JoJo's Bizarre Adventure: All-Star Battle R/Mariah: Difference between revisions
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One of the Nine Egyptian Gods featured in ''Stardust Crusaders'', the third part of ''JoJo's Bizarre Adventure'', Mariah is a bit tricky to use, but has great potential when mastered. Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing. | One of the Nine Egyptian Gods featured in ''Stardust Crusaders'', the third part of ''JoJo's Bizarre Adventure'', Mariah is a bit tricky to use, but has great potential when mastered. Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing. | ||
On offense, Mariah can be pretty overwhelming; with "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#214X|Heh heh heh... Enjoy]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#236X|Sorry, but you’ll have to die now]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#421X|You can't follow me anymore.]]", she can freely choose between ending her pressure safely or taking risks to crumple the opponent, summon objects or feint to steal turns and keep her pressure going. | On offense, Mariah can be pretty overwhelming; with "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#214X|Heh heh heh... Enjoy]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#236X|Sorry, but you’ll have to die now]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#421X|You can't follow me anymore.]]", she can freely choose between ending her pressure safely or taking risks to crumple the opponent, summon objects or feint to steal turns and keep her pressure going. "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#623X|The electricity will char you to a crisp]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Mariah#421X|You can't follow me anymore.]]" set up for particularly strong high/low, left/right mixups; even on block, these special moves can lock the opponent down for a considerable time, allowing Mariah to set up another chance to mix up her opponents. | ||
On defense, Mariah struggles due to her lack of meterless reversal options and her metered options having very few invulnerability frames. Mariah also has the fourth lowest health tier of the cast, making her risk/reward nature much riskier. Due to this, making use of universal defensive mechanics is a must for Mariah. | On defense, Mariah struggles due to her lack of meterless reversal options and her metered options having very few invulnerability frames. Mariah also has the fourth lowest health tier of the cast, making her risk/reward nature much riskier. Due to this, making use of universal defensive mechanics is a must for Mariah. | ||
*'''Magnetization Gauge''': Mariah is governed by a two-bar gauge that affects all of her special moves, increasing damage, guard damage, and changing the properties of specific specials. | *'''Magnetization Gauge''': Mariah is governed by a two-bar gauge that affects all of her special moves, increasing damage, guard damage, and changing the properties of specific specials. | ||
*'''Setplay''': Due to Mariah’s low damage output, she heavily relies on loopable setplay off knockdowns, with her | *'''Setplay''': Due to Mariah’s low damage output, she heavily relies on loopable setplay off knockdowns, with her special moves setting up for particularly strong mixups. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=10*2 | |damage=20 (10*2) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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'''H version:''' | '''H version:''' | ||
*Slow moving projectile with incredible tracking. | *Slow moving projectile with incredible tracking. | ||
*Best version of TK knives sets up a strike throw mix if blocked at | *Best version of TK knives sets up a strike/throw mix if blocked at close range. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Knife: 10*2<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | |damage=Knife: 20 (10*2)<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | ||
|version=Light | |version=Light | ||
|guard=Mid | |guard=Mid | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=Knife: 10*2<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | |damage=Knife: 20 (10*2)<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=Knife: 10*2<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | |damage=Knife: 20 (10*2)<br>Wire (LVL1): 36 (6*6)<br>Wire (LVL2): 48 (6*8)<br>Wire (LVLMAX): 66 (6*11) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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**LV1 version summons a cluster of cans, hitting multiple times. | **LV1 version summons a cluster of cans, hitting multiple times. | ||
**LV2 version summons a bike; while normally hitting once, it can randomly cause a second hit. | **LV2 version summons a bike; while normally hitting once, it can randomly cause a second hit. | ||
**LVMAX | **LVMAX version summons a cluster of objects, including both the cans and the bike, launching on hit. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=10, 1 | |damage=11 (10, 1) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=LVL1: 136 [(6,4)*9, 6, 40]<br>LVL2: 170 [(7, 5)*8, 7, 13, 50]<br>LVLMAX: 204 [(9, 6)*8, 9, 15, 60] | |damage=LVL1: 136 [(6, 4)*9, 6, 40]<br>LVL2: 170 [(7, 5)*8, 7, 13, 50]<br>LVLMAX: 204 [(9, 6)*8, 9, 15, 60] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= |
Revision as of 21:35, 25 November 2022
Introduction
One of the Nine Egyptian Gods featured in Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Mariah is a bit tricky to use, but has great potential when mastered. Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing.
On offense, Mariah can be pretty overwhelming; with "Heh heh heh... Enjoy", "Sorry, but you’ll have to die now" and "You can't follow me anymore.", she can freely choose between ending her pressure safely or taking risks to crumple the opponent, summon objects or feint to steal turns and keep her pressure going. "The electricity will char you to a crisp" and "You can't follow me anymore." set up for particularly strong high/low, left/right mixups; even on block, these special moves can lock the opponent down for a considerable time, allowing Mariah to set up another chance to mix up her opponents.
On defense, Mariah struggles due to her lack of meterless reversal options and her metered options having very few invulnerability frames. Mariah also has the fourth lowest health tier of the cast, making her risk/reward nature much riskier. Due to this, making use of universal defensive mechanics is a must for Mariah.
- Magnetization Gauge: Mariah is governed by a two-bar gauge that affects all of her special moves, increasing damage, guard damage, and changing the properties of specific specials.
- Setplay: Due to Mariah’s low damage output, she heavily relies on loopable setplay off knockdowns, with her special moves setting up for particularly strong mixups.
The magnetic force will just keep on increasing...
Despite being a Stand User, Mariah does not change movesets by pressing the Style button. Instead, she uses this button to interact with her Stand, Bastet.
If Mariah's "If you're not allowed to touch something, it makes you want to touch it more..." connects on either hit or block, Mariah's Magnetization Gauge is partially filled. Once this happens, the opponent will become Magnetized, creating an aura below Mariah. If the opponent is within in the range of this aura, the Magnetization Gauge will refill passively on its own. The gauge begins at "LV1" and progresses to "LV2" then "LVMAX".
Higher Magnetization levels enhance Mariah's special moves, increasing their range, damage, and guard damage; certain special moves also receive extra properties such as improved tracking. The bar will slowly deplete if the opponent is outside of the aura (unless the bar is at "LVMAX", where it will linger for a few seconds before beginning to deplete) and will be set to LV1 immediately if the opponent's GHA hits her. Staying at "LVMAX" is an integral part of Mariah's gameplan, as it allows her to convert into more damage, mix-ups, and long blockstrings that shred the opponent's Guard Gauge.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 900 | Rumble | #ASBR_MRH #ASBR_MAR |
Move List
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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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Sorry, but you'll have to die now. 236L/M/H (Air OK) Ground Ground Air Air
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623X
The electricity will char you to a crisp! 623L/M/H Let the mix begin Let the mix begin
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214X
Heh heh heh... Enjoy...
214L/M/H |
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421X
You can't follow me anymore. 421L/M/H "This is the stance" "This is the stance" LVL1 LVL1 LVL2 LVL2 LVLMAX LVLMAX
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System Mechanics
Throw
Throw
You were one fine specifmen. 5/4 + Any Two Attack Buttons |
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Assist
Assist
The electricity will char you to a crisp! |
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5S
If you're not allowed to touch something, it makes you want to touch it more...
5S |
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Heart Heat Attack
What are you drooling over?
236 + Any Two Attack Buttons |
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Great Heat Attack
You little turds! 236L+M+H No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape... No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape...
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