JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi: Difference between revisions

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(Cleaning some notes I made. Will add frame data lalter)
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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 RHCP is buffed, whether that's damage, frame data, mechanics, or hit amount. MAX turns Akira from a below average character into a literal dynamo of damage and mix. It also increases damage to his HHA and GHA, making meter dump combo's that much rewarding.
* '''MAX Electricity:''' When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, whether that's damage, frame data, mechanics, or hit amount. MAX turns Akira from a below-average character into a dynamo of damage and mix. It also increases damage to his HHA and GHA, making meter dump combos that much more rewarding.
* '''Frame Data:''' Akira's buttons are both quick and great on block, making his stagger pressure even more successful.
* '''Frame Data:''' Akira's buttons are both quick and great on block, making his stagger pressure even more successful.
* '''Launching Jump-ins:''' User mode J.H and Stand mode J.M both launch, allowing Akira to score full damaging combos off air-to-air situations or setups.
* '''Launching Jump-ins:''' User mode J.H and Stand mode J.M both launch, allowing Akira to score full damaging combos off air-to-air situations or setups.
* '''Quick Charge:''' Akira combos and block strings often generate meter very well, even more so while in MAX. These give him access to FC and higher combo damage, with or without MAX.
* '''Quick Charge:''' Akira combos and block strings often generate meter very well, even more so while in MAX. These give him access to FC and higher combo damage, with or without MAX.
* '''Grappler ability:''' Between his collection of safe jumps, high damage grabs, and reward off of strike-throw mixups, Akira finds great success in abusing his grabs.
* '''I'll drag you in!:''' Between his collection of safe jumps, high damage grabs, and reward off of strike-throw mixups, Akira finds great success in abusing his grabs. They also all provide hard knockdowns, allowing Akira to charge.
* '''HHA:''' Akira's HHA may be one of the better in the game. It has a long-range, is invincible is generally safe on block at max range, does solid damage by itself, and automatically refills electricity to full. It is also fast enough to catch whiffs and neutral gaining bonus damage from counter hit.
* '''HHA:''' Akira's HHA may be one of the better in the game. It has a long range, is invincible is generally safe on block at max range, does solid damage by itself, and automatically refills electricity to full. It is also fast enough to catch whiffs in neutral, gaining bonus damage from counter-hit.
  |cons =
  |cons =
* '''Dead Battery:''' Should Akira run out of electricity, he is put in an extremely disadvantageous position until he's able to find an opportunity to fill the gauge back up. This can be disastrous during combos, as he and RHCP will play through a drained animation that both drops the combo and allows for a counterattack from the opponent. When out of juice, Akira may only do User mode normals and HHA, losing even his throw until the meter is back to partial charge. This can also force him to end combos early in HHA just to maintain Electricity at the cost of damage.
* '''Dead Battery:''' Should Akira run out of electricity, he is put in an extremely disadvantageous position until he's able to find an opportunity to fill the gauge 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. When out of juice, Akira may only do User mode normals and HHA, losing even his throw until the meter is back to partial charge. This can also force him to end combos early with HHA just to maintain Electricity at the cost of damage.
* '''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 will also affect his combo game, specifically the usability of User 5H on grounded opponents.
* '''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 will also affect his combo game, specifically the usability of User 5H on grounded opponents.
* '''Resource Hungry:''' Finding time to charge during block strings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge you at the end of blockstring.
* '''Resource Hungry:''' Finding time to charge during block strings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge you at the end of blockstrings so you can 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 and cannot handle strong pressure.
* '''Lack of Wakeup/Reversals:''' Outside of HHA, Akira has ZERO safe wakeup options or reversals and can struggle with strong pressure.
| tablewidth = 80
| tablewidth = 80
}}
}}
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Exclusive to Akira is a special gauge that 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.
Exclusive to Akira is a special gauge that 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 electricity consumed depending on the attack). He must avoid draining it completely, as if it is empty, he will be unable to use his Throw, special moves, or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling a certain amount.  
The Electricity Gauge drains passively over time, but is also consumed by using Akira's special moves (the amount of electricity consumed depending on the attack). He must avoid draining it completely as if it is empty, he 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 Electrciity 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 a certain amount.  


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 MAX Electricity, he will remain in that state until the gauge runs out or he unsummons his Stand. Electricity passively drains less while in User.
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 MAX Electricity, he will remain in that state until the gauge runs out or he unsummons his Stand. Electricity passively drains less while in User.
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*Good range for pokes.
*Good range for pokes.
*Akira's farthest reaching Stand Off normal.
*Akira's farthest reaching Stand Off normal.
*While the second hit causes a launch with MAX Electricity, the launch itself is minimal and thus has very little combo opportunities. However, it can be used to create a vortex using his various safe jumps.
*While the second hit causes a launch with 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 his various safe jumps.
  }}
  }}
}}
}}
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*Good range for a light poke.
*Good range for a light poke.
*Can chain into itself 3 times.
*Can chain into itself 3 times.
*Important to his strike throw game.
*Important to his strike throw game with its decent reach and short recovery.
*Can has a fairly low profile.
  }}
  }}
}}
}}
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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 hit stun, can be hard to combo off of.
*Not a lot of hit stun; can be hard to combo off of.
*Can be used for safe jumps
*Can be used for safe jump setups.
  }}
  }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Akira summons Red Hot Chili Pepper, who performs two punches downwards.
Akira summons Red Hot Chili Pepper, who performs two punches downward.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
*Good for jump-ins.
*Good for jump-ins.
*Can be used for safe jumps
*Can be used for safe jump setups.
  }}
  }}
}}
}}
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  |description=
  |description=
Akira performs a kick outwards.
Akira performs a kick outwards.
*Launches on hit.
*Launches on hit, allowing a User 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 safe jumps
*Can be used for safe jump setups.
  }}
  }}
}}
}}
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*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.
*Has extremely lengthy recovery.
*Has an extremely lengthy recovery.
*Can be low-profiled.
*Can be low-profiled.
*WILL NOT COMBO ON CROUCHING OPPONENTS.
  }}
  }}
}}
}}
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*Launches on hit. Launches higher in MAX
*Launches on hit. Launches higher in MAX
*Provides hard knockdown.
*Provides hard knockdown.
*Slight tracking on startup, allowing RHCP to catch rotates or back dashes.
*Slight tracking on startup, allowing Red Hot Chili Pepper to catch rotates or back dashes.
*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 you to cover two angles at once.
  }}
  }}
}}
}}
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*Not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
*Not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity.
**Launches on air hit when in MAX
**Causes crumple or an HKD on air hit when performed with MAX Electricity. Can be a combo starter with Flash Cancel if close enough, and an excellent tool in juggles when close enough.
**Causes crumple when performed with MAX Electricity. Can be a combo starter with Flash Cancel if close enough, and an excellent tool in juggles when close enough.
----
----
'''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
*Arc of jump allows this to serve as a longer ranged anti air
*Arc of jump allows this to serve as a longer ranged anti-air
----
----
'''M version:'''
'''M version:'''
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*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.
*In MAX, this version sees use in combo due to its launch potential.
  }}
  }}
}}
}}
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  |description=
  |description=
Red Hot Chili Pepper performs two hooks.
Red Hot Chili Pepper performs two hooks.
*Moves forward slightly on use.
*Moves forward slightly on use. Great to bait wakeup options.
*Startup increases during MAX
*Startup increases during MAX
  }}
  }}
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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, is plus enough on hit to connect a 5M or another 5H at some ranges.
*Great meaty option, plus enough on hit to connect a 5M or another 5H at some ranges.
*Plus on block.
*Plus on block.
  }}
  }}
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Red Hot Chili Pepper attacks with a crouching jab.
Red Hot Chili Pepper attacks with a crouching jab.
*Quick low check. Can be used to poke effectively during stagger pressure.
*Quick low check. Can be used to poke effectively during stagger pressure.
*Notes 2
  }}
  }}
}}
}}
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  |description=
  |description=
Red Hot Chili Pepper performs an uppercut.
Red Hot Chili Pepper performs an uppercut.
*Launches on air hit, making it great for use after J.M or Stand 236X-6X
*Launches on air hit, making it great for use after J.M or other juggles.
*Notes 2
  }}
  }}
}}
}}
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Red Hot Chili Pepper performs a sweeping punch.
Red Hot Chili Pepper performs a sweeping punch.
*Provides hard knockdown.
*Provides hard knockdown.
*Notes 2
*Knocks down on air hit.
  }}
  }}
}}
}}
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  |description=
  |description=
Red Hot Chili Pepper swpies its arm outwards.
Red Hot Chili Pepper swpies its arm outwards.
*Notes 1
*Fairly active and fast, but overall his worst air button.
*Notes 2
*Some 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 on hit.
*Launches on hit, making it an excellent way to catch opponents off guard.
*Notes 2
  }}
  }}
}}
}}
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  |description=
  |description=
Red Hot Chili Pepper punches downwards.
Red Hot Chili Pepper punches downwards.
*Does not juggle in combos.
*Does not juggle in combos. Can be used for cheeky resets or to jump in on opponents.
*Notes 2
  }}
  }}
}}
}}
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  |hitadv=
  |hitadv=
  |description=
  |description=
Red Hot Chili Pepper delivers a final blow that sends the opponent flying backwards.
Red Hot Chili Pepper delivers a final blow that sends the opponent flying backward.
*Move perfomance is identical across all versions. Can be flash cancelled to start a combo.
*Move performance is identical across all versions. Can be flash canceled to start a combo.
*Stand Rush-compatible.
*Stand Rush-compatible.
*Launches on hit.
*Launches on hit.
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*Move perfomance is identical across all versions.
*Move perfomance is identical across all versions.
*Stand Rush-compatible.
*Stand Rush-compatible.
*Can be used in some relatively gimmicky mixups, such as jumping over or using User 2L to force a wrong block.
*Causes crumple on hit.
*Causes crumple on hit.
*HORRENDOUS on block. Never use in blockstring.
*HORRENDOUS on block. Never use in blockstring.
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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. In MAX, Red Hot Chili Pepper hits them and launches them while Akira jams out.  
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. In MAX, Red Hot Chili Pepper hits them and launches them with an uppercut while Akira jams out.  
*Causes a hard knockdown
*Causes a hard knockdown normally, and a soft knockdown in MAX.
*Startup, active time, and recovery all change with the strength of button used.
*Startup, active time, and recovery all change with the strength of the button used.
*During MAX, the parry will launch and can be flash cancelled for high damage.
*During MAX, the parry will launch and can be flash canceled for high damage.
  }}
  }}
}}
}}
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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 you to charge or summon assists.
*All versions can be canceled into HHA, but may whiff on some characters.
*Builds decent bar, 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.
*Death on whiff.
----
----
'''L version:'''
'''L version:'''
*Notes 1
*Best used after forcing opponents to respect your plus frames and staggers.
*Notes 2
*In MAX becomes one of (if not the) fastest command grab.
----
----
'''M version:'''
'''M version:'''
*Notes 1
*Will tick off his light buttons outside of MAX.
*Notes 2
----
----
'''H version:'''
'''H version:'''
*Notes 1
*The only option that ticks off his light buttons in MAX. Important for his strike throw.
*Notes 2
  }}
  }}
}}
}}
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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 you to do it in your blockstrings.
*Considered crouching while the move is active.
*Considered crouching while the move is active.
  }}
  }}
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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.
*Requires Electricity Gauge to use.
*Requires Electricity Gauge to use.
*Data in [] is for MAX Electricity.
*Data in [] is for MAX Electricity. In MAX it becomes one of the highest damaging grabs in the game.
*Range increased in Stand On.
*Range increased in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
*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.
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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. In MAX, Red Hot Chili Pepper does an additional series of flashy attacks.
*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.
*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.
*Can be connected off an air hit of his User 5H
  }}
  }}
}}
}}

Revision as of 07:52, 5 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.
Playstyle
JJASBR Akira Small Icon.png Akira Otoishi is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense.
Pros Cons
  • MAX Electricity: When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, whether that's damage, frame data, mechanics, or hit amount. MAX turns Akira from a below-average character into a dynamo of damage and mix. It also increases damage to his HHA and GHA, making meter dump combos that much more rewarding.
  • Frame Data: Akira's buttons are both quick and great on block, making his stagger pressure even more successful.
  • Launching Jump-ins: User mode J.H and Stand mode J.M both launch, allowing Akira to score full damaging combos off air-to-air situations or setups.
  • Quick Charge: Akira combos and block strings often generate meter very well, even more so while in MAX. These give him access to FC and higher combo damage, with or without MAX.
  • I'll drag you in!: Between his collection of safe jumps, high damage grabs, and reward off of strike-throw mixups, Akira finds great success in abusing his grabs. They also all provide hard knockdowns, allowing Akira to charge.
  • HHA: Akira's HHA may be one of the better in the game. It has a long range, is invincible is generally safe on block at max range, does solid damage by itself, and automatically refills electricity to full. It is also fast enough to catch whiffs in neutral, gaining bonus damage from counter-hit.
  • Dead Battery: Should Akira run out of electricity, he is put in an extremely disadvantageous position until he's able to find an opportunity to fill the gauge 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. When out of juice, Akira may only do User mode normals and HHA, losing even his throw until the meter is back to partial charge. This can also force him to end combos early with HHA just to maintain Electricity at the cost of damage.
  • 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 will also affect his combo game, specifically the usability of User 5H on grounded opponents.
  • Resource Hungry: Finding time to charge during block strings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge you at the end of blockstrings so you can 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 and can struggle with strong pressure.

Electricity Gauge

Exclusive to Akira is a special gauge that 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 electricity consumed depending on the attack). He must avoid draining it completely as if it is empty, he 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 Electrciity 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 a certain amount.

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 summons Red Hot Chili Pepper with MAX Electricity, he will remain in that state until the gauge runs out or he unsummons his Stand. Electricity passively drains less while in User.

Stats

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

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Akira performs a standing low kick.

  • Does not hit Low, despite appearances.
  • Because of its low hitbox, it is not as good at stopping dash jumps.
5M
5M
JJASBR Akira 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid - - - - -

Akira performs a mid kick.

  • Good range for counter-pokes.
5H
5H
JJASBR Akira 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Mid - - - - -

Akira summons Red Hot Chili Pepper, who performs an uppercut.

  • Data in [] is for MAX Electricity.
  • Moves Akira forward.
  • Good range for pokes.
  • Akira's farthest reaching Stand Off normal.
  • While the second hit causes a launch with 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 his various safe jumps.
2L
2L
JJASBR Akira 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low - - - - -

Akira performs a stationary crouching kick.

  • Good range for a light poke.
  • Can chain into itself 3 times.
  • Important to his strike throw game with its decent reach and short recovery.
  • Can has a fairly low profile.
2M
2M
JJASBR Akira 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [21] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a punch after emerging from the ground.

  • Data in [] is for MAX Electricity.
  • Decent range for counter-pokes.
  • Reaches just barely father than 2L.
  • Will not connect into 2H at some ranges.
2H
2H
JJASBR Akira 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [37] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a sweeping punch after emerging from the ground.

  • Data in [] is for MAX Electricity.
  • Provides hard knockdown.
  • Barely reaches farther than 2M.
JL
j.L
JJASBR Akira Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead - - - - -

Akira performs an attack with the tip of his knee.

  • Stubby normal, good for cross-ups.
  • Not a lot of hit stun; can be hard to combo off of.
  • Can be used for safe jump setups.
JM
j.M
JJASBR Akira Jump M (1).png
JJASBR Akira Jump M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 (7*2) [16 (8*2)] Overhead - - - - -

Akira summons Red Hot Chili Pepper, who performs two punches downward.

  • Data in [] is for MAX Electricity.
  • Good for jump-ins.
  • Can be used for safe jump setups.
JH
j.H
JJASBR Akira Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Akira performs a kick outwards.

  • Launches on hit, allowing a User 5M follow-up from almost every range.
  • Good for jump-ins and combo filler.
  • Can be used for safe jump setups.

Special Moves

236X
Spitfire
236L/M/H
JJASBR Akira 236X.png
DO NOT WHIFF THIS
DO NOT WHIFF THIS
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [40] Mid - - - - -
Medium 45 [50] Mid - - - - -
Heavy 55 [60] Mid - - - - -

Akira summons a toy plane, with Red Hot Chili Pepper hiding inside it.

  • Data in [] is for MAX Electricity.
  • Angle will change depending on strength.
  • Causes crumple when used at MAX Electricity.
  • Can be an effective tool to call out jump-ins.
  • Has an extremely lengthy recovery.
  • Can be low-profiled.
  • WILL NOT COMBO ON CROUCHING OPPONENTS.
236X-6H
Spitfire (Follow-up)
236L/M/H > 6H
JJASBR Akira 236X-6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 [38] Mid - - - - -

Red Hot Chili Pepper jumps out of the toy plane with a divekick.

  • Data in [] is for MAX Electricity.
  • Launches on hit. Launches higher in MAX
  • Provides hard knockdown.
  • Slight tracking on startup, allowing Red Hot Chili Pepper to catch rotates or back dashes.
  • Can somewhat shorten the recovery of Spitfire if the move doesn't connect.
    • Can be sent out ahead of Spitfire, allowing you to cover two angles at once.
214X
Whack-A-Mole Champion
214L/M/H
JJASBR Akira 214X (1).png
Origin Points
Origin Points
JJASBR Akira 214X (2).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [60] Mid - - - - -
Medium 35 [60] Mid - - - - -
Heavy 35 [60] Mid - - - - -

Akira summons Red Hot Chili Pepper, who jumps out of one of three electric sparks on the ground and attacks the opponent. All versions are fantastic for interrupting zoning, as Red Hot Chili Pepper will track the opponent no matter the distance. Keep in mind that Red Hot Chili Pepper will be vulnerable to attack during use.

  • Provides hard knockdown.
  • Not counted as a projectile, making it able to beat projectile-nullifying moves or abilities.
  • Data in [] is for MAX Electricity.
    • Causes crumple or an HKD on air hit when performed with MAX Electricity. Can be a combo starter with Flash Cancel if close enough, and an excellent tool in juggles when close enough.

L version:

  • Red Hot Chili Pepper jumps from the first to the third spark
  • Arc of jump allows this to serve as a longer ranged anti-air

M version:

  • Red Hot Chili Pepper jumps from the second to the third spark.

H version:

  • 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.
  • In MAX, this version sees use in combo due to its launch potential.
22S
Charge
22S
JJASBR Akira 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira crouches and pulls out a small amp, summoning Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Considered crouching while the move is active.

Stand On

  • Data in [] is for MAX Electricity.

Normal Moves

Stand 5L
5L
JJASBR Akira Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [15] Mid - - - - -

Red Hot Chili Pepper jabs in front.

  • Quick jab check in front of Akira
  • Startup increases during MAX
Stand 5M
5M
JJASBR Akira Stand 5M (1).png
JJASBR Akira Stand 5M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 (14*2) [34 (17*2)] Mid - - - - -

Red Hot Chili Pepper performs two hooks.

  • Moves forward slightly on use. Great to bait wakeup options.
  • Startup increases during MAX
Stand 5H
5H
JJASBR Akira Stand 5H (1).png
JJASBR Akira Stand 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (20*2) [50 (25*2)] Mid - - - - -

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.
  • Plus on block.
Stand 2L
2L
JJASBR Akira Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 [13] Low - - - - -

Red Hot Chili Pepper attacks with a crouching jab.

  • Quick low check. Can be used to poke effectively during stagger pressure.
Stand 2M
2M
JJASBR Akira Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 [23] Low - - - - -

Red Hot Chili Pepper performs an uppercut.

  • Launches on air hit, making it great for use after J.M or other juggles.
Stand 2H
2H
JJASBR Akira Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Low - - - - -

Red Hot Chili Pepper performs a sweeping punch.

  • Provides hard knockdown.
  • Knocks down on air hit.
Stand JL
j.L
JJASBR Akira Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 [17] Overhead - - - - -

Red Hot Chili Pepper swpies its arm outwards.

  • Fairly active and fast, but overall his worst air button.
  • Some limited use as a jump-in to tick into his throws.
Stand JM
j.M
JJASBR Akira Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [26] Overhead - - - - -

Red Hot Chili Pepper punches upwards.

  • Launches on hit, making it an excellent way to catch opponents off guard.
Stand JH
j.H
JJASBR Akira Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper punches downwards.

  • Does not juggle in combos. Can be used for cheeky resets or to jump in on opponents.

Special Moves

Stand 236X
More power than a jet engine.
236L/M/H
JJASBR Akira Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 42 (14*3) [55 (11*5)] Mid - - - - -
Medium 48 (16*3) [65 (13*5)] Mid - - - - -
Heavy 60 (20*3) [75 (15*5)] Mid - - - - -

Red Hot Chili Pepper rushes a moderate distance forward in a flurry of flashy punches.

  • Stand Rush-compatible.

L version:

  • Notes 1
  • Notes 2

M version:

  • Notes 1
  • Notes 2

H version:

  • Notes 1
  • Notes 2
Stand 236X-6X
This just makes me stronger!
236L/M/H > 6L/M/H
JJASBR Akira Stand 236X-6X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
55 [69] Mid - - - - -

Red Hot Chili Pepper delivers a final blow that sends the opponent flying backward.

  • Move performance is identical across all versions. Can be flash canceled to start a combo.
  • Stand Rush-compatible.
  • Launches on hit.
  • Causes a wallbounce.
  • HORRENDOUS on block. Never use in blockstring.
Stand 236X-2X
Gonna knock your ass out!
236L/M/H > 2L/M/H
JJASBR Akira Stand 236X-2X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper delivers a final blow downwards.

  • Move perfomance is identical across all versions.
  • Stand Rush-compatible.
  • Can be used in some relatively gimmicky mixups, such as jumping over or using User 2L to force a wrong block.
  • Causes crumple on hit.
  • HORRENDOUS on block. Never use in blockstring.
Stand 421X
Kiss this!
421L/M/H
JJASBR Akira Stand 421X (1).png
JJASBR Akira Stand 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 [120] - - - - - -
Medium 120 [140] - - - - - -
Heavy 140 [160] - - - - - -

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. In MAX, Red Hot Chili Pepper hits them and launches them with an uppercut while Akira jams out.

  • Causes a hard knockdown normally, and a soft knockdown in MAX.
  • Startup, active time, and recovery all change with the strength of the button used.
  • During MAX, the parry will launch and can be flash canceled for high damage.
Stand 63214X
I'll drag you in!
63214L/M/H
JJASBR Akira Stand 63214X (1).png
JJASBR Akira Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (25+120) Throw 11 [9] - - - -
Medium 155 (25+130) Throw 13 [11] - - - -
Heavy 165 (25+140) Throw 15 [13] - - - -

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 you to charge or summon assists.
  • All versions can be canceled into HHA, but may whiff on some characters.
  • Builds decent bar, 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.
  • Death on whiff.

L version:

  • Best used after forcing opponents to respect your plus frames and staggers.
  • In MAX becomes one of (if not the) fastest command grab.

M version:

  • Will tick off his light buttons outside of MAX.

H version:

  • The only option that ticks off his light buttons in MAX. Important for his strike throw.
Stand 22S
Charge
22S
JJASBR Akira Stand 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira crouches and pulls out a small amp, allowing Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Can be canceled into from normals on hit or block, allowing you to do it in your blockstrings.
  • Considered crouching while the move is active.

System Mechanics

Throw
Throw
Time to get electric, baby!
5/4 + Any Two Attack Buttons
JJASBR Akira Throw (1).png
JJASBR Akira Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 [150] Mid - - - - -

Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Akira plays his guitar.

  • Requires Electricity Gauge to use.
  • Data in [] is for MAX Electricity. In MAX it becomes one of the highest damaging grabs in the game.
  • Range increased in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
  • Leaves the opponent far from Akira.
  • Both Throws are identical aside from direction.
Assist
Assist
Right Hand Rockout
JJASBR Akira Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira plays a guitar solo as the whole stage darkens and multi-colored spotlights appear above him.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 236T
  • The only Assist to refill HH Gauge.
5S
Stand On/Off
5S
JJASBR Akira Stand On.png
Stand On
Stand On
JJASBR Akira Stand Off (1).png
Stand Off
Stand Off
JJASBR Akira Stand Off (2).png
Stand Off (No Electricity)
Stand Off (No Electricity)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

(Un)Summons Red Hot Chili Pepper, altering Akira's moveset and abilities.

  • Red Hot Chili Pepper will be automatically unsummoned if the Electricity Gauge runs out.
236T
Right Hand Rockout
236+Taunt
JJASBR Akira 236T.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira plays a guitar solo as the whole stage darkens, and multi-colored spotlights appear above him out of nowhere.

  • 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.
  • 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 bar) before the next round begins.

Heart Heat Attack

I'll beat you with my pinky!
236 + Any Two Attack Buttons
JJASBR Akira HHA (1).png
JJASBR Akira HHA (2).png
JJASBR Akira HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
168 (36+6*20+12) [206 (36+7*20+30)] Mid - - - - -

Akira taunts the opponent as Red Hot Chili Pepper delivers an uppercut with its little finger out. If it connects, Red Hot Chili Pepper converts the opponent into electricity and drags them into the ground as Akira begins a brief guitar solo.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
  • 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.
  • Aira's only invincible reversal.

Great Heat Attack

You wanna get nuts?! Let's get nuts!
236L+M+H
JJASBR Akira GHA (1).png
JJASBR Akira GHA (2).png
JJASBR Akira GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
309 (60+4*23+18*2+48+61+12) [361 (74+5*23+24*2+45+67+12)] Mid - - - - -

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. In MAX, Red Hot Chili Pepper does an additional series of flashy attacks.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
  • 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.
  • Can be connected off an air hit of his User 5H

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)

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