JoJo's Bizarre Adventure: All-Star Battle R/Wonder of U

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Introduction

Insert character introduction here.

  • Force of Calamity: Wonder of U is protected from Normal Throws, and some of its moves are enhanced the lower its Health becomes.
  • Step Dash: In place of a run, Wonder of U possesses a step dash that cannot be cancelled.
Playstyle
JJASBR Wonder of U Small Icon.png Wonder of U is a Stand character who manipulates the calamity to keep the opponent away.
Pros Cons
  • Good Defense: Alongside having a counter, Wonder of U has the passive ability to tech any throws attempted by the opponent at the cost of White Damage.
  • Comeback Factor: With Calamity Levels increasing WoU's damage and properties for its specials, they'll naturally become stronger the closer it is to losing the game.
  • Low Health: Wonder of U has amongst the lowest health in the game, making it more susceptible to high damaging combos.

Force of Calamity

When Wonder of U's Health falls below certain thresholds, a bell will be heard, signifying the Calamity Level (visible above the HH Gauge) has increased. As the Calamity Level increases, Wonder of U's Special Moves, HHA, and GHA gain increased damage, with the former also gaining additional properties.

Wonder of U starts every round with Calamity Level 1, becomes stronger upon reaching Calamity Level 2 (achieved upon losing 30% of its total Health), and exhibits its maximum effectiveness at Calamity Level 3 (achieved upon losing 60% of its total Health). Calamity Levels gained will not be reversed should Wonder of U heal beyond their threshold (via White Damage, for example).

As a passive effect from this ability, Wonder of U will automatically escape universal Throws under any circumstance, at the cost of taking the Throw's damage as White Damage.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 850 Rumble #ASBR_WOU

Move List

Normal Moves

5L
5L
JJASBR Wonder of U 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid 4 - - -4 0

Wonder of U elbows the opponent.

  • Very stubby, even for a jab.
5M
5M
JJASBR Wonder of U 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 6 - - -6 -2

Wonder of U attacks with the handle of its cane.

  • Moves Wonder of U forward.
  • The main button for poking in neutral.
5H
5H
JJASBR Wonder of U 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid 12 - - -18 -12

Wonder of U swings its cane downwards.

  • Moves Wonder of U forward slightly.
  • Has more range than 5M, but is riskier to throw out due to its long recovery.
2L
2L
JJASBR Wonder of U 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Low 6 - - 0 +4

Wonder of U jabs in front.

  • A standard crouching jab.
2M
2M
JJASBR Wonder of U 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid 6 - - -12 -8

Wonder of U attacks upwards with the handle of its cane.

  • Moves Wonder of U forwards slightly.
  • Due to its shorter range and worse frame data in comparison to 5M, as well as not hitting Low, this normal is relegated to mainly being used in combos.
  • Despite the angle of the attack, this is not good for anti-airs.
2H
2H
JJASBR Wonder of U 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low 16 - - -10 HKD

Wonder of U swings its cane sideways.

  • Causes hard knockdown.
  • Wonder of U's largest grounded button.
JL
j.L
JJASBR Wonder of U Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 6 - - - -

Wonder of U attacks with its knee.

  • Can be used as a cross-up, though the spacing is a little hard to get compared to other cross-up aerials.
  • A very good air-to-air due to being tied with the fastest start-up an air normal can have.
    • Due to Wonder of U's very floaty jump, it can be punished for hitting a raising j.L. Make sure to cancel into "That's strange... wh-when did..." in these scenarios.
JM
j.M
JJASBR Wonder of U Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 10 - - - -

Wonder of U extends its cane forward.

  • Reaches very far forward, making it an excellent aerial to throw out for air-to-airs and jump-ins.
JH
j.H
JJASBR Wonder of U Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 14 - - - -

Wonder of U attacks downwards with the handle of its cane.

Special Moves

236X
The flow of calamity is coming for you.
236L/M/H
JJASBR Wonder of U 236X (1).png
Initial Toss
Initial Toss
JJASBR Wonder of U 236X (2).png
Trap
Trap
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LV1: 70 (30, 40)
LV2: 80 (30, 50)
LV3: 90 (30, 60)
Mid 24 - - -6 -4
Medium LV1: 70 (30, 40)
LV2: 80 (30, 50)
LV3: 90 (30, 60)
Mid 24 - - -6 -4
Heavy LV1: 70 (30, 40)
LV2: 80 (30, 50)
LV3: 90 (30, 60)
Mid 24 - - -6 -4
Shards LV1: 40
LV2: 50
LV3: 60
Mid - - - - -

Wonder of U tosses a set of test tubes.

  • The version used determines how far Wonder of U will toss the test tubes.
  • The LV3 version causes crumple on the second hit.
  • Despite being considered a projectile, it cannot be reflected.
  • The test tubes will remain active even if Wonder of U is hit.
  • If the test tubes clash against another projectile, their shards can hit opponents close enough to Wonder of U.
  • If the test tubes do not hit the opponent, their broken remains will stay on the ground for 5 seconds, acting as a trap. However, the shards will not manifest if the test tubes are destroyed off-screen.
    • For the LV3 version, the shards cause crumple on hit.

L version:

  • Tosses the test tubes about a character away.

M version:

  • Tosses the test tubes about two characters away.

H version:

  • Tosses the test tubes about 1/3 of the screen.
214X
Something's coming in!
214L/M/H
JJASBR Wonder of U 214X (1).png
Start
Start
JJASBR Wonder of U 214X (2).png
LV1
LV1
JJASBR Wonder of U 214X (3).png
LV2
LV2
JJASBR Wonder of U 214X (4).png
LV3
LV3
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LV1: 60
LV2: 75 (15*5)
LV3: 90
Mid 44 - - - -
Medium LV1: 60
LV2: 75 (15*5)
LV3: 90
Mid 70 - - - -
Heavy - - - - Total XX - -

Wonder of U summons an object from the sky that falls onto the opponent.

  • The version used affects the object's time of descent.
  • The object's descent angle is decided at the end of the move's startup, ensuring the move reaches fullscreen.
  • Despite being considered a projectile, the object cannot be deflected.
  • The object dropped and its properties change with each Calamity Level:
    • LV1 version summons a bunch of leaves, which do not possess noteworthy properties.
    • LV2 version summons a larger bunch of leaves, which has a larger hitbox and hits multiple times.
    • LV3 version summons a piece of steel rebar, which has an even larger hitbox and causes a groundbounce on hit.

L version:

  • Wonder of U summons the object immediately.

M version:

  • Wonder of U delays the summon.

H version:

  • Wonder of U feints the summon, only doing the first part of the animation.
  • Wonder of U can interrupt the animation with normals from frame 21 onwards.
421X
You... attacked me? Me... How...
421L/M/H
JJASBR Wonder of U 421X (1).png
JJASBR Wonder of U 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light LV1: 60
LV2: 70
LV3: 80
- - - - - -
Medium LV1: 60
LV2: 70
LV3: 80
- - - - - -
Heavy LV1: 60
LV2: 70
LV3: 80
- - - - - -

Wonder of U braces itself. If struck, it leaps backwards, with the handle of its cane coming off to hit the opponent.

  • The move's startup changes depending on the version used, inversely affecting recovery.
  • Properties on a successful activation depend on the current Calamity Level:
    • LV1 version launches the opponent away.
    • LV2 version launches and causes a hard knockdown.
    • LV3 version causes crumple.
  • Safer than most other Counters due to the Force of Calamity passive, but still loses to Assists, HHAs and GHAs.
  • Can be triggered by projectiles. If successfully activated by one, the retaliation acts as an unreflectable projectile that lightly tracks the opponent, has very high priority, is allowed to score a Counter Hit, and deals extreme Guard Damage (which increases with each Calamity Level, instantly causing a Guard Break at LV3).

L version:

  • Fastest version with the most recovery.

M version:

  • Balanced speed and recovery.

H version:

  • Slowest version with the least recovery.
22X
That's strange... wh-when did...
22L/M/H (Air OK)
JJASBR Wonder of U 22X (1).png
Ground
Ground
JJASBR Wonder of U 22X (2).png
Air
Air
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total 30 - -
Medium - - - - Total 42 - -
Heavy - - - - Total 52 - -
Light (Air) - - - - Total 24 - -
Medium (Air) - - - - Total 28 - -
Heavy (Air) - - - - Total 32 - -

Wonder of U disappears for a brief moment before reappearing in a new location.

  • The point Wonder of U reappears in depends on the version used.
  • All versions teleport a slightly shorter distance when used in the air.
  • The direction Wonder of U teleports towards depends on which way it is facing, not on which side it is on.

L version:

  • Teleports in front of the opponent.

M version:

  • Teleports backwards (about 2 characters away).

H version:

  • Teleports backwards (about 1/3 of the screen).

System Mechanics

Throw
Throw
The law of calamity!
5/4 + Any Two Attack Buttons
JJASBR Wonder of U Throw (1).png
JJASBR Wonder of U Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 (30*3, 40) Throw 6 3 - - -

Wonder of U teleports within the opponent, damaging them from the inside.

  • Regardless of the version used, Wonder of U's Throws rotate the axis slightly.
  • Leaves the opponent far away from Wonder of U.
  • Both Throws are identical aside from direction.
Assist
Assist
Something's coming in!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Wonder of U Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
90 Mid - - - - -

Wonder of U summons a piece of steel rebar that falls on the opponent.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214L (LV3 version)
  • Causes a groundbounce on hit.
  • Tracks the opponent's position.
5S
Ob-La-Di, Ob-La-Da
5S (Air OK)
JJASBR Wonder of U 5S (1).png
Ground
Ground
JJASBR Wonder of U 5S (2).png
Air
Air
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Ground 70 (10*7) Mid 20 - - +6 KD
Air 70 (10*7) Mid 22 - - - KD

Wonder of U sics the Rock Insect Ob-La-Di, Ob-La-Da on the opponent.

  • Launches the opponent away on hit.
  • Considered a projectile.
  • The grounded version can be canceled into Special Moves from frame 21 onwards, even on whiff.
  • The aerial version pushes Wonder of U backwards slightly.
2S
Do Do Do, De Da Da Da
2S (Air OK)
JJASBR Wonder of U 2S (1).png
Ground
Ground
JJASBR Wonder of U 2S (2).png
Air
Air
JJASBR Wonder of U 2S (3).png
Attack
Attack
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Ground 60 (0, 60) Low, Mid 18(17)1 - - -32 Crumple
Air 60 (0, 60) Low, Mid 24 - - - Crumple

Wonder of U unleashes the Rock Insect Do Do Do, De Da Da Da, who burrows on the ground and emerges to attack the opponent.

  • The second hit causes a crumple.
  • Considered a projectile.
  • Do Do Do, De Da Da Da travels along Wonder of U's axis at the time of use.
  • The grounded version can be canceled into Special Moves from frame 9 onwards, even on whiff.
  • The aerial version briefly suspends Wonder of U in midair.

Heart Heat Attack

The rain! It's coming down hard!
236 + Any Two Attack Buttons
JJASBR Wonder of U HHA (1).png
JJASBR Wonder of U HHA (2).png
"It's best to prioritize safety."
"It's best to prioritize safety."
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV1: 153 (10*14, 13)
LV2: 181 (12*14, 13)
LV3: 210 (14*15)
Mid - - - - -

Wonder of U walks away from the opponent as acid rain starts to pour.

  • Very long startup, but compensates by hitting the entire stage.
  • Deals a very large amount of Chip Damage and Guard Damage.
  • Can hit OTG, and is capable of relaunching downed opponents.
    • Oddly, it is not affected by OTG Damage Scaling penalties.

Great Heat Attack

Calamity is coming.
236L+M+H
JJASBR Wonder of U GHA (1).png
"You can't touch me."
"You can't touch me."
JJASBR Wonder of U GHA (2).png
"Calamity is not a force for good."
"Calamity is not a force for good."
JJASBR Wonder of U GHA (3).png
"Nor does it care about evil."
"Nor does it care about evil."
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV1: 440 (50, 50, 90, 10*11, 140)
LV2: 470 (50, 50, 90, 12*11, 148)
LV3: 500 (50, 50, 90, 14*11, 156)
- - - - - -

Wonder of U poses while stating that it cannot be touched. Should the opponent try to attack it, they will be subjected to various calamitous events, culminating with an airplane's spoiler crashing upon them at full speed.

  • Counter, and the third most damaging GHA (and move in general) in the game.
  • Safer than other Counter GHAs due to the Force of Calamity passive, but still loses to projectiles and Assists.
  • Unlike other Counter GHAs, Wonder of U does not possess invulnerability after a successful activation. Because of this, well-timed Assists can actually interrupt it after being triggered.

Costumes

Normal

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

Toru

Toru (Color 1)
Toru (Color 2)
Toru (Color 3)
Toru (Color 4)

Navigation

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