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

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*'''Unblockable Attacks''': Okuyasu has access to multiple attacks the opponent cannot block.
*'''Unblockable Attacks''': Okuyasu has access to multiple attacks the opponent cannot block.
*'''Anti-Projectile''': Several of Okuyasu's special moves can destroy non-HHA/GHA projectiles. Furthermore, some of them either bring the opponent towards Okuyasu or the other way around.
*'''Anti-Projectile''': Several of Okuyasu's special moves can destroy non-HHA/GHA projectiles. Furthermore, some of them either bring the opponent towards Okuyasu or the other way around.
*'''Feint Cancels''': Okuyasu has access to feint attacks, adding an extra layer to his pressure.
*'''Feint Attacks''': Okuyasu has access to feint attacks, adding an extra layer to his pressure.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Okuyasu_Small_Icon.png|50px]] '''Okuyasu Nijimura''' is a Stand character who manipulates space to bring the opponent to him and erase their Health.
| intro = [[file:JJASBR_Okuyasu_Small_Icon.png|50px]] '''Okuyasu Nijimura''' is a Stand character who manipulates space to bring the opponent to him and erase their Health.
| pros =
| pros =
* '''Beginner-Friendly:''' Okuyasu has one of the simplest gameplans in ASBR, with the intent to quickly close in on the opponent and force them into repeated strike/throws until the round ends. His multitude of teleports and the simplicity of his combos makes it easy for anyone to start learning him.
* '''Beginner-Friendly:''' Okuyasu has one of the simplest gameplans, with the intent to quickly close in on the opponent and force them into repeated strike/throw mixups until the round ends. His multitude of teleports and the simplicity of his combos make it easy for anyone to start learning him.
* '''Void Defense:''' Okuyasu has access to multiple Unblockable attacks that, when paired with Stand Rush, Assists, and the ability to feint some of them, allow him to mix up between strikes, throws, and unblockables to open the opponent up easily.
* '''Void Defense:''' Okuyasu has access to multiple Unblockable attacks that, when paired with Stand Rush, Assists, and the ability to feint some of them, allow him to mix up between strikes, Throws, and Unblockables to open the opponent up easily.
* '''Space Erasure:''' Okuyasu can destroy projectiles with many of his special moves, granting him a unique way to fight against zoning. Additionaly, some of these attacks manipulate his and the opponent's respective positions, allowing Okuyasu to either navigate neutral or keep the opponent close.
* '''Space Erasure:''' Okuyasu can destroy projectiles with many of his special moves, granting him a unique way to fight against zoning. Additionaly, some of these attacks manipulate his and the opponent's respective positions, allowing Okuyasu to either navigate neutral or keep the opponent close.
* '''God of Anti-Airs:''' Okuyasu has a plethora of special moves and command normals that can snipe the opponent out of the air, primarily in his 214X which can lead into a full juggle combo on especially shallow jump arcs. Okuyasu is one of the few characters in ASBR that cannot be mindlessly jumped in on.
* '''God of Anti-Airs:''' Okuyasu has a plethora of special moves and command normals that can snipe the opponent out of the air. In particular, "[[JoJo's Bizarre Adventure: All-Star Battle R/Okuyasu Nijimura#214X|Chew on]] [[JoJo's Bizarre Adventure: All-Star Battle R/Okuyasu Nijimura#Stand 214X|this!]]" can lead into a full juggle combo on especially shallow jump arcs. This renders Okuyasu as one of the few characters that cannot be mindlessly jumped in against.
* '''Great Metered Options:''' Between his Quick Stand-On pressure tools and high-damage HHA and GHA, Okuyasu always has a way to build meter and use it effectively, and is more than capable of ending the game shockingly early with one of the hardest hitting Level 3 GHAs in the game.
* '''Great Metered Options:''' Between his Quick Stand On pressure tools and highly damaging [[JoJo's Bizarre Adventure: All-Star Battle R/Okuyasu Nijimura#Heart Heat Attack|HHA]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Okuyasu Nijimura#Great Heat Attack|GHA]], Okuyasu always has a way to build meter and use it effectively, and is more than capable of ending the game shockingly early with one of the hardest hitting LV3 GHAs in the game.
  |cons =
  |cons =
* '''Unreliable Stand Off:''' In Stand Off, Okuyasu suffers due to his short range, in addition to significantly reduced damage output and the need of Flash Cancels to convert his Unblockable options into combos, ultimately making his Stand Off mode less effective.
* '''Unreliable Stand Off:''' In Stand Off, Okuyasu suffers due to his short range, in addition to significantly reduced damage output and the need of Flash Cancels to convert his Unblockable options into combos, ultimately making it less effective.
* '''Bad Approach:''' Okuyasu struggles to approach the opponent due to his slow movement speed. While he is able to destroy enemy projectiles and end up closer to the opponent in the process, the abilities become much less useful against zoning characters who can bombard him with fast or multi-hitting projectiles.
* '''Bad Approach:''' Okuyasu struggles to approach the opponent due to his slow movement speed. While he is able to destroy enemy projectiles and end up closer to the opponent in the process, the abilities become much less useful against zoning characters who can bombard him with fast or multi-hitting projectiles.
| tablewidth = 80
| tablewidth = 80

Revision as of 22:39, 9 March 2023

Introduction

Insert character introduction here.

  • Unblockable Attacks: Okuyasu has access to multiple attacks the opponent cannot block.
  • Anti-Projectile: Several of Okuyasu's special moves can destroy non-HHA/GHA projectiles. Furthermore, some of them either bring the opponent towards Okuyasu or the other way around.
  • Feint Attacks: Okuyasu has access to feint attacks, adding an extra layer to his pressure.
Playstyle
JJASBR Okuyasu Small Icon.png Okuyasu Nijimura is a Stand character who manipulates space to bring the opponent to him and erase their Health.
Pros Cons
  • Beginner-Friendly: Okuyasu has one of the simplest gameplans, with the intent to quickly close in on the opponent and force them into repeated strike/throw mixups until the round ends. His multitude of teleports and the simplicity of his combos make it easy for anyone to start learning him.
  • Void Defense: Okuyasu has access to multiple Unblockable attacks that, when paired with Stand Rush, Assists, and the ability to feint some of them, allow him to mix up between strikes, Throws, and Unblockables to open the opponent up easily.
  • Space Erasure: Okuyasu can destroy projectiles with many of his special moves, granting him a unique way to fight against zoning. Additionaly, some of these attacks manipulate his and the opponent's respective positions, allowing Okuyasu to either navigate neutral or keep the opponent close.
  • God of Anti-Airs: Okuyasu has a plethora of special moves and command normals that can snipe the opponent out of the air. In particular, "Chew on this!" can lead into a full juggle combo on especially shallow jump arcs. This renders Okuyasu as one of the few characters that cannot be mindlessly jumped in against.
  • Great Metered Options: Between his Quick Stand On pressure tools and highly damaging HHA and GHA, Okuyasu always has a way to build meter and use it effectively, and is more than capable of ending the game shockingly early with one of the hardest hitting LV3 GHAs in the game.
  • Unreliable Stand Off: In Stand Off, Okuyasu suffers due to his short range, in addition to significantly reduced damage output and the need of Flash Cancels to convert his Unblockable options into combos, ultimately making it less effective.
  • Bad Approach: Okuyasu struggles to approach the opponent due to his slow movement speed. While he is able to destroy enemy projectiles and end up closer to the opponent in the process, the abilities become much less useful against zoning characters who can bombard him with fast or multi-hitting projectiles.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_OKU
#ASBR_OKY

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Okuyasu attacks with a mid-level kick.

  • Notes 1
  • Notes 2
5M
5M
JJASBR Okuyasu 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

Okuyasu punches straight ahead.

  • Notes 1
  • Notes 2
5H
5H
JJASBR Okuyasu 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid - - - - -

Okuyasu steps forward and attacks with a downwards punch.

  • Notes 1
  • Notes 2
2L
2L
JJASBR Okuyasu 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Okuyasu performs a stationary crouching kick.

  • Notes 1
  • Notes 2
2M
2M
JJASBR Okuyasu 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Okuyasu performs a crouching uppercut.

  • Notes 1
  • Notes 2
2H
2H
JJASBR Okuyasu 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low - - - - -

Okuyasu summons The Hand, who swipes outwards with its arm.

  • Causes hard knockdown.
  • Notes 2
JL
j.L
JJASBR Okuyasu Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

Okuyasu kicks outwards.

  • Notes 1
  • Notes 2
JM
j.M
JJASBR Okuyasu Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead - - - - -

Okuyasu punches downwards.

  • Notes 1
  • Notes 2
JH
j.H
JJASBR Okuyasu Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

Okuyasu summons The Hand, who punches downwards.

  • Notes 1
  • Notes 2

Special Moves

236X
I'm eliminating space!
236L/M/H
JJASBR Okuyasu 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 88 Unblockable - - - - -
Medium 88 Unblockable - - - - -
Heavy 0 - - - - - -

Okuyasu summons The Hand to erase space in a downwards strike.

  • Can destroy non-HHA/GHA projectiles.

L version:

  • Teleports Okuyasu in front of the opponent.
  • Can be delayed by holding down the button.

M version:

  • Teleports Okuyasu in front and a bit above the opponent.
  • Can be delayed by holding down the button.

H version:

  • Causes a feint, only performing the first half of the move.
  • Okuyasu is actionable as soon as The Hand lifts its arm fully.
214X
Chew on this!
214L/M/H
JJASBR Okuyasu 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 45 Mid - - - - -

Okuyasu summons The Hand, who quickly erases space in front of Okuyasu with an upwards swipe.

  • Launches on hit.
  • Can destroy non-HHA/GHA projectiles.
  • The Hand is invincible during startup.

L version:

  • The Hand remains next to Okuyasu.

M version:

  • The Hand moves slightly away from Okuyasu.

H version:

  • The Hand moves away from Okuyasu.
623X
Got ya, runt!
623L/M/H
JJASBR Okuyasu 623X (1).png
JJASBR Okuyasu 623X (2).png
JJASBR Okuyasu 623X (3).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 81 (20, 20, 3*1, 20) Mid, Overhead - - - - -
Medium 81 (20, 20, 3*7, 20) Mid, Overhead - - - - -
Heavy 81 (20, 20, 3*7, 20) Mid, Overhead - - - - -

Okuyasu summons The Hand to erase space in a quick upwards swipe, before suddenly teleporting above and delivering a divekick downwards. If the kick strikes the opponent, The Hand knocks them to the ground and rapidly stomps on them before knocking them away.

  • The Hand always remains next to Okuyasu during the swipe.
  • The swipe can destroy non-HHA/GHA projectiles.
  • The kick portion is a hitgrab that causes hard knockdown.

L version:

  • The Hand reappears right in front of Okuyasu.

M version:

  • The Hand reappears further in front of Okuyasu.

H version:

  • The Hand reappears even further in front of Okuyasu.

Stand On

Normal Moves

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

The Hand attacks with its knee.

  • Notes 1
  • Notes 2
Stand 5M
5M
JJASBR Okuyasu Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

The Hand attacks with a hook.

  • Notes 1
  • Notes 2
Stand 5H
5H
JJASBR Okuyasu Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid - - - - -

The Hand attacks with an inwards swipe.

  • Notes 1
  • Notes 2
Stand 2L
2L
JJASBR Okuyasu Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

The Hand attacks with an underhanded punch.

  • Does hit Low, despite appearances.
  • Notes 2
Stand 2M
2M
JJASBR Okuyasu Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

The Hand punches straight ahead.

  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Okuyasu Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low - - - - -

The Hand attacks with an outward, swiping backfist.

  • Causes hard knockdown.
  • Notes 2
Stand 3H
3H
Graaaaah!
JJASBR Okuyasu Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid - - - - -

The Hand attacks with an uppercut.

  • Launches on hit.
  • Causes hard knockdown.
  • Jump-cancelable on hit or block.
Stand JL
j.L
JJASBR Okuyasu Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

The Hand extends its knee downwards.

  • Notes 1
  • Notes 2
Stand JM
j.M
JJASBR Okuyasu Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead - - - - -

The Hand attacks with a downwards kick.

  • Notes 1
  • Notes 2
Stand JH
j.H
JJASBR Okuyasu Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

The Hand turns around and attacks with a backwards kick.

  • Notes 1
  • Notes 2

Special Moves

Stand 236X
Gaoohhhn
236L/M/H
JJASBR Okuyasu Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 53 Unblockable - - - - -
Medium 53 Mid - - - - -
Heavy 0 - - - - - -

The Hand erases space in a downwards strike.


L version:

  • Lightly drags the opponent towards Okuyasu.
  • The opponent is dragged towards Okuyasu even in the air.
  • Stand Rush-compatible.
  • Can be delayed by holding down the button.

M version:

  • Drags the opponent closer to Okuyasu.
  • The opponent is dragged towards Okuyasu even in the air.
  • Stand Rush-compatible.
  • Can be delayed by holding down the button.

H version:

  • Causes a feint, only performing the first half of the move.
  • Okuyasu is actionable as soon as The Hand lifts its arm fully.
Stand 214X
Chew on this!
214L/M/H
JJASBR Okuyasu Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 45 Mid - - - - -

The Hand quickly erases space in front of Okuyasu with an upwards swipe.

  • Launches on hit.
  • Can destroy non-HHA/GHA projectiles.
  • The Hand is invincible during startup.

L version:

  • The Hand remains next to Okuyasu.

M version:

  • The Hand moves slightly away from Okuyasu.

H version:

  • The Hand moves slightly further away from Okuyasu.
Stand 22X
I'll scrape you away!
22L/M/H
JJASBR Okuyasu Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 54 (18*3) Low - - - - -
Medium 54 (18*3) Low - - - - -
Heavy 54 (18*3) Low - - - - -

The Hand delivers three successive swipes close to the ground, eliminating space while advancing forward.

  • Stand Rush-compatible.
  • Can hit OTG.

L version:

  • The Hand remains next to Okuyasu.

M version:

  • The Hand moves away from Okuyasu.
  • There is a slight gap between the first and second hits.

H version:

  • The Hand moves further away from Okuyasu.
  • There is a gap between the first and second hits.

System Mechanics

Throw
Throw
Stupid freak!
5/4 + Any Two Attack Buttons
JJASBR Okuyasu Throw (1).png
JJASBR Okuyasu Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw - - - - -

Okuyasu grabs the opponent up by their collar and angrily punches them in the face.

  • Leaves the opponent a bit far from Okuyasu.
  • Both Throws are identical aside from direction.
Assist
Assist
I'll scrape you away!
JJASBR Okuyasu Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
54 (18*3) Low - - - - -

Okuyasu summons The Hand, who delivers three successive swipes close to the ground while advancing forward.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.22L
  • Can hit OTG.
5S
Stand On/Off
5S
JJASBR Okuyasu Stand On.png
Stand On
Stand On
JJASBR Okuyasu Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Summons The Hand, altering Okuyasu's moveset and abilities.

Heart Heat Attack

Eat it for breakfast, jerk!
236 + Any Two Attack Buttons
JJASBR Okuyasu HHA (1).png
JJASBR Okuyasu HHA (2).png
JJASBR Okuyasu HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
158 Unblockable - - - - -

The Hand charges a large amount of its power into its right hand before wiping out an extremely wide area in front of Okuyasu with a downwards strike.

  • Can hit OTG.
  • Can be delayed by holding down the button.
  • Teleports Okuyasu a set distance towards and above the opponent if used in Stand Off.
  • Strongly drags the opponent a set distance towards Okuyasu if used in Stand On, with the drag causing hitstun but no damage.

Great Heat Attack

All this thinking is hurting my brain!
236L+M+H
JJASBR Okuyasu GHA (1).png
All this thinking is hurting my brain!
All this thinking is hurting my brain!
JJASBR Okuyasu GHA (2).png
It's time to settle the score!
It's time to settle the score!
JJASBR Okuyasu GHA (3).png
That's all I care about!
That's all I care about!
JJASBR Okuyasu GHA (4).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 Unblockable - - - - -

Okuyasu summons The Hand to aggressively strike the opponent. If it connects, The Hand begins repeatedly attacking the opponent, slowly erasing them from existence. After the final swipe, a random flower pot flies from out of nowhere and strikes Okuyasu in the face, knocking him backwards.

  • Gains increased range if used in Stand On.
  • The flower pot causes damage to Okuyasu, but he cannot die from it.
    • Part of this damage is converted into White Damage.

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)

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