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{{ASBR Character Intro|char=Wamuu|short=wam|content= | {{ASBR Character Intro|char=Wamuu|short=wam|content= | ||
==Introduction== | ==Introduction== | ||
Wamuu, honored strategist and villain in | Wamuu, honored strategist and villain in ''Battle Tendency'', the second part of ''JoJo's Bizarre Adventure'', is a footsies-focused mix-up and guard-crushing monster. Thanks to his tall stature and long reach, he can access great normals such as [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5M|5M]], [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5H|5H]], [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#2H|2H]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#JH|j.H]]. He possesses a variety of mixup tools: "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#421X|I, Wamuu, will now consider]] [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#J421X|you to be worthy prey!]]" gives him an overhead and decent left-right mix, while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X|He bent backwards!]]" can let him cancel his pressure to bait [[JoJo's Bizarre Adventure: All-Star Battle R/System#Stylish Evade_/_Stylish Guard|Stylish Guard]] or catch the opponent's mashing. Another strength is Wamuu's ability to consistently anti-air, with variations of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#623X|Never stand in my shadow!]]" and great standing normals. This all works well with his qualities as a Stone Mask character, allowing him to gain health back as he puts the opponents in ruthless blockstrings. | ||
Wamuu is also the most complex | Like his fellow Pillar Men, Wamuu has access to Modes in order to enhance his abilites; uniquely, however, he is also the most complex user, possessing 3 different Modes that all affect his normals, special moves, combos, and pressure. Each one also increases the Guard Damage and chip damage of his various special moves, including "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236S|Raging Tornado Aftermath!]]", which can both pull in opponents and destroy projectiles. With mastery of each Mode and the benefits they provide, Wamuu can be thoroughly equipped for any situation or match-up. | ||
That being said, the most honorable of the | That being said, the most honorable of the Pillar Men does have his drawbacks, the top being his inconsistent blockstrings and combos at some ranges. Not only that, Wamuu also lacks normal movement options: as one of two characters who lack the ability to run (the other being [[JoJo's Bizarre Adventure: All-Star Battle R/Johnny Joestar|Johnny]] while Dismounted), he cannot dash-jump or dash-cancel buttons like other characters. Wamuu can also be resource-intensive, as entering either "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" prevent meter gain, which he desperately needs to [[JoJo's Bizarre Adventure: All-Star Battle R/System#Uses of the Heart Heat Gauge|Flash Cancel]] for combos, invest in [[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#Heart Heat Attack|HHA]] for damage, or make himself safe after a wrong read. Those who enjoy playing a strong, offensive/defensive mid-range game with the ability to augment their gameplan on the fly, would certainly enjoy the master of the winds. | ||
*''' | *'''Stone Mask''': As a Stone Mask character, Wamuu incurs White Damage whenever he is hit, takes extra damage when hit by Hamon-infused attacks, and can only be used in certain stages without completing certain in-game conditions. | ||
*'''Modes''': Wamuu has three different installs, all of which change the properties on his normals and special moves. | *'''Modes''': Wamuu has three different installs, all of which change the properties on his normals and special moves. | ||
*'''Step Dash''': In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes | *'''Step Dash''': In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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| pros = | | pros = | ||
* '''Large Buttons:''' Wamuu possesses a variety of large buttons that can serve as either mid-range harassment tools or excellent anti-air options. | * '''Large Buttons:''' Wamuu possesses a variety of large buttons that can serve as either mid-range harassment tools or excellent anti-air options. | ||
* '''Strong Block Pressure:''' Between | * '''Strong Block Pressure:''' Between "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#214X|He bent backwards!]]", the ability to cancel into "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" during blockstrings, and various other offensive special moves, Wamuu can create blockstrings that either deal very high Guard Damage or straight up cause a Guard Break. | ||
* '''Modes:''' Between his 3 | * '''Modes:''' Between his 3 Modes, Wamuu can change his gameplan and movement options, becoming scarier on both hit and block. Each one also upgrades his damage, progressively making blockstrings and combos more damaging. | ||
* '''Anti-Zoning:''' Wamuu also possesses many tools to get around zoning. This allows him to play defensively without having to worry about projectiles that normally control the mid range. | * '''Anti-Zoning:''' Wamuu also possesses many tools to get around zoning. This allows him to play defensively without having to worry about projectiles that normally control the mid-range. | ||
|cons = | |cons = | ||
* ''' | * '''Inconsistent Normals:''' His normals can occasionally push the opponent too far for follow-ups to hit, allowing them an easy escape and punish. This turns one of Wamuu's biggest strengths into his biggest weakness. | ||
* '''Low | * '''Expensive:''' Between his various Modes, their meter gain prevention, and reliance on HHA and Flash Cancels for damage, Wamuu often needs to spend time outside of Mode to build enough bar to make his offense worthwhile. | ||
* ''' | * '''Low Meterless Damage:''' Wamuu can struggle to get very high damage without using meter or Assists and suffers because of it. | ||
* '''Lack of Flash Cancel:''' Wamuu loses the ability to Flash Cancel "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#623X|Never stand in my shadow!]]" once "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. This makes his high-damage routes dependent on Assist availability. | |||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
===Modes=== | ===Modes=== | ||
Wamuu has access to several installs in order to enhance his | Wamuu has access to several installs in order to enhance both his specials and normals. | ||
*'''Wind Mode''' (Mode 1) is activated by pressing the Style button, and costs no meter. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster. | *'''Wind Mode''' (Mode 1) is activated by pressing the Style button, and costs no meter. With the quick start up of this mode, it can be used to extend combos. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster. | ||
*'''Vapor Barrier''' (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode. | *'''Vapor Barrier''' (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode. | ||
*'''I shall see with the wind.''' (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "[[#236X|Whooosh!]]", and can deal chip damage with his normals. Unlike the previous modes, Wamuu's jump is not altered in any way. | *'''I shall see with the wind.''' (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "[[#236X|Whooosh!]]", and can deal chip damage with his normals. Unlike the previous modes, Wamuu's jump is not altered in any way, but it does increase damage on his jump attacks. | ||
The following moves are affected by all Modes: | The following moves are affected by all Modes: | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=15 | |damage=15 Mode 1: 16 Mode 2/3:17 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu jabs the opponent with his fingers. | Wamuu jabs the opponent with his fingers. A tremendous defensive option against dash jumps and an excellent poke. | ||
* | *Cancelling into 421M gives Wamuu access to a grounded crossup | ||
* | *Sets him up close for his throw | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=22 | |damage=22 Mode 1: 23 Mode 2/3: 24 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu attacks with a wind-laced | Wamuu attacks with a wind-laced step kick, a central core of his offensive game plan. It has incredible reach, going as far as some stand characters' normals and even specials. It can also serve as an active anti-air option. | ||
* | *At point blank range, can be canceled into 421M for a crossup. | ||
* | *At max range, can push the opponent out of 5H/2H range. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=38 | |damage=38 Mode 1:39 Mode2/3:40 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
With his fingers extended, Wamuu swings his arm upwards. | With his fingers extended, Wamuu swings his arm upwards. A high hitting anti air option and combo filler. | ||
* | *Highest non special anti air option. Can be cancelled on hit into 623M FC for a combo | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=14 | |damage=14 Mode 1:15 Mode 2/3: 16 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Wamuu attacks with a low kick. | Wamuu attacks with a low kick. | ||
* | *Like 5L, can be cancelled at close range into 421M for a crossup | ||
* | *Can be chained together 3 times in a blockstring before pushing the opponent out of range. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=20 (10*2) | |damage=20 (10*2) Mode 1: 22 (11*2) Mode2/3: 24 (12*2) | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Wamuu creates a horn out of wind and swings it upwards. | Wamuu creates a horn out of wind and swings it upwards. | ||
* | *Double hitting, long range low. | ||
* | *Great combo filler, and can be cancelled into 214LL at max range for a combo | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=36 (18*2) | |damage=36 (18*2) Mode 1:38 Mode 2/3:40 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu extends his arm while covering it with wind. | Wamuu extends his arm while covering it with wind. First hit can be cancelled to continue combos | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=24 | |damage=24 Mode 3: 36 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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Wamuu takes a step forward and attacks with a clothesline. | Wamuu takes a step forward and attacks with a clothesline. | ||
*Causes crumple on it. | *Causes crumple on it. | ||
*Possesses Super Armor. | *Possesses Super Armor. Armor startup and duration increase in Mode 3, lasting until the last recovery frame. This allows you to block counter attack attempts. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=18 | |damage=18 Mode 1: 20 Mode 2: 22 Mode 3: 26 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Wamuu puts his knees in front. | Wamuu puts his knees in front. | ||
* | *Can tick into his throw | ||
* | *Can use J. 421X to mixup landing time | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=24 | |damage=24 Mode 1: 26 Mode 2: 28 Mode 3: 30 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Wamuu creates a horn out of wind and extends it downwards. | Wamuu creates a horn out of the wind and extends it downwards. | ||
* | *Great angle to catch opponents after jumping over projectiles | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=40 | |damage=40 Mode 1: 40 Mode 2: 41 Mode 3: 48 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Wamuu attacks with a gigantic axe kick. | Wamuu attacks with a gigantic axe kick. | ||
* | *Largest jump-in in his kit, ability to cross up. | ||
* | *Instant jump heavy will hit unsuspecting opponents, allowing for combos. | ||
}} | }} | ||
}} | }} | ||
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---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Has invincibility. | *Has invincibility, but longest startup. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
}} | }} | ||
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|description= | |description= | ||
Wamuu performs a front flip. | Wamuu performs a front flip. | ||
*Strength determines the distance traveled. Light can be used as a substitute for a run, allowing wamuu a very low-tier version of other characters' dash cancel pressure. | |||
*Has invincibility in its later portion. | *Has invincibility in its later portion. | ||
*Recovery can be canceled into throw and normals, but not command normals or specials. | |||
*Affected by Modes. | *Affected by Modes. | ||
**Wamuu becomes partially invisible during the flip's later portion while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | **Wamuu becomes partially invisible during the flip's later portion while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | ||
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'''L version:''' | '''L version:''' | ||
*Moves forward the least. | *Moves forward the least. | ||
**Can crossup with specific setups | |||
**In Mode 1, has a large, delayed hitbox on block that can catch counter hit attempts or opponents asleep at the wheel. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Moves forward more than the L version. | *Moves forward more than the L version. | ||
**Can crossup | |||
**In Mode 2 Has a large amount of pushback and can be used to make Wamuu safe | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Moves forward the most. | *Moves forward the most. | ||
*Also moves upwards at a slight angle. | *Also moves upwards at a slight angle, great for avoiding strikes and projectiles. | ||
}} | }} | ||
}} | }} |
Revision as of 08:47, 10 January 2023
Introduction
Wamuu, honored strategist and villain in Battle Tendency, the second part of JoJo's Bizarre Adventure, is a footsies-focused mix-up and guard-crushing monster. Thanks to his tall stature and long reach, he can access great normals such as 5M, 5H, 2H, and j.H. He possesses a variety of mixup tools: "I, Wamuu, will now consider you to be worthy prey!" gives him an overhead and decent left-right mix, while "He bent backwards!" can let him cancel his pressure to bait Stylish Guard or catch the opponent's mashing. Another strength is Wamuu's ability to consistently anti-air, with variations of "Never stand in my shadow!" and great standing normals. This all works well with his qualities as a Stone Mask character, allowing him to gain health back as he puts the opponents in ruthless blockstrings.
Like his fellow Pillar Men, Wamuu has access to Modes in order to enhance his abilites; uniquely, however, he is also the most complex user, possessing 3 different Modes that all affect his normals, special moves, combos, and pressure. Each one also increases the Guard Damage and chip damage of his various special moves, including "Raging Tornado Aftermath!", which can both pull in opponents and destroy projectiles. With mastery of each Mode and the benefits they provide, Wamuu can be thoroughly equipped for any situation or match-up.
That being said, the most honorable of the Pillar Men does have his drawbacks, the top being his inconsistent blockstrings and combos at some ranges. Not only that, Wamuu also lacks normal movement options: as one of two characters who lack the ability to run (the other being Johnny while Dismounted), he cannot dash-jump or dash-cancel buttons like other characters. Wamuu can also be resource-intensive, as entering either "Wind Mode" or "Vapor Barrier" prevent meter gain, which he desperately needs to Flash Cancel for combos, invest in HHA for damage, or make himself safe after a wrong read. Those who enjoy playing a strong, offensive/defensive mid-range game with the ability to augment their gameplan on the fly, would certainly enjoy the master of the winds.
- Stone Mask: As a Stone Mask character, Wamuu incurs White Damage whenever he is hit, takes extra damage when hit by Hamon-infused attacks, and can only be used in certain stages without completing certain in-game conditions.
- Modes: Wamuu has three different installs, all of which change the properties on his normals and special moves.
- Step Dash: In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes.
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Pros | Cons |
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Modes
Wamuu has access to several installs in order to enhance both his specials and normals.
- Wind Mode (Mode 1) is activated by pressing the Style button, and costs no meter. With the quick start up of this mode, it can be used to extend combos. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster.
- Vapor Barrier (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode.
- I shall see with the wind. (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "Whooosh!", and can deal chip damage with his normals. Unlike the previous modes, Wamuu's jump is not altered in any way, but it does increase damage on his jump attacks.
The following moves are affected by all Modes:
- Never stand in my shadow!
- He bent backwards!
- I, Wamuu, will now consider you to be worthy prey!
- Victim of your own delusion
- Raging Tornado Aftermath!
The tradeoff for using Mode is that while in "Wind Mode" and "Vapor Barrier", Wamuu is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA or GHA, or is forcefully knocked out of the install by taking a hard knockdown. Additionally, activating "I shall see with the wind." locks Wamuu out of his other two installs for the rest of the match, each of which have their own advantages.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Mode | 950 | Rumble | #ASBR_WAM #ASBR_WMU |
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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6H
6H
With the strength of a pillar! |
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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
Never stand in my shadow!
623L/M/H |
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214X
He bent backwards!
214L/M/H |
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214X-X
He bent backwards! (Follow-Up)
214L/M/H~L/M/H |
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421X
I, Wamuu, will now consider you to be worthy prey!
421L/M/H |
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22H
Victim of your own delusion
22H |
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J421X
I, Wamuu, will now consider you to be worthy prey! (Air)
j.421L/M/H |
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236S
Raging Tornado Aftermath!
236S |
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System Mechanics
Throw
Throw Go for the throat and lungs! 5/4 + Any Two Attack Buttons Forward Forward Back Back
|
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Assist
Assist
He bent backwards! |
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5S
Wind Mode 5S Animation Animation Mode On Mode On
|
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22S
Vapor Barrier 22S Animation Animation Mode On Mode On
|
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63214XX
I shall see with the wind. 63214 + Any Two Attack Buttons Animation Animation Mode On Mode On
|
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236X
Whooosh!
236L/M/H during "I shall see with the wind." |
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Heart Heat Attack
Ultimate Technique! Divine Sandstorm!
236 + Any Two Attack Buttons |
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Great Heat Attack
Ultimate Technique! Atmospheric Rift
236L+M+H |
---|