JoJo's Bizarre Adventure: All-Star Battle R/Wamuu: Difference between revisions
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Wamuu jabs the opponent with his fingers. A tremendous defensive option against dash jumps and an excellent poke. | Wamuu jabs the opponent with his fingers. | ||
*A tremendous defensive option against dash jumps and an excellent poke. | |||
*Cancelling into 421M gives Wamuu access to a grounded crossup. | *Cancelling into 421M gives Wamuu access to a grounded crossup. | ||
*Sets him up close for his Throw. | *Sets him up close for his Throw. | ||
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Wamuu attacks with a wind-laced step kick. A central core of his offensive | Wamuu attacks with a wind-laced step kick. | ||
*A central core of his offensive gameplan due to its incredible reach, going as far as some Stand characters' normals and even special moves. | |||
*Can also serve as an active anti-air option. | |||
*At point blank range, can be canceled into 421M for a crossup. | *At point blank range, can be canceled into 421M for a crossup. | ||
*At max range, can push the opponent out of 5H/2H range. | *At max range, can push the opponent out of 5H/2H range. | ||
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With his fingers extended, Wamuu swings his arm upwards. A high hitting anti air option and combo filler. | With his fingers extended, Wamuu swings his arm upwards. | ||
* | *A high hitting anti-air option and combo filler. | ||
*Can be cancelled on hit into 623M FC for a combo. | |||
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*Double-hitting, long range low. | *Double-hitting, long range low. | ||
*Slightly less range than 5M, but better pushback, making it a great option on block to bait normals and punish. | *Slightly less range than 5M, but better pushback, making it a great option on block to bait normals and punish. | ||
*Great combo filler, and can be cancelled into | *Great combo filler, and can be cancelled into 214L>L at max range for a combo. | ||
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Wamuu extends his arm while covering it with wind. | Wamuu extends his arm while covering it with wind. | ||
*First hit can be cancelled to continue combos. | *First hit can be cancelled to continue combos. | ||
*Second hit causes hard knockdown. | |||
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*Causes crumple on it. | *Causes crumple on it. | ||
*Possesses Super Armor. | *Possesses Super Armor. | ||
** | **In Mode 3, the armor's startup is reduced and its total duration increases, lasting until the last recovery frame. This allows Wamuu to block punish attempts. | ||
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'''H version:''' | '''H version:''' | ||
*Has invincibility, but longest startup. | *Has invincibility, but the longest startup. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Modes increase damage, Guard Damage, chip damage, pull strength/distance, and duration. | **Modes increase damage, Guard Damage, chip damage, pull strength/distance, and duration. | ||
*'''IMPORTANT:''' While the initial hit pull puts the opponent in hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input parries, supers, or | *'''IMPORTANT:''' While the initial hit pull puts the opponent in hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input parries, supers, or GHAs to punish him. Be prepared to FC or suffer damage on a wrong read. | ||
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Activates Vapor Barrier. | Activates Vapor Barrier. | ||
*Costs 1 HH Gauge. | *Costs 1 HH Gauge. | ||
*Using an HHA during Vapor Barrier will remove its meter cost. | |||
*Has a decent amount of recovery frames, making it impossible to use as a call-out against zoning. | *Has a decent amount of recovery frames, making it impossible to use as a call-out against zoning. | ||
*Makes Wamuu invisible and immune to every projectile except for HHA/GHA-based ones. | *Makes Wamuu invisible and immune to every projectile except for HHA/GHA-based ones. | ||
**Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s " | **Will not protect Wamuu from [[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli|Caesar]]'s "Bubble Cutter" and "Gliding Bubble Cutter". | ||
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*Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | *Enables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#236X|Whooosh!]]". | ||
*Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | *Disables the use of "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#22S|Vapor Barrier]]" when activated. | ||
*Renders Wamuu immune to [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report|Weather]]'s [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report#Heart Heat Attack| | *Renders Wamuu immune to [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report|Weather]]'s [[JoJo's Bizarre Adventure: All-Star Battle R/Weather Report#Heart Heat Attack|HHA]]. | ||
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Wamuu slides forward horn-first to attack the opponent. | Wamuu slides forward horn-first to attack the opponent. | ||
* | *The final hit causes crumple. | ||
*All versions do little scaling in terms of Guard Damage. This makes them very threatening tools to cancel into on block. | *All versions do little scaling in terms of Guard Damage. This makes them very threatening tools to cancel into on block. | ||
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Wamuu turns his horn into a giant wind-based drill and swings the razor-sharp stream of air to knock the opponent into the air above him. He then rapidly juggles them above his head with the drill, and finishes by focusing the drill into his opponent for a powerful attack that sends them flying. | Wamuu turns his horn into a giant wind-based drill and swings the razor-sharp stream of air to knock the opponent into the air above him. He then rapidly juggles them above his head with the drill, and finishes by focusing the drill into his opponent for a powerful attack that sends them flying. | ||
* | *The initial hit reaches past halfscreen. | ||
*Non-cinematic until the final 9 hits; can be blocked all the way. | *Non-cinematic until the final 9 hits; can be blocked all the way. | ||
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Revision as of 13:05, 28 February 2023
Introduction
Wamuu, honored strategist and villain in Battle Tendency, the second part of JoJo's Bizarre Adventure, is a footsies-focused mix-up and guard-crushing monster. Thanks to his tall stature and long reach, he can access great normals such as 5M, 5H, 2H, and j.H. He possesses a variety of mixup tools: "I, Wamuu, will now consider you to be worthy prey!" gives him an overhead and decent left-right mix, while "He bent backwards!" can let him cancel his pressure to bait Stylish Guard or catch the opponent's mashing. Another strength is Wamuu's ability to consistently anti-air, with variations of "Never stand in my shadow!" and great standing normals. This all works well with his qualities as a Stone Mask character, allowing him to gain health back as he puts the opponents in ruthless blockstrings.
Like his fellow Pillar Men, Wamuu has access to Modes in order to enhance his abilites; uniquely, he is also the most complex user, possessing 3 different Modes that all affect his normals, special moves, combos, and pressure. Each one also increases the Guard Damage and chip damage of his various special moves, including "Raging Tornado Aftermath!", which can both pull in opponents and destroy projectiles. With mastery of each Mode and the benefits they provide, Wamuu can be thoroughly equipped for any situation or match-up.
That being said, the most honorable of the Pillar Men does have his drawbacks, the top being his inconsistent blockstrings and combos at some ranges. Not only that, Wamuu also lacks normal movement options: as one of two characters who lack the ability to run (the other being Johnny while Dismounted), he cannot dash-jump or dash-cancel buttons like other characters. Wamuu can also be resource-intensive, as entering either "Wind Mode" or "Vapor Barrier" prevents him from gaining meter, which he desperately needs to Flash Cancel for combos, invest in HHA for damage, or make himself safe after a wrong read. Those who enjoy playing a strong, offensive/defensive mid-range game with the ability to augment their gameplan on the fly, would certainly enjoy the master of the winds.
- Stone Mask: Wamuu incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
- Modes: Wamuu has three different installs, all of which change the properties on his normals and special moves.
- Step Dash: In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes at the cost of not being cancelable.
Wamuu is a Mode character whose gameplan is centered around the neutral, blockstring pressure, and mixups. | |
Pros | Cons |
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Modes
Wamuu has access to several installs in order to enhance his abilities.
- Wind Mode (Mode 1) is activated by pressing the Style button, and costs no meter. With the quick start up of this mode, it can be used to extend combos. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster.
- Vapor Barrier (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode.
- I shall see with the wind. (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "Whooosh!", and can deal chip damage with his normals. Unlike the previous Modes, Wamuu's jump is not altered in any way (but the damage on his aerial attacks does increase).
The following moves are affected by all Modes:
- Never stand in my shadow!
- He bent backwards!
- I, Wamuu, will now consider you to be worthy prey!
- Victim of your own delusion
- Raging Tornado Aftermath!
The tradeoff for using Mode is that while in "Wind Mode" and "Vapor Barrier", Wamuu is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA or GHA, or is forcefully knocked out of the install by taking a hard knockdown. Additionally, activating "I shall see with the wind." locks Wamuu out of his other two installs for the rest of the match, each of which have their own advantages.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Mode | 950 | Rumble | #ASBR_WAM #ASBR_WMU |
Move List
Normal Moves
5L
5L
|
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5M
5M
|
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5H
5H
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2L
2L
|
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2M
2M
|
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2H
2H
|
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6H
6H
With the strength of a pillar! |
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
623X
Never stand in my shadow!
623L/M/H |
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214X
He bent backwards!
214L/M/H |
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214X-X
He bent backwards! (Follow-Up)
214L/M/H~L/M/H |
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421X
I, Wamuu, will now consider you to be worthy prey!
421L/M/H |
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22H
Victim of your own delusion
22H |
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J421X
I, Wamuu, will now consider you to be worthy prey! (Air)
j.421L/M/H |
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236S
Raging Tornado Aftermath!
236S |
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System Mechanics
Throw
Throw
Go for the throat and lungs! 5/4 + Any Two Attack Buttons |
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Assist
Assist
He bent backwards! |
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5S
Wind Mode
5S |
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22S
Vapor Barrier
22S |
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63214XX
I shall see with the wind.
63214 + Any Two Attack Buttons |
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236X
Whooosh!
236L/M/H during "I shall see with the wind." |
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Heart Heat Attack
Ultimate Technique! Divine Sandstorm!
236 + Any Two Attack Buttons |
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Great Heat Attack
Ultimate Technique! Atmospheric Rift
236L+M+H |
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