JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi: Difference between revisions
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The Electricity Gauge drains passively over time (draining faster while Akira is in Stand On), but is also consumed by using Akira's special moves (the amount of Electricity consumed depending on the attack). Draining it completely must be avoided: if it is empty, Akira will be unable to use his Throw, special moves (with [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#236T|one exception]]), or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Additionally, running out of Electricity while Red Hot Chili Pepper is on-screen forces a drained animation, leaving him vulnerable. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling about 1/4 of the gauge. | The Electricity Gauge drains passively over time (draining faster while Akira is in Stand On), but is also consumed by using Akira's special moves (the amount of Electricity consumed depending on the attack). Draining it completely must be avoided: if it is empty, Akira will be unable to use his Throw, special moves (with [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#236T|one exception]]), or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Additionally, running out of Electricity while Red Hot Chili Pepper is on-screen forces a drained animation, leaving him vulnerable. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling about 1/4 of the gauge. | ||
Akira can manually refill the Electricity Gauge by using [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#22S|either version of]] "[[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Stand 22S|Charge]]", his [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Heart Heart Attack|HHA]] or his [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Great Heart Attack|GHA]]; he will also gain Electricity Gauge when getting hit by electricity-based attacks. Notably, the Electricity Gauge can be overfilled to obtain '''MAX Electricity''', increasing the damage and speed of his electricity-based attacks as well as altering their properties, with Red Hot Chili Pepper visually becoming brighter as more sparks and electric crackles come off of it. If Akira obtains MAX Electricity and summons Red Hot Chili Pepper (or if he obtains it with Red Hot Chili Pepper already summoned), he will remain in that state until the gauge runs out or he unsummons his Stand. | Akira can manually refill the Electricity Gauge by using [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#22S|either version of]] "[[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Stand 22S|Charge]]", his [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Heart Heart Attack|HHA]] or his [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Great Heart Attack|GHA]]; he will also gain Electricity Gauge when getting hit by electricity-based attacks (as well as taking 10% less damage from them, save some exceptions). Notably, the Electricity Gauge can be overfilled to obtain '''MAX Electricity''', increasing the damage and speed of his electricity-based attacks as well as altering their properties, with Red Hot Chili Pepper visually becoming brighter as more sparks and electric crackles come off of it. If Akira obtains MAX Electricity and summons Red Hot Chili Pepper (or if he obtains it with Red Hot Chili Pepper already summoned), he will remain in that state until the gauge runs out or he unsummons his Stand. | ||
===Stats=== | ===Stats=== | ||
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|hitadv=-4 | |hitadv=-4 | ||
|description= | |description= | ||
Akira performs a mid kick. | Akira performs a mid-level kick. | ||
*Good range for counter-pokes. | *Good range for counter-pokes. | ||
*Good range for pokes due to moving Akira forward, also making it his farthest reaching Stand Off normal. | *Good range for pokes due to moving Akira forward, also making it his farthest reaching Stand Off normal. | ||
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Akira performs a stationary crouching kick. | Akira performs a stationary crouching kick. | ||
*Good range for a light poke. | *Good range for a light poke. | ||
}} | }} | ||
}} | }} | ||
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Akira summons Red Hot Chili Pepper, who performs a punch after emerging from the ground. | Akira summons Red Hot Chili Pepper, who performs a punch after emerging from the ground. | ||
*Decent range for counter-pokes. | *Decent range for counter-pokes. | ||
*Reaches | *Reaches nearly as far as 5M, making it a really strong low poke. | ||
* | *Always combos into 2H. | ||
}} | }} | ||
}} | }} | ||
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Akira summons Red Hot Chili Pepper, who performs a sweeping punch after emerging from the ground. | Akira summons Red Hot Chili Pepper, who performs a sweeping punch after emerging from the ground. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
*Barely reaches | *Barely reaches farther than 2M. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Akira performs an attack with the tip of his knee. | Akira performs an attack with the tip of his knee. | ||
*Stubby normal, | *Stubby normal, primarily used for cross-ups. | ||
}} | }} | ||
}} | }} | ||
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Akira summons Red Hot Chili Pepper, who performs two punches downward. | Akira summons Red Hot Chili Pepper, who performs two punches downward. | ||
*Good for jump-ins. | *Good for jump-ins. | ||
* | *Good delay tech bait due to how high it can be hit and converted from. | ||
}} | }} | ||
}} | }} | ||
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*Launches on hit, allowing a 5M follow-up from almost every range. | *Launches on hit, allowing a 5M follow-up from almost every range. | ||
*Good for jump-ins and combo filler. | *Good for jump-ins and combo filler. | ||
}} | }} | ||
}} | }} | ||
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*Refills the Electricity Gauge. | *Refills the Electricity Gauge. | ||
*Holding S extends the time Akira charges. | *Holding S extends the time Akira charges. | ||
*Can be canceled | *Can be canceled from normals on hit or block, allowing its use in blockstrings. | ||
* | *When compared to the Stand On version, Akira's Stand appears behind him, making it comparatively safer. | ||
}} | }} | ||
}} | }} | ||
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*The only special move in Akira's arsenal not to involve Red Hot Chili Pepper; unaffected by the Electricity Gauge as a result. | *The only special move in Akira's arsenal not to involve Red Hot Chili Pepper; unaffected by the Electricity Gauge as a result. | ||
*Refills up to 1 HH Gauge if successfully completed. | *Refills up to 1 HH Gauge if successfully completed. | ||
*Can be canceled | *Can be canceled from normal attacks. | ||
**If done from a normal that ends the round, Akira will finish the solo (and the building of the meter) before the next round begins. | **If done from a normal that ends the round, Akira will finish the solo (and the building of the meter) before the next round begins. | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_5L.png | |image=JJASBR_Akira_Stand_5L.png | ||
|caption= | |caption= | ||
|name=5L | |name=s.5L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper jabs in front. | Red Hot Chili Pepper jabs in front. | ||
* | *A low jab, making it ineffective at stopping dash jumps, but if used as an anti-air, 5LM 2H 236L-6X is possible. | ||
* | *Always has enough range to tick throw into 63214H on block. | ||
}} | }} | ||
}} | }} | ||
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|image2=JJASBR_Akira_Stand_5M_(2).png | |image2=JJASBR_Akira_Stand_5M_(2).png | ||
|caption2= | |caption2= | ||
|name=5M | |name=s.5M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper performs two uppercuts. | Red Hot Chili Pepper performs two uppercuts. | ||
*Moves forward slightly on use | *Moves forward slightly on use. | ||
* | *Is 0 on block and always frame traps into 5L or tick throws into 63214L/throw, making it a powerful pressure reset tool and enabling his powerful strike throw mix. | ||
}} | }} | ||
}} | }} | ||
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|image2=JJASBR_Akira_Stand_5H_(2).png | |image2=JJASBR_Akira_Stand_5H_(2).png | ||
|caption2= | |caption2= | ||
|name=5H | |name=s.5H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper punches downwards, following up with an uppercut. | Red Hot Chili Pepper punches downwards, following up with an uppercut. | ||
* | *Plus enough on hit to link into 66 5M for high damage meterless options. | ||
*Plus on block. | *Plus 6 on block, but with lots of pushback. | ||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_2L.png | |image=JJASBR_Akira_Stand_2L.png | ||
|caption= | |caption= | ||
|name=2L | |name=s.2L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper attacks with a crouching jab. | Red Hot Chili Pepper attacks with a crouching jab. | ||
* | *Less range and more pushback than 5L. | ||
*An average 2L to compliment his amazing staggers pressure and tick throws. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_2M.png | |image=JJASBR_Akira_Stand_2M.png | ||
|caption= | |caption= | ||
|name=2M | |name=s.2M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper performs an uppercut. | Red Hot Chili Pepper performs an uppercut. | ||
* | *Slightly more range than 5L, and way more pushback, making it less than ideal for pressure. | ||
*Primarily combo filler, providing a small launch in a juggle. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_2H.png | |image=JJASBR_Akira_Stand_2H.png | ||
|caption= | |caption= | ||
|name=2H | |name=s.2H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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Red Hot Chili Pepper attacks with a sweeping punch. | Red Hot Chili Pepper attacks with a sweeping punch. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
*A good ranged sweep. | |||
*Allows for a combo into 236L on air hit. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_Jump_L.png | |image=JJASBR_Akira_Stand_Jump_L.png | ||
|caption= | |caption= | ||
|name= | |name=s.jL | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper swipes its arm outwards. | Red Hot Chili Pepper swipes its arm outwards. | ||
* | *Akira's worst air button. | ||
*Sees limited use as a jump-in to tick into his throws. | *Sees limited use as a jump-in to tick into his throws. | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_Jump_M.png | |image=JJASBR_Akira_Stand_Jump_M.png | ||
|caption= | |caption= | ||
|name= | |name=s.jM | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper punches upwards. | Red Hot Chili Pepper punches upwards. | ||
*Launches on hit | *Launches on hit. | ||
*A serviceable air-to-air. | |||
*Can be used as an instant overhead on waking opponents into a full combo. | |||
}} | }} | ||
}} | }} | ||
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|image=JJASBR_Akira_Stand_Jump_H.png | |image=JJASBR_Akira_Stand_Jump_H.png | ||
|caption= | |caption= | ||
|name= | |name=s.jH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
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|description= | |description= | ||
Red Hot Chili Pepper punches downwards. | Red Hot Chili Pepper punches downwards. | ||
*Does not juggle in combos | *Deceptively active and a good hitbox for jump-ins. | ||
*Does not juggle in combos. | |||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=More power than a jet engine. | |name=More power than a jet engine. | ||
|input=236L/M/H | |input=s.236L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|caption= | |caption= | ||
|name=This just makes me stronger! | |name=This just makes me stronger! | ||
|input=236L/M/H > 6L/M/H | |input=s.236L/M/H > 6L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|caption= | |caption= | ||
|name=Gonna knock your ass out! | |name=Gonna knock your ass out! | ||
|input=236L/M/H > 2L/M/H | |input=s.236L/M/H > 2L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|caption2= | |caption2= | ||
|name=Kiss this! | |name=Kiss this! | ||
|input=421L/M/H | |input=s.421L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|caption2=Death on whiff | |caption2=Death on whiff | ||
|name=I'll drag you in! | |name=I'll drag you in! | ||
|input=63214L/M/H | |input=s.63214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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*All versions can be canceled into HHA, but this may whiff on some characters. | *All versions can be canceled into HHA, but this may whiff on some characters. | ||
*Builds decent meter, allowing Akira to maintain his expensive playstyle. | *Builds decent meter, allowing Akira to maintain his expensive playstyle. | ||
*When the opponent's back is to the wall, | *When the opponent's back is to the wall, can be used as a meterless combo starter. | ||
*A sidewall meterless combo is possible with correct sidewall placement. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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|caption= | |caption= | ||
|name=Charge | |name=Charge | ||
|input=22S | |input=s.22S | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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*Refills the Electricity Gauge. | *Refills the Electricity Gauge. | ||
*Holding S extends the time Akira charges. | *Holding S extends the time Akira charges. | ||
*Can be canceled | *Can be canceled from normals on hit or block, allowing its use in blockstrings. | ||
*In contrast with the Stand Off version, Akira's Stand appears in front of him, meaning he's less safe comparatively. | |||
}} | }} | ||
}} | }} | ||
</div> | </div> | ||
==System Mechanics== | ==System Mechanics== | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
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|recovery= | |recovery= | ||
|blockadv=-32 | |blockadv=-32 | ||
|hitadv=HKD | |hitadv=HKD (+84) | ||
|description= | |description= | ||
Akira taunts the opponent as Red Hot Chili Pepper delivers an uppercut with its little finger out. If it connects, Red Hot Chili Pepper converts the opponent into electricity and drags them into the ground as Akira begins a brief guitar solo. | Akira taunts the opponent as Red Hot Chili Pepper delivers an uppercut with its little finger out. If it connects, Red Hot Chili Pepper converts the opponent into electricity and drags them into the ground as Akira begins a brief guitar solo. | ||
Line 1,083: | Line 1,086: | ||
==Notable Players== | ==Notable Players== | ||
:{{Template:PlayerListDisclaimer}} | :{{Template:PlayerListDisclaimer}} | ||
{| class="wikitable" | {| class="wikitable" style="text-align:center;" | ||
!width="95"|Name | !width="95"|Name | ||
!width=" | !width="90"|Usual Color | ||
!width="125"|Region | !width="125"|Region | ||
!Contact | !Contact | ||
Line 1,091: | Line 1,094: | ||
|- | |- | ||
|ダイヤモンド<br>(Daiamond) | |ダイヤモンド<br>(Daiamond) | ||
|[[File:JJASBR Akira Color Special A 2.png|200x200px|Special A (Color 2)]] | |||
|[[File:Flag_jp.png]]<br>Japan | |[[File:Flag_jp.png]]<br>Japan | ||
|[https://twitter.com/Daiamond_1005 @Daiamond_1005] | |[https://twitter.com/Daiamond_1005 @Daiamond_1005] | ||
|[https://www.youtube.com/@user-qx4jo2pq6v YouTube Channel] | |[https://www.youtube.com/@user-qx4jo2pq6v/streams YouTube Channel] | ||
|} | |} | ||
Latest revision as of 20:31, 3 July 2024
Introduction
Akira Otoishi is a minor villain in the fourth part of JoJo's Bizarre Adventure, Diamond is Unbreakable. Made a Stand User by Keicho Nijimura, he kills him and steals the Bow and Arrow to create Stand Users for the purpose of killing or driving out the main group so that he may commit crimes and rock out to his adoring fans in peace. He wields the electricity-manipulating Stand, Red Hot Chili Pepper.
- Electricity Gauge: Akira is governed by a special gauge, which he needs to charge in order to use his special moves, as well as enhance their performance.
Akira Otoishi is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense. | |
Pros | Cons |
|
|
Electricity Gauge
Located on top of the Heart Heat Gauge, the Electricity Gauge is a special resource exclusive to Akira. It directly affects his abilities depending on how much of it is filled, its power constantly draining and being consumed whenever he uses certain abilities or has Red Hot Chili Pepper active.
The Electricity Gauge drains passively over time (draining faster while Akira is in Stand On), but is also consumed by using Akira's special moves (the amount of Electricity consumed depending on the attack). Draining it completely must be avoided: if it is empty, Akira will be unable to use his Throw, special moves (with one exception), or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Additionally, running out of Electricity while Red Hot Chili Pepper is on-screen forces a drained animation, leaving him vulnerable. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling about 1/4 of the gauge.
Akira can manually refill the Electricity Gauge by using either version of "Charge", his HHA or his GHA; he will also gain Electricity Gauge when getting hit by electricity-based attacks (as well as taking 10% less damage from them, save some exceptions). Notably, the Electricity Gauge can be overfilled to obtain MAX Electricity, increasing the damage and speed of his electricity-based attacks as well as altering their properties, with Red Hot Chili Pepper visually becoming brighter as more sparks and electric crackles come off of it. If Akira obtains MAX Electricity and summons Red Hot Chili Pepper (or if he obtains it with Red Hot Chili Pepper already summoned), he will remain in that state until the gauge runs out or he unsummons his Stand.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 950 | Rumble | #ASBR_AKI #ASBR_OTO |
Move List
Stand Off
- Data in [] is for MAX Electricity.
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Spitfire
236L/M/H |
---|
236X-6H
Spitfire (Follow-up)
236L/M/H > 6H |
---|
214X
Whack-A-Mole Champion
214L/M/H |
---|
22S
Charge
22S |
---|
236T
Right Hand Rockout
236T |
---|
Stand On
- Data in [] is for MAX Electricity.
Normal Moves
Stand 5L
s.5L
|
---|
Stand 5M
s.5M
|
---|
Stand 5H
s.5H
|
---|
Stand 2L
s.2L
|
---|
Stand 2M
s.2M
|
---|
Stand 2H
s.2H
|
---|
Stand JL
s.jL
|
---|
Stand JM
s.jM
|
---|
Stand JH
s.jH
|
---|
Special Moves
Stand 236X
More power than a jet engine.
s.236L/M/H |
---|
Stand 236X-6X
This just makes me stronger!
s.236L/M/H > 6L/M/H |
---|
Stand 236X-2X
Gonna knock your ass out!
s.236L/M/H > 2L/M/H |
---|
Stand 421X
Kiss this!
s.421L/M/H |
---|
Stand 63214X
I'll drag you in!
s.63214L/M/H |
---|
Stand 22S
Charge
s.22S |
---|
System Mechanics
Throw
Throw
Time to get electric, baby! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Right Hand Rockout |
---|
5S
Stand On/Off
5S |
---|
Heart Heat Attack
I'll beat you with my pinky!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
You wanna get nuts?! Let's get nuts!
236L+M+H |
---|
Costumes
Normal
Special
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 |
---|---|---|---|---|
ダイヤモンド (Daiamond) |
Japan |
@Daiamond_1005 | YouTube Channel |