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

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Introduction

Insert character introduction here.

  • Unblockable Attacks: Okuyasu has access to multiple attacks the opponent cannot block.
  • Anti-Projectile: Several of Okuyasu's special moves can destroy non-HHA/GHA projectiles. Furthermore, some of them either bring the opponent towards Okuyasu or the other way around.
  • Feint Attacks: Okuyasu has access to feint attacks, adding an extra layer to his pressure.
Playstyle
JJASBR Okuyasu Small Icon.png Okuyasu Nijimura is a Stand character who manipulates space to bring the opponent to him and erase their Health.
Pros Cons
  • Beginner-Friendly: Okuyasu has one of the simplest gameplans, with the intent to quickly close in on the opponent and force them into repeated strike/throw mixups until the round ends. His multitude of teleports and the simplicity of his combos make it easy for anyone to start learning him.
  • Void Defense: Okuyasu has access to multiple Unblockable attacks that, when paired with Stand Rush, Assists, and the ability to feint some of them, allow him to mix up between strikes, Throws, and Unblockables to open the opponent up easily.
  • Space Erasure: Okuyasu can destroy projectiles with many of his special moves, granting him a unique way to fight against zoning. Additionaly, some of these attacks manipulate his and the opponent's respective positions, allowing Okuyasu to either navigate neutral or keep the opponent close.
  • God of Anti-Airs: Okuyasu has a plethora of special moves and command normals that can snipe the opponent out of the air. In particular, "Chew on this!" can lead into a full juggle combo on especially shallow jump arcs. This renders Okuyasu as one of the few characters that cannot be mindlessly jumped in against.
  • Great Metered Options: Between his Quick Stand On pressure tools and highly damaging HHA and GHA, Okuyasu always has a way to build meter and use it effectively, and is more than capable of ending the game shockingly early with one of the hardest hitting LV3 GHAs in the game.
  • Unreliable Stand Off: In Stand Off, Okuyasu suffers due to his short range, in addition to significantly reduced damage output and the need of Flash Cancels to convert his Unblockable options into combos, ultimately making it less effective.
  • Bad Approach: Okuyasu struggles to approach the opponent due to his slow movement speed. While he is able to destroy enemy projectiles and end up closer to the opponent in the process, the abilities become much less useful against zoning characters who can bombard him with fast or multi-hitting projectiles.

Stats

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

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

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

Okuyasu attacks with a mid-level kick.

  • Doesn't hit Low, despite appearances.
  • Due to the kick's height, it's not the best at stopping dash-jumps.
5M
5M
JJASBR Okuyasu 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 8 - - -2 +2

Okuyasu punches straight ahead.

  • Moves slightly forward.
  • Good for pokes.
5H
5H
JJASBR Okuyasu 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 14 - - -8 -2

Okuyasu steps forward and attacks with a downwards punch.

  • Moves forward, twice as much as 5M.
  • Unsafe on whiff.
2L
2L
JJASBR Okuyasu 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Okuyasu performs a stationary crouching kick.

  • Just as much reach as 5L.
2M
2M
JJASBR Okuyasu 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 8 - - -6 -2

Okuyasu performs a crouching uppercut.

  • Can anti-air.
  • Good for juggles.
2H
2H
JJASBR Okuyasu 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -10 HKD

Okuyasu summons The Hand, who swipes outwards with its arm.

  • Causes hard knockdown.
  • Spaces the farthest on block.
JL
j.L
JJASBR Okuyasu Jump L.png
joy.png
joy.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 8 - - - -

Okuyasu kicks outwards.

  • Quick and high reaching air-to-air.
  • Small hitbox, but can cross up.
JM
j.M
JJASBR Okuyasu Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Okuyasu punches downwards.

  • Good for cross-ups and combo filler.
JH
j.H
JJASBR Okuyasu Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 14 - - - -

Okuyasu summons The Hand, who punches downwards.

  • Good for dashing jump-ins.

Special Moves

236X
I'm eliminating space!
236L/M/H
JJASBR Okuyasu 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 (10*3, 20) Unblockable 20 - - - +2 / -18
Medium 50 (10*3, 20) Unblockable 20 - - - +2
Heavy - - - - Total 30 - -

Okuyasu summons The Hand to erase space in a downwards strike.

  • The version used determines what happens after the move ends.
  • Can destroy non-HHA/GHA projectiles.

L version:

  • Teleports Okuyasu in front of the opponent.
  • Can be delayed by holding down the button. During this state, the move can be canceled with H.
    • The earliest cancel moment takes place at frame 11, being free to perform any action as early as frame 15. This is more effective than 236H, but must be manually timed.
  • Okuyasu can interrupt the move's recovery by canceling into any normal, significantly improving frame advantage (+2 if interrupted, -18 if not).

M version:

  • Teleports Okuyasu in front and a bit above the opponent.
  • Can be delayed by holding down the button. During this state, the move can be canceled with H.
    • The earliest cancel moment takes place at frame 11, being free to perform any action as early as frame 15. This is more effective than 236H, but must be manually timed.

H version:

  • Causes a feint, only performing the first half of the move.
  • Okuyasu can interrupt the move's animation as early as frame 23 with any normal, jump, forward dash, HHA, or GHA.
623X
Got ya, runt!
623L/M/H
JJASBR Okuyasu 623X (1).png
JJASBR Okuyasu 623X (2).png
JJASBR Okuyasu 623X (3).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 81 (20*2, 3*7, 20) Mid, Overhead 22(19)1 - - -12 HKD
Medium 81 (20*2, 3*7, 20) Mid, Overhead 22(19)1 - - -12 HKD
Heavy 81 (20*2, 3*7, 20) Mid, Overhead 22(19)1 - - -12 HKD

Okuyasu summons The Hand to erase space in a quick upwards swipe, before suddenly teleporting above and delivering a divekick downwards. If the kick strikes the opponent, The Hand knocks them to the ground and rapidly stomps on them before knocking them far away.

  • The version used determines the point where The Hand appears.
  • The Hand's swipe can destroy non-HHA/GHA projectiles.
  • The kick portion is a hitgrab that causes hard knockdown.
  • Can anti-air from the first swipe, but doesn't activate the hitgrab unless extremely close.
  • All versions will track the opponent's location for the second hit, within the range of the specific version.
  • There a large gap between the swipe and the divekick, allowing the opponent to move away and leaving Okuyasu wide open at -32.
  • If the first hit connects with its later active frames, the move will bug out and transition into the hitgrab before performing the divekick. Weird hitstates will follow.

L version:

  • The Hand reappears right in front of Okuyasu, unless the opponent is closer than it.

M version:

  • The Hand reappears further in front of Okuyasu, unless the opponent is closer than it.

H version:

  • The Hand reappears even further in front of Okuyasu, unless the opponent is closer than it.
214X
Chew on this!
214L/M/H
JJASBR Okuyasu 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 8 - - -4 KD
Medium 40 Mid 10 - - -6 KD
Heavy 45 Mid 18 - - -8 KD

Okuyasu summons The Hand, who quickly erases space in front of Okuyasu with an upwards swipe.

  • The version used determines the distance The Hand moves.
  • Launches on hit, leading to a soft knockdown.
  • Can destroy non-HHA/GHA projectiles.
  • The Hand is invincible during startup.
  • Shares IPS with the Stand On version.

L version:

  • The Hand remains next to Okuyasu.
  • Quickest anti-air.

M version:

  • The Hand moves slightly away from Okuyasu.

H version:

  • The Hand moves away from Okuyasu.

Stand On

Normal Moves

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

The Hand attacks with its knee.

  • Notes 1
  • Notes 2
Stand 5M
5M
JJASBR Okuyasu Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 10 - - 0 +4

The Hand attacks with a hook.

  • Notes 1
  • Notes 2
Stand 5H
5H
JJASBR Okuyasu Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid 12 - - -6 0

The Hand attacks with an inwards swipe.

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

The Hand attacks with an underhanded punch.

  • Does hit Low, despite appearances.
  • Notes 2
Stand 2M
2M
JJASBR Okuyasu Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 6 - - -4 0

The Hand punches straight ahead.

  • Notes 1
  • Notes 2
Stand 2H
2H
JJASBR Okuyasu Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -24 HKD

The Hand attacks with an outward, swiping backfist.

  • Causes hard knockdown.
  • Notes 2
Stand 3H
3H
Graaaaah!
JJASBR Okuyasu Stand 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 12 - - -8 HKD

The Hand attacks with an uppercut.

  • Launches on hit and causes hard knockdown.
  • Jump-cancelable on hit or block.
    • +18 on block with Jump Cancel; still gives the opponent enough time to counterplay an aerial attack, however.
Stand JL
j.L
JJASBR Okuyasu Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 8 - - - -

The Hand extends its knee downwards.

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

The Hand attacks with a downwards kick.

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

The Hand turns around and attacks with a backwards kick.

  • Notes 1
  • Notes 2

Special Moves

Stand 236X
Gaoohhhn
236L/M/H
JJASBR Okuyasu Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 Unblockable 30 - - - +4
Medium 80 Unblockable 30 - - - +4
Heavy - - - - Total 30 - -

The Hand erases space in a downwards strike.

  • The version used determines what happens after the move ends.

L version:

  • Lightly drags the opponent towards Okuyasu (even if they're in the air).
  • Stand Rush-compatible.
  • Can be delayed by holding down the button. During this state, the move can be canceled with H.

M version:

  • Drags the opponent closer to Okuyasu (even if they're in the air).
  • Stand Rush-compatible.
  • Can be delayed by holding down the button. During this state, the move can be canceled with H.

H version:

  • Causes a feint, only performing the first half of the move.
  • Can be Jump Canceled on frame 2.
  • Okuyasu can interrupt the move's animation as early as frame 23 with any normal, HHA, or GHA.
Stand 214X
Chew on this!
214L/M/H
JJASBR Okuyasu Stand 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid 8 - - -4 KD
Medium 40 Mid 10 - - -6 KD
Heavy 45 Mid 18 - - -8 KD

The Hand quickly erases space in front of Okuyasu with an upwards swipe.

  • The version used determines the distance The Hand moves.
  • Launches on hit.
  • Can destroy non-HHA/GHA projectiles.
  • The Hand is invincible during startup.
  • Shares IPS with the Stand Off version.

L version:

  • The Hand remains next to Okuyasu.

M version:

  • The Hand moves slightly away from Okuyasu.

H version:

  • The Hand moves slightly further away from Okuyasu.
Stand 22X
I'll scrape you away!
22L/M/H
JJASBR Okuyasu Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 54 (18*3) Low 18 - - -34 KD
Medium 54 (18*3) Low 22 - - -34 KD
Heavy 54 (18*3) Low 26 - - -32 KD

The Hand delivers three successive swipes close to the ground, eliminating space while advancing forward.

  • The version used determines the distance The Hand moves.
  • Launches on hit.
  • Stand Rush-compatible.
  • Can hit OTG.

L version:

  • The Hand remains next to Okuyasu.
  • Lightly launches the opponent.

M version:

  • The Hand moves away from Okuyasu.
  • There is a slight gap between the first and second hits.
  • Launches the opponent higher.

H version:

  • The Hand moves further away from Okuyasu.
  • There is a gap between the first and second hits.
  • Launches the opponent even higher and further.

System Mechanics

Throw
Throw
Stupid freak!
5/4 + Any Two Attack Buttons
JJASBR Okuyasu Throw (1).png
JJASBR Okuyasu Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 6 - - - -

Okuyasu grabs the opponent up by their collar and angrily punches them in the face.

  • Leaves the opponent a bit far from Okuyasu.
  • Both Throws are identical aside from direction.
Assist
Assist
I'll scrape you away!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Okuyasu Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
54 (18*3) Low - - - - KD

Okuyasu summons The Hand, who delivers three successive swipes close to the ground, eliminating space while advancing forward.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.22L
  • Lightly launches the opponent on hit.
  • Can hit OTG.
5S
Stand On/Off
5S
JJASBR Okuyasu Stand On.png
Stand On
Stand On
JJASBR Okuyasu Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Summons The Hand, altering Okuyasu's moveset and abilities.

Heart Heat Attack

Eat it for breakfast, jerk!
236 + Any Two Attack Buttons
JJASBR Okuyasu HHA (1).png
JJASBR Okuyasu HHA (2).png
JJASBR Okuyasu HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
158 (48*2+62) Unblockable - - - - Groundbounce

The Hand charges a large amount of its power into its right hand before wiping out an extremely wide area in front of Okuyasu with a downwards strike.

  • Causes a groundbounce on hit.
  • Cannot trigger counters.
  • Can hit OTG.
  • Can be delayed by holding down the buttons.
  • The additional effect after the move ends is dependent on Okuyasu's current mode:
    • If used while in Stand Off, Okuyasu is teleported a set distance towards and above the opponent.
    • If used while in Stand On, the opponent is pulled a set distance towards Okuyasu, with the drag causing hitstun but no damage.

Great Heat Attack

All this thinking is hurting my brain!
236L+M+H
JJASBR Okuyasu GHA (1).png
All this thinking is hurting my brain!
All this thinking is hurting my brain!
JJASBR Okuyasu GHA (2).png
It's time to settle the score!
It's time to settle the score!
JJASBR Okuyasu GHA (3).png
That's all I care about!
That's all I care about!
JJASBR Okuyasu GHA (4).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+21*4+24*2+30*4+24*2) Unblockable - - - - Groundbounce

Okuyasu summons The Hand to aggressively strike the opponent. If it connects, The Hand begins repeatedly attacking the opponent, slowly erasing them from existence. After the final swipe, a random flower pot flies from out of nowhere and strikes Okuyasu in the face, knocking him backwards.

  • Gains increased range if used while in Stand On.
  • The flower pot causes damage to Okuyasu, but he cannot die from it.
    • Part of this damage is converted into White Damage.

Costumes

Normal

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

Special

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

Stand

The Hand (Color 1)
The Hand (Color 2)

Navigation

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System
Esoterics
Character Data
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Glossary
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Phantom Blood
Jonathan
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