JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)/Strategy: Difference between revisions

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Thanks to these properties, it is possible to catch the opponent at a large distance, every time he accidentally whiffs in front of you with his normals or specials.
Thanks to these properties, it is possible to catch the opponent at a large distance, every time he accidentally whiffs in front of you with his normals or specials.
| [[File:JJASBR_WS_Pucci_Neutral.webm|thumb]]  
| [[File:JJASBR_WS_Pucci_Neutral.webm|thumb|200px]]  
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>HHA as anti-air</strong>
| <strong>HHA as anti-air</strong>
|-
|-
| HHA will help a lot against those who like to jump on you. It's especially effective against players, who often feel too confident, when you are at disadvantage and jump on you recklessly.
| HHA will help a lot against those who like to jump on you. It's especially effective against players, who often feel too confident,<br>
Also beats reckless opponents trying to jump over your projectile, since it can be canceled into HHA on early recovery frames.
when you are at disadvantage and jump on you recklessly.Also beats reckless opponents trying to jump over your projectile,<br>
A successful hit by HHA will turn the enemy's advantage back into neutral game.
since it can be canceled into HHA on early recovery frames. A successful hit by HHA will turn the enemy's advantage back into neutral game.<br>
HHA is a very good defensive tool on wakeup as well since Pucci is invisible during the entire animation.
HHA is a very good defensive tool on wakeup as well since Pucci is invisible during the entire animation.


Here is a list of characters one way or another vulnerable to HHA blocking:  
Here is a list of characters one way or another vulnerable to HHA blocking:  


<strong>Dio Brando</strong>[[file:JJASBR_Dio_Brando_Small_Icon.png|50px]], <strong>Wham</strong>[[file:JJASBR_Wamuu_Small_Icon.png|50px]], <strong>Kars</strong>[[file:JJASBR_Kars_Small_Icon.png|50px]], <strong>Lisa Lisa</strong>[[file:JJASBR_Lisa_Lisa_Small_Icon.png|50px]], <strong>Mariah</strong>[[file:JJASBR_Mariah_Small_Icon.png|50px]], <strong>Koichi</strong>[[file:JJASBR_Koichi_Small_Icon.png|50px]], <strong>Shigechi</strong>[[file:JJASBR Shigechi Small Icon.png|50px]], <strong>Akira</strong>[[file:JJASBR_Akira_Small_Icon.png|50px]], <strong>Giorno</strong>[[file:JJASBR_Giorno_Small_Icon.png|50px]], <strong>Pucci (both)</strong>[[file:JJASBR_WS_Pucci_Small_Icon.png|50px]] [[file:JJASBR_Final_Pucci_Small_Icon.png|50px]], <strong>Mista</strong>[[file:JJASBR_Mista_Small_Icon.png|50px]], <strong>Josuke 8</strong>[[file:JJASBR_Josuke_Part_8_Small_Icon.png|50px]], <strong>Wonder of U</strong>[[file:JJASBR_Wonder_of_U_Small_Icon.png|50px]].
<strong>Dio Brando</strong>[[file:JJASBR_Dio_Brando_Small_Icon.png|50px]], <strong>Wham</strong>[[file:JJASBR_Wamuu_Small_Icon.png|50px]], <strong>Kars</strong>[[file:JJASBR_Kars_Small_Icon.png|50px]], <strong>Lisa Lisa</strong>[[file:JJASBR_Lisa_Lisa_Small_Icon.png|50px]], <strong>Mariah</strong>[[file:JJASBR_Mariah_Small_Icon.png|50px]], <strong>Koichi</strong>[[file:JJASBR_Koichi_Small_Icon.png|50px]], <strong>Shigechi</strong>[[file:JJASBR Shigechi Small Icon.png|50px]], <strong>Akira</strong>[[file:JJASBR_Akira_Small_Icon.png|50px]],<br>
<strong>Giorno</strong>[[file:JJASBR_Giorno_Small_Icon.png|50px]], <strong>Pucci (both)</strong>[[file:JJASBR_WS_Pucci_Small_Icon.png|50px]] [[file:JJASBR_Final_Pucci_Small_Icon.png|50px]], <strong>Mista</strong>[[file:JJASBR_Mista_Small_Icon.png|50px]], <strong>Josuke 8</strong>[[file:JJASBR_Josuke_Part_8_Small_Icon.png|50px]], <strong>Wonder of U</strong>[[file:JJASBR_Wonder_of_U_Small_Icon.png|50px]].
| [[File:JJASBR_WS_Pucci_Anti-Air_HHA.mp4|thumb|center]]
| [[File:JJASBR_WS_Pucci_Anti-Air_HHA.mp4|thumb|center]]
|}
|}
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| <strong>s.on 3H is a tricky normal</strong>
| <strong>s.on 3H is a tricky normal</strong>
|-
|-
| This normal despite being slow, unsafe and sometimes unreliable has some tricks in its sleeve. This is the only move in Pucci's arcenal which can be canceled into specials even on whiff. You can occasionally throw command grabs, mids and even reversals right after the 3rd hit of this move. If Pucci uses GHA or HHA after s.on 3H, the move cancels immediately. If s.on 3H is stylish guarded or if Pucci faces with opponent's GHA/HHA on wake-up or sees any other threat after performng the move, cancelling into GHA or HHA can potentially catch the opponent who tries to punish Pucci or defendns himself by using Heart Attack specials.
| This normal despite being slow, unsafe and sometimes unreliable has some tricks in its sleeve. <br>
This is the only move in Pucci's arcenal which can be canceled into specials even on whiff. <br>
You can occasionally throw command grabs, mids and even reversals right after the 3rd hit of this move.<br>
'''If Pucci uses GHA or HHA after s.on 3H, the move cancels immediately.''' If s.on 3H is stylish guarded or<br>
if Pucci faces with opponent's GHA/HHA on wake-up or sees any other threat after performng the move,<br>
cancelling into GHA or HHA can potentially catch the opponent who tries to punish Pucci or defendns himself by using Heart Attack specials.
| [[File:JJASBR_WS_Pucci_Stand_3H_Options.webm|thumb|center]]
| [[File:JJASBR_WS_Pucci_Stand_3H_Options.webm|thumb|center]]
|-
|-
| There is a setup which allows you to hit the opponent on the latest frames of the move. This setup can be cancelled pretty much safely into Pucci’s special counter. This is a very effective mind game against people who don’t want to deal with your okizeme and spam invulnerable moves on wake-up.
| There is a setup which allows you to hit the opponent on the latest frames of the move.<br>
This setup can be cancelled pretty much safely into Pucci’s special counter.<br>
This is a very effective mind game against people who don’t want to deal with your okizeme and spam invulnerable moves on wake-up.
| [[File:JJASBR_WS_Pucci_Stand_3H_Setup.webm|thumb|center]]
| [[File:JJASBR_WS_Pucci_Stand_3H_Setup.webm|thumb|center]]
|}
|}
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| <strong>Approaching zoners</strong>
| <strong>Approaching zoners</strong>
|-
|-
| If the opponent's projectiles are better than your DISC, Pucci has a hard time. For the most effective approach, dodge the projectile with "Stylish guard", then immediately throw the DISC. Then, advance under its cover:
| If the opponent's projectiles are better than your DISC, Pucci has a hard time.<br>
For the most effective approach, dodge the projectile with "Stylish guard", then immediately throw the DISC.<br>
Then, advance under its cover:
| [[File:JJASBR_WS_Pucci_Approach_Zoning_Success.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Approach_Zoning_Success.webm|thumb]]
   
   
|-
|-
| Unfortunately, it does not always work at particularly close distances or with a large projectiles like <strong>Caesar's</strong>[[file:JJASBR_Caesar_Small_Icon.png|50px]] projectiles:
| Unfortunately, it does not always work at particularly close distances or with a large projectiles<br>
like <strong>Caesar's</strong>[[file:JJASBR_Caesar_Small_Icon.png|50px]] projectiles:
| [[File:JJASBR_WS_Pucci_Approach_Zoning_Failure.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Approach_Zoning_Failure.webm|thumb]]
|}
|}
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| <strong>Tips</strong>
| <strong>Tips</strong>
|-
|-
| Sometimes the opponent will use stylish guard against your projectile. So, it makes sense, sometimes immediately after the throwing the DISC try a command throw. This may not sound like a particularly effective trick, but it catches the accustomed opponent off guard from time to time:
| Sometimes the opponent will use stylish guard against your projectile.<br>
So, it makes sense, sometimes immediately after the throwing the DISC try a command throw.<br>
This may not sound like a particularly effective trick, but it catches the accustomed opponent off guard from time to time:
| [[File:JJASBR_WS_Pucci_Neutral_Command_Throw.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Neutral_Command_Throw.webm|thumb]]
   
   
|-
|-
| Don't be afraid to occasionally use a medium or heavy command grab in a neutral game. Yes, it is reactable, especially if it is abused too much. But from time to time, even experienced opponents fall for this relatively quick long-range move:
| Don't be afraid to occasionally use a medium or heavy command grab in a neutral game.<br>
Yes, it is reactable, especially if it is abused too much.<br>
But from time to time, even experienced opponents fall for this relatively quick long-range move:
| [[File:JJASBR_WS_Pucci_Neutral_Command_Throw_Tip.webm|thumb|center]]
| [[File:JJASBR_WS_Pucci_Neutral_Command_Throw_Tip.webm|thumb|center]]
|}
|}
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| Remember that commands can be entered while in the air. <br>
| Remember that commands can be entered while in the air. <br>
To do this, do a jumping normal while in the air, then enter a command right before landing. <br>
To do this, do a jumping normal while in the air, then enter a command right before landing. <br>
If you did it correctly, it will work instantly, after the jumping move's recovery.
If you did it correctly, it will work instantly, after the jumping move's recovery
[[File:JJASBR_WS_Pucci_Jump_Cancel.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Jump_Cancel.webm|thumb]]
|-
|-
| This can lead to an unexpected surprise for your opponent. <br>
| This can lead to an unexpected surprise for your opponent. <br>
For example, 63214L command grab after well timed '''s.on j.M''' and '''s.on j.H''' are unitnerruptable.<br>
For example, 63214L command grab after well timed '''s.on j.M''' and '''s.on j.H''' are unitnerruptable.<br>
[[File:JJASBR_WS_Pucci_Jump_Cancel_63214L.webm|thumb|left]]
| [[File:JJASBR_WS_Pucci_Jump_Cancel_63214L.webm|thumb|left]]
|-
|-
| You can even activate your HHA and GHA immediately after the jumping move recovers. <br>
| You can even activate your HHA and GHA immediately after the jumping move recovers. <br>
This can catch the opponent who is trying to punish you.<br>
This can catch the opponent who is trying to punish you.<br>
[[File:JJASBR_WS_Pucci_Jump_Cancel_HA.webm|thumb|left]]
| [[File:JJASBR_WS_Pucci_Jump_Cancel_HA.webm|thumb|left]]
|}
|}


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'''After s.off generic throw:''' 214H > delay > 236L<br>
'''After s.off generic throw:''' 214H > delay > 236L<br>


This sequence is consistent even in s.on combos such as: s.on j.M > 5L > 5M > 5H > 214H, the frame advantage after the s.off generic throw > 214H is different. So instead of 5L, just slightly delay the 236L input.
This sequence is consistent even in s.on combos such as: s.on j.M > 5L > 5M > 5H > 214H, the frame advantage after<br>
the s.off generic throw > 214H is different. So instead of 5L, just slightly delay the 236L input.
|  
|  
[[File:JJASBR_WS_Pucci_Okizeme_Disc_214H.webm|thumb]]
[[File:JJASBR_WS_Pucci_Okizeme_Disc_214H.webm|thumb]]
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| <strong>After s.on generic throw</strong>
| <strong>After s.on generic throw</strong>
|-
|-
| Generic throw > S > 5L > 236L
| '''Generic throw''' > S > 5L > 236L
|  
|  
[[File:JJASBR_WS_Pucci_Okizeme_Disc_Stand_Throw.webm|thumb]]
[[File:JJASBR_WS_Pucci_Okizeme_Disc_Stand_Throw.webm|thumb]]
Line 190: Line 205:


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>After s.on 3H knockdown/strong>
| <strong>After s.on 3H knockdown</strong>
|-
|-
| s.on 3H > s.on 5H > S > 236L<br>
| '''s.on 3H''' > s.on 5H > S > 236L<br>
or<br>
or<br>
s.on 3H > 66 > S > s.off 3H > 236L<br>
'''s.on 3H''' > 66 > S > s.off 3H > 236L<br>
| [[File:JJASBR_WS_Pucci_Okizeme_Disc_Stand_3H.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Okizeme_Disc_Stand_3H.webm|thumb]]
|}
|}
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| <strong>After s.on 63214L/M/H</strong>
| <strong>After s.on 63214L/M/H</strong>
|-
|-
| 63214L/M/H > S > 236L
| '''63214L/M/H''' > S > 236L
|  
|  
[[File:JJASBR_WS_Pucci_Okizeme_Disc_63214L.webm|thumb]]
[[File:JJASBR_WS_Pucci_Okizeme_Disc_63214L.webm|thumb]]
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| <strong>Frame kill example</strong>
| <strong>Frame kill example</strong>
|-
|-
| The generic throw and s.off 2L are both uninterruptable.
| The generic throw and '''s.off 2L''' are both uninterruptable.
|  
|  
[[File:JJASBR_WS_Pucci_Okizeme_Frame_Kill.webm|thumb]]
[[File:JJASBR_WS_Pucci_Okizeme_Frame_Kill.webm|thumb]]
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'''214H > S''' - 66 > s.on j.H, 66 > s.on j.M, s.on 623M and s.on 623H are uninterruptable<br>
'''214H > S''' - 66 > s.on j.H, 66 > s.on j.M, s.on 623M and s.on 623H are uninterruptable<br>


'''214H > 5L''' - 66 > s.off j.L\M|\H, s.off 623M and s.off 623H are uninterruptable. <br>
'''214H > 5L''' - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable. <br>
High probability of crossup with s.off j.M.
High probability of crossup with s.off j.M.
| [[File:JJASBR_WS_Pucci_Okizeme_214H_Options.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Okizeme_214H_Options.webm|thumb]]
|-
|-
| '''214H > S''' - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable<br>
| In Stand Mode:<br>
 
'''214H > S''' - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable<br>
'''214H > 66 > j.L''' - 63214L, s.on 5H and s.on 3H are uninterruptable.
'''214H > 5L''' - 66 > s.on j.L\M\H, s.on 623M and s.on 623H are uninterruptable.<br>
| [[File:JJASBR_WS_Pucci_Stand_214H_Options.webm|thumb]]
|-
| '''214H > S''' - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable<br>
 
'''214H > 66 > j.L''' - 63214L, s.on 5H and s.on 3H are uninterruptable.
'''214H > 66 > j.L''' - 63214L, s.on 5H and s.on 3H are uninterruptable.
| [[File:JJASBR_WS_Pucci_Stand_214H_Options.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Stand_214H_Options.webm|thumb]]
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| <strong>63214L\M\H options</strong>
| <strong>63214L\M\H options</strong>
|-
|-
| '''Throw > 5L''' - High probability of crossup with s.off j.M. <br>
| '''63214L\M\H > 66 > j.M''' - Generic throw and s.on 2L are uninterruptable.<br>
s.off 623M and s.off 623H are uninterruptable<br>
'''63214L\M\H > S > 66''' - all jumping options are uninterruptable.<br>
'''63214L\M\H > 66 > j.M''' - Generic throw and s.on 2L are uninterruptable.
'''63214L\M\H > S''' - 623H grab is uninterruptable, but requires some delay.
'''63214L\M\H > S > 66''' - all jumping options are uninterruptable.
| [[File:JJASBR_WS_Pucci_Okizeme_63214_Options.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Okizeme_63214_Options.webm|thumb]]
|}
|}
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'''3H > 236L''' - plus on block disc setup<br>
'''3H > 236L''' - plus on block disc setup<br>
'''3H(IPS) > 236L > 236L''' - plus on block disc setup<br>
'''3H(IPS) > 236L > 236L''' - plus on block disc setup<br>
'''3H(IPS) > 236L''' - Crossup with j.M. No delay is needed
'''3H(IPS) > 236L''' - Crossup with j.M. No delay is needed,<br>
Also 623M and 623H are uninterruptable and can confuse the opponent.
| [[File:JJASBR_WS_Pucci_Recovery_3H.webm|thumb]]
| [[File:JJASBR_WS_Pucci_Recovery_3H.webm|thumb]]
|-
|-
|  
|  
* In the first case 66 > s.on j.H is intentionally misses. 623L and 3H are uninterruptable.
* In the first case '''66 > s.on j.H''' is intentionally misses. 623L and 3H are uninterruptable.
* In the second case after s.on 3H combo doesn't continue to setup 66 > s.on j.L > 63214L/3H/5H.  
* In the second case after s.on 3H combo doesn't continue to setup '''66 > s.on j.L > 63214L or 3H/5H'''.  
|  
|  
[[File:JJASBR_WS_Pucci_Recovery_Combo_Drop.webm|thumb]]
[[File:JJASBR_WS_Pucci_Recovery_Combo_Drop.webm|thumb]]

Revision as of 05:19, 7 April 2024

Neutral

Pucci's main mode for the most of the time is a “stand-off” mode. That's where he has his best normals, best okizeme starters, and also has a useful projectile. Also, in this mode, Pucci has tools to knock down mounted characters.


Offense

Pucci approaches, mostly under the cover of his DISC projectile. Pucci is most likely will use all the available jumping normals in the arsenal, because most of them have a really good property:

s. off j.L - It’s fast, has a good range and active frames. Because of it’s the short recovery, it can become safe pretty reliably even if stylish guarded.

s. off j.M – Has an amazing large hitbox, good active frames and can create cross-ups. Also good for air-to-air exchanges. Beware though, this move recovers much slower than s. off j.L and if the opponent is hit on early frames of this move, it can become unsafe even on hit. But with a proper positioning and timing it can become safe even if stylish guarded.

s. off j.H - is the longest reaching normal in Pucci's arsenal. It is mainly used to gain an advantage on block and to knock down a mounted character. Also, an amazing defensive move against airborne opponents, since the move has a large hitbox and bounds the opponent on hit.

s. on j.M – Fast normal with a short recovery so it can be easily become safe even if stylish guarded. Launches the opponent on hit regardless of his position, which makes it a good offensive and anti-air tool. s. on j.L s. and s. on j.H are not used that often. Basically, they are the worse versions of their s.off counterparts. s. on j.L has worse hitbox and short active frames and s. on j.H has much worse range and doesn’t bound on hit.

Mix-ups

Pucci creates dangerous situations on hit and on block with his command grabs. Pucci can unexpectedly grab the opponent after each hit and repeat it until the opponent takes action or calls the assist.

The basics of 50/50

The most common one occurs after s.off 5L > s.off 5M attack sequence. There is a tiny gap between s.off 5M and s.off 5H, so the opponent can easily stylish guard the strong attack. However the 623L command grab will easily beat this option. The similar string gaps Pucci has in a stand mode as well in s.on 5L > s.on 5M and s.on 5M > s.on 5H attack sequences.
Another common case happens after s.off 5M (or s.off 2M), when the opponent has to guess between low s.off 2H, special mid 214L and 214L command grab.

What is notable though, performing 214L grab after s.off 2M conceals it slightly: due to fast s.off 2M animation and recovery, the command grab comes out faster and the The opponent may not react to this.

Don't be afraid to occasionally reset the grab even after the couple of jabs on hit, because not only it’s unexpected, but the there are some opponents who hold their assists just to use it just as soon as you will waste your meter. Eating that grab vortex all the time will make them think twice. When the grab animation starts the opponent's assist goes right through you, so sometimes it can even save Pucci from being interrupted.

Another common mix-up happens after s.on 3H on block. The opponent has to choose between an uninterruptable 63214M command grab and 214M.

Okizeme

After almost every knockdown, Pucci can bring an opponent to okizeme chain. Almost any knockdown or grab leads to another okizeme setup, and then to another one. If the opponent never guesses right and does not call out the assist, Pucci will slowly but surely reduce his HP to zero. However, be careful of the opponents who like to spam a defensive moves on wake up, don't risk too much by using the command grabs.

The best okizeme enders for Pucci are: generic throws, 214H, s.on 3H, 63214 command grab. And the most worthy situation of setting up the okizeme would be after his command grab. Pucci can't deal a lot of damage due to the harsh scaling, but he can set up an advantageous situation.

Plus on block DISC

Pucci in some situations gets the opportunity to throw a plus on block 236L projectile. Here's how it works:
If the DISC projectile hits the middle of the opponent’s hitbox as soon as he gets up, on block Pucci gets a huge plus (+7 and above), and on hit, he gets a guaranteed combo. This DISC is one of the most unique aspects of playing Pucci.

As you can see, after one of these attacks, with adjusted timing (generic throw > 5M > 236L), a plus on block and on hit DISC consistently happens. Instead of throwing a DISC, we can do a command grab to beat opponent’s SG or a faster version of the Disc to punish his Stylish Guard. If the opponent blocks the DISC, we have a frame advantage, during which we can do an uninterruptable 5M.

There are a lot of ways to set this up. Here are some another reliable examples:

Okizeme setups and cross-ups



Most of them happen after his key okizeme enders: generic throws, 214H, s.on 3H, 63214 command grab.

Recovery setups, cross-ups and grab concealment

In JJBA ASBR the opponent can quickly recover after being knocked down. Pucci can use that mechanic to his advantage. He can intentionally drop combos to conceal his setups, crossups and command grabs to deal more possible damage.

Defense

Pucci's defense is quite weak and risky. Of the options, he has a good counterattack, you can cancel your normal into this move reliably to punish bad habits. But it's locked behind the stand mode.

On the wake-up, he has only HHA to protect himself from frame traps and pressure, and sometimes it can fly under your opponent, leaving Pucci vulnerable.

Assist Usage

In general, Pucci can make any assist playable, because without any problem, Pucci can not only conceal his command grabs, but with proper timing, make the opponent guess which will be the first: grab or assist attack.


JJASBR Caesar Small Icon.png Caesar A. Zeppeli

JJASBR Assist Button.pngJJASBR Assist Button.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

Caesar allows you to make even more complex set-up and and cross-ups. The same thing can be said about JJASBR Hol Horse Small Icon.png Hol Horse and JJASBR Mista Small Icon.png Guido Mista.

JJASBR Koichi Small Icon.png Koichi Hirose

JJASBR Assist Button.pngJJASBR Assist Button.pngJJASBR Reversal Assist Icon.png

Koichi can help create setups into "It's mine!" for a meterless DISC steal, in addition Pucci can set-up an inescapable "A Stand power that can boil water..." command grab, which can lead to 900+ damage combos if the opponent has no breaker. While carrying only one Reversal Assist Stock makes it risky for defense, its reduced cooldown time greatly helps.

JJASBR Keicho Small Icon.png Keicho Nijimura

JJASBR Assist Button.pngJJASBR Assist Button.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

Keicho is another Assist that Pucci can take advantage of regardless of which Stand he carries. Pucci can use the landmine as a deterrent to approaches after stealing a DISC. Its properties on hit can also help to get the most damaging combos. Carrying two Reversal Assist Stocks further bolsters its defensive usage.

JJASBR Akira Small Icon.png Akira Otoishi

JJASBR Assist Button.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

Pucci can take advantage of the extra HH Gauge provided by Akira to gain more frequent access to HHA. While it can only be used once for this purpose, Akira's two Reversal Assist Stocks help mitigate Pucci's weaknesses on defense.

JJASBR Johnny Small Icon.png Johnny Joestar

JJASBR Assist Button.pngJJASBR Assist Button.pngJJASBR Assist Button.pngJJASBR Reversal Assist Icon.png

Johnny is mainly called in neutral to help deal with zoning match-ups (most notably JJASBR Hol Horse Small Icon.png Hol Horse).

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh