JoJo's Bizarre Adventure: All-Star Battle R/Mariah: Difference between revisions
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Mariah throws 3 knives at the opponent | Mariah throws 3 knives at the opponent, which will proceed to track them. | ||
*Tracking and damage change with each version, inversely affecting projectile speed. | |||
*Tracking and damage | *Damage and tracking also increase with higher Magnetization Gauge levels. | ||
*Damage and tracking also increase with | *When used in the air, its recovery can be canceled with air normals. | ||
* | |||
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'''L version:''' | '''L version:''' | ||
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Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent. | Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent. | ||
*Mariah throws the knife at different angles for each version. | |||
*Cannot be used when a line is already on the screen. | *Cannot be used when a line is already on the screen. | ||
*Tracks the opponent even without Magnetization Gauge, but gets stronger tracking with | *Tracks the opponent even without Magnetization Gauge, but gets stronger tracking with higher levels. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Throws the knife at a diagonal angle. | |||
*Decent anti-air. | *Decent anti-air. | ||
*The line falls about half-screen. | *The line falls about half-screen. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Throws the knife at a more horizontal angle. | |||
*The line falls slightly past half-screen. | *The line falls slightly past half-screen. | ||
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Mariah sends wires towards the opponent, ensnaring them on contact. | Mariah sends wires towards the opponent, ensnaring them on contact. | ||
*The version used affects the move's startup and recovery. | |||
*Binds the opponent, but does not cause a crumple unless Mariah is at LVMAX. | *Binds the opponent, but does not cause a crumple unless Mariah is at LVMAX. | ||
*Damage is unaffected by the Magnetization Gauge, but binding time is. | *Damage is unaffected by the Magnetization Gauge, but binding time is. | ||
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---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Least amount of recovery but slower startup. | *Least amount of recovery, but slower startup. | ||
**By far the best version of the move. | **By far the best version of the move. | ||
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Mariah summons an object from the sky that falls onto the opponent. | Mariah summons an object from the sky that falls onto the opponent. | ||
*The angle of the projectile gets decided at the end of startup. | |||
*Can hit OTG. | *Can hit OTG. | ||
* | *The object dropped and its properties change with each Magnetization Gauge level: | ||
**LV1 version summons a cluster of cans, hitting multiple times. | **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. | **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. | **LVMAX version summons a cluster of objects, including both the cans and the bike, launching on hit. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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*Mariah feints the summon, only doing the first part of the animation. | *Mariah feints the summon, only doing the first part of the animation. | ||
*While the recovery is listed as 54 frames, Mariah can interrupt it after frame 20 with normals, jump, or HHA. | *While the recovery is listed as 54 frames, Mariah can interrupt it after frame 20 with normals, jump, or HHA. | ||
*Can keep some pokes safe from being punished if opponent | *Can keep some pokes safe from being punished if opponent uses a Stylish Guard, making it a fantastic SG/SD bait and pressure reset. | ||
}} | }} | ||
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Mariah fires a barrage of nuts and bolts at the opponent. | Mariah fires a barrage of nuts and bolts at the opponent. | ||
*Damage increases with Magnetization levels. | *Damage increases with higher Magnetization Gauge levels. | ||
*Safe on block. | *Safe on block. | ||
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*Unaffected by the Magnetization Gauge, but refills it to LVMAX on a successful hit. | *Unaffected by the Magnetization Gauge, but refills it to LVMAX on a successful hit. | ||
*Despite the similar animation, it does not hit OTG, unlike 5S. | *Despite the similar animation, it does not hit OTG, unlike 5S. | ||
*Mariah can confirm into GHA off any HKD at any Magnetization level with 214H > Taunt > GHA. | *Mariah can confirm into GHA off any HKD at any Magnetization Gauge level with 214H > Taunt > GHA. | ||
}} | }} | ||
}} | }} |
Revision as of 15:37, 28 July 2023
Introduction
One of the Nine Egyptian Gods featured in Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing. She is a bit tricky to use, but has great potential when mastered.
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 special gauge that affects all of her special moves, increasing their damage and Guard Damage, as well changing certain properties.
- 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.
Mariah is a Stand character who utilizes her Magnetization and multiple projectiles in order to gain momentum and overwhelm the opponent. | |
Pros | Cons |
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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", then progresses to "LV2" and finally "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) |
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Stand | 900 | Rumble | #ASBR_MRH #ASBR_MAR |
Move List
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
Sorry, but you'll have to die now.
236L/M/H (Air OK) |
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623X
The electricity will char you to a crisp!
623L/M/H |
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214X
Heh heh heh... Enjoy...
214L/M/H |
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421X
You can't follow me anymore.
421L/M/H |
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System Mechanics
Throw
Throw
You were one fine specimen. 5/4 + Any Two Attack Buttons |
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Assist
Assist
The electricity will char you to a crisp! |
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5S
If you're not allowed to touch something, it makes you want to touch it more...
5S |
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Heart Heat Attack
What are you drooling over?
236 + Any Two Attack Buttons |
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Great Heat Attack
You little turds!
236L+M+H |
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