JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)

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Introduction

This article is about Enrico Pucci's base incarnation, primarily known as "WS Pucci". For information about his evolved incarnation, see Enrico Pucci (Final).

Enrico Pucci, loyal follower of DIO and the main antagonist of Stone Ocean, the sixth part of JoJo's Bizarre Adventure, exhibits a grappler/debuffer playstyle, taking away the opponent's options and limiting their answers to his tactics.

In Stand Off, Pucci makes use of his projectile, "I order you!", to safely zone his opponent. He also uses his normals for pressure, making use of tick throws to land "A Stand power that can boil water...", a command grab that rewards Pucci with a combo.

Stand On is where Pucci shines, gaining improved normals (notably j.M, which grants him combos on air hit) and access to an altered version of his "A Stand power that can boil water..." command grab, granting him more combo options. The true reward in Stand On, however, is his second command grab, "It's mine!": if this command grab is successful, Pucci will take away a DISC, sealing away the victim's special moves and several Style actions. From here, Pucci can either zone with his projectile in Stand Off or pressure the opponent at close range, both of these made way harder for the opponent to deal with by the removal of their special moves. Both his HHA and GHA will also take away a DISC (sealing the opponent's own HHA and HH Gauge, respectively), further reducing their options and granting Pucci an immense advantage.

On defense, Pucci really struggles, as his kit does not have any reliable defensive options. While having access to a counter in "It's an illusion", it requires Pucci to be in Stand On, which is not always feasible; similarly, his GHA is also a counter, making it extremely risky.

  • DISCs: Pucci has the ability to seal certain actions for the opponent, limiting their options against him.
  • Grappler: Pucci has access to multiple command grabs, adding another layer to his pressure.
Playstyle
JJASBR WS Pucci Small Icon.png Enrico Pucci is a Stand character who seals the opponent's options, after which he can play at either close range or long range depending on the situation.
Pros Cons
  • Move Sealing: Although he can't combo into any DISC steal except for "So it was already done...", managing to land any of these moves limits the opponent's answers against Pucci, leaving them at a severe disadvantage.
  • Strong Neutral: Pucci is not particularly helpless at any range, with moves such as 5M, j.H, and s.jM acting as strong pokes and approach options, respectively. From afar, "I order you!" is a fullscreen projectile with varying speeds that can singlehandedly force opponents to respect Pucci's presence.
  • Rewarding Command Grabs: Pucci has 2 command grabs (across modes), both of which lead into great reward: "A Stand power that can boil water..." leads into a combo, while "It's mine!" seals the opponent's special moves. This forces the opponent to guess after nearly every blocked hit, as the reward Pucci gets from them cannot be ignored.
  • Zoning Woes: Pucci struggles against characters who can get past his projectile. In addition, zoning characters who can exploit its low priority can force Pucci to approach, which can be a difficult task due to his relatively slow movement speed and predictable options.
  • Risky Pressure: Pucci has very few ways to get guaranteed, consistent pressure due to the many gaps present in his moveset. Additionally, while in Stand On, most of Pucci's options are very unsafe on block, and those that aren't (such as s.3H and "You shall be crucified!") force him to end his turn.
  • Predictable Defense: Pucci's most reliable defensive options are both Counters, and his next best option (HHA) requires HH Gauge to use, making them rather unreliable against attentive opponents. He also lacks any real meterless anti-airs, making jump-ins rather effective against him.

DISCs

Hitting the opponent with "It's mine!", "So it was already done...", or "This is my Whitesnake's ability!" will take a DISC from them. Afterwards, the opponent will see their abilities restricted, the exact restrictions depending on which attack stole the DISC:

  • JJASBR Special Lock Icon.png It's mine!: Seals almost all special moves and command normals. This includes options like Hamon Breathing, (meter-costing) installs, air dashes, superjumps, Pet Shop's Flight Mode, and Risotto's "Assassin". Does not include (Quick) Stand On/Off, (dis)mounting, Speedwagon's "Ogre Street", Pet Shop's "Dive", and command dashes.
  • JJASBR HHA Lock Icon.png So it was already done...: The opponent will be unable to use their HHA.
  • JJASBR HH Gauge Lock Icon.png This is my Whitesnake's ability!: The opponent's HH Gauge will be sealed, preventing the use and gain of HH Gauge. This includes options such as the Pillar Men's Modes (despite not inherently costing HH Gauge), Quick Stand On, and Stand Rush. It also prevents the use of ULF Kars' "Flight".

If the opponent has had multiple abilities stolen, all of them will be stored on a single DISC. Should they attempt to use something they've been sealed out of, they are briefly staggered, even while airborne.

After a DISC is taken, the effects will stay in place until the round ends, or until the opponent recovers the DISC. If Pucci blocks or gets hit by an attack (including Throws and non-damaging attacks such as Reversal Assists), the DISC will be dropped in front of him (usually ending up behind the opponent due to proximity). A dropped DISC can be picked up by crouching on top of it, being concealed once more if Pucci himself picks it up. If Pucci lands a DISC-stealing move while there's a DISC somewhere on the ground, the DISC will disappear from the ground until Pucci is forced to drop again.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_WHS
#ASBR_PUC

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR WS Pucci 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -4 0

Pucci attacks with a backhand fist.

  • Has less range than 2L; canceling 2L at near max range will make 5L whiff.
5M
5M
JJASBR WS Pucci 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 6 - - -10 -6

Pucci takes a step and kicks in front.

  • Moves Pucci forward.
  • Unsafe on block, but needs to be punished with a move that's both quick and not very short-ranged, which not every character is able to do. With a bit more pushback into the blockstring, this move can be safe as an ender.
5H
5H
JJASBR WS Pucci 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid 16 - - -4 +2

Pucci summons Whitesnake, who attacks with a sideways chop.

  • Moves Pucci forward.
  • Safe on block, but cannot be chained into without leaving a gap.
  • One of Pucci's longest normals while in Stand Off, with slightly more range than 5M.
2L
2L
JJASBR WS Pucci 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low 6 - - -2 +2

Pucci jabs downwards with his fingers.

  • Has very good reach for a move of its kind, hitting further than 5L and s.2L.
    • Because of this, canceling into a Medium normal is recommended when hitting at around max range.
2M
2M
JJASBR WS Pucci 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -2 +2

Pucci swipes his arm inwards.

  • Moves Pucci forward slightly.
2H
2H
JJASBR WS Pucci 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 16 - - -18 HKD

Pucci summons Whitesnake, who attacks with a sweeping kick.

  • Causes hard knockdown.
  • Very unsafe on block, but can be cancelled into Pucci's projectile for a frametrap that will end up being safer on block (the gap between the 2H and the projectile will be vulnerable to some invincible moves, but will not lose to most counters due to its nature as a projectile). Other options include his command grab and 3H > 236H, the latter leading into a gapless blockstring.
3H
3H
Pierced through the finger!
JJASBR WS Pucci 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 14 - - -20 KD

Pucci slides forward and attacks with a golden cross hidden under his fingernail.

  • Launches on hit.
  • Pucci's longest reaching normal while in Stand Off, reaching barely further than "You shall be crucified!".
  • Very unsafe on its own, but can be canceled into safer options. Can also be canceled into Quick Stand On to continue pressure.
JL
j.L
JJASBR WS Pucci Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 6 - - - -

Pucci jabs in front.

  • Hits very high, making it best suited for air-to-airs.
  • Has a surprisingly large hitbox for a move of its class.
JM
j.M
JJASBR WS Pucci Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 6 - - - -

Pucci kicks below him.

  • Can be rarely used for cross-ups, but it's not nearly as good for that purpose as it looks.
  • Has low blockstun and hitstun; if used too soon after a dash-jump, or while too high in the air, it will be unsafe on block.
JH
j.H
JJASBR WS Pucci Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 8 - - - Groundbounce

Pucci summons Whitesnake, who attacks with a vertical chop.

  • Causes a groundbounce on hit.
  • Pucci's longest ranged aerial, with a hitbox expected from a j.H.
  • Can also be used for cross-ups, but a situation where this crosses up is just as rare as with j.M.

Special Moves

236X
I order you!
236L/M/H
JJASBR WS Pucci 236X.png
Strong neutral tool
Strong neutral tool
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid 10 - - -14 -8
Medium 40 Mid 12 - - -14 -8
Heavy 40 Mid 14 - - -14 -8

Pucci spins around and flings a DISC straight forward as a projectile.

  • The DISC's speed varies depending on the version used.
  • Launches airborne opponents very far backwards, especially if they're already in hitstun.
  • While a decent projectile on its own, its effectiveness is heavily matchup-dependent: it shines the most when the opponent is deprived of their DISC, and can be useful against characters who lack projectiles or have one with low priority (such as Kosaku's "Contact Bomb"). Conversely, it will lose heavily against multi-hit projectiles (most notably JJASBR Kakyoin Small Icon.png Kakyoin's "Emerald Splash" and JJASBR Risotto Small Icon.png Risotto's "You can find iron anywhere in this world."), making any zoner matchup an uphill struggle in neutral as Pucci is essentially denied of his main neutral tool.

L version:

  • Has the slowest travel speed.

M version:

  • Has an average travel speed.

H version:

  • Has the fastest travel speed.
623X
A Stand power that can boil water...
623L/M/H
JJASBR WS Pucci 623X (1).png
JJASBR WS Pucci 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 (20, 50) Throw 26 - - - Crumple
Medium 70 (20, 50) Throw 30 - - - Crumple
Heavy 70 (20, 50) Throw 32 - - - Crumple

Pucci summons Whitesnake, who flies forward while reaching its arm out. If it grabs the opponent, it forcibly inserts a DISC into their head that causes their entire body to rapidly heat up.

  • The version used determines how fast and far Whitesnake flies out.
  • Causes crumple on a successful Throw.
  • Combos starting from this move will be heavily scaled.

L version:

  • Quick, but has the least range.
  • This is the best version for close-range tick throws.

M version:

  • Balanced range and speed.
  • Useful for when the opponent is slightly too far away.

H version:

  • Slow to start, but has the most range.
  • Pucci's longest ranged move, but it's not useful in neutral due to its recovery. It can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk.
214X
You shall be crucified!
214L/M/H
JJASBR WS Pucci 214X.png
Domine quo vadis?
Domine quo vadis?
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 Overhead 18 - - -6 KD
Medium 87 (37, 50) Overhead 24 - - -8 Groundbounce
Heavy 92 (42, 50) Overhead 34 - - -14 KD

Pucci summons Whitesnake, who delivers a downward chop while moving forward.

  • The version used determines Whitesnake's behavior.
  • Shares IPS with the Stand On version.

L version:

  • Hits once.
  • Launches the opponent towards the floor, leading to a soft knockdown.
  • A very fast Overhead that's barely unsafe on block. While it cannot be confirmed into a combo, Pucci recovers fast enough to capitalize on its knockdown.

M version:

  • Adds a second chop if the first one hits.
  • Both hits cause a groundbounce.
  • Only the second hit can be canceled into HHA.
  • Somewhat weaker for mix-ups due to being quite a bit slower, but it is only a bit more unsafe on block and can be confirmed into a combo with 3H at close range.
  • Core combo piece that leads to some of Pucci's highest damage, recovering fast enough to link a dash-jump j.H.

H version:

  • Adds a second chop if the first one hits.
  • The first hit causes a groundbounce, while the second leads to a soft knockdown.
  • Only the second hit can be canceled into HHA, although it will not connect.
  • Too slow to be used for mix-ups and not worth starting a combo with, which can only be done with Assists.
  • The only version that can hit OTG, which is its main use. Can be used to OTG even after a Throw.

Stand On

Normal Moves

Stand 5L
s.5L
JJASBR WS Pucci Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Whitesnake performs a quick, underhanded chop.

  • A long-reaching quick normal that, unlike many characters, lets Pucci consistently go into combos even if it hits at max range.
  • Has a tall hitbox, often hitting people high in the air.
Stand 5M
s.5M
JJASBR WS Pucci Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 12 - - -4 0

Whitesnake attacks with a downward punch.

  • Another long-reaching normal, and Pucci's best mid-range move while in Stand On.
Stand 5H
s.5H
JJASBR WS Pucci Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid 16 - - -4 +2

Whitesnake attacks with a violent sideways chop.

  • Moves Pucci forward.
  • Safe on block, but cannot be chained into without leaving a gap.
  • Pucci's longest reaching normal in Stand On (even advancing further than its Stand Off counterpart). In return, it's a lot slower than s.5M.
Stand 2L
s.2L
JJASBR WS Pucci Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -4 0

Whitesnake attacks with a quick horizontal chop.

  • Very short range; shorter than its Stand Off counterpart and way shorter than s.5L.
Stand 2M
s.2M
JJASBR WS Pucci Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Mid 6 - - -8 -4

Whitesnake performs an uppercut.

  • The closest thing to an anti-air.
  • Mostly useful for combos, as it juggles well and can be combo'd out of.
Stand 2H
s.2H
JJASBR WS Pucci Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 HKD

Whitesnake attacks with a sweeping kick.

  • Causes hard knockdown.
  • Pretty much the same as its Stand Off counterpart, but with longer range (though slightly shorter than s.5H).
Stand 3H
s.3H
Die!
JJASBR WS Pucci Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (5*4, 10) Mid 16 - - -8 Crumple

Whitesnake lashes out in a 5-hit punch combo.

  • The final hit causes a crumple and is special-cancelable on whiff.
  • Has long range at the end of the attack, but takes very long to reach that point. It's very unsafe as a poke because of this.
  • If this move is Stylish Guarded, Pucci is so unsafe that the opponent can pick their strongest starter.
    • However, since it can be cancelled into GHA immediately (even on whiff), this can potentially catch an opponent who tries to punish Pucci.
Stand JL
s.jL
JJASBR WS Pucci Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 6 - - - -

Whitesnake jabs in front.

  • Hits far above Pucci, but is rarely useful.
Stand JM
s.jM
JJASBR WS Pucci Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 8 - - - KD

Whitesnake kicks forward.

  • Launches on hit.
  • Great move for air-to-airs, as it's a rare launcher aerial that can be combo'd out of on air hit.
Stand JH
s.jH
JJASBR WS Pucci Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 8 - - - -

Whitesnake attacks with a quick vertical chop.

  • Can be used for cross-ups in specific setups.
  • If this hits while Pucci is close to the ground, it's possible to convert into a combo from an air-to-air hit.

Special Moves

Stand 623X
A Stand power that can boil water...
s.623L/M/H
JJASBR WS Pucci Stand 623X (1).png
JJASBR WS Pucci 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 (20, 50) Throw 26 - - - KD
Medium 70 (20, 50) Throw 30 - - - KD
Heavy 70 (20, 50) Throw 32 - - - KD

Whitesnake flies forward while reaching its arm out. If it grabs the opponent, it forcibly inserts a DISC into their head that causes their entire body to rapidly heat up.

  • Similar to the Stand Off version, but covers a slightly longer range.
  • The version used determines how fast and far Whitesnake flies out.
  • Launches the opponent on a successful Throw.
  • Combos starting from this move will be heavily scaled.

L version:

  • Quick, but has the least range.
  • This is the best version for close-range tick throws.

M version:

  • Balanced range and speed.
  • Useful for when the opponent is slightly too far away.

H version:

  • Slow to start, but has the most range.
  • Pucci's longest ranged move, but it's not useful in neutral due to its recovery. It can catch some people off guard if they are playing very defensively from far away, but it's always a massive risk.
Stand 214X
You shall be crucified!
s.214L/M/H
JJASBR WS Pucci Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 32 Overhead 18 - - -6 KD
Medium 87 (37, 50) Overhead 24 - - -8 Groundbounce
Heavy 92 (42, 50) Overhead 34 - - -14 KD

Whitesnake delivers a downward chop while moving forward.

  • Mostly identical to the Stand Off version, but has slightly longer range.
  • The version used determines Whitesnake's behavior.
  • Shares IPS with the Stand Off version.

L version:

  • Hits once.
  • Launches the opponent towards the floor, leading to a soft knockdown.
  • A very fast Overhead that's barely unsafe on block. While it cannot be confirmed into a combo, Pucci recovers fast enough to capitalize on its knockdown.

M version:

  • Adds a second chop if the first one hits.
  • Both hits cause a groundbounce.
  • Only the second hit can be canceled into HHA.
  • Fast enough to combo from s.5H, leading to conversions with a Flash Cancel into a dash-jump s.jM.
  • Somewhat weaker reward than its Stand Off counterpart when used as a mix-up tool, mainly due to a lack of grounded attacks that launch.

H version:

  • Adds a second chop if the first one hits.
  • The first hit causes a groundbounce, while the second leads to a soft knockdown.
  • Only the second hit can be canceled into HHA, although it will not connect.
  • Too slow to be used for mix-ups and not worth starting a combo with, which can only be done with Assists.
  • The only version that can hit OTG, which is its main use. Can be used to OTG even after a Throw.
Stand 22X
It's an illusion.
s.22L/M/H
JJASBR WS Pucci Stand 22X (1).png
JJASBR WS Pucci Stand 22X (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 - 4 - - - Crumple

Whitesnake poses as Pucci raises his arms. If struck by the opponent, Whitesnake stuns them as the two fade away.

  • Move performance is identical across all versions.
  • Switches sides and causes a crumple on a successful activation.
  • Does not work against projectiles, Throws, HHAs, GHAs or Assists.
  • Each character has a unique animation for falling victim to this attack.
Stand 63214X
It's mine!
s.63214L/M/H
JJASBR WS Pucci Stand 63214X (1).png
JJASBR WS Pucci Stand 63214X (2).png
Low damage, supreme reward
Low damage, supreme reward
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20, 25) Throw 16 - - - HKD
Medium 45 (20, 25) Throw 22 - - - HKD
Heavy 45 (20, 25) Throw 28 - - - HKD

Whitesnake swings its arm forward with a chop. If it connects, the Stand will rip out a DISC from the opponent while throwing them to the ground.

  • The move's range changes depending on the version used, inversely affecting speed.
  • Causes hard knockdown on a successful Throw.
  • If this move connects, Whitesnake steals a DISC from the opponent, leaving them unable to use any command normals, special moves or Style actions except for Stand On/Off and Mounting (JJASBR Special Lock Icon.png).
  • A command grab that's decently fast across all versions, further aided by the fact that it does not inflict hitstop on a successful Throw (unlike any other Throw in the game).
  • Landing this move will automatically recover a stolen DISC, even if an opposing Pucci (WS) is concealing it.

L version:

  • The fastest version with the shortest range.
  • Tick throws with s.5L and s.2L. Can also tick throw with s.5M and s.2M at certain distances.

M version:

  • Balanced speed and range.

H version:

  • The slowest version with the longest range.
  • Typically used after s.5H on hit to catch the opponent as soon as hitstun ends.

System Mechanics

Throw
Throw
Weep at your own weakness!
5/4 + Any Two Attack Buttons
JJASBR WS Pucci Throw (1).png
JJASBR WS Pucci Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 (90, 20) Throw 6 3 - - HKD

Pucci lifts the opponent up by their neck with one hand, before hitting them in the face with his knee and throwing them to the ground.

  • Forward Throw leaves the opponent further from Pucci than Back Throw.
  • Regardless of the version used, Pucci's Throws slightly rotate the axis.
  • Pucci can use 214H or s.214H to OTG after the Throw, exchanging some frame advantage for a bit of extra damage.
Assist
Assist
You shall be crucified!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR WS Pucci Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
92 (42, 50) Overhead - - - - KD

Pucci summons Whitesnake to deliver a downward chop while moving forward, following up with a second chop.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.214H
  • JJASBR Final Pucci Small Icon.png Pucci (Final) cannot make use of this Assist.
  • The first hit causes a groundbounce, while the second leads into a soft knockdown.
  • Only performs the second chop if the first one hits.
  • Can hit OTG, which can be taken advantage of by abilities with long startup (such as JJASBR Kars Small Icon.png Kars' or JJASBR Giorno Small Icon.png Giorno's respective installs, or Time Stop users such as JJASBR DIO Small Icon.png DIO) to buy time and deploy them while remaining next to the opponent.
5S
Stand On/Off
5S
JJASBR WS Pucci Stand On.png
Stand On
Stand On
JJASBR WS Pucci Stand Off.png
Stand Off
Stand Off
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Stand On - - - - Total 16 - -
Stand Off - - - - Total 8 - -

(Un)Summons Whitesnake, altering Pucci's moveset and abilities.

Heart Heat Attack

So it was already done...
236 + Any Two Attack Buttons
JJASBR WS Pucci HHA (1).png
JJASBR WS Pucci HHA (2).png
JJASBR WS Pucci HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
160 (24+64+72) Mid 2+8 - - - HKD (+42)

Pucci and Whitesnake fly forward a moderate distance in a melee tackle. On hit, Whitesnake rapidly swipes its hand across the opponent's face, ejecting a DISC from their head, which it quickly snatches before kicking them away.

  • A great HHA in general: advances very far forward, has a very tall hitbox, will never miss in combos and the opponent will usually be unable to jump above it.
  • Pucci has invincibliity during this move, allowing it to get past Reversal Assists. This is especially important for Pucci because getting hit by such will make him drop the DISC.
  • If this move connects, Whitesnake steals a DISC from the opponent, leaving them unable to use their HHA (JJASBR HHA Lock Icon.png).
    • Landing this move will automatically recover a stolen DISC, even if an opposing Pucci (either version) is concealing it.
    • The DISC stolen by this move has a higher priority than that of "It's mine!", which means JJASBR Final Pucci Small Icon.png Pucci (Final) cannot steal it with his own version of "It's mine!". In fact, attempting to do so can lead to a state where Pucci is considered to have recovered his DISC without actually having done so, preventing him from recovering it until another DISC is stolen.

Great Heat Attack

This is my Whitesnake's ability!
236L+M+H
JJASBR WS Pucci GHA (1).png
JJASBR WS Pucci GHA (2).png
JJASBR WS Pucci GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
470 (320+150) - 2 - - - HKD

Pucci raises his arms while Whitesnake taunts the opponent. If struck by the opponent's attack, Pucci is seemingly blown away before the event is revealed to be an illusion. Afterwards, Pucci commands Whitesnake to unceremoniously rip a DISC out of the unconscious opponent's head while throwing them away.

  • Frame 1 counter super and the second most damaging move in the game.
  • Works against HHAs and GHAs, but not against Throws, Assists or projectiles.
  • OTG follow-ups or Taunt pickups are not possible after activation.
  • On a successful activation, Whitesnake steals a DISC from the opponent, leaving them unable to use and gain HH Gauge (JJASBR HH Gauge Lock Icon.png).
    • The opponent still gains 0.45 HH Gauge for getting hit by the GHA.
    • Landing this move will automatically recover a stolen DISC, even if an opposing Pucci (either version) is concealing it.
    • The DISC stolen by this move has a higher priority than that of "It's mine!", which means JJASBR Final Pucci Small Icon.png Pucci (Final) cannot steal it with his own version of "It's mine!". In fact, attempting to do so can lead to a state where Pucci is considered to have recovered his DISC without actually having done so, preventing him from recovering it until another DISC is stolen.

Costumes

Normal

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

Special

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

Stand

Whitesnake (Color 1)
Whitesnake (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
ConeOnBricks Normal (Color 2) Flag us.png
United States
@ConeOnBricks Unavailable

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
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
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Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
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Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
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Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh