JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui: Difference between revisions
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*'''Grappler''': Anasui has access to multiple grabs and hitgrabs, granting him many ways to cause hard knockdowns. | *'''Grappler''': Anasui has access to multiple grabs and hitgrabs, granting him many ways to cause hard knockdowns. | ||
*'''And...RELEASE!''': Anasui has access to a trap that can be used in combos or setplay, with every version being able to be charged. | *'''And... RELEASE!''': Anasui has access to a trap that can be used in combos or setplay, with every version being able to be charged. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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* '''Stubby Stand Off:''' Anasui's range is very short in comparison to his Stand's great range, making his Stand Off mode less effective in neutral. | * '''Stubby Stand Off:''' Anasui's range is very short in comparison to his Stand's great range, making his Stand Off mode less effective in neutral. | ||
* '''Weak Defense:''' Anasui does not have access to any meterless reversals, and his HHA and GHA have limited invulnerability, forcing Anasui to use universal mechanics to get out of pressure. | * '''Weak Defense:''' Anasui does not have access to any meterless reversals, and his HHA and GHA have limited invulnerability, forcing Anasui to use universal mechanics to get out of pressure. | ||
* '''Easily Burstable:''' Anasui's most powerful routes involve charging "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#214X|And... RELEASE!]]", which leaves him completely vulnerable to the opponent's Reversal Assist. | |||
* '''Lack of Flash Cancels:''' Several of Anasui's moves cannot be Flash Canceled, making many of his options very committal. | * '''Lack of Flash Cancels:''' Several of Anasui's moves cannot be Flash Canceled, making many of his options very committal. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
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Anasui performs an advancing stomp. | Anasui performs an advancing stomp. | ||
*Common combo filler. | *Common combo filler. | ||
*Moves Anasui forward, allowing it to be an unconventional whiff punish tool. | |||
*Has a deceptively taller hitbox than the animation suggests, making it great for juggles. | *Has a deceptively taller hitbox than the animation suggests, making it great for juggles. | ||
}} | }} | ||
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|description= | |description= | ||
Anasui summons Diver Down, who performs a kick at the opponent's feet. | Anasui summons Diver Down, who performs a kick at the opponent's feet. | ||
* | *Causes hard knockdown. | ||
*Good range for pokes. | *Good range for pokes. | ||
}} | }} | ||
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Anasui performs an advancing overhead kick. | Anasui performs an advancing overhead kick. | ||
*Frame traps from 5H/2H to stop jump out attempts. | *Frame traps from 5H/2H to stop jump out attempts. | ||
* | *Confirms into 623H during juggles. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Anasui summons Diver Down, who performs 3 consecutive punches downwards. | Anasui summons Diver Down, who performs 3 consecutive punches downwards. | ||
*Good for jump-ins and combo | *Good for jump-ins and combo filler. | ||
*Not all hits will play out if done late. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Anasui summons Diver Down, who performs a stabbing attack upwards, similar to 5H in appearance. | Anasui summons Diver Down, who performs a stabbing attack upwards, similar to 5H in appearance. | ||
* | *The version used determines the attack's behavior on hit. | ||
*Has upper body invulnerability during startup. | |||
*Cannot be Flash Cancelled. | *Cannot be Flash Cancelled. | ||
---- | ---- | ||
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'''M Version:''' | '''M Version:''' | ||
*Adds a second hit to the attack. | *Adds a second hit to the attack. | ||
*Launches on hit. | |||
---- | ---- | ||
'''H Version:''' | '''H Version:''' | ||
* | *Triggers an automatic, cinematic follow-up on point-blank hit. | ||
**Deals the same damage as the M version if this hit whiffs. | |||
*Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki. | *Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki. | ||
**Does not | **Does not cause hard knockdown when the cinematic does not play. | ||
}} | }} | ||
}} | }} | ||
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|image3=JJASBR_Anasui_214X_(3).png | |image3=JJASBR_Anasui_214X_(3).png | ||
|caption3=Trap | |caption3=Trap | ||
|name=And...RELEASE! | |name=And... RELEASE! | ||
|input=214L/M/H | |input=214L/M/H | ||
|data= | |data= | ||
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|description= | |description= | ||
Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact. | Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact. | ||
*The version used determines the initial attack's power. | |||
*Costs 0.5 HH Gauge. | *Costs 0.5 HH Gauge. | ||
*The trap lasts around 5 seconds. | *The trap lasts around 5 seconds. | ||
*The initial punch causes crumple on hit. | *The initial punch causes crumple on hit. | ||
*Upon being triggered, the trap launches the opponent and causes | *Upon being triggered, the trap launches the opponent and causes hard knockdown. | ||
**Since the initial punch causes crumple, it can confirm into the trap in order to extend combos. | **Since the initial punch causes crumple, it can confirm into the trap in order to extend combos. | ||
*Both the initial punch and the trap can hit OTG. | |||
*Can be charged by holding down the button. Data in [] is for the charged version. | *Can be charged by holding down the button. Data in [] is for the charged version. | ||
**The charged version has less recovery, and | **The charged version has less recovery, and causes the trap to launch the opponent higher at the cost of losing its hard knockdown effect. | ||
**If the charged punch connects, the trap will be activated instantly, even against a downed opponent. Without proper spacing however, the punch can push the opponent too far for the trap to connect. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Anasui summons Diver Down, who travels forward and grabs the opponent, attacking their insides and launching them upwards of successful. | Anasui summons Diver Down, who travels forward and grabs the opponent, attacking their insides and launching them upwards of successful. | ||
*All versions are active until they travel for | *The version used determines Diver Down's travel distance. | ||
* | *All versions are active until they travel for their entire duration. | ||
*Launches on a successful Throw, meaning it can be followed up with a combo without any use of meter. | |||
*Cannot be Flash Cancelled. | *Cannot be Flash Cancelled. | ||
---- | ---- | ||
'''L Version:''' | '''L Version:''' | ||
*Diver Down remains close to Anasui. | |||
*Most commonly used in blockstrings due to its speed. | *Most commonly used in blockstrings due to its speed. | ||
---- | ---- | ||
'''M Version:''' | '''M Version:''' | ||
*Diver Down reaches about 1/4 of the screen. | |||
*Beneficial for resetting a combo or catching an opponent's backdash. | *Beneficial for resetting a combo or catching an opponent's backdash. | ||
---- | ---- | ||
'''H Version:''' | '''H Version:''' | ||
*Diver Down reaches short of half-screen. | |||
*Absurdly long range makes this an alluring option for new players. | *Absurdly long range makes this an alluring option for new players. | ||
*Unfortunately, the range is matched by its absurdly long recovery. | *Unfortunately, the range is matched by its absurdly long recovery. | ||
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|description= | |description= | ||
Diver Down performs a sweeping punch. | Diver Down performs a sweeping punch. | ||
* | *Causes hard knockdown. | ||
*Good range for pokes. | *Good range for pokes. | ||
}} | }} | ||
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Diver Down performs a punch downwards. | Diver Down performs a punch downwards. | ||
*Good for air-to-airs. | *Good for air-to-airs. | ||
*Can hit as a cross-up after a dash-jump, and can lead to double overhead setups with "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand J214X|Go to hell!]]". | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Diver Down performs | Diver Down performs a hook. | ||
*Launches on hit. | *Launches on hit. | ||
*Good for combo extensions | *Anasui's fastest air-to-air. | ||
*Good for combo extensions and jump-ins. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Diver Down dives into the ground and performs an attack as it returns to the surface. | Diver Down dives into the ground and performs an attack as it returns to the surface. | ||
*The version used determines Diver Down's attack upon resurfacing. | |||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
---- | ---- | ||
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Upon resurfacing, Diver Down performs a punch at the opponent's feet. | Upon resurfacing, Diver Down performs a punch at the opponent's feet. | ||
* | *Causes hard knockdown. | ||
*Can hit OTG. | *Can hit OTG. | ||
*Cannot be Flash Cancelled. | *Cannot be Flash Cancelled. | ||
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Upon resurfacing, Diver Down performs a punch, which it then follows up with a barrage of punches. | Upon resurfacing, Diver Down performs a punch, which it then follows up with a barrage of punches. | ||
*The final hit launches and | *The final hit launches and causes hard knockdown. | ||
*Can be Flash Cancelled. | *Can be Flash Cancelled. | ||
*Diver Down will not execute the barrage of punches if the | *Diver Down will not execute the barrage of punches if the resurfacing blow whiffs. | ||
*Anasui's main combo tool while in Stand On. | *Anasui's main combo tool while in Stand On. | ||
}} | }} | ||
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|description= | |description= | ||
Diver Down reaches out for the opponent. If successful, it dives into the opponent and attacks them from the inside out. | Diver Down reaches out for the opponent. If successful, it dives into the opponent and attacks them from the inside out. | ||
*Startup and damage change | *Startup and damage change depending on the version used, inversely affecting range. | ||
* | *Causes hard knockdown. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
* | ---- | ||
'''L Version:''' | |||
*Diver Down reaches the farthest. | |||
*Most commonly used in blockstrings due to its range. | |||
---- | |||
'''M Version:''' | |||
*Diver Down reaches less far. | |||
*Mainly used for messing with oki timings, but generally less used than other versions. | |||
---- | |||
'''H Version:''' | |||
*Diver Down remains close to Anasui. | |||
*Absurdly damaging command grab. | |||
*Can use s.236L afterwards for an OTG hit. | |||
}} | }} | ||
}} | }} | ||
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*The version used determines how far Diver Down descends, as well as how far Anasui floats back. | *The version used determines how far Diver Down descends, as well as how far Anasui floats back. | ||
*Causes a groundbounce on hit. | *Causes a groundbounce on hit. | ||
*Anasui | *Stand Rush-compatible. | ||
*If done low enough to the ground, there is enough time for Anasui to run up to the opponent, go into Stand Off, and land an OTG 214[H]. | |||
---- | |||
'''L version:''' | |||
*Pushes Anasui backwards the least. | |||
---- | |||
'''M version:''' | |||
*Pushes Anasui backwards more. | |||
---- | |||
'''H version:''' | |||
*Pushes Anasui backwards the most. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
| | |version=Diver Down | ||
|damage=50 | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Trap | |||
|header=no | |||
|damage=21 (1, 5*2, 10) | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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Diver Down punches the ground several times and then releases the stored energy at the opponent. | Diver Down punches the ground several times and then releases the stored energy at the opponent. | ||
*Can be held down to delay the release, but offers no real benefit for doing so. | *Can be held down to delay the release, but offers no real benefit for doing so. | ||
*Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles. | *Due to its poor scaling, its mostly outclassed by [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#623X|623H]] as an ender in longer juggles. | ||
}} | }} | ||
}} | }} |
Revision as of 15:12, 3 October 2023
Introduction
Narciso Anasui, a major ally in Stone Ocean, the sixth part of JoJo's Bizarre Adventure, is a strike/throw character with long range that allows for pressure from afar. Anasui's gameplan revolves around getting a confirm into large damage or to mix up the opponent, both of which involve getting into Anasui's effective range. Anasui also has access to lows and overheads in both Stand Off and Stand On, forcing the opponent to always be on their toes when blocking against his pressure. He is able to deal large damage for low net costs and is effective without an Assist, allowing him to work with many different Assists according to his preference. In return for such great offense, Anasui has very weak defense, lacking a true reversal of any kind. While Anasui's defense is reliant on universal mechanics, his offense more than makes up for it, as he can set up traps in addition to his strike/throw mix, allowing him to lock the opponent down and force them to deal with his pressure.
- Grappler: Anasui has access to multiple grabs and hitgrabs, granting him many ways to cause hard knockdowns.
- And... RELEASE!: Anasui has access to a trap that can be used in combos or setplay, with every version being able to be charged.
Narciso Anasui is a mid-range Stand character who utilizes his range for strike/throw pressure. | |
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 900 | Rumble | #ASBR_ANA |
Move List
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
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2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6M
6M
Shut yer trap! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
623X
You're in range!
623L/M/H |
---|
214X
And... RELEASE!
214L/M/H |
---|
41236X
Meat and Bone Suspension
41236L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
Dive!
236L/M/H |
---|
Stand 63214X
How awful!
63214L/M/H |
---|
Stand J214X
Go to hell!
j.214L/M/H |
---|
System Mechanics
Throw
Throw
Didn't see it coming! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
And... RELEASE! Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
---|
5S
Stand On/Off
5S |
---|
Heart Heat Attack
Give me your blessing!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Diving in
236L+M+H |
---|