User:Ajaxx: Difference between revisions
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Wamuu jabs the opponent with his fingers. A tremendous defensive option against dash jumps and an excellent poke. | 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 | *Cancelling into 421M gives Wamuu access to a grounded cross up | ||
*Sets him up close for his throw | *Sets him up close for his throw | ||
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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. | 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 | *At point blank range, can be canceled into 421M for a cross up. | ||
*At max range, can push the opponent out of 5H/2H range. | *At max range, can push the opponent out of 5H/2H range. | ||
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Wamuu attacks with a low kick. | Wamuu attacks with a low kick. | ||
*Like 5L, can be | *Like 5L, can be canceled at close range into 421M for a cross up | ||
*Can be chained together 3 times in a | *Can be chained together 3 times in a block string before pushing the opponent out of range. | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:20 (10*2)<br>Mode 1: 22 (11*2)<br>Mode2/3: 24 (12*2) | |damage=Normal: 20 (10*2)<br>Mode 1: 22 (11*2)<br>Mode2/3: 24 (12*2) | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:36 (18*2)<br>Mode 1:<br>Mode 2/3:40 | |damage=Normal: 36 (18*2)<br>Mode 1: 38 (19*2)<br>Mode 2/3:40 (20*2) | ||
|guard=Low | |guard=Low | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:24<br>Mode 3: 36 | |damage=Normal: 24<br>Mode 3: 36 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:18<br>Mode 1: 20<br>Mode 2: 22<br>Mode 3: 26 | |damage=Normal: 18<br>Mode 1: 20<br>Mode 2: 22<br>Mode 3: 26 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:24<br>Mode 1: 26<br>Mode 2: 28<br>Mode 3: 30 | |damage=Normal: 24<br>Mode 1: 26<br>Mode 2: 28<br>Mode 3: 30 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal:40<br>Mode 1: 40<br>Mode 2: 41<br>Mode 3: 48 | |damage=Normal: 40<br>Mode 1: 40<br>Mode 2: 41<br>Mode 3: 48 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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'''L version:''' | '''L version:''' | ||
*Moves forward the least. | *Moves forward the least. | ||
**Can | **Can cross up with specific setups | ||
**In Mode 1 has a large, delayed hitbox that can catch counter hit attempts or opponents asleep at the wheel. | **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. | **Safe due to pushback in some matchups. | ||
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'''M version:''' | '''M version:''' | ||
*Moves forward more than the L version. | *Moves forward more than the L version. | ||
**Can | **Can cross up | ||
**In Mode 2 Has a large amount of pushback and can be used to make Wamuu safe completely. | **In Mode 2 Has a large amount of pushback and can be used to make Wamuu safe completely. | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Modes increase damage, guard gauge damage, chip damage, pull strength/distance, and duration. | **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. | *'''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. | ||
}} | }} | ||
}} | }} |
Revision as of 09:58, 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) |
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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 |
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