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

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Introduction

As Kars' right hand Pillar Man from Battle Tendency, the second part of JoJo's Bizarre Adventure, Esidisi is a monster defined by 3 things: high movement, high damage, no defense. Esidisi's gameplan revolves around keeping the pace of neutral under control with his stellar pokes and ranged special moves, biding his time until he finds an opening. The moment Esidisi finds it, he can smother his opponent with opressive left/right mixups with his j.M, a very unusual jump arc in each of his Modes, and his previously mentioned high damage, meaning Esidisi can end rounds incredibly fast.

On the other hand, if Esidisi is ever to get hit or locked down in pressure, the round is essentially over thanks to Esidisi having a terrible combination of low health, bad framedata, and horrible reversals, and all of these flaws become more potent when facing Hamon Users due to his status as a Stone Mask character. These factors combine together to make Esidisi probably the single most momentum-heavy character in the roster. Esidisi is for players who enjoy living every moment as their last, and turning the opponent's moments into their last along the way.

  • Stone Mask: Esidisi incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
  • Modes: Esidisi has two different installs, both of which change the properties of his special moves.
  • Burn: Esidisi has access to Burn damage during "Heat Control" and "The Burning King", allowing him to deal damage over time.
Playstyle
JJASBR Esidisi Small Icon.png Esidisi is a Mode character who lives and dies by momentum, using his flames to outdamage the competition.
Pros Cons
  • The Neutral King: Esidisi boasts great ground and air buttons for neutral. Additionally, "The Burning King" makes an amazing poke and "To hell with you!" is an incredible anti-air.
  • Damage: Esidisi has solid meterless damage, which becomes some of the highest in the game with meter. On top of this, he can easily convert all of the previously mentioned pokes into good damage with the right Assist.
  • Movement: Esidisi's ground speed is solid and his jump arc is gigantic while outside of Mode, allowing him to easily jump over moves other characters would struggle to move around.
  • Offense: Esidisi boasts great, safe pressure by being able to cancel normals into Mode, as well as having many safe-on-block special moves that allow him to chunk down the Guard Gauge easily. Furthermore, he has outstanding cross-up potential with his jumping normals and "The Burning King: Wheel of Pain".
  • Fragile: Due to being tied for the lowest health in the game, and with only 1 mediocre-at-best reversal in his HHA, making mistakes as Esidisi is extremely punishing.
  • Meter Hungry: Esidisi eats through meter for his high damage combos, in addition to needing to activate Mode 1 (which disables meter gain). This means Esidisi has to make the right call between meter gain or damage.

Modes

Esidisi has access to two installs in order to enhance his abilities.

  • Heat Control (Mode 1) is activated by pressing the Style button, and costs no meter. This Mode enhances Esidisi's special moves and shortens the arc of his jump.
  • The Burning King (Mode 2) is activated by pressing 22S, and costs one bar. This Mode enhances Esidisi's special moves even further, as well as making his jump arc even shorter.

While either Mode is active, Esidisi generates a burning aura. Anyone near him will slowly take Burn damage (which becomes more and more powerful the closer the opponent is to Esidisi), causing them to have their health converted into White Damage.

The following moves are affected by both Modes:

In addition, Esidisi gains access to "Blood like lava" (a rain of projectiles) and "Simmer like a stew!" (a follow-up to "The Burning King" and "To hell with you!" that can only be used on hit).

The tradeoff for using Mode is that while in either install, Esidisi is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA, hits with GHA, or is forcefully knocked out of the install by taking a hard knockdown.

Stats

Style Health Low Health Mode Hashtag(s)
Mode 800 Rumble #ASBR_ESI
#ASBR_ACDC

Move List

Normal Moves

5L
5L
JJASBR Esidisi 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 6 - - -4 0

Esidisi performs a jab with his fingers.

  • Standard jab, good for stopping dash-jumps.
5M
5M
JJASBR Esidisi 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 10 - - -6 -2

Esidisi performs a spinning middle kick.

  • Moves Esidisi forward.
  • Good range for pokes.
5H
5H
JJASBR Esidisi 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 12 - - -14 -6

Esidisi performs a backfist attack by contorting his body.

  • Moves Esidisi forward significantly.
  • One of Esidisi's best pokes, as it can confirm into a full combo from anywhere.
2L
2L
JJASBR Esidisi 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 0

Esidisi performs a crouching elbow attack behind his back.

  • Stubby jab.
2M
2M
JJASBR Esidisi 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 8 - - -12 -8

Esidisi performs a stationary crouching kick.

  • Good range for pokes and counter-pokes.
2H
2H
JJASBR Esidisi 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -6 HKD

Esidisi performs a spinning sweeping kick.

  • Lightly launches on hit and causes hard knockdown.
  • One of Esidisi's best buttons, as it can confirm into a full combo from any distance on hit (unlike most sweeps).
6H
6H
Outta the way!
JJASBR Esidisi 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 12 - - -18 KD

Esidisi performs a high kick.

  • Moves Esidisi forward.
  • Launches on hit.
JL
j.L
JJASBR Esidisi Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Esidisi performs an attack with both knees.

  • Stubby aerial, good for air-to-airs.
  • Can cross up.
JM
j.M
JJASBR Esidisi Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 10 - - - -

Esidisi performs a jumping knee attack.

  • Good for jump-ins and juggles.
  • Can cross up; better than j.L in this regard.
JH
j.H
JJASBR Esidisi Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 16 - - - -

Esidisi performs a kick downwards with a front flip.

  • Good for jump-ins and juggles.
  • Can cross up.

Special Moves

236X
The Burning King
236L/M/H
JJASBR Esidisi 236X.png
Not to be confused with the Mode
Not to be confused with the Mode
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 18 - - -4 +2
Medium 35 (10, 25) Mid 22 - - -8 -2
Heavy 45 (10*2, 25) Mid 24 - - -14 -8

Esidisi attacks with veins from his fingers.

  • The version used alters the range and amount of hits.
  • Leaves grounded opponents standing.

L version:

  • Fastest startup with the least range.

M version:

  • Intermediate startup and range.

H version:

  • Slowest startup with the most range.
Mode 236X
The Burning King (Mode)
236L/M/H during Mode
JJASBR Esidisi 236X (Mode).png
Not to be confused with the Mode (again)
Not to be confused with the Mode (again)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 18 - - -6 0
Medium 35 (10, 25) Mid 22 - - -12 -6
Heavy 45 (10*2, 25) Mid 24 - - -30 -24

Esidisi attacks with veins from all over his body.

  • The version used alters the range and amount of hits.
  • Leaves grounded opponents standing.
  • Can be followed up with "Simmer like a stew!".

L version:

  • Fastest startup with the least range.

M version:

  • Intermediate startup and range.

H version:

  • Slowest startup with the most range.
Mode 236X-6S
Simmer like a stew! (Ground)
236L/M/H > 6S during Mode
JJASBR Esidisi 236X-6S (Mode).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 (6, 8*3) - - - - - HKD

Esidisi fills the opponent with his boiling blood.

  • Can only be used if Modes are active and "The Burning King (Mode)" hits.
  • This is a hitgrab.
  • Causes hard knockdown.
623X
To hell with you!
623L/M/H
JJASBR Esidisi 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 52 Mid 10 - - - KD
Medium 60 Mid 12 - - - KD
Heavy 68 Mid 14 - - - KD

Esidisi attacks upwards with veins from his fingers.

  • The move's damage and recovery change depending on the version used.
  • Launches on hit.
  • Cannot hit grounded opponents.

L version:

  • Fastest startup with the most recovery.

M version:

  • Intermediate startup and recovery.

H version:

  • Slowest startup with the least recovery.
Mode 623X
To hell with you! (Mode)
623L/M/H during Mode
JJASBR Esidisi 623X (Mode).png
Superb anti-air option
Superb anti-air option
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Mode 1: 67 (14*3, 24)
Mode 2: 85 (20.3*3, 24)
Mid 10 - - -2 KD
Medium Mode 1: 75 (16*3, 26)
Mode 2: 93 (22.3*3, 26)
Mid 12 - - -4 KD
Heavy Mode 1: 83 (18*3, 28)
Mode 2: 101 (24.3*3, 28)
Mid 14 - - -10 KD

Esidisi curves veins from all over his body upwards to attack the opponent.

  • Different versions alter the damage and recovery.
  • The final hit launches.
  • Can be followed up with "Simmer like a stew!".

L version:

  • Fastest startup with the most recovery.

M version:

  • Intermediate startup and recovery.

H version:

  • Slowest startup with the least recovery.
Mode 623X-6S
Simmer like a stew! (Anti-Air)
623L/M/H > 6S during Mode
JJASBR Esidisi 623X-6S (Mode).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (4, 12*3) - - - - - HKD

Esidisi fills the opponent with his boiling blood.

  • Can only be used if Modes are active and "To hell with you! (Mode)" hits.
  • This is a hitgrab.
  • Causes hard knockdown.
22X
I can read you like a book!
22L/M/H
JJASBR Esidisi 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 40 (20*2)
Mode 1: 47 (20, 27)
Mode 2: 51 (22, 29)
Low Normal: 20
Mode: 38
- - - Crumple/HKD
Medium Normal: 42 (20, 22)
Mode 1: 49 (20, 29)
Mode 2: 53 (22, 31)
Low Normal: 26
Mode: 38
- - - Crumple/HKD
Heavy Normal: 45 (20, 25)
Mode 1: 51 (20, 31)
Mode 2: 55 (22, 33)
Low Normal: 38
Mode: 38
- - - Crumple/HKD

Esidisi attacks by sending his veins along the ground.

  • The version used changes the damage and launch distance.
  • Causes bind on the first hit, which transitions into a crumple if Flash Canceled.
  • The second hit launches the opponent and causes hard knockdown.
  • Affected by Modes.
    • Causes Burn on hit.
  • At most distances (except furthest), if the opponent blocks the first hit, they recover before the second hit becomes active.
  • Can only Flash Cancel after the first hit fully extends, and cannot Flash Cancel the second hit or during recovery.

L version:

  • The veins quickly reach their max range.
  • Leaves the opponent mostly in place.

M version:

  • The veins take a bit longer to reach their max range.
  • Launches the opponent towards Esidisi.

H version:

  • The veins take the longest to reach their max range.
  • Launches the opponent even more strongly towards Esidisi.
63214X
The Burning King: Wheel of Pain
63214L/M/H (Air OK)
JJASBR Esidisi 63214L.png
Light
Light
JJASBR Esidisi 63214M.png
Medium
Medium
JJASBR Esidisi 63214H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10*3, 30) Mid Normal: 18
Mode: 16
- - -24 KD
Medium 50 (10*3, 20) Overhead 24 - - -22 Bind/Crumple
Heavy 60 (10*3, 30) Mid 26 - - -44 KD

Esidisi performs a flip forward as he attacks with his veins.

  • The version used determines Esidisi's attack.

L version:

  • Esidisi attacks in front of him.
  • Keeps Esidisi on the same side.
  • The final hit launches.
  • Affected by Modes.

M version:

  • Esidisi leaps forward and attacks downwards. The aerial version skips the initial leap.
  • Binds the opponent on the final hit, which transitions into a crumple against grounded opponents.
  • Can cross up.
  • Affected by Modes.

H version:

  • Esidisi attacks behind him.
  • The final hit launches.
  • Esidisi's collision box is disabled during the move, allowing him to pass through the opponent.
    • Hits as a cross-up if Esidisi passes through the opponent, so it has to be blocked in the opposite direction.
  • Affected by Modes.
    • Outside of Modes, the first hitbox does not connect on most crouchers, effectively increasing the move's startup to 44 frames.
214S
Blood like lava
214S
JJASBR Esidisi 214S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode 1: 90 (30*3)
Mode 2: 210 (30*7)
Mid 34(2)1(2)1 - - -18 -12

Esidisi launches multiple pools of boiling blood outwards.

  • Can only be used if Modes are active.
  • Esidisi's only projectile.
  • Has Super Armor until the projectiles have been launched.
  • The projectiles fly at random angles.
63214S
How could youuuuuu!
63214S
JJASBR Esidisi 63214S (1).png
JJASBR Esidisi 63214S (2).png
a.k.a. "I can't take it anymore!"
a.k.a. "I can't take it anymore!"
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

Esidisi enters a counter stance. Upon activation, Esidisi cries out in pain, confusing the opponent.

  • Cannot be used if Modes are active.
  • Steals 25% of the opponent's HH Gauge upon activation.
  • Does not leave Esidisi at advantage.

System Mechanics

Throw
Throw
How's this!
5/4 + Any Two Attack Buttons
JJASBR Esidisi Throw (1).png
JJASBR Esidisi Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw - - - - HKD

Esidisi grabs the opponent and slams them to the ground.

  • Forward Throw leaves the opponent close to Esidisi than Back Throw.
Assist
Assist
The Burning King: Wheel of Pain
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Esidisi Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (10*3, 30) Mid - - - - KD

Esidisi performs a flip forward as he attacks with veins protuding from his back.

  • Assault Assist Stocks: 3
  • Reversal Assist Stocks: 1
  • Based on 63214H
  • The final hit launches.
  • Esidisi's collision box is disabled during the move, allowing him to pass through the opponent.
    • Hits as a cross-up if Esidisi passes through the opponent, so it has to be blocked in the opposite direction.
5S
Heat Control
5S
JJASBR Esidisi Mode On (1).png
Animation
Animation
JJASBR Esidisi Mode On (2).png
Mode On
Mode On
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode On - - - - 12 - -
Mode Off - - - - 76 - -

Turns Heat Control on/off.

  • Has incredibly quick startup, allowing for mid-combo or blockstring uses similar to a Quick Stand On. Conversely, it has large recovery on deactivation.
  • Upon use, Esidisi generates a burning aura, dealing damage over time while active.
    • The minimum damage-over-time value, from further away, is 13.3 damage per second.
    • The maximum damage-over-time value, at point-blank range, is 17.7 damage per second.
22S
The Burning King
22S
JJASBR Esidisi 22S (1).png
Animation
Animation
JJASBR Esidisi 22S (2).png
Mode On
Mode On
Not to be confused with the special move
Not to be confused with the special move
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 2 - 36 - -

Activates The Burning King Mode, increasing the performance of his attacks and heating the air around him even more.

  • Costs 1 bar of HH Gauge to activate.
  • Using an HHA during Mode 2 will remove its meter cost.
  • Upon use, Esidisi generates a burning aura, dealing damage over time while active.
    • The minimum damage-over-time value, from further away, is 14.3 damage per second.
    • The maximum damage-over-time value, at point-blank range, is 35.5 damage per second.

Heart Heat Attack

Think fast!
236 + Any Two Attack Buttons
JJASBR Esidisi HHA (1).png
JJASBR Esidisi HHA (2).png
JJASBR Esidisi HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (34+12*5+36+40) Mid 2+14 - - -30 HKD

Esidisi kicks the opponent. If the kick connects, it will hit the opponent in the abdomen, after which Esidisi kicks the opponent again in a roudhouse-style jump kick.

  • This is a hitgrab.
  • Causes hard knockdown.
  • Esidisi moves forward while performing the initial kick.
  • Esidisi recovers 120 health on a successful hit.
  • A very important tool in Esidisi's kit as it is both an invincible reversal, as well as a combo ender that deactivates Modes. This is crucial for Esidisi, as his combo routes vary between Modes and his jump arcs change depending on the Mode he's in.

Great Heat Attack

Burned to a crisp!
236L+M+H
JJASBR Esidisi GHA (1).png
JJASBR Esidisi GHA (2).png
JJASBR Esidisi GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (60+10*19+90) Mid 2+30 - - -104 Groundbounce

Esidisi impales the opponent with his veins from afar before filling with his boiling blood.

  • Long startup in exchange for long reach.
  • Launches opponents away after the cinematic, which transitions into a groundbounce.

Costumes

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

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