JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu/Strategy

From Mizuumi Wiki
Jump to navigation Jump to search

Intro

Neutral

214M>6X, one of the main strengths of Shigechi, this outright neutral-skipping projectile gives immense advantage once it connects. The projectile travels in a straight line and with +16 on block / +22 on hit (point-blank) you're downright guaranteed to have your turn on confirm. This projectile gives Shigechi a way easier time in neutral compared to the methods mentioned below, and for that reason you should definitely be looking to make use of it. Do note that it is a rather expensive option when it comes to your Harvest stacks. You'll be spending 2 stacks just for using the move, leaving your options once engaged limited. On hit, make sure to give yourself some stacks back by routing into a 2H ender.

Otherwise Shigechi suffers from some of the worst normals in the game, you're practically off as bad as with S-off Iggy. 5L and 2L have the same abysmal range, while 2M has even less. One of your main way of getting a hit on the opponent will be to let them engage on you, if you defend well you can find an opening against most characters to get in. Generally when trying to get a hit on your opponent you will be looking to hit them with either a 5M or a 5H, as these have the most range and still allows you to cancel into specials without too much recovery. You'll be whiffing a lot going for 5L or 2L outside of oki. Make sure to pay a lot of attention to your hit confirms, 5H having two hits does make it easier, but you'll still be lacking an extra move to make it easier before you do an unsafe special.

While having your opponent take the initiative, Defensive 214L is a good option to block their attack and counter them with 6X after. It only costs 1 Harvest Stack and provides a bounce into hard knockdown, letting you regain 2 Harvest Stacks and set up oki. Not only does it block Non HHA/GHA attacks, it also blocks most projectiles giving you an option to counteract certain zoners with it. Shigechi unfortunately cannot use specials out of Forward or Back Dash, so using it to get in is not possible. You can however cancel Forward Dash into 4/5/6S, 66>4S>214L allowing you to go into 214L way earlier than normal recovery would allow. Another weak point is that it can tend to be inconsistent as Shigechi can be hit on its other side by moves with large horizontal hitboxes.

Stacks

It is very important to always keep your Harvest stacks up, as without them Shigechi will turn out to be near useless. Shigechi without Harvest can not use specials which are crucial for his playstyle. Unfortunately, neutral tends to not give you much room for restocking, as most opponents will jump onto you before you can defend yourself. Most of the time you will be restocking in either oki or mid-combo, not in neutral. If you want to restock in Neutral, your lowest recovery option is 5S, giving 1 Stack, 24 frames total recovery, and recovering 2 frames faster than 4/6S. Besides switching Mode, you can cancel 4/6S immediately into any special, though, so if you know you'll use a special right after, they're the better option. While HHA and GHA do restock Harvest completely, even on whiff and block, whiffing them or getting blocked leaves you at significant disadvantage. Only use these options if you're sure they'll hit, otherwise you'll end up getting punished. Using HHA OTG also leaves you 0 advantage on hit, and Shigechi does not have a 5 frame option.

Projectiles

Even though Shigechi has access to many different projectiles, his zoning is not that strong in most matchups. Lacking a cheap, repeatable, low recovery, horizontal projectile it's generally hard to keep characters out. Shigechi needs to especially worry about his Harvest cost, as he will need to keep it up to continue his pressure. Luckily, you can take away some of the cost by using 4/6S>Special, to keep up rhythm and maintain stacks, but you're generally sticking to 1 Stack projectiles unless you want to surprise the opponent. Your main projectile options in neutral are 623L, Offensive 236L, Defensive 214L>6X and 214M>6X.

  • 623L is amazing against stationary opponents, as it has incredibly low recovery, good damage, but bad startup and tracking. It leaves you at great advantage if they block it, but if the opponent has access to a dash, this move will pretty much always whiff if they move. This does force them to move, which you can use to predict your opponents actions. You can fake this move by inputting 623L>214X in Defensive Mode, putting up a wall instead of spawning the projectile, while only use one stack of Harvest.
  • Offensive 236L can work, but is rather slow and doesn't reach far. Your opponent can easily jump over them, and as Shigechi doesn't have access to a good Anti-Air, you'll be struggling to counter this. If you do hit, the launch is techable.
  • Defensive 214L>6X is one of your best options. While the projectile arc going from down to up isn't the best, the pressure you create between holding your wall and shooting it is great. You can block jump-ins if you hold up your wall, and pressure them to block at range with the projectile. Great at preventing rushdown from brainlessly engaging. Provides hard knockdown on hit, which can be followed up on with (5S>)6S>214L(>214) as extra damage.
  • Defensive 214M>6X is by far the strongest option. Aside from all the positives mentioned for 214L>6X, it's a straight firing projectile with fast startup which on hit/block completely skips neutral and gives you advantage. Be aware that this options does cost 2 Stacks of Harvest, reducing your options for combo after. IF you're opponent sees it coming it'll be pretty easy to jump over or Stylish Guard as well, leaving you with (almost) no stacks and advantage for your opponent. Don't use it too much when your opponent starts to catch on.

VS. Zoning

Surprisingly one of Shigechi's strong points. You'd expect the little guy with tiny arms to struggle against zoners, but he has a few tools which work well against them:

  • 623L is one of his best tools against projectile zoners. Low recovery and tracking to the opponents position lets it easily win projectile wars if used smartly. It's biggest weaknesses, the bad tracking, is a non-issue when fighting against stationary projectile zoners. You turn the tables on them as long as you keep your stacks up, so make sure to keep those 4/6S>623L going.
  • Defensive 214X>6X Auto Guards every non-HHA/GHA projectile, as well as every non-Throw-based attack, even Unblockables. Can be used to take the hit from the projectile, but the 214L/M versions' projectiles don't clash well with the next projectiles after that, as they are only one hit. In contrary 214H>6X is fast, can low-profile a lot of projectiles, and launches your opponent so you have to time to get in on them. It does cost 3 stacks of Harvest, though.
  • Dash-Dodge is a pretty universal option, but Shigechi specifically benefits from being able to cancel his Dash into Dodge earlier than most characters. Just repeatedly inputting 66>D>66>D>... will easily get you through repeated Emerald Splashes.

Honerable mentions: 2H can low-profile certain projectiles, for instance it goes under Kakyoin's Emerald Splash. 41236L can low-profile certain projectiles and causes bind into crumple on hit so you can get in, however it's rather slow and is on the higher end of recovery.

Offense

Okizeme

2H

  • 2H>4/6S>4/6S>623L>66>5M(whiff)>2L/Throw - Simultaneous Meaty Strike/Throw | Defense - 2L: Backdash, Block, Styilish Guard, Stylish Evade, Quick Super / Throw: Backdash, Tech, Quick Super jumping will result in getting hit by 623L and Shigechi can combo after. | Can be Backdashed or fuzzied against with SE>Tech with no counterplay.
  • 2H>4/6S>4/6S>623L>5M(whiff)>5H/66>2L/Throw - Simultaneous Meaty Strike/Throw, different order than the previous one, but harder, has an option against backdash. | Defense - 2L: Backdash, Block, Styilish Guard, Quick Super or Stylish Evade / Throw: Backdash, Quick Super or Tech, jumping will result in getting hit by 623L and Shigechi can combo after / 5H: Block, Styilish Guard, Quick Super or Stylish Evade. | Can be fuzzied against with SE>Tech with no counterplay, use 5H to counterplay Backdash.
  • 2H>4/6S>4/6S>623L>9(>d.j.M) - Character Specific Projectile Cross-up | Defense: Stylish Guard, Block, Stylish Evade. | Shigechi cannot jump over all characters to cross-up. Highly suggest using the j.M regardless for extra damage and beating Backdash. Risky option as opponent can react to the jump and Stylish Guard for guaranteed punish.
  • 2H>4/6S>4/6S>623L>669>d.j.H/Empty - Manual Overhead (Fake) | Defense - j.H: Stylish Guard, Block, Stylish Evade, Quick Super / Empty: Any reversal. | Not a safejump, has to be manually timed. Can use j,H to punish Backdash heavy opponents, use Empty to push the opponent out of the 623L and punish their SG. Gets beaten by fuzzies.
  • 2H>4S>6S>623L>4123[6]>L or 2H>4/6S>4/6S>623L>d.41236L - Character Specific Simultaneous Hit Command Throw | Defense: Backdash. Very manual timing, need to be close enough for Offensive 41236L rising hitbox. Opponent's hurtbox needs to be wide enough on wake-up to connect.

Offensive 214X

Backthrow

  • Backthrow>[66]>2L/d.Throw - Meaty Strike/Manual Throw - Hold until near opponent, 2L has a few active frames and can hit meaty, Throw will have to be manually delayed. Defense: Block, Styilish Guard, or Stylish Evade against 2L / Tech or Jump against Throw. Can be OS'd against with SE>Tech, can counterplay by shimmying out of Grab range and punishing with a normal.

Pressure

Resets

Defense

Anti-Air

Unfortunately, Shigechi does not have access to any invincible DPs or the like, so we have to get a bit more creative. Options like 2M/H and 623L are interesting, but inconsistent. The best 2M can do is trade or clash, and 2H's low profile is incredibly inconsistent but worth mentioning. As is 623L>Block, but this has to be done preemptively, as the recovery of 623L still exists. Despite the lack of a traditional anti-air, Shigechi isn't completely useless once your opponent leaves the ground. Your best options will generally be Defensive 214X and Stylish Guard.

  • 214X: Your safest option. Its ability to not necessarily need to block the opponent's hit while also being able to release your attack at any time allows for great flexibility in comparison to other options. Be aware that you'll need to use 214M>6X or Flash Cancel to make this safe on block, as you'll generally be performing the attack as the opponent lands. Its biggest weakness is its inconsistency, as (jumping) normals with large horizontal hitboxes will hit the other side of the wall and hit your through it. The wall itself will automatically turn around if the enemy themselves goes to the other side of you. 214L>6X could work as a projectile against dash-jumping opponents, as it slightly angles up.
  • Stylish Guard: A more risky option, but could reward you with a full combo if successful. Unfortunately your advantage is even or just too small to punish the opponent in most situations after Stylish Guarding a jumping normal. This option is also way harder on the punish, as an empty jump from your opponent will result in you being free to combo, as you have no option to Flash Cancel Stylish Guard.
  • Dash Under: Also very risky, but works great as an anti-air against floaty forward jumping H; quickly dash under the opponent and punish their 6f recovery. This can also work against neutral jumps and dashjumps, but it would have to be a read, and the risk of eating a full combo is generally not worth it.

Wake-Up

Assist Usage

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