JoJo's Bizarre Adventure: All-Star Battle R/Guido Mista/Matchups
Jonathan Joestar
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Will A. Zeppeli
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Robert E. O. Speedwagon
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Dio Brando
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Joseph Joestar
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Caesar A. Zeppeli
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Lisa Lisa
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Rudol von Stroheim
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Wamuu
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Esidisi
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Kars
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Jotaro Kujo (Part 3)
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Old Joseph Joestar
Play tested against BFelix
Notes by Ricolin
CONS:
- Oldseph seems to have better buttons on the ground
- Oldseph has enhanced hamon chop (not overhead) that is plus
- Good guard gauge damage
- Possesses a command grab
- Good damage and confirms (command normal does lack range but always launches)
- Good backdash speed/distance
PROS:
- Command grab is reactable and punishable
- Hamon chop IS plus but OSable (tap back in time to 5M start-up, react to his follow up)
- Mista out ranges Oldseph with 236X series
- No reliable wakeup option
- Better pressure and zoning capabilities
- Oldseph has a big hurtbox, can get clipped
NOTES: Seems that Oldseph has to play traditionally against Mista, when it comes to dealing with his tools. No invincible reversal (as far as I can tell) means he has to hold Mista pressure/frametraps more so than other characters with reversal HHAs/DPs. No projectile cancelling abilities (that I noticed), so forced to use dodge/evade or SE/SG to counteract.
Muhammad Avdol
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Noriaki Kakyoin
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Jean Pierre Polnareff
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Iggy
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Hol Horse
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Mariah
Rough Edit:
Play tested against WendyWilliams
Personal notes(Ricolin):
While Mariah zoning is effectively better than Mista, Mista reward is infinitely better than Mariah. Daggers are better because she shoots 3 and Mista bullet (regardless of load) only takes out one.
Abuse SG fullscreen into 6s load and fire the appropriate shot to deal with her projectiles.
If she goes into the air, a well place 236L can snipe her before daggers come out. A 236M otherwise to go past and under the daggers (scooting up to hit her from below).
If she stays grounded, 236L to go over the horizontally travelling daggers.
Keeping her in this range is great since your damage is better than hers at this range as well as you prevent her from building up her magnetism (on top of her already low damage output per hit anyway)
Once she gets in, that's a different story. Between TK daggers allowing her to effectively safejump as well as bait SG depending on minute height differences, she is very oppressive when it comes to pressure. Luckily, she is still ultimately a strike throw character with no standing overhead or command grab and without meter, she will eventually let you escape or take a risk to try to open you up, another point to escape or even punish.
HHA can be used liberally, especially if she is using TK daggers in neutral. You will be building a lot of meter through the match since this is one of the few MUs you want to stay away from as long as possible (magnetism mechanic)
Mariah wakeup game is not strong at all, especially without meter. Her HHA is her only reversal and while "safe" on block (testing), it can be rotated on reaction (ROTATE TWICE) or SG and jump punish. Will depend on whether or not you are near a wall but typically double rotate or SG once should be good enough. (Be mindful that shooting after one SG will clash with the super, so make sure you jump and land on top of her with a button to punish after SG)
Pet Shop
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Vanilla Ice
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DIO
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Josuke Higashikata (Part 4)
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Jotaro Kujo (Part 4)
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Koichi Hirose
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Okuyasu Nijimura
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Yukako Yamagishi
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Rohan Kishibe
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Shigekiyo Yangu
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Yuya Fungami
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Keicho Nijimura
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Akira Otoishi
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Yoshikage Kira
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Kosaku Kawajiri
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Giorno Giovanna
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Bruno Bucciarati
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Guido Mista (Mirror Match)
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Narancia Ghirga
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Pannacotta Fugo
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Trish Una
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Leone Abbacchio
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Prosciutto & Pesci
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Ghiaccio
Play tested against Splash
Need to play more but personal notes (Ricolin):
Ghiaccio has the speed (S.On) and the mix to effectively make Mista work constantly throughout the match. While Mista can keep Ghiaccio out (since no projectile himself) proper usage of SG/SE will be pivotal for Ghiaccio.
Mista will have to be awake to S-Off or return SPs to prevent Ghiaccio from getting in for free and mixing Mista out of his foams.
Ghiaccio has phenomenal ground and air buttons, capable of crossing up instantaneously, as well as checking really well with 2M. Ghiaccio has a standing overhead in S.On, a command grab in S.off form, so his offensive potential is very strong.
If Ghiaccio is playing fullscreen and has meter, can use his HHA to essentially force his way in (automatically reflects projectiles, cannot hit him in that form). More formal testing has to be done but a good way to force a mistake from the Mista player.
On Oki, Ghiaccio will force a mixup but luckily, Mista DP CAN be an answer to a blitzing/autopilot Ghiaccio. Hard to time since the gap is very small but possible to do and check in response.
No real reversal from Ghiaccio so pressure is imminent and learning the true blockstring infinite will be necessary at high level to prevent Ghiaccio from ever playing once you DO make contact. Be mindful of jumping on their wakeup since his dash is phenomenal and can turn the tide if he makes contact or punishes your now whiffing jump-in.
Risotto Nero
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Diavolo
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Jolyne Cujoh
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Ermes Costello
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Foo Fighters
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Narciso Anasui
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Weather Report
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Enrico Pucci (Whitesnake)
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Enrico Pucci (Final)
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Johnny Joestar
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Gyro Zeppeli
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Diego Brando
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Alternate World Diego
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Funny Valentine
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Josuke Higashikata (Part 8)
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Wonder of U
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Ikuro Hashizawa
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