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

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Introduction

Narciso Anasui, a major ally in Stone Ocean, the sixth part of JoJo's Bizarre Adventure, is a strike/throw character with long range that allows for pressure from afar. Anasui's gameplan revolves around getting a confirm into large damage or to mix up the opponent, both of which involve getting into Anasui's effective range. Anasui also has access to lows and overheads in both Stand Off and Stand On, forcing the opponent to always be on their toes when blocking against his pressure. He is able to deal large damage for low net costs and is effective without an Assist, allowing him to work with many different Assists according to his preference. In return for such great offense, Anasui has very weak defense, lacking a true reversal of any kind. While Anasui's defense is reliant on universal mechanics, his offense more than makes up for it, as he can set up traps in addition to his strike/throw mix, allowing him to lock the opponent down and force them to deal with his pressure.

  • Grappler: Anasui has access to multiple grabs and hitgrabs, granting him many ways to cause hard knockdowns.
  • And... RELEASE!: Anasui has access to a trap that can be used in combos or setplay, with every version being able to be charged.
Playstyle
JJASBR Anasui Small Icon.png Narciso Anasui is a mid-range Stand character who utilizes his range for strike/throw pressure.
Pros Cons
  • Great Normal Range: Anasui has access to a variety of options that reach very far as pokes, counter-pokes, or just general long-range confirms.
  • Scary Strike/Throw: Anasui has access to a command grab in both Stand Off and Stand On, allowing him to create scary pressure situations for the opponent.
  • Setplay: Anasui can set up a trap for 0.5 HH Gauge that launches the opponent into the air while damaging them, allowing him to have scary setplay alongside his command grabs, which can be used for oki as well.
  • Self-Sufficient: Anasui can easily do 300+ damage and get hard knockdowns while looping oki situations and building back meter spent. He does not need to worry too much about Assist choice either, allowing him to be self-reliant with everything he does.
  • Stubby Stand Off: Anasui's range is very short in comparison to his Stand's great range, making his Stand Off mode less effective in neutral.
  • Weak Defense: Anasui does not have access to any meterless reversals, and his HHA and GHA have limited invulnerability, forcing Anasui to use universal mechanics to get out of pressure.
  • Easily Burstable: Anasui's most powerful routes involve charging "And... RELEASE!", which leaves him completely vulnerable to the opponent's Reversal Assist.
  • Lack of Flash Cancels: Several of Anasui's moves cannot be Flash Canceled, making many of his options very committal.

Stats

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

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Anasui jabs in front.

  • Standard jab, good for stopping dash jumps.
5M
5M
JJASBR Anasui 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 6 - - -10 -6

Anasui stomps while advancing.

  • Moves Anasui forward, allowing it to be an unconventional whiff punish tool.
  • Common combo filler that has a deceptively taller hitbox than the animation suggests, making it great for juggles.
5H
5H
JJASBR Anasui 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 10 - - -8 -2

Anasui summons Diver Down to perform a stabbing attack upwards.

  • Good height for anti-airs.
2L
2L
JJASBR Anasui 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Anasui performs a crouching chop.

  • Standard crouching jab.
2M
2M
JJASBR Anasui 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 6 - - -4 0

Anasui performs a crouching low punch.

  • Stubby normal.
  • Good for pressure and mix-ups.
2H
2H
JJASBR Anasui 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low 12 - - -8 -

Anasui summons Diver Down, who kicks the opponent's feet.

  • Causes hard knockdown.
  • Good range for pokes.
6M
6M
Shut yer trap!
JJASBR Anasui 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 22 - - -14 -8

Anasui takes a step forward while performing an overhead kick.

  • Causes hard knockdown against opponents in a juggle state.
    • This hard knockdown is unique in that it does not override other hit effects.
  • Can be used as a frametrap from 5H/2H.
  • Confirms into 623H during juggles.
JL
j.L
JJASBR Anasui Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

Anasui punches outwards.

  • Reaches straight out, making it good for air-to-airs.
JM
j.M
JJASBR Anasui Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Anasui kicks downwards.

  • Good for jump-ins and as combo filler.
  • Can cross up.
JH
j.H
JJASBR Anasui Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 (10*2, 25) Overhead 14(5)1(7)1 - - - -

Anasui summons Diver Down, who performs 3 consecutive punches downwards.

  • Good for jump-ins and combo filler.
  • Not all hits will play out if done late.

Special Moves

623X
You're in range!
623L/M/H
JJASBR Anasui 623X (1).png
Attack
Attack
JJASBR Anasui 623X (2).png
H version close hit
H version close hit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 Mid 8 - - -28 -
Medium 105 (35, 70) Mid 8(1)1 - - -30 -
Heavy 130 (20, 3*20, 50) Mid 6(8)1 - - -28 -

Anasui summons Diver Down, who performs a stabbing attack upwards.

  • The version used determines the attack's behavior on hit.
  • Has upper-body invulnerability during startup.
  • Cannot be Flash Cancelled.

L Version:

  • Launches on hit.

M Version:

  • Adds a second hit to the attack.
  • Launches on hit.

H Version:

  • Triggers an automatic, cinematic follow-up on point-blank hit.
    • Deals the same damage as the M version if this hit whiffs.
  • Most common combo ender to Stand Off juggles due to the cinematic's great minimum scaling and hard knockdown for oki.
    • Does not cause hard knockdown when the cinematic does not play.
214X
And... RELEASE!
214L/M/H
JJASBR Anasui 214X (1).png
Start/Hold
Start/Hold
JJASBR Anasui 214X (2).png
Attack
Attack
JJASBR Anasui 214X (3).png
Trap
Trap
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 [40] Mid 22[52] - - -54[-10] -
Medium 40 [50] Mid 22[52] - - -58[-12] -
Heavy 50 [60] Mid 22[52] - - -66[-14] -
Trap 21 (1, 5*2, 10) [40 (5*6, 10)] Mid - - - - -

Anasui summons Diver Down to punch the ground, storing energy that attacks the opponent on contact.

  • The version used determines the initial attack's power.
  • Costs 0.5 HH Gauge.
  • The trap lasts around 5 seconds.
  • The initial punch causes crumple on hit.
  • Upon being triggered, the trap launches the opponent and causes hard knockdown.
    • Since the initial punch causes crumple, it can confirm into the trap in order to extend combos.
  • Both the initial punch and the trap can hit OTG.
  • Can be charged by holding down the button. Data in [] is for the charged version.
    • The charged version has less recovery, and causes the trap to launch the opponent higher at the cost of losing its hard knockdown effect.
    • If the charged punch connects, the trap will be activated instantly, even against a downed opponent. Without proper spacing, however, the punch can push the opponent too far for the trap to connect.
41236X
Meat and Bone Suspension
41236L/M/H
JJASBR Anasui 41236X (1).png
JJASBR Anasui 41236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (1*10, 50) Throw 22 - - - -
Medium 60 (1*10, 50) Throw 28 - - - -
Heavy 60 (1*10, 50) Throw 36 - - - -

Anasui summons Diver Down, who travels forward and grabs the opponent. If successful, it attacks their insides and launches them upwards.

  • The version used determines Diver Down's travel distance.
  • Launches on a successful Throw, meaning it can be followed up with a combo without any use of meter.
  • All versions are active until they travel for their entire duration.
  • Cannot be Flash Cancelled.

L Version:

  • Diver Down remains close to Anasui.
  • Most commonly used in blockstrings due to its speed.

M Version:

  • Diver Down reaches about 1/4 of the screen.
  • Beneficial for resetting a combo or catching an opponent's backdash.

H Version:

  • Diver Down reaches short of half-screen.
  • Absurdly long range makes this an alluring option for new players.
  • Unfortunately, the range is matched by its absurdly long recovery.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Anasui Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
8 Mid 6 - - -2 +2

Diver Down moves its arm outwards.

  • Wonderful range for a jab.
  • Can tick throw into any version of "How awful!" at max range on either hit or block.
Stand 5M
5M
JJASBR Anasui Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 8 - - -2 +2

Diver Down performs an advancing hook.

  • Good range for pokes.
  • Commonly used as combo filler.
Stand 5H
5H
JJASBR Anasui Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 12 - - -10 -4

Diver Down performs a lunging punch.

  • Great range for pokes.
Stand 2L
2L
JJASBR Anasui Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5 Low 6 - - -2 +2

Diver Down punches the opponent's feet.

  • Good range for pokes and counter-pokes.
  • Can tick throw into any version of "How awful!" at max range on either block or hit.
Stand 2M
2M
JJASBR Anasui Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 8 - - -6 -2

Diver Down attacks with a crouching kick.

  • Anasui's best poke.
  • The range and speed attached to a Low makes it a great poke, counter-poke, and punish for moves that normally push too far out on block for the average character.
Stand 2H
2H
JJASBR Anasui Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 12 - - -8 -

Diver Down performs a sweeping punch.

  • Causes hard knockdown.
  • Good range for pokes.
Stand JL
j.L
JJASBR Anasui Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

Diver Down punches downwards.

  • Good for air-to-airs.
  • Can hit as a cross-up after a dash-jump, and can lead to double overhead setups with "Go to hell!".
Stand JM
j.M
JJASBR Anasui Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 6 - - - -

Diver Down performs a hook.

  • Launches on hit.
  • Anasui's fastest air-to-air.
  • Good for combo extensions and jump-ins.
Stand JH
j.H
JJASBR Anasui Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

Diver Down kicks downwards.

  • Good for jump-ins.

Special Moves

Stand 236X
Dive!
236L/M/H
JJASBR Anasui Stand 236X.png
Start
Start
JJASBR Anasui Stand 236L.png
Light
Light
JJASBR Anasui Stand 236M.png
Medium
Medium
JJASBR Anasui Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (10, 55) Mid, Low 10(14)1 - - -16 -
Medium 65 (10, 55) Mid, Overhead 10(19)1 - - -12 -
Heavy 100 (10, 20, 5*10, 20) Mid 20(11)1 - - -30 -

Diver Down dives into the ground, attacking as it returns to the surface.

  • The version used determines Diver Down's attack upon resurfacing.
  • Stand Rush-compatible.

L Version:

Upon resurfacing, Diver Down punches the opponent's feet.

  • Causes hard knockdown.
  • Can hit OTG.
  • Cannot be Flash Cancelled.

M Version:

Upon resurfacing, Diver Down performs an overhead punch.

  • Causes a groundbounce on hit.
  • Cannot be Flash Cancelled.

H Version:

Upon resurfacing, Diver Down attacks with a punch, following up with an additional barrage of punches.

  • The final hit launches and causes hard knockdown.
  • Diver Down will not execute the barrage of punches if the resurfacing blow whiffs.
  • Anasui's main combo tool while in Stand On.
Stand 63214X
How awful!
63214L/M/H
JJASBR Anasui Stand 63214X (1).png
JJASBR Anasui Stand 63214X (2).png
How wonderful for Anasui
How wonderful for Anasui
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 160 (8*10, 80) Throw 14 - - - -
Medium 184 (8*13, 80) Throw 14 - - - -
Heavy 208 (8*16, 80) Throw 14 - - - -

Diver Down reaches out for the opponent. If successful, it dives into the opponent and attacks them from the inside out.

  • Startup and damage change depending on the version used, inversely affecting range.
  • Causes hard knockdown.
  • Cannot be Flash Canceled.

L Version:

  • Diver Down reaches the farthest.
  • Most commonly used in blockstrings due to its range.

M Version:

  • Diver Down reaches less far.
  • Mainly used for messing with oki timings, but generally less used than other versions.

H Version:

  • Diver Down remains close to Anasui.
  • Absurdly damaging command grab.
  • Can use s.236L afterwards for an OTG hit.
Stand J214X
Go to hell!
j.214L/M/H
JJASBR Anasui Stand Jump 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Overhead 16 - - - -
Medium 80 Overhead 20 - - - -
Heavy 110 Overhead 24 - - - -

Diver Down attacks with an overhead punch as Anasui floats back.

  • The version used determines how far Diver Down descends, as well as how far Anasui floats back.
  • Causes a groundbounce on hit.
  • Stand Rush-compatible.
  • If done low enough to the ground, there is enough time for Anasui to run up to the opponent, go into Stand Off, and land an OTG 214[H].

L version:

  • Diver Down remains in place.
  • Pushes Anasui backwards the least.

M version:

  • Diver Down descends diagonally, stoppind midway.
  • Pushes Anasui backwards more.

H version:

  • Diver Down descends diagonally until reaching the floor.
  • Pushes Anasui backwards the most.

System Mechanics

Throw
Throw
Didn't see it coming!
5/4 + Any Two Attack Buttons
JJASBR Anasui Throw (1).png
JJASBR Anasui Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 6 - - - -

Anasui grabs the opponent before hitting them with a backhanded attack.

  • Leaves the opponent far away from Anasui.
  • Both Throws are identical aside from direction.
  • Can be followed up with s.236L from both Stand Off and Stand On.
Assist
Assist
And... RELEASE!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Anasui Assist.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Diver Down 50 Mid - - - - -
Trap 21 (1, 5*2, 10) Mid - - - - -

Anasui summons Diver Down, who punches the ground, storing energy that attacks the opponent on contact.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214H
  • The initial punch causes crumple on hit.
  • Upon being triggered, the trap launches the opponent and causes a hard knockdown.
5S
Stand On/Off
5S
JJASBR Anasui Stand On.png
Stand On
Stand On
JJASBR Anasui Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Diver Down, altering Anasui's moveset and abilities.

Heart Heat Attack

Give me your blessing!
236 + Any Two Attack Buttons
JJASBR Anasui HHA (1).png
JJASBR Anasui HHA (2).png
JJASBR Anasui HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
206 (5*6, 20, 6*20, 36) Mid 2+22 - - -30 -

Diver Down punches the ground several times and then releases the stored energy at the opponent.

  • Can be held down to delay the release, but offers no real benefit for doing so.
  • Due to its poor scaling, its mostly outclassed by 623H as an ender in longer juggles.

Great Heat Attack

Diving in
236L+M+H
JJASBR Anasui GHA (1).png
JJASBR Anasui GHA (2).png
JJASBR Anasui GHA (3).png
Unlike Sheer Heart Attack, it has many weaknesses.
Unlike Sheer Heart Attack, it has many weaknesses.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
356 (60+18*4+24+7*20+60) Mid 2+26 - - -78 -

Diver Down tracks the opponent and enters their body to destroy them from the inside out.

  • Diver Down will teleport to the opponent, giving it unlimited range.
  • Too slow to confirm off of grounded attacks, but ends juggle combos well if a kill is certain.
  • Aside from initial invul when diving into the ground, both Anasui and Diver Down are completely vulnerable before the move actually connects. This makes it a poor choice for punishing any projectiles.

Costumes

Normal

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

Stand

Diver Down (Color 1)
Diver Down (Color 2)

Navigation

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Phantom Blood
Jonathan
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