All-Star Battle ★ Akira Otoishi

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Revision as of 16:48, 9 February 2023 by Vish (talk | contribs) (Created page with "<noinclude>{{Akira Otoishi Games Navbox|type=top}}</noinclude> frameless|225px|right Otoishi is first featured and debuts as a playable character in ''All-Star Battle''. As one of the mass majority of playable characters in the game with the "''Stand''" Style, Otoishi can turn Red Hot Chili Pepper on/off, changing movesets, as well as having access to the '''Stand Rush''' ability, being able to attack in conjunction with his Stand. Otois...")
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Akira Otoishi ASB.png

Otoishi is first featured and debuts as a playable character in All-Star Battle.

As one of the mass majority of playable characters in the game with the "Stand" Style, Otoishi can turn Red Hot Chili Pepper on/off, changing movesets, as well as having access to the Stand Rush ability, being able to attack in conjunction with his Stand. Otoishi has 950 HP.

Command List

Style/Specials/Etc
Stand On/Off
ASBS.png ON GROUND

Akira Otoishi can summon or dismiss Red Hot Chili Pepper, altering his available abilities.

Power Gauge
Passive

Exclusive to Otoishi is a two-meter gauge that directly affects his abilities depending on how much of it is filled, its power constantly draining and being consumed whenever he uses abilities or has Red Hot Chili Pepper active.
If it is empty, Otoishi is unable to use any skills or moves, even his Throw, or summon Red Hot Chili Pepper, and is left with only his normal attacks.
If it is filled past the first meter, Otoishi enters "Level MAX" Mode, increasing the damage and speed of his skills as well as altering their properties, with Chili Pepper visually becoming brighter as more sparks and electric crackles come off of it.
Chili Pepper can remain in Level MAX Mode even after the gauge drops below the second level, provided Otoishi doesn't dismiss the Stand.

Charge
ASBDPad2.pngx2 + ASBS.png ON GROUND CHARGEABLE

Otoishi pulls out a small amp, allowing Chili Pepper to siphon off it and replenish the Power Gauge. This action also puts him in a crouch, making Otoishi harder to hit with projectiles and other high-hitting attacks.

Right hand rockout
ASBDPad4.pngASBDPad1.pngASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBP.png ON GROUND

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 Power Gauge as it does not involve RHCP.

Special Moves (Stand Off)
Spitfire
ASBDPad4.pngASBDPad1.pngASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBS.png ON GROUND

Otoishi brings out a small RC airplane carrying Chili Pepper in it forward as a high-flying projectile. This attack doubles as an anti-air (Flash Cancel comboable).
If the Style Button (ASBS.png) is pressed during this skill, Chili Pepper exits the plane to deliver a drop attack, knocking the opponent down.
In Level MAX Mode, this attack deals more damage and the airplane itself will shock the opponent upon connecting, leaving them stunned and vulnerable. (Comboable)

Whack-A-Mole Champion
ASBDPad6.pngASBDPad3.pngASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

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, and this skill's effect is determined by the attack button inputted.

  • Light (ASBL.png): Chili Pepper jumps from the first spot to the second. This variation can only connect if the opponent is running or is otherwise moving quickly towards Otoishi. In Level MAX Mode, this attack deals more damage and will leave them stunned and vulnerable. (Comboable)
  • Medium (ASBM.png): Chili Pepper jumps from the second spot to the third, able to hit a standing opponent. In Level MAX Mode, this attack deals more damage and will leave them stunned and vulnerable. (Comboable)
  • Heavy (ASBH.png): Chili Pepper jumps from the third spot to the first, moving towards Otoishi. In Level MAX Mode, this attack deals more damage and the opponent is knocked high into the air. (Flash Cancel comboable)
Special Moves (Stand On)
More power than a jet engine!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

Chili Pepper rushes a moderate distance forward in a flurry of flashy punches, pushing the opponent away. 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)
In Level MAX Mode, this attack does more damage and the number of hits is increased.

This just makes me stronger!
(After "More power than a jet engine!") ASBDPad6.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

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)
In Level MAX Mode, this attack deals more damage and executes faster.

Gonna knock your ass out!
(After "More power than a jet engine!") ASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

Chili Pepper delivers a final blow that knocks the opponent into the air. A Stand Rush skill that Otoishi can disconnect from to freely act while it is executing. (Flash Cancel comboable)
In Level MAX Mode, this attack deals more damage and executes faster.

I'll drag you in!
ASBDPad6.pngASBDPad3.pngASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

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. (Flash Cancel comboable)
In Level MAX Mode, this attack deals more damage.

Kiss this!
ASBDPad4.pngASBDPad2.pngASBDPad1.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

A counter. Chili Pepper teasingly points to the side of its face, inviting the opponent to attack it. If the opponent triggers the counter, Chili Pepper blasts them with electricity and sends them flying. (Flash Cancel comboable)
In Level MAX Mode, this attack deals more damage.

Throw
Time to get electric, baby!
2 ATK buttons at close range or ASBT.png ON GROUND

Red Hot Chili Pepper lifts the opponent up with one hand and shocks them while Otoishi plays his guitar, generating an electrical explosion.
In Level MAX Mode, this Throw deals more damage.

Heart Heat Attack / Great Heat Attack
I'll beat you with my pinky!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + 2 ATK Buttons ON GROUND

Otoishi taunts the opponent as Chili Pepper delivers an uppercut with its little 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 him finishing his solo.
This HHA can restore the Power Gauge to the first level if it is not already at it or above, and deals more damage in Level MAX Mode.

You wanna get nuts?! Let's get nuts!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + 3 ATK Buttons, or ASBG.png ON GROUND

Otoishi calls forth Chili Pepper to fly forward and delivering a punch. If it connects, Otoishi begins a passionate extended guitar solo whilst Chili Pepper delivers a ruthless combo.
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, then instantly reappears 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, grinning and visibly sweaty as an audience can be heard cheering.
This GHA can restore the Power Gauge to the first level if it is not already at it or above, and deals more damage in Level MAX Mode.

Gameplay Overview

Otoishi is a combatant defined by the existence of his Power Gauge, which impacts Red Hot Chili Pepper's power and capabilities. He possesses a wealth of powerful and combo-conducive abilities whilst his Stand is powered, especially so while in Level MAX Mode. Most of Otoishi's skills execute quickly, are highly unpunishable, and have good range, as well as high priority to defeat opposing attacks; This includes an anti-air projectile that stuns, a tracking ranged attack with multiple applications, a fast command grab, and an instantaneous counter. Beyond that, his damage output is just as formidable, and most of his skills very easily set up destructive combos.

However, Otoishi must always keep the Power Gauge filled to retain his magnificent powers. As he loses all but his normal attacks and special taunt when the gauge is empty, he becomes extremely vulnerable to aggressive opponents in that state where he's unable to safely recharge his Stand. Even as he's attacking, a low Power Gauge can necessitate ending or interrupting a combo early in order to recharge Chili Pepper, forfeiting damage and a won interaction to do so. This is mind, good Power management is all but mandatory for him to succeed in battle.

Otoishi is a highly threatening combination of damage, speed, and utility, able to pressure and heavily punish his foe in almost any scenario while staying safe from retaliation. As long as Chili Pepper is always burning bright, he remains an overwhelmingly versatile and terrifying fighter.

In the Morioh City stage, when the stage hazard activates and puddles around the area are shocked by electricity from the Pepsi sign being struck by lightning, Otoishi is the only one who suffers no negative effects when caught; He takes no damage and instead, his Power Gauge is instantly set to the first level. However, as his Power Gauge is set the first level specifically, this has the negative effect of depleting any amount of Power in the second level of the gauge, potentially undoing Level MAX.

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