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 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 the player's 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.
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.


*'''And...RELEASE!''': Anasui has access to a trap that can be used in combos or setplay, with every version being able to be enhanced.
*'''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
Line 9: Line 10:
| 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 knockdowns while looping oki situations and building back meter spent. Anasui does not need to worry too much about assist choice either, allowing him to be self-reliant with everything he does.
* '''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 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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{{CharacterData-ASBR
{{CharacterData-ASBR
  | style = Stand
  | style = Stand
  | health = 950
  | 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]
Line 28: Line 30:
}}
}}
==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=5
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Anasui performs a jab.
Anasui jabs in front.
*Standard jab, good for stopping dash jumps.
*Standard jab, good for stopping dash jumps.
  }}
  }}
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  |damage=24
  |damage=24
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=-6
  |description=
  |description=
Anasui performs an advancing stomp.
Anasui stomps while advancing.
*Common combo filler.
*Moves Anasui forward, allowing it to be an unconventional whiff punish tool.
*Has a deceptively taller hit box than the animation suggests. Making it great for juggles.
*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=13
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=-2
  |description=
  |description=
Anasui summons Diver Down to perform a stabbing attack upwards.
Anasui summons Diver Down to perform a stabbing attack upwards.
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  |damage=13
  |damage=13
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Anasui performs a crouching chop.
Anasui performs a crouching chop.
*Standard jab.
*Standard crouching jab.
*Can chain into itself 3 times.
  }}
  }}
}}
}}
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  |damage=23
  |damage=23
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-4
  |hitadv=
  |hitadv=0
  |description=
  |description=
Anasui performs a crouching low punch.
Anasui performs a crouching low punch.
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  |damage=35
  |damage=35
  |guard=Low
  |guard=Low
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=
  |description=
  |description=
Anasui summons Diver Down, who performs a kick at the opponent's feet.
Anasui summons Diver Down, who kicks the opponent's feet.
*Provides hard knockdown.
*Causes hard knockdown.
*Good range for pokes.
*Good range for pokes.
  }}
  }}
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  |damage=38
  |damage=38
  |guard=Overhead
  |guard=Overhead
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-14
  |hitadv=
  |hitadv=-8
  |description=
  |description=
Anasui performs an advancing overhead kick.
Anasui takes a step forward while performing an overhead kick.
*Frame traps from 5H/2H to stop jump out attempts.
*Causes hard knockdown against opponents in a juggle state.
*Great for juggles as well.
**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=11
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
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  |hitadv=
  |hitadv=
  |description=
  |description=
Anasui performs a punch outwards.
Anasui punches outwards.
*Reaches straight out.
*Reaches straight out, making it good for air-to-airs.
*Good for air-to-airs.
  }}
  }}
}}
}}
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  |damage=26
  |damage=26
  |guard=Overhead
  |guard=Overhead
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
Line 225: Line 227:
  |hitadv=
  |hitadv=
  |description=
  |description=
Anasui performs a kick downwards.
Anasui kicks downwards.
*Good for jump-ins combo filler.
*Good for jump-ins and as combo filler.
*Can cross up.
*Can cross up.
  }}
  }}
Line 239: Line 241:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=10*2, 25
  |damage=45 (10*2, 25)
  |guard=Overhead
  |guard=Overhead
  |startup=15, 7, 9
  |startup=14(5)1(7)1
  |active=
  |active=
  |recovery=
  |recovery=
Line 248: Line 250:
  |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-filler.
*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=JJASBR_Anasui_623X.png
|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
Line 264: Line 269:
  |damage=70
  |damage=70
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-28
  |hitadv=
  |hitadv=
  |description=
  |description=
Line 274: Line 279:
  |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=
Line 286: Line 291:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=70 [20, 3*20, 80]
  |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, similar to 5H in appearance.
Anasui summons Diver Down, who performs a stabbing attack upwards.
*Does not have invul
*The version used determines the attack's behavior on hit.
*Cannot be Flash Cancelled
*Has upper-body invulnerability during startup.
*Launches on hit
*Cannot be Flash Cancelled.
----
'''L Version:'''
*Launches on hit.
----
----
'''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:'''
*Performs a cinematic that deals more damage when close enough
*Triggers an automatic, cinematic follow-up on point-blank hit.
*Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki
**Deals the same damage as the M version if this hit whiffs.
*Does not provide hard knockdown when the cinematic does not play
*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=JJASBR_Anasui_214X.png
|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, 1, 5*2, 10 [40, 5*6, 10]
  |damage=30 [40]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=22[52]
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-54[-10]
  |hitadv=
  |hitadv=
  |description=
  |description=
Line 330: Line 344:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=40, 1, 5*2, 10 [50, 5*6, 10]
  |damage=40 [50]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=22[52]
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-58[-12]
  |hitadv=
  |hitadv=
  |description=
  |description=
Line 342: Line 356:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=50, 1, 5*2, 10 [60, 5*6, 10]
  |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=
Line 350: Line 376:
  |hitadv=
  |hitadv=
  |description=
  |description=
Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact.
Anasui summons Diver Down to punch the ground, storing energy that attacks the opponent on contact.
*Causes crumple on hit, allowing for the trap to detonate and extend combos.
*The version used determines the initial attack's power.
*Can be charged by holding down the button. [] is for the charged version.
*Costs 0.5 HH Gauge.
**The charged version is an optional juggle ender for either okizemi or for taunt combo extensions.
*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.
  }}
  }}
}}
}}
Line 359: Line 392:
====== <font style="visibility:hidden" size="0">41236X</font> ======
====== <font style="visibility:hidden" size="0">41236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Anasui_41236X.png
|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
Line 366: Line 401:
  {{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=
Line 378: Line 413:
  |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=
Line 390: Line 425:
  |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=
Line 398: Line 433:
  |hitadv=
  |hitadv=
  |description=
  |description=
Anasui summons Diver Down, who travels forward and grabs the opponent, attacking their insides and launching them upwards.
Anasui summons Diver Down, who travels forward and grabs the opponent. If successful, it attacks their insides and launches them upwards.
*All versions can be followed up with a combo without any use of meter.
*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.
*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:'''
*All versions are active until they travel for a set duration that is determined by the strength of the button used.
*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 that cannot be cancelled.
*Unfortunately, the range is matched by its absurdly long recovery.
  }}
  }}
}}
}}
Line 423: Line 462:
|image=JJASBR_Anasui_Stand_5L.png
|image=JJASBR_Anasui_Stand_5L.png
|caption=
|caption=
|name=5L
|name=s.5L
|subtitle=
|subtitle=
|data=
|data=
Line 429: Line 468:
  |damage=8
  |damage=8
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Diver Down performs a stabbing attack outwards.
Diver Down moves its arm outwards.
*Wonderful range for a jab.
*Wonderful range for a jab.
*Can tick throw into 63214L 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 hit or block.
  }}
  }}
}}
}}
Line 445: Line 484:
|image=JJASBR_Anasui_Stand_5M.png
|image=JJASBR_Anasui_Stand_5M.png
|caption=
|caption=
|name=5M
|name=s.5M
|subtitle=
|subtitle=
|data=
|data=
Line 451: Line 490:
  |damage=25
  |damage=25
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Diver Down performs an advancing hook.
Diver Down performs an advancing hook.
Line 467: Line 506:
|image=JJASBR_Anasui_Stand_5H.png
|image=JJASBR_Anasui_Stand_5H.png
|caption=
|caption=
|name=5H
|name=s.5H
|subtitle=
|subtitle=
|data=
|data=
Line 473: Line 512:
  |damage=37
  |damage=37
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=-4
  |description=
  |description=
Diver Down performs a lunging punch forwards.
Diver Down performs a lunging punch.
*Great range for pokes.
*Great range for pokes.
  }}
  }}
Line 487: Line 526:
{{MoveData
{{MoveData
|image=JJASBR_Anasui_Stand_2L.png
|image=JJASBR_Anasui_Stand_2L.png
|caption=Better than some characters
|caption=
|name=2L
|name=s.2L
|subtitle=
|subtitle=
|data=
|data=
Line 494: Line 533:
  |damage=5
  |damage=5
  |guard=Low
  |guard=Low
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-2
  |hitadv=
  |hitadv=+2
  |description=
  |description=
Diver Down performs a crouching kick outwards.
Diver Down punches the opponent's feet.
*Anasui's best poke.
*Good range for pokes and counter-pokes.
*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.
*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.
  }}
  }}
}}
}}
Line 510: Line 549:
|image=JJASBR_Anasui_Stand_2M.png
|image=JJASBR_Anasui_Stand_2M.png
|caption=
|caption=
|name=2M
|name=s.2M
|subtitle=
|subtitle=
|data=
|data=
Line 516: Line 555:
  |damage=23
  |damage=23
  |guard=Low
  |guard=Low
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-6
  |hitadv=
  |hitadv=-2
  |description=
  |description=
Diver Down performs a punch at the opponent's feet.
Diver Down attacks with a crouching kick.
*Good range for pokes and counter-pokes.
*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.
  }}
  }}
}}
}}
Line 531: Line 571:
|image=JJASBR_Anasui_Stand_2H.png
|image=JJASBR_Anasui_Stand_2H.png
|caption=
|caption=
|name=2H
|name=s.2H
|subtitle=
|subtitle=
|data=
|data=
Line 537: Line 577:
  |damage=36
  |damage=36
  |guard=Low
  |guard=Low
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=
  |description=
  |description=
Diver Down performs a sweeping punch.
Diver Down performs a sweeping punch.
*Provides hard knockdown.
*Causes hard knockdown.
*Good range for pokes.
*Good range for pokes.
  }}
  }}
Line 553: Line 593:
|image=JJASBR_Anasui_Stand_Jump_L.png
|image=JJASBR_Anasui_Stand_Jump_L.png
|caption=
|caption=
|name=j.L
|name=s.jL
|subtitle=
|subtitle=
|data=
|data=
Line 559: Line 599:
  |damage=18
  |damage=18
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
Line 565: Line 605:
  |hitadv=
  |hitadv=
  |description=
  |description=
Diver Down performs a punch downwards.
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!]]".
  }}
  }}
}}
}}
Line 574: Line 615:
|image=JJASBR_Anasui_Stand_Jump_M.png
|image=JJASBR_Anasui_Stand_Jump_M.png
|caption=
|caption=
|name=j.M
|name=s.jM
|subtitle=
|subtitle=
|data=
|data=
Line 580: Line 621:
  |damage=28
  |damage=28
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
Line 586: Line 627:
  |hitadv=
  |hitadv=
  |description=
  |description=
Diver Down performs an uppercut.
Diver Down performs a hook.
*Launches on hit.
*Launches on hit.
*Good for combo extensions, jump-ins, and air-to-airs.
*Anasui's fastest air-to-air.
*Good for combo extensions and jump-ins.
  }}
  }}
}}
}}
Line 596: Line 638:
|image=JJASBR_Anasui_Stand_Jump_H.png
|image=JJASBR_Anasui_Stand_Jump_H.png
|caption=
|caption=
|name=j.H
|name=s.jH
|subtitle=
|subtitle=
|data=
|data=
Line 602: Line 644:
  |damage=38
  |damage=38
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
Line 608: Line 650:
  |hitadv=
  |hitadv=
  |description=
  |description=
Diver Down performs a kick downwards.
Diver Down kicks downwards.
*Good for jump-ins.
*Good for jump-ins.
  }}
  }}
Line 617: 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=
Diver Down dives into the ground and performs a punch at the opponent's feet as it returns to the surface.
*All versions are Stand-Rush compatible.
*Cannot be Flash Cancelled.
*This can hit OTG
*Provides hard knockdown
  }}
  }}
  {{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=Diver Down dives into the ground and performs an overhead punch as it returns to the surface.
  |description=
*Cannot be Flash Cancelled.
*Causes a groundbounce on hit.
*Provides hard knockdown.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=10, 30, 5*6, 20
  |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 and performs a barrage of punches as it returns to the surface.
  |description=
*Can be Flash Fancelled.
Diver Down dives into the ground, attacking as it returns to the surface.
*Launches on hit.
*The version used determines Diver Down's attack upon resurfacing.
*Provides hard knockdown.
*Stand Rush-compatible.
*Anasui's main Stand On combo tool.
----
'''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 672: Line 731:
====== <font style="visibility:hidden" size="0">Stand 63214X</font> ======
====== <font style="visibility:hidden" size="0">Stand 63214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Anasui_Stand_63214X.png
|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 691: 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 703: 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=
Line 711: Line 772:
  |hitadv=
  |hitadv=
  |description=
  |description=
Diver Down 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.
*Provides hard knockdown.
*Startup and damage change depending on the version used, inversely affecting range.
*Does not lead into a combo.
*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 j214X</font> ======
====== <font style="visibility:hidden" size="0">Stand J214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Anasui_Stand_j214X.png
|image=JJASBR_Anasui_Stand_Jump_214X.png
|caption=
|caption=
|name=Go to hell!
|name=Go to hell!
|input=j.214L/M/H
|input=s.j214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 728: Line 803:
  |damage=50
  |damage=50
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
Line 740: Line 815:
  |damage=80
  |damage=80
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
Line 752: Line 827:
  |damage=110
  |damage=110
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=Diver Down performs an overhead punch as Anasui floats back.
  |description=
*Causes a groundbounces on hit.
Diver Down attacks with an overhead punch as Anasui floats back.
*Provides hard knockdown.
*The version used determines how far Diver Down descends, as well as how far Anasui floats back.
*Anasui does have many moves to follow this up with, causing him to either end the combo here or call an assist to extend.
*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.
  }}
  }}
}}
}}
Line 778: Line 867:
  |damage=130
  |damage=130
  |guard=Throw
  |guard=Throw
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
Line 786: Line 875:
Anasui grabs the opponent before hitting them with a backhanded attack.
Anasui grabs the opponent before hitting them with a backhanded attack.
*Leaves the opponent far away from Anasui.
*Leaves the opponent far away from Anasui.
*Can be followed up with s.236L from both Stand Off and Stand On.
*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 795: Line 885:
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=And... RELEASE!
|subtitle=And... RELEASE!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=50, 1, 5*2, 10
|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=
Line 806: 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|214L]]
*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 846: 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=
  |description=
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.
  }}
  }}
}}
}}
Line 872: Line 978:
|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=
  |description=
Diver Down tracks the opponent and enters their body to destroy them from the inside out.
Diver Down tracks the opponent and enters their body to destroy them from the inside out.
*Too slow to confirm off of grounded attacks but ends juggle combos well if a kill is certain.
*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.
*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.
Playstyle
JJASBR Anasui Small Icon.png Narciso Anasui is a mid-range Stand character who utilizes his range for strike/throw pressure.
Pros Cons
  • 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 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 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 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.
  • 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.
  • Easily Burstable: Anasui's most powerful routes involve charging "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.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_ANA

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Anasui 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 4 - - -2 +2

Anasui jabs in front.

  • Standard jab, good for stopping dash jumps.
5M
5M
JJASBR Anasui 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 6 - - -10 -6

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.
5H
5H
JJASBR Anasui 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 10 - - -8 -2

Anasui summons Diver Down to perform a stabbing attack upwards.

  • Good height for anti-airs.
2L
2L
JJASBR Anasui 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Anasui performs a crouching chop.

  • Standard crouching jab.
2M
2M
JJASBR Anasui 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 6 - - -4 0

Anasui performs a crouching low punch.

  • Stubby normal.
  • Good for pressure and mix-ups.
2H
2H
JJASBR Anasui 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -8 -

Anasui summons Diver Down, who kicks the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes.
6M
6M
Shut yer trap!
JJASBR Anasui 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 22 - - -14 -8

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.
JL
j.L
JJASBR Anasui Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

Anasui punches outwards.

  • Reaches straight out, making it good for air-to-airs.
JM
j.M
JJASBR Anasui Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Anasui kicks downwards.

  • Good for jump-ins and as combo filler.
  • Can cross up.
JH
j.H
JJASBR Anasui Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 (10*2, 25) Overhead 14(5)1(7)1 - - - -

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.

Special Moves

623X
You're in range!
623L/M/H
JJASBR Anasui 623X (1).png
Attack
Attack
JJASBR Anasui 623X (2).png
H version close hit
H version close hit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid 8 - - -28 -
Medium 105 (35, 70) Mid 8(1)1 - - -30 -
Heavy 130 (20, 3*20, 50) Mid 6(8)1 - - -28 -

Anasui summons Diver Down, who performs a stabbing attack upwards.

  • The version used determines the attack's behavior on hit.
  • 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.
214X
And... RELEASE!
214L/M/H
JJASBR Anasui 214X (1).png
Start/Hold
Start/Hold
JJASBR Anasui 214X (2).png
Attack
Attack
JJASBR Anasui 214X (3).png
Trap
Trap
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 [40] Mid 22[52] - - -54[-10] -
Medium 40 [50] Mid 22[52] - - -58[-12] -
Heavy 50 [60] Mid 22[52] - - -66[-14] -
Trap 21 (1, 5*2, 10) [40 (5*6, 10)] Mid - - - - -

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.
  • 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.
41236X
Meat and Bone Suspension
41236L/M/H
JJASBR Anasui 41236X (1).png
JJASBR Anasui 41236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (1*10, 50) Throw 22 - - - -
Medium 60 (1*10, 50) Throw 28 - - - -
Heavy 60 (1*10, 50) Throw 36 - - - -

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.
  • 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.

Stand On

Normal Moves

Stand 5L
s.5L
JJASBR Anasui Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid 6 - - -2 +2

Diver Down moves its arm outwards.

  • Wonderful range for a jab.
  • Can tick throw into any version of "How awful!" at max range on either hit or block.
Stand 5M
s.5M
JJASBR Anasui Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 8 - - -2 +2

Diver Down performs an advancing hook.

  • Good range for pokes.
  • Commonly used as combo filler.
Stand 5H
s.5H
JJASBR Anasui Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 12 - - -10 -4

Diver Down performs a lunging punch.

  • Great range for pokes.
Stand 2L
s.2L
JJASBR Anasui Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5 Low 6 - - -2 +2

Diver Down punches the opponent's feet.

  • Good range for pokes and counter-pokes.
  • Can tick throw into any version of "How awful!" at max range on either block or hit.
Stand 2M
s.2M
JJASBR Anasui Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 8 - - -6 -2

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.
Stand 2H
s.2H
JJASBR Anasui Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 12 - - -8 -

Diver Down performs a sweeping punch.

  • Causes hard knockdown.
  • Good range for pokes.
Stand JL
s.jL
JJASBR Anasui Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

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 "Go to hell!".
Stand JM
s.jM
JJASBR Anasui Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 6 - - - -

Diver Down performs a hook.

  • Launches on hit.
  • Anasui's fastest air-to-air.
  • Good for combo extensions and jump-ins.
Stand JH
s.jH
JJASBR Anasui Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

Diver Down kicks downwards.

  • Good for jump-ins.

Special Moves

Stand 236X
Dive!
s.236L/M/H
JJASBR Anasui Stand 236X.png
Start
Start
JJASBR Anasui Stand 236L.png
Light
Light
JJASBR Anasui Stand 236M.png
Medium
Medium
JJASBR Anasui Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (10, 55) Mid, Low 10(14)1 - - -16 -
Medium 65 (10, 55) Mid, Overhead 10(19)1 - - -12 -
Heavy 100 (10, 20, 5*10, 20) Mid 20(11)1 - - -30 -

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.

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.
Stand 63214X
How awful!
s.63214L/M/H
JJASBR Anasui Stand 63214X (1).png
JJASBR Anasui Stand 63214X (2).png
How wonderful for Anasui
How wonderful for Anasui
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 160 (8*10, 80) Throw 14 - - - -
Medium 184 (8*13, 80) Throw 14 - - - -
Heavy 208 (8*16, 80) Throw 14 - - - -

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.
Stand J214X
Go to hell!
s.j214L/M/H
JJASBR Anasui Stand Jump 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Overhead 16 - - - -
Medium 80 Overhead 20 - - - -
Heavy 110 Overhead 24 - - - -

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.
  • 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.

System Mechanics

Throw
Throw
Didn't see it coming!
5/4 + Any Two Attack Buttons
JJASBR Anasui Throw (1).png
JJASBR Anasui Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 6 - - - -

Anasui grabs the opponent before hitting them with a backhanded attack.

  • Leaves the opponent far away from Anasui.
  • Both Throws are identical aside from direction.
  • Can be followed up with s.236L from both Stand Off and Stand On.
Assist
Assist
And... RELEASE!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Anasui Assist.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Diver Down 50 Mid - - - - -
Trap 21 (1, 5*2, 10) Mid - - - - -

Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214H
  • The initial punch causes crumple on hit.
  • Upon being triggered, the trap launches the opponent and causes a hard knockdown.
5S
Stand On/Off
5S
JJASBR Anasui Stand On.png
Stand On
Stand On
JJASBR Anasui Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Diver Down, altering Anasui's moveset and abilities.

Heart Heat Attack

Give me your blessing!
236 + Any Two Attack Buttons
JJASBR Anasui HHA (1).png
JJASBR Anasui HHA (2).png
JJASBR Anasui HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
206 (5*6, 20, 6*20, 36) Mid 2+22 - - -30 (+60)

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.
  • Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles.

Great Heat Attack

Diving in
236L+M+H
JJASBR Anasui GHA (1).png
JJASBR Anasui GHA (2).png
JJASBR Anasui GHA (3).png
Unlike Sheer Heart Attack, it has many weaknesses.
Unlike Sheer Heart Attack, it has many weaknesses.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
356 (60+18*4+24+7*20+60) Mid 2+26 - - -78 -

Diver Down tracks the opponent and enters their body to destroy them from the inside out.

  • 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

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Stand

Diver Down (Color 1)
Diver Down (Color 2)

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 Normal (Color 1) Flag us.png
United States
@OnmyoKrow Tournament Footage

Navigation

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Phantom Blood
Jonathan
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