JoJo's Bizarre Adventure: All-Star Battle R/Akira Otoishi

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Introduction

Akira Otoishi is a minor villain in the fourth part of JoJo's Bizarre Adventure, Diamond is Unbreakable. Made a Stand User by Keicho Nijimura, he kills him and steals the Bow and Arrow to create Stand Users for the purpose of killing or driving out the main group so that he may commit crimes and rock out to his adoring fans in peace. He wields the electricity-manipulating Stand, Red Hot Chili Pepper.

  • Electricity Gauge: Akira is governed by a special gauge, which he needs to charge in order to use his special moves, as well as enhance their performance.
Playstyle
JJASBR Akira Small Icon.png Akira Otoishi is a Stand character who utilizes his Electricity Gauge to make outstanding performances at his opponent's expense.
Pros Cons
  • Good Damage: MAX Electricity alters Akira's moves, generally granting him greater damage in combos.
  • Pro 2: TBD
  • Pro 3: TBD
  • Needs Electricity: Akira needs to manage the Electricity Gauge the whole match, and running out of it will put him at a severe disadvantage until he's able to refill it.
  • Con 2: TBD

Electricity Gauge

Exclusive to Akira is a special gauge that directly affects his abilities depending on how much of it is filled, its power constantly draining and being consumed whenever he uses certain abilities or has Red Hot Chili Pepper active.

The Electricity Gauge drains passively over time, but is also consumed by using Akira's special moves (the amount of electricity consumed depending on the attack). He must avoid draining it completely, as if it is empty, he will be unable to use his Throw, special moves, or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling a certain amount.

Akira can manually refill the Electricity Gauge by using either version of "Charge", his HHA or his GHA. Notably, Akira can overfill the gauge to obtain "MAX Electricity", increasing the damage and speed of his electricity-based attacks as well as altering their properties, with Red Hot Chili Pepper visually becoming brighter as more sparks and electric crackles come off of it. If Akira summons Red Hot Chili Pepper with MAX Electricity, he will remain in that state until the gauge runs out or he unsummons his Stand.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Rumble #ASBR_AKI
#ASBR_OTO

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Akira 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid - - - - -

Akira performs a standing low kick.

  • Does not hit Low, despite appearances.
  • Because of its low hitbox, it is not as good at stopping dash jumps.
5M
5M
JJASBR Akira 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid - - - - -

Akira performs a mid kick.

  • Good range for counter-pokes.
5H
5H
JJASBR Akira 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Mid - - - - -

Akira summons Red Hot Chili Pepper, who performs an uppercut.

  • [] is for MAX Electricity.
  • Moves Akira forward.
  • Good range for pokes.
  • Akira's farthest reaching Stand Off normal.
2L
2L
JJASBR Akira 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low - - - - -

Akira performs a stationary crouching kick.

  • Good range for a light poke.
  • Can chain into itself 3 times.
2M
2M
JJASBR Akira 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [21] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a punch after emerging from the ground.

  • [] is for MAX Electricity.
  • Decent range for counter-pokes.
  • Reaches just barely father than 2L.
2H
2H
JJASBR Akira 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [37] Low - - - - -

Akira summons Red Hot Chili Pepper, who performs a sweeping punch after emerging from the ground.

  • [] is for MAX Electricity.
  • Provides hard knockdown.
  • Barely reaches farther than 2M.
JL
j.L
JJASBR Akira Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead - - - - -

Akira performs an attack with the tip of his knee.

  • Stubby normal, good for cross-ups.
JM
j.M
JJASBR Akira Jump M (1).png
JJASBR Akira Jump M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 (7*2) [16 (8*2)] Overhead - - - - -

Akira summons Red Hot Chili Pepper, who performs two punches downwards.

  • [] is for MAX Electricity.
  • Good for jump-ins.
JH
j.H
JJASBR Akira Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Akira performs a kick outwards.

  • Launches on hit.
  • Good for jump-ins and combo filler.

Special Moves

236X
Spitfire
236L/M/H
JJASBR Akira 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [40] Mid - - - - -
Medium 45 [50] Mid - - - - -
Heavy 55 [60] Mid - - - - -

Akira summons a toy plane that Red Hot Chili Pepper is hiding inside.

  • Requires Electricity Gauge to use. [] is for MAX Electricity.
  • Causes crumple when used at MAX Electricity.
236X-6H
Spitfire (Follow-up)
236L/M/H>6H
JJASBR Akira 236X-6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 [38] Mid - - - - -

Red Hot Chili Pepper jumps out of the toy plane with a divekick.

  • [] is for MAX Electricity.
  • Launches on hit.
  • Provides hard knockdown.
214X
Whack-A-Mole Champion
214L/M/H
JJASBR Akira 214X (1).png
Origin Points
Origin Points
JJASBR Akira 214X (2).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [60] Mid - - - - -
Medium 35 [60] Mid - - - - -
Heavy 35 [60] Mid - - - - -

Akira summons Red Hot Chili Pepper, who jumps out of the ground and attacks the opponent.

  • Provides hard knockdown.
  • [] is for MAX Electricity.
    • Causes crumple when performed with MAX Electricity.

L version:

  • Red Hot Chili Pepper jumps from behind Akira.

M version:

  • Red Hot Chili Pepper jumps from in front of Akira.

H version:

  • Red Hot Chili Pepper jumps from far in front of Akira.
  • When used within a certain distance, Red Hot Chili Pepper attacks from behind the opponent.
22S
Charge
22S
JJASBR Akira 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira crouches and pulls out a small amp, summoning Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Considered crouching while the move is active.

Stand On

  • [] is for MAX Electricity.

Normal Moves

Stand 5L
5L
JJASBR Akira Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 [15] Mid - - - - -

Red Hot Chili Pepper jabs in front.

  • Notes 1
  • Notes 2
Stand 5M
5M
JJASBR Akira Stand 5M (1).png
JJASBR Akira Stand 5M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 (14*2) [34 (17*2)] Mid - - - - -

Red Hot Chili Pepper performs two hooks.

  • Notes 1
  • Notes 2
Stand 5H
5H
JJASBR Akira Stand 5H (1).png
JJASBR Akira Stand 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (20*2) [50 (25*2)] Mid - - - - -

Red Hot Chili Pepper punches downwards, following up with an uppercut.

  • Notes 1
  • Notes 2
Stand 2L
2L
JJASBR Akira Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 [13] Low - - - - -

Red Hot Chili Pepper attacks with a crouching jab.

  • Notes 1
  • Notes 2
Stand 2M
2M
JJASBR Akira Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 [23] Low - - - - -

Red Hot Chili Pepper performs an uppercut.

  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Akira Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [38] Low - - - - -

Red Hot Chili Pepper performs a sweeping punch.

  • Provides hard knockdown.
  • Notes 2
Stand JL
j.L
JJASBR Akira Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 [17] Overhead - - - - -

Red Hot Chili Pepper swpies its arm outwards.

  • Notes 1
  • Notes 2
Stand JM
j.M
JJASBR Akira Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [26] Overhead - - - - -

Red Hot Chili Pepper punches upwards.

  • Launches on hit.
  • Notes 2
Stand JH
j.H
JJASBR Akira Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper punches downwards.

  • Notes 1
  • Notes 2

Special Moves

Stand 236X
More power than a jet engine.
236L/M/H
JJASBR Akira Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 42 (14*3) [55 (11*5)] Mid - - - - -
Medium 48 (16*3) [65 (13*5)] Mid - - - - -
Heavy 60 (20*3) [75 (15*5)] Mid - - - - -

Red Hot Chili Pepper rushes a moderate distance forward in a flurry of flashy punches.

  • Stand Rush-compatible.

L version:

  • Notes 1
  • Notes 2

M version:

  • Notes 1
  • Notes 2

H version:

  • Notes 1
  • Notes 2
Stand 236X-6X
This just makes me stronger!
236L/M/H>6L/M/H
JJASBR Akira Stand 236X-6X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
55 [69] Mid - - - - -

Red Hot Chili Pepper delivers a final blow that sends the opponent flying backwards.

  • Move perfomance is identical across all versions.
  • Stand Rush-compatible.
  • Launches on hit.
  • Causes a wallbounce.
Stand 236X-2X
Gonna knock your ass out!
236L/M/H>2L/M/H
JJASBR Akira Stand 236X-2X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead - - - - -

Red Hot Chili Pepper delivers a final blow downwards.

  • Move perfomance is identical across all versions.
  • Stand Rush-compatible.
  • Causes crumple on hit.
Stand 421X
Kiss this!
421L/M/H
JJASBR Akira Stand 421X (1).png
JJASBR Akira Stand 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 [120] - - - - - -
Medium 120 [140] - - - - - -
Heavy 140 [160] - - - - - -

Red Hot Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If the opponent triggers the counter, Red Hot Chili Pepper attacks with an outward double-handed swipe, blasting them with electricity.

  • Launches on successful activation.
  • Causes crumple if activated with MAX Electricity.
Stand 63214X
I'll drag you in!
63214L/M/H
JJASBR Akira Stand 63214X (1).png
JJASBR Akira Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (25+120) Throw - - - - -
Medium 155 (25+130) Throw - - - - -
Heavy 165 (25+140) Throw - - - - -

Red Hot Chili Pepper reaches forward a short distance. If successful, it converts the opponent into electricity and drags them into the ground, resurfaces and blasts them high into the air.


L version:

  • Notes 1
  • Notes 2

M version:

  • Notes 1
  • Notes 2

H version:

  • Notes 1
  • Notes 2
Stand 22S
Charge
22S
JJASBR Akira Stand 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira crouches and pulls out a small amp, allowing Red Hot Chili Pepper to siphon electricity off it.

  • Refills the Electricity Gauge.
  • Considered crouching while the move is active.

System Mechanics

Throw
Throw
Time to get electric, baby!
5/4 + Any Two Attack Buttons
JJASBR Akira Throw (1).png
JJASBR Akira Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 [150] Mid - - - - -

Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Akira plays his guitar.

  • [] is for MAX Electricity.
  • Leaves the opponent far from Akira.
  • Both Throws are identical aside from direction.
Assist
Assist
Right Hand Rockout
JJASBR Akira Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira plays a guitar solo as the whole stage darkens and multi-colored spotlights appear above him.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 236T
  • The only Assist to refill HH Gauge.
5S
Stand On/Off
5S
JJASBR Akira Stand On.png
Stand On
Stand On
JJASBR Akira Stand Off (1).png
Stand Off
Stand Off
JJASBR Akira Stand Off (2).png
Stand Off (No Electricity)
Stand Off (No Electricity)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

(Un)Summons Red Hot Chili Pepper, altering Akira's moveset and abilities.

  • Red Hot Chili Pepper will be automatically unsummoned if the Electricity Gauge runs out.
236T
Right Hand Rockout
236+Taunt
JJASBR Akira 236T.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Akira plays a guitar solo as the whole stage darkens and multi-colored spotlights appear above him out of nowhere.

  • The only special move in Akira's arsenal not to involve Red Hot Chili Pepper; unaffected by the Electricity Gauge as a result.
  • Refills up to 1 HH Gauge if successfully completed.

Heart Heat Attack

I'll beat you with my pinky!
236 + Any Two Attack Buttons
JJASBR Akira HHA (1).png
JJASBR Akira HHA (2).png
JJASBR Akira HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
168 (36+6*20+12) [206 (36+7*20+30)] Mid - - - - -

Akira taunts the opponent as Red Hot Chili Pepper delivers an uppercut with its little finger out. If it connects, Red Hot Chili Pepper converts the opponent into electricity and drags them into the ground as Akira begins a brief guitar solo. A fantastic HHA. It's fast startup and generous hitbox makes it very good for reversals and anti-airing, as well as punishing gaps in pressure when you want to quickly refill your Electricity Gauge.

  • [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use.
    • Does not overfill into MAX Electricity.

Great Heat Attack

You wanna get nuts?! Let's get nuts!
236L+M+H
JJASBR Akira GHA (1).png
JJASBR Akira GHA (2).png
JJASBR Akira GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
309 (60+4*23+18*2+48+61+12) [361 (74+5*23+24*2+45+67+12)] Mid - - - - -

Akira summons Red Hot Chili Pepper to fly forward and delivering a punch. If it connects, Akira begins a passionate extended guitar solo whilst Red Hot Chili Pepper delivers a ruthless combo.

  • [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use.
    • Does not overfill into MAX Electricity.

Costumes

Normal

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

Special

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

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