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

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{{ASBR Character Intro|char=Esidisi|short=esi|content=
{{ASBR Character Intro|char=Esidisi|short=esi|content=
==Introduction==
==Introduction==
As Kars' right hand Pillar Man from ''Battle Tendency'', the second part of ''JoJo's Bizarre Adventure'', Esidisi is high movement, high damage, no defense monster. Esidisi's gameplan revolves around keeping the pace of neutral under control with his stellar pokes and ranged specials and biding his time until he finds an opening. The moment esidisi finds his opening he can smother his opponent with opressive left/right mixups with his j.M, very unusual jump arc in each of his modes, and his previously mentioned high damage, Esidisi can end rounds incredibly fast.... On the other hand if Esidisi is ever to get hit or locked down in pressure the round is essentially over thanks to Esidisi having a terrible combination of low health, bad framedata, horrible reversals, and if you just happen to be fighting a hamon user it only makes matters worse due to his stone mask trait. These factors combine together to make Esidisi probably the single most momentum heavy character. If you're a player who enjoys living every moment as their last and turning the opponent's moments into their last then consider playing Esidisi.
As Kars' right hand Pillar Man from ''Battle Tendency'', the second part of ''JoJo's Bizarre Adventure'', Esidisi is high movement, high damage, no defense monster. Esidisi's gameplan revolves around keeping the pace of neutral under control with his stellar pokes and ranged specials and biding his time until he finds an opening. The moment esidisi finds his opening he can smother his opponent with opressive left/right mixups with his j.M, very unusual jump arc in each of his modes, and his previously mentioned high damage, Esidisi can end rounds incredibly fast....  
 
On the other hand if Esidisi is ever to get hit or locked down in pressure the round is essentially over thanks to Esidisi having a terrible combination of low health, bad framedata, horrible reversals, and if you just happen to be fighting a hamon user it only makes matters worse due to his stone mask trait. These factors combine together to make Esidisi probably the single most momentum heavy character. If you're a player who enjoys living every moment as their last and turning the opponent's moments into their last then consider playing Esidisi.
 
*'''Stone Mask''': Esidisi 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.
*'''Stone Mask''': Esidisi 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''': Esidisi has two different installs, both of which change the properties of his special moves.
*'''Modes''': Esidisi has two different installs, both of which change the properties of his special moves.

Revision as of 17:18, 2 May 2023

Introduction

As Kars' right hand Pillar Man from Battle Tendency, the second part of JoJo's Bizarre Adventure, Esidisi is high movement, high damage, no defense monster. Esidisi's gameplan revolves around keeping the pace of neutral under control with his stellar pokes and ranged specials and biding his time until he finds an opening. The moment esidisi finds his opening he can smother his opponent with opressive left/right mixups with his j.M, very unusual jump arc in each of his modes, and his previously mentioned high damage, Esidisi can end rounds incredibly fast....

On the other hand if Esidisi is ever to get hit or locked down in pressure the round is essentially over thanks to Esidisi having a terrible combination of low health, bad framedata, horrible reversals, and if you just happen to be fighting a hamon user it only makes matters worse due to his stone mask trait. These factors combine together to make Esidisi probably the single most momentum heavy character. If you're a player who enjoys living every moment as their last and turning the opponent's moments into their last then consider playing Esidisi.

  • Stone Mask: Esidisi 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: Esidisi has two different installs, both of which change the properties of his special moves.
  • Burn: Esidisi has access to Burn damage during "Heat Control" and "The Burning King", allowing him to deal damage over time.
Playstyle
JJASBR Esidisi Small Icon.png Esidisi is a Mode character who uses his flames to outdamage the competition.
Pros Cons
  • The Neutral King: Esidisi boasts great ground and air buttons for neutral. Additionally, "The Burning King" makes an amazing poke and "To hell with you!" is an incredible anti-air.
  • Damage: Esidisi has solid meterless damage, which becomes some of the highest in the game with meter. On top of this, he can easily convert all of the previously mentioned pokes into good damage with the right Assist.
  • Movement: Esidisi's ground speed is solid and his jump arc is gigantic while outside of Mode, allowing him to easily jump over moves other characters would struggle to move around.
  • Offense: Esidisi boasts great, safe pressure by being able to cancel normals into Mode, as well as having many safe-on-block special moves that allow him to chunk down the Guard Gauge easily. Furthermore, he has outstanding crossup potential with his jumping normals and "The Burning King: Wheel of Pain".
  • Fragile: Tied for the lowest health in the game (800) and with only 1 mediocre-at-best reversal in his HHA, making mistakes as Esidisi is extremely punishing.
  • Meter Hungry: Esidisi eats through meter for his high damage combos, in addition to needing to activate Mode 1 (which disables meter gain). This means Esidisi has to make the right call between meter gain or damage.

Modes

Esidisi has access to two installs in order to enhance his abilities.

  • Heat Control (Mode 1) is activated by pressing the Style button, and costs no meter. This Mode enhances Esidisi's special moves and shortens the arc of his jump.
  • The Burning King (Mode 2) is activated by pressing 22S, and costs one bar. This Mode enhances Esidisi's special moves even further, as well as making his jump arc even shorter.

While either Mode is active, Esidisi generates a burning aura. Anyone near him will slowly take Burn damage, causing them to have their health converted into White Damage.

The following moves are affected by both Modes:

In addition, Esidisi gains access to "Blood like lava" (a rain of projectiles) and "Simmer like a stew!" (a followup to "The Burning King" and "To hell with you!" that can only be used on hit).

The tradeoff for using Mode is that while in either install, Esidisi is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA, hits with GHA, or is forcefully knocked out of the install by taking a hard knockdown.

Stats

Style Health Low Health Mode Hashtag(s)
Mode 800 Rumble #ASBR_ESI
#ASBR_ACDC

Move List

Normal Moves

5L
5L
JJASBR Esidisi 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 7 - - -4 -

Esidisi performs a jab with his fingers.

  • Standard jab, good for stopping dash jumps.
5M
5M
JJASBR Esidisi 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 11 - - -6 -

Esidisi performs a spinning middle kick.

  • Moves Esidisi forward.
  • Good range for pokes.
5H
5H
JJASBR Esidisi 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 13 - - -14 -

Esidisi performs a backfist attack by contorting his body.

  • Moves Esidisi forward, moving further if Modes are active.
  • One of Esidisi's best pokes, as it can confirm into a full combo from anywhere.
2L
2L
JJASBR Esidisi 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 7 - - -2 -

Esidisi performs a crouching elbow attack behind his back.

  • Stubby jab.
  • Can chain into itself 3 times.
2M
2M
JJASBR Esidisi 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 9 - - -8 -

Esidisi performs a stationary crouching kick.

  • Good range for pokes and counter-pokes.
2H
2H
JJASBR Esidisi 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 13 - - -6 -

Esidisi performs a spinning sweeping kick.

  • Provides hard knockdown.
  • Esidisi can combo off of it, unlike most sweeps.
  • One of Esidisi's best buttons, as it can confirm into a full combo from any distance on hit.
6H
6H
Outta the way!
JJASBR Esidisi 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 13 - - -18 -

Esidisi performs a high kick.

  • Moves Esidisi forward.
  • Launches on hit.
JL
j.L
JJASBR Esidisi Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 9 - - - -

Esidisi performs an attack with both knees.

  • Stubby aerial, good for air-to-airs.
  • Can cross up.
JM
j.M
JJASBR Esidisi Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 11 - - - -

Esidisi performs a jumping knee attack.

  • Good for jump-ins and juggles.
  • Can cross up; better than j.L in this regard.
JH
j.H
JJASBR Esidisi Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 17 - - - -

Esidisi performs a kick downwards with a front flip.

  • Good for jump-ins and juggles.
  • Can cross up.

Special Moves

236X
The Burning King
236L/M/H
JJASBR Esidisi 236X.png
Not to be confused with the Mode
Not to be confused with the Mode
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 19 - - -4 -
Medium 35 (10, 25) Mid 23 - - -8 -
Heavy 45 (10*2, 25) Mid 25 - - -14 -

Esidisi attacks with veins from his fingers.

  • Different versions increase the range and amount of hits in proportion of the strength of the button pressed.
  • Does not knock down.
Mode 236X
The Burning King (Mode)
236L/M/H during Mode
JJASBR Esidisi 236X (Mode).png
Not to be confused with the Mode (again)
Not to be confused with the Mode (again)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 19 - - -6 -
Medium 35 (10, 25) Mid 23 - - -12 -
Heavy 45 (10*2, 25) Mid 25 - - -30 -

Esidisi attacks with veins from all over his body.

  • Different versions increase the range and amount of hits in proportion of the strength of the button pressed.
  • Does not knock down.
  • Can be followed up with "Simmer like a stew!".
Mode 236X-6S
Simmer like a stew! (Ground)
236L/M/H > 6S during Mode
JJASBR Esidisi 236X-6S (Mode).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (6, 8*3) - - - - - -

Esidisi fills the opponent with his boiling blood.

  • Can only be used if Modes are active.
  • This is a hitgrab.
623X
To hell with you!
623L/M/H
JJASBR Esidisi 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 52 Mid 11 - - - -
Medium 60 Mid 13 - - - -
Heavy 68 Mid 15 - - - -

Esidisi attacks upwards with veins from his fingers.

  • All versions do the same thing, but vary in damage in recovery.
  • Does not hit grounded opponents.
Mode 623X
To hell with you! (Mode)
623L/M/H during Mode
JJASBR Esidisi 623X (Mode).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Mode 1: 67 (14*3, 24)
Mode 2: 85 (20.3*3, 24)
Mid 11 - - -2 -
Medium Mode 1: 75 (16*3, 26)
Mode 2: 93 (22.3*3, 26)
Mid 13 - - -4 -
Heavy Mode 1: 83 (18*3, 28)
Mode 2: 87 (24.3*3, 28)
Mid 15 - - -10 -

Esidisi curves veins from all over his body upwards to attack the opponent.

  • All versions do the same thing, but vary in damage in recovery.
  • Launches on hit.
  • Can be followed up with "Simmer like a stew!".
  • Superb anti-air option
Mode 623X-6S
Simmer like a stew! (Anti-Air)
623L/M/H > 6S during Mode
JJASBR Esidisi 623X-6S (Mode).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (4, 12*3) - - - - - -

Esidisi fills the opponent with his boiling blood.

  • Can only be used if Modes are active.
  • This is a hitgrab.
22X
I can read you like a book!
22L/M/H
JJASBR Esidisi 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 40 (20*2)
Mode 1: 47 (20, 27)
Mode 2: 51 (22, 29)
Low Normal: 21(earliest)
Mode: 39
- - - -
Medium Normal: 42 (20, 22)
Mode 1: 49 (20, 29)
Mode 2: 53 (22, 31)
Low Normal: 27(earliest)
Mode: 39
- - - -
Heavy Normal: 45 (20, 25)
Mode 1: 51 (20, 31)
Mode 2: 55 (22, 33)
Low Normal: 39(earliest)
Mode: 39
- - - -

Esidisi attacks by sending his veins along the ground.

  • Different versions deal increasing damage and launch the opponent further towards Esidisi, increasing with the strength of the button pressed.
  • Affected by Modes.
    • Causes burn on hit.
  • Causes crumple on the first hit.
  • Launches the opponent towards Esidisi and causes hard knockdown on the second hit.
  • At most distances (except furthest), if the opponent blocks the first hit, they recover before the second hit becomes active.
  • Can only Flash Cancel after the first hit fully extends, and cannot Flash Cancel the second hit or recovery.
63214X
The Burning King: Wheel of Pain
63214L/M/H
JJASBR Esidisi 63214L.png
Light
Light
JJASBR Esidisi 63214M.png
Medium
Medium
JJASBR Esidisi 63214H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 60 (10*3, 30)
Mode: 61 (10.3*3, 30)
Mid Normal: 19
Mode: 17
- - -24 -
Medium Normal: 50 (10*3, 20)
Mode: 51 (10.3, 20)
Overhead 25 - - -22 -
Heavy Normal: 60 (10*3, 30)
Mode: 61 (10.3*3, 30)
Mid 27 - - -44 -

Esidisi performs a flip forward as he attacks with his veins.


L version:

  • Esidisi attacks in front of him.
  • Affected by Modes.
  • Keeps Esidisi on the same side.
  • Launches on hit.

M version:

  • Esidisi attacks downwards.
  • Affected by Modes.
  • Causes crumple on hit.
  • Can cross up.

H version:

  • Esidisi attacks behind him.
  • Affected by Modes.
  • Moves further to cross up the opponent.
  • Launches on hit.
  • Outside of Modes, the first hitbox does not connect on most crouchers, effectively increasing startup to 44 frames.
214S
Blood like lava
214S
JJASBR Esidisi 214S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode 1: 90 (30*3)
Mode 2: 210 (30*7)
Mid - - - - -

Esidisi launches multiple pools of boiling blood outwards.

  • Can only be used if Modes are active.
  • Esidisi's only projectile.
  • Has Super Armor until the projectiles have been launched.
63214S
How could youuuuuu!
63214S
JJASBR Esidisi 63214S (1).png
JJASBR Esidisi 63214S (2).png
a.k.a. "I can't take it anymore!"
a.k.a. "I can't take it anymore!"
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Esidisi enters a counter stance. Upon activation, Esidisi cries out in pain, confusing the opponent.

  • Cannot be used if Modes are active.
  • Steals the opponent's HH Gauge upon activation.
  • Does not leave Esidisi at advantage.

System Mechanics

Throw
Throw
How's this!
5/4 + Any Two Attack Buttons
JJASBR Esidisi Throw (1).png
JJASBR Esidisi Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw - - - - -

Esidisi grabs the opponent and slams them to the ground.

  • Forward Throw leaves the opponent close to Esidisi than Back Throw.
Assist
Assist
The Burning King: Wheel of Pain
JJASBR Esidisi Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (10*3, 30) Mid - - - - -

Esidisi performs a flip forward as he attacks with veins protuding from his back.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 63214H
  • Launches on hit.
5S
Heat Control
5S
JJASBR Esidisi Mode On (1).png
Animation
Animation
JJASBR Esidisi Mode On (2).png
Mode On
Mode On
JJASBR Esidisi Mode On (3).png
DOT Effect
DOT Effect
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode On - - - - Total XX - -
Mode Off - - - - Total XX - -

Turns Heat Control on/off.

22S
The Burning King
22S
JJASBR Esidisi 22S (1).png
Animation
Animation
JJASBR Esidisi 22S (2).png
Mode On
Mode On
JJASBR Esidisi 22S (3).png
DOT Effect
DOT Effect
Not to be confused with the special move
Not to be confused with the special move
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Activates The Burning King Mode, increasing the performance of his attacks and heating the air around him even more.

  • Costs 1 bar of HH Gauge to activate.
  • Using an HHA during The Burning King will remove its meter cost.

Heart Heat Attack

Think fast!
236 + Any Two Attack Buttons
JJASBR Esidisi HHA (1).png
JJASBR Esidisi HHA (2).png
JJASBR Esidisi HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (34+12*5+36+40) Mid - - - - -

Esidisi kicks the opponent. If the kick connects, it will hit the opponent in the abdomen, after which Esidisi kicks the opponent again in a roudhouse-style jump kick.

  • This is a hitgrab.
  • Esidisi moves forward while performing the initial kick.
  • Esidisi recovers 90 health on a successful hit.
  • A very important tool in Esidisi's kit as it is both an invincible reversal, as well as a hard knockdown combo ender that deactivates Modes and turns Esidisi back to Normal Mode. This is crucial as Esidisi's combo routes vary between Modes and his jump arcs change depending on if he's in Normal Mode, Heat Control, or The Burning King.

Great Heat Attack

Burned to a crisp!
236L+M+H
JJASBR Esidisi GHA (1).png
JJASBR Esidisi GHA (2).png
JJASBR Esidisi GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (60+10*19+90) Mid - - - - -

Esidisi impales the opponent with his veins from afar before filling with his boiling blood.

  • Long startup in exchange for long reach.

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
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