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
  • MAX Electricity: When attaining MAX Electricity, any attack that involves Red Hot Chili Pepper is buffed in a variety of ways, turning Akira from a below-average character into a dynamo of damage and mix-ups. His HHA and GHA are also enhanced, making meter dump combos much more rewarding.
  • Frame Data: Akira's buttons are both quick and great on block, granting him powerful stagger pressure.
  • Launching Jump-ins: Stand Off j.H and Stand On j.M both launch airborne opponents, allowing Akira to score full damaging combos off air-to-air situations or setups.
  • Quick Charge: Akira's combos and blockstrings often generate meter very well (even more so while in MAX Electricity), granting him generous access to Flash Cancels and higher combo damage.
  • Close and Personal: Between his collection of safejumps, assortment of high damage grabs, and reward off of strike/throw mixups, Akira finds great success in abusing his Throw game. They also all provide hard knockdowns, allowing Akira to charge safely.
  • Dead Battery: Should the Electricity Gauge run out, Akira loses access to a large portion of his toolset, immediately putting him in an extremely disadvantageous position. This can be disastrous during combos, as he and Red Hot Chili Pepper will play through a drained animation that both drops the combo and allows for a counterattack from the opponent.
  • Resource Management: As the Electricity Gauge is constantly draining (more so while in Stand On), and all special moves drain a specific amount of Electricity, players must have an intimate knowledge of resource management.
  • No Sockets Found: Finding time to charge during blockstrings or neutral can be extremely difficult, and can require conditioning the opponent not to challenge Akira at the end of blockstrings so as to get a brief moment to charge. This will also require Akira to occasionally sacrifice oki for charge.
  • Lack of Wakeup/Reversals: Outside of HHA, Akira has ZERO safe wakeup options or reversals, meaning he can struggle when dealing with strong pressure.

Electricity Gauge

Located on top of the Heart Heat Gauge, the Electricity Gauge is a special resource exclusive to Akira. It 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 (draining faster while Akira is in Stand On), but is also consumed by using Akira's special moves (the amount of Electricity consumed depending on the attack). Draining it completely must be avoided: if it is empty, Akira will be unable to use his Throw, special moves (with one exception), or even summon Red Hot Chili Pepper, leaving only his Stand Off normals available. Additionally, running out of Electricity while Red Hot Chili Pepper is on-screen forces a drained animation, leaving him vulnerable. Upon fully draining, the gauge will refill itself passively so long as Akira remains in Stand Off, but will start draining again after refilling about 1/4 of the gauge.

Akira can manually refill the Electricity Gauge by using either version of "Charge", his HHA or his GHA; he will also gain Electricity Gauge when getting hit by electricity-based attacks. Notably, the Electricity Gauge can be overfilled 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 obtains MAX Electricity and summons Red Hot Chili Pepper (or if he obtains it with Red Hot Chili Pepper already summoned), 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

  • Data in [] is for MAX Electricity.

Normal Moves

5L
5L
JJASBR Akira 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid 4 - - 0 4

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 6 - - -8 -4

Akira performs a mid kick.

  • Good range for counter-pokes.
  • Good range for pokes due to moving Akira forward, also making it his farthest reaching Stand Off normal.
5H
5H
JJASBR Akira 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (10, 20) [38 (10, 28)] Mid 12(3)1 - - -6 0 [KD]

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

  • Both hits are special-cancelable.
  • The second hit launches when used at MAX Electricity.
2L
2L
JJASBR Akira 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low 6 - - -2 +2

Akira performs a stationary crouching kick.

  • Good range for a light poke.
  • Important to his strike/throw game with its decent reach and short recovery.
  • Has a fairly low profile.
2M
2M
JJASBR Akira 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 [21] Low 6 - - -4 0

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

  • Decent range for counter-pokes.
  • Reaches just barely further than 2L.
  • Will not connect into 2H at some ranges.
2H
2H
JJASBR Akira 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 [37] Low 8 - - -12 HKD

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

  • Causes hard knockdown.
  • Barely reaches further than 2M.
JL
j.L
JJASBR Akira Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead 8 - - - -

Akira performs an attack with the tip of his knee.

  • Stubby normal, good for cross-ups.
  • Not a lot of hitstun; can be hard to combo off of.
  • Can be used for safejump setups.
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 10(7)1 - - - -

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

  • Good for jump-ins.
  • Can be used for safejump setups.
JH
j.H
JJASBR Akira Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead 14 - - - KD

Akira performs a kick outwards.

  • Launches on hit, allowing a 5M follow-up from almost every range.
  • Good for jump-ins and combo filler.
  • Can be used for safejump setups.

Special Moves

236X
Spitfire
236L/M/H
JJASBR Akira 236X.png
DO NOT WHIFF THIS
DO NOT WHIFF THIS
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 [40] Mid 14 - - -10 -4
Medium 45 [50] Mid 14 - - -10 -4
Heavy 55 [60] Mid 14 - - -10 -4

Akira summons a toy plane, with Red Hot Chili Pepper hiding inside it.

  • The angle at which the toy plane flies will change depending on the version used, inversely affecting speed.
  • Causes crumple on hit when used at MAX Electricity.
  • Can be an effective tool to call out jump-ins.
  • Comes with the weaknesses of extremely lengthy recovery, being easily low-profiled, and not hitting crouching opponents (with exception of Mounted characters on their Horse).

L version:

  • Has the most vertical trajectory.
  • Moves the fastest.

M version:

  • Has a more horizontal trajectory.
  • Moves slower.

H version:

  • Has the most horizontal trajectory.
  • Moves the slowest.
236X-6H
Spitfire (Follow-up)
236L/M/H > 6H
JJASBR Akira 236X-6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 [43] Mid 6 - - -40 HKD

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

  • Launches on hit and causes hard knockdown.
    • Launches higher when used at MAX Electricity.
  • Slight tracking on startup, allowing Red Hot Chili Pepper to catch Dodges or backdashes.
  • Can somewhat shorten the recovery of Spitfire if the move doesn't connect.
  • Can be sent out ahead of Spitfire, allowing Akira to cover two angles at once.
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 44* - - -6 HKD [Crumple]
Medium 35 [60] Mid 28* - - -18 HKD [Crumple]
Heavy 35 [60] Mid 28* - - -44 HKD [Crumple]

Akira summons Red Hot Chili Pepper, who jumps out of one of three electric sparks on the ground and attacks the opponent.

*Startup calculated based on the opponent's static position.

  • The version used determines the spot where Red Hot Chili Pepper jumps out of.
    • The offset at which it appears is centered around the position of the opponent, tracking them no matter the distance.
  • Causes knockback on hit, in addition to causing hard knockdown.
    • When used at MAX Electricity, causes a crumple against grounded opponents, while causing a hard knockdown against airborne ones.
  • Cannot trigger Counters.
  • Can be a combo starter with Flash Cancel if close enough, as well as an excellent tool in juggles.
  • Because Red Hot Chili Pepper itself is not counted as a projectile (allowing it to beat projectile-nullifying moves or abilities), this makes it fantastic for interrupting zoning. Just keep in mind that the Stand is still vulnerable to attack.

L version:

  • Red Hot Chili Pepper jumps from the first to the third spark.
  • The arc of jump allows this to serve as a longer-ranged anti-air.
  • Sends airborne opponents away from Akira on hit.
    • Sends opponents further away and at a lower angle when used at MAX Electricity.

M version:

  • Red Hot Chili Pepper jumps from the second to the third spark.
  • Sends airborne opponents away from Akira on hit, as well as launching them higher.
    • Airborne opponents are not launched away from Akira when used at MAX Electricity.

H version:

  • Red Hot Chili Pepper jumps from the third to the first spark.
  • When used within a certain distance, Red Hot Chili Pepper attacks from behind the opponent.
  • Leaves airborne opponents in place on hit.
    • Launches straight up when used at MAX Electricity, seeing use in combos as a result.
22S
Charge
22S
JJASBR Akira 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

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

  • Refills the Electricity Gauge.
  • Holding S extends the time Akira charges.
  • Can be canceled into from normals on hit or block, allowing its use in blockstrings.
236T
Right Hand Rockout
236T
JJASBR Akira 236T.png
Yes, it uses the Taunt button
Yes, it uses the Taunt button
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Akira plays a guitar solo as the whole stage darkens, with multi-colored spotlights appearing 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.
  • Can be canceled into from normal attacks.
    • If done from a normal that ends the round, Akira will finish the solo (and the building of the meter) before the next round begins.

Stand On

  • Data in [] 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 4 - - -2 +2

Red Hot Chili Pepper jabs in front.

  • Quick jab check in front of Akira.
  • Startup increases during MAX Electricity.
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 8(1)1 - - 0 +4

Red Hot Chili Pepper performs two uppercuts.

  • Moves forward slightly on use. Great to bait wakeup options.
  • Startup increases during MAX Electricity.
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 10(5)1 - - 6 12

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

  • Great meaty option, plus enough on hit to connect a s.5M or another s.5H at some ranges.
  • Plus on block.
Stand 2L
2L
JJASBR Akira Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 [13] Low 8 - - -2 +2

Red Hot Chili Pepper attacks with a crouching jab.

  • Quick low check. Can be used to poke effectively during stagger pressure.
Stand 2M
2M
JJASBR Akira Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 [23] Low 6 - - -4 0

Red Hot Chili Pepper performs an uppercut.

  • Great for use after s.jM or other juggles.
Stand 2H
2H
JJASBR Akira Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 [38] Low 12 - - -8 HKD

Red Hot Chili Pepper attacks with a sweeping punch.

  • Causes hard knockdown.
Stand JL
j.L
JJASBR Akira Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 [17] Overhead 8 - - - -

Red Hot Chili Pepper swipes its arm outwards.

  • Fairly active and fast, but overall his worst air button.
  • Sees limited use as a jump-in to tick into his throws.
Stand JM
j.M
JJASBR Akira Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 [26] Overhead 8 - - - KD

Red Hot Chili Pepper punches upwards.

  • Launches on hit, making it an excellent way to catch opponents off-guard.
Stand JH
j.H
JJASBR Akira Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 [50] Overhead 12 - - - -

Red Hot Chili Pepper punches downwards.

  • Does not juggle in combos. Can be used for cheeky resets or to jump in on opponents.

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 48 (16*3) [55 (11*5)] Mid 20 [18] - - -14 -8
Medium 54 (18*3) [65 (13*5)] Mid 20 [18] - - -16 [-14] -10 [-8]
Heavy 66 (22*3) [75 (15*5)] Mid 20 [18] - - -18 [=14] -12 [-8]

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

  • Range, damage and startup all change depending on the version used.
  • Can be chained into either "This just makes me stronger!" or "Gonna knock your ass out!".
    • While chaining into the former is a true blockstring, chaining into the latter is not.
  • Stand Rush-compatible.
    • Even if a Stand Rush is performed during this move, its follow-ups will still come out when the input is made afterwards.
  • Outside of MAX Electricity, the move's damage output can change depending on the amount of Electricity Gauge stored.

L version:

  • Red Hot Chili Pepper stays next to Akira.
  • Damage is increased to 54 (18*3) if Akira has 3/4 or more of the Electricity Gauge filled.
  • Damage is reduced to 42 (14*3) if Akira has 1/4 or less of the Electricity Gauge filled.

M version:

  • Red Hot Chili Pepper moves away from Akira.
  • Damage is increased to 60 (20*3) if Akira has 3/4 or more of the Electricity Gauge filled.
  • Damage is reduced to 48 (16*3) if Akira has 1/4 or less of the Electricity Gauge filled.

H version:

  • Red Hot Chili Pepper moves even away further from Akira.
  • Damage is increased to 72 (24*3) if Akira has 3/4 or more of the Electricity Gauge filled.
  • Damage is reduced to 60 (20*3) if Akira has 1/4 or less of the Electricity Gauge filled.
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.
60 [75] Mid 8 - - -34 [-28] KD

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

  • Move performance is identical across all versions.
  • Launches on hit and triggers a wallbounce.
  • Stand Rush-compatible.
  • Can be Flash Canceled to start a combo.
  • Horrendously unsafe on block. Never use in a blockstring.
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 22 - - -4 Crumple

Red Hot Chili Pepper delivers a final blow downwards.

  • Move performance is identical across all versions.
  • Causes crumple against grounded opponents, while causing hard knockdown against airborne ones.
    • This hard knockdown is unique in that it does not override other hit effects.
  • Stand Rush-compatible.
  • Can be used in some relatively gimmicky mix-ups, such as jumping over or using Stand Off 2L to force a wrong block.
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 (20*2, 40*2)] Unblockable [Unblockable, Mid] 4 - - - -
Medium 120 [140 (20*2, 60, 40)] Unblockable [Unblockable, Mid] 6 - - - -
Heavy 140 [160 (20*2, 80, 40)] Unblockable [Unblockable, Mid] 10 - - - -

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.

  • Startup, active time, and recovery all change with the version used.
  • Launches on hit and causes hard knockdown.
  • Can be Flash Canceled on a successful activation.
  • Behavior changes when used at MAX Electricity:
    • Red Hot Chili Pepper follows the initial strike with an uppercut while Akira jams out.
    • Launches the opponent high into the air, but loses the hard knockdown property.
    • Can be jump-canceled on a successful activation.
Stand 63214X
I'll drag you in!
63214L/M/H
JJASBR Akira Stand 63214X (1).png
JJASBR Akira Stand 63214X (2).png
Death on whiff
Death on whiff
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 145 (25+120) Throw 10 [8] - - - -
Medium 155 (25+130) Throw 12 [10] - - - -
Heavy 165 (25+140) Throw 14 [12] - - - -

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.

  • Range, damage and startup all change depending on the version used.
  • Causes hard knockdown on a successful Throw.
  • MAX Electricity does not change the move's damage (the one instance where it doesn't do so), instead reducing its startup.
  • Recovers fairly quickly on a successful Throw, allowing Akira to Charge or summon Assists.
  • All versions can be canceled into HHA, but this may whiff on some characters.
  • Builds decent meter, allowing Akira to maintain his expensive playstyle.
  • When the opponent's back is to the wall, all versions can be used as a meterless combo starter.

L version:

  • Best used after forcing opponents to respect Akira's plus frames and staggers.
  • Becomes one of fastest command grabs in the game (if not the fastest) when used at MAX Electricity.

M version:

  • Will tick off his Light buttons outside of MAX Electricity.

H version:

  • The only option that ticks off his Light buttons in MAX Electricity. Important for his strike/throw game.
Stand 22S
Charge
22S
JJASBR Akira Stand 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

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

  • Refills the Electricity Gauge.
  • Holding S extends the time Akira charges.
  • Can be canceled into from normals on hit or block, allowing its use in blockstrings.

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 6 3 - - HKD

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

  • Requires Electricity Gauge to be used.
  • Forward Throw leaves the opponent much closer to Akira than Back Throw.
  • Data in [] is for MAX Electricity.
    • One of the highest damaging universal Throws in the game under these conditions.
  • Gains increased range while in Stand On, making it a lower-risk alternative to his command grab once they start to avoid it.
Assist
Assist
Right Hand Rockout
JJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Akira Assist.png
Dark Harmonizer for the MvC folks
Dark Harmonizer for the MvC folks
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

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

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 236T
  • The only Assist in the game that cannot deal damage.
  • Refills up to 1 HH Gauge if successfully completed.
    • Uniquely, it can grant meter to characters who are undergoing a temporary install, which normally locks them out from gaining said resource.
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.
- - - - Total XX - -

(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.

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 2+4 - - -32 HKD

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.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, and overfills into MAX Electricity on hit.
  • Akira's only invincible reversal.
  • A fantastic HHA in general. Its fast startup and generous hitbox makes it very good for reversals and anti-airing, as well as punishing gaps in pressure and quickly refilling the Electricity Gauge.

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 2+26 - - - HKD

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.

  • Data in [] is for MAX Electricity.
  • Refills the Electricity Gauge upon use, but does not overfill into MAX Electricity.
  • Can be connected off an air hit of Stand Off 5H.
  • Terrible as a reversal due to being slow and not sporting a good vertical hitbox, which also makes it an awful option against jump-ins.

Costumes

Normal

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

Special

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

Stand

Red Hot Chili Pepper (Color 1)
Red Hot Chili Pepper (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
ダイヤモンド
(Daiamond)
JJASBR Akira Color Special A 2.png Flag jp.png
Japan
@Daiamond_1005 YouTube Channel

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