All-Star Battle ★ Muhammad Avdol
Muhammad Avdol (モハメド・アヴドゥル, Mohamedo Avuduru) is one of the 9 characters representing Part 3 in the game, and was confirmed along with Hol Horse and DIO.
Most of his attacks are similar to those from the Capcom game (Heritage for the Future). As one of the mass majority of playable characters in the game with the "Stand" Style, Avdol can turn Magician's Red on/off, changing movesets, as well as having access to the Stand Rush ability returning from the Capcom game, being able to attack in conjunction with his Stand. Avdol has 1000 HP.
Avdol is an "all-rounder" archetype of character and his arsenal of moves allow him to take any strategy the player sees fit to play, rather than be constricted to a specific, roughly 'optimal' gameplan for him by-design. With his three different projectiles, he has more options than the average character for battling at range, allowing him to force his opponent into approaching. All the while, he possesses a command grab, two different reversal attacks, and a damaging melee skill with modular timing, granting him no shortage of methods to battle up close effectively.
An obscure strength of Avdol is his relative safety against a guarding opponent; both Crossfire Hurricane and the Light () version of "HELL 2U!" execute and end rather quickly. This means that he rarely leaves himself open to retaliation for his aggression, even as his attacks are properly blocked, so long as he finishes his offense with either of those two.
Noted drawbacks of Avdol include a somewhat exploitable defense and low damage. Both of his reversal moves are easily overcome and must be applied according to their situational strengths to use effectively, and both are only available with Magician's Red active. His projectiles' slowness also make them easy to challenge and destroy, and he tends to have certain holes in his offense that can be exploited. Avdol's combos also deal less-than-average damage when unoptimized, and are slightly difficult to execute.
Ultimately, Avdol is a safe pick as a combatant and can be considered beginner-friendly if for some of his easy-to-use abilities, though still takes some work to understand. Knowing when and where to apply his special skills, from his various projectiles to his melee abilities, draws out his true strength. When played at his best, he can readily adapt to many opponents and challenge them on their own terms time and again.
During a fight, Avdol can use several different attacks that were featured in Stardust Crusaders.
Avdol can summon or dismiss Magician's Red, altering his available abilities.
Magician's Red binds the opponent with rope-like flame, before breathing fire onto their face and exploding their shackling.
Avdol summons Magician's Red to cast a fire ankh projectile that floats at moderate speed forward. (Flash Cancel Comboable)
Avdol summons Magician's Red to cast a fire ankh into the ground, hitting the opponent if they're in its path. A small flame will appear on the floor a set distance away until the attack button is released, at which point a massive ankh-shaped explosion bursts from the ground, heavily damaging the opponent and knocking them into the air. The attack button inputted determines the distance away from Avdol that Crossfire Hurricane Variation will erupt. This skill is a low attack that cannot be blocked crouching. (Comboable)
A command throw. Avdol summons Magician's Red to use Red Bind, extending rope-like flame from its hand after brief start-up period. If caught, the opponent is bound and left vulnerable. (Comboable)
Magician's Red suddenly bursts flame outward from its body, knocking the opponent into the air on hit. This move functions as a reversal and anti-air. (Flash Cancel comboable)
Magician's Red casts a Life Detector, a special flaming projectile that very slowly homes in on the opponent. A Stand Rush skill that Avdol can disconnect from to attack the opponent while it is executing. (Comboable)
Magician's Red attacks directly, its melee strikes enhanced with fire. Depending on the attack button inputted, up to three hits may be utilized in a series, dealing more damage but also leaving Avdol more vulnerable if successfully defended against. If Heavy () is inputted, the final third hit will send the opponent flying. A Stand Rush skill that Avdol can disconnect from to attack the opponent while it is executing. (Flash Cancel comboable)
Magician's Red charges its fist. After a short delay, it punches downward in a powerful single attack. This move has a guard-point effect, allowing Magician's Red to absorb a single strike aside from Throws/HHA/GHA; Any form of single-hitting attack against it will be met with the premature release of the attack. A Stand Rush skill that Avdol can disconnect from to attack the opponent while it is executing. (Flash Cancel comboable)
Avdol sends Magician's Red forward in a flying kick as he warns of its unforgiving nature. Should the opponent be hit, Magician's Red will move behind them and use Red Bind to stun them, then stomp them into the ground. The Stand will then lift them up by the neck, and Avdol will waggle his finger before facing away from the scene to exclaim "YES I AM!" as Magician's Red explodes the opponent in its hand.
Avdol conjures has him summon a spinning ring of small Crossfire Hurricane projectiles around himself that expand outward. If they strike, the opponent will be knocked off their into the air. Avdol then unleashes the volley of projectiles on them, relentlessly pelting them and knocking them higher into the air. Meanwhile, Magician's Red will charge up and increase the intensity of the attack, before finally blowing the opponent up with a gigantic Crossfire Hurricane Variation erupting from the ground (much like how Avdol defeated Polnareff the first time they met).