Narciso Anasui ★ Video Games
A summary of Narciso Anasui's history and movesets in video games.
All-Star Battle (PS3)
Anasui makes his game debut as a DLC character in the PS3 title. He was confirmed for the 4th campaign, alongside Vanilla Ice. He is the only playable male ally for Part 6. For the English localization of the game, he was given the name "Narc Anastasia".
As one of the mass majority of playable characters in the game with the "Stand" Style, Anasui can turn Diver Down 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. Anasui has 900 HP.
Anasui can summon or dismiss Diver Down, altering his available abilities.
Anasui turns and performs a downwards reverse kick. A middle attack that cannot be blocked crouching, and a command normal that can chain into Anasui's skills.
Expending 1/8th of the Heart Heat Gauge, Anasui summons Diver Down to punch the ground, storing the energy in a visible spot as a trap. If the opponent steps on it, they'll be knocked into the air. A low attack that cannot be blocked standing. The attack can be charged to increase its damage and the upward distance the opponent is launched. (Comboable)
Anasui summons Diver Down to punch at an upward angle. This functions as a reversal and anti-air attack. If the punch connects, DD enters the opponent, attacks them from the inside, then phases out of their body above them to deliver another punch that knocks them to the ground.
A command Throw. Anasui summons Diver Down to fly forward with its arm outstretched. If it connects, DD rearranges the structure of the opponent's legs into a spring and delivers a downward punch that sends them bouncing extremely high into the air. The attack button inputted determines the distance DD travels. (Comboable)
A command Throw. Diver Down reaches outward. If it connects, it enters the opponent, attacks them from the inside, then phases out of their body to kick them into the air.
Diver Down dives into the ground and resurfaces to assault the opponent. The attack performed is determined by the attack button inputted. A Stand Rush skill that Anasui can disconnect from to freely act while it is executing.
- Light (): DD pops its upper body out of the ground to punch the opponent's legs, tripping them. A low attack that cannot be blocked standing.
- Medium (): DD leaps out of the ground to deliver a downward punch that bounces the opponent off the ground. A middle attack that cannot be blocked crouching. (Comboable)
- Heavy (): DD flies out of the ground a set distance away from Anasui to deliver an advancing barrage of punches, knocking the opponent into the air on the final hit. Diver Down will automatically aim its attack towards the opponent; If they are caught between Anasui and DD's point of reappearance, DD will punch in the other direction and attack from behind, pushing them towards Anasui. (Flash Cancel comboable).
While in mid-air, Diver Down swings its fist downward, knocking the opponent to the ground hard enough for them to bounce. If Heavy () is inputted, the attack inflicts a simple stagger effect on the opponent instead. Performing this skill suspends Anasui's aerial momentum. This is both a middle attack that cannot be blocked crouching as well as a Stand Rush skill that Anasui can disconnect from to freely act while it is executing.
Anasui yanks the opponent toward him before delivering a back-handed punch to knock them off their feet.
Diver Down rapidly punches the ground before stomping and sinking in. The energy stored in that spot on the floor is then released in a barrage of uppercuts, sending the opponent flying backward. If the attack connects, DD then reappears behind the airborne opponent and delivers a second rush of punches, knocking them back towards Anasui and leaving them at his feet.
This HHA can be delayed for a few seconds with a held input.
Anasui tells the opponent he'll dispose of them as he sends Diver Down sinking into the ground. DD then reappears directly in front of the opponent to lunge at them, homing in on their location regardless of range or orientation.
If the attack connects, DD dives into their body, leaving them confused. The opponent is then ruthlessly battered internally with a vicious series of punches and kicks in all directions. They are flung around by the force of DD's attack into the air whilst Anasui expresses his Stand's potential to kill them from the inside-out. As he finishes speaking, DD ends the assault with a powerful kick that delivers enough strength to pierce through the target's back and send them flying, before phasing out of their body and returning to Anasui.
Anasui is a tricky fighter with a reliable trap move and multiple command throws, making him somewhat of an odd grappler/trapper hybrid archetype. Diver Down's abilities lend him a well-rounded set of skills in the form of aforementioned abilities, along with an aerial skill to apply offense and an attack with built-in mix-up potential. In addition, Anasui can attack from long distances with Diver Down's diving power, most notably his GHA, allowing him to challenge and punish his foe from range despite lacking any projectiles. His balanced capabilities are also shared roughly evenly between his Stand OFF and ON states, making him fairly flexible with no real lapse in performance if he's in one or the other.
Despite his strengths, Anasui necessitates a greater degree of creativity to utilize well. Experimentation and practice with his archaic abilities are more necessary to succeed with him than most other characters. Compounding this, he must exercise caution around patient opponents as many of his more effective attacks tend to leave him vulnerable if correctly blocked or dodged. Anasui also innately generates Heart Heat at a slower rate, requiring more effort on his part to compensate.
With all this in mind, Anasui can be an unpredictable and versatile character, delivering a powerful close-ranged assault difficult to defend against while also able to harass his opponent from nearly any range with DD. Knowing how to utilize his trap skill and command throws are key to his combo structure, offensive set-ups, and mix-ups, and his most valuable asset is the imaginative potential his entire arsenal offers.