JoJo's Bizarre Adventure: All-Star Battle R/Wamuu: Difference between revisions
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Wamuu attacks with a gigantic axe kick. | Wamuu attacks with a gigantic axe kick. | ||
*Largest jump-in in his kit, has the ability to cross up. | *Largest jump-in in his kit, has the ability to cross up. | ||
*Instant | *Instant j.H will hit unsuspecting opponents, allowing for combos. | ||
*Once in Mode 3, the hit effect changes to allow juggles. | *Once in Mode 3, the hit effect changes to allow juggles. | ||
}} | }} | ||
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'''L version:''' | '''L version:''' | ||
*Activating "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" will remove the ability to Flash Cancel this version. | *Activating "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" will remove the ability to Flash Cancel this version. | ||
*Best version for anti | *Best version for anti-airs due to speed and range. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Wamuu performs a front flip. | Wamuu performs a front flip. | ||
*Strength determines the distance traveled. | *Strength determines the distance traveled. | ||
**L and M versions can be used as a substitute for a standard dash, allowing Wamuu a very low-tech version of other characters' dash-cancel pressure. | |||
*Has invincibility in its later portion. | *Has invincibility in its later portion. | ||
*Recovery can be canceled into throw and normals, but not command normals or specials. | *Recovery can be canceled into throw and normals, but not command normals or specials. | ||
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*Causes knockback on hit. | *Causes knockback on hit. | ||
*Strength determines the range and recovery frames. | *Strength determines the range and recovery frames. | ||
*Can be | *Can be Flash Canceled for blockstrings or safety. | ||
*At max range, only the first of the 3 kicks will connect, leaving Wamuu stuck in recovery. | *At max range, only the first of the 3 kicks will connect, leaving Wamuu stuck in recovery. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Causes hard knockdown in all Modes. | |||
**Causes | **Gains increased knockback distance and wallbounce effect during all Modes; the latter property makes it an optimal way to land HHA. | ||
**Gains increased knockback distance and | |||
**Guard Damage only increases while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | **Guard Damage only increases while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | ||
}} | }} | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Moves forward the least | *Moves forward the least, but can cross up with specific setups. | ||
*Safe due to pushback in some matchups. | |||
**In Mode 1, it has a large, delayed hitbox that can catch punish attempts or opponents asleep at the wheel | *In Mode 1, it has a large, delayed hitbox that can catch punish attempts or opponents asleep at the wheel. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Moves forward more than the L version | *Moves forward more than the L version, allowing it to cross up more reliably. | ||
*In Mode 2, it has a large amount of pushback and can be used to make Wamuu completely safe. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
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*Affected by Modes. | *Affected by Modes. | ||
*Can only be used when the opponent is downed, but can be timed to attack while they stand up. | *Can only be used when the opponent is downed, but can be timed to attack while they stand up. | ||
*Builds a good chunk of meter | *Builds a good chunk of meter; key to Wamuu's meter building routes normally and in Mode 3. | ||
}} | }} | ||
}} | }} | ||
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While in the air, Wamuu unleashes a downward swipe. | While in the air, Wamuu unleashes a downward swipe. | ||
*All versions cause crumple on hit. | *All versions cause crumple on hit. | ||
*Can create ambiguous mixups when used during a jump directly over an opponent | *Can create ambiguous mixups when used during a jump directly over an opponent | ||
*TK-able with practice, creating a low jump overhead important to his mix. | *TK-able with practice, creating a low jump overhead important to his mix. | ||
*Affected by Modes. | |||
**All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | **All versions become partially invisible while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#5S|Wind Mode]]" is active. | ||
**All versions gain an extra hit while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | **All versions gain an extra hit while "[[JoJo's Bizarre Adventure: All-Star Battle R/Wamuu#63214XX|I shall see with the wind.]]" is active. | ||
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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, | *'''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, HHAs, or GHAs to punish him. Be prepared to Flash Cancel or suffer damage on a wrong read. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Mode On | |version=Mode On | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|version=Mode Off | |version=Mode Off | ||
|header=no | |header=no | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|description= | |description= | ||
Turns Wind Mode on/off. | Turns Wind Mode on/off. | ||
* | *Has incredibly quick startup, allowing for mid-combo or blockstring uses similar to a Quick Stand On. | ||
*Conversely, it has large recovery on deactivation. Best done after 2H or Throw due to the recovery time. | *Conversely, it has large recovery on deactivation. Best done after 2H or Throw due to the recovery time. | ||
*Can go into "Vapor Barrier" from Wind Mode, but not into "I shall see with the wind". | *Can go into "Vapor Barrier" from Wind Mode, but not into "I shall see with the wind". | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|caption= | |caption= | ||
|image2=JJASBR_Wamuu_HHA_(2).png | |image2=JJASBR_Wamuu_HHA_(2).png | ||
|caption2= | |caption2=Like a sandstorm in space | ||
|name=Ultimate Technique! Divine Sandstorm! | |name=Ultimate Technique! Divine Sandstorm! | ||
|input=236 + Any Two Attack Buttons | |input=236 + Any Two Attack Buttons |
Revision as of 10:54, 19 March 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) |
---|---|---|---|
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 |
---|