JoJo's Bizarre Adventure: All-Star Battle R/Prosciutto & Pesci

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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 specials, 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.

Stand-On mode gives Prosciutto some of the hardest-to-escape pressure in the game with "You're soft!", allowing him to make everything highly plus, and when combined with his quick standing overhead 3H and instant overhead with dash jump j.H, 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; otherwise, the opponent must be ready to block. 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 escape 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.
Playstyle
JJASBR Prosciutto Small Icon.png Prosciutto & Pesci are a hybrid defensive monster and pressure demon that can seal the opponent out of their precious system mechanics.
Pros Cons
  • Versatility: With a powerful trap, ranged lows, and strong conversions with Stand-Off, along with a highly useful Stand-On mode, Prosciutto has access to almost everything (minus a projectile). Alongside his powerful mixup, pressure that seemingly has no end in sight, and oppressively good aging mechanic with Stand-On, the result is a powerhouse of a character.
  • Aging: To the uninitiated, his aging mechanic can prove to be a massive annoyance, as even one level disables the universal Stylish Dodge and Stylish Guard defensive mechanics. This allows Prosciutto to run offense at virtually no risk.
  • High Damage Output: Prosciutto deals amazing 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.
  • Not Meter Reliant: Not only does Prosciutto easily build over a whole bar of meter off every confirm, he never needs it for his combos, and when he does spend it on a Flash Cancel for an extension, he always builds back way more than he spent. This lack of a reliance on meter lets Prosciutto stock up as much meter as he wants to spend it on whatever he wants, whether it's level 3 GHAs or Flash Cancels to maintain safety if he accidentally overextends in pressure.
  • 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.
  • Limited Stand Cancels: Prosciutto cannot use Quick Stand On from the majority of his moves, while also being unable to use Stand Rush, unlike other Stand characters.
Inconsistent combos: A good amount of Prosciutto's combos do not work on the entire cast (namely 3H > 236H~4); although universal combos exist and still do good numbers, they are definitely slightly weaker. Most notably, Funny Valentine can entirely avoid his OTGs with his "Hiding in the next dimension".

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, Pesci will 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

Above Prosciutto's meter is a three-level gauge, which tracks his unique aging mechanic. It increases by one level every time he lands his "Direct contact is fastest." and "We're in it to the end!", and goes all the way to Level 3 if Prosciutto successfully counters his opponent with his HHA. Each level disables a specific universal system mechanic:

  • LVL1: The opponent loses the ability to Stylish Dodge and Stylish Guard.
  • LVL2: The opponent loses the ability to jump (and Super Jump for applicable characters).
  • LVMAX: The opponent loses the ability to backdash, forward dash, and run.

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 an aging move. A level is removed every time Prosciutto is knocked down, and the gauge is reset to 0 instantly if Prosciutto is hit by a GHA. If the opponent attempts to use something they've been sealed out of, they temporarily get staggered.

Stats

Style Health Low Health Mode Hashtag(s)
Bro and Mammoni 950 Resolve #ASBR_PRO

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Prosciutto slaps the opponent.

  • Standard quick jab with short range.
  • Good for staggers and tick throws.
5M
5M
JJASBR Prosciutto 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 7 - - -2 +4

Prosciutto attacks with an upwards elbow strike.

  • Extremely short range makes this button horrible for grounded hit confirms; get into the habit of doing 5L > 2M in hitconfirms because 5M will usually miss.
  • Very useful for Prosciutto's juggles.
  • 0 on block makes it decent as a pressure reset.
5H
5H
JJASBR Prosciutto 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 13 - - -10 -2

Prosciutto perfoms a push kick.

  • Pure combo filler.
  • Combos into 22L/236H.
2L
2L
JJASBR Prosciutto 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 7 - - -4 +2

Prosicutto performs a crouching slap.

  • Slower than 5L, making this weaker for staggers.
  • Will be used in Prosciutto's longer combos in order to avoid IPS.
2M
2M
JJASBR Prosciutto 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 Low 9 - - -6 0

Prosciutto perfoms a downwards diagonal chop.

  • Typically used over 5M in grounded hitconfirms due to its better range.
2H
2H
JJASBR Prosciutto 2H (1).png
JJASBR Prosciutto 2H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 (15, 16) Low 13(14)1 - - -18 -

Prosciutto does two low kicks in succession.

  • Double-hitting sweep.
  • Second hit provides hard knockdown.
  • 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.
3H
3H
You gutless rat!
JJASBR Prosciutto 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 (15*2, 25) Low 15 - - -28 -

Prosciutto repeatedly kicks a downed opponent.

  • Only can be performed when near an opponent that is knocked down.
  • Launches the opponent away and causes a groundbounce.
  • Can be followed up with 236H against characters that don't have shorter hurtboxes during groundbounces.
  • Can be chained into Stand On/Off on hit, block or whiff for the cost of 0.5 HH Gauge.
JL
j.L
JJASBR Prosciutto Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 7 - - - -

Prosciutto attacks with a back kick.

  • Good air-to-air button.
  • Also useful for crossups.
JM
j.M
JJASBR Prosciutto Jump M (1).png
JJASBR Prosciutto Jump M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 (12*2) Overhead 9(12)1 - - - -

Prosciutto attacks with a quick double kick.

  • Prosciutto's most infamous jump normal. Safe to say that this normal will be used A LOT.
  • Great for jump-ins due to the second hit giving more time for hitconfirms, and occasionally even hitting people after Stylish Dodging the first hit.
JH
j.H
JJASBR Prosciutto Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Overhead 9 - - - -

Prosciutto performs an outwards kick.

  • Used less often than j.M due to the lack of a second hit.
  • Can be used as a slower but more damaging j.L.

Special Moves

236X
Beach Boy!
236L/M/H
JJASBR Prosciutto 236X (1).png
JJASBR Prosciutto 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10 Mid 17 - - -28 -44
Medium 20 Mid 19 - - -28 -44
Heavy 30 Mid 21 - - -28 -44

Prosciutto commands Pesci to use his Stand, Beach Boy, and cast out its fishing line to try and attach it to his opponent.

  • Locks both characters in place on hit.
  • Opponent recovers standing if no follow-up is used.
  • Cannot be Flash Canceled.

L version:

  • Fastest startup but lowest range.

M version:

  • Balance of the range and startup speed between L and H.

H version:

  • Slowest startup but most range.
  • Will be the main one used in combos.
236X-X
You can feel shocks through the line!
236L/M/H~L/M/H
JJASBR Prosciutto 236X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid 19 - - - -

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.

  • Causes a hard knockdown.
  • Knocks the opponent away, but can be followed up with run up > 3H.
236X-4
Now I'll reel you in!
236L/M/H>4
JJASBR Prosciutto 236X-4.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - 21 - - - -

After the opponent is caught by Beach Boy, Pesci follows up by forcefully yanking the opponent high into the air and towards Prosciutto.

  • Reels the opponent into a juggle and is a core combo piece for Prosciutto.
  • Doesn't count as a hit, so it won't add to combo scaling.
623X
I'll rip you apart!
623L/M/H
JJASBR Prosciutto 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (5*3, 50) Mid 15 - - - -
Medium 75 (5*3, 60) Mid 17 - - - -
Heavy 85 (5*3, 70) Mid 21 - - - -

Prosciutto commands Pesci to swing Beach Boy's fishing line into the air.

  • Launches on hit.
  • Fairly iffy as an anti-air, but can be Flash Canceled for a full combo.

L version:

  • Fastest recovery and startup, but lowest damage and highest launch distance.

M version:

  • Balance of the startup, recovery, damage, and launch distance between L and H.

H version:

  • Slowest startup, but highest damage and shortest launch distance.
214X
Hook, line and sinker! You took the bait!
214L/M/H
JJASBR Prosciutto 214X (1).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 14 Mid 31 - - -16 -
Medium 14 Mid 35 - - -16 -
Heavy 14 Mid 43 - - -16 -

Prosciutto commands Pesci to cast Beach Boy's fishing rod and lay it as a trap on the floor.

  • Causes crumple on hit.
  • Will remain active until either Prosciutto releases the button, gets hit, or the opponent steps onto it.
  • Against characters without a projectile, Prosciutto can very easily just sit on the trap and wait for a response.

L version:

  • Lays the trap right next to Prosciutto.

M version:

  • Lays the trap slightly further than L but not as far as H.

H version:

  • Sets the trap up very far away from Prosciutto.
22X
Nice try!
22L/M/H
JJASBR Prosciutto 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Low 25 - - -36 -
Medium 60 Low 29 - - -24 -
Heavy 70 Low 37 - - -16 -

Pesci swings Beach Boy's fishing line across the floor.

  • A long-ranged Low.
  • Launches the opponent towards Prosciutto on hit.

L version:

  • Fastest version but pulls the opponent in the least.
  • Leaves no opportunity for a juggle, but still leaves them open for an OTG.

M version:

  • Average speed, but launches higher open for juggles.
  • Primarily used as a combo ender as it leads into Stand On > 3H.

H version:

  • Slowest startup but launches the highest.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Prosciutto Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 5 - - -4 +2

The Grateful Dead attacks with a quick, close range swipe.

  • Prosciutto's fastest button in Stand On.
Stand 5M
5M
JJASBR Prosciutto Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 7 - - -10 -4

The Grateful Dead attacks with an outwards swipe.

  • Purely pressure/combo filler.
Stand 5H
5H
JJASBR Prosciutto Stand 5H (1).png
JJASBR Prosciutto Stand 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (16*2) Mid 13(10)1 - - -2 +4

The Grateful Dead stomps with each hand.

  • Notes 1
  • Notes 2
Stand 2L
2L
JJASBR Prosciutto Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -2 +4

The Grateful Dead jabs at a slight downwards angle.

  • Notes 1
  • Notes 2
Stand 2M
2M
JJASBR Prosciutto Stand 2M (1).png
JJASBR Prosciutto Stand 2M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 (10, 11) Low 7(12)1 - - +2 +8

The Grateful Dead swipes twice.

  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Prosciutto Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low 15 - - -6 -

The Grateful Dead attacks with a double-handed rising hammerfist.

  • Notes 1
  • Notes 2
Stand 3H
3H
How's this?
JJASBR Prosciutto Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
70 Overhead 21 - - -12 -

The Grateful Dead delivers and overhand punch that strikes the ground.

  • Causes crumple on hit.
  • Can be chained into Stand On/Off on hit, block or whiff for the cost of 0.5 HH Gauge.
Stand JL
j.L
JJASBR Prosciutto Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 7 - - - -

The Grateful Dead attacks with its elbow.

  • Notes 1
  • Notes 2
Stand JM
j.M
JJASBR Prosciutto Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 7 - - - -

The Grateful Dead swipes downwards.

  • Notes 1
  • Notes 2
Stand JH
j.H
JJASBR Prosciutto Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 9 - - - -

The Grateful Dead attacks with a double-handed hammerfist.

  • Causes groundbounce on hit.
  • Notes 2

Special Moves

Stand 236X
You're soft!
236L/M/H
JJASBR Prosciutto Stand 236X (1).png
Start
Start
JJASBR Prosciutto Stand 236X (2).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 (4*5, 20) Mid 19 - - +2 -
Medium 80 (4*10, 40) Mid 23 - - -4 -
Heavy 100 (4*15, 40) Mid 25 - - -30 -

Prosciutto lifts his arm up and commands The Grateful Dead to unleash a barrage of punches, moving forward alongside it during the barrage.

  • Final hit launches opponent far away.
  • Prosciutto has Guard Point while his arm is raised.

L version:

  • Deals the least damage, advances the least and has the shortest Guard Point duration.
  • Plus on block, making it a strong pressure reset.

M version:

  • Balance of damage, distance and Guard Point duration between L and H.
  • Barely safe on block.

H version:

  • Deals the least damage, advances the most and has the longest Guard Point duration.
  • Wildly unsafe on block.
Stand 63214X
Direct contact is the fastest.
63214L/M/H
JJASBR Prosciutto Stand 63214X (1).png
JJASBR Prosciutto Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (20, 40) Mid 15 - - -18 -
Medium 60 (20, 40) Mid 15 - - -24 -
Heavy 60 (20, 40) Mid 15 - - -24 -

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.

  • Raises the Aging Gauge by 1 level.
  • This is a hitgrab.

L version:

  • Fastest startup, but the shortest range.

M version:

  • Balanced speed and range between L and H.

H version:

  • Slowest startup, but the longest range.
Stand 22X
We're in it to the end!
22L/M/H
JJASBR Prosciutto Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 Low 29 - - -32 -24
Medium 0 Low 35 - - -42 -36
Heavy 0 Low 45 - - -60 -54

The Grateful Dead emits its aging mist in a radial burst across the ground.

  • Raises the Aging Gauge by 1 level.
  • Can hit OTG.

L version:

  • Fastest startup, but the shortest range.

M version:

  • Balanced speed and range between L and H.

H version:

  • Fastest startup, but the longest range.

System Mechanics

Throw
Throw
You still don't get it! You little mammoni!
5/4 + Any Two Attack Buttons
JJASBR Prosciutto Throw (1).png
JJASBR Prosciutto Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
100 (25*2, 50) Throw 7 - - - -

Prosciutto lifts the opponent up by their collar with one hand and slaps their face back and forth with the other, before delivering a final slap to knock them away.

  • Leaves the opponent far away from Prosciutto.
  • Both Throws are identical aside from direction.
  • Can be followed up in the wall by landing a 3H (requiring a precise microwalk).
Assist
Assist
I'll rip you apart!
JJASBR Prosciutto Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
65 (5*3, 50) Mid - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 623L
5S
Stand On/Off
5S
JJASBR Prosciutto Stand On.png
Stand On
Stand On
JJASBR Prosciutto Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons The Grateful Dead, altering Prosciutto's moveset and abilities.

  • Pesci will be dismissed for as long as Prosciutto is in Stand-On.
  • Can be canceled into from each version of 3H on hit, block or whiff for 0.5 HH Gauge.

Heart Heat Attack

I can see your movements! You're wide open!
236 + Any Two Attack Buttons
JJASBR Prosciutto HHA (1).png
JJASBR Prosciutto HHA (2).png
JJASBR Prosciutto HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
250 (100+100+50) - - - - - -

Prosciutto goads his opponent towards himself by sticking his arm out. If struck by his opponent, he'll parry their attack and summon The Grateful Dead, who grabs them by the face, lifts them up, and focuses its aging power directly into their body.

  • Counter.
  • Causes groundbounce on successful activation.
  • Does not work against projectiles and GHAs.
  • Fully ages the opponent up to LVMAX.
  • Can be followed up with 3H into a full combo if near the wall.

Great Heat Attack

Once we decide that we're gonna kill someone, the deed's already been done.
236L+M+H
JJASBR Prosciutto GHA (1).png
JJASBR Prosciutto GHA (2).png
JJASBR Prosciutto GHA (3).png
That's Mista's gun. Nobody knows how he got it.
That's Mista's gun. Nobody knows how he got it.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
369 (36+333) Mid 1(26)1 - - -130 -

Prosciutto gives Pesci the cue to attack in full force, prompting him to lunge forward and cast Beach Boy's line with all of his might. If it connects, Pesci begins a relentless assault with his Stand, and with one forceful yank, reels the opponent in and launches them flying at high speed towards Prosciutto, who summons The Grateful Dead to intercept with a punch to knock them to the ground. Prosciutto moves to stand over the opponent, pulls out a revolver, and finishes the attack by discharging three gunshots directly into their head.

  • SLOW startup, not advised to be used as a reversal.
  • Can hit OTG, making it very easy to combo into.

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
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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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