JoJo's Bizarre Adventure: All-Star Battle R/Ikuro Hashizawa

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Introduction

I will shut you down.... forever!

Making his debut in 1984, Baoh is from a short manga series of the same name (known in Japan and some other countries as Baoh the Visitor), arguably one of Hirohiko Araki's most famous pre-JoJo works. The plot revolves around 17-year-old Ikuro Hashizawa, who is kidnapped by a secret military organization called Dress. They forcefully implant Ikuro with a parasitic worm that grants its host superhuman powers, turning him into a BAOH (Biological Armament On Help), an unstoppable bioweapon. After escaping from the organization with the help of a 9-year-old psychic named Sumire, they are now on the run from the organization and its assassins.

Despite being a guest character, Baoh fits in perfectly with the cast of ASBR, both in design and gameplay. Baoh's kit is focused on relentlessly rushing down the opponent with his multi-hit fireballs, super armor and quick dash speed, while being able to keep up his offensive momentum with his invulnerable DP and threatening high-lows and cross-ups. This, coupled with his high-damage conversions, makes Baoh a solid pick for those who seek a well-rounded character with above-average execution requirements.

  • Astonishing Leap: Baoh has access to a Super Jump ability that can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
  • Rushdown Specials: Baoh has access to multiple special moves meant to attack forward; he's all about getting into the opponent's face and staying there.
  • Special Armor: Through "This is Baoh!", Baoh can grant super armor to the startup of his next special move for 0.25 HH Gauge.
Playstyle
JJASBR Baoh Small Icon.png Ikuro Hashizawa is a character that relies on his Sabers and his armor mode to keep his offensive momentum going, while being able to quickly close the distance between him and his opponent when pushed back.
Pros Cons
  • High Damage: Baoh has access to high-damaging, meter positive combos.
  • Easy Conversions: Baoh can easily convert into decent damage and knockdowns, thanks to his "Baoh Melting Acid" special series.
  • Dash Speed: Baoh has the fastest dash speed in the game, making him very good at closing distance.
  • Threatening Options: Baoh poses a threat from anywhere on the screen, thanks to his fireballs and very fast, fullscreen HHA.
  • Stubby Normals: While having a good approach, Baoh's buttons are rather small, making him easy to contest in scramble situations and in neutral.
  • Difficult Routing: Most of Baoh's optimal routing requires precise timing and tight execution.
  • Meter Reliant: Due to not having access to abilities like Stand Rush or EX moves, Baoh is forced to rely on Flash Cancels for combo extensions.

Baoh Armed Phenomenon

After falling below certain HP thresholds, Baoh begins to regenerate HP, with the regeneration rate increasing depending on how low Baoh's health is:

  • Level 1: Activates at 75% HP
  • Level 2: Activates at 50% HP
  • Level 3: Activates at 25% HP

Scent of Murder

When an opponent either activates an install (for example, Diavolo's Epitaph or Fugo's Purple Haze Distortion) or enters a special, powered-up state (for example, Gyro's Golden Spin Mode or Steel Ball Run characters picking up the Holy Corpse parts), Baoh gets an increased Stylish Defense window (gaining roughly 4 extra frames).

Stats

Style Health Low Health Mode Hashtag(s)
Baoh Armed Phenomenon 850 Baoh Armed Phenomenon #ASBR_BAO

Move List

Normal Moves

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

Baoh jabs in front.

  • Standing jab with short range.
  • Baoh's fastest button.
  • Mainly used for situational combo extensions.
5M
5M
JJASBR Baoh 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 9 - - -6 0

Baoh attacks with an outwards arm swipe.

  • Moves Baoh forward.
  • Combo filler with below average range and slight forward movement.
  • Used for confirms and combo extensions.
5H
5H
JJASBR Baoh 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 13 - - -8 0

Baoh takes a step and swipes his arm upwards.

  • A normal with lots of forward movement.
  • A primary combo extension tool into super jump routes and 214M juggles.
  • Rather unsafe and cannot be used as a poke unless special-cancelled.
2L
2L
JJASBR Baoh 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 7 - - -2 +4

Baoh jabs at the opponent's feet.

  • Baoh's safest low, a quick albeit short normal.
  • Mainly used for pressure and in low confirms.
2M
2M
JJASBR Baoh 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 7 - - -4 +2

Baoh swipes his arm outwards.

  • Moves Baoh forward slightly.
  • Low poke, slightly less reach than 5M but a little faster.
2H
2H
JJASBR Baoh 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 11 - - -12 KD (-2 vs Horse)

Baoh extends his leg forward.

  • Causes hard knockdown.
  • Moves forward slightly, making it Baoh's furthest reaching button.
  • Used as combo filler for the more optimal, difficult routes.
JL
j.L
JJASBR Baoh Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead 7 - - - -

Baoh quickly swipes his arm below him.

  • Primarily used in jump-ins low to the ground after successfuly baiting a Stylish Guard attempt.
JM
j.M
JJASBR Baoh Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead 11 - - - -

Baoh attacks with a downwards arm swipe.

  • Solid air-to-air.
  • Can cross up.
  • Used in super-jump routes where j.H's hitbox won't reach.
JH
j.H
JJASBR Baoh Jump H.png
Die lit
Die lit
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Overhead 13 - - - -

Baoh vaults forward with a kick.

  • Solid downward-reaching hitbox.
  • Can cross up.
  • The main jump-in and combo extender after Flash Canceling 214H.

Special Moves

28
Astonishing Leap
Any jump after 1/2/3
JJASBR Baoh 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Baoh performs a superhuman leap.

  • Neutral jumps go slightly higher than the standard jump, while horizontal jumps cover significantly more ground.
  • Can be cancelled into from Baoh's normals on hit or block. Immensely important for his blockstrings and combo routes.
236X
Baoh Shooting Stinger
236L/M/H
JJASBR Baoh 236X.png
Baoh Shooting Bees-Stinger Phenomenon!
Baoh Shooting Bees-Stinger Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (15, 30) Mid 17 - - -8 0
Medium 60 (15*2, 30) Mid 19 - - -6 +2
Heavy 75 (15*3, 30) Mid 21 - - -4 +4

Baoh fires off energized hairs from his head that combust upon contact with the opponent.

  • The version used changes the number of hits.
  • Causes burn on hit.
  • Short recovery makes it a good utility for zoning, fireball wars, combo extensions, or pressure if Baoh Flash Cancels and runs behind it.
  • Baoh whipping his hair deals one of the hits, so ranged zoning will lower the move's damage.

L version:

  • Fires a set of hairs.

M version:

  • Fires two sets of hairs.

H version:

  • Fires three sets of hairs.
623X
Saber Off!
623L/M/H
JJASBR Baoh 623X (1).png
JJASBR Baoh 623X (2).png
Baoh's DP series.
Baoh's DP series.
JJASBR Baoh 623X (3).png
Projectile trajectories
Projectile trajectories
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (30*2) Mid 7(18)1 - - -44 KD
Medium 75 (40, 35) Mid 9(22)1 - - -54 KD
Heavy 115 (20, 60, 35) Mid 5(6)1(30)1 - - -74 KD

Baoh rises into the air, slashing with his arm sabers and knocking the opponent over.

  • The version uses determines how high Baoh rises, as well as his behavior after the ascent.
  • Cannot be Flash Canceled due to being considered airborne.

L version:

  • Baoh rises a short distance upwards.
  • With no invincibility and no hard knockdown on the second hit, it has less utility than the other versions.

M version:

  • Baoh rises higher, slashing the opponent upwards with his saber before hurling it downwards at them.
  • Invulnerable anti-air.
  • Baoh will throw the projectile regardless of whether or not the rest of the move lands.
  • The direction of the projectile curves after being thrown, eventually moving forward instead of downwards.
  • The projectile Baoh throws causes hard knockdown. It can also hit downed opponents.

H version:

  • Baoh rises even higher into the sky, slashing the opponent upwards with his saber before hurling it downwards at them.
  • Invulnerable anti-air, with the most invincibility and recovery.
  • Baoh will throw the projectile regardless of whether or not the rest of the move lands.
  • The projectile flies downwards at a 30 degree angle.
  • The projectile Baoh throws causes hard knockdown. It can also hit downed opponents.
214X
Baoh Hardened Saber
214L/M/H
JJASBR Baoh 214L.png
Light
Light
Medium
Medium
JJASBR Baoh 214H.png
Heavy
Heavy
Baoh Reskiniharden Saber Phenomenon!
Baoh Reskiniharden Saber Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Low 27 - - -8 0 (Horse)
Medium 65 Overhead 31 - - -16 -10 (Horse)
Heavy 80 (5*9, 35) Mid 21 - - -4 -

Baoh sprouts blades from his arms to attack the opponent.

  • The attack Baoh uses depends on the version used.

L version:

Baoh slices forward, slashing his opponent's ankles with his saber.

  • Causes crumple on hit, allowing for combos after.
  • Baoh's collision box is disabled during the move, allowing him to pass through the opponent when done close enough.
  • Unsafe, but can be tricky to punish on block depending on where he ends up.
  • Rather predictable, but still a threatening Low in Baoh's kit.

M version:

Baoh leaps forward and performs an overhead hitting circular slash.

  • Causes crumple on hit.
  • Baoh's main mixup tool and air combo extension.
  • Can cross up against crouching opponents. It can also be made to hit from the front if spaced properly, adding another layer to Baoh's mixups.

H version:

Baoh unleashes a flurry of saber slashes, launching the opponent into the air.

  • The final hit launches, but it will not come out on whiff or block.
  • Baoh's primary grounded combo starter when Flash Canceled.
  • Cannot be Flash Canceled until the very last hit.
421X
Baoh Melting Acid
421L/M/H
JJASBR Baoh 421X (1).png
JJASBR Baoh 421X (2).png
Baoh Meltedin Palm Phenomenon!
Baoh Meltedin Palm Phenomenon!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (20, 5*12, 65) Mid 19 - - -10 KD
Medium 145 (20, 5*12, 65) Mid 23 - - -12 KD
Heavy 145 (20, 5*12, 65) Mid 29 - - -14 KD

Baoh lunges forward to grab the enemy and melt their face off before slamming them into the ground.

  • The version used dictates the move's startup, as well as the distance travelled.
  • This is a hitgrab.
  • Baoh bounces backwards if the lunge is blocked.
  • Deals the most damage out of Baoh's meterless enders.

L version:

  • Reaches about 1/4 of the screen.

M version:

  • Reaches about 1/3 of the screen.

H version:

  • Reaches short of midscreen.
22X
Baoh Break Dark Thunder Phenomenon
22L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 56 (12*3, 20) Mid 29 - - -6 -
Medium 68 (12*4, 20) Mid 39 - - -8 -
Heavy 80 (12*5, 20) Mid 59 - - -14 -

Baoh floats into the air before discharging electricity from his body.

  • The amount of hits, as well as the distance Baoh moves forward, change depending on the version used.
  • Causes knockback on hit. Hard to use in combos as a result, but has some use in more uncommon juggle extensions.
  • The hitboxes of Baoh's electricity will neutralize enemy projectiles.
  • Deals a very large amount of Guard Damage.
  • Overall, a very situational special move with long startup, even for its fastest version.

L version:

  • Baoh almost remains in place.

M version:

  • Baoh moves about a character forward.

H version:

  • Baoh moves about two characters forward.

System Mechanics

Throw
Throw
Get the hell out of my way!
5/4 + Any Two Attack Buttons
JJASBR Baoh Throw (1).jpg
JJASBR Baoh Throw (2).jpg
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 7 - - - KD

Baoh grabs the opponent before slamming them to the ground.

  • Leaves Baoh close to the opponent, with Back Throw leaving him slightly closer.
  • Recovers fast enough to let Baoh activate "This is Baoh!" and do oki after.
Assist
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
68 (12*4, 20) - - - - - -

Baoh floats into the air before discharging electricity from his body.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 22M
  • Causes knockback on hit.
  • Deals a very large amount of Guard Damage.
5S
This is Baoh!
5S
JJASBR Baoh 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total 17 - -

Baoh hardens his skin through his Tactile Sensor.

  • Costs 0.25 HH Gauge to use.
  • Grants Super Armor to the entire startup of the next special move Baoh uses.
  • Fast enough to activate after some hard knockdowns without giving up pressure.
  • The buff will only be consumed if Baoh uses a special move while it is active.
    • While receiving a knockdown will not cause Baoh to lose the buff, it will be lost if the knockdown is cinematic in nature (such as a Throw, HHA, etc.).

Heart Heat Attack

Laser Beam!
236 + Any Two Attack Buttons
JJASBR Baoh HHA (1).png
JJASBR Baoh HHA (2).png
BARUBARUBARUBARUBARU
BARUBARUBARUBARUBARU
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
192 (24+18*6+60) Mid - - - - KD

Baoh pulls out a laser cannon and, powering it with his own electricity, fires it at the opponent.

  • Launches opponents away and causes hard knockdown.
  • Has instant travel time and goes fullscreen, but loses some damage when done at ranges beyond the initial burst.
  • Very fast and reliable HHA, being fast enough to punish Kars' ULF transformation from anywhere.

Great Heat Attack

Time to cover up that stench!
236L+M+H
JJASBR Baoh GHA (1).png
Your scent betrays you, fiend! The scent of pure evil!
Your scent betrays you, fiend! The scent of pure evil!
JJASBR Baoh GHA (2).png
Time to cover up that stench once and for all!
Time to cover up that stench once and for all!
JJASBR Baoh GHA (3).png
Baoh Break Dark Thunder Phenomenon!
Baoh Break Dark Thunder Phenomenon!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
372 (60+6*2+12*7+8*7+12*3+3*21+49) Mid - - - - KD

Baoh lunges at his opponent, attacking them with a flurry of saber attacks before finishing them off with his Break Dark Thunder Phenomenon.

  • Comboable into from most routes due to the quick forward movement and generous hitbox on the initial attack.
  • Underwhelming wake-up option, as it is unsafe on block and easily jumpable.

Costumes

Normal

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

Special

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