JoJo's Bizarre Adventure: All-Star Battle R/Muhammad Avdol: Difference between revisions
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Avdol summons Magician's Red to create a flame in the shape of an Ankh. | Avdol summons Magician's Red to create a flame in the shape of an Ankh. | ||
*The version used determines the projectile's travel speed. | |||
*A standard projectile used to control space. | *A standard projectile used to control space. | ||
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Avdol summons Magician's Red, who flings out a flaming rope to attack the opponent. | Avdol summons Magician's Red, who flings out a flaming rope to attack the opponent. | ||
*Different versions | *Different versions alter the range of the move, as well as its effect. | ||
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'''L version:''' | '''L version:''' | ||
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'''H version:''' | '''H version:''' | ||
*Magician's Red moves forward the most. | *Magician's Red moves forward the most. | ||
*Binds the opponent on hit, | *Binds the opponent on hit, which transitions into a crumple against grounded opponents. | ||
**Causes a hard knockdown if a crumple has already been used in the combo. | |||
*Avdol's main combo extender. The crumple allows activating Stand On without needing to spend resources and continue the combo. | *Avdol's main combo extender. The crumple allows activating Stand On without needing to spend resources and continue the combo. | ||
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Avdol summons Magician's Red, who creates a flame in the shape of an Ankh and directs it towards the ground. Afterwards, a larger Ankh rises from the ground. The most defining tool in Avdol's entire kit. | Avdol summons Magician's Red, who creates a flame in the shape of an Ankh and directs it towards the ground. Afterwards, a larger Ankh rises from the ground. The most defining tool in Avdol's entire kit. | ||
*The spot where the large Ankh manifests in depends on the version used. | |||
*The large Ankh launches on hit. | *The large Ankh launches on hit. | ||
*Avdol can delay the large Ankh for up to 3 seconds by holding down the button. | *Avdol can delay the large Ankh for up to 3 seconds by holding down the button. | ||
*The initial Ankh can hit opponents without dissapearing, although it will not combo into the large Ankh unless it hits right before it touches the ground. | *The initial Ankh can hit opponents without dissapearing, although it will not combo into the large Ankh unless it hits right before it touches the ground. | ||
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Magician's Red swipes below. | Magician's Red swipes below. | ||
*Hits deep enough to hit certain crouching characters from a dash-jump. | *Hits deep enough to hit certain crouching characters from a dash-jump. | ||
*Leagues better than Stand Off | *Leagues better than its Stand Off counterpart. | ||
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Magician's Red sends out a cross-shaped flame. | Magician's Red sends out a cross-shaped flame. | ||
* | *Different versions alter the projectile's travel speed, inversely affecting its tracking. | ||
*Stand Rush-compatible. | |||
*Only one Flame Detector can be out at a time. | *Only one Flame Detector can be out at a time. | ||
*Tracks the opponent's location unless jumped past. | *Tracks the opponent's location unless jumped past. | ||
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'''L version:''' | '''L version:''' | ||
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Magician's Red performs a series of attacks. | Magician's Red performs a series of attacks. | ||
*The attacks performed by Magician's Red depend on the version used. | |||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
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Magician's Red lifts its arm up and proceeds to attack with a swiping motion. | Magician's Red lifts its arm up and proceeds to attack with a swiping motion. | ||
*The version used alters the timing of the attack performed by Magician's Red. | |||
*Launches on hit. | *Launches on hit. | ||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
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'''M version:''' | '''M version:''' | ||
*Moderate startup | *Moderate startup and recovery. | ||
*Launches higher than the L version. | *Launches higher than the L version. | ||
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Magician's Red binds the opponent with flames, before breathing fire onto their face and causing an explosion. | Magician's Red binds the opponent with flames, before breathing fire onto their face and causing an explosion. | ||
* | *Forward Throw leaves the opponent far away from Avdol, with Back Throw leaving them slightly closer. | ||
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Avdol summons Magician's Red to creates a ring of Ankh-shaped flames. If the flames hit the opponent, Avdol makes Magician's Red send a barrage of these flames towards them, finishing with a huge Ankh-shaped flame appearing out of the ground. | Avdol summons Magician's Red to creates a ring of Ankh-shaped flames. If the flames hit the opponent, Avdol makes Magician's Red send a barrage of these flames towards them, finishing with a huge Ankh-shaped flame appearing out of the ground. | ||
*Very fast GHA that hits on both sides, making it a potent reversal option. | |||
*Very fast GHA that | |||
*If blocked, the hitbox will reset and become active again. | *If blocked, the hitbox will reset and become active again. | ||
}} | }} |
Revision as of 17:17, 5 July 2023
Introduction
The stern, Egyptian ally from the third part of JoJo's Bizarre Adventure, Stardust Crusaders, Muhammad Avdol is a powerful setplay character capable of melting health bars with relative ease.
- Setplay: "Crossfire Hurricane Variation" is a delayable projectile that can be set up after a knockdown, granting Avdol flexible oki and setplay capabilities.
- Tracking Projectile: "Flame Detector" is a slow moving projectile that homes in on the opponent regardless of their location.
Playstyle
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 1000 | Rumble | #ASBR_AVD |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
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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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Crossfire Hurricane
236L/M/H |
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214X
Must I do this the hard way?
214L/M/H |
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22X
Crossfire Hurricane Variation 22L/M/H Start Start Appearing out of the ground Appearing out of the ground
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Special Moves
Stand 236X
Flaming Detector
236L/M/H |
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Stand 623X
I'll burn you to cinders!
623L/M/H |
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Stand 214X
HELL 2 U! 214L/M/H Light Light Medium Medium Heavy Heavy
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Stand 421X
Now's my chance!
421L/M/H |
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System Mechanics
Throw
Throw
Throw Name 5/4 + Any Two Attack Buttons |
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Assist
Assist
Now's my chance! |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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Heart Heat Attack
Give me four wishes instead!
236 + Any Two Attack Buttons |
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Great Heat Attack
Crossfire Hurricane Special
236L+M+H |
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