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

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'''H version:'''
'''H version:'''
*The least amount of range on startup, but also the only one that is safe on block.
*The least amount of range on startup, but also the only one that is safe on block with spacing.
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Revision as of 14:14, 16 February 2023

Introduction

One of the Nine Egyptian Gods featured in Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Mariah is a bit tricky to use, but has great potential when mastered. Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing.

On offense, Mariah can be pretty overwhelming; with "Heh heh heh... Enjoy", "Sorry, but you’ll have to die now" and "You can't follow me anymore.", she can freely choose between ending her pressure safely or taking risks to crumple the opponent, summon objects or feint to steal turns and keep her pressure going. "The electricity will char you to a crisp" and "You can't follow me anymore." set up for particularly strong high/low, left/right mixups; even on block, these special moves can lock the opponent down for a considerable time, allowing Mariah to set up another chance to mix up her opponents.

On defense, Mariah struggles due to her lack of meterless reversal options and her metered options having very few invulnerability frames. Mariah also has the fourth lowest health tier of the cast, making her risk/reward nature much riskier. Due to this, making use of universal defensive mechanics is a must for Mariah.

  • Magnetization Gauge: Mariah is governed by a two-bar gauge that affects all of her special moves, increasing damage, guard damage, and changing the properties of specific specials.
  • Setplay: Due to Mariah’s low damage output, she heavily relies on loopable setplay off knockdowns, with her special moves setting up for particularly strong mixups.
Playstyle
JJASBR Mariah Small Icon.png Mariah is a Stand character who utilizes her Magnetization and multiple projectiles in order to gain momentum and overwhelm the opponent.
Pros Cons
  • Snowball: Mariah is able to use her momentum against the opponent and keep them from being able to escape from certain situations.
  • Versatile Zoning: Mariah has a large arsenal of powerful projectiles, allowing her to create opportunities to close the distance and start her relentless offense.
  • "Combo Breaker!": Mariah’s special moves act independently, giving her the unique ability to escape from otherwise dangerous situations or take trades that end up in her favor.
  • "Burst Safe": Mariah is a difficult character to use Reversal Assists against due to "Heh heh heh... Enjoy" having an extremely high bind duration at higher Magnetization levels; even after a successful Reversal Assist from the opponent, Mariah is still able to pick up combos.
  • "Burst Damage": While Mariah's average damage at lower Magnezation levels isn't worth a second glance she can dish out shockingly high damage for a character of her archetype when she reaches LVMAX making her opponents think twice when challenging her relentless pressure sequences.
  • Strike/Throw Reliant: While Mariah's offense can be relentless due to her access to mixups off knockdowns, she's quite reliant on stagger pressure on block to open up opponents. This forces Mariah to take risks during offense or use meter to keep her pressure going.
  • Specific Combo Structure: While Mariah can do more than her average damage with certain combos, they need to be setup and can easily be avoided by keeping her at low Magneztion levels.
  • Meter Hungry: Mariah relies heavily on meter for confirms, high damage, Flash Cancel pressure and also to keep herself safe due to poor recovery on some of her normals and special moves.
  • Stubby Normals: Mariah has a tough time keeping up with the rest cast due to her normals having poor range and recovery compared to normal stand characters.

The magnetic force will just keep on increasing...

Despite being a Stand User, Mariah does not change movesets by pressing the Style button. Instead, she uses this button to interact with her Stand, Bastet.

If Mariah's "If you're not allowed to touch something, it makes you want to touch it more..." connects on either hit or block, Mariah's Magnetization Gauge is partially filled. Once this happens, the opponent will become Magnetized, creating an aura below Mariah. If the opponent is within in the range of this aura, the Magnetization Gauge will refill passively on its own. The gauge begins at "LV1" and progresses to "LV2" then "LVMAX".

Higher Magnetization levels enhance Mariah's special moves, increasing their range, damage, and guard damage; certain special moves also receive extra properties such as improved tracking. The bar will slowly deplete if the opponent is outside of the aura (unless the bar is at "LVMAX", where it will linger for a few seconds before beginning to deplete) and will be set to LV1 immediately if the opponent's GHA hits her. Staying at "LVMAX" is an integral part of Mariah's gameplan, as it allows her to convert into more damage, mix-ups, and long blockstrings that shred the opponent's Guard Gauge.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_MRH
#ASBR_MAR

Move List

Normal Moves

5L
5L
JJASBR Mariah 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid 5 - - - +4

Mariah performs a quick stab with her knife.

  • Standard jab.
  • Reaches downwards, making it not as good at stopping dash jumps.
5M
5M
JJASBR Mariah 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 (10*2) Mid - - - - -

Mariah performs a slash upwards with her knife.

  • Multi-hit normal.
  • Reaches high, good for anti-airs.
  • Good range for counter-pokes.
5H
5H
JJASBR Mariah 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid - - - - -

Mariah performs a slash outwards with her knife.

  • Good range for pokes.
  • Mostly combo filler.
2L
2L
JJASBR Mariah 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

Mariah performs a crouching stab with her knife.

  • Standard jab.
2M
2M
JJASBR Mariah 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Mariah performs a slash at the opponent's knees with her knife.

  • Moves Mariah forward.
  • Low profiles.
  • Good range for pokes and counter-pokes.
  • Mariah’s best button
2H
2H
JJASBR Mariah 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low - - - - -

Mariah performs a slash at the opponent's feet with her knife.

  • Provides hard knockdown on ground and air hits.
  • Good range for pokes, counter-pokes, and combo enders.
  • Situational anti-air.
JL
j.L
JJASBR Mariah Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead - - - - -

Mariah performs a short stab outwards with her knife.

  • Very active, good for air-to-airs.
  • Great for tick throws and high/low mixups with wire oki.
JM
j.M
JJASBR Mariah Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

Mariah performs an aerial slash upwards with her knife.

  • Launches on hit.
  • Can cross up deceptively well.
  • Has uses on okizeme as an instant overhead against tall characters.
JH
j.H
JJASBR Mariah Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Mariah performs an aerial horizontal slash with her knife.

  • Mariah's main jump-in.
  • Does not reach far behind her.
  • Can cross up.

Special Moves

236X
Sorry, but you'll have to die now.
236L/M/H (Air OK)
JJASBR Mariah 236X (1).png
Ground
Ground
JJASBR Mariah 236X (2).png
Air
Air
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LVL1: 30 (10*3)
LVL2: 36 (12*3)
LVLMAX: 42 (14*3)
Mid - - - - -
Medium LVL1: 36 (12*3)
LVL2: 42 (14*3)
LVLMAX: 48 (16*3)
Mid - - - - -
Heavy LVL1: 42 (14*3)
LVL2: 48 (16*3)
LVLMAX: 54 (18*3)
Mid - - - - -

Mariah throws 3 knives at the opponent.

  • The knives track the opponent.
  • Tracking and damage increase with each version, with the projectile speed decreasing.
  • Damage and tracking also increase with more Magnetization Gauge.

L version:

  • Has the least amount damage and tracking, but makes up for it with the fastest startup and projectile speed.

M version:

  • Great at baiting SG/SD in neutral.
  • Decent tracking.

H version:

  • Slow moving projectile with incredible tracking.
  • Best version of TK knives plus OB sets up a strike/throw mix if blocked at close range.
623X
The electricity will char you to a crisp!
623L/M/H
JJASBR Mariah 623X (1).png
JJASBR Mariah 623X (2).png
Let the mix begin
Let the mix begin
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Knife: 20 (10*2)
Wire (LVL1): 36 (6*6)
Wire (LVL2): 48 (6*8)
Wire (LVLMAX): 66 (6*11)
Mid - - - - -
Medium Knife: 20 (10*2)
Wire (LVL1): 36 (6*6)
Wire (LVL2): 48 (6*8)
Wire (LVLMAX): 66 (6*11)
Mid - - - - -
Heavy Knife: 20 (10*2)
Wire (LVL1): 36 (6*6)
Wire (LVL2): 48 (6*8)
Wire (LVLMAX): 66 (6*11)
Mid - - - - -

Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent.

  • Cannot be used when a line is already on the screen.
  • Tracks the opponent even without Magnetization Gauge, but gets stronger tracking with higer levels.
  • Mariah throws the knife at different angles for each button, getting further horizontally with higher strength.

L version:

  • Throws the knife straight up, making it a decent way to deal with cross-up attempts.
  • The line falls right on top of Mariah.

M version:

  • Decent anti-air.
  • The line falls about half-screen.

H version:

  • The line falls slightly past half-screen.
214X
Heh heh heh... Enjoy...
214L/M/H
JJASBR Mariah 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Low - - - - -
Medium 15 Low - - - - -
Heavy 15 Low - - - - -

Mariah sends wires towards the opponent, ensnaring them on contact.

  • Binds the opponent, but does not crumple unless Mariah is at LVMAX.
  • Damage is unaffected by the Magnetization Gauge, but binding time is.

L version:

  • Frametrap at close range.
  • Plus ob tripguard and A consistent way to deal with jumping normals and cross-ups.
  • Trades in Mariah's favor even at LV1.
  • Very punishable on block.

M version:

  • Less initial range on startup, good for messing with the opponent's SG/SD timing.
  • Still punishable on block.

H version:

  • The least amount of range on startup, but also the only one that is safe on block with spacing.
421X
You can't follow me anymore.
421L/M/H
JJASBR Mariah 421X (1).png
"This is the stance"
"This is the stance"
JJASBR Mariah 421X (2).png
LVL1
LVL1
JJASBR Mariah 421X (3).png
LVL2
LVL2
JJASBR Mariah 421X (4).png
LVLMAX
LVLMAX
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LVL1: 20
LVL2: 35
LVLMAX: 45
Mid - - - - -
Medium LVL1: 20
LVL2: 35
LVLMAX: 45
Mid - - - - -
Heavy - - - - - - -

Mariah summons an object from the sky that falls onto the opponent.

  • Can hit OTG.
  • Object and properties changes with each level:
    • LV1 version summons a cluster of cans, hitting multiple times.
    • LV2 version summons a bike; while normally hitting once, it can randomly cause a second, electric hit.
    • LVMAX version summons a cluster of objects, including both the cans and the bike, launching on hit.

L version:

  • Mariah summons the object immediately.
  • Fantastic preemptive anti-air; at LVMAX leads to a full combo.

M version:

  • Mariah delays the summon.
  • Useful for oki and SG baits during block strings.

H version:

  • Mariah feints the summon, only doing the first part of the animation.
  • Jump/attack-cancellable.
  • Can keep some pokes safe from being punished if opponent SGs, making it a fantastic SG/SD bait and pressure reset.

System Mechanics

Throw
Throw
You were one fine specimen.
5/4 + Any Two Attack Buttons
JJASBR Mariah Throw (1).png
JJASBR Mariah Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (20+100) Throw - - - - -

Mariah grabs the opponent and holds them in place with her Stand before a barrel flies in and hits the opponent.

  • Forward Throw leaves the opponent too far to OTG.
  • Back Throw leaves the opponent closer, allowing Mariah to OTG and run her setplay.
Assist
Assist
The electricity will char you to a crisp!
JJASBR Mariah Assist (1).png
JJASBR Mariah Assist (2).png
Possibly the worst assist in the game
Possibly the worst assist in the game
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Knife: 10*2
Wire: 48 (6*8)
Mid - - - - -

Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent.

5S
If you're not allowed to touch something, it makes you want to touch it more...
5S
JJASBR Mariah 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 (10, 1) Mid - - - - -

Mariah summons her Stand, Bastet, on the ground, damaging the opponent.

  • Fills ~25% of Mariah's Magnetization Gauge and Magnetizes the opponent.
  • Can hit OTG.
  • Special-cancelable.
  • Safe meaty option for oki.

Heart Heat Attack

What are you drooling over?
236 + Any Two Attack Buttons
JJASBR Mariah HHA (1).png
JJASBR Mariah HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LVL1: 136 [(6, 4)*9, 6, 40]
LVL2: 204 [(9, 6)*8, 9, 15, 60]
LVLMAX: 272 [(12, 8)*8, 12, 20, 80]
Mid - - - - -

Mariah fires a barrage of nuts and bolts at the opponent.

  • Damage increases with Magnetization levels.
  • Safe on block.

Great Heat Attack

You little turds!
236L+M+H
JJASBR Mariah GHA (1).png
JJASBR Mariah GHA (2).png
JJASBR Mariah GHA (3).png
No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape...
No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape...
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
304 (30+1*70+16+1*11+15+50+112) Mid - - - - -

Mariah attacks the opponent with her Stand, Bastet, magnetizing the opponent before barraging them with attacks from different magnetized objects.

  • Unaffected by the Magnetization Gauge.
  • Fills the Magnetization Gauge to LVMAX on initial hit.
  • Tracks the opponent's location.
  • Mariah can confirm into GHA off any HKD at any Magnetic level with 214H ~ taunt ~ GHA
  • Does not OTG like 5S, although they look very similar.

Costumes

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

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