User:Ajaxx

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Introduction

Avdol is an Egyptian stand user from part 3 of JoJo’s Bizarre Adventure, Stardust crusaders. Wielding Magicians Red, Avdol is a Jack of all trades character with an answer for most situations. In user mode, Avdol has an adequate array of tools for playing the mid-range game, including his long-reaching JM, JH, 5H, 2H, Projectile, and Whip specials. Thanks to his heavy whip, Avdol can meterless my transition into Stand mode, giving him relatively high damage meterless combos that build anywhere from .5 to a full bar to use on the next hit.

In stand mode, Avdol gains some new tools and great buttons, such as 5M, 5H, JH, and 2L, which is his longest low poke. Here his fireball becomes a tracking orb to start or extend combos, an actual DP with invincibility, a series of slashes that start combos, and a high-risk high-reward parry strike that can lead to 60-70% damage. Both his Orb and 22X are key to his Oki game, where one wrong block or read can lead to Avdol's dangerous combo game

That said, Avdol’s flame doesn’t burn the brightest in some areas. No command grabs or command normals means he must rely on a strike throw mix pressure that can become predictable. He also can only contest against characters string in their craft; he can’t hold a candle to a zoner or stop fast rushdown focused character as they’ll easily out maneuver him. If you enjoy a shoto with a wide assortment of tools and solid Oki gameplay, your 4 wishes have been answered.


  • Burn: Together with Esidisi and Koichi, Avdol's one of the few characters who has access to Burn damage. While it's not a huge part of his kit, it adds a little bit of damage over time on a lot of his moves.
  • Setplay: "Crossfire Hurricane Variation" is a delayable projectile that can be set up after a knockdown, granting Avdol flexible oki and setplay capabilities.
Playstyle
JJASBR Avdol Small Icon.png Muhammad Avdol is a Stand character who utilizes his flames and setplay to scorch his opponents.
Pros Cons
  • Pro 1: Both Stand and User mode have incredible normals and specials that can adapt well to any gameplan and serve multiple purposes
  • Setplay and Oki: Between 22X and Orb, Avdol has a fantastic time applying pressure after knockdowns and in neutral
  • Pro 3: Thanks to heavy whip, avdol has meter inexpensive combos that pack a punch, often a setting him up for a two touch on most of the cast
  • Pro 3: Between 2M, 5H, and JM in User and 5M, 2M, and 5H in Stand, Avdol’s buttons can hold ground tremendously well and prevent escape attempts
  • Pro 3: His whip, projectile, 22X, and 236X can create a wall of strong ranged attacks.
  • Pro 3: Stand mode gives him access to a true DP and a parry, both great for anti air purposes or escaping pressure.
  • Con 1: Avdol can struggle with opponents who are masters of one of his crafts. He has no way to beat back zoners or catch rushdown characters consistently
  • Con 2: Outside of HHA or GHA, Avdol does not have an invincible wakeup in User.
  • Con 2: Sometimes normals will not connect at specific ranges, dropping combos and making him waste precious combo opportunities.
  • Con 2: Avdol is a straight strike throw monster. No grounded overhead means he must play at a disadvantage against overly defensive enemies.

Stats

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


Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Avdol 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Avdol moves his arm forward in a slapping motion.

  • Notes 1
  • Notes 2
5M
5M
JJASBR Avdol 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Avdol punches upwards in a swinging motion.

  • Notes 1
  • Notes 2
5H
5H
JJASBR Avdol 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid - - - - -

Avdol summons Magician's Red, who performs a slapping motion From over his shoulder.

  • Notes 1
  • Notes 2
2L
2L
JJASBR Avdol 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Avdol attacks with a crouching slap forward.

  • Notes 1
  • Notes 2
2M
2M
JJASBR Avdol 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Avdol performs a downward chop.

  • Notes 1
  • Notes 2
2H
2H
JJASBR Avdol 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Low - - - - -

Avdol summons Magician's Red, who performs a sweeping kick.

  • Notes 1
  • Notes 2
JL
j.L
JJASBR Avdol Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

Avdol attacks with the tip of his knee.

  • Notes 1
  • Notes 2
JM
j.M
JJASBR Avdol Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -

Avdol summons Magician's Red, who attacks with a kick.

  • Notes 1
  • Notes 2
JH
j.H
JJASBR Avdol Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead - - - - -

Avdol summons Magician's Red, who performs a backwards slap.

  • Notes 1
  • Notes 2

Special Moves

236X
Crossfire Hurricane
236L/M/H
JJASBR Avdol 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 45 Mid - - - - -

Avdol summons Magician's Red to create a flame in the shape of an Ankh.


L version:

  • Slowest travel speed.

M version:

  • Average travel speed.

H version:

  • Fastest travel speed.
214X
Must I do this the hard way?
214L/M/H
JJASBR Avdol 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -
Medium 50 Mid - - - - -
Heavy 60 Mid - - - - -

Avdol summons Magician's Red, who flings out a flaming rope to attack the opponent.

  • Different versions increase the range of the move in proportion of the strength of the button pressed.

L version:

  • Magician's Red stays behind Avdol.
  • Causes hard knockdown on hit.

M version:

  • Magician's Red moves slightly forward.
  • Causes hard knockdown on hit.

H version:

  • Magician's Red moves forward the most.
  • Binds the opponent on hit, after which it causes crumple.
22X
Crossfire Hurricane Variation
22L/M/H
JJASBR Avdol 22X (1).png
Start
Start
JJASBR Avdol 22X (2).png
Appearing out of the ground
Appearing out of the ground
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Projectile: 35
Ankh: 65
- - - - - -
Medium Projectile: 35
Ankh: 65
- - - - - -
Heavy Projectile: 35
Ankh: 65
- - - - - -

Avdol summons Magician's Red, who creates a flame in the shape of an Ankh and directs it towards the ground. Afterwards, a larger Ankh rises from the ground.

  • The large Ankh launches on hit.
  • The spot where the large Ankh manifests in depends on the version of the move that was used.
  • Avdol can delay the large Ankh for up to 3 seconds by holding down the button.
  • The initial Ankh can hit opponents without dissapearing, although it will not combo into the large Ankh.

L version:

  • The Ankh manifests close to Avdol.

M version:

  • The Ankh manifests short of halfscreen.

H version:

  • The Ankh manifests around halfscreen.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Avdol Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

Magician's Red slaps forward.

  • Notes 1
  • Notes 2
Stand 5M
5M
JJASBR Avdol Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid - - - - -

Magician's Red kicks forward.

  • Notes 1
  • Notes 2
Stand 5H
5H
JJASBR Avdol Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (12*3) Mid - - - - -

Magician's Red shoots flames out of its mouth.

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

Magician's Red kicks downwards.

  • Notes 1
  • Notes 2
Stand 2M
2M
JJASBR Avdol Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Magician's Red slaps downwards.

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

Magician's Red performs a sweeping kick.

  • Causes hard knockdown.
  • Notes 2
Stand JL
j.L
JJASBR Avdol Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Magician's Red slaps forward.

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

Magician's Red kicks down.

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

Magician's Red swipes below.

  • Notes 1
  • Notes 2

Special Moves

Stand 236X
Flaming Detector
236L/M/H
JJASBR Avdol Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
Medium 55 Mid - - - - -
Heavy 55 Mid - - - - -

Magician's Red sends out a cross-shaped flame.

  • Stand Rush-compatible.
  • Only one Flame Detector can be out at a time.
  • Tracks the opponent's location unless jumped past.
  • Projectile speed and distance increase with each version, with the tracking decreasing.

L version:

  • Has the most tracking, but also the slowest speed.
  • Barely reaches halfscreen.

M version:

  • Balanced tracking and speed.
  • Reaches past halfscreen.

H version:

  • Fastest speed, but the least tracking.
  • Reaches 3/4 of the screen.
Stand 623X
I'll burn you to cinders!
623L/M/H
JJASBR Avdol Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 60 (20, 40) Mid - - - - -
Heavy 105 (20*2, 65) Mid - - - - -

Magician's Red creates flames around its body to attack the opponent.


L version:

  • Does not have invul.

M version:

  • Has invul.
  • Cannot be Flash Canceled.

H version:

  • Has invul.
  • Cannot be Flash Canceled.
Stand 214X
HELL 2 U!
214L/M/H
JJASBR Avdol Stand 214X.png
Light
Light
JJASBR Avdol Stand 214M.png
Medium
Medium
JJASBR Avdol Stand 214H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 60 (30, 10, 20) Mid - - - - -
Heavy 90 (30, 10, 20, 5*3, 15) Mid - - - - -

Magician's Red performs a series of attacks.

  • Stand Rush-compatible.

L version:

Magician's Red swipes downwards.

  • Notes 1
  • Notes 2

M version:

Magician's Red swipe upwards after swiping downwards.

  • Launches on hit.
  • Notes 2

H version:

Magician's Red swipes twice and sends out flames from its mouth.

  • Launches on hit.
  • Notes 2
Stand 421X
Now's my chance!
421L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Mid - - - - -
Medium 75 Mid - - - - -
Heavy 95 Mid - - - - -

Magician's Red lifts its arm up and proceeds to attack with a swiping motion.

  • Launches on hit.
  • Stand Rush-compatible.
  • Magician's Red has Guard Point while its arm is raised.

L version:

  • Notes 1
  • Notes 2

M version:

  • Notes 1
  • Notes 2

H version:

  • Notes 1
  • Notes 2

System Mechanics

Throw
Throw
Throw Name
5/4 + Any Two Attack Buttons
JJASBR Avdol Throw (1).png
JJASBR Avdol Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (10*2, 20, 90) Throw 7 - - - -

Magician's Red binds the opponent with flames, before breathing fire onto their face and causing an explosion.

  • Leaves the opponent far away from Avdol.
  • Both Throws are identical aside from direction.
Assist
Assist
Now's my chance!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Avdol summons Magician's Red, who lifts its arm up and proceeds to attack with a swiping motion.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on s.421H
  • Launches on hit.
  • Magician's Red has Guard Point while its arm is raised.
5S
Stand On/Off
5S
JJASBR Avdol Stand On.png
Stand On
Stand On
JJASBR Avdol Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - - - - - -

(Un)Summons Magician's Red, altering Avdol's moveset and abilities.

Heart Heat Attack

Give me four wishes instead!
236 + Any Two Attack Buttons
JJASBR Avdol HHA (1).png
JJASBR Avdol HHA (2).png
JJASBR Avdol HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
216 (36+30*2+24+96) Mid - - - - -

Magician’s Red kicks forward. If it hits, it then binds the opponent, hitting them a few times and launching them with a small explosion from its hand.

  • Notes 1
  • Notes 2

Great Heat Attack

Crossfire Hurricane Special
236L+M+H
JJASBR Avdol GHA (1).png
JJASBR Avdol GHA (2).png
JJASBR Avdol GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (40+8*30+60) Mid - - - - -

Avdol summons Magician's Red to creates a ring of Ankh-shaped flames. If the flames hit the opponent, Avdol makes Magician's Red send a barrage of these flames towards them, finishing with a huge Ankh-shaped flame appearing out of the ground.

  • Notes 1
  • Notes 2

Costumes

Normal

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

Special

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

Extra

Extra A (Color 1)
Extra A (Color 2)

Navigation

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