All-Star Battle R/Akira Otoishi: Difference between revisions
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===Command List=== |
===Command List=== |
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{{Expand section}} |
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{{ExpandButton}} |
{{ExpandButton}} |
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{{Tabber |
{{Tabber |
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{{Game Move|name=Crouching Medium Attack|Color=DU |
{{Game Move|name=Crouching Medium Attack|Color=DU |
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|input={{ASBInput|2|M}} {{Input|on ground}} |
|input={{ASBInput|2|M}} {{Input|on ground}} |
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|desc=Otoishi briefly summons |
|desc=Otoishi briefly summons Chili Pepper, whose upper half appears from the ground and jabs straight out. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Low |
|type=Low |
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|damage=17 {{S|normal}} / 21 {{S|MAX Electricity}} |
|damage=17 {{S|normal}} / 21 {{S|MAX Electricity}} |
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{{Game Move|name=Crouching Heavy Attack|Color=DU |
{{Game Move|name=Crouching Heavy Attack|Color=DU |
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|input={{ASBInput|2|H}} {{Input|on ground}} |
|input={{ASBInput|2|H}} {{Input|on ground}} |
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|desc=Oroishi briefly summons |
|desc=Oroishi briefly summons Chili Pepper, whose upper half appears out of the ground and performs a sweeping chop. If it hits, the opponent will be knocked to the ground in a hard knockdown. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Low |
|type=Low |
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|damage=30 {{S|normal}} / 37 {{S|MAX Electricity}} |
|damage=30 {{S|normal}} / 37 {{S|MAX Electricity}} |
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{{Game Move|name=Jumping Medium Attack|Color=DU |
{{Game Move|name=Jumping Medium Attack|Color=DU |
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|input={{ASBInput|M}} {{Input|in air ok}} |
|input={{ASBInput|M}} {{Input|in air ok}} |
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|desc=Otoishi briefly summons |
|desc=Otoishi briefly summons Chili Pepper to punch downward twice. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Middle |
|type=Middle |
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|damage=7 × 2 {{Sm|(14) (MAX Electricity)}} / 8 × 2 {{Sm|(16) (MAX Electricity)}} |
|damage=7 × 2 {{Sm|(14) (MAX Electricity)}} / 8 × 2 {{Sm|(16) (MAX Electricity)}} |
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|type=Middle |
|type=Middle |
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|damage=30 |
|damage=30 |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Style/Specials/Etc. [Stand Off]|スタイル/特殊技/その他}}|Color=DU|Collapse=true| |
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{{Game Move|name={{Nihongo|Stand On/Off|スタンドON/OFF|Sutando ON/OFF}}|Color=DU |
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|input={{ASBInput|S}} {{Input|on ground}} |
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|desc=Switches between '''User Mode''' and '''Stand Mode'''. Doing so summons or dismisses Red Hot Chili Pepper, changing the skills Otoishi has access to. |
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}} |
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{{Game Move|name='''Charge'''|Color=DU |
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|input={{ASBInput|22|S}} {{Input|on ground|chargeable}} |
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|desc=Otoishi pulls out a small amp, allowing Chili Pepper to siphon off it and replenish the '''Electricity Gauge'''. This action can be canceled into from normals and puts Otoishi in a crouch, making him harder to hit with projectiles and other high-hitting attacks. |
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}} |
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{{Game Move|name='''Right Hand Rockout'''|Color=DU |
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|input={{ASBInput|236|P}} {{Input|on ground}} |
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|desc=A special taunt. Otoishi plays a guitar solo as the whole stage darkens and multi-colored spotlights appear above him out of nowhere. This taunt slowly refills his Heart Heat Gauge, up to a whole stock if it completes without the opponent interrupting, and is the only skill that Otoishi can perform with an empty '''Electricity Gauge''' as it does not involve RHCP. If this taunt is playing when the round ends, the round will not fully complete until it finishes and grants the stock of HH. |
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}} |
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{{Game Move|name='''Electricity Gauge'''|Color=DU |
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|input=Passive |
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|desc=Exclusive to Otoishi is a two-meter gauge that directly affects his abilities depending on how much of it is filled, with its power constantly draining and being consumed whenever he uses abilities or has Red Hot Chili Pepper active. This gauge can be manually filled by either using "'''Charge'''", Otoishi's HHA, or his GHA.<br/> |
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If it completely depletes while Otoishi is in '''Stand Mode''', he will be forced into a special animation as Chili Pepper is forcibly dismissed, leaving him vulnerable. While empty, Otoishi is unable to use any skills, moves, even his Throw, or summon Red Hot Chili Pepper, leaving him with only his '''User Mode''' normal attacks. After the gauge has been fully drained, it will passively refill to about a quarter of a stock while in '''User Mode'''. It will then start passively draining again once reaching this point.<br/> |
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If it is filled past the first meter, Otoishi enters "MAX Electricity", increasing the damage and speed of his attacks involving Chili Pepper as well as altering their properties, with the Stand visually becoming brighter as more sparks and electric crackles come off of it.<br/> |
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If in '''Stand Mode''', Chili Pepper can remain in MAX Electricity even after the gauge drops below the second level, provided Otoishi doesn't dismiss the Stand. |
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}} |
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{{Game Move|name={{Nihongo|'''Rumble Mode'''|ゴゴゴモード|Gogogo Mōdo}}|Color=DU |
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|input=Activates when under 30% health |
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|desc=This mode is automatically activated once Otoishi falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops. |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Skills [Stand Off]|コマンド技}}|Color=DU|Collapse=true| |
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{{Game Move|name='''Spitfire'''|Color=DU |
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|input={{ASBInput|236|ATK}} then {{ASBInput|6|H}} for follow-up {{Input|on ground}} |
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|desc=Otoishi summons a small RC airplane carrying Chili Pepper in it that travels forward as a high-flying projectile. The distance the plane travels, the speed it flies, and the damage dealt increases in {{ASBInput|LMH}} order, but the greater the increase, the more vulnerable Otoishi becomes. This projectile cannot be reflected and doubles as an anti-air. (Flash Cancel comboable)<br/> |
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This skill possess its own follow-up. If used, Chili Pepper exits the plane to deliver a drop attack, knocking the opponent down.<br/> |
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When at MAX Electricity, this attack deals more damage and the airplane itself will shock the opponent upon connecting, leaving them bound and then crumpling. The follow-up will also launch the opponent instead of knocking them down. (Comboable) |
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This skill's recovery is incredibly long, making it extremely punishable when whiffed. When combined with the fact that it cannot hit crouching opponents unless they are Mounted, it is inadvisable to use this attack in neutral. |
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|type=High |
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|damage=<br/>{{ASBInput|L}} 35 {{S|normal}} / 40 {{S|MAX Electricity}}<br/>{{ASBInput|M}} 45 {{S|normal}} / 50 {{S|MAX Electricity}}<br/>{{ASBInput|H}} 55 {{S|normal}} / 60 {{S|MAX Electricity}}<br/>Follow-Up Damage: 35 {{S|normal}} / 38 {{S|MAX Electricity}} |
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}} |
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{{Game Move|name='''Wack-A-Mole Champion'''|Color=DU |
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|input={{ASBInput|214|ATK}} {{Input|on ground}} |
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|desc=Otoishi summons Chili Pepper to come out of three distinct spots of electricity on the floor determined by the opponent's position; The opponent is always between the second and third points, regardless of range. The attack will knock them down, but if Otoishi has MAX Electricity, it will instead cause the opponent to crumple to the ground. Also, this skill will not activate counters. The direction and where Chili Pepper attacks from is determined by the attack button inputted. (Flash Cancel Comboable; Comboable when at MAX Electricity) |
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*'''Light''' ({{ASBInput|L}}): Chili Pepper jumps from the first spot to the third. |
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*'''Medium''' ({{ASBInput|M}}): Chili Pepper jumps from the second spot to the third. |
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*'''Heavy''' ({{ASBInput|H}}): Chili Pepper jumps from the third spot to the first, moving towards Otoishi. |
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|type=High |
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|damage=35 {{S|normal}} / 60 {{S|MAX Electricity}} |
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}} |
}} |
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}} |
}} |
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{{Game Move|name=Standing Light Attack|Color=DU |
{{Game Move|name=Standing Light Attack|Color=DU |
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|input={{ASBInput|L}} {{Input|on ground}} |
|input={{ASBInput|L}} {{Input|on ground}} |
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|desc= |
|desc=Chili Pepper jabs outwards. If Otoishi has MAX Electricity, this attack will do more damage, but the start up will be longer. |
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|type=High |
|type=High |
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|damage=12 {{S|normal}} / 15 {{S|MAX Electricity}} |
|damage=12 {{S|normal}} / 15 {{S|MAX Electricity}} |
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{{Game Move|name=Standing Medium Attack|Color=DU |
{{Game Move|name=Standing Medium Attack|Color=DU |
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|input={{ASBInput|M}} {{Input|on ground}} |
|input={{ASBInput|M}} {{Input|on ground}} |
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|desc=Otoishi and |
|desc=Otoishi and Chili Pepper move forward while Chili Pepper delivers a two quick hooks. If Otoishi has MAX Electricity, this attack will do more damage, but the startup will be longer. |
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|type=High |
|type=High |
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|damage=14 × 2 {{Sm|(28) (normal)}} / 17 × 2 {{Sm|(34) (MAX Electricity)}} |
|damage=14 × 2 {{Sm|(28) (normal)}} / 17 × 2 {{Sm|(34) (MAX Electricity)}} |
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{{Game Move|name=Standing Heavy Attack|Color=DU |
{{Game Move|name=Standing Heavy Attack|Color=DU |
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|input={{ASBInput|H}} {{Input|on ground}} |
|input={{ASBInput|H}} {{Input|on ground}} |
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|desc= |
|desc=Chili Pepper moves forward and throws an overhead punch quickly followed-up by an uppercut. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=High |
|type=High |
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|damage=20 × 2 {{Sm|(40) (normal)}} / 25 × 2 {{Sm|(5) (MAX Electricity)}} |
|damage=20 × 2 {{Sm|(40) (normal)}} / 25 × 2 {{Sm|(5) (MAX Electricity)}} |
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{{Game Move|name=Crouching Light Attack|Color=DU |
{{Game Move|name=Crouching Light Attack|Color=DU |
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|input={{ASBInput|2|L}} {{Input|on ground}} |
|input={{ASBInput|2|L}} {{Input|on ground}} |
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|desc= |
|desc=Chili Pepper performs a crouching jab. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Low |
|type=Low |
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|damage=11 {{S|normal}} / 13 {{S|MAX Electricity}} |
|damage=11 {{S|normal}} / 13 {{S|MAX Electricity}} |
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{{Game Move|name=Crouching Medium Attack|Color=DU |
{{Game Move|name=Crouching Medium Attack|Color=DU |
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|input={{ASBInput|2|M}} {{Input|on ground}} |
|input={{ASBInput|2|M}} {{Input|on ground}} |
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|desc= |
|desc=Chili Pepper performs a crouching uppercut. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Low |
|type=Low |
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|damage=19 {{S|normal}} / 23 {{S|MAX Electricity}} |
|damage=19 {{S|normal}} / 23 {{S|MAX Electricity}} |
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{{Game Move|name=Crouching Heavy Attack|Color=DU |
{{Game Move|name=Crouching Heavy Attack|Color=DU |
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|input={{ASBInput|2|H}} {{Input|on ground}} |
|input={{ASBInput|2|H}} {{Input|on ground}} |
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|desc= |
|desc=Chili Pepper moves forward and performs a sweeping chop, knocking the opponent to the ground in a hard knockdown if hit. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Low |
|type=Low |
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|damage=30 {{S|normal}} / 38 {{S|MAX Electricity}} |
|damage=30 {{S|normal}} / 38 {{S|MAX Electricity}} |
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{{Game Move|name=Jumping Medium Attack|Color=DU |
{{Game Move|name=Jumping Medium Attack|Color=DU |
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|input={{ASBInput|M}} {{Input|in air ok}} |
|input={{ASBInput|M}} {{Input|in air ok}} |
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|desc= |
|desc=Chili Pepper performs an aerial uppercut, launching the opponent into the air if hit. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Middle |
|type=Middle |
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|damage=21 {{S|normal}} / 26 {{S|MAX Electricity}} |
|damage=21 {{S|normal}} / 26 {{S|MAX Electricity}} |
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{{Game Move|name=Jumping Heavy Attack|Color=DU |
{{Game Move|name=Jumping Heavy Attack|Color=DU |
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|input={{ASBInput|H}} {{Input|in air ok}} |
|input={{ASBInput|H}} {{Input|in air ok}} |
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|desc= |
|desc=Chili Pepper punches downward while airborne. If Otoishi has MAX Electricity, this attack will do more damage. |
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|type=Middle |
|type=Middle |
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|damage=40 {{S|normal}} / 50 {{S|MAX Electricity}} |
|damage=40 {{S|normal}} / 50 {{S|MAX Electricity}} |
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}} |
}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Style/Specials/Etc. [Stand On]|スタイル/特殊技/その他}}|Color=DU|Collapse=true| |
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{{Game Move|name={{Nihongo|Stand On/Off|スタンドON/OFF|Sutando ON/OFF}}|Color=DU |
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|input={{ASBInput|S}} {{Input|on ground}} |
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|desc=Switches between '''User Mode''' and '''Stand Mode'''. Doing so summons or dismisses Red Hot Chili Pepper, changing the skills Otoishi has access to. |
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}} |
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{{Game Move|name='''Charge'''|Color=DU |
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|input={{ASBInput|22|S}} {{Input|on ground|chargeable}} |
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|desc=Otoishi pulls out a small amp, allowing Chili Pepper to siphon off it and replenish the '''Electricity Gauge'''. This action can be canceled into from normals and puts Otoishi in a crouch, making him harder to hit with projectiles and other high-hitting attacks. |
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}} |
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{{Game Move|name='''Electricity Gauge'''|Color=DU |
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|input=Passive |
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|desc=Exclusive to Otoishi is a two-meter gauge that directly affects his abilities depending on how much of it is filled, with its power constantly draining and being consumed whenever he uses abilities or has Red Hot Chili Pepper active. This gauge can be manually filled by either using "'''Charge'''", Otoishi's HHA, or his GHA.<br/> |
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If it completely depletes while Otoishi is in '''Stand Mode''', he will be forced into a special animation as Chili Pepper is forcibly dismissed, leaving him vulnerable. While empty, Otoishi is unable to use any skills, moves, even his Throw, or summon Red Hot Chili Pepper, leaving him with only his '''User Mode''' normal attacks. After the gauge has been fully drained, it will passively refill to about a quarter of a stock while in '''User Mode'''. It will then start passively draining again once reaching this point.<br/> |
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If it is filled past the first meter, Otoishi enters "MAX Electricity", increasing the damage and speed of his attacks involving Chili Pepper as well as altering their properties, with the Stand visually becoming brighter as more sparks and electric crackles come off of it.<br/> |
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If in '''Stand Mode''', Chili Pepper can remain in MAX Electricity even after the gauge drops below the second level, provided Otoishi doesn't dismiss the Stand. |
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}} |
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{{Game Move|name={{Nihongo|'''Rumble Mode'''|ゴゴゴモード|Gogogo Mōdo}}|Color=DU |
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|input=Activates when under 30% health |
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|desc=This mode is automatically activated once Otoishi falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops. |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Skills [Stand On]|コマンド技}}|Color=DU|Collapse=true| |
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{{Game Move|name='''More power than a jet engine'''|Color=DU |
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|input={{ASBInput|236|ATK}} {{Input|on ground}} |
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|desc=Chili Pepper rushes a short distance forward in a flurry of flashy punches. The distance forward and damage dealt by this skill increases in {{ASBInput|LMH}} order, but the greater the increase, the more Electricity it will cost and the more vulnerable Otoishi will become. This skill has two possible follow-ups, and is a Stand Rush skill that Otoishi can disconnect from to freely act while it is executing. (Flash Cancel comboable)<br/> |
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With MAX Electricity, this attack does more damage, the number of hits is increased, and Otoishi is left less vulnerable. |
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|type=High |
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|damage=<br/>{{ASBInput|L}} 14 × 3 {{Sm|(42) (≥ quarter Electricity Gauge)}} / 16 × 3 {{Sm|(48) (normal)}} / 11 × 5 {{Sm|(55) (MAX Electricity)}}<br/>{{ASBInput|M}} 16 × 3 {{Sm|(48) (≥ quarter Electricity Gauge)}} / 18 × 3 {{Sm|(54) (normal)}} / 13 × 5 {{Sm|(65) (MAX Electricity)}}<br/>{{ASBInput|H}} 20 × 3 {{Sm|(60) (≥ quarter Electricity Gauge)}} / 22 × 3 {{Sm|(66) (normal)}} / 15 × 5 {{Sm|(75) (MAX Electricity)}} |
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}} |
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{{Game Move|name='''This just makes me stronger!'''|Color=DU |
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|input=(During "'''More power than a jet engine'''") {{ASBInput|6|ATK}} {{Input|on ground}} |
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|desc=Chili Pepper delivers a final blow that sends the opponent flying backwards. A Stand Rush skill that Otoishi can disconnect from to freely act while it is executing. (Flash Cancel comboable)<br/> |
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With MAX Electricity, this attack deals more damage and executes faster. |
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|type=High |
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|damage=60 {{S|normal}} / 75 {{S|MAX Electricity}} |
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}} |
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{{Game Move|name='''Gonna knock your ass out!'''|Color=DU |
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|input=(During "'''More power than a jet engine'''") {{ASBInput|2|ATK}} {{Input|on ground}} |
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|desc=Chili Pepper delivers a final blow downward that causes the opponent to crumple to the ground. A Stand Rush skill that Otoishi can disconnect from to freely act while it is executing. (Comboable)<br/> |
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With MAX Electricity, this attack deals more damage and executes faster. |
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While this follow-up skill does not combo directly out of "'''More power than a jet engine'''", it can be made to combo by utilizing its ability to be Stand Rushed and using a '''User Mode''' normal to keep the opponent in hitstun. |
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|type=Middle |
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|damage=40 {{S|normal}} / 50 {{S|MAX Electricity}} |
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}} |
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{{Game Move|name='''I'll drag you in!'''|Color=DU |
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|input={{ASBInput|63214|ATK}} {{Input|on ground}} |
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|desc=A command Throw. Chili Pepper reaches forward a short distance, and if it connects, it converts the opponent into electricity and drags them into the ground. Chili Pepper then resurfaces and blasts them high into the air. The damage dealt increases in {{ASBInput|LMH}} order, but the greater the increase, the more Electricity the skill will cost. (Flash Cancel comboable)<br/> |
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With MAX Electricity, this executes faster. |
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Otoishi's HHA can combo off of this skill, but it is a bit character dependent, so it will not work on the entire cast. |
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|type=Throw |
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|damage={{ASBInput|L}} 145 / {{ASBInput|M}} 155 / {{ASBInput|H}} 165 |
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}} |
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{{Game Move|name='''Kiss this!'''|Color=DU |
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|input={{ASBInput|421|ATK}} {{Input|on ground}} |
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|desc=A counter. Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If hit with a non-HHA/GHA melee attack, Chili Pepper blasts them with electricity and sends them flying. The damage dealt increases in {{ASBInput|LMH}} order, but the greater the increase, the more Electricity it costs and the more vulnerable Otoishi becomes. (Flash Cancel comboable)<br/> |
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With MAX Electricity, Chili Pepper will perform an uppercut after its initial attack, which will launch the opponent, who has been bound by the first hit, into the air. This attack also deals more damage and gains the ability to be jump canceled. However, it can no longer be Flash Canceled. |
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|type=Counter |
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|damage=<br/>{{ASBInput|L}} 100 {{S|normal}} / 120 {{S|MAX Electricity}}<br/>{{ASBInput|M}} 120 {{S|normal}} / 140 {{S|MAX Electricity}}<br/>{{ASBInput|H}} 140 {{S|normal}} / 160 {{S|MAX Electricity}} |
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}} |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Throw|投げ技}}|Color=DU|Collapse=true| |
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{{Game Move|name='''Time to get electric, baby!'''|Color=DU |
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|input=2 ATK buttons near opponent or {{ASBInput|T}} ({{ASBInput|4}} to back-throw) {{Input|on ground}} |
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|desc=Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Otoishi plays his guitar, generating an electrical explosion that sends the opponent flying in the desired direction. If a back-throw is executed, Otoishi will face his back towards the opponent while playing his guitar rather than facing them fully.<br/>With MAX Electricity, this Throw deals more damage. |
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|type=Throw |
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|damage=120 {{S|normal}} / 150 {{S|MAX Electricity}} |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Heart Heat Attack / Great Heat Attack|HHA / GHA}}|Color=DU|Collapse=true| |
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{{Game Move|name='''I'll beat you with my pinky!'''|Color=DU |
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|input={{HHA}} {{Input|on ground}} |
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|desc=Otoishi taunts the opponent as Chili Pepper delivers an uppercut with its pinky finger out. If it connects, Chili Pepper converts the opponent into electricity and drags them into the ground as Otoishi begins a brief guitar solo. The opponent is dragged around in a circle around Otoishi, taking damage, before Chili Pepper resurfaces in an electric burst and throws them away to the timing of Otoishi finishing his solo.<br/> |
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This HHA can restore the '''Electricity Gauge''' to the first level if it is not already at it or above, and deals more damage when at MAX Electricity. |
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|type=High |
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|damage=168 {{S|normal}} / 206 {{S|MAX Electricity}} |
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}} |
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{{Game Move|name='''You wanna get nuts?! Let's get nuts!'''|Color=DU |
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|input={{GHA}} {{Input|on ground}} |
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|desc=Otoishi calls forth Chili Pepper to fly forward and deliver a punch. If it connects, Otoishi begins a passionate extended guitar solo whilst Chili Pepper delivers a ruthless combo. |
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Chili Pepper knocks the opponent back, before flashing behind and pummeling them with a flurry of blows. After a follow-up kick that sends the opponent forward, Chili Pepper then flashes in front of them and punches them again, before instantly reappearing above to knock them to the ground. The attack finishes with Red Hot Chili Pepper delivering a powerful haymaker to the opponent's face as Otoishi finishes his solo with a sweaty but grinning face as an audience can be heard cheering.<br/> |
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This GHA can restore the '''Electricity Gauge''' to the first level if it is not already at it or above, and deals more damage when at MAX Electricity. |
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|type=High |
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|damage=309 / 370 / 463 {{S|depending on HH gauge}} |
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}} |
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}} |
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{{Game Movelist|Title={{Nihongo|Assist System|アシストシステム}}|Color=DU|Collapse=true| |
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{{Game Move|name={{Nihongo|'''Assault Assist'''|アサルトアシスト|Asaruto Ashisuto}}|Color=DU |
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|input={{Input|on ground}} |
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|desc=A one-stock assist. Otoishi lands in and starts playing a guitar solo as the whole stage darkens and multi-colored spotlights appear above him out of nowhere. While he is playing, the player's Heart Heat Gauge will slowly fill, up to a whole stock if the opponent does not interrupt Otoishi. Once he finishes, he will pose before jumping back off-screen. If he is interrupted, he will instead immediately jump back off-screen after picking himself up. |
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}} |
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{{Game Move|name={{Nihongo|'''Reversal Assist'''|リバーサルアシスト|Ribāsaru Ashisuto}}|Color=DU |
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|input={{Input|on ground}} |
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|desc=A two-stock assist. Otoishi jumps into the opponent while Red Hot Chili Pepper punches down at them, knocking them away. He then dismisses his Stand, poses, and jumps back off-screen. |
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|type=High |
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}} |
}} |
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}} |
}} |
Revision as of 06:02, 14 August 2023

Akira Otoishi (音石 明, Otoishi Akira) was confirmed to return for All-Star Battle R during the game's initial announcement trailer.[1]
His moveset is fundamentally the same as his from All-Star Battle, with a few tweaks being made to both balance the character and fit him into the overall gameplay tweaks that All-Star Battle R brought.
In the English localization of the game, Akira's Stand, Red Hot Chili Pepper, is localized as "Chili Pepper", carried on from its All-Star Battle debut.
Being Akira's one and only voice actor, debuting in All-Star Battle and later voicing Akira in the Diamond is Unbreakable anime adaptation, Showtaro Morikubo reprises his role in this game as well. As with majority of the game's roster, voicelines for Akira were either added or re-recorded.
Gameplay
Akira has 950 health and uses the Stand (スタンド, Sutando) Battle Style, fighting foes with Red Hot Chili Pepper. During a fight, he can use various moves from his appearance in Diamond is Unbreakable.
This section requires expansion.
Command List

Attack type: High
Damage: 8

Attack type: High
Damage: 14

Attack type: High
Damage: 10 + 20 (30) (normal) / 10 + 28 (38) (MAX Electricity)


Attack type: Low
Damage: 10


Attack type: Low
Damage: 17 (normal) / 21 (MAX Electricity)


Attack type: Low
Damage: 30 (normal) / 37 (MAX Electricity)

Attack type: Middle
Damage: 13

Attack type: Middle
Damage: 7 × 2 (14) (MAX Electricity) / 8 × 2 (16) (MAX Electricity)

Attack type: Middle
Damage: 30








If it completely depletes while Otoishi is in Stand Mode, he will be forced into a special animation as Chili Pepper is forcibly dismissed, leaving him vulnerable. While empty, Otoishi is unable to use any skills, moves, even his Throw, or summon Red Hot Chili Pepper, leaving him with only his User Mode normal attacks. After the gauge has been fully drained, it will passively refill to about a quarter of a stock while in User Mode. It will then start passively draining again once reaching this point.
If it is filled past the first meter, Otoishi enters "MAX Electricity", increasing the damage and speed of his attacks involving Chili Pepper as well as altering their properties, with the Stand visually becoming brighter as more sparks and electric crackles come off of it.
If in Stand Mode, Chili Pepper can remain in MAX Electricity even after the gauge drops below the second level, provided Otoishi doesn't dismiss the Stand.











This skill possess its own follow-up. If used, Chili Pepper exits the plane to deliver a drop attack, knocking the opponent down.
When at MAX Electricity, this attack deals more damage and the airplane itself will shock the opponent upon connecting, leaving them bound and then crumpling. The follow-up will also launch the opponent instead of knocking them down. (Comboable)
This skill's recovery is incredibly long, making it extremely punishable when whiffed. When combined with the fact that it cannot hit crouching opponents unless they are Mounted, it is inadvisable to use this attack in neutral.
Attack type: High
Damage: 35 (normal) / 40 (MAX Electricity)
45 (normal) / 50 (MAX Electricity)
55 (normal) / 60 (MAX Electricity)
Follow-Up Damage: 35 (normal) / 38 (MAX Electricity)






- Light (
): Chili Pepper jumps from the first spot to the third.
- Medium (
): Chili Pepper jumps from the second spot to the third.
- Heavy (
): Chili Pepper jumps from the third spot to the first, moving towards Otoishi.
Attack type: High
Damage: 35 (normal) / 60 (MAX Electricity)

Attack type: High
Damage: 12 (normal) / 15 (MAX Electricity)

Attack type: High
Damage: 14 × 2 (28) (normal) / 17 × 2 (34) (MAX Electricity)

Attack type: High
Damage: 20 × 2 (40) (normal) / 25 × 2 (5) (MAX Electricity)


Attack type: Low
Damage: 11 (normal) / 13 (MAX Electricity)


Attack type: Low
Damage: 19 (normal) / 23 (MAX Electricity)


Attack type: Low
Damage: 30 (normal) / 38 (MAX Electricity)

Attack type: Middle
Damage: 14 (normal) / 17 (MAX Electricity)

Attack type: Middle
Damage: 21 (normal) / 26 (MAX Electricity)

Attack type: Middle
Damage: 40 (normal) / 50 (MAX Electricity)




If it completely depletes while Otoishi is in Stand Mode, he will be forced into a special animation as Chili Pepper is forcibly dismissed, leaving him vulnerable. While empty, Otoishi is unable to use any skills, moves, even his Throw, or summon Red Hot Chili Pepper, leaving him with only his User Mode normal attacks. After the gauge has been fully drained, it will passively refill to about a quarter of a stock while in User Mode. It will then start passively draining again once reaching this point.
If it is filled past the first meter, Otoishi enters "MAX Electricity", increasing the damage and speed of his attacks involving Chili Pepper as well as altering their properties, with the Stand visually becoming brighter as more sparks and electric crackles come off of it.
If in Stand Mode, Chili Pepper can remain in MAX Electricity even after the gauge drops below the second level, provided Otoishi doesn't dismiss the Stand.









With MAX Electricity, this attack does more damage, the number of hits is increased, and Otoishi is left less vulnerable.
Attack type: High
Damage: 14 × 3 (42) (≥ quarter Electricity Gauge) / 16 × 3 (48) (normal) / 11 × 5 (55) (MAX Electricity)
16 × 3 (48) (≥ quarter Electricity Gauge) / 18 × 3 (54) (normal) / 13 × 5 (65) (MAX Electricity)
20 × 3 (60) (≥ quarter Electricity Gauge) / 22 × 3 (66) (normal) / 15 × 5 (75) (MAX Electricity)




With MAX Electricity, this attack deals more damage and executes faster.
Attack type: High
Damage: 60 (normal) / 75 (MAX Electricity)




With MAX Electricity, this attack deals more damage and executes faster.
While this follow-up skill does not combo directly out of "More power than a jet engine", it can be made to combo by utilizing its ability to be Stand Rushed and using a User Mode normal to keep the opponent in hitstun.
Attack type: Middle
Damage: 40 (normal) / 50 (MAX Electricity)











With MAX Electricity, this executes faster.
Otoishi's HHA can combo off of this skill, but it is a bit character dependent, so it will not work on the entire cast.
Attack type: Throw
Damage: 145 /
155 /
165









With MAX Electricity, Chili Pepper will perform an uppercut after its initial attack, which will launch the opponent, who has been bound by the first hit, into the air. This attack also deals more damage and gains the ability to be jump canceled. However, it can no longer be Flash Canceled.
Attack type: Counter
Damage: 100 (normal) / 120 (MAX Electricity)
120 (normal) / 140 (MAX Electricity)
140 (normal) / 160 (MAX Electricity)


With MAX Electricity, this Throw deals more damage.
Attack type: Throw
Damage: 120 (normal) / 150 (MAX Electricity)



This HHA can restore the Electricity Gauge to the first level if it is not already at it or above, and deals more damage when at MAX Electricity.
Attack type: High
Damage: 168 (normal) / 206 (MAX Electricity)




Chili Pepper knocks the opponent back, before flashing behind and pummeling them with a flurry of blows. After a follow-up kick that sends the opponent forward, Chili Pepper then flashes in front of them and punches them again, before instantly reappearing above to knock them to the ground. The attack finishes with Red Hot Chili Pepper delivering a powerful haymaker to the opponent's face as Otoishi finishes his solo with a sweaty but grinning face as an audience can be heard cheering.
This GHA can restore the Electricity Gauge to the first level if it is not already at it or above, and deals more damage when at MAX Electricity.
Attack type: High
Damage: 309 / 370 / 463 (depending on HH gauge)
Attack type: High
Moveset Changes from All-Star Battle






























































































General Changes
- Otoishi's run speed in User Mode has been decreased.
Medal List
Costumes & Tints
Poses
This section requires expansion.
Dialogue






Special Interactions
This section requires expansion.
Dialogue
Outside of All-Star Battle Mode, Akira has unique dialogue for both his match entrances and victories when facing certain characters.


All-Star Battle Mode
All missions in All-Star Battle Mode starring Akira as either the Player or Enemy, in order of appearance.
Diamond is Unbreakable


2. Land the "I'll drag you in!" skill:

3. Use a Great Heat Attack:

Speedwagon: Me, a sponsor? What in the world do you mean?


2. Land the "Time to get electric, baby!" throw:

3. Land a Great Heat Attack:

Akira: You think you've cornered me?
Golden Wind


2. Land a 30-hit combo:

3. Land a Great Heat Attack:

Trish: I've sung on stage with my mother. What's your deal?
Stone Ocean


2. Land a 5-hit combo:

3. Land a Great Heat Attack:

Ermes: Where the hell do you get off?
Gallery
Media
Music
Akira's theme is Ultra Super Guitarist (ウルトラ・スーパー・ギタリスト, Urutora Sūpā Gitarisuto), and can be unlocked in-game by buying it from the Gallery Shop for
1000 G.
Its name is taken from Akira's stated life dream in Chapter 46 of Diamond is Unbreakable. Specifically, he says "My dream is to be like Jimi Hendrix or Jeff Beck. To be an ultra super guitarist and live life hard and fast!"
JoJo Glossary
Art & Misc Moveset Callbacks

ASB Mode Diamond is Unbreakable Akira vs Robert E. O. Speedwagon Extra Battle Land the "I'll drag you in!" skill
Chapter 311: Red Hot Chili Pepper, Part 5

Misc
Update History



1.3.0
- "Electricity Gauge"
Increased speed that gauge fills.
- Standing Middle Attack while Stand Rushing
Fixed bug where a Standing Light Attack would be performed instead when inputting this attack.
- "Kiss this!" skill
No longer counter hits on a successful activation.
Reduced startup of the attack on a successful activation.
- "Assault Assist"
Changed internal processing to correct an occurrence where the player was not gaining Heart Heat when Akira was called while Heart Heat was being used over time.
1.4.0
- "Reversal Assist"
Fixed animation so only Red Hot Chili Pepper attacks the opponent.
1.4.1
- "Reversal Assist"
Increased number of stocks from one to two.
1.5.0
- Standing Heavy Attack [Stand Off]
Changed to two hit attack.
Attack now launches when landed with MAX Electricity.
- Standing Medium Attack [Stand On]
Increased move distance.
- "Gonna knock your ass out!" skill
Increased start up speed.
Increased speed of Stand animation near end of move.
Adjusted Stand Rush timing due to increased animation speed.
- "I'll drag you in!" skill
Increased start up speed.
- "Kiss this!" skill
Made Red Hot Chili Pepper move forward towards the opponent when successfully activated.
Changed to four hit attack when Electricity Gauge is full.
Made flash cancel available when Electricity Gauge is full.
Altered the animation when successfully activated and Electricity Gauge is full.
Added cammera effect when successfully activated and Electricity Gauge is full.
1.6.0
- "Spitfire!" skill
Fixed issue where Akira's collision detection would disappear.
2.0.0
- Standing Heavy Attack [Stand Off]
Enabled the ability to cancel on the first hit.
Adjusted the upward launching force of the second hit when Electricity Gauge is full.
Fixed a bug where Red Hot Chili Pepper would attack upward if this attack was used immediately after Stylish Guarding an aerial attack.
- "Wack-A-Mole Champion" skill
This skill will no longer activate counters.
- "Kiss this!" skill
- Changed cancel properties.
Not MAX electricity: Enabled ability to Flash Cancel.
MAX electricity: Enabled ability to Jump Cancel.
Fixed an issue where the final hit would sometimes not connect against characters with a horizontally narrow hurtbox.
- Changed cancel properties.
References
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