All-Star Battle R ★ Akira Otoishi

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You see that? The entire town's electric grid is on my side![2] (見たか…この町の電力全てが......おれの味方だ!)
ASBR Akira title call.png

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

Expand/Collapse All

User Mode (本体)Stand Mode (スタンド)
Normals [Stand Off] (通常技)
Standing Light Attack
ASBL.png ON GROUND
Otoishi kicks out at the opponent's legs.

Attack type: High
Damage: 8

Standing Medium Attack
ASBM.png ON GROUND
Otoishi kicks straight out.

Attack type: High
Damage: 14

Standing Heavy Attack
ASBH.png ON GROUND
Otoishi briefly summons Red Hot Chili Pepper to move forward and deliver a two hitting uppercut. If Otoishi has MAX Electricity, this attack will do more damage and knock the opponent into the air with the second hit.

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

Crouching Light Attack
ASBDPad2.png + ASBL.png ON GROUND
Otoishi performs a crouching kick.

Attack type: Low
Damage: 10

Crouching Medium Attack
ASBDPad2.png + ASBM.png ON GROUND
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.

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

Crouching Heavy Attack
ASBDPad2.png + ASBH.png ON GROUND
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.

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

Jumping Light Attack
ASBL.png IN AIR OK
Otoishi attacks downward with his knee while in the air.

Attack type: Middle
Damage: 13

Jumping Medium Attack
ASBM.png IN AIR OK
Otoishi briefly summons Chili Pepper to punch downward twice. If Otoishi has MAX Electricity, this attack will do more damage.

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

Jumping Heavy Attack
ASBH.png IN AIR OK
Otoishi performs an aerial kick straight out. If it hits the opponent, they'll be launched away.

Attack type: Middle
Damage: 30

Style/Specials/Etc. [Stand Off] (スタイル/特殊技/その他)
Stand On/Off (スタンドON/OFF, Sutando ON/OFF)
ASBS.png ON GROUND
Switches between User Mode and Stand Mode. Doing so summons or dismisses Red Hot Chili Pepper, changing the skills Otoishi has access to.
Charge
ASBDPad2.pngASBDPad2.png + ASBS.png ON GROUND CHARGEABLE
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.
Right Hand Rockout
ASBDPad2.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 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.
Electricity Gauge
Passive
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.

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.

Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
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.
Skills [Stand Off] (コマンド技)
Spitfire
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBDPad6.png + ASBH.png for follow-up ON GROUND
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 ASBL.pngASBM.pngASBH.png 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)

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:
ASBL.png 35 (normal) / 40 (MAX Electricity)
ASBM.png 45 (normal) / 50 (MAX Electricity)
ASBH.png 55 (normal) / 60 (MAX Electricity)
Follow-Up Damage: 35 (normal) / 38 (MAX Electricity)

Wack-A-Mole Champion
ASBDPad2.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, 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)
  • Light (ASBL.png): Chili Pepper jumps from the first spot to the third.
  • Medium (ASBM.png): Chili Pepper jumps from the second spot to the third.
  • Heavy (ASBH.png): Chili Pepper jumps from the third spot to the first, moving towards Otoishi.

Attack type: High
Damage: 35 (normal) / 60 (MAX Electricity)

Normals [Stand On] (通常技)
Standing Light Attack
ASBL.png ON GROUND
Chili Pepper jabs outwards. If Otoishi has MAX Electricity, this attack will do more damage, but the start up will be longer.

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

Standing Medium Attack
ASBM.png ON GROUND
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.

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

Standing Heavy Attack
ASBH.png ON GROUND
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.

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

Crouching Light Attack
ASBDPad2.png + ASBL.png ON GROUND
Chili Pepper performs a crouching jab. If Otoishi has MAX Electricity, this attack will do more damage.

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

Crouching Medium Attack
ASBDPad2.png + ASBM.png ON GROUND
Chili Pepper performs a crouching uppercut. If Otoishi has MAX Electricity, this attack will do more damage.

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

Crouching Heavy Attack
ASBDPad2.png + ASBH.png ON GROUND
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.

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

Jumping Light Attack
ASBL.png IN AIR OK
RCHP performs an aerial chop while swinging its arm outward. If Otoishi has MAX Electricity, this attack will do more damage.

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

Jumping Medium Attack
ASBM.png IN AIR OK
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.

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

Jumping Heavy Attack
ASBH.png IN AIR OK
Chili Pepper punches downward while airborne. If Otoishi has MAX Electricity, this attack will do more damage.

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

Style/Specials/Etc. [Stand On] (スタイル/特殊技/その他)
Stand On/Off (スタンドON/OFF, Sutando ON/OFF)
ASBS.png ON GROUND
Switches between User Mode and Stand Mode. Doing so summons or dismisses Red Hot Chili Pepper, changing the skills Otoishi has access to.
Charge
ASBDPad2.pngASBDPad2.png + ASBS.png ON GROUND CHARGEABLE
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.
Electricity Gauge
Passive
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.

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.

Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
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.
Skills [Stand On] (コマンド技)
More power than a jet engine
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
Chili Pepper rushes a short distance forward in a flurry of flashy punches. The distance forward and damage dealt by this skill increases in ASBL.pngASBM.pngASBH.png 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)

With MAX Electricity, this attack does more damage, the number of hits is increased, and Otoishi is left less vulnerable.

Attack type: High
Damage:
ASBL.png 14 × 3 (42) (≥ quarter Electricity Gauge) / 16 × 3 (48) (normal) / 11 × 5 (55) (MAX Electricity)
ASBM.png 16 × 3 (48) (≥ quarter Electricity Gauge) / 18 × 3 (54) (normal) / 13 × 5 (65) (MAX Electricity)
ASBH.png 20 × 3 (60) (≥ quarter Electricity Gauge) / 22 × 3 (66) (normal) / 15 × 5 (75) (MAX Electricity)

This just makes me stronger!
(During "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)

With MAX Electricity, this attack deals more damage and executes faster.

Attack type: High
Damage: 60 (normal) / 75 (MAX Electricity)

Gonna knock your ass out!
(During "More power than a jet engine") ASBDPad2.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
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)

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)

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. The damage dealt increases in ASBL.pngASBM.pngASBH.png order, but the greater the increase, the more Electricity the skill will cost. (Flash Cancel comboable)

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: ASBL.png 145 / ASBM.png 155 / ASBH.png 165

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 hit with a non-HHA/GHA melee attack, Chili Pepper blasts them with electricity and sends them flying. The damage dealt increases in ASBL.pngASBM.pngASBH.png order, but the greater the increase, the more Electricity it costs and the more vulnerable Otoishi becomes. (Flash Cancel comboable)

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:
ASBL.png 100 (normal) / 120 (MAX Electricity)
ASBM.png 120 (normal) / 140 (MAX Electricity)
ASBH.png 140 (normal) / 160 (MAX Electricity)

Throw (投げ技)
Time to get electric, baby!
2 ATK buttons near opponent or ASBT.png (ASBDPad4.png to back-throw) 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 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.
With MAX Electricity, this Throw deals more damage.

Attack type: Throw
Damage: 120 (normal) / 150 (MAX Electricity)

Heart Heat Attack / Great Heat Attack (HHA / GHA)
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 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.

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)

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 deliver 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, 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)

Assist System (アシストシステム)
Assault Assist (アサルトアシスト, Asaruto Ashisuto)
ON GROUND
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.
Reversal Assist (リバーサルアシスト, Ribāsaru Ashisuto)
ON GROUND
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.

Attack type: High

Moveset Changes from All-Star Battle

User Mode (本体)Stand Mode (スタンド)
Normals [Stand Off] (通常技)
Standing Medium Attack
ASBM.png ON GROUND
Otoishi no longer moves forward when he kicks.
Standing Heavy Attack
ASBH.png ON GROUND
Neither Otoishi nor Chili Pepper move as far forward as they did in All-Star Battle during this attack, resulting in this attack having reduced range. However, when Otoishi has MAX Electricity, the second hit of the uppercut will now launch opponents into the air.
Jumping Heavy Attack
ASBH.png IN AIR OK
The angle opponents are launched has been altered, leading to the opponent being launched slightly higher into the air, and therefore not as far. While it isn't too visually noticeable, the change now allows Otoishi to combo off of a successful hit.
Style/Specials/Etc. [Stand Off] (スタイル/特殊技/その他)
Charge
ASBDPad2.pngASBDPad2.png + ASBS.png ON GROUND CHARGEABLE
This move charges Otoishi's Electricity Gauge significantly faster than it did in All-Star Battle.
Right Hand Rockout
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBP.png ON GROUND
The input for this move has changed. Previously it was ASBDPad4.pngASBDPad1.pngASBDPad2.pngASBDPad3.pngASBDPad6.png in place of ASBDPad2.pngASBDPad3.pngASBDPad6.png.
Electricity Gauge
Passive
The translation of the name of this passive has changed slightly. Previously it was "Power Gauge" instead of "Electricity Gauge".
Skills [Stand Off] (コマンド技)
Spitfire
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png (ASBDPad6.png + ASBH.png for follow-up) ON GROUND
The input for this skill has changed. Previously it was ASBDPad4.pngASBDPad1.pngASBDPad2.pngASBDPad3.pngASBDPad6.png in place of ASBDPad2.pngASBDPad3.pngASBDPad6.png. The follow-up input has also changed from ASBS.png to ASBDPad6.png + ASBH.png. Furthermore, when Otoishi has MAX Electricity, this follow-up will now launch the opponent rather than knocking them to the ground.
Wack-A-Mole Champion
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
The input for this skill has changed. Previously it was ASBDPad6.pngASBDPad3.pngASBDPad2.pngASBDPad1.pngASBDPad4.png in place of ASBDPad2.pngASBDPad1.pngASBDPad4.png. Instead of jumping from the first to the second electricity spot when using the ASBL.png variant, RHCP will now jump from the first to the third. This results in this variant being much more versatile now since it can hit the opponent in situations other than when they are moving forward. Additionally, when at MAX Electricity, the ASBH.png variant now causes a crumple like the other variants instead of launching the opponent into the air.
Normals [Stand On] (通常技)
Jumping Medium Attack
ASBM.png IN AIR OK
This normal now launches opponents on hit rather than only causing basic hitstun.
Style/Specials/Etc. [Stand On] (スタイル/特殊技/その他)
Charge
ASBDPad2.pngASBDPad2.png + ASBS.png ON GROUND CHARGEABLE
This move charges Otoishi's Electricity Gauge significantly faster than it did in All-Star Battle. Additionally, this special can now be used in Stand Mode instead of being a User Mode exclusive move.
Electricity Gauge
Passive
The translation of the name of this passive has changed slightly. Previously it was "Power Gauge" instead of "Electricity Gauge".
Skills [Stand On] (コマンド技)
More power than a jet engine
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
RHCP does not travel nearly as far forward as it did in All-Star Battle for all variants. As a result, the opponent is not pushed as far away from Otoishi now. Furthermore, the damage now increases as the strength of the attack button inputted does instead of staying the same.
This just makes me stronger!
(During "More power than a jet engine") ASBDPad6.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
This skill no longer has a camera effect on it when it hits. It also now causes a wallbounce if the opponent hits the stage wall.
Gonna knock your ass out!
(During "More power than a jet engine") ASBDPad2.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
The input for this skill has changed. Previously it was ASBDPad4.png in place of ASBDPad2.png. Additionally, this follow-up skill no longer combos naturally off of "More power than a jet engine!", making it a bit more difficult to use. It also causes a crumple now instead of launching the opponent into the air.
I'll drag you in!
ASBDPad6.pngASBDPad3.pngASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
Instead of having a damage increase when Otoishi has MAX Electricity, Chili Pepper instead gains a speed increase. This results in the grab executing slower than it did in All-Star Battle when Otoishi doesn't have MAX Electricity. To offset the loss of a damage increase, the variants now do increasing damage in ASBL.pngASBM.pngASBH.png order. However, the Electricity cost also increases in this order now as well.
Kiss this!
ASBDPad4.pngASBDPad2.pngASBDPad1.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
When successfully activated Chili Pepper launches the opponent slightly into the air now rather than knocking them straight to the ground. If Otoishi has MAX Electricity, the attack will instead bind the opponent, and Chili Pepper will follow-up its initial attack with an uppercut that launches the opponent into the air instead of keeping the same hit effect. The skill also loses the ability to be Flash Canceled, instead gaining the ability to be jump canceled.
Heart Heat Attack / Great Heat Attack (HHA / GHA)
You wanna get nuts?! Let's get nuts!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + 3 ATK Buttons or ASBG.png ON GROUND
Visually, Chili Pepper travels out sooner than it did in All-Star Battle, however, the startup for this GHA is actually longer, causing this visual change to not match with the actual gameplay change.

General Changes

  • Otoishi's run speed in User Mode has been decreased.

Medal List

Costumes & Tints

Costumes
Normal
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Medal Costume.png Normal Costume
Unlock Condition

Unlocked by default

Origin

This section requires expansion.

Poses

TauntsVictories
Taunt ABCDE
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Medal Taunt A.png Taunt A
Unlock Condition

Unlocked by default

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

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Medal Taunt B.png Taunt B
Unlock Condition

Unlocked by default

Origin

Chapter 310: Red Hot Chili Pepper, Part 4 (RHCP)

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Medal Taunt C.png Taunt C
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 313: Red Hot Chili Pepper, Part 7

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Medal Taunt D.png Taunt D
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

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Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 313: Red Hot Chili Pepper, Part 7

Victory ABCDE
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Medal Victory A.png Victory A
Unlock Condition

Unlocked by default

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

This game reference box is missing an image/video. You can help JoJo's Bizarre Encyclopedia by uploading it.
Medal Victory B.png Victory B
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 312: Red Hot Chili Pepper, Part 6

This game reference box is missing an image/video. You can help JoJo's Bizarre Encyclopedia by uploading it.
Medal Victory C.png Victory C
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

This game reference box is missing an image/video. You can help JoJo's Bizarre Encyclopedia by uploading it.
Medal Victory D.png Victory D
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

This game reference box is missing an image/video. You can help JoJo's Bizarre Encyclopedia by uploading it.
Medal Victory E.png Victory E
Unlock Condition

Buy from Medal List
ASBR Coins.png 450 G

Origin

Chapter 312: Red Hot Chili Pepper, Part 6

Dialogue

Taunt LinesVictory LinesTag Lines
Quote.png Medal Speech.png Taunt Lines
Quote.png Medal Speech.png Victory Lines

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.

EntranceVictory

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

Extra Battle (★★★)
Unlock Conditions: Unlocked from the start.
Stage: Morioh
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 1000 G
Special Conditions
The player's Heart Heat Gauge continuously refills. The player's defense is decreased.
Secret Missions
1. Use the "Right hand rockout" special: ASBR Coins.png 1000 G
2. Land the "I'll drag you in!" skill: ASBR 2D Art.png Akira Reference Sketch
3. Use a Great Heat Attack: ASBR Tint.png Akira Color Tint C
Entrance Dialogue
Akira: You wanna sponsor the one and only Ultra Super Guitarist?
Speedwagon: Me, a sponsor? What in the world do you mean?
Victory Dialogue
Akira: Don't give me that! You're with that Foundation Jotaro Kujo mentioned!
Defeat Dialogue
Speedwagon: Speedwagon Foundation?! I suppose I would like to make a name for myself someday...
Normal Battle (★★)
Unlock Conditions: Unlocked from the start.
Stage: Morioh
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 700 G
Special Conditions
Each round lasts only 30 seconds. The player's Heart Heat Gauge continuously refills.
Secret Missions
1. Use the "Charge" special: ASBR Coins.png 1000 G
2. Land the "Time to get electric, baby!" throw: ASBR 2D Art.png Red Hot Chili Pepper Publicity Artwork
3. Land a Great Heat Attack: ASBR 3D Model.png Red Hot Chili Pepper 3D Model
Entrance Dialogue
Okuyasu: I'm ready to take you on! You're gonna be wiped right out of this world!
Akira: You think you've cornered me?
Victory Dialogue
Akira: You're lacking in spirit... You can't get revenge if you can't outclass your brother!
Defeat Dialogue
Okuyasu: Eat it for breakfast, jerk!


Golden Wind

Extra Battle (★★★)
Unlock Conditions: Unlocked from the start.
Stage: Rome
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 1000 G
Special Conditions
The opponent's defense is increased.
Secret Missions
1. Use the "I've turned it soft!" skill: ASBR Coins.png 1000 G
2. Land a 30-hit combo: ASBR 2D Art.png Trish Publicity Artwork
3. Land a Great Heat Attack: ASBR Tint.png Trish Color Tint C
Entrance Dialogue
Akira: Any chance you'd be interested in vocals?
Trish: I've sung on stage with my mother. What's your deal?
Victory Dialogue
Trish: If I did want a career in music, I wouldn't let you do it for me. I'd make it myself.
Defeat Dialogue
Akira: If you sang for the Ultra Super Guitarist's band, you'd be a star!


Stone Ocean

Extra Battle (★★★)
Unlock Conditions: Unlocked from the start.
Stage: Green Dolphin Street Prison
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 700 G
Special Conditions
The opponent's Heart Heat Gauge continuously refills.
Secret Missions
1. Execute a Flash Cancel: ASBR Coins.png 1000 G
2. Land a 5-hit combo: ASBR 2D Art.png Kiss Publicity Artwork
3. Land a Great Heat Attack: ASBR Tint.png Ermes Color Tint C
Entrance Dialogue
Akira: A Stand user and a thief? Heh heh... I think we could be friends.
Ermes: Where the hell do you get off?
Victory Dialogue
Ermes: Yeah, I may be an ex-con... But I'm still not as pathetic as you!
Defeat Dialogue
Akira: I thought we'd get along, but... I guess I was wrong.


Gallery

Media


Music

Akira's theme is ASBR Music.png 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 ASBR Coins.png 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

Unlock Condition: Win in the Jotaro Kujo (Part 4) vs. Yoshikage Kira All-Star Battle Mode Boss Battle
TranslatedLocalized
A major antagonist from Part 4: Diamond is Unbreakable. He is the user of the Stand Red Hot Chili Pepper and a budding young rock guitarist. He steals the Bow and Arrow[3] and creates Stands with it for fun. He is retired after losing to Josuke and Okuyasu, and ends up in jail for theft.[4]
Stand: Chili Pepper. A budding young rock guitarist. He steals the "Bow and Arrow" and half-heartedly starts experimenting with Stands. He's retired after losing to Josuke Higashikata 4 and Okuyasu, ending up in jail for theft.
第4部『ダイヤモンドは砕けない』の登場人物。『レッド・ホット・チリ・ペッパー』のスタンド使い。ロック・ギタリストを目指す青年。『弓と矢』を盗み出し、面白半分にスタンド使いを増やし始める。仗助との闘いに敗北後、億泰に駄目押しの一撃をくらい、再起不能(リタイヤ)となる。その後は窃盗罪で少年院刑務所に入所する。
Unlock Condition: Win in the Jotaro Kujo (Part 4) vs. Yoshikage Kira All-Star Battle Mode Boss Battle
TranslatedLocalized
The Stand of Akira Otoishi. It has the ability to manipulate electricity, and can travel at high speed through power outlets and along wires. As a long-distance operation type Stand, it becomes more and more powerful as it absorbs electricity.
Akira Otoishi's Stand that can manipulate electricity and travel at high speed through outlets and along power lines. It is a remote Stand that becomes more and more powerful as it absorbs charge.
音石明のスタンド。電気を操る能力を持ち、コンセントや電線の中を高速移動する。遠隔操作型のスタンドだが、電気を吸収すればするほどパワーアップするという特徴を持つ。

Art & Misc. Gameplay Callbacks

Stylish EvadesCut-insMisc. GameplayOther
Stylish Evade 12345
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Stylish Evade Pose 1
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Stylish Evade Pose 2
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Stylish Evade Pose 3
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Stylish Evade Pose 4
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Stylish Evade Pose 5
TalkingTauntedRumble Mode
ASBR Otoishi Talking CutIn.png
Talking Cut-in
Origin

Chapter 311: Red Hot Chili Pepper, Part 5 page 13

ASBR Otoishi Taunted CutIn.png
Taunted Cut-in
Origin

Chapter 312: Red Hot Chili Pepper, Part 6 page 4

ASBR Otoishi Rumble CutIn.png
Rumble Mode Cut-in
Origin

Chapter 312: Red Hot Chili Pepper, Part 6 page 11

Reference SketchStand Ref SketchMatch EntranceRound Win 1Round Win 2
ASB Otoishi Reference Sketch.png
ASBR 2D Art.png Reference Sketch
Unlock Condition

ASB Mode Diamond is Unbreakable Akira vs Robert E. O. Speedwagon Extra Battle
ASBR Secret Mission.png Land the "I'll drag you in!" skill

Origin

Chapter 311: Red Hot Chili Pepper, Part 5

RHCPASBConcept.png
ASBR 2D Art.png Red Hot Chili Pepper Reference Sketch
Unlock Condition

Buy from Gallery Shop
ASBR Coins.png 1500 G

Origin

This section requires expansion.

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Match Entrance
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Round Win Pose 1
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Round Win Pose 2

Misc

Update History

Balance Changes Comparison
ArrowBuff.png Buffs
ArrowNerf.png Nerfs
ArrowChange.png Neutral
25
1
13

1.3.0

  • "Electricity Gauge"
    • ArrowBuff.png Increased speed that gauge fills.
  • Standing Middle Attack while Stand Rushing
    • ArrowChange.png Fixed bug where a Standing Light Attack would be performed instead when inputting this attack.
  • "Kiss this!" skill
    • ArrowNerf.png No longer counter hits on a successful activation.
    • ArrowBuff.png Reduced startup of the attack on a successful activation.
  • "Assault Assist"
    • ArrowChange.png 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"
    • ArrowChange.png Fixed animation so only Red Hot Chili Pepper attacks the opponent.

1.4.1

  • "Reversal Assist"
    • ArrowBuff.png Increased number of stocks from one to two.

1.5.0

  • Standing Heavy Attack [Stand Off]
    • ArrowBuff.png Changed to two hit attack.
    • ArrowBuff.png Attack now launches when landed with MAX Electricity.
  • Standing Medium Attack [Stand On]
    • ArrowBuff.png Increased move distance.
  • "Gonna knock your ass out!" skill
    • ArrowBuff.png Increased start up speed.
    • ArrowBuff.png Increased speed of Stand animation near end of move.
    • ArrowChange.png Adjusted Stand Rush timing due to increased animation speed.
  • "I'll drag you in!" skill
    • ArrowBuff.png Increased start up speed.
  • "Kiss this!" skill
    • ArrowChange.png Made Red Hot Chili Pepper move forward towards the opponent when successfully activated.
    • ArrowBuff.png Changed to four hit attack when Electricity Gauge is full.
    • ArrowBuff.png Made flash cancel available when Electricity Gauge is full.
    • ArrowChange.png Altered the animation when successfully activated and Electricity Gauge is full.
    • ArrowChange.png Added cammera effect when successfully activated and Electricity Gauge is full.

1.6.0

  • "Spitfire!" skill
    • ArrowChange.png Fixed issue where Akira's collision detection would disappear.

2.0.0

  • Standing Heavy Attack [Stand Off]
    • ArrowBuff.png Enabled the ability to cancel on the first hit.
    • ArrowChange.png Adjusted the upward launching force of the second hit when Electricity Gauge is full.
    • ArrowChange.png 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
    • ArrowBuff.png This skill will no longer activate counters.
  • "Kiss this!" skill
    • Changed cancel properties.
      • ArrowBuff.png Not MAX electricity: Enabled ability to Flash Cancel.
      • ArrowBuff.png MAX electricity: Enabled ability to Jump Cancel.
    • ArrowChange.png Fixed an issue where the final hit would sometimes not connect against characters with a horizontally narrow hurtbox.

2.1.0

  • "Kiss this!" skill
    • ArrowChange.png Fixed a bug where the MAX Electricity version of this skill would sometimes whiff when the counter was activated by the ASBL.png and ASBH.png variants of Esidisi's "Burning King's Prison" skill.
    • ArrowBuff.png Increased the size of the hitbox.

2.2.0

  • "I'll drag you in!" skill
    • ArrowChange.png Fixed a bug where this skill could hit opponents that should be immune to throws.

2.3.0

  • Standing Medium Attack [Stand Off]
    • ArrowBuff.png Increased forward movement while attacking.
  • Standing Heavy Attack [Stand Off]
    • ArrowBuff.png Increased launching force of the second hit when at MAX electricity.
  • Crouching Medium Attack [Stand Off]
    • ArrowBuff.png Increased Red Hot Chili Pepper's forward movement while attacking.
    • ArrowBuff.png Decreased knockback on hit.
  • Crouching Heavy Attack [Stand Off]
    • ArrowBuff.png Increased Red Hot Chili Pepper's forward movement while attacking.
  • "Whack-A-Mole Champion" skill
    • ArrowBuff.png Adjusted the launch direction and lifting force for more consistency and reward for stronger variants.
  • "This just makes me stronger!" skill
    • ArrowBuff.png Increased size of hitbox.
    • ArrowBuff.png Increased Red Hot Chili Pepper's forward movement while attacking.
  • "I'll beat you with my pinky!" HHA
    • ArrowBuff.png Made it so when this HHA hits, it will set Akira's electricity level to MAX.

References


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