JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Whitesnake)/Strategy
Neutral
Pucci's main mode for the most of the time is a “stand-off” mode. That's where he has his best normals, best okizeme starters, and also has a useful projectile. Also, in this mode, Pucci has tools to knock down mounted characters.
5M as the main move | |
If the opponent has weak projectiles or none at all, the "semi-keepout" tactic is a way to go for Pucci, since he just doesn’t have strong offensive tools.
Keep a favorable distance with your DISC. As soon as the opponent makes a mistake - immediately punish him with your 5M or HHA. 5M is very fast move and has a huge range for the move of its type. Thanks to these properties, it is possible to catch the opponent at a large distance, every time he accidentally whiffs in front of you with his normals or specials. |
s.on 3H is a tricky normal | |
This normal despite being slow, unsafe and sometimes unreliable has some tricks in its sleeve. This is the only move in Pucci's arcenal which can be canceled into specials even on whiff. |
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There is a setup which allows you to hit the opponent on the latest frames of the move. This setup can be cancelled pretty much safely into Pucci’s special counter. |
Approaching zoners | |
If the opponent's projectiles are better than your DISC, Pucci has a hard time. For the most effective approach, dodge the projectile with "Stylish guard", then immediately throw the DISC. |
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Unfortunately, it does not always work at particularly close distances or with a large projectiles |
Tips | |
Sometimes the opponent will use stylish guard against your projectile. So, it makes sense, sometimes immediately after the throwing the DISC try a command throw. |
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Don't be afraid to occasionally use a medium or heavy command grab in a neutral game. Yes, it is reactable, especially if it is abused too much. |
Offense
Pucci approaches, mostly under the cover of his DISC projectile. Pucci is most likely will use all the available jumping normals in the arsenal, because most of them have a really good property:
s. off j.L - It’s fast, has a good range and active frames. Because of it’s the short recovery, it can become safe pretty reliably even if stylish guarded.
s. off j.M – Has an amazing large hitbox, good active frames and can create cross-ups. Also good for air-to-air exchanges. Beware though, this move recovers much slower than s. off j.L and if the opponent is hit on early frames of this move, it can become unsafe even on hit. But with a proper positioning and timing it can become safe even if stylish guarded.
s. off j.H - is the longest reaching normal in Pucci's arsenal. It is mainly used to gain an advantage on block and to knock down a mounted character. Also, an amazing defensive move against airborne opponents, since the move has a large hitbox and bounds the opponent on hit.
s. on j.M – Fast normal with a short recovery so it can be easily become safe even if stylish guarded. Launches the opponent on hit regardless of his position, which makes it a good offensive and anti-air tool.
s. on j.L s. and s. on j.H are not used that often. Basically, they are the worse versions of their s.off counterparts. s. on j.L has worse hitbox and short active frames and s. on j.H has much worse range and doesn’t bound on hit.
Be careful! In s.off Pucci has a very high jump, so the opponent will most likely react to this and perform an anti-air move, HHA or GHA. |
Tips | |
Remember that commands can be entered while in the air. To do this, do a jumping normal while in the air, then enter a command right before landing. |
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This can lead to an unexpected surprise for your opponent. For example, 63214L command grab after well timed s.on j.M and s.on j.H are unitnerruptable. |
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You can even activate your HHA and GHA immediately after the jumping move recovers. This can catch the opponent who is trying to punish you. |
Mix-ups
Pucci creates dangerous situations on hit and on block with his command grabs. Pucci can unexpectedly grab the opponent after each hit and repeat it until the opponent takes action or calls the assist.
The basics of 50/50
'A "50/50" is a situation where one player is forcing the opponent to make a guess based on two possible outcomes and their own options for countering said outcomes. |
The most common one occurs after s.off 5L > s.off 5M attack sequence. There is a tiny gap between s.off 5M and s.off 5H, so the opponent can easily stylish guard the strong attack. However the 623L command grab will easily beat this option. The similar string gaps Pucci has in a stand mode as well in s.on 5L > s.on 5M and s.on 5M > s.on 5H attack sequences.
Another common case happens after s.off 5M (or s.off 2M), when the opponent has to guess between low s.off 2H, special mid 214L and 214L command grab.
What is notable though, performing 214L grab after s.off 2M conceals it slightly: due to fast s.off 2M animation and recovery, the command grab comes out faster and the The opponent may not react to this.
Don't be afraid to occasionally reset the grab even after the couple of jabs on hit, because not only it’s unexpected, but the there are some opponents who hold their assists just to use it just as soon as you will waste your meter. Eating that grab vortex all the time will make them think twice. When the grab animation starts the opponent's assist goes right through you, so sometimes it can even save Pucci from being interrupted.
Another common mix-up happens after s.on 3H on block. The opponent has to choose between an uninterruptable 63214M command grab and 214M.
Okizeme
After almost every knockdown, Pucci can bring an opponent to okizeme chain. Almost any knockdown or grab leads to another okizeme setup, and then to another one. If the opponent never guesses right and does not call out the assist, Pucci will slowly but surely reduce his HP to zero. However, be careful of the opponents who like to spam a defensive moves on wake up, don't risk too much by using the command grabs.
The best okizeme enders for Pucci are: generic throws, 214H, s.on 3H, 63214 command grab. And the most worthy situation of setting up the okizeme would be after his command grab. Pucci can't deal a lot of damage due to the harsh scaling, but he can set up an advantageous situation.
Plus on block DISC
Pucci in some situations gets the opportunity to throw a plus on block 236L projectile. Here's how it works:
If the DISC projectile hits the middle of the opponent’s hitbox as soon as he gets up, on block Pucci gets a huge plus (+7 and above), and on hit, he gets a guaranteed combo. This DISC is one of the most unique aspects of playing Pucci.
Example |
As you can see, after one of these attacks, with adjusted timing (generic throw > 5M > 236L), a plus on block and on hit DISC consistently happens. Instead of throwing a DISC, we can do a command grab to beat opponent’s SG or a faster version of the Disc to punish his Stylish Guard. If the opponent blocks the DISC, we have a frame advantage, during which we can do an uninterruptable 5M.
There are a lot of ways to set this up. Here are some another reliable examples:
After 214H | |
In User mode: 3H > 214H > 5L > 236L In Stand mode: 214H > S > 236L After s.off generic throw: 214H > delay > 236L This sequence is consistent even in s.on combos such as: s.on j.M > 5L > 5M > 5H > 214H, the frame advantage after |
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After s.on generic throw | |
Generic throw > S > 5L > 236L |
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After s.on 3H knockdown | |
s.on 3H > s.on 5H > S > 236L or |
After s.on 63214L/M/H | |
63214L/M/H > S > 236L |
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Okizeme setups and cross-ups
A crossup is an attack that hits the defender on the opposite side, forcing the defender to change the direction they are blocking from left to right. |
Frame kill example | |
The generic throw and s.off 2L are both uninterruptable. |
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Most of them happen after his key okizeme enders: generic throws, 214H, s.on 3H, 63214 command grab.
214H options | |
214H > 66 > j.L - generic throw and s.off 2M are uninterruptable. 214H > S - 66 > s.on j.H, 66 > s.on j.M, s.on 623M and s.on 623H are uninterruptable 214H > 5L - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable. |
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In Stand Mode: 214H > S - 66 > s.off j.L\M\H, s.off 623M and s.off 623H are uninterruptable |
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If you are upclose then it's possible to perform a 63214 command grab: 214H > S - 236M/H and 3H are uninterruptable. |
Generic throw options | |
Throw > 5L - High probability of crossup with s.off j.M. s.off 623M and s.off 623H are uninterruptable Throw > 3H > 66 - Generic throw and s.off 5M are uninterruptable. |
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63214L\M\H options | |
63214L\M\H > 66 > j.M - Generic throw and s.on 2L are uninterruptable. 63214L\M\H > S > 66 - all jumping options are uninterruptable. |
Other options | |
s.off 214M > 66 > 5H > S > 66 > j.L - 63214L, 5H, 3H are uninterruptable. Crossup. s.off 2H > 3H > 5L > S - generic throw and s.on 2L are uninterruptable. |
Recovery setups, cross-ups and grab concealment
In JJBA ASBR the opponent can quickly recover after being knocked down. Pucci can use that mechanic to his advantage. He can intentionally drop combos to conceal his setups, crossups and command grabs to deal more possible damage.
Recovery options | |
214L - 623L, 236L, 66 > j.M\H are uninterruptable. Crossup with j.M. | |
3H > 66 - Crossup with j.M little delay is needed 3H > 236L - plus on block disc setup |
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Defense
Pucci's defense is quite weak and risky. Of the options, he has a good counterattack, you can cancel your normal into this move reliably to punish bad habits. But it's locked behind the stand mode.
Example |
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On the wake-up, he has only HHA to protect himself from frame traps and pressure, and sometimes it can fly under your opponent, leaving Pucci vulnerable.
Example |
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Assist Usage
In general, Pucci can make any assist playable, because without any problem, Pucci can not only conceal his command grabs, but with proper timing, make the opponent guess which will be the first: grab or assist attack.
Caesar A. Zeppeli
Caesar allows you to make even more complex set-up and and cross-ups. The same thing can be said about Hol Horse and Guido Mista.
Example |
Koichi Hirose
Koichi can help create setups into "It's mine!" for a meterless DISC steal, in addition Pucci can set-up an inescapable "A Stand power that can boil water..." command grab, which can lead to 900+ damage combos if the opponent has no breaker. While carrying only one Reversal Assist Stock makes it risky for defense, its reduced cooldown time greatly helps.
Keicho Nijimura
Keicho is another Assist that Pucci can take advantage of regardless of which Stand he carries. Pucci can use the landmine as a deterrent to approaches after stealing a DISC. Its properties on hit can also help to get the most damaging combos. Carrying two Reversal Assist Stocks further bolsters its defensive usage.
Akira Otoishi
Pucci can take advantage of the extra HH Gauge provided by Akira to gain more frequent access to HHA. While it can only be used once for this purpose, Akira's two Reversal Assist Stocks help mitigate Pucci's weaknesses on defense.
Johnny Joestar
Johnny is mainly called in neutral to help deal with zoning match-ups (most notably Hol Horse).