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

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Introduction

Wamuu, honored strategist and villain in Battle Tendency, the second part of JoJo's Bizarre Adventure, is a footsies-focused mix-up and guard-crushing monster. Thanks to his tall stature and long reach, he can access great normals such as 5M, 5H, 2H, and j.H. He possesses a variety of mix-up tools: "I, Wamuu, will now consider you to be worthy prey!" gives him an overhead and decent left-right mix, while "He bent backwards!" can let him cancel his pressure to bait Stylish Guard or catch the opponent's mashing. Another strength is Wamuu's ability to consistently anti-air, with variations of "Never stand in my shadow!" and great standing normals. This all works well with his qualities as a Stone Mask character, allowing him to gain health back as he puts the opponents in ruthless blockstrings.

Like his fellow Pillar Men, Wamuu has access to Modes in order to enhance his abilites; uniquely, he is also the most complex user, possessing 3 different Modes that all affect his normals, special moves, combos, and pressure. Each one also increases the Guard Damage and chip damage of his various special moves, including "Raging Tornado Aftermath!", which can both pull in opponents and destroy projectiles. With mastery of each Mode and the benefits they provide, Wamuu can be thoroughly equipped for any situation or match-up.

That being said, the most honorable of the Pillar Men does have his drawbacks, the top being his lack of normal movement options: as one of three characters who lack the ability to run (the others being Johnny while Dismounted and Wonder of U), he cannot dash-jump or dash-cancel buttons like other characters. Wamuu can also be resource-intensive, as entering either "Wind Mode" or "Vapor Barrier" prevents him from gaining meter, which he desperately needs to Flash Cancel for combos, invest in HHA for damage, or make himself safe after a wrong read. Those who enjoy playing a strong, offensive/defensive mid-range game with the ability to augment their gameplan on the fly, would certainly enjoy the master of the winds.

  • Stone Mask: Wamuu incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
  • Modes: Wamuu has three different installs, all of which change the properties on his normals and special moves.
  • Step Dash: In place of a run, Wamuu possesses a step dash, which covers a longer distance than most dashes at the cost of not being cancelable.
Playstyle
JJASBR Wamuu Small Icon.png Wamuu is a Mode character whose gameplan is centered around the neutral, blockstring pressure, and mix-ups.
Pros Cons
  • Large Buttons: Wamuu possesses a variety of large buttons that can serve as either mid-range harassment tools or excellent anti-air options.
  • Strong Block Pressure: Between "He bent backwards!", the ability to cancel into "Wind Mode" during blockstrings, and various other offensive special moves, Wamuu can create blockstrings that either deal very high Guard Damage or straight up cause a Guard Break.
  • Modes: Between his 3 Modes, Wamuu can change his gameplan and movement options, becoming scarier on both hit and block. Each one also upgrades his damage, progressively making blockstrings and combos more damaging.
  • Anti-Zoning: Wamuu also possesses many tools to get around zoning. This allows him to play defensively without having to worry about projectiles that normally control the mid-range.
  • Expensive: Between his various Modes, their meter gain prevention, and reliance on HHA and Flash Cancels for damage, Wamuu often needs to spend time outside of Mode to build enough bar to make his offense worthwhile.
  • Low Meterless Damage: Wamuu can struggle to get very high damage without using meter or Assists and suffers because of it.
  • Lack of Flash Cancel: Wamuu loses the ability to Flash Cancel "Never stand in my shadow!" once "I shall see with the wind." is active. This makes his high-damage routes dependent on Assist availability.

Modes

Wamuu has access to several installs in order to enhance his abilities.

  • Wind Mode (Mode 1) is activated by pressing the Style button, and costs no meter. With the quick start up of this mode, it can be used to extend combos. This Mode enhances Wamuu's special moves by increasing their damage and adding other properties, such as brief invisibilty (which brings immunity against most projectiles). This Mode also shortens Wamuu's jump arc in addition to making said jump faster.
  • Vapor Barrier (Mode 2) is activated by pressing 22S, and costs one HH Gauge. This Mode further enhances Wamuu's special moves, in addition to making Wamuu invisible and immune to most projectiles. Wamuu's jump is at its fastest (and his jump arc at its shortest) in this Mode.
  • I shall see with the wind. (Mode 3) is Wamuu's final install, and is activated by pressing 63214+two attack buttons. For the cost of two HH Gauges, Wamuu enhances his special moves the most, gains access to "Whooosh!", and can deal chip damage with his normals. Unlike the previous Modes, Wamuu's jump is not altered in any way (but the damage on his aerial attacks does increase).

The following moves are affected by all Modes:

The tradeoff for using Mode is that while in "Wind Mode" and "Vapor Barrier", Wamuu is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA or GHA, or is forcefully knocked out of the install by taking a hard knockdown. Additionally, activating "I shall see with the wind." locks Wamuu out of his other two installs for the rest of the match, each of which have their own advantages.

Stats

Style Health Low Health Mode Hashtag(s)
Mode 950 Rumble #ASBR_WAM
#ASBR_WMU

Move List

Normal Moves

5L
5L
JJASBR Wamuu 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 15
Mode 1: 16
Mode 2/3: 17
Mid 6 - - -6 -2

Wamuu jabs the opponent with his fingers.

  • A tremendous defensive option against dash jumps and an excellent poke.
  • Cancelling into 421M gives Wamuu access to a grounded cross-up.
  • Sets him up close for his Throw.
5M
5M
JJASBR Wamuu 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 22
Mode 1: 23
Mode 2/3: 24
Mid 8 - - -12 -8

Wamuu attacks with a wind-laced step kick.

  • A central core of his offensive gameplan due to its incredible reach, going as far as some Stand characters' normals and even special moves.
  • Can also serve as an active anti-air option.
  • At point blank range, can be canceled into 421M for a cross-up.
  • At max range, can push the opponent out of 5H/2H range.
5H
5H
JJASBR Wamuu 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 38
Mode 1: 39
Mode 2/3: 40
Mid 12 - - -10 -4

With his fingers extended, Wamuu swings his arm upwards.

  • A high hitting anti-air option and combo filler.
  • Often cancelled into 623M > Flash Cancel for a combo.
2L
2L
JJASBR Wamuu 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 14
Mode 1: 15
Mode 2/3: 16
Low 6 - - -4 0

Wamuu attacks with a low kick.

  • Like 5L, can be canceled at close range into 421M for a crossup.
  • Can be chained together 3 times in a block string before pushing the opponent out of range.
2M
2M
JJASBR Wamuu 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 20 (10*2)
Mode 1: 22 (11*2)
Mode 2/3: 24 (12*2)
Low 10(1)1 - - 0 +4

Wamuu creates a horn out of wind and swings it upwards.

  • Double-hitting, long range low.
  • Slightly less range than 5M, but better pushback, making it a great option on block to bait normals and punish.
  • Great combo filler, and can be cancelled into 214L>L at max range for a combo.
2H
2H
JJASBR Wamuu 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 36 (18*2)
Mode 1: 38 (19*2)
Mode 2/3: 40 (20*2)
Low 12(5)1 - - -4 HKD

Wamuu extends his arm while covering it with wind.

  • The second hit causes hard knockdown.
  • Both hits are special-cancelable. This is mainly taken advantage of to cancel the first hit in order to continue combos.
6H
6H
With the strength of a pillar!
JJASBR Wamuu 6H (1).png
JJASBR Wamuu 6H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 34
Mode 3: 46
Mid 26 - - -22 Crumple

Wamuu takes a step forward and attacks with a clothesline.

  • Causes crumple against grounded opponents.
  • Causes hard knockdown against airborne opponents.
    • This hard knockdown is unique in that it does not override other hit effects.
  • Cannot be Flash Canceled.
  • Affected by Modes.
    • Guard Damage increases with each Mode.
    • Gains increased damage and Super Armor during startup while "I shall see with the wind." is active.
JL
j.L
JJASBR Wamuu Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 18
Mode 1: 20
Mode 2: 22
Mode 3: 26
Overhead 8 - - - -

Wamuu puts his knees in front.

  • Can tick into his Throw.
  • Can use j.421X to mix up Wamuu's landing time.
JM
j.M
JJASBR Wamuu Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 40 (4, 5, 6, 7, 18)
Mode 1: 43 (5, 5, 6, 7, 20)
Mode 2: 48 (5, 5, 7, 9, 22)
Mode 3: 52 (6*2, 7, 9, 24)
Overhead 10(1)1(1)1(1)1(1)1 - - - -

Wamuu creates a horn out of the wind and extends it downwards.

  • Great angle to catch opponents after jumping over projectiles.
JH
j.H
JJASBR Wamuu Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 40
Mode 1: 41
Mode 2: 42
Mode 3: 48
Overhead 14 - - - -

Wamuu attacks with a gigantic axe kick.

  • Largest jump-in in his kit, has the ability to cross up.
  • Instant j.H will hit unsuspecting opponents, allowing for combos.

Special Moves

623X
Never stand in my shadow!
623L/M/H
JJASBR Wamuu 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 50
Mode 1: 55
Mode 2: 60
Mode 3: 65 (5, 60)
Mid Normal, Mode 1/2: 10
Mode 3: 10(1)1
- - Normal: -24
Mode 1/2: -28
Mode 3: -26
KD
Medium Normal: 55 (5, 50)
Mode 1: 60 (5, 55)
Mode 2: 65 (5, 60)
Mode 3: 70 (5*2, 60)
Mid Normal, Mode 1/2: 12(1)1
Mode 3: 12(1)1(5)1
- - Normal, Mode 1/2: -26
Mode 3: -20
KD
Heavy Normal: 60 (5*2, 50)
Mode 1: 65 (5*2, 55)
Mode 2: 70 (5*2, 60)
Mode 3: 75 (5*3, 60)
Mid Normal: 18(1)1(1)1
Mode 1/2: 22(1)1(1)1
Mode 3: 18(1)1(1)1(1)1
- - Normal, Mode 1/2: -28
Mode 3: -24
KD

Wamuu performs an upwards reverse kick while summoning a current of wind.

  • The damage, range and recovery frames are all determined by the version used.
  • All versions launch opponents on their final hit.
  • Large vertical range, able to catch Super Jumps.
  • Affected by Modes.
    • All versions become partially invisible while "Wind Mode" is active.
    • All versions gain extra hits with every Mode.

L version:

  • Wamuu slides very slightly, almost remaining in place.
  • Best version for anti-airs due to speed and range.

M version:

  • Wamuu slides a bit further.

H version:

  • Wamuu slides even further.
  • Invincible until the end of its active frames, but pays with the longest startup.
  • Cannot be Flash Canceled, nor canceled into HHA.
214X
He bent backwards!
214L/M/H
JJASBR Wamuu 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total XX - -
Medium - - - - Total XX - -
Heavy - - - - Total XX - -

Wamuu performs a front flip.

  • The version used determines the distance traveled.
  • Wamuu has lower-body invincibility during the move.
  • Recovery can be canceled into Throw and normals, but not into command normals or special moves.
  • Affected by Modes.
    • Wamuu becomes partially invisible during the flip's later portion while "Wind Mode" is active.

L version:

  • Wamuu covers the least distance.
    • Can be used as a substitute for a standard dash, allowing Wamuu a very low-tech version of other characters' dash-cancel pressure.

M version:

  • Wamuu covers a slightly longer distance.
    • Can be used as a substitute for a standard dash, allowing Wamuu a very low-tech version of other characters' dash-cancel pressure.

H version:

  • Wamuu covers the longest distance.
214X-X
He bent backwards! (Follow-Up)
214L/M/H > L/M/H
JJASBR Wamuu 214X-X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 75 (15, 20, 40)
Mode 1: 100 (30, 20, 50)
Mode 2: 108 (33, 20, 55)
Mode 3: 116 (36, 20, 60)
Mid - - - Normal/Mode 3: -42
Mode 1/2: -40
-
Medium Normal: 85 (25, 20, 40)
Mode 1: 103 (33, 20, 50)
Mode 2: 111 (36, 20, 55)
Mode 3: 119 (39, 20, 60)
Mid - - - Normal/Mode 3: -52
Mode 1/2: -50
-
Heavy Normal: 95 (35, 20, 40)
Mode 1: 106 (36, 20, 50)
Mode 2: 114 (39, 20, 55)
Mode 3: 122 (42, 20, 60)
Mid - - - Normal/Mode 3: -64
Mode 1/2: -62
-

Wamuu follows up his front flip with a kick.

  • The move's recovery frames are determined by the version used.
  • The kick's range is influenced by the version of "He bent backwards!" used beforehand.
  • Causes knockback on hit.
  • Massively unsafe on block across all versions. Needs to be Flash Canceled for blockstrings or safety.
  • Affected by Modes.
    • In all Modes, causes even stronger knockback on hit and triggers a wallbounce, in addition to causing hard knockdown.
      • The wallbounce effect makes it an optimal way to land HHA.
    • Guard Damage only increases while "I shall see with the wind." is active.

L version:

  • Pushes opponents away the least on block.

M version:

  • Pushes opponents away further on block.

H version:

  • Pushes opponents away the most on block.
421X
I, Wamuu, will now consider you to be worthy prey!
421L/M/H
JJASBR Wamuu 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 55
Mode 1: 60
Mode 2: 65
Mode 3: 60 (5, 55)
Overhead Normal/Modes 1/2: 24
Mode 3: 24(1)1
- - -4 Groundbounce
Medium Normal: 60
Mode 1: 65
Mode 2: 70
Mode 3: 70 (10, 60)
Overhead Normal/Modes 1/2: 28
Mode 3: 28(1)1
- - -4 Groundbounce
Heavy Normal: 65
Mode 1: 70
Mode 2: 75
Mode 3: 80 (15, 65)
Overhead Normal/Modes 1/2: 32
Mode 3: 32(1)1
- - Normal/Mode 3: -12
Mode 1/2: -10
Groundbounce

Wamuu somersaults and unleashes a downward swipe.

  • The distance and trajectory Wammu covers is determined by the version used.
  • Causes a groundbounce on hit.
  • Affected by Modes.

L version:

  • Moves forward the least, but can cross up with specific setups.
  • Safe due to pushback in some matchups.
  • In Mode 1, it has a large, delayed hitbox that can catch punish attempts or opponents asleep at the wheel.

M version:

  • Moves forward more than the L version, allowing it to cross up more reliably.
  • In Mode 2, it has a large amount of pushback and can be used to make Wamuu completely safe.

H version:

  • Moves forward the most.
  • Also moves upwards at a slight angle, great for avoiding low strikes and projectiles.
  • Can often be low-profiled due to the height at Wamuu travels. Use for reads only.
J421X
I, Wamuu, will now consider you to be worthy prey! (Air)
j.421L/M/H
JJASBR Wamuu 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 50
Mode 1: 55
Mode 2: 60
Mode 3: 55 (5, 50)
Overhead Normal/Modes 1/2: 20
Mode 3: 20(1)1
- - - Groundbounce
Medium Normal: 55
Mode 1: 60
Mode 2: 65
Mode 3: 65 (10, 55)
Overhead Normal/Modes 1/2: 24
Mode 3: 24(1)1
- - - Groundbounce
Heavy Normal: 60
Mode 1: 65
Mode 2: 70
Mode 3: 75 (15, 60)
Overhead Normal/Modes 1/2: 28
Mode 3: 28(1)1
- - - Groundbounce

While in the air, Wamuu unleashes a downward swipe.

  • The momentum applied to Wammu is determined by the version used.
  • Causes a groundbounce on hit.
  • Can create ambiguous mix-ups when used during a jump directly over an opponent.
  • TK-able with practice, creating a low height overhead important to his mix-ups.
  • Affected by Modes.

L version:

  • Stays in place.

M version:

  • Moves straight down at a slow speed.

H version:

  • Moves straight down at a fast speed.
22H
Victim of your own delusion
22H
JJASBR Wamuu 22H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 35
Mode 1: 38
Mode 2: 41
Mode 3: 44
Overhead Normal/Mode 3: 46
Mode 1/2: 40
- - - -

Wamuu brings out a broken column and smashes the opponent with it.

  • Can only be used when the opponent is downed, but can be timed to attack while they stand up.
    • Causes a groundbounce on hit against standing opponents.
  • Cannot hit airborne opponents at all.
  • Cannot be Flash Canceled.
  • Affected by Modes.
  • Builds a good chunk of meter; key to Wamuu's meter building routes normally and in Mode 3.
236S
Raging Tornado Aftermath!
236S
JJASBR Wamuu 236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 14 (0, 2*4, 6) [50 (0, 2*22, 6)]
Mode 1: 20 (0, 3*4, 8) [74 (0, 3*22, 8)]
Mode 2: 26 (0, 4*4, 10) [98 (0, 4*22, 10)]
Mode 3: 34 (0, 5*4, 14) [124 (0, 5*22, 14)]
Mid 40 - - -6 KD

Wamuu leans forward and spins the wires on his headgear into a vortex.

  • The final hit launches opponents.
  • Can be extended by pressing S repeatedly. Data in [] is for the fully extended versions.
  • Pulls the opponent in from anywhere on the screen in front of Wamuu.
  • Destroys non-GHA projectiles.
  • Can be Flash Canceled for combo potential.
  • Has hitboxes on the left and right sides of the move, catching opponents who only SG once.
  • Affected by Modes.
    • Each Mode increases damage, Guard Damage, chip damage, pull strength/distance, and duration.
  • IMPORTANT: While the initial hitbox present in the pull applies hitstun, at some ranges they can recover before reaching Wamuu, allowing for time to input SGs, HHAs, or GHAs to punish him. Be prepared to Flash Cancel or suffer damage on a wrong read.

System Mechanics

Throw
Throw
Go for the throat and lungs!
5/4 + Any Two Attack Buttons
JJASBR Wamuu Throw (1).png
JJASBR Wamuu Throw (2).png
Forward
Forward
JJASBR Wamuu Throw (3).png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 Throw - - - - -

Wamuu jams his fingers into the opponent's neck before slamming them into the ground.

  • Leaves the opponent right next to Wamuu.
    • Perfect distance to cancel into both 22H and his oki gameplay.
    • Both Throws slightly rotate the axis. Small factor but it can be helpful to reposition Wamuu *along* the wall, where his combo game can shine.
  • Aside from unique animations and direction, both Throws are identical.
Assist
Assist
He bent backwards!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Wamuu Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
First Half: 0
Second Half: 95 (35, 20, 40)
Mid - - - - -

Wamuu performs a front flip, following up with a kick.

  • Assault Assist Stocks: 3
  • Reversal Assist Stocks: 1
  • Based on 214H > H
  • Causes knockback on hit.
5S
Wind Mode
5S
JJASBR Wamuu Mode On (1).png
Animation
Animation
JJASBR Wamuu Mode On (2).png
Mode On
Mode On
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode On - - - - Total XX - -
Mode Off - - - - Total XX - -

Turns Wind Mode on/off.

  • Has incredibly quick startup, allowing for mid-combo or blockstring uses similar to a Quick Stand On.
  • Conversely, it has large recovery on deactivation. Best done after 2H or Throw due to the recovery time.
  • Can go into "Vapor Barrier" from Wind Mode, but not into "I shall see with the wind".
22S
Vapor Barrier
22S
JJASBR Wamuu 22S (1).png
Animation
Animation
JJASBR Wamuu 22S (2).png
Mode On
Mode On
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Wamuu activates his Vapor Barrier by cloaking himself with wind.

  • Costs 1 HH Gauge.
  • Using an HHA during "Vapor Barrier" will remove its meter cost.
  • Has a decent amount of recovery frames, making it impossible to use as a call-out against zoning.
  • Makes Wamuu invisible and immune to every projectile except for HHA/GHA-based ones.
    • Will not protect Wamuu from Caesar's "Bubble Cutter" and "Gliding Bubble Cutter".
63214XX
I shall see with the wind.
63214 + Any Two Attack Buttons
JJASBR Wamuu 63214XX (1).png
Animation
Animation
JJASBR Wamuu 63214XX (2).png
Mode On
Mode On
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Wamuu blinds himself and extends his horn.

  • Requires 2 HH Gauges.
  • Wamuu is able to act immediately out of the animation, making it useful for combos.
  • Activation is permanent and lasts between rounds.
  • Causes Wamuu's normals to deal chip damage.
    • Also increases the launching power of his normals for combo purposes, specifically his 5L, 5M, and 5H.
  • Enables the use of "Whooosh!".
  • Disables the use of "Wind Mode" and "Vapor Barrier" when activated.
  • Renders Wamuu immune to Weather's HHA.
236X
Whooosh!
236L/M/H during "I shall see with the wind."
JJASBR Wamuu 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 75 (5*6, 45) Mid 26 - - -6 Crumple
Medium 92 (7*6, 50) Mid 34 - - -8 Crumple
Heavy 109 (9*6, 54) Mid 50 - - -8 Crumple

Wamuu slides forward horn-first to attack the opponent.

  • The final hit causes crumple against grounded opponents, and hard knockdown against airborne opponents.
    • This hard knockdown is unique in that it does not override other hit effects.
  • All versions do little scaling in terms of Guard Damage. This makes them very threatening tools to cancel into on block.

L version:

  • Covers the least distance with the shortest startup.
  • Does about 40% Guard Damage on its own.

M version:

  • Covers average distance with average startup.
  • Does about 50-55% Guard Damage on its own.

H version:

  • Covers the most distance with the longest startup.
  • Does 60-65% Guard Damage on its own.

Heart Heat Attack

Ultimate Technique! Divine Sandstorm!
236 + Any Two Attack Buttons
JJASBR Wamuu HHA (1).png
JJASBR Wamuu HHA (2).png
Like a sandstorm in space
Like a sandstorm in space
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
199 (50, 8*8, 5*11, 30) Mid - - - - HKD

Rapidly spinning his arms, Wamuu generates a huge, devastating sandstorm vortex, covering a massive range in front of him.

  • Curves upwards after a certain point.
  • Only causes a hard knockdown if the final hit connects.
  • Ends "Wind Mode" and "Vapor Barrier" upon use.

Great Heat Attack

Ultimate Technique! Atmospheric Rift
236L+M+H
JJASBR Wamuu GHA (1).png
JJASBR Wamuu GHA (2).png
JJASBR Wamuu GHA (3).png
JJASBR Wamuu GHA (4).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
318 (7*3, 11*2, 8*10, 9*4, 8*4, 4*4, 7*2, 4*10, 6*8, 11) Mid - - - - HKD

Wamuu turns his horn into a giant wind-based drill and swings the razor-sharp stream of air to knock the opponent into the air above him. He then rapidly juggles them above his head with the drill, and finishes by focusing the drill into his opponent for a powerful attack that sends them flying.

  • The initial hit reaches past midscreen.
  • Non-cinematic until the final 9 hits; can be blocked all the way.

Costumes

Normal

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

Special

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