JoJo's Bizarre Adventure: All-Star Battle R/Narciso Anasui: Difference between revisions

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Revision as of 12:44, 27 February 2023

Introduction

Narciso Anasui, a major ally in Stone Ocean, the sixth part of JoJo's Bizarre Adventure, is a strike/throw character with long range that allows for pressure from afar. Anasui's gameplan revolves around getting a confirm into large damage or to mix up the opponent, both of which involve getting into Anasui's effective range. Anasui also has access to lows and overheads in both Stand Off and Stand On, forcing the opponent to always be on their toes when blocking against his pressure. He is able to deal large damage for low net costs and is effective without an assist, allowing him to work with many different assists according to his preference. In return for such great offense, Anasui has very weak defense, lacking a true reversal of any kind. While Anasui's defense is reliant on universal mechanics, his offense more than makes up for it as he can set up traps in addition to his strike/throw mix, allowing him to lock the opponent down and force them to deal with his pressure.

  • Grappler: Anasui has access to multiple grabs and hitgrabs, granting him many ways to cause hard knockdowns.
  • And...RELEASE!: Anasui has access to a trap that can be used in combos or setplay, with every version being able to be charged.
Playstyle
JJASBR Anasui Small Icon.png Narciso Anasui is a mid-range Stand character who utilizes his range for strike/throw pressure.
Pros Cons
  • Great Normal Range: Anasui has access to a variety of options that reach very far as pokes, counter-pokes, or just general long-range confirms.
  • Scary Strike/Throw: Anasui has access to a command grab in both Stand Off and Stand On, allowing him to create scary pressure situations for the opponent.
  • Setplay: Anasui can set up a trap for 0.5 HH Gauge that launches the opponent into the air while damaging them, allowing him to have scary setplay alongside his command grabs, which can be used for oki as well.
  • Self-Sufficient: Anasui can easily do 300+ damage and get hard knockdowns while looping oki situations and building back meter spent. He does not need to worry too much about Assist choice either, allowing him to be self-reliant with everything he does.
  • Stubby Stand Off: Anasui's range is very short in comparison to his Stand's great range, making his Stand Off mode less effective in neutral.
  • Weak Defense: Anasui does not have access to any meterless reversals, and his HHA and GHA have limited invulnerability, forcing Anasui to use universal mechanics to get out of pressure.
  • Lack of Flash Cancels: Several of Anasui's moves cannot be Flash Canceled, making many of his options very committal.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_ANA

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Anasui 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - - -

Anasui performs a jab.

  • Standard jab, good for stopping dash jumps.
5M
5M
JJASBR Anasui 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 7 - - - -

Anasui performs an advancing stomp.

  • Common combo filler.
  • Has a deceptively taller hit box than the animation suggests. Making it great for juggles.
5H
5H
JJASBR Anasui 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 13 - - - -

Anasui summons Diver Down to perform a stabbing attack upwards.

  • Good height for anti-airs.
2L
2L
JJASBR Anasui 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - - -

Anasui performs a crouching chop.

  • Standard jab.
  • Can chain into itself 3 times.
2M
2M
JJASBR Anasui 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - - -

Anasui performs a crouching low punch.

  • Stubby normal.
  • Good for pressure and mix-ups.
2H
2H
JJASBR Anasui 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 13 - - - -

Anasui summons Diver Down, who performs a kick at the opponent's feet.

  • Provides hard knockdown.
  • Good range for pokes.
6M
6M
Shut yer trap!
JJASBR Anasui 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 23 - - - -

Anasui performs an advancing overhead kick.

  • Frame traps from 5H/2H to stop jump out attempts.
  • Great for juggles as well.
JL
j.L
JJASBR Anasui Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 11 - - - -

Anasui performs a punch outwards.

  • Reaches straight out.
  • Good for air-to-airs.
JM
j.M
JJASBR Anasui Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 11 - - - -

Anasui performs a kick downwards.

  • Good for jump-ins combo filler.
  • Can cross up.
JH
j.H
JJASBR Anasui Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 (10*2, 25) Overhead 15()7()9 - - - -

Anasui summons Diver Down, who performs 3 consecutive punches downwards.

  • Good for jump-ins and combo-filler.

Special Moves

623X
You're in range!
623L/M/H
JJASBR Anasui 623X (1).png
Attack
Attack
JJASBR Anasui 623X (2).png
Heavy version
Heavy version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid - - - - -
Medium 105 (35, 70) Mid - - - - -
Heavy 160 (20, 3*20, 80) Mid - - - - -

Anasui summons Diver Down, who performs a stabbing attack upwards, similar to 5H in appearance.

  • Does not have invul.
  • Cannot be Flash Cancelled.

L Version:

  • Launches on hit.

M Version:

  • Adds a second hit to the attack.

H Version:

  • Performs a cinematic that deals more damage when close enough.
  • Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki.
  • Does not provide hard knockdown when the cinematic does not play.
214X
And...RELEASE!
214L/M/H
JJASBR Anasui 214X (1).png
Start/Hold
Start/Hold
JJASBR Anasui 214X (2).png
Attack
Attack
JJASBR Anasui 214X (3).png
Trap
Trap
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Diver Down: 30 [40]
Trap: 21 (1, 5*2, 10) [40 (5*6, 10)]
Mid - - - - -
Medium Diver Down: 40 [50]
Trap: 21 (1, 5*2, 10) [40 (5*6, 10)]
Mid - - - - -
Heavy Diver Down: 50 [60]
Trap: 21 (1, 5*2, 10) [40 (5*6, 10)]
Mid - - - - -

Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact.

  • Causes crumple on hit, allowing for the trap to detonate and extend combos.
  • Can be charged by holding down the button. [] is for the charged version.
    • The charged version is an optional juggle ender for either okizemi or for taunt combo extensions.
41236X
Meat and Bone Suspension
41236L/M/H
JJASBR Anasui 41236X (1).png
JJASBR Anasui 41236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (1*10, 50) Throw - - - - -
Medium 60 (1*10, 50) Throw - - - - -
Heavy 60 (1*10, 50) Throw - - - - -

Anasui summons Diver Down, who travels forward and grabs the opponent, attacking their insides and launching them upwards.

  • All versions can be followed up with a combo without any use of meter.
  • Cannot be Flash Cancelled.

L Version:

  • Most commonly used in blockstrings due to its speed.

M Version:

  • All versions are active until they travel for a set duration that is determined by the strength of the button used.
  • Beneficial for resetting a combo or catching an opponent's backdash.

H Version:

  • Absurdly long range makes this an alluring option for new players.
  • Unfortunately, the range is matched by its absurdly long recovery that cannot be cancelled.

Stand On

Normal Moves

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

Diver Down performs a stabbing attack outwards.

  • Wonderful range for a jab.
  • Can tick throw into any version of "How awful!" at max range on either block or hit.
Stand 5M
5M
JJASBR Anasui Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Diver Down performs an advancing hook.

  • Good range for pokes.
  • Commonly used as combo filler.
Stand 5H
5H
JJASBR Anasui Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid - - - - -

Diver Down performs a lunging punch forwards.

  • Great range for pokes.
Stand 2L
2L
JJASBR Anasui Stand 2L.png
Better than some characters
Better than some characters
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5 Low 7 - - - -

Diver Down performs a crouching kick outwards.

  • Anasui's best poke.
  • Can tick throw into any version of "How awful!" at max range on either block or hit.
  • The range and speed attached to a low makes it a great poke, counter poke, and punish for moves that normally push too far out on block for the average character.
Stand 2M
2M
JJASBR Anasui Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - - -

Diver Down performs a punch at the opponent's feet.

  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR Anasui Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low - - - - -

Diver Down performs a sweeping punch.

  • Provides hard knockdown.
  • Good range for pokes.
Stand JL
j.L
JJASBR Anasui Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -

Diver Down performs a punch downwards.

  • Good for air-to-airs.
Stand JM
j.M
JJASBR Anasui Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -

Diver Down performs an uppercut.

  • Launches on hit.
  • Good for combo extensions, jump-ins, and air-to-airs.
Stand JH
j.H
JJASBR Anasui Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

Diver Down performs a kick downwards.

  • Good for jump-ins.

Special Moves

Stand 236X
Dive!
236L/M/H
JJASBR Anasui Stand 236X.png
Start
Start
JJASBR Anasui Stand 236L.png
Light
Light
JJASBR Anasui Stand 236M.png
Medium
Medium
JJASBR Anasui Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (10, 55) Mid, Low - - - - -
Medium 65 (10, 55) Mid, Overhead - - - - -
Heavy 90 (10, 30, 5*6, 20) Mid - - - - -

Diver Down dives into the ground and performs an attack as it returns to the surface.

  • All versions are Stand-Rush compatible.

L Version:

Upon resurfacing, Diver Down performs a punch at the opponent's feet.

  • Cannot be Flash Cancelled.
  • Can hit OTG.
  • Provides hard knockdown.

M Version:

Upon resurfacing, Diver Down performs an overhead punch.

  • Cannot be Flash Cancelled.
  • Causes a groundbounce on hit.
  • Provides hard knockdown.

H Version:

Upon resurfacing, Diver Down performs a barrage of punches.

  • Can be Flash Fancelled.
  • Launches on hit.
  • Provides hard knockdown.
  • Anasui's main Stand On combo tool.
Stand 63214X
How awful!
63214L/M/H
JJASBR Anasui Stand 63214X (1).png
JJASBR Anasui Stand 63214X (2).png
How wonderful for Anasui
How wonderful for Anasui
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 160 (8*10, 80) Throw - - - - -
Medium 184 (8*13, 80) Throw - - - - -
Heavy 208 (8*16, 80) Throw - - - - -

Diver Down dives into the opponent and attacks them from the inside out.

  • Provides hard knockdown.
  • Does not lead into a combo.
Stand J214X
Go to hell!
j.214L/M/H
JJASBR Anasui Stand Jump 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Overhead - - - - -
Medium 80 Overhead - - - - -
Heavy 110 Overhead - - - - -

Diver Down performs an overhead punch as Anasui floats back.

  • Causes a groundbounces on hit.
  • Provides hard knockdown.
  • Anasui does not have many moves to follow this up with, causing him to either end the combo here or call an assist to extend.

System Mechanics

Throw
Throw
Didn't see it coming!
5/4 + Any Two Attack Buttons
JJASBR Anasui Throw (1).png
JJASBR Anasui Throw (2).png
Stand Off
Stand Off
JJASBR Anasui Throw (3).png
Stand On
Stand On
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

Anasui grabs the opponent before hitting them with a backhanded attack.

  • Leaves the opponent far away from Anasui.
  • Both Throws are identical aside from direction.
  • Can be followed up with s.236L from both Stand Off and Stand On.
Assist
Assist
And... RELEASE!
JJASBR Anasui Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Diver Down: 50
Trap: 21 (1, 5*2, 10)
Mid - - - - -

Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214H
5S
Stand On/Off
5S
JJASBR Anasui Stand On.png
Stand On
Stand On
JJASBR Anasui Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Diver Down, altering Anasui's moveset and abilities.

Heart Heat Attack

Give me your blessing!
236 + Any Two Attack Buttons
JJASBR Anasui HHA (1).png
JJASBR Anasui HHA (2).png
JJASBR Anasui HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
206 (5*6, 20, 6*20, 36) Mid - - - - -

Diver Down punches the ground several times and then releases the stored energy at the opponent.

  • Can be held down to delay the release, but offers no real benefit for doing so.
  • Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles.

Great Heat Attack

Diving in
236L+M+H
JJASBR Anasui GHA (1).png
JJASBR Anasui GHA (2).png
JJASBR Anasui GHA (3).png
Unlike Sheer Heart Attack, it has many weaknesses.
Unlike Sheer Heart Attack, it has many weaknesses.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
356 (60+18*4+24+7*20+60) Mid - - - - -

Diver Down tracks the opponent and enters their body to destroy them from the inside out.

  • Diver Down will teleport to the opponent, giving it unlimited range.
  • Too slow to confirm off of grounded attacks, but ends juggle combos well if a kill is certain.
  • Aside from initial invul when diving into the ground, both Anasui and Diver Down are completely vulnerable before the move actually connects. This makes it a poor choice for punishing any projectiles.

Costumes

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

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
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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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
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Mista
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Fugo
Trish
Abbacchio
Prosciutto
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JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
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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