JoJo's Bizarre Adventure: All-Star Battle R/Robert E. O. Speedwagon

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Introduction

Robert E. O. Speedwagon, a major ally in Phantom Blood, the first part of JoJo's Bizarre Adventure, is a "stance change" type of character who can call between two companions in order to adapt to the situation at hand. When accompanied by Tattoo, Speedwagon's kit is focused on starting high-damage combos and applying pressure; when accompanied by the Kempo Fighter, Speedwagon's gameplan is centered around pestering the opponent in neutral.

On offense, Speedwagon can be quite formidable thanks to his wide array of pressure options, strong jump-in normals, and above-average damage output. "Don't try to bluff, you rich little snot!" is his main offensive tool both on block and during combos. Thanks to it being a multi-hitting projectile, Speedwagon is able to Flash Cancel this move and mix-up the opponent during blockstrings. The move also does a good amount of Guard Damage, so pressure strings often leave the opponent's Guard Gauge low. When accompanied by Tattoo, Speedwagon gains access to the move "That does it!", a fast overhead that can lead to high damage.

Speedwagon has the option to swap Tattoo for his other companion the Kempo Fighter when battling at a long range. While he does have access to his projectile in both stances, the Kempo Fighter offers another great neutral tool in "Aren't you acting tough!", a disjointed aerial attack that causes a hard knockdown, as well as a great anti-air due to its angle of descent. Alternating between this move and his projectile is an effective combination, making it hard for the opponent to close the gap.

On defense, Speedwagon can struggle a bit due to the lack of any reversal options besides HHA and GHA, both of which are meter-dependent, slow, and unsafe.

  • Stance Change: Speedwagon can utilize his unique "Ogre Street" Style to switch between two different companions, altering some of his moves.
Playstyle
JJASBR Speedwagon Small Icon.png Robert E. O. Speedwagon is a character who can choose to apply pressure or contend neutral by switching between his two companions.
Pros Cons
  • Strong Pressure: Speedwagon has strong pressure and mixup options on block with "Don't try to bluff, you rich little snot!" and his fast overhead "That does it!".
  • Good Aerial Normals: All of Speedwagon's jumping normals have very active hitboxes (j.L and j.H in particular), which makes them great jump-in options.
  • High Damage: Speedwagon's metered combo routes do very good damage, especially when starting combos with Tattoo as the active companion. Similarly, his GHA is one of the most damaging in the entire game.
  • No Good Reversals: Speedwagon lacks any practical defensive/reversal options, meaning he will be open to setups that other characters could avoid.
  • Stubby Normals: Speedwagon's standing and crouching normals do not have very good reach, meaning he will struggle with matchups against characters who have better normals than him.

Ogre Street

Speedwagon possesses his own unique style in the form of "Ogre Street". By pressing the Style button, Speedwagon can switch his companion to either Tattoo or the Kempo Fighter (referred to as The Asian in-game); most of Speedwagon's special moves change depending on which companion is out (rounds start with Tattoo). Additionally, Speedwagon can use 0.5 HH Gauge to swap between the two in a combo with each version of 6H.

As they act separately from him, Tattoo and the Kempo Fighter will continue performing their respective moves even if Speedwagon is attacked; inversely, they themselves can be struck by the opponent directly to interrupt their moves, even if Speedwagon himself isn't hit. As an additional rule, any move involving either of the two would not be possible if they're a set distance away from Speedwagon, needing to move to his back in order to be used again.

Stats

Style Health Low Health Mode Hashtag(s)
Ogre Street 950 Rumble #ASBR_SPW

Move List

Normal Moves

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

Speedwagon punches downwards.

  • Fast jab.
  • Not much reach.
5M
5M
JJASBR Speedwagon 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 (11, 12) Mid 9(8)1 - - -12 -6

Speedwagon skips forward while attacking with his arm.

  • Hits twice.
  • Average reach.
  • Very active hitbox.
5H
5H
JJASBR Speedwagon 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 13 - - -8 0

Speedwagon attacks with an uppercut.

  • Not much reach.
  • Steps forward.
2L
2L
JJASBR Speedwagon 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -2 +4

Speedwagon attacks with his elbow.

  • Decent speed.
  • Not much reach.
2M
2M
JJASBR Speedwagon 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 7 - - -6 0

Speedwagon attacks with a low kick.

  • Decent speed.
  • Not much reach.
2H
2H
JJASBR Speedwagon 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 13 - - -16 -

Speedwagon attacks with a dropkick.

  • Causes hard knockdown.
  • Good combo filler.
JL
j.L
JJASBR Speedwagon Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 7 - - - -

Speedwagon kicks forward.

  • Insanely active hitbox.
  • Good for air-to-air interactions.
JM
j.M
JJASBR Speedwagon Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 7 - - - -

Speewagon kicks downwards.

  • Fairly active hitbox.
JH
j.H
JJASBR Speedwagon Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
39 Overhead 13 - - - -

Speedwagon extends both legs beneath him.

  • Insanely active hitbox.
  • His go-to jump-in normal.

Special Moves

236X
Don't try to bluff, you rich little snot!
236L/M/H
JJASBR Speedwagon 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 33 (11*3) Mid 11 - - - +6
Medium 54 (11*4, 10) Mid 11 - - - +4
Heavy 76 (11*6, 10) Mid 13 - - - +6

Speedwagon throws his hat as a projectile.

  • Deals damage on the way back.
  • Number of hits, as well as travel distance, increase in order of strength.

L version:

  • Shortest range.
  • Fastest travel speed.

M version:

  • Average range and travel speed.

H version:

  • Longest range, reaching about half-screen.
  • Slowest travel speed.


Tattoo
The Kempo Fighter
Tattoo 6H
This guy reeks!
6H
JJASBR Speedwagon Tattoo 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (10, 30) Mid 15(2)1 - - -18 -

Speedwagon punts in front of him.

  • Command normal that can only be used if Tattoo is the active companion.
  • Launches opponents on its second hit.
  • Special-cancelable.
  • Can be chained into Ogre Street on hit, block or whiff for the cost of 0.5 Gauge.
Tattoo 623X
Go nuts with those knives, boys!
623L/M/H
JJASBR Speedwagon Tattoo 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 (15, 40) Mid 13(6)1 - - - -
Medium 65 (15, 50) Mid 17(6)1 - - - -
Heavy 75 (15, 60) Mid 23(6)1 - - - -

Speedwagon orders Tattoo to move in front of him and deliver a stab.

  • Travel distance increases in order of strength.
  • Launches opponents on hit.
  • Cannot be Flash Canceled.
Tattoo 214X
GYAAAAAAAH!
214L/M/H
JJASBR Speedwagon Tattoo 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Overhead 33 - - +2 -
Medium 45 Overhead 35 - - +2 -
Heavy 45 Overhead 39 - - +6 -

Speedwagon orders Tattoo to leap upwards and come down in a diving stab.

  • Travel distance increases in order of strength.
  • Causes crumple on hit.
  • Cannot be Flash Canceled.
Tattoo 22X
That does it!
22L/M/H
JJASBR Speedwagon Tattoo 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Overhead - - - -28 -
Medium 75 Overhead - - - -26 -
Heavy 95 Overhead - - - -28 -

Speedwagon pulls out his sledgehammer and smashes down with it in a downwards swing.

  • Causes a launch that transitions into a groundbounce hit.
  • Can hit OTG.
Kempo 6H
He smells worse than vomit!
6H
JJASBR Speedwagon Kempo 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Mid 15 - - -14 -

Speedwagon delivers a quick roundhouse kick.

  • Command normal that can only be used if the Kempo Fighter is the active companion.
  • Launches opponents on hit.
  • Special-cancelable.
  • Reflects non-HHA/GHA projectiles.
  • Can be chained into Ogre Street on hit, block or whiff for the cost of 0.5 Gauge.
Kempo 623X
Martial Arts, the Eastern mystery!
623L/M/H
JJASBR Speedwagon Kempo 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Mid 23 - - +6 +14
Medium 30 (15*2) Mid 31(20)1 - - (+24) -
Heavy 75 (15*2, 45) Mid 21(20)1(44)1 - - - -

Speedwagon orders the Kempo Fighter to move in front of him and attack.

  • Stronger versions include additional attacks.
  • Cannot be Flash Canceled.

L version:

The Kempo Fighter delivers a hand strike.


M version:

The Kempo Fighter follows up with a high knee.

  • Launches on the second hit.

H version:

The Kempo Fighter finishes the chain with a roundhouse kick.

  • Launches on the second and third hits.
    • The second hit launches higher than the third.
Kempo 214X
Aren't you acting tough!
214L/M/H
JJASBR Speedwagon Kempo 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20, 25) Mid 17 - - - -
Medium 45 (20, 25) Mid - - - - -
Heavy 45 (20, 25) Mid - - - - -

Speedwagon orders the Kempo Fighter to leap upwards and come down in a diving kick.

  • Travel distance increases in order of strength.
  • The Kempo Fighter bounces backwards on contact with the opponent.
  • The second hit causes knockback and triggers a wallbounce.
  • Both hits can be Flash Canceled individually.
Kempo 22X
You've got a lot to learn...
22L/M/H
JJASBR Speedwagon Kempo 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 (12*3) Mid 21 - - -4 -
Medium 48 (12*4) Mid 21 - - -6 -
Heavy 60 (12*5) Mid 37 - - -8 -

Speedwagon pulls out his sledgehammer and thrusts it forward before spinning it.

  • Number of hits and distance traveled increases in order of strength.
  • Causes hard knockdown on hit.

System Mechanics

Throw
Throw
Bastard!
5/4 + Any Two Attack Buttons
JJASBR Speedwagon Throw (1).png
JJASBR Speedwagon Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 7 - - - 76

Speedwagon shoves the opponent before taking out his sledgehammer and delivering a heavy swing to send them flying.

  • Leaves the opponent very far away.
  • Both Throws are identical aside from direction.
Assist
Assist
Don't try to bluff, you rich little snot!
JJASBR Speedwagon Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
76 (11*6, 10) Mid - - - - -

Speedwagon throws his hat as a projectile.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H
5S
Ogre Street
5S
JJASBR Speedwagon 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Swaps between the Tattoo and the Kempo Fighter, altering Speedwagon's moveset and abilities.

  • Can be canceled into from each version of 6H on hit, block or whiff for 0.5 HH Gauge.

Heart Heat Attack

Hand over all you've got!
236 + Any Two Attack Buttons
JJASBR Speedwagon HHA (1).png
JJASBR Speedwagon HHA (2).png
JJASBR Speedwagon HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (36+34*2+26+40) Mid 1(18)1 - - -20 +52

Speedwagon charges forward with a shoulder tackle. If it connects, he orders his companions to attack the opponent before finishing the team attack with a downwards sledgehammer strike.

  • Leaves opponents very far away from Speedwagon.

Great Heat Attack

Ha ha! The blade went right to the bone!
236L+M+H
JJASBR Speedwagon GHA (1).png
JJASBR Speedwagon GHA (2).png
JJASBR Speedwagon GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
382 (48+24+5*50+60) Mid - - - -110 +70

Speedwagon lets out a battle cry and swings his sledgehammer forward. On a successful hit, him and his two companions charge the opponent all at once to knock them down. As they recover, Speedwagon flips and launches his bladed bowler hat, which begins shredding into the opponent.

  • Rather short range.
  • Second most damaging non-counter GHA in the game.

Costumes

Normal

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

Special

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

Navigation

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Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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