JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake): Difference between revisions

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Hitting the opponent with "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Stand 63214X|It's mine!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Heart Heat Attack|So it was already done...]]", or "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Great Heat Attack|This is my Whitesnake's ability!]]" will take a DISC from the opponent. Afterwards, the opponent will see their abilities restricted, the exact restrictions depending on which attack stole the DISC:
Hitting the opponent with "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Stand 63214X|It's mine!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Heart Heat Attack|So it was already done...]]", or "[[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)#Great Heat Attack|This is my Whitesnake's ability!]]" will take a DISC from the opponent. Afterwards, the opponent will see their abilities restricted, the exact restrictions depending on which attack stole the DISC:


*'''It's mine!:''' The opponent will be unable to use any moves except normals, HHA, GHA, and Stand On/Off (Mount/Dismount for Mounted characters).
*'''It's mine!:''' The opponent will be unable to use any moves except normals, HHA, GHA, and Stand On/Off, or Mount/Dismount. This DOES seal the Style function for every character that isn't Stand or Mounted style.
*'''So it was already done...:''' The opponent will be unable to use their HHA.
*'''So it was already done...:''' The opponent will be unable to use their HHA.
*'''This is my Whitesnake's ability!:''' The opponent's Heart Heat Gauge will be sealed, preventing the use and gain of meter.
*'''This is my Whitesnake's ability!:''' The opponent's Heart Heat Gauge will be sealed, preventing the use and gain of meter.

Revision as of 21:01, 13 October 2022

Introduction

Enrico Pucci has been completely reworked from his state from the original ASB, now only having access to Whitesnake, while gaining multiple new moves in return. Pucci's gameplan is to land his DISC-stealing command grab, "It's mine!", to seal away special moves, and then either safely zone with his Stand-Off "I order you!", or pressure the opponent at close range, both of these made way harder for the opponent to deal with by the removal of special moves.

  • Option Sealing: Pucci has the ability to steal people's DISCs, which will seal certain actions for the opponent. His gameplay revolves around stealing DISCs and using this advantage to overpower the opponent.
Playstyle
JJASBR WS Pucci Small Icon.png Enrico Pucci (Whitesnake) is a Stand character that excels at close range in Stand On, and long range in Stand Off.
Pros Cons
  • Move Sealing: Although he can't combo into any DISC steal except for "So it was already done...", managing to land a "It's mine!" command grab will cause the opponent to lose the majority of their options, leaving them at a severe disadvantage until they pick up the DISC to get back to normal.
  • Rewarding Command Grabs: Has 2 command grabs (across modes), both of which lead into great reward: one leads into a combo, while the other steals most of the opponent's options.
  • Air-to-Air: Stand-On j.M and j.H both can lead into combos if they hit an airborne opponent, which is a rare property for air normals.
  • Projectile: Although Stand-Off only, "I order you!" is Pucci's only safe on block special move, and a fullscreen projectile with varying speeds that singlehandedly makes his Stand-Off long range neutral powerful.
  • Range: While his Stand-On normals aren't small, he doesn't have any big moves. "A Stand that can boil water!" is horribly slow and too unsafe to be used as a long range poke, 3H's travel time is too long to be used as a poke, and his "You shall be crucified!" isn't fast enough, or long enough, to be a good poke.
  • Low Damage Potential: While his meterless combo damage is about average, he doesn't get as much from spending meter as other characters, leaving his damage potential lower than most.
  • Unsafe On Block: All of Pucci's Stand-On special moves (and his 3H) are too slow to safely use in a blockstring, in addition to being unsafe on block.

DISCs

Hitting the opponent with "It's mine!", "So it was already done...", or "This is my Whitesnake's ability!" will take a DISC from the opponent. Afterwards, the opponent will see their abilities restricted, the exact restrictions depending on which attack stole the DISC:

  • It's mine!: The opponent will be unable to use any moves except normals, HHA, GHA, and Stand On/Off, or Mount/Dismount. This DOES seal the Style function for every character that isn't Stand or Mounted style.
  • So it was already done...: The opponent will be unable to use their HHA.
  • This is my Whitesnake's ability!: The opponent's Heart Heat Gauge will be sealed, preventing the use and gain of meter.

If the opponent has had multiple abilities stolen, all of them will be stored on a single DISC.

After a DISC is taken, the effects will stay in place until the round ends, or until the opponent picks up the DISC. The opponent can make Pucci drop the DISC by hitting him, and will appear right in front of (or behind) the opponent after they hit Pucci; it can then be picked up by crouching on top of it, but Pucci is also able to pick it back up to conceal it. Pucci being hit by a Reversal Assist counts as him being hit, making him drop the DISC. If Pucci lands a DISC-stealing move while there's a DISC somewhere on the ground, the DISC will disappear from the ground until Pucci is hit again.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_WHS
#ASBR_PUC

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR WS Pucci 5L.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Has less range than his 2L, so if you hit a 2L at near max range, don't cancel into 5L or it will whiff.
5M
5M
JJASBR WS Pucci 5M.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • An advancing normal with average range for a Stand-Off 5M.
  • Unsafe on block, but needs to be punished with a move that's both quick and not very short range, which not every character is able to do. If you add a bit more pushback into the blockstring, this move can be safe as an ender.
5H
5H
JJASBR WS Pucci 5H.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • An advancing normal with only slightly more range than 5M. Pucci's longest Stand-Off normal (not counting his command normal).
  • Safe on block.
2L
2L
JJASBR WS Pucci 2L.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Has a very good reach for a 2L, hitting further than 5L and Stand-On 2L.
  • Can't combo into a 5L if hit at around max distance, so cancel it straight into a medium or heavy normal in that situation.
  • Safe on block.
2M
2M
JJASBR WS Pucci 2M.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Slightly advances forward.
  • Safe on block.
2H
2H
JJASBR WS Pucci 2H.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Forces a knockdown on hit.
  • Very unsafe on block, but can be cancelled into 236X for a frametrap that will end safe on block(the gap between the 2H and the 236X will be vulnerable to some invincible moves, but will not lose to counters, since it's a projectile), into 623X for a command grab, or into 3H, and then into 236H for a gapless safe blockstring.
3H
3H
Pierced through the finger!
JJASBR WS Pucci 3H.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Pucci's longest reaching normal, and his longest reaching Stand-Off move that isn't a command grab or projectile. It's range is barely longer than 214X, but is way quicker and can be cancelled into safe options, or stand rushed to continue pressure.
  • Cancelling into 3H, and then into 236H, is Pucci's best way of ending a blockstring safely with no gaps.
JL
j.L
JJASBR WS Pucci JL.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • It hits very high, so use it for air-to-air. Don't use it to try to hit people on the ground. Same as most j.Ls.
JM
j.M
JJASBR WS Pucci JM.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Can be used for crossups rarely, but it's not nearly as good for crossups as it looks.
  • Has low blockstun and hitstun, so if you use it too soon after a dashjump, or while you're too high in the air, it will be unsafe on block.
JH
j.H
JJASBR WS Pucci JH.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Can also be used for crossups, but a situation where this crosses up is just as rare as with his j.M.
  • Has the hitbox you would except from a jH, which is good. This is your best aerial if you need range.

Special Moves

236X
I order you!
236L/M/H
JJASBR WS Pucci 236X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • A great move, giving Pucci a strong neutral and a safe blockstring ender.
  • The speed varies depending on which button you pressed(L is slowest, H is fastest). It's often unclear whether blockstring into this move will be true blockstring or frametraps, but L version is most likely to frametrap, and H is version is most likely to be a true blockstring. Use the H version if you are afraid of the opponent using an invincible move and hitting you in the gap. It won't always be gapless, but it leaves the smallest gap even when it isn't.
  • When zoning with this, switch up the version you're using occasionaly. Mixing up the speeds once they get used to the speed of one version can catch your opponent off guard.
Medium - - - - - - -
  • Medium speed.
Heavy - - - - - - -
  • Has the fastest projectile speed out of the 3 options.
623X
A Stand that can boil water!
623L/M/H
JJASBR WS Pucci 623X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • A command grab that crumples the opponent, leading to a (heavily scaled) combo. Can be used in both Stand-On and Stand-Off.
  • The L version is quick for a command grab, but has the least range. This is the best version, but the M version is alright too for when the opponent is slightly too far away. Don't use the H version.
Medium - - - - - - -
  • What you would expect from the medium version. More range than L, less than H. Quicker than H, slower than L.
Heavy - - - - - - -
  • Has weirdly long range for a command grab. Pucci's longest Stand-On move, but it's not useful as a poke due to the speed, recovery, and the fact that it's a command grab. The only use is that it can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk. Stick to the L/M version.
214X
You shall be crucified!
214L/M/H
JJASBR WS Pucci 214X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Can be used in both Stand-On and Stand-Off.
  • Medium and Heavy version only hit once on block.
  • Pucci's only standing overhead.
  • Leaves a large gap before it when used in a blockstring, no matter which version is used.
  • Light version hits once and can lead to combos into Stand-Off.
Medium - - - - - - -
  • Has very high damage, and can lead to an OTG 214H.
  • At the end of certain combos, this move can drop after the first hit and not lead into the second hit.
Heavy - - - - - - -
  • Impossible to combo out, even with meter spent.
  • Can hit OTG(it can hit opponents that are knocked down), which is its main use. Can be used to OTG even after a throw.

Stand On

Normal Moves

Stand 5L
5L
JJASBR WS Pucci Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • A long-reaching quick normal that, unlike many characters, lets Pucci consistently go into combos even if it hits at max range.
  • Also has a tall hitbox, will often hit people high in the air.
Stand 5M
5M
JJASBR WS Pucci Stand 5M.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Another long-reaching normal, Pucci's best mid-range Stand-On move.
  • Safe on block.
Stand 5H
5H
JJASBR WS Pucci Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • An advancing normal, advances further than the Stand-Off version. Pucci's longest reaching normal in Stand-On, but it's a lot slower than 5M. A risky move, but has its uses. Use it sparingly.
  • Safe on block.
  • Can be comboed out of with a 5L, but be careful comboing out of it, because if you use 5H 3 times in one combo, it will instantly drop after the third. You may have to change your combo routes.
Stand 2L
2L
JJASBR WS Pucci Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Standard 2L, but its range is very short, shorter than Stand-Off 2L and way shorter than Stand-On 5L.
  • Notes 2
Stand 2M
2M
JJASBR WS Pucci Stand 2M.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • It's mostly useful for combos, as it juggles and be comboed out of.
  • Looks like it's a good anti-air, but isn't.
Stand 2H
2H
JJASBR WS Pucci Stand 2H.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Pretty much his Stand-Off 2H but longer range. Slightly shorter than Stand-On 2H.
  • Notes 2
Stand 3H
3H
Die!
JJASBR WS Pucci Stand 3H.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Crumples on hit, it's good for combos and not much else. You can only crumple the opponent once per combo, meaning if you start the combo with an assist like Part 1 Dio's, or Diavolo's, 3H will not crumple.
  • Has long range at the end of the attack, but takes very long to reach that point. It's very unsafe as a poke due to that.
  • Leaves a gap on block if used right after a 5H. If it's stylish guarded in that gap, you are so unsafe that the opponent would be able to instakill you if this game had those.
  • Unsafe on block
Stand JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Hits high in the air. It's for hitting people far above you, but is rarely useful.
Stand JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Great move for air-to-air, as it's a rare launcher aerial that can be comboed out of if you hit someone in the air with it.
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Can sometimes combo out of this move from an air-to-air, just like jM, but it's way less consistent, so it's better to just go for jM if you want to convert off of it from an air-to-air.
  • Can be used for crossups in specific setups.

Special Moves

Stand 623X
A Stand that can boil water!
623L/M/H
JJASBR WS Pucci 623X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • A command grab that crumples the opponent, leading to a (heavily scaled) combo. Can be used in both Stand-On and Stand-Off.
  • The L version is quick for a command grab, but has the least range. This is the best version, but the M version is alright too for when the opponent is slightly too far away. Don't use the H version.
Medium - - - - - - -
  • What you would expect from the medium version. More range than L, less than H. Quicker than H, slower than L.
Heavy - - - - - - -
  • Has weirdly long range for a command grab. Pucci's longest Stand-On move, but it's not useful as a poke due to the speed, recovery, and the fact that it's a command grab. The only use is that it can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk. Stick to the L/M version.
Stand 214X
You shall be crucified!
214L/M/H
JJASBR WS Pucci 214X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Can be used in both Stand-On and Stand-Off.
  • Medium and heavy version are multihits on hit, but not on block.
  • Pucci's only standing overhead.
  • Leaves a large gap before it when used in a blockstring, no matter which version is used.
  • Light version hits once and can lead to combos into Stand-Off.
Medium - - - - - - -
  • Has very high damage, and can lead to an OTG 214H
  • At the end of certain combos, this move can drop after the first hit and not lead into the second hit.
Heavy - - - - - - -
  • Impossible to combo out, even with meter spent.
  • Can hit OTG(it can hit opponents that are knocked down), which is it's main use. Can be used to OTG even after a throw.
Stand 63214X
It's mine!
63214L/M/H
JJASBR WS Pucci Stand 63214X.jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • A command grab that's very fast with the L version, while being decently fast even at mid-range with the H version, and it steals special moves (specifically, everything except normals, HHA, GHA, Stand On/Off and Mount/Dismount. It does steal the S button function for characters that aren't Stand-style or Mounted-style, such as Hamon users).
  • Has such high reward that it's worth giving up potential damage to land it.
  • See the DISCs section to see an explanation of DISC mechanics.
Medium - - - - - - -
Heavy - - - - - - -
  • Has long range, that's about it.
Stand 22X
It's an illusion.
22L/M/H
JJASBR WS Pucci Stand 22X.jpg
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Version doesn't matter, every version is the same.
  • It's very slow for a counter, rarely has uses.

System Mechanics

Throw
Throw
Weep at your own weakness!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - - - - - -
Back - - - - - - -

Only special thing about this throw is that you can 214H OTG after it, in exchange for possibly giving up pressure on wakuep

Heart Heat Attack

So it was already done...
236 + Any Two Attack Buttons
JJASBR WS Pucci HHA (1).png
JJASBR WS Pucci HHA (2).png
JJASBR WS Pucci HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Advances forward very far and has a very tall hitbox. It's a great HHA, will never miss in combos and the opponent will usually never be able to jump above it.
  • Because it's invincible, you can use it to get past combo breakers, as you can with most HHAs. This is especially important for Pucci because getting hit by even a combo breaker will make him drop a disc.
  • Will steal a disc from the opponent, sealing their HHA.

Great Heat Attack

This is my Whitesnake's ability!
236L+M+H
JJASBR WS Pucci GHA (1).png
JJASBR WS Pucci GHA (2).png
JJASBR WS Pucci GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Frame 1 counter super with very high damage.
  • If successful, you will steal the opponent's meter gauge, and they will be unable to do anything with meter (HHA, GHA, Stand Rush, etc).

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