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

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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.


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.

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

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.

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:

Okizeme setups and cross-ups



Most of them happen after his key okizeme enders: generic throws, 214H, s.on 3H, 63214 command grab.

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.

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.

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.

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.


JJASBR Caesar Small Icon.png Caesar A. Zeppeli

JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

Caesar allows you to make even more complex set-up and and cross-ups. The same thing can be said about JJASBR Hol Horse Small Icon.png Hol Horse and JJASBR Mista Small Icon.png Guido Mista.

JJASBR Koichi Small Icon.png Koichi Hirose

JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png

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.

JJASBR Keicho Small Icon.png Keicho Nijimura

JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

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.

JJASBR Akira Small Icon.png Akira Otoishi

JJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png

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.

JJASBR Johnny Small Icon.png Johnny Joestar

JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png

Johnny is mainly called in neutral to help deal with zoning match-ups (most notably JJASBR Hol Horse Small Icon.png Hol Horse).

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