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

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*'''Stone Mask''': Vanilla Ice 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.
*'''Stone Mask''': Vanilla Ice 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.
*'''Unblockable Attacks''': Vanilla Ice has access to multiple attacks the opponent cannot block, allowing him to mix up between strikes, Throws, and unblockables to open them up easily.
*'''Unblockable Attacks''': Vanilla Ice has access to multiple attacks the opponent cannot block. Most of these attacks are also capable of bypassing Counter moves.
*'''Stand Power Gauge''': Vanilla Ice features a highly unusual Stand On mode, which is governed by a special gauge.
*'''Stand Power Gauge''': Vanilla Ice features a highly unusual Stand On mode, which is governed by a special gauge.


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* '''OTGs Galore:''' Several of Vanilla Ice's attacks can hit OTG, allowing him to get more damage from a knockdown than most characters.
* '''OTGs Galore:''' Several of Vanilla Ice's attacks can hit OTG, allowing him to get more damage from a knockdown than most characters.
  |cons =
  |cons =
* '''Zoning Troubles:''' While Vanilla Ice can erase projectiles and become invincible, he is required to use his Stand Power Gauge to do so. Without this resource, Vanilla Ice does not have any other tools to get past said projectiles.
* '''Zoning Troubles:''' While Vanilla Ice can erase projectiles and become invincible, he is required to use his Stand Power Gauge to do so. Without this resource, he does not have any other tools to get past said projectiles.
* '''High Resource Management:''' Since Vanilla Ice's Unblockable attacks are tied to his Stand Power Gauge, he must decide when to go for his unblockables (the bulk of his damage) and how many to use in a combo in order to always have some Stand Power Gauge available, effectively locking Vanilla Ice from using his strongest options whenever he pleases.
* '''High Resource Management:''' Since Vanilla Ice's Unblockable attacks are tied to his Stand Power Gauge, he must decide when to go for his unblockables (the bulk of his damage) and how many to use in a combo in order to always have some resources available, effectively locking Vanilla Ice from using his strongest options whenever he pleases.
| tablewidth = 80
| tablewidth = 80
}}
}}
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Exclusive to Vanilla Ice is the Stand Power Gauge; lying on top of the Heart Heat Gauge, it shows how much Cream can be used. The gauge is consumed whenever Vanilla Ice uses his Unblockable attacks, such as "[[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#22X|Now I've taken your legs!]]"; each of these attacks consume a specific portion of the gauge, preventing their use if there is an insufficient amount. It slowly refills at all times so long as Vanilla Ice is in Stand Off, and he always starts the match with the gauge half-full.
Exclusive to Vanilla Ice is the Stand Power Gauge; lying on top of the Heart Heat Gauge, it shows how much Cream can be used. The gauge is consumed whenever Vanilla Ice uses his Unblockable attacks, such as "[[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#22X|Now I've taken your legs!]]"; each of these attacks consume a specific portion of the gauge, preventing their use if there is an insufficient amount. It slowly refills at all times so long as Vanilla Ice is in Stand Off, and he always starts the match with the gauge half-full.


Vanilla Ice features a highly unusual Stand On: instead of changing movesets like other Stand characters, he loses access to all of his moves in exchange for access to Unblockable attacks in either version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Stand LMH|Once and]] [[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Stand JLMH|for all!]]"; while using these moves, Vanilla Ice is completely invincible. However, the Stand Power Gauge, in addition to the amount consumed by his Unblockable attacks, also depletes if Vanilla Ice gets hit or blocks while in Stand On. Furthermore, the Stand Power Gauge also acts as a limiter for how long Vanilla Ice can stay in Stand On: if the gauge runs out, he will be forced back into Stand Off, leaving him open to an attack from the opponent.
Vanilla Ice features a highly unusual Stand On: instead of changing movesets like other Stand characters, he loses access to all of his moves in exchange for access to Unblockable attacks in either version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Stand LMH|Once and]] [[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Stand JLMH|for all!]]"; while using these moves, Vanilla Ice gains a number of positive properties, such as being completely invincible. However, the Stand Power Gauge, in addition to the amount consumed by his Unblockable attacks, also depletes if Vanilla Ice gets hit or blocks while in Stand On. Furthermore, should the Stand Power Gauge run out while in Stand On, Vanilla Ice will be forced back into Stand Off, leaving him wide open.


===Stats===
===Stats===
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  |description=
  |description=
Vanilla Ice performs a backhanded attack.
Vanilla Ice performs a backhanded attack.
*Standard jab, good for stopping dash jumps.
*Standard jab, good for stopping dash-jumps.
  }}
  }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Vanilla Ice performs a mid kick.
Vanilla Ice performs a mid-level kick.
*Good range for pokes.
*Good range for pokes.
*Moves Vanilla Ice forward.
*Moves Vanilla Ice forward.
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  |description=
  |description=
Vanilla Ice performs a crouching chop.
Vanilla Ice performs a crouching chop.
*Standard jab.
*Standard crouching jab.
*Chains into itself 3 times.
  }}
  }}
}}
}}
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*Can only be used when the opponent is downed, but can be timed to attack while they stand up.
*Can only be used when the opponent is downed, but can be timed to attack while they stand up.
**If used in this manner, the first hit is guaranteed to miss.
**If used in this manner, the first hit is guaranteed to miss.
**When hitting a standing opponent, the final hit launches them away and causes hard knockdown.
  }}
  }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Vanilla Ice summons Cream, who performs a chop downwards with both hands.
Vanilla Ice summons Cream, who attacks with a double-handed chop.
*Good for jump-ins.
*Good for jump-ins.
  }}
  }}
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  |description=
  |description=
Vanilla Ice performs a rising uppercut.
Vanilla Ice performs a rising uppercut.
*The amount of hits, as well as the distance covered, change depending on the version used.
*Causes hard knockdown.
*Causes hard knockdown.
*None of the versions can be Flash Canceled.
*None of the versions can be Flash Canceled.
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----
----
'''M version:'''
'''M version:'''
*Moves Vanilla Ice forward.
*Moves Vanilla Ice less.
*Has invul.
*Has invul.
----
----
'''H version:'''
'''H version:'''
*Vanilla Ice does not move forward.
*Vanilla Ice does not move at all.
*Has invul.
*Has longer invul than the M version.
  }}
  }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Vanilla Ice summons Cream, who performs an overhead chop.
Vanilla Ice summons Cream, who performs a number of chops.
*The amount of hits, as well as hit effects, change depending on the version used.
----
----
'''L version:'''
'''L version:'''
*Cream attacks with one chop.
*Does not cause knockdown.
*Does not cause knockdown.
----
----
'''M version:'''
'''M version:'''
*Adds a second hit.
*Cream attacks with two chops.
*The second hit causes a groundbounce.
*The second hit causes a groundbounce.
----
----
'''H version:'''
'''H version:'''
*Adds a third hit.
*Cream attacks with three chops.
*The third hit causes crumple.
*The third hit causes crumple.
  }}
  }}
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Vanilla Ice stabs the opponent and absorbs their blood.
Vanilla Ice stabs the opponent and absorbs their blood.
*Heals Vanilla Ice.
*Heals Vanilla Ice.
*Different versions deal more damage and heal Vanilla Ice more depending on the strength of the button.
*Different versions change the amount of damage dealt and how much Vanilla Ice heals.
  }}
  }}
}}
}}
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  |version=Light
  |version=Light
  |damage=155 (35, 40*3)
  |damage=155 (35, 40*3)
  |guard=Unblockable
  |guard=Mid, Unblockable
  |startup=
  |startup=
  |active=
  |active=
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  |header=no
  |header=no
  |damage=155 (35, 40*3)
  |damage=155 (35, 40*3)
  |guard=Unblockable
  |guard=Mid, Unblockable
  |startup=
  |startup=
  |active=
  |active=
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  |header=no
  |header=no
  |damage=155 (35, 40*3)
  |damage=155 (35, 40*3)
  |guard=Unblockable
  |guard=Mid, Unblockable
  |startup=
  |startup=
  |active=
  |active=
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  |description=
  |description=
Vanilla Ice summons Cream, who takes on its void form and digs into the ground, protuding to attack the opponent.
Vanilla Ice summons Cream, who takes on its void form and digs into the ground, protuding to attack the opponent.
*All versions cause crumple in the first hit, and launch on subsequent hits.
*The trajectory Cream moves in changes depending on the version used.
*All versions can hit OTG.
*Requires Stand Power Gauge.
*All versions consume Stand Power Gauge.
*None of these attacks can trigger Counters.
*Can be cancelled into [[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Great Heat Attack|GHA]].
*Cream has an initial hit when moving into the ground that can be blocked.
*The first hit causes crumple, while subsequent hits launch and cause hard knockdown.
*The entire move can hit OTG.
*While active, Cream can destroy non-GHA projectiles.
*The hits when Cream resurfaces can be cancelled into [[JoJo's Bizarre Adventure: All-Star Battle R/Vanilla Ice#Great Heat Attack|GHA]].
----
----
'''L version:'''
'''L version:'''
*Cream comes straight up in front of Vanilla Ice before travelling back towards him.
*Cream resurfaces in front of Vanilla Ice before travelling back towards him.
----
----
'''M version:'''
'''M version:'''
*Cream comes straight up further from Vanilla Ice and disappears.
*Cream resurfaces further from Vanilla Ice and disappears.
----
----
'''H version:'''
'''H version:'''
*Cream comes straight up the furthest from Vanilla Ice and travels away from him.
*Cream resurfaces the furthest from Vanilla Ice and travels away from him.
*If Vanilla Ice is within a certain distance from the wall, Cream will move alongside it.
  }}
  }}
}}
}}
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|caption2=M version
|caption2=M version
|name=Once and for all!
|name=Once and for all!
|input=L/M/H
|input=4/5/6 + L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |description=
  |description=
Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.
Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.
*All versions are invul.
*The version used decides the trajectory Vanilla Ice moves in. The horizontal direction pressed further alters his trajectory and speed.
*All versions launch on hit.
*All versions cause hard knockdown.
*All versions can hit OTG.
*All versions consume Stand Power Gauge.
*All versions consume Stand Power Gauge.
*None of these attacks can trigger Counters.
*Vanilla Ice is completely invulnerable until the active frames end.
*All versions launch on hit, cause hard knockdown, and can hit OTG.
*The move has limited homing capability during startup, varying depending on the version used.
*Vanilla Ice can chain each version of this move into other versions, including into itself, so long as he has enough Stand Power Gauge remaining.
*Vanilla Ice can chain each version of this move into other versions, including into itself, so long as he has enough Stand Power Gauge remaining.
----
----
'''L version:'''
'''L version:'''
*Cream travels straight forward slowly.
 
Cream travels straight ahead slowly.
*Has the best tracking of all versions.
*4L version moves even slower and covers less distance.
*6L version moves a bit faster while covering more distance.
----
----
'''M version:'''
'''M version:'''
*Cream travels at a 45 degree angle upwards.
 
Cream travels at a 45 degree angle upwards.
*Tracking is more limited.
*4M version moves more slowly at a 15 degree angle upwards.
*6M version moves slightly faster, and travels forward slightly before curving upwards.
----
----
'''H version:'''
'''H version:'''
*Cream travels straight forward very quickly.
 
Cream travels forward very quickly.
*Has next to no tracking.
*4H version moves a bit more slowly and covers less distance.
*6H version moves even faster and covers even more distance.
  }}
  }}
}}
}}
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  |description=
  |description=
While in the air, Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.
While in the air, Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.
*All versions are invul.
*The version used decides the trajectory Vanilla Ice moves in.
*All versions launch on hit.
*All versions cause hard knockdown.
*All versions can hit OTG.
*All versions consume Stand Power Gauge.
*All versions consume Stand Power Gauge.
*None of these attacks can trigger Counters.
*Vanilla Ice is completely invulnerable until the active frames end.
*All versions launch on hit, cause hard knockdown, and can hit OTG.
*The move has limited tracking capability during startup, varying depending on the version used.
----
----
'''L version:'''
'''L version:'''
*Cream travels at a very steep angle downwards.
 
Cream travels at a steep angle downwards.
*Has the best tracking.
*4L version moves at an even steeper angle, in addition to being slightly slower.
*6L version moves at a less steep angle while also moving slightly faster.
----
----
'''M version:'''
'''M version:'''
*Cream travels at a 45 degree angle downwards.
 
Cream travels at a 45 degree angle downwards.
*Tracking is more limited.
*4M version moves more slowly and covers a much shorter distance.
*6M version moves faster and covers a longer distance.
----
----
'''H version:'''
'''H version:'''
*Cream travels straight forward very quickly.
 
Cream travels forward very quickly.
*Has next to no tracking.
*4H version moves more slowly and covers less distance.
*6H version moves even faster and covers even more distance.
   }}
   }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.
Vanilla Ice becomes completely engulfed by his Stand, Cream, and charges forward as a ball of void that erases anything in its path.
*Assault Assist Stocks: 1
*Assault Assist Stocks: 1
*Reversal Assist Stocks: 2
*Reversal Assist Stocks: 2
Line 665: Line 699:
*Launches on hit.
*Launches on hit.
*Causes hard knockdown.
*Causes hard knockdown.
*Can hit OTG.
*Vanilla Ice is completely invulnerable until the active frames end.
  }}
  }}
}}
}}
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  |description=
  |description=
Vanilla Ice becomes completely engulfed by Cream and turns into a ball of void that erases everything in its path. On hit, Vanilla Ice will circle the opponent in order to not miss, finishing by passing through the opponent multiple times to completely erase them from existence.
Vanilla Ice becomes completely engulfed by Cream and turns into a ball of void that erases everything in its path. On hit, Vanilla Ice will circle the opponent in order to not miss, finishing by passing through the opponent multiple times to completely erase them from existence.
*Cannot trigger Counters.
*Cannot be combo'd into without a specific setup.
*Cannot be combo'd into without a specific setup.
  }}
  }}

Revision as of 11:45, 26 May 2023

Introduction

Vanilla Ice, one of DIO's loyal followers in Stardust Crusaders, the third part of JoJo's Bizarre Adventure, is an offensive character highly reminiscent of a grappler, mixing between strikes, throws, and unblockable options in order to open up the opponent and erase their health bar upon contact.

  • Stone Mask: Vanilla Ice 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.
  • Unblockable Attacks: Vanilla Ice has access to multiple attacks the opponent cannot block. Most of these attacks are also capable of bypassing Counter moves.
  • Stand Power Gauge: Vanilla Ice features a highly unusual Stand On mode, which is governed by a special gauge.
Playstyle
JJASBR Vanilla Ice Small Icon.png Vanilla Ice is a Stand character who utilizes Unblockable attacks and command grabs to mix up the opponent and deal devastating damage.
Pros Cons
  • Great Damage: Vanilla Ice boasts very simple yet damaging combos off nearly any hit, making him a very scary character to get hit by.
  • Fast Unblockables: Once Vanilla Ice is close to the opponent, his Unblockable special moves can be used to hit the opponent for a damaging combo that they cannot avoid.
  • OTGs Galore: Several of Vanilla Ice's attacks can hit OTG, allowing him to get more damage from a knockdown than most characters.
  • Zoning Troubles: While Vanilla Ice can erase projectiles and become invincible, he is required to use his Stand Power Gauge to do so. Without this resource, he does not have any other tools to get past said projectiles.
  • High Resource Management: Since Vanilla Ice's Unblockable attacks are tied to his Stand Power Gauge, he must decide when to go for his unblockables (the bulk of his damage) and how many to use in a combo in order to always have some resources available, effectively locking Vanilla Ice from using his strongest options whenever he pleases.

Stand Power Gauge

Exclusive to Vanilla Ice is the Stand Power Gauge; lying on top of the Heart Heat Gauge, it shows how much Cream can be used. The gauge is consumed whenever Vanilla Ice uses his Unblockable attacks, such as "Now I've taken your legs!"; each of these attacks consume a specific portion of the gauge, preventing their use if there is an insufficient amount. It slowly refills at all times so long as Vanilla Ice is in Stand Off, and he always starts the match with the gauge half-full.

Vanilla Ice features a highly unusual Stand On: instead of changing movesets like other Stand characters, he loses access to all of his moves in exchange for access to Unblockable attacks in either version of "Once and for all!"; while using these moves, Vanilla Ice gains a number of positive properties, such as being completely invincible. However, the Stand Power Gauge, in addition to the amount consumed by his Unblockable attacks, also depletes if Vanilla Ice gets hit or blocks while in Stand On. Furthermore, should the Stand Power Gauge run out while in Stand On, Vanilla Ice will be forced back into Stand Off, leaving him wide open.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_VAI

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Vanilla Ice performs a backhanded attack.

  • Standard jab, good for stopping dash-jumps.
5M
5M
JJASBR Vanilla Ice 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

Vanilla Ice performs a mid-level kick.

  • Good range for pokes.
  • Moves Vanilla Ice forward.
5H
5H
JJASBR Vanilla Ice 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 (15, 20) Mid - - - - -

Vanilla Ice summons Cream, who performs a biting attack while dragging the opponent in with both arms.

  • Good range for pokes.
  • Confirms into 623L from any range.
2L
2L
JJASBR Vanilla Ice 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Vanilla Ice performs a crouching chop.

  • Standard crouching jab.
2M
2M
JJASBR Vanilla Ice 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Vanilla Ice performs an uppercut.

  • Moves Vanilla Ice forward.
  • Useful for juggles.
2H
2H
JJASBR Vanilla Ice 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low - - - - -

Vanilla Ice summons Cream, who performs a sweeping attack with both arms.

  • Provides hard knockdown.
  • Has less range than 5H.
  • Good for counter-pokes
3H
3H
You foul creature!
JJASBR Vanilla Ice 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (5*6, 10) Low - - - - -

Vanilla Ice repeatedly kicks a downed opponent.

  • Can only be used when the opponent is downed, but can be timed to attack while they stand up.
    • If used in this manner, the first hit is guaranteed to miss.
    • When hitting a standing opponent, the final hit launches them away and causes hard knockdown.
JL
j.L
JJASBR Vanilla Ice Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

Vanilla Ice summons Cream, who attacks with a downwards chop.

  • Good for air-to-airs.
JM
j.M
JJASBR Vanilla Ice Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead - - - - -

Vanilla Ice summons Cream, who performs a backhanded attack upwards.

  • Good for air-to-airs.
  • Can cross up at specific distances.
JH
j.H
JJASBR Vanilla Ice Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Overhead - - - - -

Vanilla Ice summons Cream, who attacks with a double-handed chop.

  • Good for jump-ins.

Special Moves

623X
How dare you!
623L/M/H
JJASBR Vanilla Ice 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 60 (15, 45) Mid - - - - -
Heavy 75 (15*2, 45) Mid - - - - -

Vanilla Ice performs a rising uppercut.

  • The amount of hits, as well as the distance covered, change depending on the version used.
  • Causes hard knockdown.
  • None of the versions can be Flash Canceled.

L version:

  • Can be cancelled into HHA.
  • Moves Vanilla Ice the furthest.
  • Does not have invul.

M version:

  • Moves Vanilla Ice less.
  • Has invul.

H version:

  • Vanilla Ice does not move at all.
  • Has longer invul than the M version.
421X
This vicious arm!
421L/M/H
JJASBR Vanilla Ice 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 60 (15, 45) Mid - - - - -
Heavy 75 (15*2, 45) Mid - - - - -

Vanilla Ice summons Cream, who performs a number of chops.

  • The amount of hits, as well as hit effects, change depending on the version used.

L version:

  • Cream attacks with one chop.
  • Does not cause knockdown.

M version:

  • Cream attacks with two chops.
  • The second hit causes a groundbounce.

H version:

  • Cream attacks with three chops.
  • The third hit causes crumple.
63214X
Lord DIO!
63214L/M/H
JJASBR Vanilla Ice 63214X (1).png
JJASBR Vanilla Ice 63214X (2).png
Non-canon attack GO!
Non-canon attack GO!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 93 (5, 12*4, 40) Throw - - - - -
Medium 105 (5, 12*5, 40) Throw - - - - -
Heavy 117 (5, 12*6, 40) Throw - - - - -

Vanilla Ice stabs the opponent and absorbs their blood.

  • Heals Vanilla Ice.
  • Different versions change the amount of damage dealt and how much Vanilla Ice heals.
22X
Now I've taken your legs!
22L/M/H
JJASBR Vanilla Ice 22X.png
Startup
Startup
JJASBR Vanilla Ice 22L.png
Light
Light
JJASBR Vanilla Ice 22M.png
Medium
Medium
JJASBR Vanilla Ice 22H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 155 (35, 40*3) Mid, Unblockable - - - - -
Medium 155 (35, 40*3) Mid, Unblockable - - - - -
Heavy 155 (35, 40*3) Mid, Unblockable - - - - -

Vanilla Ice summons Cream, who takes on its void form and digs into the ground, protuding to attack the opponent.

  • The trajectory Cream moves in changes depending on the version used.
  • Requires Stand Power Gauge.
  • None of these attacks can trigger Counters.
  • Cream has an initial hit when moving into the ground that can be blocked.
  • The first hit causes crumple, while subsequent hits launch and cause hard knockdown.
  • The entire move can hit OTG.
  • While active, Cream can destroy non-GHA projectiles.
  • The hits when Cream resurfaces can be cancelled into GHA.

L version:

  • Cream resurfaces in front of Vanilla Ice before travelling back towards him.

M version:

  • Cream resurfaces further from Vanilla Ice and disappears.

H version:

  • Cream resurfaces the furthest from Vanilla Ice and travels away from him.
  • If Vanilla Ice is within a certain distance from the wall, Cream will move alongside it.

Stand On

Special Moves

Stand LMH
Once and for all!
4/5/6 + L/M/H
JJASBR Vanilla Ice Stand 5L-H.png
L and H versions
L and H versions
JJASBR Vanilla Ice Stand 5M.png
M version
M version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 Unblockable - - - - -
Medium 80 Unblockable - - - - -
Heavy 80 Unblockable - - - - -

Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.

  • The version used decides the trajectory Vanilla Ice moves in. The horizontal direction pressed further alters his trajectory and speed.
  • All versions consume Stand Power Gauge.
  • None of these attacks can trigger Counters.
  • Vanilla Ice is completely invulnerable until the active frames end.
  • All versions launch on hit, cause hard knockdown, and can hit OTG.
  • The move has limited homing capability during startup, varying depending on the version used.
  • Vanilla Ice can chain each version of this move into other versions, including into itself, so long as he has enough Stand Power Gauge remaining.

L version:

Cream travels straight ahead slowly.

  • Has the best tracking of all versions.
  • 4L version moves even slower and covers less distance.
  • 6L version moves a bit faster while covering more distance.

M version:

Cream travels at a 45 degree angle upwards.

  • Tracking is more limited.
  • 4M version moves more slowly at a 15 degree angle upwards.
  • 6M version moves slightly faster, and travels forward slightly before curving upwards.

H version:

Cream travels forward very quickly.

  • Has next to no tracking.
  • 4H version moves a bit more slowly and covers less distance.
  • 6H version moves even faster and covers even more distance.
Stand JLMH
Once and for all! (Air)
j.L/M/H
JJASBR Vanilla Ice Stand Jump L.png
L version
L version
JJASBR Vanilla Ice Stand Jump M.png
M version
M version
JJASBR Vanilla Ice Stand Jump H.png
H version
H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 Unblockable - - - - -
Medium 80 Unblockable - - - - -
Heavy 80 Unblockable - - - - -

While in the air, Vanilla Ice becomes completely engulfed by his Stand, Cream, creating a ball of void that erases anything in its path.

  • The version used decides the trajectory Vanilla Ice moves in.
  • All versions consume Stand Power Gauge.
  • None of these attacks can trigger Counters.
  • Vanilla Ice is completely invulnerable until the active frames end.
  • All versions launch on hit, cause hard knockdown, and can hit OTG.
  • The move has limited tracking capability during startup, varying depending on the version used.

L version:

Cream travels at a steep angle downwards.

  • Has the best tracking.
  • 4L version moves at an even steeper angle, in addition to being slightly slower.
  • 6L version moves at a less steep angle while also moving slightly faster.

M version:

Cream travels at a 45 degree angle downwards.

  • Tracking is more limited.
  • 4M version moves more slowly and covers a much shorter distance.
  • 6M version moves faster and covers a longer distance.

H version:

Cream travels forward very quickly.

  • Has next to no tracking.
  • 4H version moves more slowly and covers less distance.
  • 6H version moves even faster and covers even more distance.

System Mechanics

Throw
Throw
I swear I'll kill you!
5/4 + Any Two Attack Buttons
JJASBR Vanilla Ice Throw (1).png
JJASBR Vanilla Ice Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 7 - - - -

Vanilla Ice grabs the opponent, holding them in place for Cream to erase them.

  • Forward Throw leaves the opponent far away from Vanilla Ice.
    • Cannot be followed up with an OTG.
  • Back Throw leaves the opponent closer to Vanilla Ice.
    • Can be followed up with a 66 > 3H.
Assist
Assist
Once and for all!
JJASBR Vanilla Ice Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
80 Unblockable - - - - -

Vanilla Ice becomes completely engulfed by his Stand, Cream, and charges forward as a ball of void that erases anything in its path.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on s.5H
  • Launches on hit.
  • Causes hard knockdown.
  • Can hit OTG.
  • Vanilla Ice is completely invulnerable until the active frames end.
Stand On
Stand On/Off
5S
JJASBR Vanilla Ice Stand On.png
Stand On
Stand On
JJASBR Vanilla Ice Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Cream, altering Vanilla Ice's moveset and abilities.

Heart Heat Attack

The great void rises!
236 + Any Two Attack Buttons
JJASBR Vanilla Ice HHA (1).png
JJASBR Vanilla Ice HHA (2).png
JJASBR Vanilla Ice HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (15*11, 25) Unblockable - - - - -

Vanilla Ice summons Cream, who engulfs him and grabs the opponent to devour them.

  • Can be combo'd into after certain attacks, such as 623L and 421H.
  • Slow activation due to being an Unblockable, but invincible the entire time.

Great Heat Attack

Miasma of the Void
236L+M+H
JJASBR Vanilla Ice GHA (1).png
JJASBR Vanilla Ice GHA (2).png
JJASBR Vanilla Ice GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (60+16*9+34+102) Unblockable - - - - -

Vanilla Ice becomes completely engulfed by Cream and turns into a ball of void that erases everything in its path. On hit, Vanilla Ice will circle the opponent in order to not miss, finishing by passing through the opponent multiple times to completely erase them from existence.

  • Cannot trigger Counters.
  • Cannot be combo'd into without a specific setup.

Costumes

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

Navigation

General
FAQ
Controls
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System
Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
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Vento Aureo
Giorno
Bucciarati
Mista
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Fugo
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Prosciutto
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Risotto
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Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
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Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh