JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)

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Introduction

This article is about Enrico Pucci's base incarnation, primarily known as "WS Pucci". For information about his evolved incarnation, see Enrico Pucci (Final).

Enrico Pucci, loyal follower of DIO and the main antagonist of Stone Ocean, the sixth part of JoJo's Bizarre Adventure, exhibits a grappler/debuffer playstyle, taking away the opponent's options and limiting their answers to his tactics.

In Stand-Off, Pucci makes use of his projectile, "I order you!", to safely zone his opponent. He also uses his normals for pressure, making use of tick throws to land "A Stand power that can boil water...", a command grab that rewards Pucci with a combo on success.

Stand-On is where Pucci shines, gaining improved normals (notably j.M, which grants him combos on air hit) and access to an altered version of his "A Stand power that can boil water..." command grab, granting him more combo options. The true reward in Stand-On, however, is his second command grab, "It's mine!": if this command grab is successful, Pucci will take away a DISC, sealing away the victim's special moves and several Style actions. From here, Pucci can either zone with his projectile in Stand-Off or pressure the opponent at close range, both of these made way harder for the opponent to deal with by the removal of their special moves. Both his HHA and GHA seal the opponent's own HHA and HH Gauge, respectively, further reducing their options and granting Pucci an immense advantage.

As for disadvantages, Pucci is hindered by his short-ranged attacks, leaving him without many good pokes. He also tends to suffer from low damage output when it comes to spending resources, forcing him to secure more interactions for his wins. On defense, Pucci really struggles, as his kit does not have any unique defensive options: while having access to a counter in "It's an illusion", it requires Pucci to be in Stand-On, which is not always feasible; similarly, his GHA is also a counter, making it extremely risky. Pucci's main flaw, however, is his lack of quick, safe options on block, leaving gaps for the opponent to exploit while also leaving himself punishable in the process.

  • Option Sealing: Pucci has the ability to steal people's DISCs, which will seal certain actions for the opponent and limit their options against him.
Playstyle
JJASBR WS Pucci Small Icon.png Enrico Pucci is a Stand character who seals the opponent's options, after which he can play at either close range or long range depending on the situation.
Pros Cons
  • Move Sealing: Although he can't combo into any DISC steal except for "So it was already done...", managing to land any of these moves limits the opponent's answers against Pucci, leaving them at a severe disadvantage.
  • Rewarding Command Grabs: Pucci has 2 command grabs (across modes), both of which lead into great reward: "A Stand power that can boil water..." leads into a combo, while "It's mine!" seals the opponent's special moves. This forces the opponent to guess after nearly every blocked hit, as the reward Pucci gets from them cannot be ignored.
  • Air-to-Air: Stand-On j.M can lead into combos if it hits an airborne opponent, which is a rare property for air normals.
  • Projectile: Although only available in Stand-Off, "I order you!" is Pucci's only safe on block special move, as well as a fullscreen projectile with varying speeds that singlehandedly makes his Stand-Off long range neutral powerful.
  • Zoning Woes: Pucci struggles against zoning characters due to his slow movement speed and the low priority of his projectile.
  • Gaps: Pucci has very few ways to get guaranteed, consistent pressure due to how many gaps there are in his normals.
  • Unsafe On Block: While in Stand On, all of Pucci's special moves (and his 3H) are too slow to safely use in a blockstring, in addition to being unsafe on block.
  • Low Damage Potential: While his meterless combo damage is about average, he doesn't get as much from spending meter as other characters, leaving his damage potential lower than most.
  • Weak Defense: Pucci has a weaker defense than most characters due to not having a meterless reversal. He also lacks any real meterless anti-airs, making jump-ins against him rather effective.

DISCs

Hitting the opponent with "It's mine!", "So it was already done...", or "This is my Whitesnake's ability!" will take a DISC from them. Afterwards, the opponent will see their abilities restricted, the exact restrictions depending on which attack stole the DISC:

  • It's mine!: The opponent will be unable to use any special moves or Style actions (except for Stand On/Off and Mount/Dismount).
  • So it was already done...: The opponent will be unable to use their HHA.
  • This is my Whitesnake's ability!: The opponent's Heart Heat Gauge will be sealed, preventing the use and gain of meter.

If the opponent has had multiple abilities stolen, all of them will be stored on a single DISC. If the opponent attempts to use something they've been sealed out of, they temporarily get staggered.

After a DISC is taken, the effects will stay in place until the round ends, or until the opponent picks up the DISC. The opponent can make Pucci drop the DISC by hitting him, which will make it appear right in front of (or behind) the opponent after they hit Pucci; it can then be picked up by crouching on top of it, but Pucci is also able to pick it back up to conceal it. Escaping a Throw and being hit by a Reversal Assist both count as Pucci being hit, making him drop the DISC. If Pucci lands a DISC-stealing move while there's a DISC somewhere on the ground, the DISC will disappear from the ground until Pucci is hit again.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_WHS
#ASBR_PUC

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR WS Pucci 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 5 - - -4 +2

Pucci attacks with a backhand fist.

  • Has less range than 2L; canceling 2L at near max range will make 5L whiff.
5M
5M
JJASBR WS Pucci 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 7 - - -10 -4

Pucci kicks in front.

  • An advancing normal with average range for a Stand-Off 5M.
  • Unsafe on block, but needs to be punished with a move that's both quick and not very short range, which not every character is able to do. With a bit more pushback into the blockstring, this move can be safe as an ender.
5H
5H
JJASBR WS Pucci 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 17 - - -2 +6

Pucci summons Whitesnake, who attacks with a sideways chop.

  • Safe on block.
  • An advancing normal with only slightly more range than 5M.
  • One of Pucci's longest Stand-Off normals.
2L
2L
JJASBR WS Pucci 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low 7 - - -2 +4

Pucci jabs downwards with his fingers.

  • Safe on block.
  • Has a very good reach for a 2L, hitting further than 5L and Stand-On 2L.
  • Can't combo into a 5L if hit at around max distance, so cancel it straight into a medium or heavy normal in that situation.
2M
2M
JJASBR WS Pucci 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 7 - - -2 +4

Pucci swipes his arm inwards.

  • Safe on block.
  • Advances forward slightly.
2H
2H
JJASBR WS Pucci 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 17 - - -18 -

Pucci summons Whitesnake, who attacks with a sweeping kick.

  • Causes hard knockdown on hit.
  • Very unsafe on block, but can be cancelled into Pucci's projectile for a frametrap that will end safe on block (the gap between the 2H and the projectile will be vulnerable to some invincible moves, but will not lose to most counters due to its nature as a projectile), into command grab, or into 3H, and then into 236H for a gapless safe blockstring.
3H
3H
Pierced through the finger!
JJASBR WS Pucci 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 15 - - -20 -

Pucci slides forward and attacks with a golden cross hidden under his fingernail.

  • Launches on hit.
  • Pucci's longest reaching normal, and his longest reaching Stand-Off move that isn't a command grab or projectile.
  • Its range is barely longer than "You shall be crucified!", but is way quicker and can be cancelled into safe options, or into Quick Stand On to continue pressure.
  • Cancelling into 3H, and then into 236H, is Pucci's best way of ending a blockstring safely with no gaps.
JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 7 - - - -

Pucci jabs in front.

  • Same as most j.Ls.
  • It hits very high, making it best suited for air-to-air.
JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 7 - - - -

Pucci kicks below him.

  • Can be rarely used for cross-ups, but it's not nearly as good for that purpose as it looks.
  • Has low blockstun and hitstun; if used too soon after a dashjump, or while too high in the air, it will be unsafe on block.
JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 9 - - - -

Pucci summons Whitesnake, who attacks with a vertical chop.

  • Can also be used for cross-ups, but a situation where this crosses up is just as rare as with his j.M.
  • Pucci's longest ranged aerial; has a hitbox expected from a j.H.

Special Moves

236X
I order you!
236L/M/H
JJASBR WS Pucci 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 40 Mid - - - - -

Pucci spins around and flings a DISC straight forward as a projectile.

  • A great move, giving Pucci a strong neutral and a safe blockstring ender.
  • The speed varies depending on the button pressed.
  • In a blockstring, it's often unclear whether canceling into this move will be gapless or a frametrap, but the L version is most likely to frametrap, and the H version is the most likely to be a true blockstring. Using the H version can be a way to prevent the opponent from using an invincible move and taking advantage of the gap; while it won't always be a gapless, it leaves the smallest gap even when it isn't.
  • Switching up the versions used occasionally can catch the opponent off guard.

L version:

  • Has the slowest travel speed.

M version:

  • Has an average travel speed.

H version:

  • Has the fastest travel speed.
623X
A Stand power that can boil water...
623L/M/H
JJASBR WS Pucci 623X (1).png
JJASBR WS Pucci 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20+25) Throw - - - - -
Medium 45 (20+25) Throw - - - - -
Heavy 45 (20+25) Throw - - - - -

Whitesnake flies forward while reaching its arm out. If it grabs the opponent, it forcibly inserts a DISC into their head that causes their entire body to rapidly heat up.

  • A command grab that crumples the opponent, leading to a (heavily scaled) combo.

L version:

  • Quick for a command grab, but has the least range. This is the best version for close range tick throws.

M version:

  • More range than L, less than H. Quicker than H, slower than L. Useful for when the opponent is slightly too far away.

H version:

  • Has weirdly long range for a command grab.
  • Pucci's longest ranged move, but it's not useful as a poke due to its speed, recovery, and the fact that it's a command grab. The only use is that it can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk. Stick to the L/M version.
214X
You shall be crucified!
214L/M/H
JJASBR WS Pucci 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 Overhead - - - - -
Medium 87 (37, 50) Overhead - - - - -
Heavy 92 (42, 50) Overhead - - - - -

Whitesnake delivers a downwards chop moving forward.

  • Pucci's only standing overhead.
  • Leaves a large gap before it when used in a blockstring, no matter which version is used.

L version:

  • Light version hits once and can lead to combos.
  • Causes a groundbounce on hit.

M version:

  • Adds a second chop if the first connects; only hits once on block.
  • Both hits cause a groundbounce.
  • Has very high damage, and can lead to an OTG 214H.
  • At the end of certain combos, this move can drop after the first hit and not lead into the second hit.

H version:

  • Adds a second chop if the first connects; only hits once on block.
  • The first hit causes a groundbounce.
  • Impossible to combo from, even with meter spent.
  • The only version that can hit OTG, which is its main use. Can be used to OTG even after a Throw.

Stand On

Normal Moves

Stand 5L
5L
JJASBR WS Pucci Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 5 - - -2 +4

Whitesnake performs a quick, underhanded chop.

  • A long-reaching quick normal that, unlike many characters, lets Pucci consistently go into combos even if it hits at max range.
  • Has a tall hitbox; will often hit people high in the air.
Stand 5M
5M
JJASBR WS Pucci Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 13 - - -4 +2

Whitesnake attacks with a downwards punch.

  • Safe on block.
  • Another long-reaching normal, Pucci's best mid-range Stand-On move.
Stand 5H
5H
JJASBR WS Pucci Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 17 - - -2 +6

Whitesnake attacks with a violent sideways chop.

  • Safe on block.
  • Advances further than the Stand-Off version. Pucci's longest reaching normal in Stand-On, but it's a lot slower than 5M. A risky move, but has its uses. Use it sparingly.
  • Can link into 5L when used as a combo starter, though doing so leaves 5H vulnerable to dropping in combo routes due to IPS.
Stand 2L
2L
JJASBR WS Pucci Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 7 - - -4 +2

Whitesnake attacks with a quick horizontal chop.

  • Standard 2L, but its range is very short, shorter than Stand-Off 2L and way shorter than Stand-On 5L.
Stand 2M
2M
JJASBR WS Pucci Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 9 - - -2 +4

Whitesnake performs an uppercut.

  • Mostly useful for combos, as it juggles and can be combo'd out of.
  • Deceptively bad as an anti-air.
Stand 2H
2H
JJASBR WS Pucci Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 13 - - -8 -

Whitesnake attacks with a sweeping kick.

  • Pretty much his Stand-Off 2H but with longer range.
  • Slightly shorter than Stand-On 5H.
Stand 3H
3H
Die!
JJASBR WS Pucci Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (5*4+10) Mid 17 - - -8 -

Whitesnake lashes out in a 5-hit punch combo.

  • Unsafe on block.
  • Crumples on hit, making it good for combos and not much else. Since only one crumple can be used per combo, starting the combo with an assist that crumples will not allow 3H to do so.
  • Has long range at the end of the attack, but takes very long to reach that point. It's very unsafe as a poke due to that.
  • Leaves a gap on block if used right after 5H. If it's Stylish Guarded in that gap, Pucci is so unsafe that the opponent can pick their strongest starter.
Stand JL
j.L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 7 - - - -

Whitesnake jabs in front.

  • Hits high in the air, far above Pucci, but is rarely useful.
Stand JM
j.M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 9 - - - -

Whitesnake kicks forward.

  • Great move for air-to-air, as it's a rare launcher aerial that can be combo'd out of on air hit.
Stand JH
j.H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 9 - - - -

Whitesnake attacks with a quick vertical chop.

  • Can be used for crossups in specific setups.
  • If you are low to the ground, this can be comboed off of if you hit it from an air-to-air

Special Moves

Stand 623X
A Stand power that can boil water...
623L/M/H
JJASBR WS Pucci 623X (1).png
JJASBR WS Pucci 623X (2).png
JJASBR WS Pucci Stand 623X (3).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20+25) Throw - - - - -
Medium 45 (20+25) Throw - - - - -
Heavy 45 (20+25) Throw - - - - -

Whitesnake flies forward while reaching its arm out. If it grabs the opponent, it forcibly inserts a DISC into their head that causes their entire body to rapidly heat up.

  • Similar to the Stand-Off version, but launches the opponent on hit.
  • Heavily scales the combo that starts from it.

L version:

  • Quick for a command grab, but has the least range. This is the best version for close range tick throws.

M version:

  • More range than L, less than H. Quicker than H, slower than L. Useful for when the opponent is slightly too far away.

H version:

  • Has weirdly long range for a command grab.
  • Pucci's longest ranged move, but it's not useful as a poke due to its speed, recovery, and the fact that it's a command grab. The only use is that it can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk. Stick to the L/M version.
Stand 214X
You shall be crucified!
214L/M/H
JJASBR WS Pucci 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 Overhead - - - - -
Medium 87 (37, 50) Overhead - - - - -
Heavy 92 (42, 50) Overhead - - - - -

Whitesnake delivers a downwards chop moving forward.

  • Identical to the Stand-Off version.
  • Pucci's only standing overhead.
  • Leaves a large gap before it when used in a blockstring, no matter which version is used.

L version:

  • Light version hits once and can lead to combos.
  • Causes a groundbounce on hit.

M version:

  • Adds a second chop if the first connects; only hits once on block.
  • Both hits cause a groundbounce.
  • Has very high damage, and can lead to an OTG 214H.
  • At the end of certain combos, this move can drop after the first hit and not lead into the second hit.

H version:

  • Adds a second chop if the first connects; only hits once on block.
  • The first hit causes a groundbounce.
  • Impossible to combo from, even with meter spent.
  • The only version that can hit OTG, which is its main use. Can be used to OTG even after a Throw.
Stand 63214X
It's mine!
63214L/M/H
JJASBR WS Pucci Stand 63214X (1).png
JJASBR WS Pucci Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20+25) Throw - - - - -
Medium 45 (20+25) Throw - - - - -
Heavy 45 (20+25) Throw - - - - -

Whitesnake swings its arm forward, and if it connects, will pick the opponent up and rip out a DISC while throwing them to the ground.

  • A command grab that's very fast across all versions.
  • Steals a DISC from the opponent, leaving them unable to use any special moves or Style actions (except for Stand On/Off and Mount/Dismount). Has such high reward that it's worth giving up potential damage to land it.

L version:

  • The fastest version with the shortest range.

M version:

  • Balanced speed and range.

H version:

  • The slowest version with the longest range.
Stand 22X
It's an illusion.
22L/M/H
JJASBR WS Pucci Stand 22X (1).png
Counter
Counter
JJASBR WS Pucci Stand 22X (2).png
Catch
Catch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 - - - - - -

Pucci poses with Whitesnake as he raises his arms. If struck by the opponent, Whitesnake stuns them as the two fade away, leaving the opponent open to attack.

  • Move performance is the same across versions.
  • Crumples and switches sides on successful activation.
  • Does not work against Throws, HHAs or GHAs.
  • Each character has a unique animation for falling victim to this attack.
  • Very slow for a counter; rarely has uses.

System Mechanics

Throw
Throw
Weep at your own weakness!
5/4 + Any Two Attack Buttons
JJASBR WS Pucci Throw (1).png
JJASBR WS Pucci Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 (90+20) Throw - - - - -

Pucci lifts the opponent up by their face with one hand, before hitting them in the face with his knee and throwing them to the ground.

  • Forward Throw leaves the opponent further from Pucci than Back Throw.
  • Can OTG after the Throw with 214H, in exchange for giving up pressure on wakeup.
Assist
Assist
You shall be crucified!
JJASBR WS Pucci Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
92 (42, 50) Overhead - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 214H
  • Can hit OTG.
5S
Stand On/Off
5S
JJASBR WS Pucci Stand On.png
Stand On
Stand On
JJASBR WS Pucci Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Whitesnake, altering Pucci's moveset and abilities.

Heart Heat Attack

So it was already done...
236 + Any Two Attack Buttons
JJASBR WS Pucci HHA (1).png
JJASBR WS Pucci HHA (2).png
JJASBR WS Pucci HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
160 (24+64+72) Mid - - - - -

Pucci and Whitesnake fly forward a moderate distance in a melee tackle. On hit, Whitesnake rapidly swipes its hand across the opponent's face, ejecting their DISC from their head, which it quickly snatches before kicking them away.

  • A great HHA in general: advances very far forward, has a very tall hitbox, will never miss in combos and the opponent will usually never be able to jump above it.
  • Pucci has invincibliity during this move, allowing it to get past Reversal Assists. This is especially important for Pucci because getting hit by such will make him drop the DISC.
  • Steals a DISC from the opponent, leaving them unable to use their HHA.

Great Heat Attack

This is my Whitesnake's ability!
236L+M+H
JJASBR WS Pucci GHA (1).png
JJASBR WS Pucci GHA (2).png
JJASBR WS Pucci GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
470 (320+150) - - - - - -

Pucci raises his arms while Whitesnake incites the opponent to attack. If struck by the opponent, Pucci is seemingly blown away by the opponent's attack, before the entire screen suddenly begins to distort and fade away; the opponent is revealed to be under the influence of an illusion, lying unconscious on the ground with Pucci standing over them. Afterwards, Whitesnake stabs their head with great force, ripping out a DISC while throwing them away.

  • Frame 1 counter super and the second most damaging move in the game.
  • Works against HHAs and GHAs, but not against Throws or projectiles.
  • On successful activation, Whitesnake steals a DISC from the opponent, leaving them unable to use and gain HH Gauge.

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