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

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Introduction

Insert character introduction here.

  • Replay: While in Stand Off, Abbacchio's last used Special Move will be automatically replicated by Moody Blues, creating new offensive opportunities.
  • Grappler: Abbacchio has access to multiple command grabs (one of which features follow-ups), adding another layer to his pressure.
Playstyle
JJASBR Abbacchio Small Icon.png Leone Abbacchio is a Stand character who utilizes his Replays to condition the opponent.
Pros Cons
  • Replay: Abbacchio's unique ability allows him to craft damaging, high meter building combos with the addition of having solid pressure that can give opponents who are on the defensive a rough time.
  • Variety of Tools: Abbacchio possesses a wide array of special moves that all have different uses for any given situation.
  • Solid Defense: While possessing multiple tools like anti-airs, guard point, low profiles, an invincible command dash and fast-hitting invulnerable supers, Abbacchio can shift matches in his favor when the time is right.
  • Defective Tapes: Replay can act as a double-edged sword, as their automatic nature makes them quite predictable. The fact that the Replay can be hit, combined with Abbacchio not being able to block while it is active, makes it a risky option on block.
  • Predictable Approach: Abbacchio's natural mobility is among the worst in the game (especially while in Stand On). In combination with his own lack of a projectile, this leaves Abbacchio reliant on his command dash to attempt to deal with zoning opponents.

Replay

Whenever Abbacchio is in Stand Off and uses a Special Move, Moody Blues will take on Abbacchio's form and replicate the last Special Move used by Abbacchio. Based on this, there are a few rules tied to the Replay's behavior:

  • If Abbacchio has not used a Special Move during the round, Moody Blues will Replay the first Special Move Abbacchio uses. Afterwards, subsequent uses will Replay the previous Special Move used by Abbacchio, immediately overwriting the 'stored' Special Move.
    • Even if Abbacchio's own Special Move is interrupted at any point, it will still be 'stored' for use by Moody Blues.
    • Replays will not carry over between rounds.
  • The Replay will automatically take place during Abbacchio's own recovery, with each Special Move (and version) having a specific window to manifest the Replay.
  • The version of the Special Move used by Abbacchio will be taken into consideration when 'storing' a Special Move, resulting in the Replay using the exact version Abbacchio used.
    • While mostly identical to the original attack, certain Special Moves may have slightly different properties when Replayed.
    • For the purposes of IPS, Replays are not considered to be the same moves as Abbacchio's versions.
  • Moody Blues is considered an extension of Abbacchio. As a result, it can trigger an opponent's Counters. Opponents are also able to attack it, causing Abbacchio to take damage.
    • Abbacchio cannot block while the Replay is active.
  • The Replay will immediately cease under the following conditions, even if Moody Blues is already attacking:
    • If Abbacchio performs a Stylish Guard (regardless of success or failure).
    • If Abbacchio uses a Flash Cancel, an HHA or a GHA.
    • If either Abbacchio or Moody Blues takes damage (a caveat exists in that, if Abbacchio were to be hit on the exact same frame Moody Blues manifests, the Replay will still take effect).

Stats

Style Health Low Health Mode Hashtag(s)
Stand 950 Resolve #ASBR_ABC

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Abbacchio 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 4 - - -2 +2

Abbacchio punches in front.

  • Notes 1
  • Notes 2
5M
5M
JJASBR Abbacchio 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 6 - - -4 0

Abbacchio attacks with a backfist.

  • Notes 1
  • Notes 2
5H
5H
JJASBR Abbacchio 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 12 - - -10 -4

Abbacchio attacks with a fierce kick.

  • Notes 1
  • Notes 2
2L
2L
JJASBR Abbacchio 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Abbacchio jabs while crouching.

  • Notes 1
  • Notes 2
2M
2M
JJASBR Abbacchio 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 8 - - -6 -2

Abbacchio leans forward with a low punch.

  • Notes 1
  • Notes 2
2H
2H
JJASBR Abbacchio 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -6 HKD

Abbacchio attacks with a low kick.

  • Causes hard knockdown.
  • Notes 2
JL
j.L
JJASBR Abbacchio Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

Abbacchio attacks with his knee.

  • Notes 1
  • Notes 2
JM
j.M
JJASBR Abbacchio Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Abbacchio kicks below.

  • Notes 1
  • Notes 2
JH
j.H
JJASBR Abbacchio Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead 14 - - - -

Abbacchio attacks with a flying kick.

  • Notes 1
  • Notes 2

Special Moves

46X
Stop talking back to me, you little shit!
46L/M/H
JJASBR Abbacchio 46X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid 16 - - -6 Crumple
Medium 50 Mid 24 - - -6 Crumple
Heavy 60 Mid 26 - - -6 Crumple

Abbacchio rears back, then steps forward and attacks with a delayed punch.

  • Different versions alter the distance Abbacchio moves.
  • Causes crumple on hit.

L version:

  • Abbacchio moves the least.
  • Replay takes place on Frame 39.

M version:

  • Abbacchio moves further.
  • Abbacchio has full-body Guard Point during startup.
  • Replay takes place on Frame 47.

H version:

  • Abbacchio moves the furthest.
  • Abbacchio has full-body Guard Point during startup.
  • Replay takes place on Frame 49.
236X
I was going to beat the shit out of you.
236L/M/H
JJASBR Abbacchio 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid 18 - - -14 -8
Medium 45 Mid 20 - - -14 -8
Heavy 50 Mid 22 - - -14 -8

Abbacchio lunges forward and attacks with an overhand punch.

  • Different versions alter the distance Abbacchio moves.

L version:

  • Abbacchio moves the least.
  • Replay takes place on Frame 21.

M version:

  • Abbacchio moves further.
  • Replay takes place on Frame 23.

H version:

  • Abbacchio moves the furthest.
  • Replay takes place on Frame 25.
623X
Shut your mouth!
623L/M/H
JJASBR Abbacchio 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid 4 - - -36 KD
Medium 45 Mid 6 - - -36 KD
Heavy 55 (5, 50) Mid 8(1)1 - - -34 KD

Abbacchio attacks with an uppercut.

  • Different versions alter the distance Abbacchio moves.
  • Launches opponents away on hit.

L version:

  • Abbacchio remains in place.
  • Replay takes place on Frame 37.

M version:

  • Abbacchio takes a step forward.
  • Replay takes place on Frame 39.

H version:

  • Abbacchio moves forward more.
  • Replay takes place on Frame 41.
214X
Arrogant little snot.
214L/M/H
JJASBR Abbacchio 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Low 16 - - -16 HKD
Medium 40 Low 22 - - -16 HKD
Heavy 45 Low 30 - - -16 HKD

Abbacchio goes low and attacks with a sweep kick.

  • Different versions alter the distance Abbacchio moves.
  • Launches on hit and causes a hard knockdown.
    • The second property does not extend to the Replay versions.

L version:

  • Abbacchio remains in place.
  • Replay takes place on Frame 31.

M version:

  • Abbacchio takes a step forward.
  • Replay takes place on Frame 37.

H version:

  • Abbacchio moves forward more.
  • Replay takes place on Frame 45.
22X
Destroy the enemy!
22L/M/H
JJASBR Abbacchio 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Overhead 24 - - -16 Groundbounce
Medium 35 Overhead 26 - - -16 Groundbounce
Heavy 40 Overhead 28 - - -16 Groundbounce

Abbacchio leaps forward and attacks with a stomp.

  • Different versions alter the distance Abbacchio moves.
  • When used by Abbacchio, the move causes a groundbounce on hit.
  • When used by the Replay, the move causes a hard knockdown against grounded opponents.
  • Both Abbacchio and the Replay can hit OTG.

L version:

  • Abbacchio moves the least.
  • Replay takes place on Frame 43.

M version:

  • Abbacchio moves further and higher.
  • Against short-sized characters, as well as most crouchers, Abbacchio can leap over the opponent if he is close enough.
  • Replay takes place on Frame 45.

H version:

  • Abbacchio moves the most.
  • Against short-sized characters, as well as most crouchers, Abbacchio can leap over the opponent if he is close enough.
  • Replay takes place on Frame 47.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Abbacchio Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 4 - - -2 +2

Moody Blues jabs in front.

  • Notes 1
  • Notes 2
Stand 5M
5M
JJASBR Abbacchio Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 8 - - -6 -2

Moody Blues attacks with a mid-level kick.

  • Notes 1
  • Notes 2
Stand 5H
5H
JJASBR Abbacchio Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 16 - - -10 -8

Moody Blues performs a straight punch.

  • Too slow to be chained into from s.5L.
  • Notes 2
Stand 2L
2L
JJASBR Abbacchio Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 6 - - -2 +2

Moody Blues attacks with a quick low kick.

  • Notes 1
  • Notes 2
Stand 2M
2M
JJASBR Abbacchio Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 8 - - -6 -2

Moody Blues attacks with a low punch.

  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Abbacchio Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (16, 20) Mid 10(3)1 - - -6 KD

Moody Blues attacks with a rising uppercut.

  • Launches on hit.
  • Notes 2
Stand 3M
3M
There it is. That's it.
JJASBR Abbacchio Stand 3M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total 46 - -

Abbacchio and Moody Blues dash a set distance forward.

  • For its duration, Abbacchio is invulnerable to any attack except for Throws.
  • Can pass through the opponent from Frame 11 onwards.
Stand JL
j.L
JJASBR Abbacchio Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 6 - - - -

Moody Blues kicks downwards at a steep angle.

  • Notes 1
  • Notes 2
Stand JM
j.M
JJASBR Abbacchio Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 10 - - - -

Moody Blues attacks with a flying kick.

  • Notes 1
  • Notes 2
Stand JH
j.H
JJASBR Abbacchio Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 (19*2) Overhead 8(1)1 - - - KD

Moody Blues attacks with an uppercut.

  • Launches on hit.
  • Notes 2

Special Moves

Stand 236X
Ryaaaah!
236L/M/H
JJASBR Abbacchio Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (4*5, 25) Mid 14 - - -16 KD
Medium 63 (4*7, 35) Mid 18 - - -18 KD
Heavy 81 (4*9, 45) Mid 22 - - -18 KD

Moody Blues attacks with a barrage of punches, finishing with a straight punch.

  • Different versions alter the distance Moody Blues moves forward.
  • Launches the opponent away on hit.
  • Stand Rush-compatible.

L version:

  • Moody Blues remains next to Abbacchio.
  • Notes 2

M version:

  • Moody Blues moves about a character away from Abbacchio.
  • Notes 2

H version:

  • Moody Blues moves about two characters away from Abbacchio.
  • Notes 2
Stand 623X
Come, Moody Blues!
623L/M/H
JJASBR Abbacchio Stand 623X.png
JJASBR Abbacchio Stand 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 85 (20*2, 45) Throw 26 - - - +2
Medium 90 (20*2, 50) Throw 30 - - - +2
Heavy 95 (20*2, 55) Throw 32 - - - +2

Moody Blues reaches for the opponent. If successful, it will proceed to knee them twice in the gut.

  • Different versions alter Moody Blues's range.
  • Leaves opponents standing.
  • Can be chained into either version of "Move.", though neither follow-up is a true string (4F gap).

L version:

  • Moody Blues remains next to Abbacchio.
  • Notes 2

M version:

  • Moody Blues moves about a character away from Abbacchio.
  • Notes 2

H version:

  • Moody Blues moves about two characters away from Abbacchio.
  • Covers its range at a very fast speed.
Stand 623X-X
Move. (High)
L/M/H during "Come, Moody Blues!"
JJASBR Abbacchio Stand 623X-5X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 Overhead 28 - - -10 Groundbounce

Moody Blues attacks the opponent with an overhead punch.

  • Move performance is identical across all versions.
  • Causes a groundbounce on hit.
  • Stand Rush-compatible.
Stand 623X-2X
Move. (Low)
2L/M/H during "Come, Moody Blues!"
JJASBR Abbacchio Stand 623X-2X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 Low 28 - - -12 KD

Moody Blues attacks the opponent with a low kick.

  • Move performance is identical across all versions.
  • Launches on hit.
  • Stand Rush-compatible.
Stand 63214X
I'll get you!
63214L/M/H
JJASBR Abbacchio Stand 63214X.png
JJASBR Abbacchio Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 110 (20, 25*2, 40) Throw 16 - - - KD
Medium 130 (20, 25*2, 60) Throw 22 - - - KD
Heavy 150 (20, 25*2, 80) Throw 28 - - - KD

Moody Blues tries to grab the opponent. If successful, it will knock them towards the ground, with Abbacchio following up with two kicks.

  • Different versions alter Moody Blues's range.
  • Leaves opponents very far away.
  • Does not cause hard knockdown, unlike most command grabs.

L version:

  • Shortest range.
  • Notes 2

M version:

  • Average range.
  • Notes 2

H version:

  • Longest range.
  • Notes 2

System Mechanics

Throw
Throw
Now just beat the shit out of the asshole!
5/4 + Any Two Attack Buttons
JJASBR Abbacchio Throw (1).png
JJASBR Abbacchio Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (50, 70) Throw 6 - - - -

Abbacchio pushes the opponent, after which Moody Blues punches them twice.

  • Leaves opponents far away from Abbacchio.
  • Both Throws are identical aside from direction.
Assist
Assist
I was going to beat the shit out of you.
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Abbacchio Assist.png
JJASBR Abbacchio Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Abbacchio: 50
Replay: 50
Mid - - - - -

Abbacchio lunges forward and attacks with an overhand punch, with Moody Blues (in Abbacchio's form) replaying the attack soon after.

  • Assault Assist Stocks: 3
  • Reversal Assist Stocks: 1
  • Based on 236H
5S
Stand On/Off
5S
JJASBR Abbacchio Stand On.png
Stand On
Stand On
JJASBR Abbacchio Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Summons Moody Blues, altering Abbacchio name's moveset and abilities.

Heart Heat Attack

I can replay all those memories!
236 + Any Two Attack Buttons
JJASBR Abbacchio HHA (1).png
JJASBR Abbacchio HHA (2).png
JJASBR Abbacchio HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (20*2+50+20*2+60) Mid - - - - HKD

Abbacchio attacks with a hook. On a successful hit, he follows up with another hook and an uppercut, before summoning Moody Blues to adopt his form and replay the sequence.

  • Launches on hit.
  • Relatively short range, as Abbacchio does not move forward that much.

Great Heat Attack

You an enemy?! Huh?! Well, are you? An enemy?!
236L+M+H
JJASBR Abbacchio GHA (1).png
JJASBR Abbacchio GHA (2).png
JJASBR Abbacchio GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (30+8*8+12*12+108+2) Mid - - - - HKD

Abbacchio poses while Narancia punches the opponent. If the attack connects, Narancia and Mista will proceed to beat the helpless opponent down before Abbacchio reluctantly joins them.

  • Fully disjointed due to Narancia being impossible to hit by the opponent.
  • The distance between the opponent and Abbacchio after a successful hit is around half the stage.

Costumes

Normal

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

Stand

Moody Blues (Color 1)
Moody Blues (Color 2)

Navigation

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