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, | * '''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 | * '''Frame Data:''' Akira's buttons are both quick and great on block, making his stagger pressure even more powerful. | ||
* '''Launching Jump-ins:''' | * '''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 | * '''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. | ||
|cons = | |cons = | ||
* '''Dead Battery:''' Should | * '''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 | * '''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 | * '''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=== | ||
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 | 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 | 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. | ||
* | *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. | ||
* | |||
}} | }} | ||
}} | }} | ||
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Akira performs a stationary crouching kick. | Akira performs a stationary crouching kick. | ||
*Good range for a light poke. | *Good range for a light poke. | ||
*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. | ||
* | |||
}} | }} | ||
}} | }} | ||
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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. | ||
* | *Causes hard knockdown. | ||
*Barely reaches farther than 2M. | *Barely reaches farther than 2M. | ||
}} | }} | ||
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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 | *Not a lot of hitstun; can be hard to combo off of. | ||
*Can be used for | *Can be used for safejump setups. | ||
}} | }} | ||
}} | }} | ||
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*Data in [] is for MAX Electricity. | *Data in [] is for MAX Electricity. | ||
*Good for jump-ins. | *Good for jump-ins. | ||
*Can be used for | *Can be used for safejump setups. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Akira performs a kick outwards. | Akira performs a kick outwards. | ||
*Launches on hit, allowing a | *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 | *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. | ||
* | *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. | ||
* | *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). | ||
}} | }} | ||
}} | }} | ||
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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 | *Launches on hit. | ||
* | **Launches higher when used at MAX Electricity. | ||
*Slight tracking on startup, allowing Red Hot Chili Pepper to catch | *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 | **Can also be sent out ahead of Spitfire, allowing Akira to cover two angles at once. | ||
}} | }} | ||
}} | }} | ||
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|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. | 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. | *Data in [] is for MAX Electricity. | ||
**Causes crumple | *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. | ||
* | *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. | ||
* | *Launches airborne opponents straight up on hit. | ||
**Launches even higher when used at MAX Electricity, seeing use in combos as a result. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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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. | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
}} | }} | ||
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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. | ||
}} | }} | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|description= | |description= | ||
Red Hot Chili Pepper performs an uppercut. | Red Hot Chili Pepper performs an uppercut. | ||
* | *Great for use after s.jM or other juggles. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Red Hot Chili Pepper performs a sweeping punch. | Red Hot Chili Pepper performs a sweeping punch. | ||
* | *Causes hard knockdown. | ||
*Knocks down | *Knocks down airborne opponents. | ||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Red Hot Chili Pepper | 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. | ||
* | *Sees limited use as a jump-in to tick into his throws. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Red Hot Chili Pepper punches upwards. | Red Hot Chili Pepper punches upwards. | ||
*Launches | *Launches airborne opponents, making it an excellent way to catch opponents off guard. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=48 (16*3) [55 (11*5)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=54 (18*3) [65 (13*5)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=66 (22*3) [75 (15*5)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|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:''' | ||
* | *Damage is reduced to 42 (14*3) if Akira has 1/4 or less of the Electricity Gauge filled. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Damage is reduced to 48 (16*3) if Akira has 1/4 or less of the Electricity Gauge filled. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Damage is reduced to 60 (20*3) if Akira has 1/4 or less of the Electricity Gauge filled. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=60 [75] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|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. | *Move performance is identical across all versions. | ||
*Launches on hit and triggers a wallbounce. | |||
*Stand Rush-compatible. | *Stand Rush-compatible. | ||
* | *Can be Flash Canceled to start a combo. | ||
*Horrendously unsafe on block. Never use in a blockstring. | |||
* | |||
}} | }} | ||
}} | }} | ||
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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 | *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. | ||
}} | }} | ||
}} | }} | ||
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{{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= | ||
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|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= | ||
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|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= | ||
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|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. | 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. | |||
}} | }} | ||
}} | }} | ||
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|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 | ||
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|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 | *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 | *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. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Best used after forcing opponents to respect | *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:''' | '''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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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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 | *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. | |||
}} | }} | ||
}} | }} | ||
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|damage=120 [150] | |damage=120 [150] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|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. | ||
*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. | |||
}} | }} | ||
}} | }} | ||
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{{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= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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*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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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*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 | *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. | |||
}} | }} | ||
}} | }} | ||
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*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. | ||
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|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 | 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. | ||
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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.
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Pros | Cons |
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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) |
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Stand | 950 | Rumble | #ASBR_AKI #ASBR_OTO |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
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5M
5M
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5H
5H
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2L
2L
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2M
2M
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2H
2H
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Spitfire 236L/M/H DO NOT WHIFF THIS DO NOT WHIFF THIS
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236X-6H
Spitfire (Follow-up)
236L/M/H > 6H |
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214X
Whack-A-Mole Champion 214L/M/H Origin Points Origin Points Attack Attack
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22S
Charge
22S |
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Stand On
- Data in [] is for MAX Electricity.
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Special Moves
Stand 236X
More power than a jet engine.
236L/M/H |
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Stand 236X-6X
This just makes me stronger!
236L/M/H > 6L/M/H |
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Stand 236X-2X
Gonna knock your ass out!
236L/M/H > 2L/M/H |
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Stand 421X
Kiss this!
421L/M/H |
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Stand 63214X
I'll drag you in! 63214L/M/H Death on whiff Death on whiff
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Stand 22S
Charge
22S |
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System Mechanics
Throw
Throw
Time to get electric, baby! 5/4 + Any Two Attack Buttons |
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Assist
Assist Right Hand Rockout Dark Harmonizer for the MvC folks Dark Harmonizer for the MvC folks
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off Stand Off (No Electricity) Stand Off (No Electricity)
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236T
Right Hand Rockout
236+Taunt |
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Heart Heat Attack
I'll beat you with my pinky!
236 + Any Two Attack Buttons |
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Great Heat Attack
You wanna get nuts?! Let's get nuts!
236L+M+H |
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