JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui: Difference between revisions
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Anasui | Anasui jabs in front. | ||
*Standard jab, good for stopping dash jumps. | *Standard jab, good for stopping dash jumps. | ||
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Anasui | Anasui stomps while advancing. | ||
*Moves Anasui forward, allowing it to be an unconventional whiff punish tool. | *Moves Anasui forward, allowing it to be an unconventional whiff punish tool. | ||
* | *Common combo filler that has a deceptively taller hitbox than the animation suggests, making it great for juggles. | ||
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Anasui summons Diver Down, who | Anasui summons Diver Down, who kicks the opponent's feet. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
*Good range for pokes. | *Good range for pokes. | ||
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Anasui | Anasui takes a step forward while performing an overhead kick. | ||
* | *Can be used as a frametrap from 5H/2H to stop jump-out attempts. | ||
*Confirms into 623H during juggles. | *Confirms into 623H during juggles. | ||
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Anasui | Anasui punches outwards. | ||
*Reaches straight out | *Reaches straight out, making it good for air-to-airs. | ||
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Anasui | Anasui kicks downwards. | ||
*Good for jump-ins combo filler. | *Good for jump-ins and as combo filler. | ||
*Can cross up. | *Can cross up. | ||
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Anasui summons Diver Down, who performs a stabbing attack upwards | Anasui summons Diver Down, who performs a stabbing attack upwards. | ||
*The version used determines the attack's behavior on hit. | *The version used determines the attack's behavior on hit. | ||
*Has upper body invulnerability during startup. | *Has upper-body invulnerability during startup. | ||
*Cannot be Flash Cancelled. | *Cannot be Flash Cancelled. | ||
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Anasui summons Diver Down | Anasui summons Diver Down to punch the ground, storing energy that attacks the opponent on contact. | ||
*The version used determines the initial attack's power. | *The version used determines the initial attack's power. | ||
*Costs 0.5 HH Gauge. | *Costs 0.5 HH Gauge. | ||
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Anasui summons Diver Down, who travels forward and grabs the opponent, | Anasui summons Diver Down, who travels forward and grabs the opponent. If successful, it attacks their insides and launches them upwards. | ||
*The version used determines Diver Down's travel distance. | *The version used determines Diver Down's travel distance. | ||
*Launches on a successful Throw, meaning it can be followed up with a combo without any use of meter. | |||
*All versions are active until they travel for their entire duration. | *All versions are active until they travel for their entire duration. | ||
*Cannot be Flash Cancelled. | *Cannot be Flash Cancelled. | ||
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Diver Down | Diver Down moves its arm outwards. | ||
*Wonderful range for a jab. | *Wonderful range for a jab. | ||
*Can tick throw into any version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 63214X|How awful!]]" at max range on either hit or block. | *Can tick throw into any version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 63214X|How awful!]]" at max range on either hit or block. | ||
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Diver Down performs a lunging punch | Diver Down performs a lunging punch. | ||
*Great range for pokes. | *Great range for pokes. | ||
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Diver Down | Diver Down punches the opponent's feet. | ||
*Good range for pokes and counter-pokes. | *Good range for pokes and counter-pokes. | ||
*Can tick throw into any version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 63214X|How awful!]]" at max range on either block or hit. | *Can tick throw into any version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 63214X|How awful!]]" at max range on either block or hit. | ||
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Diver Down | Diver Down attacks with a crouching kick. | ||
*Anasui's best poke. | *Anasui's best poke. | ||
*The range and speed attached to a Low makes it a great poke, counter-poke, and punish for moves that normally push too far out on block for the average character. | *The range and speed attached to a Low makes it a great poke, counter-poke, and punish for moves that normally push too far out on block for the average character. | ||
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Diver Down | Diver Down punches 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!]]". | *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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Diver Down | Diver Down kicks downwards. | ||
*Good for jump-ins. | *Good for jump-ins. | ||
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Diver Down dives into the ground | Diver Down dives into the ground, attacking as it returns to the surface. | ||
*The version used determines Diver Down's attack upon resurfacing. | *The version used determines Diver Down's attack upon resurfacing. | ||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
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'''L Version:''' | '''L Version:''' | ||
Upon resurfacing, Diver Down | Upon resurfacing, Diver Down punches the opponent's feet. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
*Can hit OTG. | *Can hit OTG. | ||
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'''H Version:''' | '''H Version:''' | ||
Upon resurfacing, Diver Down | Upon resurfacing, Diver Down attacks with a punch, following up with an additional barrage of punches. | ||
*The final hit launches and causes hard knockdown. | |||
*Diver Down will not execute the barrage of punches if the resurfacing blow whiffs. | *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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Diver Down | Diver Down attacks with an overhead punch as Anasui floats back. | ||
*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. | ||
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'''L version:''' | '''L version:''' | ||
*Diver Down remains in place. | |||
*Pushes Anasui backwards the least. | *Pushes Anasui backwards the least. | ||
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'''M version:''' | '''M version:''' | ||
*Diver Down descends diagonally, stoppind midway. | |||
*Pushes Anasui backwards more. | *Pushes Anasui backwards more. | ||
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'''H version:''' | '''H version:''' | ||
*Diver Down descends diagonally until reaching the floor. | |||
*Pushes Anasui backwards the most. | *Pushes Anasui backwards the most. | ||
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Revision as of 14:21, 12 January 2024
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.
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 900 | Rumble | #ASBR_ANA |
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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6M
6M
Shut yer trap! |
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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
623X
You're in range! 623L/M/H Attack Attack H version close hit H version close hit
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214X
And... RELEASE! 214L/M/H Start/Hold Start/Hold Attack Attack Trap Trap
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41236X
Meat and Bone Suspension
41236L/M/H |
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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
Dive! 236L/M/H Start Start Light Light Medium Medium Heavy Heavy
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Stand 63214X
How awful! 63214L/M/H How wonderful for Anasui How wonderful for Anasui
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Stand J214X
Go to hell!
j.214L/M/H |
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System Mechanics
Throw
Throw
Didn't see it coming! 5/4 + Any Two Attack Buttons |
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Assist
Assist
And... RELEASE! Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
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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 your blessing!
236 + Any Two Attack Buttons |
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Great Heat Attack
Diving in 236L+M+H Unlike Sheer Heart Attack, it has many weaknesses. Unlike Sheer Heart Attack, it has many weaknesses.
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