JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui: Difference between revisions
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{{ASBR Character Intro|char=Anasui|short=ana|content= | {{ASBR Character Intro|char=Anasui|short=ana|content= | ||
==Introduction== | ==Introduction== | ||
Narciso Anasui, a major ally in ''Stone Ocean'', the sixth part of ''JoJo's Bizarre Adventure'', is a grappler 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. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:JJASBR_Anasui_Small_Icon.png|50px]] '''Narciso Anasui''' is a mid-range Stand character who utilizes his range for strike/throw pressure. | | intro = [[file:JJASBR_Anasui_Small_Icon.png|50px]] '''Narciso Anasui''' is a mid-range Stand character who utilizes his range for strike/throw pressure. | ||
| pros = | | pros = | ||
* '''Great Normal Range:''' Anasui has access to a variety of options that reach very far as pokes, counter-pokes, or just general long-range confirms | * '''Great Normal Range:''' Anasui has access to a variety of options that reach very far as pokes, counter-pokes, or just general long-range confirms. | ||
* '''Scary Strike/Throw:''' Anasui has access to a command grab in both Stand Off and On, allowing him to create scary pressure situations for the opponent | * '''Scary Strike/Throw:''' Anasui has access to a command grab in both Stand Off and Stand On, allowing him to create scary pressure situations for the opponent. | ||
* '''Setplay:''' Anasui can set up a trap for 0.5 HH Gauge that launches the opponent into the air while damaging them, allowing to have scary setplay alongside his command grabs, which can be used for oki as well | * '''Setplay:''' Anasui can set up a trap for 0.5 HH Gauge that launches the opponent into the air while damaging them, allowing him to have scary setplay alongside his command grabs, which can be used for oki as well. | ||
* '''Self Sufficient:''' Anasui can easily do 300+ damage and get hard | * '''Self-Sufficient:''' Anasui can easily do 300+ damage and get hard knockdowns while looping oki situations and building back meter spent. He does not need to worry too much about Assist choice either, allowing him to be self-reliant with everything he does. | ||
|cons = | |cons = | ||
* '''Stubby Stand Off:''' Anasui's range is very short in comparison to his | * '''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. | ||
* '''Lack of Flash Cancels:''' Anasui | * '''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. | |||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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{{CharacterData-ASBR | {{CharacterData-ASBR | ||
| style = Stand | | style = Stand | ||
| health = | | health = 900 | ||
| lowhealth = Rumble | | lowhealth = Rumble | ||
| hashtag = [https://twitter.com/hashtag/ASBR_ANA?src=hashtag_click #ASBR_ANA] | | hashtag = [https://twitter.com/hashtag/ASBR_ANA?src=hashtag_click #ASBR_ANA] | ||
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}} | }} | ||
==Move List== | ==Move List== | ||
<div class="movelist-toggles"> | <div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div> | <div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_User_Icon.png|link=]]</div> | ||
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div> | <div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Stand_Icon.png|link=]]</div> | ||
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|damage=14 | |damage=14 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=+2 | ||
|description=Anasui | |description= | ||
*Standard jab, good for stopping dash jumps | Anasui jabs in front. | ||
*Standard jab, good for stopping dash jumps. | |||
}} | }} | ||
}} | }} | ||
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|damage=24 | |damage=24 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv=-6 | ||
|description= Anasui | |description= | ||
*Common combo filler | Anasui stomps while advancing. | ||
*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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|damage=36 | |damage=36 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-8 | ||
|hitadv= | |hitadv=-2 | ||
|description=Diver Down | |description= | ||
*Good height for anti-airs | Anasui summons Diver Down to perform a stabbing attack upwards. | ||
*Good height for anti-airs. | |||
}} | }} | ||
}} | }} | ||
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|damage=13 | |damage=13 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=+2 | ||
|description=Anasui performs a crouching chop | |description= | ||
*Standard jab | Anasui performs a crouching chop. | ||
*Standard crouching jab. | |||
}} | }} | ||
}} | }} | ||
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|damage=23 | |damage=23 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description=Anasui performs a crouching low punch | |description= | ||
*Stubby normal | Anasui performs a crouching low punch. | ||
*Good for pressure and mix-ups | *Stubby normal. | ||
*Good for pressure and mix-ups. | |||
}} | }} | ||
}} | }} | ||
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|damage=35 | |damage=35 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-8 | ||
|hitadv= | |hitadv= | ||
|description=Diver Down | |description= | ||
* | Anasui summons Diver Down, who kicks the opponent's feet. | ||
*Good range for pokes | *Causes hard knockdown. | ||
*Good range for pokes. | |||
}} | }} | ||
}} | }} | ||
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|damage=38 | |damage=38 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-14 | ||
|hitadv= | |hitadv=-8 | ||
|description= Anasui | |description= | ||
* | Anasui takes a step forward while performing an overhead kick. | ||
* | *Causes hard knockdown against opponents in a juggle state. | ||
**This hard knockdown is unique in that it does not override other hit effects. | |||
*Can be used as a frametrap from 5H/2H. | |||
*Confirms into 623H during juggles. | |||
}} | }} | ||
}} | }} | ||
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|damage=18 | |damage=18 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Anasui | |description= | ||
*Reaches straight out | Anasui punches outwards. | ||
*Reaches straight out, making it good for air-to-airs. | |||
}} | }} | ||
}} | }} | ||
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|damage=26 | |damage=26 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Anasui | |description= | ||
*Good for jump-ins combo filler | Anasui kicks downwards. | ||
*Can cross up | *Good for jump-ins and as combo filler. | ||
*Can cross up. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=10*2, 25 | |damage=45 (10*2, 25) | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=14(5)1(7)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down performs 3 consecutive punches downwards | |description= | ||
*Good for jump-ins and combo | Anasui summons Diver Down, who performs 3 consecutive punches downwards. | ||
*Good for jump-ins and combo filler. | |||
*Not all hits will play out if done late. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">623X</font> ====== | ====== <font style="visibility:hidden" size="0">623X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Anasui_623X_(1).png | ||
|caption= | |caption=Attack | ||
|image2=JJASBR_Anasui_623X_(2).png | |||
|caption2=H version close hit | |||
|name=You're in range! | |name=You're in range! | ||
|input=623L/M/H | |input=623L/M/H | ||
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|damage=70 | |damage=70 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-28 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=35, 70 | |damage=105 (35, 70) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-30 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=130 (20, 3*20, 50) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6(8)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-28 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | Anasui summons Diver Down, who performs a stabbing attack upwards. | ||
*Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki | *The version used determines the attack's behavior on hit. | ||
*Does not | *Has upper-body invulnerability during startup. | ||
*Cannot be Flash Cancelled. | |||
---- | |||
'''L Version:''' | |||
*Launches on hit. | |||
---- | |||
'''M Version:''' | |||
*Adds a second hit to the attack. | |||
*Launches on hit. | |||
---- | |||
'''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. | |||
**Does not cause hard knockdown when the cinematic does not play. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">214X</font> ====== | ====== <font style="visibility:hidden" size="0">214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Anasui_214X_(1).png | ||
|caption= | |caption=Start/Hold | ||
|name=And...RELEASE! | |image2=JJASBR_Anasui_214X_(2).png | ||
|caption2=Attack | |||
|image3=JJASBR_Anasui_214X_(3).png | |||
|caption3=Trap | |||
|name=And... RELEASE! | |||
|input=214L/M/H | |input=214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=30 | |damage=30 [40] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=22[52] | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-54[-10] | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=40 | |damage=40 [50] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=22[52] | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-58[-12] | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=50 | |damage=50 [60] | ||
|guard=Mid | |||
|startup=22[52] | |||
|active= | |||
|recovery= | |||
|blockadv=-66[-14] | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Trap | |||
|header=no | |||
|damage=21 (1, 5*2, 10) [40 (5*6, 10)] | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down | |description= | ||
* | Anasui summons Diver Down to punch the ground, storing energy that attacks the opponent on contact. | ||
*The charged version | *The version used determines the initial attack's power. | ||
*Costs 0.5 HH Gauge. | |||
*The trap lasts around 5 seconds. | |||
*The initial punch causes crumple on hit. | |||
*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. | |||
*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. | |||
**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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====== <font style="visibility:hidden" size="0">41236X</font> ====== | ====== <font style="visibility:hidden" size="0">41236X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Anasui_41236X_(1).png | ||
|caption= | |caption= | ||
|image2=JJASBR_Anasui_41236X_(2).png | |||
|caption2= | |||
|name=Meat and Bone Suspension | |name=Meat and Bone Suspension | ||
|input=41236L/M/H | |input=41236L/M/H | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=1*10, 50 | |damage=60 (1*10, 50) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=1*10, 50 | |damage=60 (1*10, 50) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=28 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=1*10, 50 | |damage=60 (1*10, 50) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=36 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Absurdly long range makes this an alluring option for new players | Anasui summons Diver Down, who travels forward and grabs the opponent. If successful, it attacks their insides and launches them upwards. | ||
*Unfortunately, the range is matched by its absurdly long recovery | *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. | |||
*Cannot be Flash Cancelled. | |||
---- | |||
'''L Version:''' | |||
*Diver Down remains close to Anasui. | |||
*Most commonly used in blockstrings due to its speed. | |||
---- | |||
'''M Version:''' | |||
*Diver Down reaches about 1/4 of the screen. | |||
*Beneficial for resetting a combo or catching an opponent's backdash. | |||
---- | |||
'''H Version:''' | |||
*Diver Down reaches short of half-screen. | |||
*Absurdly long range makes this an alluring option for new players. | |||
*Unfortunately, the range is matched by its absurdly long recovery. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Anasui_Stand_5L.png | |image=JJASBR_Anasui_Stand_5L.png | ||
|caption= | |caption= | ||
|name=5L | |name=s.5L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|damage=8 | |damage=8 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=+2 | ||
|description=Diver Down | |description= | ||
*Wonderful | Diver Down moves its arm outwards. | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Anasui_Stand_5M.png | |image=JJASBR_Anasui_Stand_5M.png | ||
|caption= | |caption= | ||
|name=5M | |name=s.5M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|damage=25 | |damage=25 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=+2 | ||
|description=Diver Down performs an advancing hook | |description= | ||
*Good range for pokes | Diver Down performs an advancing hook. | ||
*Commonly used as combo filler | *Good range for pokes. | ||
*Commonly used as combo filler. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Anasui_Stand_5H.png | |image=JJASBR_Anasui_Stand_5H.png | ||
|caption= | |caption= | ||
|name=5H | |name=s.5H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|damage=37 | |damage=37 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv=-4 | ||
|description=Diver Down performs a lunging punch | |description= | ||
*Great range for pokes | Diver Down performs a lunging punch. | ||
*Great range for pokes. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Anasui_Stand_2L.png | |image=JJASBR_Anasui_Stand_2L.png | ||
|caption= | |caption= | ||
|name=2L | |name=s.2L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|damage=5 | |damage=5 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=+2 | ||
|description= Diver Down | |description= | ||
Diver Down punches the opponent's feet. | |||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Anasui_Stand_2M.png | |image=JJASBR_Anasui_Stand_2M.png | ||
|caption= | |caption= | ||
|name=2M | |name=s.2M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|damage=23 | |damage=23 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description=Diver Down | |description= | ||
* | Diver Down attacks with a crouching kick. | ||
*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. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Anasui_Stand_2H.png | |image=JJASBR_Anasui_Stand_2H.png | ||
|caption= | |caption= | ||
|name=2H | |name=s.2H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 508: | Line 577: | ||
|damage=36 | |damage=36 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-8 | ||
|hitadv= | |hitadv= | ||
|description=Diver Down performs a sweeping punch | |description= | ||
* | Diver Down performs a sweeping punch. | ||
*Good range for pokes | *Causes hard knockdown. | ||
*Good range for pokes. | |||
}} | }} | ||
}} | }} | ||
Line 523: | Line 593: | ||
|image=JJASBR_Anasui_Stand_Jump_L.png | |image=JJASBR_Anasui_Stand_Jump_L.png | ||
|caption= | |caption= | ||
|name= | |name=s.jL | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 529: | Line 599: | ||
|damage=18 | |damage=18 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down | |description= | ||
*Good for air-to-airs | Diver Down punches downwards. | ||
*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!]]". | |||
}} | }} | ||
}} | }} | ||
Line 543: | Line 615: | ||
|image=JJASBR_Anasui_Stand_Jump_M.png | |image=JJASBR_Anasui_Stand_Jump_M.png | ||
|caption= | |caption= | ||
|name= | |name=s.jM | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 549: | Line 621: | ||
|damage=28 | |damage=28 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down performs | |description= | ||
*Launches on hit | Diver Down performs a hook. | ||
*Good for combo extensions | *Launches on hit. | ||
*Anasui's fastest air-to-air. | |||
*Good for combo extensions and jump-ins. | |||
}} | }} | ||
}} | }} | ||
Line 564: | Line 638: | ||
|image=JJASBR_Anasui_Stand_Jump_H.png | |image=JJASBR_Anasui_Stand_Jump_H.png | ||
|caption= | |caption= | ||
|name= | |name=s.jH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 570: | Line 644: | ||
|damage=38 | |damage=38 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down | |description= | ||
*Good for jump-ins | Diver Down kicks downwards. | ||
*Good for jump-ins. | |||
}} | }} | ||
}} | }} | ||
Line 584: | Line 659: | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Anasui_Stand_236X.png | |image=JJASBR_Anasui_Stand_236X.png | ||
|caption= | |caption=Start | ||
|image2=JJASBR_Anasui_Stand_236L.png | |||
|caption2=Light | |||
|image3=JJASBR_Anasui_Stand_236M.png | |||
|caption3=Medium | |||
|image4=JJASBR_Anasui_Stand_236H.png | |||
|caption4=Heavy | |||
|name=Dive! | |name=Dive! | ||
|input=236L/M/H | |input=s.236L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=10, 55 | |damage=65 (10, 55) | ||
|guard=Mid, Low | |guard=Mid, Low | ||
|startup= | |startup=10(14)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-16 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=10, 55 | |damage=65 (10, 55) | ||
|guard=Mid, Overhead | |guard=Mid, Overhead | ||
|startup= | |startup=10(19)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-12 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=10, | |damage=100 (10, 20, 5*10, 20) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=20(11)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-30 | ||
|hitadv= | |hitadv= | ||
|description=Diver Down dives into the ground | |description= | ||
*Can be | Diver Down dives into the ground, attacking as it returns to the surface. | ||
* | *The version used determines Diver Down's attack upon resurfacing. | ||
* | *Stand Rush-compatible. | ||
*Anasui's main Stand On | ---- | ||
'''L Version:''' | |||
Upon resurfacing, Diver Down punches the opponent's feet. | |||
*Causes hard knockdown. | |||
*Can hit OTG. | |||
*Cannot be Flash Cancelled. | |||
---- | |||
'''M Version:''' | |||
Upon resurfacing, Diver Down performs an overhead punch. | |||
*Causes a groundbounce on hit. | |||
*Cannot be Flash Cancelled. | |||
---- | |||
'''H Version:''' | |||
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. | |||
*Anasui's main combo tool while in Stand On. | |||
}} | }} | ||
}} | }} | ||
Line 638: | Line 731: | ||
====== <font style="visibility:hidden" size="0">Stand 63214X</font> ====== | ====== <font style="visibility:hidden" size="0">Stand 63214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Anasui_Stand_63214X_(1).png | ||
|caption=How wonderful for Anasui | |caption= | ||
|image2=JJASBR_Anasui_Stand_63214X_(2).png | |||
|caption2=How wonderful for Anasui | |||
|name=How awful! | |name=How awful! | ||
|input=63214L/M/H | |input=s.63214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=8*10, 80 | |damage=160 (8*10, 80) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 657: | Line 752: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=8*13, 80 | |damage=184 (8*13, 80) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 669: | Line 764: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=8*16, 80 | |damage=208 (8*16, 80) | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down dives into the opponent and attacks them from the inside out | |description= | ||
* | 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 depending on the version used, inversely affecting range. | ||
*Causes hard knockdown. | |||
*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. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Stand | ====== <font style="visibility:hidden" size="0">Stand J214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Anasui_Stand_Jump_214X.png | ||
|caption= | |caption= | ||
|name=Go to hell! | |name=Go to hell! | ||
|input= | |input=s.j214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 693: | Line 803: | ||
|damage=50 | |damage=50 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 705: | Line 815: | ||
|damage=80 | |damage=80 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 717: | Line 827: | ||
|damage=110 | |damage=110 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Diver Down | |description= | ||
* | 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. | ||
*Anasui | *Causes a groundbounce on hit. | ||
*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:''' | |||
*Diver Down remains in place. | |||
*Pushes Anasui backwards the least. | |||
---- | |||
'''M version:''' | |||
*Diver Down descends diagonally, stoppind midway. | |||
*Pushes Anasui backwards more. | |||
---- | |||
'''H version:''' | |||
*Diver Down descends diagonally until reaching the floor. | |||
*Pushes Anasui backwards the most. | |||
}} | }} | ||
}} | }} | ||
</div> | </div> | ||
==System Mechanics== | ==System Mechanics== | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
Line 744: | Line 867: | ||
|damage=130 | |damage=130 | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Anasui grabs the opponent before hitting them with a backhanded attack | |description= | ||
*Leaves the opponent far away from Anasui | Anasui grabs the opponent before hitting them with a backhanded attack. | ||
*Can be followed up with s.236L from both Stand Off and On | *Leaves the opponent far away from Anasui. | ||
*Both Throws are identical aside from direction. | |||
*Can be followed up with [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#Stand 236X|s.236L]] from both Stand Off and Stand On. | |||
}} | }} | ||
}} | }} | ||
Line 760: | Line 885: | ||
|caption= | |caption= | ||
|name=Assist | |name=Assist | ||
|subtitle= | |subtitle=And... RELEASE!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}} | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Diver Down | ||
|guard= | |damage=50 | ||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Trap | |||
|header=no | |||
|damage=21 (1, 5*2, 10) | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 771: | Line 909: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact. | |||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stocks: 1 | *Reversal Assist Stocks: 1 | ||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#214X|214H]] | |||
*The initial punch causes crumple on hit. | |||
*Upon being triggered, the trap launches the opponent and causes a hard knockdown. | |||
}} | }} | ||
}} | }} | ||
Line 810: | Line 952: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=5*6, 20, 6*20, 36 | |damage=206 (5*6, 20, 6*20, 36) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=2+22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-30 | ||
|hitadv= | |hitadv=(+60) | ||
|description= Diver Down punches the ground several times and then releases the | |description= | ||
*Can be held down to delay the release but offers no real benefit for doing so. | Diver Down punches the ground several times and then releases the stored energy at the opponent. | ||
*Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles. | *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 [[JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui#623X|623H]] as an ender in longer juggles. | |||
}} | }} | ||
}} | }} | ||
Line 830: | Line 973: | ||
|caption2= | |caption2= | ||
|image3=JJASBR_Anasui_GHA_(3).png | |image3=JJASBR_Anasui_GHA_(3).png | ||
|caption3=Unlike Sheer Heart Attack, it has many weaknesses | |caption3=Unlike Sheer Heart Attack, it has many weaknesses. | ||
|name=Diving in | |name=Diving in | ||
|input=236L+M+H | |input=236L+M+H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=356 (60+18*4+24+7*20+60) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=2+26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-78 | ||
|hitadv= | |hitadv= | ||
|description= Diver Down tracks the opponent and enters their body to destroy them from the inside out. | |description= | ||
*Too slow to confirm off of grounded attacks but ends juggle combos well if | Diver Down tracks the opponent and enters their body to destroy them from the inside out. | ||
*Aside from initial invul when diving into the ground, both Anasui and Diver Down are completely vulnerable before the move actually connects. | *Diver Down will teleport to the opponent, giving it unlimited range. | ||
*Too slow to confirm off of grounded attacks, but ends juggle combos well if a kill is certain. | |||
*Aside from initial invul when diving into the ground, both Anasui and Diver Down are completely vulnerable before the move actually connects. This makes it a poor choice for punishing any projectiles. | |||
}} | }} | ||
}} | }} | ||
==Costumes== | |||
===Normal=== | |||
{{ColorGallery | filePrefix=JJASBR_Anasui_Color_ | imageFileTypes=png| imageWidths=250 | colors= | |||
{{ColorGallery/Color|1| text=Normal (Color 1) }} | |||
{{ColorGallery/Color|2| text=Normal (Color 2) }} | |||
{{ColorGallery/Color|3| text=Normal (Color 3) }} | |||
{{ColorGallery/Color|4| text=Normal (Color 4) }} | |||
}} | |||
===Stand=== | |||
{{ColorGallery | filePrefix=JJASBR_Anasui_Color_ | imageFileTypes=png| imageWidths=250 | colors= | |||
{{ColorGallery/Color|Stand 1| text={{Tooltip|color=purple|text=Diver Down (Color 1)|hovertext=Used for odd-numbered colors.}} }} | |||
{{ColorGallery/Color|Stand 2| text={{Tooltip|color=purple|text=Diver Down (Color 2)|hovertext=Used for even-numbered colors.}} }} | |||
}} | |||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" style="text-align:center;" | |||
!width="95"|Name | |||
!width="90"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|OnmyoKrow | |||
|[[File:JJASBR Anasui Color 1.png|200x200px|Normal (Color 1)]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|[https://twitter.com/OnmyoKrow @OnmyoKrow] | |||
|[https://www.youtube.com/watch?v=jhieLJrODYo&t=1568s Tournament Footage] | |||
|} | |||
==Navigation== | ==Navigation== |
Latest revision as of 21:40, 8 June 2024
Introduction
Narciso Anasui, a major ally in Stone Ocean, the sixth part of JoJo's Bizarre Adventure, is a grappler 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.
![]() |
|
Pros | Cons |
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|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
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
s.5L
|
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Stand 5M
s.5M
|
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Stand 5H
s.5H
|
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Stand 2L
s.2L
|
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Stand 2M
s.2M
|
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Stand 2H
s.2H
|
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Stand JL
s.jL
|
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Stand JM
s.jM
|
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Stand JH
s.jH
|
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Special Moves
Stand 236X
Dive! s.236L/M/H Start Start Light Light Medium Medium Heavy Heavy
|
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Stand 63214X
How awful! s.63214L/M/H How wonderful for Anasui How wonderful for Anasui
|
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Stand J214X
Go to hell!
s.j214L/M/H |
---|
System Mechanics
Throw
Throw
Didn't see it coming! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
And... RELEASE! ![]() ![]() ![]() |
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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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Costumes
Normal
Stand
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
OnmyoKrow | ![]() |
![]() United States |
@OnmyoKrow | Tournament Footage |