JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi: Difference between revisions

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| intro = [[file:JJASBR_Akira_Small_Icon.png|50px]] '''Akira Otoishi''' is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense.
| intro = [[file:JJASBR_Akira_Small_Icon.png|50px]] '''Akira Otoishi''' is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense.
| pros =
| pros =
* '''MAX Electricity:''' When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, whether that's damage, frame data, mechanics, or hit amount. MAX turns Akira from a below-average character into a dynamo of damage and mix. It also increases damage to his HHA and GHA, making meter dump combos that much more rewarding.
* '''MAX Electricity:''' When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, such as damage, frame data, mechanics, or hit amount. MAX Electricity turns Akira from a below-average character into a dynamo of damage and mix-ups. His [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Heart Heat Attack|HHA]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#Great Heat Attack|GHA]] are also enhanced, making meter dump combos much more rewarding.
* '''Frame Data:''' Akira's buttons are both quick and great on block, making his stagger pressure even more successful.
* '''Frame Data:''' Akira's buttons are both quick and great on block, making his stagger pressure even more powerful.
* '''Launching Jump-ins:''' User mode J.H and Stand mode J.M both launch, allowing Akira to score full damaging combos off air-to-air situations or setups.
* '''Launching Jump-ins:''' Stand Off j.H and Stand On j.M both launch airborne opponents, allowing Akira to score full damaging combos off air-to-air situations or setups.
* '''Quick Charge:''' Akira combos and block strings often generate meter very well, even more so while in MAX. These give him access to FC and higher combo damage, with or without MAX.
* '''Quick Charge:''' Akira's combos and blockstrings often generate meter very well (even more so while in MAX Electricity), granting him generous access to Flash Cancels and higher combo damage.
* '''I'll drag you in!:''' Between his collection of safe jumps, high damage grabs, and reward off of strike-throw mixups, Akira finds great success in abusing his grabs. They also all provide hard knockdowns, allowing Akira to charge.
* '''Close and Personal:''' Between his collection of safejumps, assortment of high damage grabs, and reward off of strike/throw mixups, Akira finds great success in abusing his Throw game. They also all provide hard knockdowns, allowing Akira to charge safely.
* '''HHA:''' Akira's HHA may be one of the better in the game. It has a long range, is invincible is generally safe on block at max range, does solid damage by itself, and automatically refills electricity to full. It is also fast enough to catch whiffs in neutral, gaining bonus damage from counter-hit.
* '''Only Needs his Pinky:''' Akira's HHA may be one of the better in the game. It has both long range and invincibility, is generally safe on block at max range, does solid damage by itself, and automatically refills the Electricity Gauge to full. It is also fast enough to catch whiffs in neutral, gaining bonus damage from landing as a Counter Hit.
  |cons =
  |cons =
* '''Dead Battery:''' Should Akira run out of electricity, he is put in an extremely disadvantageous position until he's able to find an opportunity to fill the gauge back up. This can be disastrous during combos, as he and Red Hot Chili Pepper will play through a drained animation that both drops the combo and allows for a counterattack from the opponent. When out of juice, Akira may only do User mode normals and HHA, losing even his throw until the meter is back to partial charge. This can also force him to end combos early with HHA just to maintain Electricity at the cost of damage.
* '''Dead Battery:''' Should the Electricity Gauge run out, Akira loses access to a large portion of his toolset, immediately putting him in an extremely disadvantageous position until he's able to find an opportunity to fill it back up. This can be disastrous during combos, as he and Red Hot Chili Pepper will play through a drained animation that both drops the combo and allows for a counterattack from the opponent.
* '''Resource Management:''' As the Electricity gauge is constantly draining (more so in Stand On), and all special moves drain a specific amount of Electricity, players must have an intimate knowledge of resource management. MAX will also affect his combo game, specifically the usability of User 5H on grounded opponents.
* '''Resource Management:''' As the Electricity Gauge is constantly draining (more so in Stand On), and all special moves drain a specific amount of Electricity, players must have an intimate knowledge of resource management. MAX Electricity will also affect his combo game, specifically the usability of Stand Off 5H on grounded opponents.
* '''Resource Hungry:''' Finding time to charge during block strings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge you at the end of blockstrings so you can get a brief moment to charge. This will also require Akira to occasionally sacrifice Oki for charge.
* '''No Sockets Found:''' Finding time to charge during blockstrings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge Akira at the end of blockstrings so as to get a brief moment to charge. This will also require Akira to occasionally sacrifice oki for charge.
* '''Lack of Wakeup/Reversals:''' Outside of HHA, Akira has ZERO safe wakeup options or reversals and can struggle with strong pressure.
* '''Lack of Wakeup/Reversals:''' Outside of HHA, Akira has ZERO safe wakeup options or reversals, meaning he can struggle when dealing with strong pressure.
| tablewidth = 80
| tablewidth = 80
}}
}}


===Electricity Gauge===
===Electricity Gauge===
Exclusive to Akira is a special gauge that 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.
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, but is also consumed by using Akira's special moves (the amount of electricity consumed depending on the attack). He must avoid draining it completely as if it is empty, he will be unable to use his Throw, special moves, or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Additionally running out of Electrciity 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 a certain amount.  
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, 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]]. Notably, Akira can overfill the gauge 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 summons Red Hot Chili Pepper with MAX Electricity, he will remain in that state until the gauge runs out or he unsummons his Stand. Electricity passively drains less while in User.
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]]. Notably, Akira can overfill the gauge 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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Akira summons Red Hot Chili Pepper, who performs an uppercut.
Akira summons Red Hot Chili Pepper, who performs an uppercut.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Moves Akira forward.
*Launches on hit when used at MAX Electricity.
*Good range for pokes.
**The launch itself is minimal and thus has very few combo opportunities. However, it can be used to create a strong vortex using Akira's various safejumps.
*Akira's farthest reaching Stand Off normal.
*Good range for pokes due to moving Akira forward, also making it his farthest reaching Stand Off normal.
*While the second hit causes a launch with MAX Electricity, the launch itself is minimal and thus has very few combo opportunities. However, it can be used to create a strong vortex using his various safe jumps.
  }}
  }}
}}
}}
Line 131: Line 130:
Akira performs a stationary crouching kick.
Akira performs a stationary crouching kick.
*Good range for a light poke.
*Good range for a light poke.
*Can chain into itself 3 times.
*Important to his strike/throw game with its decent reach and short recovery.
*Important to his strike throw game with its decent reach and short recovery.
*Has a fairly low profile.
*Can has a fairly low profile.
  }}
  }}
}}
}}
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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.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Provides hard knockdown.
*Causes hard knockdown.
*Barely reaches farther than 2M.
*Barely reaches farther than 2M.
  }}
  }}
Line 202: Line 200:
Akira performs an attack with the tip of his knee.
Akira performs an attack with the tip of his knee.
*Stubby normal, good for cross-ups.
*Stubby normal, good for cross-ups.
*Not a lot of hit stun; can be hard to combo off of.
*Not a lot of hitstun; can be hard to combo off of.
*Can be used for safe jump setups.
*Can be used for safejump setups.
  }}
  }}
}}
}}
Line 228: Line 226:
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Good for jump-ins.
*Good for jump-ins.
*Can be used for safe jump setups.
*Can be used for safejump setups.
  }}
  }}
}}
}}
Line 249: Line 247:
  |description=
  |description=
Akira performs a kick outwards.
Akira performs a kick outwards.
*Launches on hit, allowing a User 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.
*Can be used for safe jump setups.
*Can be used for safejump setups.
  }}
  }}
}}
}}
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Akira summons a toy plane, with Red Hot Chili Pepper hiding inside it.
Akira summons a toy plane, with Red Hot Chili Pepper hiding inside it.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Angle will change depending on strength.
*The angle at which the toy plane flies will change depending on the version used, with higher strengths also having slower speeds.
*Causes crumple when used at MAX Electricity.
*Causes crumple when used at MAX Electricity.
*Can be an effective tool to call out jump-ins.
*Can be an effective tool to call out jump-ins.
*Has an extremely lengthy recovery.
*Comes with the weaknesses of extremely lengthy recovery, being easily low-profiled and, worst of all, not hitting crouching opponents (with exception of Mounted characters on their Horse).
*Can be low-profiled.
*WILL NOT COMBO ON CROUCHING OPPONENTS.
  }}
  }}
}}
}}
Line 326: Line 322:
Red Hot Chili Pepper jumps out of the toy plane with a divekick.
Red Hot Chili Pepper jumps out of the toy plane with a divekick.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Launches on hit. Launches higher in MAX
*Launches on hit.
*Provides hard knockdown.
**Launches higher when used at MAX Electricity.
*Slight tracking on startup, allowing Red Hot Chili Pepper to catch rotates or back dashes.
*Causes hard knockdown.
*Slight tracking on startup, allowing Red Hot Chili Pepper to catch Dodges or backdashes.
*Can somewhat shorten the recovery of Spitfire if the move doesn't connect.
*Can somewhat shorten the recovery of Spitfire if the move doesn't connect.
**Can be sent out ahead of Spitfire, allowing you to cover two angles at once.
**Can also be sent out ahead of Spitfire, allowing Akira to cover two angles at once.
  }}
  }}
}}
}}
Line 377: Line 374:
  |hitadv=
  |hitadv=
  |description=
  |description=
Akira summons Red Hot Chili Pepper, who jumps out of one of three electric sparks on the ground and attacks the opponent. All versions are fantastic for interrupting zoning, as Red Hot Chili Pepper will track the opponent no matter the distance. Keep in mind that Red Hot Chili Pepper will be vulnerable to attack during use.
Akira summons Red Hot Chili Pepper, who jumps out of one of three electric sparks on the ground and attacks the opponent.
*Provides hard knockdown.
*The version used determines the spot where Red Hot Chili Pepper jumps out of.
*Not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
**Causes crumple or an HKD on air hit when performed with MAX Electricity. Can be a combo starter with Flash Cancel if close enough, and an excellent tool in juggles when close enough.
*Causes hard knockdown.
**Causes a crumple against grounded opponents when used at MAX Electricity.
*All versions are fantastic for interrupting zoning, as Red Hot Chili Pepper will track the opponent no matter the distance.
**Red Hot Chili Pepper itself is not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
**Keep in mind that Red Hot Chili Pepper will be vulnerable to attack during use.
*Can be a combo starter with Flash Cancel if close enough, as well as an excellent tool in juggles.
----
----
'''L version:'''
'''L version:'''
*Red Hot Chili Pepper jumps from the first to the third spark
*Red Hot Chili Pepper jumps from the first to the third spark.
*Arc of jump allows this to serve as a longer ranged anti-air
*The arc of jump allows this to serve as a longer-ranged anti-air.
*Launches airborne opponents away from Akira on hit.
**Launches opponents further away and at a lower angle when used at MAX Electricity.
----
----
'''M version:'''
'''M version:'''
*Red Hot Chili Pepper jumps from the second to the third spark.
*Red Hot Chili Pepper jumps from the second to the third spark.
*Launches airborne opponents away from Akira on hit.
*Airborne opponents are not launched as far away from Akira when used at MAX Electricity.
----
----
'''H version:'''
'''H version:'''
*Red Hot Chili Pepper jumps from the third to the first spark.
*Red Hot Chili Pepper jumps from the third to the first spark.
*When used within a certain distance, Red Hot Chili Pepper attacks from behind the opponent.
*When used within a certain distance, Red Hot Chili Pepper attacks from behind the opponent.
*In MAX, this version sees use in combo due to its launch potential.
*Launches airborne opponents straight up on hit.
**Launches even higher when used at MAX Electricity, seeing use in combos as a result.
  }}
  }}
}}
}}
Line 405: Line 411:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 415: Line 421:
Akira crouches and pulls out a small amp, summoning Red Hot Chili Pepper to siphon electricity off it.
Akira crouches and pulls out a small amp, summoning Red Hot Chili Pepper to siphon electricity off it.
*Refills the Electricity Gauge.
*Refills the Electricity Gauge.
*Considered crouching while the move is active.
*Akira is considered to be crouching while the move is active.
*Can be canceled into from normals on hit or block, allowing its use in blockstrings.
  }}
  }}
}}
}}
Line 440: Line 447:
  |description=
  |description=
Red Hot Chili Pepper jabs in front.
Red Hot Chili Pepper jabs in front.
*Quick jab check in front of Akira
*Quick jab check in front of Akira.
*Startup increases during MAX
*Startup increases during MAX Electricity.
  }}
  }}
}}
}}
Line 465: Line 472:
Red Hot Chili Pepper performs two hooks.
Red Hot Chili Pepper performs two hooks.
*Moves forward slightly on use. Great to bait wakeup options.
*Moves forward slightly on use. Great to bait wakeup options.
*Startup increases during MAX
*Startup increases during MAX Electricity.
  }}
  }}
}}
}}
Line 488: Line 495:
  |description=
  |description=
Red Hot Chili Pepper punches downwards, following up with an uppercut.
Red Hot Chili Pepper punches downwards, following up with an uppercut.
*Great meaty option, plus enough on hit to connect a 5M or another 5H at some ranges.
*Great meaty option, plus enough on hit to connect a s.5M or another s.5H at some ranges.
*Plus on block.
*Plus on block.
  }}
  }}
Line 531: Line 538:
  |description=
  |description=
Red Hot Chili Pepper performs an uppercut.
Red Hot Chili Pepper performs an uppercut.
*Launches on air hit, making it great for use after J.M or other juggles.
*Great for use after s.jM or other juggles.
  }}
  }}
}}
}}
Line 552: Line 559:
  |description=
  |description=
Red Hot Chili Pepper performs a sweeping punch.
Red Hot Chili Pepper performs a sweeping punch.
*Provides hard knockdown.
*Causes hard knockdown.
*Knocks down on air hit.
*Knocks down airborne opponents.
  }}
  }}
}}
}}
Line 573: Line 580:
  |hitadv=
  |hitadv=
  |description=
  |description=
Red Hot Chili Pepper swpies its arm outwards.
Red Hot Chili Pepper swipes its arm outwards.
*Fairly active and fast, but overall his worst air button.  
*Fairly active and fast, but overall his worst air button.  
*Some limited use as a jump-in to tick into his throws.
*Sees limited use as a jump-in to tick into his throws.
  }}
  }}
}}
}}
Line 596: Line 603:
  |description=
  |description=
Red Hot Chili Pepper punches upwards.
Red Hot Chili Pepper punches upwards.
*Launches on hit, making it an excellent way to catch opponents off guard.
*Launches airborne opponents, making it an excellent way to catch opponents off guard.
  }}
  }}
}}
}}
Line 631: Line 638:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=42 (14*3) [55 (11*5)]
  |damage=48 (16*3) [55 (11*5)]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 643: Line 650:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=48 (16*3) [65 (13*5)]
  |damage=54 (18*3) [65 (13*5)]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 655: Line 662:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=60 (20*3) [75 (15*5)]
  |damage=66 (22*3) [75 (15*5)]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 664: Line 671:
  |description=
  |description=
Red Hot Chili Pepper rushes a moderate distance forward in a flurry of flashy punches.
Red Hot Chili Pepper rushes a moderate distance forward in a flurry of flashy punches.
*Range, damage and startup all increase in proportion to the strength of the button pressed.
*Stand Rush-compatible.
*Stand Rush-compatible.
----
----
'''L version:'''
'''L version:'''
*Notes 1
*Damage is reduced to 42 (14*3) if Akira has 1/4 or less of the Electricity Gauge filled.
*Notes 2
----
----
'''M version:'''
'''M version:'''
*Notes 1
*Damage is reduced to 48 (16*3) if Akira has 1/4 or less of the Electricity Gauge filled.
*Notes 2
----
----
'''H version:'''
'''H version:'''
*Notes 1
*Damage is reduced to 60 (20*3) if Akira has 1/4 or less of the Electricity Gauge filled.
*Notes 2
  }}
  }}
}}
}}
Line 688: Line 693:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=55 [69]
  |damage=60 [75]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 697: Line 702:
  |description=
  |description=
Red Hot Chili Pepper delivers a final blow that sends the opponent flying backward.
Red Hot Chili Pepper delivers a final blow that sends the opponent flying backward.
*Move performance is identical across all versions. Can be flash canceled to start a combo.
*Move performance is identical across all versions.
*Launches on hit and triggers a wallbounce.
*Stand Rush-compatible.
*Stand Rush-compatible.
*Launches on hit.
*Can be Flash Canceled to start a combo.
*Causes a wallbounce.
*Horrendously unsafe on block. Never use in a blockstring.
*HORRENDOUS on block. Never use in blockstring.
  }}
  }}
}}
}}
Line 723: Line 728:
Red Hot Chili Pepper delivers a final blow downwards.
Red Hot Chili Pepper delivers a final blow downwards.
*Move perfomance is identical across all versions.
*Move perfomance is identical across all versions.
*Causes crumple on hit.
*Stand Rush-compatible.
*Stand Rush-compatible.
*Can be used in some relatively gimmicky mixups, such as jumping over or using User 2L to force a wrong block.
*Can be used in some relatively gimmicky mixups, such as jumping over or using Stand Off 2L to force a wrong block.
*Causes crumple on hit.
*Horrendously unsafe on block. Never use in a blockstring.
*HORRENDOUS on block. Never use in blockstring.
  }}
  }}
}}
}}
Line 741: Line 746:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=100 [120]
  |damage=100 [120 (80, 40)]
  |guard=
  |guard=Unblockable [Unblockable, Mid]
  |startup=
  |startup=
  |active=
  |active=
Line 753: Line 758:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=120 [140]
  |damage=120 [140 (20*2, 60, 40)]
  |guard=
  |guard=Unblockable [Unblockable, Mid]
  |startup=
  |startup=
  |active=
  |active=
Line 765: Line 770:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=140 [160]
  |damage=140 [160 (20*2, 80, 40)]
  |guard=
  |guard=Unblockable [Unblockable, Mid]
  |startup=
  |startup=
  |active=
  |active=
Line 773: Line 778:
  |hitadv=
  |hitadv=
  |description=
  |description=
Red Hot Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If the opponent triggers the counter, Red Hot Chili Pepper attacks with an outward double-handed swipe, blasting them with electricity. In MAX, Red Hot Chili Pepper hits them and launches them with an uppercut while Akira jams out.  
Red Hot Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If the opponent triggers the counter, Red Hot Chili Pepper attacks with an outward double-handed swipe, blasting them with electricity.
*Causes a hard knockdown normally, and a soft knockdown in MAX.
*Startup, active time, and recovery all change with the version used.
*Startup, active time, and recovery all change with the strength of the button used.
*Causes a hard knockdown.
*During MAX, the parry will launch and can be flash canceled for high damage.
*Behavior changes when used at MAX Electricity:
**Red Hot Chili Pepper follows the initial strike with an uppercut while Akira jams out.
**Launches the opponent high into the air, but loses the hard knockdown property.
**Can be Flash Canceled on a successful activation, allowing Akira to follow up for high damage.
  }}
  }}
}}
}}
Line 785: Line 793:
|caption=
|caption=
|image2=JJASBR_Akira_Stand_63214X_(2).png
|image2=JJASBR_Akira_Stand_63214X_(2).png
|caption2=
|caption2=Death on whiff
|name=I'll drag you in!
|name=I'll drag you in!
|input=63214L/M/H
|input=63214L/M/H
Line 824: Line 832:
  |description=
  |description=
Red Hot Chili Pepper reaches forward a short distance. If successful, it converts the opponent into electricity and drags them into the ground, resurfaces and blasts them high into the air.
Red Hot Chili Pepper reaches forward a short distance. If successful, it converts the opponent into electricity and drags them into the ground, resurfaces and blasts them high into the air.
*Recovers fairly quickly, allowing you to charge or summon assists.
*Recovers fairly quickly on a successful Throw, allowing Akira to charge or summon Assists.
*All versions can be canceled into HHA, but may whiff on some characters.
*All versions can be canceled into HHA, but this may whiff on some characters.
*Builds decent bar, 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, all versions can be used as a meterless combo starter.
*When the opponent's back is to the wall, all versions can be used as a meterless combo starter.
*Death on whiff.
----
----
'''L version:'''
'''L version:'''
*Best used after forcing opponents to respect your plus frames and staggers.
*Best used after forcing opponents to respect Akira's plus frames and staggers.
*In MAX becomes one of (if not the) fastest command grab.
*When used at MAX Electricity, becomes one of fastest command grabs in the game (if not the fastest).
----
----
'''M version:'''
'''M version:'''
*Will tick off his light buttons outside of MAX.
*Will tick off his light buttons outside of MAX Electricity.
----
----
'''H version:'''
'''H version:'''
*The only option that ticks off his light buttons in MAX. Important for his strike throw.
*The only option that ticks off his light buttons in MAX Electricity. Important for his strike/throw game.
  }}
  }}
}}
}}
Line 850: Line 857:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 860: Line 867:
Akira crouches and pulls out a small amp, allowing Red Hot Chili Pepper to siphon electricity off it.
Akira crouches and pulls out a small amp, allowing Red Hot Chili Pepper to siphon electricity off it.
*Refills the Electricity Gauge.
*Refills the Electricity Gauge.
*Can be canceled into from normals on hit or block, allowing you to do it in your blockstrings.
*Akira is considered to be crouching while the move is active.
*Considered crouching while the move is active.
*Can be canceled into from normals on hit or block, allowing its use in blockstrings.
  }}
  }}
}}
}}
Line 879: Line 886:
  |damage=120 [150]
  |damage=120 [150]
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
Line 886: Line 893:
  |description=
  |description=
Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Akira plays his guitar.
Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Akira plays his guitar.
*Requires Electricity Gauge to use.
*Data in [] is for MAX Electricity. In MAX it becomes one of the highest damaging grabs in the game.
*Range increased in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
*Leaves the opponent far from Akira.
*Leaves the opponent far from Akira.
*Both Throws are identical aside from direction.
*Both Throws are identical aside from direction.
*Requires Electricity Gauge to use.
*Data in [] is for MAX Electricity.
**One of the highest damaging universal Throws in the game under these conditions.
*Gains increased range in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
  }}
  }}
}}
}}
Line 897: Line 905:
{{MoveData
{{MoveData
|image=JJASBR_Akira_Assist.png
|image=JJASBR_Akira_Assist.png
|caption=
|caption=Dark Harmonizer for the MvC folks
|name=Assist
|name=Assist
|subtitle=Right Hand Rockout
|subtitle=Right Hand Rockout
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 914: Line 922:
*Reversal Assist Stocks: 2
*Reversal Assist Stocks: 2
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#236T|236T]]
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi#236T|236T]]
*The only Assist to refill HH Gauge.
*The only Assist to refill HH Gauge, as well as the only one to not deal damage.
  }}
  }}
}}
}}
Line 930: Line 938:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 951: Line 959:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
Line 962: Line 970:
*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 into from normal attacks. If done from a normal that ends the round, Akira will finish the solo (and the building of the bar) before the next round begins.
*Can be canceled into 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.
  }}
  }}
}}
}}
Line 989: Line 998:
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
*Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
*Akira's only invincible reversal.
*A fantastic HHA in general. Its fast startup and generous hitbox makes it very good for reversals and anti-airing, as well as punishing gaps in pressure and quickly refilling the Electricity Gauge.
*A fantastic HHA in general. Its fast startup and generous hitbox makes it very good for reversals and anti-airing, as well as punishing gaps in pressure and quickly refilling the Electricity Gauge.
*Aira's only invincible reversal.
  }}
  }}
}}
}}
Line 1,014: Line 1,023:
  |hitadv=
  |hitadv=
  |description=
  |description=
Akira summons Red Hot Chili Pepper to fly forward and delivering a punch. If it connects, Akira begins a passionate extended guitar solo whilst Red Hot Chili Pepper delivers a ruthless combo. In MAX, Red Hot Chili Pepper does an additional series of flashy attacks.
Akira summons Red Hot Chili Pepper to fly forward and delivering a punch. If it connects, Akira begins a passionate extended guitar solo whilst Red Hot Chili Pepper delivers a ruthless combo.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
*Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
*Can be connected off an air hit of Stand Off 5H.
*Terrible as a reversal due to being slow and not sporting a good vertical hitbox, which also makes it an awful option for jump-ins.
*Terrible as a reversal due to being slow and not sporting a good vertical hitbox, which also makes it an awful option for jump-ins.
*Can be connected off an air hit of his User 5H
  }}
  }}
}}
}}

Revision as of 00:34, 10 April 2023

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.
Playstyle
JJASBR Akira Small Icon.png Akira Otoishi is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense.
Pros Cons
  • MAX Electricity: When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, such as damage, frame data, mechanics, or hit amount. MAX Electricity turns Akira from a below-average character into a dynamo of damage and mix-ups. His HHA and GHA are also enhanced, making meter dump combos much more rewarding.
  • Frame Data: Akira's buttons are both quick and great on block, making his stagger pressure even more powerful.
  • Launching Jump-ins: Stand Off j.H and Stand On j.M both launch airborne opponents, allowing Akira to score full damaging combos off air-to-air situations or setups.
  • Quick Charge: Akira's combos and blockstrings often generate meter very well (even more so while in MAX Electricity), granting him generous access to Flash Cancels and higher combo damage.
  • Close and Personal: Between his collection of safejumps, assortment of high damage grabs, and reward off of strike/throw mixups, Akira finds great success in abusing his Throw game. They also all provide hard knockdowns, allowing Akira to charge safely.
  • Only Needs his Pinky: Akira's HHA may be one of the better in the game. It has both long range and invincibility, is generally safe on block at max range, does solid damage by itself, and automatically refills the Electricity Gauge to full. It is also fast enough to catch whiffs in neutral, gaining bonus damage from landing as a Counter Hit.
  • Dead Battery: Should the Electricity Gauge run out, Akira loses access to a large portion of his toolset, immediately putting him in an extremely disadvantageous position until he's able to find an opportunity to fill it back up. This can be disastrous during combos, as he and Red Hot Chili Pepper will play through a drained animation that both drops the combo and allows for a counterattack from the opponent.
  • Resource Management: As the Electricity Gauge is constantly draining (more so in Stand On), and all special moves drain a specific amount of Electricity, players must have an intimate knowledge of resource management. MAX Electricity will also affect his combo game, specifically the usability of Stand Off 5H on grounded opponents.
  • No Sockets Found: Finding time to charge during blockstrings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge Akira at the end of blockstrings so as to get a brief moment to charge. This will also require Akira to occasionally sacrifice oki for charge.
  • Lack of Wakeup/Reversals: Outside of HHA, Akira has ZERO safe wakeup options or reversals, meaning he can struggle when dealing with strong pressure.

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, 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. Notably, Akira can overfill the gauge 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

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Akira 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid - - - - -

Akira performs a standing low kick.

  • Does not hit Low, despite appearances.
  • Because of its low hitbox, it is not as good at stopping dash jumps.
5M
5M
JJASBR Akira 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid - - - - -

Akira performs a mid kick.

  • Good range for counter-pokes.
5H
5H
JJASBR Akira 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Mid - - - - -

Akira summons Red Hot Chili Pepper, who performs an uppercut.

  • Data in [] is for MAX Electricity.
  • Launches on hit when used at MAX Electricity.
    • The launch itself is minimal and thus has very few combo opportunities. However, it can be used to create a strong vortex using Akira's various safejumps.
  • Good range for pokes due to moving Akira forward, also making it his farthest reaching Stand Off normal.
2L
2L
JJASBR Akira 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low - - - - -

Akira performs a stationary crouching kick.

  • Good range for a light poke.
  • Important to his strike/throw game with its decent reach and short recovery.
  • Has a fairly low profile.
2M
2M
JJASBR Akira 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [21] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a punch after emerging from the ground.

  • Data in [] is for MAX Electricity.
  • Decent range for counter-pokes.
  • Reaches just barely father than 2L.
  • Will not connect into 2H at some ranges.
2H
2H
JJASBR Akira 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [37] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a sweeping punch after emerging from the ground.

  • Data in [] is for MAX Electricity.
  • Causes hard knockdown.
  • Barely reaches farther than 2M.
JL
j.L
JJASBR Akira Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead - - - - -

Akira performs an attack with the tip of his knee.

  • Stubby normal, good for cross-ups.
  • Not a lot of hitstun; can be hard to combo off of.
  • Can be used for safejump setups.
JM
j.M
JJASBR Akira Jump M (1).png
JJASBR Akira Jump M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 (7*2) [16 (8*2)] Overhead - - - - -

Akira summons Red Hot Chili Pepper, who performs two punches downward.

  • Data in [] is for MAX Electricity.
  • Good for jump-ins.
  • Can be used for safejump setups.
JH
j.H
JJASBR Akira Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Akira performs a kick outwards.

  • Launches on hit, allowing a 5M follow-up from almost every range.
  • Good for jump-ins and combo filler.
  • Can be used for safejump setups.

Special Moves

236X
Spitfire
236L/M/H
JJASBR Akira 236X.png
DO NOT WHIFF THIS
DO NOT WHIFF THIS
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [40] Mid - - - - -
Medium 45 [50] Mid - - - - -
Heavy 55 [60] Mid - - - - -

Akira summons a toy plane, with Red Hot Chili Pepper hiding inside it.

  • Data in [] is for MAX Electricity.
  • The angle at which the toy plane flies will change depending on the version used, with higher strengths also having slower speeds.
  • Causes crumple when used at MAX Electricity.
  • Can be an effective tool to call out jump-ins.
  • Comes with the weaknesses of extremely lengthy recovery, being easily low-profiled and, worst of all, not hitting crouching opponents (with exception of Mounted characters on their Horse).
236X-6H
Spitfire (Follow-up)
236L/M/H > 6H
JJASBR Akira 236X-6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 [38] Mid - - - - -

Red Hot Chili Pepper jumps out of the toy plane with a divekick.

  • Data in [] is for MAX Electricity.
  • Launches on hit.
    • Launches higher when used at MAX Electricity.
  • Causes hard knockdown.
  • Slight tracking on startup, allowing Red Hot Chili Pepper to catch Dodges or backdashes.
  • Can somewhat shorten the recovery of Spitfire if the move doesn't connect.
    • Can also be sent out ahead of Spitfire, allowing Akira to cover two angles at once.
214X
Whack-A-Mole Champion
214L/M/H
JJASBR Akira 214X (1).png
Origin Points
Origin Points
JJASBR Akira 214X (2).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [60] Mid - - - - -
Medium 35 [60] Mid - - - - -
Heavy 35 [60] Mid - - - - -

Akira summons Red Hot Chili Pepper, who jumps out of one of three electric sparks on the ground and attacks the opponent.

  • The version used determines the spot where Red Hot Chili Pepper jumps out of.
  • Data in [] is for MAX Electricity.
  • Causes hard knockdown.
    • Causes a crumple against grounded opponents when used at MAX Electricity.
  • All versions are fantastic for interrupting zoning, as Red Hot Chili Pepper will track the opponent no matter the distance.
    • Red Hot Chili Pepper itself is not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
    • Keep in mind that Red Hot Chili Pepper will be vulnerable to attack during use.
  • Can be a combo starter with Flash Cancel if close enough, as well as an excellent tool in juggles.

L version:

  • Red Hot Chili Pepper jumps from the first to the third spark.
  • The arc of jump allows this to serve as a longer-ranged anti-air.
  • Launches airborne opponents away from Akira on hit.
    • Launches opponents further away and at a lower angle when used at MAX Electricity.

M version:

  • Red Hot Chili Pepper jumps from the second to the third spark.
  • Launches airborne opponents away from Akira on hit.
  • Airborne opponents are not launched as far away from Akira when used at MAX Electricity.

H version:

  • Red Hot Chili Pepper jumps from the third to the first spark.
  • When used within a certain distance, Red Hot Chili Pepper attacks from behind the opponent.
  • Launches airborne opponents straight up on hit.
    • Launches even higher when used at MAX Electricity, seeing use in combos as a result.
22S
Charge
22S
JJASBR Akira 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Akira crouches and pulls out a small amp, summoning Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Akira is considered to be crouching while the move is active.
  • Can be canceled into from normals on hit or block, allowing its use in blockstrings.

Stand On

  • Data in [] is for MAX Electricity.

Normal Moves

Stand 5L
5L
JJASBR Akira Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [15] Mid - - - - -

Red Hot Chili Pepper jabs in front.

  • Quick jab check in front of Akira.
  • Startup increases during MAX Electricity.
Stand 5M
5M
JJASBR Akira Stand 5M (1).png
JJASBR Akira Stand 5M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 (14*2) [34 (17*2)] Mid - - - - -

Red Hot Chili Pepper performs two hooks.

  • Moves forward slightly on use. Great to bait wakeup options.
  • Startup increases during MAX Electricity.
Stand 5H
5H
JJASBR Akira Stand 5H (1).png
JJASBR Akira Stand 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (20*2) [50 (25*2)] Mid - - - - -

Red Hot Chili Pepper punches downwards, following up with an uppercut.

  • Great meaty option, plus enough on hit to connect a s.5M or another s.5H at some ranges.
  • Plus on block.
Stand 2L
2L
JJASBR Akira Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 [13] Low - - - - -

Red Hot Chili Pepper attacks with a crouching jab.

  • Quick low check. Can be used to poke effectively during stagger pressure.
Stand 2M
2M
JJASBR Akira Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 [23] Low - - - - -

Red Hot Chili Pepper performs an uppercut.

  • Great for use after s.jM or other juggles.
Stand 2H
2H
JJASBR Akira Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Low - - - - -

Red Hot Chili Pepper performs a sweeping punch.

  • Causes hard knockdown.
  • Knocks down airborne opponents.
Stand JL
j.L
JJASBR Akira Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 [17] Overhead - - - - -

Red Hot Chili Pepper swipes its arm outwards.

  • Fairly active and fast, but overall his worst air button.
  • Sees limited use as a jump-in to tick into his throws.
Stand JM
j.M
JJASBR Akira Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [26] Overhead - - - - -

Red Hot Chili Pepper punches upwards.

  • Launches airborne opponents, making it an excellent way to catch opponents off guard.
Stand JH
j.H
JJASBR Akira Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper punches downwards.

  • Does not juggle in combos. Can be used for cheeky resets or to jump in on opponents.

Special Moves

Stand 236X
More power than a jet engine.
236L/M/H
JJASBR Akira Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 48 (16*3) [55 (11*5)] Mid - - - - -
Medium 54 (18*3) [65 (13*5)] Mid - - - - -
Heavy 66 (22*3) [75 (15*5)] Mid - - - - -

Red Hot Chili Pepper rushes a moderate distance forward in a flurry of flashy punches.

  • Range, damage and startup all increase in proportion to the strength of the button pressed.
  • Stand Rush-compatible.

L version:

  • Damage is reduced to 42 (14*3) if Akira has 1/4 or less of the Electricity Gauge filled.

M version:

  • Damage is reduced to 48 (16*3) if Akira has 1/4 or less of the Electricity Gauge filled.

H version:

  • Damage is reduced to 60 (20*3) if Akira has 1/4 or less of the Electricity Gauge filled.
Stand 236X-6X
This just makes me stronger!
236L/M/H > 6L/M/H
JJASBR Akira Stand 236X-6X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 [75] Mid - - - - -

Red Hot Chili Pepper delivers a final blow that sends the opponent flying backward.

  • Move performance is identical across all versions.
  • Launches on hit and triggers a wallbounce.
  • Stand Rush-compatible.
  • Can be Flash Canceled to start a combo.
  • Horrendously unsafe on block. Never use in a blockstring.
Stand 236X-2X
Gonna knock your ass out!
236L/M/H > 2L/M/H
JJASBR Akira Stand 236X-2X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper delivers a final blow downwards.

  • Move perfomance is identical across all versions.
  • Causes crumple on hit.
  • Stand Rush-compatible.
  • Can be used in some relatively gimmicky mixups, such as jumping over or using Stand Off 2L to force a wrong block.
  • Horrendously unsafe on block. Never use in a blockstring.
Stand 421X
Kiss this!
421L/M/H
JJASBR Akira Stand 421X (1).png
JJASBR Akira Stand 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 [120 (80, 40)] Unblockable [Unblockable, Mid] - - - - -
Medium 120 [140 (20*2, 60, 40)] Unblockable [Unblockable, Mid] - - - - -
Heavy 140 [160 (20*2, 80, 40)] Unblockable [Unblockable, Mid] - - - - -

Red Hot Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If the opponent triggers the counter, Red Hot Chili Pepper attacks with an outward double-handed swipe, blasting them with electricity.

  • Startup, active time, and recovery all change with the version used.
  • Causes a hard knockdown.
  • Behavior changes when used at MAX Electricity:
    • Red Hot Chili Pepper follows the initial strike with an uppercut while Akira jams out.
    • Launches the opponent high into the air, but loses the hard knockdown property.
    • Can be Flash Canceled on a successful activation, allowing Akira to follow up for high damage.
Stand 63214X
I'll drag you in!
63214L/M/H
JJASBR Akira Stand 63214X (1).png
JJASBR Akira Stand 63214X (2).png
Death on whiff
Death on whiff
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (25+120) Throw 11 [9] - - - -
Medium 155 (25+130) Throw 13 [11] - - - -
Heavy 165 (25+140) Throw 15 [13] - - - -

Red Hot Chili Pepper reaches forward a short distance. If successful, it converts the opponent into electricity and drags them into the ground, resurfaces and blasts them high into the air.

  • Recovers fairly quickly on a successful Throw, allowing Akira to charge or summon Assists.
  • All versions can be canceled into HHA, but this may whiff on some characters.
  • Builds decent meter, allowing Akira to maintain his expensive playstyle.
  • When the opponent's back is to the wall, all versions can be used as a meterless combo starter.

L version:

  • Best used after forcing opponents to respect Akira's plus frames and staggers.
  • When used at MAX Electricity, becomes one of fastest command grabs in the game (if not the fastest).

M version:

  • Will tick off his light buttons outside of MAX Electricity.

H version:

  • The only option that ticks off his light buttons in MAX Electricity. Important for his strike/throw game.
Stand 22S
Charge
22S
JJASBR Akira Stand 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Akira crouches and pulls out a small amp, allowing Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Akira is considered to be crouching while the move is active.
  • Can be canceled into from normals on hit or block, allowing its use in blockstrings.

System Mechanics

Throw
Throw
Time to get electric, baby!
5/4 + Any Two Attack Buttons
JJASBR Akira Throw (1).png
JJASBR Akira Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 [150] Mid 7 - - - -

Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Akira plays his guitar.

  • Leaves the opponent far from Akira.
  • Both Throws are identical aside from direction.
  • Requires Electricity Gauge to use.
  • Data in [] is for MAX Electricity.
    • One of the highest damaging universal Throws in the game under these conditions.
  • Gains increased range in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
Assist
Assist
Right Hand Rockout
JJASBR Akira Assist.png
Dark Harmonizer for the MvC folks
Dark Harmonizer for the MvC folks
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Akira plays a guitar solo as the whole stage darkens and multi-colored spotlights appear above him.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 236T
  • The only Assist to refill HH Gauge, as well as the only one to not deal damage.
5S
Stand On/Off
5S
JJASBR Akira Stand On.png
Stand On
Stand On
JJASBR Akira Stand Off (1).png
Stand Off
Stand Off
JJASBR Akira Stand Off (2).png
Stand Off (No Electricity)
Stand Off (No Electricity)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Red Hot Chili Pepper, altering Akira's moveset and abilities.

  • Red Hot Chili Pepper will be automatically unsummoned if the Electricity Gauge runs out.
236T
Right Hand Rockout
236+Taunt
JJASBR Akira 236T.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Akira plays a guitar solo as the whole stage darkens, and multi-colored spotlights appear above him out of nowhere.

  • 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.
  • Can be canceled into 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.

Heart Heat Attack

I'll beat you with my pinky!
236 + Any Two Attack Buttons
JJASBR Akira HHA (1).png
JJASBR Akira HHA (2).png
JJASBR Akira HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
168 (36+6*20+12) [206 (36+7*20+30)] Mid - - - - -

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.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
  • Akira's only invincible reversal.
  • A fantastic HHA in general. Its fast startup and generous hitbox makes it very good for reversals and anti-airing, as well as punishing gaps in pressure and quickly refilling the Electricity Gauge.

Great Heat Attack

You wanna get nuts?! Let's get nuts!
236L+M+H
JJASBR Akira GHA (1).png
JJASBR Akira GHA (2).png
JJASBR Akira GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
309 (60+4*23+18*2+48+61+12) [361 (74+5*23+24*2+45+67+12)] Mid - - - - -

Akira summons Red Hot Chili Pepper to fly forward and delivering a punch. If it connects, Akira begins a passionate extended guitar solo whilst Red Hot Chili Pepper delivers a ruthless combo.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
  • Can be connected off an air hit of Stand Off 5H.
  • Terrible as a reversal due to being slow and not sporting a good vertical hitbox, which also makes it an awful option for jump-ins.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh