JoJo's Bizarre Adventure: All-Star Battle R/Wamuu: Difference between revisions
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*[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#623X|Never stand in my shadow!]] | *[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#623X|Never stand in my shadow!]] | ||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X|He bent]] [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X-X|backwards!]] | *[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X|He bent]] [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X-X|backwards!]] | ||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#421X|I, Wamuu, will now consider you to be worthy prey!]] | *[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#421X|I, Wamuu, will now consider you]] [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#J421X|to be worthy prey!]] | ||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22H|Victim of your own delusion]] | *[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22H|Victim of your own delusion]] | ||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236S|Raging Tornado Aftermath!]] | *[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236S|Raging Tornado Aftermath!]] | ||
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|description= | |description= | ||
Wamuu jabs the opponent with his fingers. A tremendous defensive option against dash jumps and an excellent poke. | Wamuu jabs the opponent with his fingers. A tremendous defensive option against dash jumps and an excellent poke. | ||
*Cancelling into 421M gives Wamuu access to a grounded | *Cancelling into 421M gives Wamuu access to a grounded crossup. | ||
*Sets him up close for his | *Sets him up close for his Throw. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu attacks with a wind-laced step kick | Wamuu attacks with a wind-laced step kick. A central core of his offensive game plan. It has incredible reach, going as far as some stand characters' normals and even specials. It can also serve as an active anti-air option. | ||
*At point blank range, can be canceled into 421M for a | *At point blank range, can be canceled into 421M for a crossup. | ||
*At max range, can push the opponent out of 5H/2H range. | *At max range, can push the opponent out of 5H/2H range. | ||
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|description= | |description= | ||
Wamuu attacks with a low kick. | Wamuu attacks with a low kick. | ||
*Like 5L, can be canceled at close range into 421M for a | *Like 5L, can be canceled at close range into 421M for a crossup. | ||
*Can be chained together 3 times in a block string before pushing the opponent out of range. | *Can be chained together 3 times in a block string before pushing the opponent out of range. | ||
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|description= | |description= | ||
Wamuu creates a horn out of wind and swings it upwards. | Wamuu creates a horn out of wind and swings it upwards. | ||
*Double hitting, long range low. | *Double-hitting, long range low. | ||
*Slightly less range than 5M, but better pushback, making it a great option on block to bait normals and punish. | *Slightly less range than 5M, but better pushback, making it a great option on block to bait normals and punish. | ||
*Great combo filler, and can be cancelled into 214LL at max range for a combo. | *Great combo filler, and can be cancelled into 214LL at max range for a combo. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu extends his arm while covering it with wind. First hit can be cancelled to continue combos. | Wamuu extends his arm while covering it with wind. | ||
*First hit can be cancelled to continue combos. | |||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu takes a step forward and attacks with a clothesline. | Wamuu takes a step forward and attacks with a clothesline. | ||
*Causes crumple on it. | *Causes crumple on it. | ||
*Possesses Super Armor. Armor startup and duration increase in Mode 3, lasting until the last recovery frame. This allows Wamuu to block punish attempts. | *Possesses Super Armor. | ||
**Armor startup and duration increase in Mode 3, lasting until the last recovery frame. This allows Wamuu to block punish attempts. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Wamuu puts his knees in front. | Wamuu puts his knees in front. | ||
*Can tick into his | *Can tick into his Throw. | ||
*Can use | *Can use j.421X to mix up landing time. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Wamuu attacks with a gigantic axe kick. | Wamuu attacks with a gigantic axe kick. | ||
*Largest jump-in in his kit, ability to cross up. | *Largest jump-in in his kit, has the ability to cross up. | ||
*Instant jump heavy will hit unsuspecting opponents, allowing for combos. | *Instant jump heavy will hit unsuspecting opponents, allowing for combos. | ||
*Once in Mode 3, the hit effect changes to allow juggles. | *Once in Mode 3, the hit effect changes to allow juggles. | ||
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*Strength determines the range and recovery frames. | *Strength determines the range and recovery frames. | ||
*Can be flash canceled for blockstrings or safety. | *Can be flash canceled for blockstrings or safety. | ||
*At max range, only the first of the 3 kicks will connect, leaving | *At max range, only the first of the 3 kicks will connect, leaving Wamuu stuck in recovery. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Wall bounce gained in Mode makes it an optimal way to land HHA. | **Wall bounce gained in Mode makes it an optimal way to land HHA. | ||
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*Moves forward the least. | *Moves forward the least. | ||
**Can cross up with specific setups. | **Can cross up with specific setups. | ||
**In Mode 1 has a large, delayed hitbox that can catch punish attempts or opponents asleep at the wheel. | **In Mode 1, it has a large, delayed hitbox that can catch punish attempts or opponents asleep at the wheel. | ||
**Safe due to pushback in some matchups. | **Safe due to pushback in some matchups. | ||
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*Moves forward more than the L version. | *Moves forward more than the L version. | ||
**Can cross up. | **Can cross up. | ||
**In Mode 2 | **In Mode 2, it has a large amount of pushback and can be used to make Wamuu safe completely. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu leans forward and spins the wires on his headgear into a vortex | Wamuu leans forward and spins the wires on his headgear into a vortex. | ||
*Final hit launches opponents. | *Final hit launches opponents. | ||
*Can be extended by pressing S repeatedly. [] is for the extended version. | *Can be extended by pressing S repeatedly. [] is for the extended version. | ||
*Pulls the opponent in from anywhere on the screen in front of Wamuu; pulling force increases with each Mode. | *Pulls the opponent in from anywhere on the screen in front of Wamuu; pulling force increases with each Mode. | ||
*Destroys non-GHA projectiles. | *Destroys non-GHA projectiles. | ||
*Can be | *Can be Flash Canceled for combo potential. | ||
*Has hitboxes on the left and right of the move, catching opponents who only SG once. | *Has hitboxes on the left and right of the move, catching opponents who only SG once. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Modes increase damage, | **Modes increase damage, Guard Damage, chip damage, pull strength/distance, and duration. | ||
*'''IMPORTANT:''' While the initial hit pull puts the opponent in hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input parries, supers, or GHA's to punish him. Be prepared to FC or suffer damage on a wrong read. | *'''IMPORTANT:''' While the initial hit pull puts the opponent in hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input parries, supers, or GHA's to punish him. Be prepared to FC or suffer damage on a wrong read. | ||
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Wamuu jams his fingers into the opponent's neck before slamming them into the ground. | Wamuu jams his fingers into the opponent's neck before slamming them into the ground. | ||
*Leaves the opponent right next to Wamuu. | *Leaves the opponent right next to Wamuu. | ||
**Perfect distance to cancel into both 22H and his oki gameplay. | |||
**Both slightly rotate the axis. Small factor but it can be helpful to reposition Wamuu *along* the wall, where his combo game can shine. | |||
*Aside from unique animations and direction, both Throws are identical. | *Aside from unique animations and direction, both Throws are identical. | ||
}} | }} | ||
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|description= | |description= | ||
Turns Wind Mode on/off. | Turns Wind Mode on/off. | ||
*As of 1.3, has incredibly quick startup, allowing for use mid combo or blockstring similar to a | *As of 1.3, this has incredibly quick startup, allowing for use mid-combo or blockstring similar to a Quick Stand On. | ||
* | *Conversely, it has large recovery on deactivation. Best done after 2H or Throw due to the recovery time. | ||
*Can go into "Vapor Barrier" from Wind Mode, but not "I shall see with the wind". | *Can go into "Vapor Barrier" from Wind Mode, but not into "I shall see with the wind". | ||
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*Costs 1 HH Gauge. | *Costs 1 HH Gauge. | ||
*Has a decent amount of recovery frames, making it impossible to use as a call-out against zoning. | *Has a decent amount of recovery frames, making it impossible to use as a call-out against zoning. | ||
*Makes Wamuu invisible and immune to every projectile except for HHA | *Makes Wamuu invisible and immune to every projectile except for HHA/GHA-based ones. | ||
**Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]". | **Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]". | ||
* | *Using an HHA during Vaopr Barrier will remove its meter cost. | ||
}} | }} | ||
}} | }} | ||
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Wamuu blinds himself and extends his horn. | Wamuu blinds himself and extends his horn. | ||
*Requires 2 HH Gauges. | *Requires 2 HH Gauges. | ||
* | *Wamuu is able to act immediately out of the animation, making it useful for combos. | ||
*Activation is permanent and lasts between rounds. | *Activation is permanent and lasts between rounds. | ||
*Causes Wamuu's normals to deal chip damage. | *Causes Wamuu's normals to deal chip damage. | ||
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*Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | *Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | ||
*Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | *Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | ||
*Renders Wamuu immune to [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report|Weather | *Renders Wamuu immune to [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report|Weather]]'s [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report#Heart Heat Attack|Heavy Weather]]. | ||
}} | }} | ||
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Wamuu slides forward horn-first to attack the opponent. | Wamuu slides forward horn-first to attack the opponent. | ||
*Final hit causes crumple. | *Final hit causes crumple. | ||
*All versions do little scaling in terms of | *All versions do little scaling in terms of Guard Damage. This makes them very threatening tools to cancel into on block. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Covers the least distance with the shortest startup. | *Covers the least distance with the shortest startup. | ||
*Does about 40% | *Does about 40% Guard Damage on its own. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Covers average distance with average startup. | *Covers average distance with average startup. | ||
*Does about 50-55% | *Does about 50-55% Guard Damage on its own | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Covers the most distance with the longest startup. | *Covers the most distance with the longest startup. | ||
*Does 60-65% | *Does 60-65% Guard Damage on its own. | ||
}} | }} | ||
}} | }} | ||
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Rapidly spinning his arms, Wamuu generates a huge, devastating sandstorm vortex, covering a massive range in front of him. | Rapidly spinning his arms, Wamuu generates a huge, devastating sandstorm vortex, covering a massive range in front of him. | ||
*Curves upwards after a certain point. | *Curves upwards after a certain point. | ||
* | *Only causes a hard knockdown if the final hit connects. | ||
* | *Due to its multi-hit nature, its damage changes based on which range it is used at. | ||
*Ends "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" upon use. | *Ends "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" upon use. | ||
}} | }} |
Revision as of 18:23, 11 January 2023
Introduction
Wamuu, honored strategist and villain in Battle Tendency, the second part of JoJo's Bizarre Adventure, is a footsies-focused mix-up and guard-crushing monster. Thanks to his tall stature and long reach, he can access great normals such as 5M, 5H, 2H, and j.H. He possesses a variety of mixup tools: "I, Wamuu, will now consider you to be worthy prey!" gives him an overhead and decent left-right mix, while "He bent backwards!" can let him cancel his pressure to bait Stylish Guard or catch the opponent's mashing. Another strength is Wamuu's ability to consistently anti-air, with variations of "Never stand in my shadow!" and great standing normals. This all works well with his qualities as a Stone Mask character, allowing him to gain health back as he puts the opponents in ruthless blockstrings.
Like his fellow Pillar Men, Wamuu has access to Modes in order to enhance his abilites; uniquely, however, he is also the most complex user, possessing 3 different Modes that all affect his normals, special moves, combos, and pressure. Each one also increases the Guard Damage and chip damage of his various special moves, including "Raging Tornado Aftermath!", which can both pull in opponents and destroy projectiles. With mastery of each Mode and the benefits they provide, Wamuu can be thoroughly equipped for any situation or match-up.
That being said, the most honorable of the Pillar Men does have his drawbacks, the top being his inconsistent blockstrings and combos at some ranges. Not only that, Wamuu also lacks normal movement options: as one of two characters who lack the ability to run (the other being Johnny while Dismounted), he cannot dash-jump or dash-cancel buttons like other characters. Wamuu can also be resource-intensive, as entering either "Wind Mode" or "Vapor Barrier" prevent meter gain, which he desperately needs to Flash Cancel for combos, invest in HHA for damage, or make himself safe after a wrong read. Those who enjoy playing a strong, offensive/defensive mid-range game with the ability to augment their gameplan on the fly, would certainly enjoy the master of the winds.
- Stone Mask: As a Stone Mask character, Wamuu incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
- Modes: Wamuu has three different installs, all of which change the properties on his normals and special moves.
- Step Dash: In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes at the cost of not being cancelable.
Wamuu is a Mode character whose gameplan is centered around the neutral, blockstring pressure, and mixups. | |
Pros | Cons |
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Modes
Wamuu has access to several installs in order to enhance his abilities.
- Wind Mode (Mode 1) is activated by pressing the Style button, and costs no meter. With the quick start up of this mode, it can be used to extend combos. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster.
- Vapor Barrier (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode.
- I shall see with the wind. (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "Whooosh!", and can deal chip damage with his normals. Unlike the previous modes, Wamuu's jump is not altered in any way, but it does increase damage on his jump attacks.
The following moves are affected by all Modes:
- Never stand in my shadow!
- He bent backwards!
- I, Wamuu, will now consider you to be worthy prey!
- Victim of your own delusion
- Raging Tornado Aftermath!
The tradeoff for using Mode is that while in "Wind Mode" and "Vapor Barrier", Wamuu is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA or GHA, or is forcefully knocked out of the install by taking a hard knockdown. Additionally, activating "I shall see with the wind." locks Wamuu out of his other two installs for the rest of the match, each of which have their own advantages.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Mode | 950 | Rumble | #ASBR_WAM #ASBR_WMU |
Move List
Normal Moves
5L
5L
|
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5M
5M
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
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2H
2H
|
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6H
6H
With the strength of a pillar! |
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
623X
Never stand in my shadow!
623L/M/H |
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214X
He bent backwards!
214L/M/H |
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214X-X
He bent backwards! (Follow-Up)
214L/M/H~L/M/H |
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421X
I, Wamuu, will now consider you to be worthy prey!
421L/M/H |
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22H
Victim of your own delusion
22H |
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J421X
I, Wamuu, will now consider you to be worthy prey! (Air)
j.421L/M/H |
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236S
Raging Tornado Aftermath!
236S |
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System Mechanics
Throw
Throw
Go for the throat and lungs! 5/4 + Any Two Attack Buttons |
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Assist
Assist
He bent backwards! |
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5S
Wind Mode
5S |
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22S
Vapor Barrier
22S |
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63214XX
I shall see with the wind.
63214 + Any Two Attack Buttons |
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236X
Whooosh!
236L/M/H during "I shall see with the wind." |
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Heart Heat Attack
Ultimate Technique! Divine Sandstorm!
236 + Any Two Attack Buttons |
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Great Heat Attack
Ultimate Technique! Atmospheric Rift
236L+M+H |
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