User:Ajaxx: Difference between revisions
No edit summary |
No edit summary |
||
Line 268: | Line 268: | ||
*Largest jump-in in his kit, ability to cross up. | *Largest jump-in in his kit, ability to cross up. | ||
*Instant jump heavy will hit unsuspecting opponents, allowing for combos. | *Instant jump heavy will hit unsuspecting opponents, allowing for combos. | ||
*Once in Mode 3, the hit effect changes to allow juggles. | |||
}} | }} | ||
}} | }} | ||
Line 314: | Line 315: | ||
|description= | |description= | ||
Wamuu performs an upwards reverse kick. | Wamuu performs an upwards reverse kick. | ||
*Large vertical range, able to catch super jumps | |||
*Affected by Modes. | *Affected by Modes. | ||
**All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | **All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | ||
**All versions gain extra hits during Modes 1, 2, and 3 | |||
*All versions launch opponents on their final hit. | *All versions launch opponents on their final hit. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Activating "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" will remove the ability to Flash Cancel this version. | *Activating "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" will remove the ability to Flash Cancel this version. | ||
*Best version for anti air's due to speed and range. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
Line 372: | Line 376: | ||
|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 | *Strength determines the distance traveled. Light and medium can be used as a substitute for a standard dash, allowing wamuu a very low-tech 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. | *Recovery can be canceled into throw and normals, but not command normals or specials. | ||
Line 422: | Line 426: | ||
|description= | |description= | ||
Wamuu follows up his front flip with a kick. | Wamuu follows up his front flip with a kick. | ||
*Causes knockback on hit and | *Causes knockback on hit | ||
*Strength determines the range and recovery frames. | |||
*Can be flash canceled for blockstrings or safety. | |||
*Affected by Modes. | *Affected by Modes. | ||
**Gains increased knockback distance and | *At max range, only the first of the 3 kicks will connect, leaving wamuu stuck in recovery | ||
**Guard Damage increases while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | **Wall bounce gained in Mode makes it an optimal way to land HHA | ||
**Causes HKD in all modes. | |||
**Gains increased knockback distance and wall bounce effect during all modes. | |||
**Guard Damage only increases while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | |||
}} | }} | ||
}} | }} | ||
Line 479: | Line 488: | ||
*Moves forward the least. | *Moves forward the least. | ||
**Can crossup with specific setups | **Can crossup with specific setups | ||
**In Mode 1 | **In Mode 1 has a large, delayed hitbox that can catch counter hit attempts or opponents asleep at the wheel. | ||
**Safe due to pushback in some matchups. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Moves forward more than the L version. | *Moves forward more than the L version. | ||
**Can crossup | **Can crossup | ||
**In Mode 2 Has a large amount of pushback and can be used to make Wamuu safe | **In Mode 2 Has a large amount of pushback and can be used to make Wamuu safe completely. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Moves forward the most. | *Moves forward the most. | ||
*Also moves upwards at a slight angle, great for avoiding strikes and projectiles. | *Also moves upwards at a slight angle, great for avoiding low strikes and projectiles. | ||
*Can often be low-profiled due to the height Wamuu travels at. Use for reads only | |||
}} | }} | ||
}} | }} | ||
Line 511: | Line 522: | ||
*Affected by Modes. | *Affected by Modes. | ||
*Can only be used when the opponent is downed, but can be timed to attack while they stand up. | *Can only be used when the opponent is downed, but can be timed to attack while they stand up. | ||
*Builds a good chunk of bar, key to Wamuu's meter building routes normally and in Mode 3 | |||
}} | }} | ||
}} | }} | ||
Line 558: | Line 570: | ||
*All versions cause crumple on hit. | *All versions cause crumple on hit. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Can create ambiguous mixups when used during a jump directly over an opponent | |||
*TK-able with practice, creating a low jump overhead important to his mix. | |||
**All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | **All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | ||
**All versions gain an extra hit while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | **All versions gain an extra hit while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | ||
Line 590: | Line 604: | ||
Wamuu leans forward and spins the wires on his headgear into a vortex to hit the opponent. | Wamuu leans forward and spins the wires on his headgear into a vortex to hit the opponent. | ||
*Final hit launches opponents. | *Final hit launches opponents. | ||
*Can be extended by pressing S repeatedly. [] is for the extended version. | |||
*Pulls the opponent in from anywhere on the screen in front of Wamuu; pulling force increases with each Mode. | |||
*Destroys projectiles | |||
*Can be flash canceled for combo potential | |||
*Has hitboxes on the left and right of the move, catching opponents who only SG once. | |||
*Affected by Modes. | *Affected by Modes. | ||
* | **Modes increase damage, guard gauge damage, chip damage, pull strength/distance, and duration. | ||
* | * IMPORTANT: While the initial hit pull puts the opponent in hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input parries, supers, or GHA's to punish Wamuu. Be prepared to FC or suffer damage on a wrong read. | ||
}} | }} | ||
}} | }} | ||
Line 621: | Line 640: | ||
*Leaves the opponent right next to Wamuu. | *Leaves the opponent right next to Wamuu. | ||
*Aside from unique animations and direction, both Throws are identical. | *Aside from unique animations and direction, both Throws are identical. | ||
*Perfect distance to cancel into both 22H and his oki gameplay | |||
*Both slightly rotate the axis. Small factor but can be helpful to reposition Wamuu *along* the wall, where his combo game can shine. | |||
}} | }} | ||
}} | }} | ||
Line 680: | Line 701: | ||
|description= | |description= | ||
Turns Wind Mode on/off. | Turns Wind Mode on/off. | ||
*As of 1.3, has incredibly quick startup, allowing for use mid combo or blockstring similar to a quick stand on. | |||
*Large recovery to turn off. Best done after 2H or Throw due to the knockdown time | |||
*Can go into "Vapor Barrier" from Wind Mode, but not "I shall see with the wind" | |||
}} | }} | ||
}} | }} | ||
Line 703: | Line 727: | ||
Activates Vapor Barrier. | Activates Vapor Barrier. | ||
*Costs 1 HH Gauge. | *Costs 1 HH Gauge. | ||
*Has a decent amount of recovery frames, making it impossible to use as a call out against zoning | |||
*Makes Wamuu invisible and immune to every projectile except for HHA and GHA-based ones. | *Makes Wamuu invisible and immune to every projectile except for HHA and GHA-based ones. | ||
**Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]". | **Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]". | ||
* | *Grants Wamuu one free use of his HHA. | ||
*Will not be canceled by flash cancels, but can be by GHA. | |||
}} | }} | ||
}} | }} | ||
Line 729: | Line 755: | ||
Wamuu blinds himself and extends his horn. | Wamuu blinds himself and extends his horn. | ||
*Requires 2 HH Gauges. | *Requires 2 HH Gauges. | ||
*Able to act immediately out of the animation, making it useful for combos. | |||
*Activation is permanent and lasts between rounds. | *Activation is permanent and lasts between rounds. | ||
*Causes Wamuu's normals to deal chip damage. | *Causes Wamuu's normals to deal chip damage. | ||
**Also increases the launching power of his normals for combo purposes, specifically his 5L, 5M, and 5H. | |||
*Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | *Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | ||
*Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | *Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | ||
Line 780: | Line 808: | ||
Wamuu slides forward horn-first to attack the opponent. | Wamuu slides forward horn-first to attack the opponent. | ||
*Final hit causes crumple. | *Final hit causes crumple. | ||
*All versions do little scaling in terms of guard gauge damage. This makes them very threatening tools to cancel into on block | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Covers the least distance. | *Covers the least distance with the shortest startup. | ||
*Does about 40% of the guard gauge on its own | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Covers average distance. | *Covers average distance with average startup. | ||
*Does about 50-55% of the guard gauge on its own | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Covers the most distance. | *Covers the most distance with the longest startup. | ||
*Does 60-65% of the guard gauge on its own. | |||
}} | }} | ||
}} | }} | ||
Line 812: | Line 844: | ||
Rapidly spinning his arms, Wamuu generates a huge, devastating sandstorm vortex, covering a massive range in front of him. | Rapidly spinning his arms, Wamuu generates a huge, devastating sandstorm vortex, covering a massive range in front of him. | ||
*Curves upwards after a certain point. | *Curves upwards after a certain point. | ||
*Final explosive hit must land for HKD to trigger | |||
*Has damage changes based on which range it is used at. | |||
*Ends "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" upon use. | *Ends "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" upon use. | ||
}} | }} |
Revision as of 09:31, 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.
![]() |
|
Pros | Cons |
|
|
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
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6H
6H
With the strength of a pillar! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
623X
Never stand in my shadow!
623L/M/H |
---|
214X
He bent backwards!
214L/M/H |
---|
214X-X
He bent backwards! (Follow-Up)
214L/M/H~L/M/H |
---|
421X
I, Wamuu, will now consider you to be worthy prey!
421L/M/H |
---|
22H
Victim of your own delusion
22H |
---|
J421X
I, Wamuu, will now consider you to be worthy prey! (Air)
j.421L/M/H |
---|
236S
Raging Tornado Aftermath!
236S |
---|
System Mechanics
Throw
Throw Go for the throat and lungs! 5/4 + Any Two Attack Buttons Forward Forward Back Back
|
---|
Assist
Assist
He bent backwards! |
---|
5S
Wind Mode 5S Animation Animation Mode On Mode On
|
---|
22S
Vapor Barrier 22S Animation Animation Mode On Mode On
|
---|
63214XX
I shall see with the wind. 63214 + Any Two Attack Buttons Animation Animation Mode On Mode On
|
---|
236X
Whooosh!
236L/M/H during "I shall see with the wind." |
---|
Heart Heat Attack
Ultimate Technique! Divine Sandstorm!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Ultimate Technique! Atmospheric Rift
236L+M+H |
---|