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

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Introduction

The stern, Egyptian ally from the third part of JoJo's Bizarre Adventure, Stardust Crusaders, Muhammad Avdol is a powerful setplay character capable of melting health bars with relative ease.

  • Setplay: "Crossfire Hurricane Variation" is a delayable projectile that can be set up after a knockdown, granting Avdol flexible oki and setplay capabilities.
  • Tracking Projectile: "Flame Detector" is a slow moving projectile that homes in on the opponent regardless of their location.
Playstyle
JJASBR Avdol Small Icon.png Muhammad Avdol is a Stand character who utilizes his flames and setplay to scorch his opponents.
Pros Cons
  • Effective Setplay: Avdol's greatest strength comes from his ability to keep his opponent pressured on oki. With tools like "Crossfire Hurricane Variation" and "Flame Detector", he's able to make opponents think twice about what option they'll choose when waking up.
  • High Damage Output: Avdol has very solid damage output by himself, but when paired with Assists like Josuke (Part 4) or Kakyoin, he's able to consistently 2-touch opponents with ease.
  • Solid Reversals: Possessing an invincible, meterless reversal while in Stand On ("I'll burn you to cinders!") along with both HHA and GHA, Avdol can turn the tides on the opponent if they aren't careful.
  • Subpar Normals in Stand Off: While Avdol possesses some good normals in Stand On, and great pokes in 5H and 2H, he will struggle in scrambles and punishing while in Stand Off. His faster normals tend to lack sufficient range in either situation, and will make it a struggle fighting out of disadvantage.
  • Single Hit Projectiles: While only being a downside in certain match-ups, all of Avdol's projectiles consist of only 1 hit, meaning they'll will lose outright to other projectiles that are fired in clusters.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 1000 Rumble #ASBR_AVD

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Avdol 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid 4 - - -4 0

Avdol moves his arm forward in a slapping motion.

  • Quick jab with standard range.
5M
5M
JJASBR Avdol 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (15*2) Mid 6 - - -4 KD

Avdol punches upwards in a swinging motion.

  • The second hit launches.
  • Possesses upper-body invulnerability, making it viable as an anti air.
  • One of his main juggle tools. Avoid using this in grounded strings and opt for 2M instead to save it for juggles.
5H
5H
JJASBR Avdol 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 14 - - -4 +2

Avdol summons Magician's Red, who performs a slapping motion from over his shoulder.

  • Slow startup for a Heavy normal, but makes up for it by being safe on block.
2L
2L
JJASBR Avdol 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -2 +2

Avdol attacks with a crouching slap forward.

  • Same range as 5L, but with the ability to chain into itself.
  • Mainly used in blockstrings to keep the opponent pressured.
2M
2M
JJASBR Avdol 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 10 - - -16 -12

Avdol summons Magician's Red to perform a low hitting kick.

  • Very long reaching poke that can confirm into big damage from nearly any range.
  • Works great in juggles.
2H
2H
JJASBR Avdol 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low 12 - - -14 HKD

Avdol summons Magician's Red, who performs a sweeping kick.

  • Causes hard knockdown.
  • The largest normal in his Stand Off kit.
JL
j.L
JJASBR Avdol Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 8 - - - -

Avdol attacks with the tip of his knee.

  • Moderately active.
  • The only aerial in his kit with cross-up capability, albeit a small one.
JM
j.M
JJASBR Avdol Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead 10 - - - -

Avdol summons Magician's Red, who attacks with a kick.

  • Phenomenal air-to-air.
  • Shares the same properties as a Light attack (such as Clash priority and hitstun), which unfortunately means the window to convert off it is very small. It's near impossible to convert off it with normals from mid to max range, although it is possible to connect an HHA if it hits the opponent very low from the ground.
JH
j.H
JJASBR Avdol Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead 10 - - - Groundbounce

Avdol summons Magician's Red, who performs a backwards slap.

  • Causes a groundbounce on hit.

Special Moves

236X
Crossfire Hurricane
236L/M/H
JJASBR Avdol 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 14 - - -4 +2
Medium 40 Mid 14 - - -6 0
Heavy 45 Mid 14 - - -8 -2

Avdol summons Magician's Red to create a flame in the shape of an Ankh.

  • The version used determines the projectile's travel speed.
  • A standard projectile used to control space.

L version:

  • Slowest travel speed.
  • Main version used in juggles.

M version:

  • Average travel speed.

H version:

  • Fastest travel speed.
214X
Must I do this the hard way?
214L/M/H
JJASBR Avdol 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 (10*2, 20) Mid 14 - - -12 HKD
Medium 50 (10*2, 30) Mid 16 - - -12 HKD
Heavy 60 (10*2, 40) Mid 18 - - -12 Bind/Crumple

Avdol summons Magician's Red, who flings out a flaming rope to attack the opponent.

  • The version used alters the range of the move, as well as its effect.

L version:

  • Magician's Red stays behind Avdol.
  • Causes hard knockdown against grounded opponents.
  • Launches airborne opponents, doing so in different ways depending on the opponent's current state.
    • Causes hard knockdown if it hits a neutral airborne foe, but launches normally if they are in a juggle.

M version:

  • Magician's Red travels further, but with more startup.
  • Causes hard knockdown against grounded opponents.
  • Launches airborne opponents, doing so in different ways depending on the opponent's current state.
    • Causes hard knockdown if it hits a neutral airborne foe, but launches normally if they are in a juggle.

H version:

  • Magician's Red moves forward the most.
  • Binds the opponent on hit, which transitions into a crumple against grounded opponents.
    • Causes a hard knockdown if a crumple has already been used in the combo.
  • Avdol's main combo extender. The crumple allows activating Stand On without needing to spend resources and continue the combo.
22X
Crossfire Hurricane Variation
22L/M/H
JJASBR Avdol 22X (1).png
JJASBR Avdol 22X (2).png
The most defining tool in Avdol's entire kit
The most defining tool in Avdol's entire kit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 - 18 - - -20 -18
Medium 30 - 18 - - -24 -20
Heavy 30 - 18 - - -24 -20
Ankh 65 - 2 - - - KD

Avdol summons Magician's Red, who creates a flame in the shape of an Ankh and directs it towards the ground. Afterwards, a larger Ankh rises from the ground.

  • The spot where the large Ankh manifests in depends on the version used.
  • The large Ankh launches on hit.
  • Avdol can delay the large Ankh for up to 3 seconds by holding down the button.
  • The initial Ankh can hit opponents without dissapearing, although it will not combo into the large Ankh unless it hits right before it touches the ground.

L version:

  • The large Ankh manifests close to Avdol.

M version:

  • The large Ankh manifests short of midscreen.

H version:

  • The large Ankh manifests around midscreen.

Stand On

Normal Moves

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

Magician's Red slaps forward.

  • Very quick jab with good range.
Stand 5M
5M
JJASBR Avdol Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid 6 - - -6 -2

Magician's Red kicks forward.

  • Superb medium button with great range. Can combo into s.5H from any range.
  • One of the best normals in his entire kit.
Stand 5H
5H
JJASBR Avdol Stand 5H.png
Arguably the best normal in his kit
Arguably the best normal in his kit
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (8*3, 12) Mid 14 - - -2 +4

Magician's Red shoots flames out of its mouth.

  • Gargantuan, safe, slow Heavy normal with multiple hits, while also being disjointed.
  • Cannot trigger counters.
  • Has enough hitstun to link into s.5L if done from point-blank range.
Stand 2L
2L
JJASBR Avdol Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Magician's Red kicks downwards.

  • Big crouching Light capable of chaining into itself.
  • Another one of his best buttons.
Stand 2M
2M
JJASBR Avdol Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 8 - - -2 +2

Magician's Red slaps downwards.

  • Mediocre crouching medium; no real reason to use it over s.5M.
Stand 2H
2H
JJASBR Avdol Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -14 HKD

Magician's Red performs a sweeping kick.

  • Causes hard knockdown.
  • Best used in blockstrings after Medium normals.
Stand JL
j.L
JJASBR Avdol Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 10 - - - -

Magician's Red slaps forward.

  • Serviceable air-to-air.
Stand JM
j.M
JJASBR Avdol Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 14 - - - -

Magician's Red kicks down.

  • Decently active.
  • Hits very low.
Stand JH
j.H
JJASBR Avdol Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead 14 - - - -

Magician's Red swipes below.

  • Slow, but deep enough to hit certain crouching characters from a dash-jump.

Special Moves

Stand 236X
Flaming Detector
236L/M/H
JJASBR Avdol Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid 24 - - -18 -14
Medium 55 Mid 24 - - -18 -14
Heavy 55 Mid 24 - - -18 -14

Magician's Red sends out a cross-shaped flame.

  • The version used alters the projectile's travel speed, inversely affecting its tracking.
  • Stand Rush-compatible.
  • Only one Flame Detector can be out at a time.
  • Tracks the opponent's location unless jumped past.

L version:

  • Has the most tracking, but also the slowest speed.
  • Barely reaches midscreen.

M version:

  • Balanced tracking and speed.
  • Reaches past midscreen.

H version:

  • Fastest speed, but the least tracking.
  • Reaches 3/4 of the screen.
Stand 623X
I'll burn you to cinders!
623L/M/H
JJASBR Avdol Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 4 - - -28 KD
Medium 60 (20, 40) Mid 10 - - -26 KD
Heavy 105 (20*2, 65) Mid 14 - - -24 KD

Magician's Red creates flames around its body to attack the opponent.

  • The amount of hits changes depending on the version used.
  • Launches on hit.
  • Avdol's main anti-air.

L version:

  • Does not have invul.
  • The only version that can be cancelled into HHA.

M version:

  • Has invul.
  • Cannot be Flash Canceled.

H version:

  • Has invul.
  • Cannot be Flash Canceled.
Stand 214X
HELL 2 U!
214L/M/H
JJASBR Avdol Stand 214X.png
Light
Light
JJASBR Avdol Stand 214M.png
Medium
Medium
JJASBR Avdol Stand 214H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid 16 - - -4 +2
Medium 60 (30, 10, 20) Mid 16(23)1(1)1 - - (1) -6, (2) -14 KD
Heavy 100 (30, 10, 20, 5*3, 20, 5) Mid 16(23)1(1)1(19)1 - - (1) -6, (2) -2, (3) -26 KD

Magician's Red performs a series of attacks.

  • The attacks performed by Magician's Red depend on the version used.
  • Stand Rush-compatible.

L version:

Magician's Red swipes downwards.

  • Mainly used as a gapless blockstring option after s.2H.

M version:

Magician's Red swipes upwards after swiping downwards.

  • The second portion of the move launches on hit.

H version:

Magician's Red swipes twice and sends out flames from its mouth.

  • The second portion of the move launches on hit.
  • The third portion of the move causes knockback on hit and triggers a wallbounce, in addition to causing hard knockdown.
  • Avdol's main combo extender in Stand On. Can be combined with Stand Rush or Flash Cancels for conversions after.
Stand 421X
Now's my chance!
421L/M/H
JJASBR Avdol Stand 421X (1).png
Start
Start
JJASBR Avdol Stand 421X (2).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid 20 - - -24 KD
Medium 75 Mid 28 - - -32 KD
Heavy 95 Mid 34 - - -46 KD

Magician's Red lifts its arm up and proceeds to attack with a swiping motion.

  • The version used alters the timing of the attack performed by Magician's Red.
  • Launches on hit.
  • Stand Rush-compatible.
  • Magician's Red has Guard Point while its arm is raised; lasts long enough to endure 1 hit.
    • If the opponent's attack triggers the Guard Point, the attack comes out sooner.

L version:

  • Fastest version, with the least amount of recovery but the shortest Guard Point duration.
  • Launches the least high.

M version:

  • Moderate startup, recovery and Guard Point duration.
  • Launches higher than the L version.

H version:

  • Has the most startup, with the most recovery and the longest Guard Point duration.
  • Launches the highest.

System Mechanics

Throw
Throw
Red Bind!
5/4 + Any Two Attack Buttons
JJASBR Avdol Throw (1).png
JJASBR Avdol Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 (10*2, 20, 90) Throw 6 - - - HKD

Magician's Red binds the opponent with flames, before breathing fire onto their face and causing an explosion.

  • Both Throws leave the opponent far away from Avdol, with Back Throw leaving them slightly closer.
Assist
Assist
Now's my chance!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Avdol Assist (1).png
JJASBR Avdol Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
95 Mid - - - - KD

Avdol summons Magician's Red, who lifts its arm up and proceeds to attack with a swiping motion.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.421H
  • Launches on hit.
  • Magician's Red has Guard Point while its arm is raised; lasts long enough to endure 1 hit.
    • If the opponent's attack triggers the Guard Point, the attack comes out sooner.
5S
Stand On/Off
5S
JJASBR Avdol Stand On.png
Stand On
Stand On
JJASBR Avdol Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Magician's Red, altering Avdol's moveset and abilities.

Heart Heat Attack

Give me four wishes instead!
236 + Any Two Attack Buttons
JJASBR Avdol HHA (1).png
JJASBR Avdol HHA (2).png
JJASBR Avdol HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
216 (36+30*2+24+96) Mid - - - - HKD

Magician's Red kicks forward. If it hits, it then binds the opponent, hitting them a few times and launching them with a small explosion from its hand.

  • Very fast HHA with moderate invulnerability on startup, making it a solid reversal tool.
  • Has really good minimum damage after long combos, making it worth it to meter dump for extra damage.
  • Leads into a hard knockdown, which grants enough time to plant 22M or set up s.236M for oki.

Great Heat Attack

Crossfire Hurricane Special
236L+M+H
JJASBR Avdol GHA (1).png
JJASBR Avdol GHA (2).png
JJASBR Avdol GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (40+8*30+60) Mid - - - - HKD

Avdol summons Magician's Red to creates a ring of Ankh-shaped flames. If the flames hit the opponent, Avdol makes Magician's Red send a barrage of these flames towards them, finishing with a huge Ankh-shaped flame appearing out of the ground.

  • Very fast GHA that hits all around Avdol, making it a potent reversal option.
  • If blocked, the hitbox will reset and become active again; this can happen up to 3 times.

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)

Extra

Extra A (Color 1)
Extra A (Color 2)

Stand

Magician's Red (Color 1)
Magician's Red (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
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