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

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Introduction

One of the Nine Egyptian Gods featured in Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Mariah is a versatile setplay character focused on okizeme and risk/reward pressure sequences to keep her opponent guessing. She is a bit tricky to use, but has great potential when mastered.

On offense, Mariah can be pretty overwhelming; with "Heh heh heh... Enjoy...", "Sorry, but you’ll have to die now." and "You can't follow me anymore.", she can freely choose between ending her pressure safely or taking risks to crumple the opponent, summon objects or feint to steal turns and keep her pressure going. "The electricity will char you to a crisp!" and "You can't follow me anymore." set up for particularly strong high/low, left/right mixups; even on block, these special moves can lock the opponent down for a considerable time, allowing Mariah to set up another chance to mix up her opponents.

On defense, Mariah struggles due to her lack of meterless reversal options and her metered options having very few invulnerability frames. Mariah also has the fourth lowest health tier of the cast, making her risk/reward nature much riskier. Due to this, making use of universal defensive mechanics is a must for Mariah.

  • Magnetization Gauge: Mariah is governed by a special gauge that affects all of her special moves, increasing their damage and Guard Damage, as well changing certain properties.
  • Setplay: Due to Mariah’s low damage output, she heavily relies on loopable setplay off knockdowns, with her special moves setting up for particularly strong mixups.
Playstyle
JJASBR Mariah Small Icon.png Mariah is a Stand character who utilizes her Magnetization and multiple projectiles in order to gain momentum and overwhelm the opponent.
Pros Cons
  • Snowball: Mariah is able to use her momentum against the opponent and keep them from being able to escape from certain situations.
  • Versatile Zoning: Mariah has a large arsenal of powerful projectiles, allowing her to create opportunities to close the distance and start her relentless offense.
  • "Combo Breaker!": Mariah’s special moves act independently, giving her the unique ability to escape from otherwise dangerous situations or take trades that end up in her favor.
  • "Burst Safe": Mariah is a difficult character to use Reversal Assists against due to "Heh heh heh... Enjoy..." having an extremely high bind duration at higher Magnetization levels; even after a successful Reversal Assist from the opponent, Mariah is still able to pick up combos.
  • Burst Damage: While Mariah's average damage at lower Magnetization levels isn't worth a second glance, she can dish out shockingly high damage for a character of her archetype when she reaches LVMAX, making her opponents think twice when challenging her relentless pressure sequences.
  • Meter Hungry: Mariah relies heavily on meter for confirms, high damage, Flash Cancel pressure and also to keep herself safe due to poor recovery on some of her normals and special moves.
  • Reliant on Magnetization: A full Magnetization Gauge is one of the most integral parts of Mariah's kit. Without LVMAX, Mariah loses out on damage, pressure and her powerful oki options.
  • Stubby Jabs: While Mariah has powerful normals (such as 5M and 2M), her Light attacks have quite abysmal range and have very little use as counter-pokes.

The magnetic force will just keep on increasing...

Despite being a Stand User, Mariah does not change movesets by pressing the Style button. Instead, she uses this button to interact with her Stand, Bastet.

If Mariah successfully lands her Throw or "If you're not allowed to touch something, it makes you want to touch it more..." connects on either hit or block, Mariah's Magnetization Gauge is partially filled. Once this happens, the opponent will become Magnetized, creating an aura below Mariah. If the opponent is within in the range of this aura, the Magnetization Gauge will refill passively on its own. The gauge begins at "LV1", then progresses to "LV2" and finally "LVMAX".

Higher Magnetization levels enhance Mariah's special moves, increasing their range, damage, and Guard Damage; certain special moves also receive extra properties such as improved tracking. The bar will slowly deplete if the opponent is outside of the aura (unless the bar is at "LVMAX", where it will linger for a few seconds before beginning to deplete) and will be set to LV1 immediately if the opponent's GHA hits her. Staying at "LVMAX" is an integral part of Mariah's gameplan, as it allows her to convert into more damage, mix-ups, and long blockstrings that shred the opponent's Guard Gauge.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_MRH
#ASBR_MAR

Move List

Normal Moves

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

Mariah performs a quick stab.

  • Standard jab.
  • Reaches downwards, so it's not as good at stopping dash-jumps.
5M
5M
JJASBR Mariah 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 (10*2) Mid 8(3)1 - - -4 0

Mariah slashes upwards.

  • Reaches high, good for anti-airs.
  • Good range for counter-pokes.
5H
5H
JJASBR Mariah 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid 14 - - -10 -4

Mariah performs an outwards slash.

  • Good range for pokes, but mostly relegated to combo filler.
2L
2L
JJASBR Mariah 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 6 - - -2 +2

Mariah attacks with a crouching stab.

  • Standard jab.
2M
2M
JJASBR Mariah 2M.png
Mariah's best button
Mariah's best button
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 10 - - -8 -4

Mariah slashes at the opponent's knees.

  • Moves Mariah forward.
  • Its low profile, in combination with its range, make it good for pokes and counter-pokes.
2H
2H
JJASBR Mariah 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low 8 - - -10 HKD

Mariah slashes the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes, counter-pokes, and combo enders.
  • Situational anti-air.
JL
j.L
JJASBR Mariah Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead 6 - - - -

Mariah performs a short stab outwards.

  • Very active, good for air-to-airs.
  • Great for tick throws and high/low mix-ups with wire oki.
JM
j.M
JJASBR Mariah Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead 6 - - - KD

Mariah performs an aerial slash upwards.

  • Launches on hit.
  • Can cross up deceptively well.
  • Has uses on okizeme as an instant overhead against tall characters.
JH
j.H
JJASBR Mariah Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead 8 - - - -

Mariah attacks with an aerial horizontal slash.

  • Mariah's main jump-in.
  • Can hit as a cross-up, though it doesn't reach far behind her.

Special Moves

236X
Sorry, but you'll have to die now.
236L/M/H (Air OK)
JJASBR Mariah 236X (1).png
Ground
Ground
JJASBR Mariah 236X (2).png
Air
Air
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LV1: 30 (10*3)
LV2: 36 (12*3)
LVMAX: 42 (14*3)
Mid 20 - - -4 -2
Medium LV1: 36 (12*3)
LV2: 42 (14*3)
LVMAX: 48 (16*3)
Mid 22 - - -8 -6
Heavy LV1: 42 (14*3)
LV2: 48 (16*3)
LVMAX: 54 (18*3)
Mid 24 - - -14 -12

Mariah throws 3 knives at the opponent, which will proceed to track them.

  • Tracking and damage change with each version, inversely affecting projectile speed.
    • Tracking and damage also increase with higher Magnetization Gauge levels.
  • When used in the air, its recovery can be canceled with air normals.

L version:

  • Has the least amount of damage and tracking, but makes up for it with the fastest startup and projectile speed.

M version:

  • Great at baiting SG/SD in neutral.
  • Decent tracking.

H version:

  • Slow moving projectile with incredible tracking.
  • Best version of TK knives; plus-on-block and sets up a strike/throw mix if blocked at close range.
623X
The electricity will char you to a crisp!
623L/M/H
JJASBR Mariah 623X (1).png
JJASBR Mariah 623X (2).png
Let the mix begin
Let the mix begin
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Knife: 20 (10*2)
Wire (LV1): 36 (6*6)
Wire (LV2): 48 (6*8)
Wire (LVMAX): 66 (6*11)
Mid 14 - - - -
Medium Knife: 20 (10*2)
Wire (LV1): 36 (6*6)
Wire (LV2): 48 (6*8)
Wire (LVMAX): 66 (6*11)
Mid 20 - - - -
Heavy Knife: 20 (10*2)
Wire (LV1): 36 (6*6)
Wire (LV2): 48 (6*8)
Wire (LVMAX): 66 (6*11)
Mid 26 - - - -

Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent.

  • Mariah throws the knife at different angles for each version.
  • The knife launches on hit.
  • Only one line can be on the screen at a time; cannot be used again until the previous line disappears.
  • Tracks the opponent even without Magnetization Gauge, but gets stronger tracking with higher levels.

L version:

  • Throws the knife straight up, making it a decent way to deal with cross-up attempts.
  • The line falls right on top of Mariah.

M version:

  • Throws the knife at a diagonal angle.
  • Decent anti-air.
  • The line falls about midscreen.

H version:

  • Throws the knife at a more horizontal angle.
  • The line falls slightly past midscreen.
214X
Heh heh heh... Enjoy...
214L/M/H
JJASBR Mariah 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Low 10 - - -40 -
Medium 15 Low 10 - - -32 -
Heavy 15 Low 12 - - -24 -

Mariah sends wires towards the opponent, ensnaring them on contact.

  • The version used affects the move's startup and recovery.
  • Binds the opponent, but does not cause a crumple against grounded opponents unless Mariah is at LVMAX.
  • Damage is unaffected by the Magnetization Gauge, but binding time is.
  • The wires will not move past midscreen.
  • Can be used as a frametrap at close range, and is plus on block if used at mid-range or further.

L version:

  • Very punishable on block.

M version:

  • Less recovery.

H version:

  • Least amount of recovery, at the cost of having the slowest startup.
  • By far the best version of the move.
421X
You can't follow me anymore.
421L/M/H
JJASBR Mariah 421X (1).png
"This is the stance"
"This is the stance"
JJASBR Mariah 421X (2).png
LV1
LV1
JJASBR Mariah 421X (3).png
LV2
LV2
JJASBR Mariah 421X (4).png
LVMAX
LVMAX
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LV1: 20
LV2: 35
LVMAX: 45
Mid LV1/2: 31
LVMAX: 29
- - - -
Medium LV1: 20
LV2: 35
LVMAX: 45
Mid - - - - -
Heavy - - - - Total 54 - -

Mariah summons an object from the sky that falls onto the opponent.

  • The version used affects the object's time of descent.
  • The object's descent angle is decided at the end of the move's startup, ensuring the move reaches fullscreen.
  • Can hit OTG.
  • The object dropped and its properties change with each Magnetization Gauge level:
    • LV1 version summons a cluster of cans, which does not possess noteworthy properties.
    • LV2 version summons a bike, which moves significantly faster; while normally hitting once, it can randomly cause a second, electric hit.
    • LVMAX version summons a cluster of objects, which moves even faster, launches on hit, and causes hard knockdown.

L version:

  • Mariah summons the object immediately.
  • Fantastic preemptive anti-air; leads to a full combo at LVMAX.

M version:

  • Mariah delays the summon.
  • Useful for oki and SG baits during blockstrings.

H version:

  • Mariah feints the summon, only doing the first part of the animation.
  • Mariah can interrupt the animation with normals, jump, or HHA from frame 20 onwards.
  • Can keep some pokes safe from being punished if the opponent uses a Stylish Guard, making it a fantastic SE/SG bait and pressure reset.

System Mechanics

Throw
Throw
You were one fine specimen.
5/4 + Any Two Attack Buttons
JJASBR Mariah Throw (1).png
JJASBR Mariah Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (20+100) Throw - - - - -

Mariah grabs the opponent and holds them in place with her Stand, Bastet, before a barrel flies in and hits the opponent.

  • Fills the Magnetization Gauge by ~50% and Magnetizes the opponent, but is otherwise unaffected by it.
  • Forward Throw leaves the opponent too far to OTG.
  • Back Throw leaves the opponent closer, allowing Mariah to OTG and run her setplay.
Assist
Assist
The electricity will char you to a crisp!
JJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Mariah Assist (1).png
JJASBR Mariah Assist (2).png
Possibly the worst assist in the game
Possibly the worst assist in the game
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Knife: 20 (10*2)
Wire: 48 (6*8)
Mid - - - - -

Mariah throws a knife at a electrical line, cutting it and causing one end to fall to the ground and attack the opponent.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 623M (LV2 Version)
  • The knife launches on hit.
5S
If you're not allowed to touch something, it makes you want to touch it more...
5S
JJASBR Mariah 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 (10, 1) Mid 18(1)1 - - -4 -2

Mariah summons Bastet on the ground in front of her, commanding it to generate an electric current around itself.

  • Fills ~25% of Mariah's Magnetization Gauge and Magnetizes the opponent, but is otherwise unaffected by it.
  • Can hit OTG.
  • Special-cancelable.
  • Safe meaty option for oki.

Heart Heat Attack

What are you drooling over?
236 + Any Two Attack Buttons
JJASBR Mariah HHA (1).png
JJASBR Mariah HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV1: 136 [(6, 4)*9, 6, 40]
LV2: 204 [(9, 6)*8, 9, 15, 60]
LVMAX: 272 [(12, 8)*8, 12, 20, 80]
Mid 2+12 - - 0 KD

Mariah fires a barrage of nuts and bolts at the opponent.

  • Damage increases with higher Magnetization Gauge levels.
  • Safe on block.

Great Heat Attack

You little turds!
236L+M+H
JJASBR Mariah GHA (1).png
JJASBR Mariah GHA (2).png
JJASBR Mariah GHA (3).png
No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape...
No one gets away. Once you've touched the magnetic energy of my Stand, the goddess Bastet, there's no escape...
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
304 (30+1*70+16+1*11+15+50+112) Mid 2+28 - - - HKD

Mariah attacks the opponent with her Stand, Bastet, magnetizing the opponent before barraging them with attacks from different magnetized objects.

  • Tracks the opponent's location.
  • Unaffected by the Magnetization Gauge, but refills it to LVMAX on a successful hit.
  • Despite the similar animation to 5S, it does not hit OTG.
  • Mariah can confirm into GHA off any HKD at any Magnetization Gauge level with 214H > Taunt > GHA.

Costumes

Normal

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

Stand

Bastet (Color 1)
Bastet (Color 2)

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
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Fugo
Trish
Abbacchio
Prosciutto
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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