JoJo's Bizarre Adventure: All-Star Battle R/Guido Mista/Strategy: Difference between revisions
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Revision as of 08:34, 24 March 2023
Neutral
Offense
Pressure
Notes to add
True blockstrings: 5L 2M 2H xx 236M (more dangerous with Sex Pistols loaded)
"Stance" cancels w/ Reload or Time to get to work (Rough testing shows it's -1/-2)
TK gunshot Frame Data seems largely unchanged from ground shot (biggest difference was 6s was +20 instead of +22), TK 1s +4 (close enough to meaty throw or 2M)
Will depend on resources, but Time to get to work probably the best to use (can load 6S and whiff punish with 6s (6 loaded sex pistols)
- Probably want to be spaced out to make buttons whiff, naturally beats SG
-- Look at long/fast normals and optimal spacing (ie 2LL 5L 5M 5H will leave a gap if cancelled into shot, but may make buttons whiff)
FURTHER TESTING
TK 1s (or S-Off 2s+) off of jump-in, close enough to throw? (TESTED: Spacing dependent; need to hit the air normal slightly early, above their head. Chance to whiff throw, may be able to dash throw if noticed)
Test strings that leave Mista spaced out to bait supers, make buttons whiff (ie 2LL 5L 5M 5H vs 2LLL 2M 2H, do these strings work off of jump ins, etc)
37-38f 22Mxx236M (Bullet will hit on 37/38th frame, later if distance increased) (if -1/-2 correct, 18f/19f punishes, obvious gap for supers to go through)
--- Test, can Mista (during super freeze) cancel 236M into DP, or is it a punish through and through? (TESTED: Kars level 1, was able to DP (can potentially super, if this is the case) but clashed and got punished. Possible to do, however. May depend on super)
26f 22M 5L (5L will hit on the 26f, assuming close blank range) (assuming -1/-2 testing is correct, should beat 7f-8f normals, lose to 5f mash)
Test frame advantage from 236M xx 22M (different quantity of SPs loaded), may lead into dash throw pressure if done close enough, timing lines up, etc.
TESTED: +19 if 236M done raw (3s), +17 if 236M xx 22M done
TESTED: Peak of jump, different levels of loaded pistols Frame Advantage.
Air Sex Pistols Modifiers (Peak Height) | |||
---|---|---|---|
Sex Pistols | Damage | Block Adv. | Hit Adv. |
1 | 50 (25*2) | -9 | +testing |
2 | 60 (20*3) | -5 | |
3 | 68 (17*4) | +3 | |
5 | 80 (16*5) | 0 | - |
6 | 90 (15*6) | +5 | - |
7 | 98 (14*7) | +9 | - |
Stance Cancel (Reload (22M) vs Time to get to work! (5S) | ||
---|---|---|
Button | 22M Block Adv. | 5S Block Adv. |
2L/5L | -12 | -10 |
2M/5M | -8 | -6 |
2H/5H/3H | -4 | -2 |
To add: Minimum distance for 6s to track properly/hit the opponent, probably just for 236L. Maybe minimum height for j.236H to curve forward, curve backwards (GIFs?)
Zoning
WILL FORMALIZE LATER (IDEAS FIRST)
Mista zoning is very good against characters with no projectiles or single hitting projectiles.
When it comes to zoning against chars with multi hitting projectiles (ex Caesar bubbles, Mariah daggers, Kars ULF bones), Mista struggles to keep the pressure up. Fortunately, the risk/reward is skewed because of 6s (6 loaded sex pistols). Can confirm into another 6s OTG, reload, and close the distance to abuse his superior pressure game.
Because of the enhanced tracking that 6s gives Mista, you can also 236L to curve over projectiles, j.236L to curve downward over projectiles, tk j.236M to go under some projectiles, etc. All in all, probably has the best reward when it comes to zoning, but can "lose" the fireball war.
EXAMPLE: DBFZ related, but think Base Vegeta j.S vs Base Goku tiny genki. Quite literally an example of coughing baby vs Hydrogen bomb.