JoJo's Bizarre Adventure: All-Star Battle R/Guido Mista/Strategy

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Neutral

Offense

Pressure

Notes to add

True blockstrings: 5L 2M 2H xx 236M (more dangerous with Sex Pistols loaded)

CONFIRMED: 5S 20f, 22M has extra startup (22 instead of 20) when cancelled from a normal. Still safe from heavies.

- Probably want to be spaced out to make buttons whiff, naturally beats SG

-- Look at long/fast normals and optimal spacing (ie 2LL 5L 5M 5H will leave a gap if cancelled into shot, but may make buttons whiff) TEST vs Ghiaccio 2M, Mariah 2H, Kakyoin 2M (potential for trade)

FURTHER TESTING

TESTED: Spacing dependent; need to hit the air normal slightly early, above their head. Chance to whiff throw, may be able to dash throw if noticed)

Test strings that leave Mista spaced out to bait supers, make buttons whiff (ie 2LL 5L 5M 5H vs 2LLL 2M 2H, do these strings work off of jump ins, etc)

TESTED: Kars level 1, was able to DP (can potentially super (TESTED: very hard to do if at all), if this is the case) but clashed and got punished. Possible to do, however. May depend on super.

26f 5S 5L (5L will hit on the 26f, assuming close blank range) (-2, will beat 8f normals, lose to 5f mash. trade with 7f)

Test frame advantage from 236M xx 22M (different quantity of SPs loaded), may lead into dash throw pressure if done close enough, timing lines up, etc.

TESTED: +19 if 236M done raw (3s), +17 if 236M xx 22M done (test for distance, point blank, from true blockstring distance, etc, as well as difference SPs loaded 1s vs 6s)

Air Sex Pistols Modifiers (Peak Height)
Sex Pistols Damage Block Adv. Hit Adv.
1 50 (25*2) -9 +testing
2 60 (20*3) -5
3 68 (17*4) +3
5 80 (16*5) 0 -
6 90 (15*6) +5 -
7 98 (14*7) +9 -
Stance Cancel (Reload (22M) vs Time to get to work! (5S)
Button 22M Block Adv. 5S Block Adv.
2L/5L -12 -10
2M/5M -8 -6
2H/5H/3H -4 -2

To add: Minimum distance for 6s to track properly/hit the opponent, probably just for 236L. Maybe minimum height for j.236H to curve forward, curve backwards (GIFs?)

Cage (S-Off) set-ups

SPK twitter, old ideas and new, formalize them and add them here. Very important part of Mista oki, since you do have enough time to OTG xx Reload dash tk j.214X and block any button they press.

Find out if using j.214L vs j.214M vs j.214H baits SG or not, does it catch buttons as a frame trap, are you forced to block (or tech a throw), etc

Formalize how many dashes for the setup, if its a 66 236H or a 2366H, all that jazz.

Check to see if you forgo the dash, can you tk j.214X and throw on wakeup? Does there need to be a framekill (ie OTG dash 5L tk j.214X saves around 3-5f, enough time to throw before bullet hits?

Pass! Pass! Pass! IS confirmed to be slower (unfortunately no actual testing done, but word of mouth is that it feels slower, to entertain the new 5S load while SPs are on the field)

Instead of a bullet being the one to force them to block, that bullet can be loaded with a 1s/2s/3s, making it MUCH scarier.

This will probably have the most information when it comes to pressure since it's where Mista becomes VERY freeform.

P1 vs P2 Cage setups, since that DOES matter in this game.

Zoning

WILL FORMALIZE LATER (IDEAS FIRST)

Mista zoning is very good against characters with no projectiles or single hitting projectiles.

When it comes to zoning against chars with multi hitting projectiles (ex Caesar bubbles, Mariah daggers, Kars ULF bones), Mista struggles to keep the pressure up. Fortunately, the risk/reward is skewed because of 6s (6 loaded sex pistols). Can confirm into another 6s OTG, reload, and close the distance to abuse his superior pressure game.

Because of the enhanced tracking that 6s gives Mista, you can also 236L to curve over projectiles, j.236L to curve downward over projectiles, tk j.236M to go under some projectiles, etc. All in all, probably has the best reward when it comes to zoning, but can "lose" the fireball war.

TESTING: Find out how long it takes for 6s loaded bullet to return SPs. This may be an important counter play to Mista even more so than other characters on TOP of the fact that it forces Mista to S-Off on reaction or preemptively, killing meter gain and blockstun.

May need to formalize traps once the community gets better at SGing the bullets.

EXAMPLE: DBFZ related, but think Base Vegeta j.S vs Base Goku tiny genki. Quite literally an example of coughing baby vs Hydrogen bomb.

Defense

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