JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci: Difference between revisions
(updated P&P's pros/cons because it was old info) |
No edit summary |
||
Line 13: | Line 13: | ||
| pros = | | pros = | ||
* '''Versatility:''' With a powerful trap, ranged lows, and strong conversions, Prosciutto has access to almost everything - with the ability to play at a multitude of ranges comfortably and efficiently. These tools let him easily dictate the speed of the match and force the opponent to play his game. | * '''Versatility:''' With a powerful trap, ranged lows, and strong conversions, Prosciutto has access to almost everything - with the ability to play at a multitude of ranges comfortably and efficiently. These tools let him easily dictate the speed of the match and force the opponent to play his game. | ||
* '''Aging:''' Prosciutto's Aging mechanic can prove to be a massive annoyance | * '''Aging:''' Prosciutto's Aging mechanic can prove to be a massive annoyance. As even one level disables the universal Stylish Evade/Stylish Guard defensive mechanics, he is allowed to run very powerful offense at virtually no risk. | ||
* '''High Damage Output:''' Prosciutto deals great damage off virtually everything before adding in meter and Assists, easily 3-touching almost the entire cast without even needing to spend a single drop of meter and potentially in fewer touches if meter is used. | * '''High Damage Output:''' Prosciutto deals great damage off virtually everything before adding in meter and Assists, easily 3-touching almost the entire cast without even needing to spend a single drop of meter (and potentially in fewer touches if meter is used). | ||
* '''Meter Battery:''' Not only does Prosciutto easily build over a whole bar of meter off every confirm | * '''Meter Battery:''' Not only does Prosciutto easily build over a whole bar of meter off every confirm, he always builds back way more than whatever he spends (if any). This is complimented by his phenomenal [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#Great Heat Attack|GHA]], which does an incredibly high amount of damage at LV3 for very little effort. | ||
* '''Pesci:''' Pesci's strange properties | * '''Pesci:''' Pesci's strange properties allow his special moves to activate even after Prosciutto is hit, allowing for the liberal use of long-ranged sweeps and anti-airs like "[[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#22X|Nice try!]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#623X|I'll rip you apart!]]" to shut down approach options. | ||
|cons = | |cons = | ||
* '''Weak to Strong Zoning:''' Prosciutto can struggle to approach someone with strong zoning, as he lacks a good answer other than " | * '''Weak to Strong Zoning:''' Prosciutto can struggle to approach someone with strong zoning, as he lacks a good answer other than "Nice try!" and hoping it trades in his favor. | ||
* '''Underwhelming | * '''Underwhelming Pressure:''' Most of Prosciutto's normals in Stand Off are extremely slow, have poor range, or both. Additionally, the lack of frame advantage on a majority of his buttons in this mode makes it difficult for him to perform safe pressure of any kind. | ||
*'''Limited Stand Cancels:''' Prosciutto cannot use Quick Stand On from the majority of his moves | *'''Limited Stand Cancels:''' Prosciutto's unique Style places equally unique limitations on his abilities, as he cannot use Quick Stand On from the majority of his moves while also being unable to use Stand Rush. | ||
* '''Inconsistent Combos:''' Prosciutto's routing can become quite awkward on some characters, and while universal routes do exist, they generally cause a significant cut to his overall damage. Notably, [[JoJo's Bizarre Adventure: All-Star Battle R/Funny Valentine|Valentine]] can entirely avoid his OTGs with "[[JoJo's Bizarre Adventure: All-Star Battle R/Funny Valentine#623X|Hiding in the next dimension.]]". | * '''Inconsistent Combos:''' Prosciutto's routing can become quite awkward on some characters, and while universal routes do exist, they generally cause a significant cut to his overall damage. Notably, [[JoJo's Bizarre Adventure: All-Star Battle R/Funny Valentine|Valentine]] can entirely avoid his OTGs with "[[JoJo's Bizarre Adventure: All-Star Battle R/Funny Valentine#623X|Hiding in the next dimension.]]". | ||
* '''Pesci:''' | * '''Pesci:''' On the flip side, Pesci can be hit out of his attacks in order to nullify them. This, on top of the fact that he always disappears during cinematics, leaves Prosciutto unable to execute special moves on wakeup, significantly harming his defense. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
===Bro and Mammoni=== | ===Bro and Mammoni=== | ||
Prosciutto possesses his own unique | Prosciutto possesses his own unique Style in the form of Bro and Mammoni. By pressing the Style button, Prosciutto can switch between having Pesci by his side to perform special moves, or send him away to call his Stand, The Grateful Dead, to use like any typical Stand character; all rounds start with Pesci. Additionally, Prosciutto can use 0.5 HH Gauge to swap between the two in a combo with [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#3H|each version]] [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#Stand 3H|of 3H]]. | ||
As he acts separately from Prosciutto, attacks performed by Pesci will not trigger counters. Pesci will also continue performing his attacks even if Prosciutto is attacked; inversely, Pesci himself can be struck by the opponent directly to interrupt his moves, even if Prosciutto himself isn't hit. As an additional rule, any move involving Pesci would not be possible if he's a set distance away from Prosciutto, needing to move to his back in order to be used again. | As he acts separately from Prosciutto, attacks performed by Pesci will not trigger counters. Pesci will also continue performing his attacks even if Prosciutto is attacked; inversely, Pesci himself can be struck by the opponent directly to interrupt his moves, even if Prosciutto himself isn't hit. As an additional rule, any move involving Pesci would not be possible if he's a set distance away from Prosciutto, needing to move to his back in order to be used again. | ||
Line 196: | Line 196: | ||
Prosciutto does two low kicks in quick succession. | Prosciutto does two low kicks in quick succession. | ||
*Double-hitting sweep. | *Double-hitting sweep. | ||
*The second hit | *The second hit causes hard knockdown. | ||
*At some ranges, only the first hit will connect, leaving Prosciutto punishable on hit. | *At some ranges, only the first hit will connect, leaving Prosciutto punishable on hit. | ||
*Occasionally useful for catching people off guard due to it being a double-hitting Low. | *Occasionally useful for catching people off guard due to it being a double-hitting Low. | ||
Line 219: | Line 219: | ||
|description= | |description= | ||
Prosciutto repeatedly kicks a downed opponent. | Prosciutto repeatedly kicks a downed opponent. | ||
*Damage listed consists of raw damage. OTG scaling will heavily reduce the move's damage. | |||
*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. | ||
**If used in this manner, the first hit is guaranteed to miss. | **If used in this manner, the first hit is guaranteed to miss. | ||
*The final hit launches the opponent away and causes a groundbounce. | *The final hit launches the opponent away and causes a groundbounce, even if they're in an OTG state. | ||
*Cannot be used as long as the trap from [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#214X|214L/M/H]] remains active. | *Cannot be used as long as the trap from [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#214X|214L/M/H]] remains active. | ||
*Can be followed up with [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#236X|236H]]. | *Can be followed up with [[JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci#236X|236H]]. | ||
Line 246: | Line 247: | ||
Prosciutto attacks with a back kick. | Prosciutto attacks with a back kick. | ||
*Good air-to-air button. | *Good air-to-air button. | ||
*Also useful for | *Also useful for cross-ups. | ||
}} | }} | ||
}} | }} | ||
Line 341: | Line 342: | ||
|description= | |description= | ||
Prosciutto commands Pesci to use his Stand, Beach Boy, and cast out its fishing line to try and attach it to his opponent. | Prosciutto commands Pesci to use his Stand, Beach Boy, and cast out its fishing line to try and attach it to his opponent. | ||
*The version used determines how far Pesci will cast out Beach Boy's fishing line. | |||
*Locks both characters in place on hit. | *Locks both characters in place on hit. | ||
*Opponent is left standing if no follow-up is used. | *Opponent is left standing if no follow-up is used. | ||
Line 374: | Line 376: | ||
|description= | |description= | ||
After the opponent is caught by Beach Boy, Prosciutto follows up by karate chopping Beach Boy's fishing line, causing the force of the chop to travel up the line and into the opponent. | After the opponent is caught by Beach Boy, Prosciutto follows up by karate chopping Beach Boy's fishing line, causing the force of the chop to travel up the line and into the opponent. | ||
* | *Move performance is identical across all versions. | ||
*Launches opponens away and causes a hard knockdown. | |||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
*Knocks the opponent away, but can be followed up with run up > 3H. | *Knocks the opponent away, but can be followed up with run up > 3H. | ||
Line 397: | Line 400: | ||
|description= | |description= | ||
After the opponent is caught by Beach Boy, Pesci follows up by forcefully yanking the opponent high into the air and towards Prosciutto. | After the opponent is caught by Beach Boy, Pesci follows up by forcefully yanking the opponent high into the air and towards Prosciutto. | ||
* | *Launches the opponent towards Prosciutto upon use, making it a core combo piece. | ||
*Doesn't count as a hit, so it won't add to combo scaling. | *Doesn't count as a hit, so it won't add to combo scaling. | ||
}} | }} | ||
Line 444: | Line 447: | ||
|description= | |description= | ||
Prosciutto commands Pesci to swing Beach Boy's fishing line into the air. | Prosciutto commands Pesci to swing Beach Boy's fishing line into the air. | ||
*The version used determines how far Pesci will cast out Beach Boy's fishing line. | |||
*Launches on hit. | *Launches on hit. | ||
*Serviceable as an anti-air, and can be Flash Canceled for a full combo. | *Serviceable as an anti-air, and can be Flash Canceled for a full combo. | ||
Line 500: | Line 504: | ||
|description= | |description= | ||
Prosciutto commands Pesci to cast Beach Boy's fishing rod and lay it as a trap on the floor. | Prosciutto commands Pesci to cast Beach Boy's fishing rod and lay it as a trap on the floor. | ||
*The version used determines how far Pesci will cast out Beach Boy's sinker. | |||
*Causes crumple on hit. | *Causes crumple on hit. | ||
*The trap will remain where it was cast, even if Prosciutto & Pesci move away. | *The trap will remain where it was cast, even if Prosciutto & Pesci move away. | ||
* | *The tras will remain active until either Prosciutto releases the button, gets hit, or the opponent steps onto it. | ||
**Prosciutto cannot use any other special moves or summon The Grateful Dead so long as the trap remains active. | **Prosciutto cannot use 3H, any other special moves, or summon The Grateful Dead so long as the trap remains active. | ||
*Against characters without a projectile, Prosciutto can very easily just sit on the trap and wait for a response. | *Against characters without a projectile, Prosciutto can very easily just sit on the trap and wait for a response. | ||
---- | ---- | ||
Line 559: | Line 564: | ||
|description= | |description= | ||
Pesci swings Beach Boy's fishing line across the floor. | Pesci swings Beach Boy's fishing line across the floor. | ||
*The version used determines how far Pesci will cast out Beach Boy's fishing line. | |||
*A long-ranged Low. | *A long-ranged Low. | ||
*Launches the opponent towards Prosciutto on hit | *Launches the opponent towards Prosciutto on hit, and causes a hard knockdown. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 845: | Line 850: | ||
|description= | |description= | ||
Prosciutto lifts his arm up and commands The Grateful Dead to unleash a barrage of punches, moving forward alongside it during the barrage. | Prosciutto lifts his arm up and commands The Grateful Dead to unleash a barrage of punches, moving forward alongside it during the barrage. | ||
*The version used determines how far Prosciutto and The Grateful Dead move. | |||
*The final hit launches opponent far away. | *The final hit launches opponent far away. | ||
*Prosciutto has Guard Point while his arm is raised. | *Prosciutto has Guard Point while his arm is raised. | ||
Line 906: | Line 912: | ||
|description= | |description= | ||
The Grateful Dead moves forward and jabs its arm upwards. If it strikes the opponent, it will lift them up off the ground and channel its aging power directly into them before slamming them into the ground. | The Grateful Dead moves forward and jabs its arm upwards. If it strikes the opponent, it will lift them up off the ground and channel its aging power directly into them before slamming them into the ground. | ||
*The version used determines how far The Grateful Dead reaches. | |||
*This is a hitgrab. | *This is a hitgrab. | ||
*Raises the Aging Gauge by 1 level. | *Raises the Aging Gauge by 1 level. | ||
Line 962: | Line 969: | ||
|description= | |description= | ||
The Grateful Dead emits its aging mist in a radial burst across the ground. | The Grateful Dead emits its aging mist in a radial burst across the ground. | ||
*The version used determines how far the mist reaches. | |||
*Raises the Aging Gauge by 1 level. | *Raises the Aging Gauge by 1 level. | ||
*Can hit OTG. | *Can hit OTG, but only once. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 999: | Line 1,007: | ||
*Leaves the opponent far away from Prosciutto. | *Leaves the opponent far away from Prosciutto. | ||
*Both Throws are identical aside from direction. | *Both Throws are identical aside from direction. | ||
*Range is signficantly increased if used while in Stand On. | |||
*In Stand Off and while near the wall, Prosciutto can follow up by landing a 3H (requiring a precise microwalk). | *In Stand Off and while near the wall, Prosciutto can follow up by landing a 3H (requiring a precise microwalk). | ||
}} | }} |
Revision as of 21:25, 26 September 2023
Introduction
Two minor villains from Vento Aureo, the fifth part of JoJo's Bizarre Adventure, Prosciutto and Pesci (often referred to as just Prosciutto) are a highly versatile character in All-Star Battle R: with almost every tool in the game, along with strong normals and special moves, Prosciutto has an answer to almost everything. In Stand Off mode, Prosciutto has Pesci by his side, giving him access to a highly powerful trap with "Hook, line and sinker! You took the bait!" that makes approaching Prosciutto a very difficult task, as well as a strong ranged Low special with "Nice try!" that leads into Prosciutto's highly damaging OTG combos using his 3H. Combining all of these tools together can make Prosciutto in Stand Off one of the hardest-to-approach characters in the game.
While in Stand On, Prosciutto gains some of the hardest-to-escape pressure in the game with "You're soft!", allowing him to make everything plus, and when combined with his quick standing overhead s.3H and instant overhead with dash-jump s.jH, makes blocking him a tough task. Prosciutto's damage in Stand On is also some of the highest meterless damage in the game, making him a monster if he ever gets close and someone who absolutely must be kept out or be ready to block against. Adding onto this, every time Prosciutto gets in, he ends his combos with "We're in it to the end!", which increases his unique Aging Gauge and disables certain universal mechanics; this makes it even harder to deal with his next pressure sequence, as his opponent will be missing out a few key answers to escaping him. While in Stand On, Prosciutto can very easily 2-touch the entire cast even without Assists thanks to his high damage and scary pressure.
While Prosciutto and Pesci sound invincible, they have one huge weakness: zoning. Prosciutto has no easy answer to getting zoned out hard and will have to wade his way through projectiles to get his gameplan started. Nevertheless, with his combination of huge strengths, few weaknesses, and unique Aging mechanic, Prosciutto and Pesci are one of the strongest characters in the game.
- Bro and Mammoni: Prosciutto can switch between having Pesci by his side or send him away to call his Stand, altering his abilities.
![]() |
|
Pros | Cons |
|
|
Bro and Mammoni
Prosciutto possesses his own unique Style in the form of Bro and Mammoni. By pressing the Style button, Prosciutto can switch between having Pesci by his side to perform special moves, or send him away to call his Stand, The Grateful Dead, to use like any typical Stand character; all rounds start with Pesci. Additionally, Prosciutto can use 0.5 HH Gauge to swap between the two in a combo with each version of 3H.
As he acts separately from Prosciutto, attacks performed by Pesci will not trigger counters. Pesci will also continue performing his attacks even if Prosciutto is attacked; inversely, Pesci himself can be struck by the opponent directly to interrupt his moves, even if Prosciutto himself isn't hit. As an additional rule, any move involving Pesci would not be possible if he's a set distance away from Prosciutto, needing to move to his back in order to be used again.
Aging Gauge
The Aging Gauge is located above Prosciutto's meter; manifesting as a three-level gauge, it tracks his unique Aging mechanic. It increases by one level every time he lands "Direct contact is fastest." and "We're in it to the end!", and goes all the way to LVMAX if Prosciutto successfully counters his opponent with his HHA. Each level disables a specific universal system mechanic:
- Template:NotationIcon-JJASBR LVL1: The opponent loses the ability to Stylish Dodge and Stylish Guard.
- Template:NotationIcon-JJASBR LVL2: The opponent loses the ability to jump (and Super Jump for applicable characters).
- Template:NotationIcon-JJASBR LVMAX: The opponent loses the ability to backdash, forward dash, airdash, and run.
If the opponent attempts to use something they've been sealed out of, they temporarily get staggered.
The Aging Gauge will passively drain on its own at a steady rate, and will drain slower while the opponent is moving or attacking. Under normal circumstances, the effects last 7 seconds before the gauge goes back to Level 0, but the timer is reset every time Prosciutto lands a move that inflicts Aging. One level is removed every time Prosciutto is knocked down, and the gauge is reset to 0 instantly if Prosciutto is hit by a GHA.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Bro and Mammoni | 950 | Resolve | #ASBR_PRO |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
3H
3H
You gutless rat! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Beach Boy!
236L/M/H |
---|
236X-X
You can feel shocks through the line!
236L/M/H > L/M/H |
---|
236X-4
Now I'll reel you in!
236L/M/H > 4 |
---|
623X
I'll rip you apart!
623L/M/H |
---|
214X
Hook, line and sinker! You took the bait!
214L/M/H |
---|
22X
Nice try!
22L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand 3H
3H
How's this? |
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
You're soft! 236L/M/H Start Start Attack Attack
|
---|
Stand 63214X
Direct contact is the fastest.
63214L/M/H |
---|
Stand 22X
We're in it to the end!
22L/M/H |
---|
System Mechanics
Throw
Throw
You still don't get it! You little mammoni! 5/4 + Any Two Attack Buttons |
---|
Assist
5S
Bro & Mammoni 5S Dismissing Pesci Dismissing Pesci Recalling Pesci Recalling Pesci
|
---|
Heart Heat Attack
I can see your movements! You're wide open! 236 + Any Two Attack Buttons That won't do you any good! That won't do you any good! I see you! I see you! Wide open! Wide open!
|
---|
Great Heat Attack
Once we decide that we're gonna kill someone, the deed's already been done!
236L+M+H |
---|