JoJo's Bizarre Adventure: All-Star Battle R/Muhammad Avdol

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Introduction

Insert character introduction here.

  • Setplay: "Crossfire Hurricane Variation" is a delayable projectile that can be set up after a knockdown, granting Avdol flexible oki and setplay capabilities.
  • Tracking Projectile: "Flame Detector" is a slow moving projectile that homes in on the opponent regardless of their location.
Playstyle
JJASBR Avdol Small Icon.png Muhammad Avdol is a Stand character who utilizes his flames and setplay to scorch his opponents.
Pros Cons
  • Effective Setplay: Avdol's greatest strength comes from his ability to keep his opponent pressured on oki. With tools like "Crossfire Hurricane Variation" and "Flame Detector", He's able to make opponents think twice about what option they'll choose when waking up.
  • High Damage Output: Avdol has very solid damage output by himself, but paired with assists like Josuke (Part 4) or Kakyoin, he's able to consistently 2-touch opponents with ease.
  • Solid Reversals: Possessing an invincible, meterless reversal while in Stand On ("I'll burn you to cinders!") along with both HHA and GHA, Avdol can turn the tides on the opponent if they aren't careful.
  • Subpar Normals: While he possesses some good normals in his kit, most of his buttons are pretty mediocre - lacking in either range or hitstun.
  • Single Hit Projectiles: While only being a downside in certain match-ups, all of Avdol's projectiles consist of only 1 hit, meaning they'll will lose outright to other projectiles that are fired in clusters.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_AVD

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Avdol 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Avdol moves his arm forward in a slapping motion.

  • Standard range for a jab.
5M
5M
JJASBR Avdol 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Avdol punches upwards in a swinging motion.

  • Has a hitbox that extends far upwards. Can be used as an anti-air, but a very risky one.
  • One of his main juggle tools. Avoid using this in grounded strings and opt for 2M instead to save it for juggles.
5H
5H
JJASBR Avdol 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid - - - - -

Avdol summons Magician's Red, who performs a slapping motion From over his shoulder.

  • Standard Standing Heavy normal. Gets the job done.
2L
2L
JJASBR Avdol 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Avdol attacks with a crouching slap forward.

  • Same range as 5L, but with the ability to chain into itself.
  • Mainly used in blockstrings to keep the opponent pressured.
2M
2M
JJASBR Avdol 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Avdol performs a downward chop.

  • The only normal in his entire kit that moves him forward a slight amount, therefore making it one of the better ones.
  • Best used in grounded strings to close in the space between opponents for heavies to hit, but also works fairly well in juggles too.
2H
2H
JJASBR Avdol 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low - - - - -

Avdol summons Magician's Red, who performs a sweeping kick.

  • Large sweep.
  • Causes hard knockdown.
JL
j.L
JJASBR Avdol Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

Avdol attacks with the tip of his knee.

  • Moderately active.
  • The only aerial in his kit with cross-up capability, albeit a small one.
JM
j.M
JJASBR Avdol Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -

Avdol summons Magician's Red, who attacks with a kick.

  • Phenomenal air-to-air.
  • Unfortunately has as much hitstun as a light aerial, meaning the window to convert off it is very small. It's near impossible to convert off it with normals from mid to max range, although it is possible to connect an HHA if it hits the opponent very low from the ground.
JH
j.H
JJASBR Avdol Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead - - - - -

Avdol summons Magician's Red, who performs a backwards slap.

  • Mediocre heavy jump-in, only good for damage.

Special Moves

236X
Crossfire Hurricane
236L/M/H
JJASBR Avdol 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 45 Mid - - - - -

Avdol summons Magician's Red to create a flame in the shape of an Ankh.

  • A standard projectile used to control space.

L version:

  • Slowest travel speed.
  • Main version used in juggles.

M version:

  • Average travel speed.

H version:

  • Fastest travel speed.
214X
Must I do this the hard way?
214L/M/H
JJASBR Avdol 214X.png
For the love of GOD do not backdash away from this move.
For the love of GOD do not backdash away from this move.
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 50 Mid - - - - -
Heavy 60 Mid - - - - -

Avdol summons Magician's Red, who flings out a flaming rope to attack the opponent.

  • Different versions increase the range of the move in proportion of the strength of the button pressed.

L version:

  • Magician's Red stays behind Avdol.
  • Causes hard knockdown.

M version:

  • Travels the same distance as the L version, but with more startup.
  • Causes hard knockdown.

H version:

  • Magician's Red moves forward the most.
  • Binds the opponent on hit, after which it causes crumple. Causes a hard knockdown if used again after a crumple.
  • Avdol's main combo extender. The crumple allows activating Stand On without needing to spend resources and continue the combo.
22X
Crossfire Hurricane Variation
22L/M/H
JJASBR Avdol 22X (1).png
Start
Start
JJASBR Avdol 22X (2).png
Appearing out of the ground
Appearing out of the ground
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Projectile: 35
Ankh: 65
- - - - - -
Medium Projectile: 35
Ankh: 65
- - - - - -
Heavy Projectile: 35
Ankh: 65
- - - - - -

Avdol summons Magician's Red, who creates a flame in the shape of an Ankh and directs it towards the ground. Afterwards, a larger Ankh rises from the ground. The most defining tool in Avdol's entire kit.

  • The large Ankh launches on hit.
  • The spot where the large Ankh manifests in depends on the version of the move that was used.
  • Avdol can delay the large Ankh for up to 3 seconds by holding down the button.
  • The initial Ankh can hit opponents without dissapearing, although it will not combo into the large Ankh unless it hits right before it touches the ground.

L version:

  • The Ankh manifests close to Avdol.

M version:

  • The Ankh manifests short of halfscreen.

H version:

  • The Ankh manifests around halfscreen.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Avdol Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

Magician's Red slaps forward.

  • Very quick jab with good range.
Stand 5M
5M
JJASBR Avdol Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid - - - - -

Magician's Red kicks forward.

  • Superb medium button with great range. Can combo into s.5H from any range.
  • One of the best normals in his entire kit.
Stand 5H
5H
JJASBR Avdol Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (12*3) Mid - - - - -

Magician's Red shoots flames out of its mouth.

  • Gargantuan heavy normal with multiple hits, while also being disjointed.
  • Has enough hitstun to link into s.5L if done from point-blank range.
  • Arguably the best normal in his kit.
Stand 2L
2L
JJASBR Avdol Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Magician's Red kicks downwards.

  • Big crouching light capable of chaining into itself.
  • Another one of his best buttons.
Stand 2M
2M
JJASBR Avdol Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Magician's Red slaps downwards.

  • Mediocre crouching medium; no real reason to use it over s.5M.
Stand 2H
2H
JJASBR Avdol Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low - - - - -

Magician's Red performs a sweeping kick.

  • Causes hard knockdown.
  • Best used in blockstrings after mediums.
Stand JL
j.L
JJASBR Avdol Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Magician's Red slaps forward.

  • Quick, serviceable air-to-air.
Stand JM
j.M
JJASBR Avdol Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead - - - - -

Magician's Red kicks down.

  • Decently active.
  • Hits very low.
Stand JH
j.H
JJASBR Avdol Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead - - - - -

Magician's Red swipes below.

  • Hits deep enough to hit certain crouching characters from a dash-jump.
  • Leagues better than Stand Off 5H.

Special Moves

Stand 236X
Flaming Detector
236L/M/H
JJASBR Avdol Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
Medium 55 Mid - - - - -
Heavy 55 Mid - - - - -

Magician's Red sends out a cross-shaped flame.

  • Goes away if Avdol is hit.
  • Only one Flame Detector can be out at a time.
  • Stand Rush-compatible.
  • Tracks the opponent's location unless jumped past.
  • Projectile speed and distance increase with each version, with the tracking decreasing.

L version:

  • Has the most tracking, but also the slowest speed.
  • Barely reaches halfscreen.

M version:

  • Balanced tracking and speed.
  • Reaches past halfscreen.

H version:

  • Fastest speed, but the least tracking.
  • Reaches 3/4 of the screen.
Stand 623X
I'll burn you to cinders!
623L/M/H
JJASBR Avdol Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 60 (20, 40) Mid - - - - -
Heavy 105 (20*2, 65) Mid - - - - -

Magician's Red creates flames around its body to attack the opponent.

  • Avdol's main anti-air.

L version:

  • Does not have invul.
  • Can be Flash Canceled.

M version:

  • Has invul.
  • Cannot be Flash Canceled.

H version:

  • Has invul.
  • Cannot be Flash Canceled.
Stand 214X
HELL 2 U!
214L/M/H
JJASBR Avdol Stand 214X.png
Light
Light
JJASBR Avdol Stand 214M.png
Medium
Medium
JJASBR Avdol Stand 214H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 60 (30, 10, 20) Mid - - - - -
Heavy 90 (30, 10, 20, 5*3, 15) Mid - - - - -

Magician's Red performs a series of attacks.

  • Stand Rush-compatible.

L version:

Magician's Red swipes downwards.

  • Mainly used as a gap-less blockstring option after s.2H.

M version:

Magician's Red swipes upwards after swiping downwards.

  • Launches on hit.

H version:

Magician's Red swipes twice and sends out flames from its mouth.

  • Launches on hit.
  • Avdol's main combo extender in Stand On. Can be combined with Stand Rush or Flash Cancels for conversions after.
Stand 421X
Now's my chance!
421L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 75 Mid - - - - -
Heavy 95 Mid - - - - -

Magician's Red lifts its arm up and proceeds to attack with a swiping motion.

  • Launches on hit.
  • Stand Rush-compatible.
  • Magician's Red has Guard Point while its arm is raised; lasts long enough to endure 1 hit.
    • If the opponent attacks while the Guard Point is active, the attack comes out sooner.

L version:

  • Fastest version with the least amount of recovery.
  • Launches the least high out of all the versions.

M version:

  • Moderate startup with moderate recovery.
  • Launches higher than the L version.

H version:

  • Has the most startup with the most recovery.
  • Launches the highest out of all the versions.

System Mechanics

Throw
Throw
Throw Name
5/4 + Any Two Attack Buttons
JJASBR Avdol Throw (1).png
JJASBR Avdol Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (10*2, 20, 90) Throw 7 - - - -

Magician's Red binds the opponent with flames, before breathing fire onto their face and causing an explosion.

  • Leaves the opponent far away from Avdol.
  • Back Throw leaves the opponent slightly closer to Avdol.
Assist
Assist
Now's my chance!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Avdol summons Magician's Red, who lifts its arm up and proceeds to attack with a swiping motion.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.421H
  • Launches on hit.
  • Magician's Red has Guard Point while its arm is raised; lasts long enough to endure 1 hit.
    • If the opponent attacks while the Guard Point is active, the attack comes out sooner.
5S
Stand On/Off
5S
JJASBR Avdol Stand On.png
Stand On
Stand On
JJASBR Avdol Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

(Un)Summons Magician's Red, altering Avdol's moveset and abilities.

Heart Heat Attack

Give me four wishes instead!
236 + Any Two Attack Buttons
JJASBR Avdol HHA (1).png
JJASBR Avdol HHA (2).png
JJASBR Avdol HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
216 (36+30*2+24+96) Mid - - - - -

Magician’s Red kicks forward. If it hits, it then binds the opponent, hitting them a few times and launching them with a small explosion from its hand.

  • Very fast HHA with moderate invulnerability on startup, making it a solid reversal tool.
  • Has really good minimal scaling after long combos, making it worth it to meter dump for extra damage.
  • Leads into a hard knockdown at the end, which grants enough time to plant 22X or set up s.236X for oki.

Great Heat Attack

Crossfire Hurricane Special
236L+M+H
JJASBR Avdol GHA (1).png
JJASBR Avdol GHA (2).png
JJASBR Avdol GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (40+8*30+60) Mid - - - - -

Avdol summons Magician's Red to creates a ring of Ankh-shaped flames. If the flames hit the opponent, Avdol makes Magician's Red send a barrage of these flames towards them, finishing with a huge Ankh-shaped flame appearing out of the ground.

  • Very fast GHA that works the best as a reversal option.
  • Hits on both sides.
  • If blocked, the hitbox will reset and become active again.
  • Deals good damage for a GHA.

Costumes

Normal

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

Special

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

Extra

Extra A (Color 1)
Extra A (Color 2)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
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Diamond is Unbreakable
Josuke (Part 4)
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AW Diego
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JoJolion
Josuke (Part 8)
Wonder of U
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Baoh