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 special moves, 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.

While in Stand On, Prosciutto gains some of the hardest-to-escape pressure in the game with "You're soft!", allowing him to make everything plus, and when combined with his quick standing overhead s.3H and instant overhead with dash-jump s.jH, 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 or be ready to block against. 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 deal with 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, Prosciutto has access to almost everything. Alongside his powerful mixups, pressure that seemingly has no end in sight, and oppressively good Aging mechanic, the result is a powerhouse of a character.
  • Aging: Prosciutto's Aging mechanic can prove to be a massive annoyance, as even one level disables the universal Stylish Dodge/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, Valentine can entirely avoid his OTGs with "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, attacks performed by Pesci will not trigger counters. Pesci will also 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 "Direct contact is fastest." and "We're in it to the end!", and goes all the way to LVMAX if Prosciutto successfully counters his opponent with his HHA. Each level disables a specific universal system mechanic:

If the opponent attempts to use something they've been sealed out of, they temporarily get staggered.

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 a move that inflicts Aging. One level is removed every time Prosciutto is knocked down, and the gauge is reset to 0 instantly if Prosciutto is hit by a GHA.

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.
  • Safe on block, making 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 and 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 quick succession.

  • Double-hitting sweep.
  • The 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.
55 (15*2, 25) Low 15 - - -28 -

Prosciutto repeatedly kicks a downed opponent.

  • Can only be used when the opponent is downed, but can be timed to attack while they stand up.
    • If used in this manner, the first hit is guaranteed to miss.
  • The final hit launches the opponent away and causes a groundbounce.
  • Cannot be used as long as the trap from 214L/M/H remains active.
  • Can be followed up with 236H.
  • Can be chained into "Bro & Mammoni" 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.

  • Not used as often as 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 is left 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.
  • Cannot be Flash Canceled.
  • 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 9(2)1(2)1(2)1 - - -6 -
Medium 75 (5*3, 60) Mid 13(2)1(2)1(2)1 - - -8 -
Heavy 85 (5*3, 70) Mid 17(2)1(2)1(2)1 - - -10 -

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

  • Launches on hit.
  • Serviceable as an anti-air, and 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.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.
  • The trap will remain where it was cast, even if Prosciutto & Pesci move away.
  • Will remain active until either Prosciutto releases the button, gets hit, or the opponent steps onto it.
    • Prosciutto cannot use any other special moves or summon The Grateful Dead so long as the trap remains active.
  • 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.
  • Causes a hard knockdown.

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.

  • Launches on hit.
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 an overhand punch that strikes the ground.

  • Causes crumple on hit.
  • Can be chained into "Bro & Mammoni" 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 a 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 60 (4*5, 40) 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.

  • The 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 most 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.

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

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:

  • Slowest 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.
  • In Stand Off and while near the wall, Prosciutto can follow up 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 - - - - -

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

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 623L
  • Launches on hit.
5S
Bro & Mammoni
5S
JJASBR Prosciutto Stand On.png
Dismissing Pesci
Dismissing Pesci
JJASBR Prosciutto Stand Off.png
Recalling Pesci
Recalling Pesci
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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

Heart Heat Attack

I can see your movements! You're wide open!
236 + Any Two Attack Buttons
JJASBR Prosciutto HHA (1).png
That won't do you any good!
That won't do you any good!
JJASBR Prosciutto HHA (2).png
I see you!
I see you!
JJASBR Prosciutto HHA (3).png
Wide open!
Wide open!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
200 (100*2) - - - - - -

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.
  • Does not work against projectiles or GHAs.
  • Causes a groundbounce on a successful activation.
  • Fully ages the opponent up to LVMAX on a successful activation.
  • 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
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
369 (36+24+3*23+24+72+48*3) 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. The latter summons The Grateful Dead to intercept with a punch before pulling out a revolver, and finishes the attack by discharging three gunshots directly into the opponent's head.

  • Dismisses The Grateful Dead if summoned, even on whiff.
  • SLOW startup; not advised to be used as a reversal.
  • Can hit OTG, making it very easy to combo into.

Costumes

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

Navigation

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Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
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Joseph
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Wonder of U
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Baoh