JoJo's Bizarre Adventure: All-Star Battle R/Robert E. O. Speedwagon

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Introduction

Robert E. O. Speedwagon, a major ally in Phantom Blood, the first part of JoJo's Bizarre Adventure, is a "stance change" type of character who can call between two companions in order to adapt to the situation at hand. When accompanied by Tattoo, Speedwagon's kit is focused on starting high-damage combos and applying pressure; on the other hand, when accompanied by the Kempo Fighter, Speedwagon's gameplan is centered around pestering the opponent in neutral.

On offense, Speedwagon can be quite formidable thanks to his wide array of pressure options, strong jump-in normals, and above-average damage output. "Don't try to bluff, you rich little snot!" is his main offensive tool both on block and during combos. Thanks to it being a multi-hitting projectile, Speedwagon is able to Flash Cancel this move and mix the opponent up during blockstrings. The move also does a good amount of Guard Damage, so pressure strings often leave the opponent's Guard Gauge low. When accompanied by Tattoo, Speedwagon gains access to the move "That does it!", a fast overhead that can lead to high damage.

Speedwagon has the option to swap Tattoo for his other companion, the Kempo Fighter, when battling at long range. While he does have access to his projectile in both stances, the Kempo Fighter offers another neutral tool in "Aren't you acting tough!", a disjointed aerial attack that causes a hard knockdown, also acting as a great anti-air due to its angle of descent. Alternating between this move and his projectile is an effective combination, making it hard for the opponent to close the gap.

On defense, Speedwagon can struggle a bit due to the lack of any reversal options besides HHA and GHA, both of which are meter-dependent, slow, and unsafe.

  • Ogre Street: Speedwagon can utilize his unique Style to switch between two different companions, altering some of his moves.
Playstyle
JJASBR Speedwagon Small Icon.png Robert E. O. Speedwagon is a character who can choose to apply pressure or contend neutral by switching between his two companions.
Pros Cons
  • Strong Pressure: Speedwagon has strong pressure and mixup options on block with "Don't try to bluff, you rich little snot!" and his fast overhead "That does it!".
  • Good Aerial Normals: All of Speedwagon's jumping normals have very active hitboxes (j.L and j.H in particular), which makes them great jump-in options.
  • High Damage: Speedwagon's metered combo routes do very good damage, especially when starting combos with Tattoo as the active companion. Similarly, his GHA is one of the most damaging in the entire game.
  • No Good Reversals: Speedwagon lacks any practical defensive/reversal options, meaning he will be open to setups that other characters could avoid.
  • Stubby Normals: Speedwagon's standing and crouching normals do not have very good reach, meaning he will struggle with matchups against characters who have better normals than him.

Ogre Street

Speedwagon possesses his own unique Style in the form of "Ogre Street". By pressing the Style button, Speedwagon can switch his companion to either Tattoo or the Kempo Fighter (referred to as The Asian in-game); most of Speedwagon's special moves change depending on which companion is out (rounds start with Tattoo). Additionally, Speedwagon can use 0.5 HH Gauge to swap between the two in a combo with each version of 6H.

As they act separately from him, attacks performed by either Tattoo and the Kempo Fighter will not trigger counters. They will also continue performing their respective moves even if Speedwagon is attacked; inversely, they themselves can be struck by the opponent directly to interrupt their moves, even if Speedwagon himself isn't hit. As an additional rule, any move involving either of the two would not be possible if they're a set distance away from Speedwagon, needing to move to his back in order to be used again.

Stats

Style Health Low Health Mode Hashtag(s)
Ogre Street 950 Rumble #ASBR_SPW

Move List

Normal Moves

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

Speedwagon punches downwards.

  • Fast jab.
  • Slightly stubby - not his best neutral poke.
5M
5M
JJASBR Speedwagon 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 (11, 12) Mid 8(7)1 - - -12 -8

Speedwagon skips forward while attacking with his arm.

  • Hits twice.
  • Average reach, but very active hitboxes - quite decent in neutral.
5H
5H
JJASBR Speedwagon 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid 12 - - -8 -2

Speedwagon attacks with an uppercut.

  • Moves Speedwagon forward, though it doesn't have much horizontal reach regardless.
2L
2L
JJASBR Speedwagon 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -2 +2

Speedwagon attacks with his elbow.

  • Standard crouching low, can be used to force tick throws at close range.
2M
2M
JJASBR Speedwagon 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 6 - - -6 -2

Speedwagon attacks with a low kick.

  • Decent speed.
  • One of Speedwagon's best grounded pokes - similar to a Street Fighter normal. Excellent way to check the opponent's toes.
2H
2H
JJASBR Speedwagon 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 12 - - -16 HKD

Speedwagon attacks with a dropkick.

  • Causes hard knockdown.
  • Good combo filler that sees use in most of Speedwagon's juggles.
JL
j.L
JJASBR Speedwagon Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 6 - - - -

Speedwagon kicks forward.

  • Insanely active hitbox.
  • Good for air-to-air interactions.
JM
j.M
JJASBR Speedwagon Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 6 - - - -

Speedwagon kicks downwards.

  • Fairly active with a large hitbox.
  • Primary cross-up normal.
JH
j.H
JJASBR Speedwagon Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
39 Overhead 12 - - - -

Speedwagon extends both legs beneath him.

  • Speedwagon's primary jump-in normal. Hits extremely deep, and has the potential to act as a cross-up on big characters.
  • Good combo filler.

Special Moves

236X
Don't try to bluff, you rich little snot!
236L/M/H
JJASBR Speedwagon 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 33 (11*3) Mid 10 - - 0 +4
Medium 54 (11*4, 10) Mid 10 - - -2 +2
Heavy 76 (11*6, 10) Mid 12 - - 0 +4

Speedwagon throws his hat as a projectile.

  • Number of hits, as well as travel speed and distance, change depending on the version used.
  • Deals damage on the way back unless Speedwagon is hit.

L version:

  • Shortest range.
  • Fastest travel speed.

M version:

  • Average range and travel speed.

H version:

  • Longest range, reaching about half-screen.
  • Slowest travel speed.


JJASBR Tattoo Icon (2).png
JJASBR Kempo Icon (2).png
Tattoo 6H
This guy reeks!
6H
JJASBR Speedwagon Tattoo 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (10, 30) Mid 14(1)1 - - -18 KD

Speedwagon performs a punt kick.

  • Command normal that can only be used if Tattoo is the active companion.
  • The second hit launches.
  • Can be chained into "Ogre Street" on hit, block or whiff for the cost of 0.5 Gauge.
Tattoo 623X
Go nuts with those knives, boys!
623L/M/H
JJASBR Speedwagon Tattoo 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (15, 50) Mid 8(5)1 - - -2 KD
Medium 80 (15, 65) Mid 12(5)1 - - -2 KD
Heavy 105 (15, 90) Mid 16(5)1 - - -2 KD

Speedwagon orders Tattoo to move in front of him, with Tattoo delivering a stab after running some distance.

  • Tattoo's travel distance changes depending on the version used.
  • The second hit launches.
  • Cannot be Flash Canceled.
  • Tattoo will stab immediately upon coming into contact with the opponent.

L version:

  • Tattoo advances the least, stabbing almost immediately.

M version:

  • Tattoo advances about two characters away.

H version:

  • Tattoo advances the most, reaching close to midscreen.
Tattoo 214X
GYAAAAAAAH!
214L/M/H
JJASBR Speedwagon Tattoo 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Overhead 20 - - -10 Crumple
Medium 45 Overhead 26 - - -6 Crumple
Heavy 45 Overhead 32 - - 0 Crumple

Speedwagon orders Tattoo to leap upwards and come down in a diving stab.

  • Tattoo's travel distance changes depending on the version used.
  • Causes crumple on hit.
  • Cannot be Flash Canceled.

L version:

  • Tattoo lands right in front of Speedwagon.

M version:

  • Tattoo lands about a character away.

H version:

  • Tattoo lands about two characters away.
Tattoo 22X
That does it!
22L/M/H
JJASBR Speedwagon Tattoo 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Overhead 22 - - -28 Groundbounce
Medium 75 Overhead 26 - - -26 Groundbounce
Heavy 95 Overhead 28 - - -28 Groundbounce

Speedwagon pulls out his sledgehammer and smashes down with it in a downwards swing.

  • The move's startup, as well as the distance traveled, change depending on the version used.
  • Causes a launch that transitions into a groundbounce.
  • Can hit OTG.

L version:

  • Speedwagon mostly remains in place.

M version:

  • Speedwagon moves forward.

H version:

  • Speedwagon moves forward more.
Kempo 6H
He smells worse than vomit!
6H
JJASBR Speedwagon Kempo 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Mid 14 - - -14 KD

Speedwagon delivers a quick roundhouse kick.

  • Command normal that can only be used if the Kempo Fighter is the active companion.
  • Launches on hit.
  • Reflects non-HHA/GHA projectiles.
  • Can be chained into "Ogre Street" on hit, block or whiff for the cost of 0.5 Gauge.
Kempo 623X
Martial Arts, the Eastern mystery!
623L/M/H
JJASBR Speedwagon Kempo 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 Mid 18 - - +2 +8
Medium 30 (15*2) Mid 24(19)1 - - -2 Crumple (+24 vs. Horse)
Heavy 75 (15*2, 45) Mid 24(19)1(43)1 - - -12 KD

Speedwagon orders the Kempo Fighter to move in front of him and attack.

  • The amount of attacks performed on hit changes depending on the version used.
  • Cannot be Flash Canceled.

L version:

The Kempo Fighter delivers a hand strike.


M version:

After the initial strike, the Kempo Fighter follows up with a high knee.

  • Only performs the follow-up attack on hit.
  • The second hit has a different hit effect depending on the opponent's current position:
    • Causes crumple against grounded opponents.
    • Launches high against airborne opponents.

H version:

After the previous two strikes, the Kempo Fighter finishes the chain with a roundhouse kick.

  • Only performs the follow-up attacks on hit.
  • The second hit has a different hit effect depending on the opponent's current position:
    • Causes crumple against grounded opponents.
    • Launches high against airborne opponents.
  • The third hit launches the opponent away.
Kempo 214X
Aren't you acting tough!
214L/M/H
JJASBR Speedwagon Kempo 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 (20, 25) Mid 16 - - - -
Medium 45 (20, 25) Mid - - - - -
Heavy 45 (20, 25) Mid - - - - -

Speedwagon orders the Kempo Fighter to leap upwards and come down in a diving kick.

  • The Kempo Fighter's travel distance changes depending on the version used.
  • The Kempo Fighter bounces backwards on contact with the opponent.
  • The second hit causes knockback and triggers a wallbounce.
  • Both hits can be Flash Canceled individually.

L version:

  • The Kempo Fighter lands right in front of Speedwagon.

M version:

  • The Kempo Fighter lands about two characters away.

H version:

  • The Kempo Fighter lands close to midscreen.
Kempo 22X
You've got a lot to learn...
22L/M/H
JJASBR Speedwagon Kempo 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 (12*3) Mid 20 - - -4 HKD
Medium 48 (12*4) Mid 20 - - -6 HKD
Heavy 60 (12*5) Mid 36 - - -8 HKD

Speedwagon pulls out his sledgehammer and thrusts it forward before spinning it.

  • The number of hits, as well as the distance traveled, change depending on the version used.
  • Causes hard knockdown against grounded opponents.

L version:

  • Speedwagon moves forward slightly.

M version:

  • Speedwagon moves forward more.

H version:

  • Speedwagon moves forward the most.

System Mechanics

Throw
Throw
Bastard!
5/4 + Any Two Attack Buttons
JJASBR Speedwagon Throw (1).png
JJASBR Speedwagon Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
140 Throw 6 - - - +76

Speedwagon shoves the opponent before taking out his sledgehammer and delivering a heavy swing to send them flying.

  • Leaves the opponent very far away.
  • Both Throws are identical aside from direction.
Assist
Assist
Don't try to bluff, you rich little snot!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Speedwagon Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
76 (11*6, 10) Mid - - - - -

Speedwagon throws his hat as a projectile.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H
5S
Ogre Street
5S
JJASBR Speedwagon 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - Total XX -

Swaps between the Tattoo and the Kempo Fighter, altering Speedwagon's moveset and abilities.

  • Can be canceled into from each version of 6H on hit, block or whiff for 0.5 HH Gauge.

Heart Heat Attack

Hand over all you've got!
236 + Any Two Attack Buttons
JJASBR Speedwagon HHA (1).png
JJASBR Speedwagon HHA (2).png
JJASBR Speedwagon HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 (36+34*2+26+40) Mid 2+18 - - -20 +52

Speedwagon charges forward with a shoulder tackle. If it connects, he orders his companions to attack the opponent before finishing the team attack with a downwards sledgehammer strike.

  • Causes hard knockdown.
  • Leaves opponents very far away from Speedwagon.

Great Heat Attack

Ha ha! The blade went right to the bone!
236L+M+H
JJASBR Speedwagon GHA (1).png
JJASBR Speedwagon GHA (2).png
JJASBR Speedwagon GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
382 (48+24+5*50+60) Mid - - - -110 +70

Speedwagon lets out a battle cry and swings his sledgehammer forward. On a successful hit, him and his two companions charge the opponent all at once to knock them down. As they recover, Speedwagon flips and launches his bladed bowler hat, which begins shredding into the opponent.

  • Rather short range.
  • Second most damaging non-counter GHA in the game.

Costumes

Normal

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

Special

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

Tattoo / Kempo Fighter

Tattoo (Color 1)
Tattoo (Color 2)
Kempo Fighter (Color 1)
Kempo Fighter (Color 2)

Navigation

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Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
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