mode or Steel Ball Run characters picking up the Holy Corpse parts), Baoh gets an increased Stylish Defense window (gaining roughly 4 extra frames).

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 5 - - -2 +4
  • Standing jab with short range.
  • Baoh's fastest button.
  • Mainly used for situational combo extensions.
5M
5M
JJASBR Baoh 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 9 - - -6 0
  • 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 13 - - -8 0
  • Normal with lots of forward movement. A 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 7 - - -2 +4
  • Baoh's safest low, a quick albeit short normal.
  • Mainly used for pressure and in low confirms.
2M
2M
JJASBR Baoh 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 7 - - -4 +2
  • Low poke, slightly less reach than 5M but a little faster.
  • Also has slight forward movement.
2H
2H
JJASBR Baoh 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 11 - - -12 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 7 - - - -
  • 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
Die lit
Die lit
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Overhead - - - - -
  • The main jump-in and combo extender after Flash Canceling 214H.
  • Solid downward-reaching hitbox.
  • Crosses up.

Special Moves

28
Astonishing Leap
Any jump after 1/2/3
JJASBR Baoh Superjump Forward.png
Forward
Forward
Neutral
Neutral
JJASBR Baoh Superjump Back.png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Baoh performs a superhuman leap.

  • Neutral jumps go slightly higher than the standard jump, while horizontal jumps cover significantly more ground.
  • Can be cancelled into from Baoh's normals on hit or block. Immensely important for his blockstrings and combo routes.
236X
Baoh Shooting Stinger
236L/M/H
JJASBR Baoh 236X.png
Baoh Shooting Bees-Stinger Phenomenon!
Baoh Shooting Bees-Stinger Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (15, 30) Mid - - - - -
Medium 60 (15*2, 30) Mid - - - - -
Heavy 75 (15*3, 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 Baoh Flash Cancels and runs 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.
623X
Saber Off!
623L/M/H
JJASBR Baoh 623X (1).png
JJASBR Baoh 623X (2).png
Baoh's DP series.
Baoh's DP series.
JJASBR Baoh 623X (3).png
Projectile trajectories
Projectile trajectories
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (30*2) Mid - - - - Knockdown
Medium 75 (40, 35) Mid - - - - Knockdown
Heavy 115 (20, 60, 35) Mid - - - - Knockdown

Baoh rises into the air, slashing his arm sabers and knocking the opponent over.


L version:

  • Baoh rises the least.
  • With no invincibility and no hard knockdown on the second hit, it has less utility than the heavier versions.

M version:

  • Baoh rises higher, slashing the opponent upwards with his saber before hurling it downwards at them.
  • Invulnerable anti-air.
  • Baoh will throw the projectile regardless of whether or not the rest of the move lands.
  • The direction of the projectile curves after being thrown, eventually moving forward instead of downwards.
  • The projectile Baoh throws will hit downed opponents.

H version:

  • 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 most invincibility and recovery.
  • Baoh will throw the projectile regardless of whether or not the rest of the move lands.
  • The projectile flies downwards at a 30 degree angle.
  • The projectile Baoh throws will hit downed opponents.
214X
Baoh Hardened Saber
214L/M/H
JJASBR Baoh 214L.png
Light
Light
Medium
Medium
JJASBR Baoh 214H.png
Heavy
Heavy
Baoh Reskiniharden Saber Phenomenon!
Baoh Reskiniharden Saber Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Low - - - - -
Medium 65 Overhead - - - - -
Heavy 80 (5*9, 35) Mid - - - - -

Baoh sprouts blades from his arms to attack the opponent.


L version:

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.

M version:

Baoh leaps forward and performs an overhead hitting circular slash.

  • Causes crumple on hit.
  • Baoh's main mixup tool and air combo extension.
  • Crosses up, but if spaced properly, can hit from the front, adding another layer to Baoh's mixups.

H version:

Baoh unleashes a flurry of saber slashes, launching the opponent into the air.

  • Baoh's primary grounded combo starter when Flash Canceled.
  • Cannot be FC'd until the very last hit.
  • The final hit will not come out on whiff.
  • Deals a decent amount of Guard Damage.
421X
Baoh Melting Acid
421L/M/H
Baoh Meltedin Palm Phenomenon!
Baoh Meltedin Palm Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (20, 5*12, 65) Mid - - - - Knockdown
Medium 145 (20, 5*12, 65) Mid - - - - Knockdown
Heavy 145 (20, 5*12, 65) Mid - - - - Knockdown

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

  • This move is a hitgrab.
  • 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.
22X
Baoh Break Dark Thunder Phenomenon
22L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 56 (12*3, 20) Mid - - - - -
Medium 68 (12*4, 20) Mid - - - - -
Heavy 80 (12*5, 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 against Baoh.
  • Sends the opponent flying back on hit. Hard to use in combos as a result, but has some use in more uncommon juggle extensions.

System Mechanics

Throw
Throw
Get the hell out of my way!
5/4 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 7 - - - Knockdown

Baoh grabs the opponent before slamming them to the ground.

  • Standard throw.
  • Recovers fast enough to let Baoh activate armor install and do oki after.
Assist
Assist
Break Dark Thunder Phenomenon
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
68 - - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 22M
5S
This is Baoh!
5S
JJASBR Baoh 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Baoh hardens his skin through his Tactile Sensor.

  • Costs 0.25 meter to use.
  • Gives Baoh super armor on his next special move for the entire duration of the move.
  • Armor persisting even through recovery frames means risky moves can become unique approach options.
  • Fast enough to activate after some hard knockdowns without giving up pressure.
  • Doesn't disappear on knockdown.
    • Enduring a cinematic knockdown (such as a Throw, HHA, etc.) causes Baoh to lose the power-up, regardless if hit during a special or not.

Heart Heat Attack

Laser Beam!
236 + Any Two Attack Buttons
BARUBARUBARUBARUBARU
BARUBARUBARUBARUBARU
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
180/168 Mid - - - - 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
JJASBR Baoh GHA (1).png
Your scent betrays you, fiend! The scent of pure evil!
Your scent betrays you, fiend! The scent of pure evil!
JJASBR Baoh GHA (2).png
Time to cover up that stench once and for all!
Time to cover up that stench once and for all!
JJASBR Baoh GHA (3).png
Baoh Break Dark Thunder Phenomenon!
Baoh Break Dark Thunder Phenomenon!
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 Phenomenon.

  • 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