Intro
Welcome to our Prosciutto and Pesci guide for JoJo's Bizarre Adventure: All Star Battle R
Prosciutto and Pesci are new additions to the All Star Battle roster. With an easy to learn hard to master playstyle he can lay down some devastating beatdowns on those Mammonis
I've written this to be as beginner friendly as possible, with explanations of different combos and moves while also including some more complex combos.
If you want to skip the explanations and get straight to the combos, head down to the Cheat Sheet section at the bottom.
If you know some better combos or if I've made a mistake somewhere please let me know in the comments and I can update my guide to reflect.
This guide is a work in progress, so I'll be updating it periodically.
If you're looking for a more general guide, I've also created a Beginners Guide which goes more in-depth into the different mechanics of the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2861058206
Notation And Button Guide
Numpad numbers represent the in game directions.
4 is left, 6 is right, 2 is down, 8 is up and 5 is neutral.
If you've played Street Fighter or other non-anime fighting games, this notation may feel a bit alien to you, but once you get used to it, it's very intuitive. For example, a quarter circle forward input would be written as 236L and a DP input would be written as 623L.
L - Light Attack
M - Medium Attack
H - Heavy Attack
S - Stand on/off
A - Assist
HHA - Heart Heat Attack
GHA - Great Heat Attack
OTG - On the ground
j - indicates that an attack is during jumping, so jM means jumping medium attack.
dl - Indicates a delay so instead of L.M.H pressed in sequence you would delay the last hit slightly in L.M.dlH
Ok, with these basics out of the way, onto P&Ps moves!
P&P Special Attacks & Command Normals
Specials 3H - You gutless rat! When opponent is down
236 L/M/H - Fisher Man! / Beach Boy
L/M/H (During "Fisher Man!") - You can feel shocks through the line!
4 (During "Fisher Man!") - Now I'll reel you in! 623 L/M/H - I'll rip you apart!
214 L/M/H *Can be held to maintain trap - Hook, line, and sinker! You took the bait!
22 L/M/H - Nice Try!
Stand ON
3H - How's this?
236 L/M/H - You're soft!
22 L/M/H - We're in it to the end! *applies 1 level aging
63214 L/M/H - Direct contact is fastest *apples 1 level aging
*Aging Gauge - In lower details
Heat Attacks HHA - I can see your movements! You're wide open! * applies max aging
236 + 2 attack buttons
GHA - Once we decide that we're gonna kill someone, the deed's already been done!
236 + all 3 buttons or GHA buttonA more in Depth Look at Specials
Aging Gauge
Certain Thankful Death / Grateful Dead attacks will apply Aging to your opponent displayed above your meter bar. This drains over time and being knocked over drops 1 level. This isn't a central game plan of his an more naturally assist you as you beat down your opponent. The effects stack as follow
Lvl 1 - Stylish Evade and Stylish Guard is sealed
Lvl 2 - Jumping is sealed
Lvl 3(max) - Forward dash and back dash are sealedWhen this meter empties it drops to 0 instantly. Use the status on opponents to set up more pressure. especially as they cannot stylish evade out of attacks. Otherwise most of the time you will be making your opponent stay in level 1 as when you finish longer combos that involve aging the timer has often ran out. However if you drop the combo before it runs out the opponent will still have issue stopping your following pressure
3H - You gutless rat! When opponent is down
You live for the OTG. You will love the OTG. The OTG is your life. As it states this move can only be performed when the opponent is down. It attacks three times so even if you mistime and miss the initial hit the opponent can be hit by the last as they standing if they aren't blocking and continues on the follow up as normal. This move doesn't directly chain but often with timing can have "Fisher man" cast after to follow up further.
236 L/M/H - "Fisher Man!"
Pesci casts forward his line in front of Prosciutto. Each strength goes further than the last but its almost barely noticeable. When it hits the opponent it locks them into a shock state for a follow up attack of either an attack button to the knock the opponent down which can be followed up usually or pressing 4 to reel the opponent in and above. This will be central for combos
623 L/M/H - I'll rip you apart!
A no nonsense direct anti-air reel cast. Pesci casts his reel into the air attacking anyone in that airspace. This does not hit any ground opponent. Each version does more damage in increase but notably the higher damage option grounds the opponent faster whereas the light option will float them slightly before they hit the ground allowing you to dash up and fit in your 3H pick up in time. Stick to the L option if you can read your opponent clean
214 L/M/H *Can be held to maintain trap - Hook, line, and sinker! You took the bait!
This drops a fishing bobble a sort distance on the ground ahead of you and if the opponent touches this they crumple and fall to the ground. Nothing really special aside that you can hold this to maintain the trap but lock yourself out other moves and that button specifically. You can sidestep with this still but so can your opponent so its usually not a move often used
22 L/M/H - Nice Try!
This is a low hitting move in which Pesci tosses his reel low and pulls back. On hit this vacuums and they go higher for each strength but takes longer to come out. Sometimes good as a surprise low at some distance otherwise you'll mostly being using this during combos to link into your disgusting OTG finisher.
Stand ON3H - How's this?
You live by this button. You love it. It does everything for you even your taxes. This stand attack has it all. Firstly it can be used as a true combo during LMH chains and if they are mashing during the the chain from H to 3H they will take the hit which leads into further damage. Secondly this move is an overhead. If they are blocking low this will hit them. Thirdly this disgusting attack crumples on hit, you have enough time to dash in and follow up with more attacks and finally this thing OTGs and can be cancelled into a special that hits grounded....which can then OTG with 3H. or just do another 3H. Trust me this button is P&Ps best button
236 L/M/H - You're soft!
Grateful Dead's ORA ORA ORA ORA attack. However be careful as this attack cannot clash so don't be trying to match actual Oras or Mudas. The light version does the least damage and recovers fastest. The heavy version does more damage but takes longer to recover. All can be followed up with a trusty 3H if you get close fast enough as it launches them back into knockdown. This also has some armour at the startup just incase they're mashing lights at you
22 L/M/H - We're in it to the end! *applies 1 level aging
You release a low hitting fog around you. Each version increases the distance but takes longer to start up. This move deals no damage but applies one aging level onto the opponent. You never really want to try and use this in neutral and you're almost always going to see it during the OTG ender on the light version to apply a level to them.
63214 L/M/H - Direct contact is fastest *applies 1 level aging
Con: This is a blockable throw. Pro: This throw can be combo'd into. This throw picks up the opponent, applies an aging level before smacking them down onto the ground. After this you can dismiss the stand to extend your combo further or keep it easy (in the delay connection) and finish up with more trust 3H's with stand on to apply another level of aging after.
HHA - I can see your movements! You're wide open! *applies max aging
(236 + 2 attack buttons)
This is a counter move which on taking a physical hit that isn't a GHA attack then will trigger an animation in which you apply max aging, a small amount of damage and then throw them to the ground. In this state, either in stand or user mode, you can OTG and follow this up with a full combo
GHA - Once we decide that we're gonna kill someone, the deed's already been done!
(236 + all 3 buttons or GHA button)
Sometimes you just need to pop three bullets into someone's skull to let the Mammonis know. This GHA is cracked for one reason. It hits grounded opponents. In almost all of your situations that cause the opponent to be knocked down you can follow up with this attack to do some disgusting damage
Combos & Explanation
Easy ComboThe easy combo system in ASBR allows you to easily pull of a combo by just pressing 1 button repeatedly. The draw back is that the easy combo version does less damage than if you were to do the inputs normally. Which normally is the case but in P&Ps case this isnt true. (Due to him not have a HHA to auto combo into)
You can input the easy combo by spamming L like this:
L > L > L > L > LNormally if you have 1 bar of meter with other characters it would complete a lesser damage HHA but as the HHA from P&P is a counter this cannot happen
The auto combo string is however as follows
5L > 5M > 5H > 236H*H (follow up without stand. combo still same with stand) It is normally best to do manual inputs to time other moves into this or finish strings that are blocked safely. There is also the issue that Ps 5m is very short range and can often whiff at range
This opener is used quite often in these combos, so I will abbreviate 5L > 5M > 5H as 5LMH from now on.
For example: 5L > 5M > 5H > 236H*H becomes 5LMH > 236H*H
Now, let's use that basic combo in stand mode as a basis for some other fun combos.
We can squeeze a 3H after the initial light, medium, heavy and see what happens.
5LMH > 236H
5LMH > 3H > 236HAdding 3H takes us from 129 damage to 176 damage, nice!
Now that we've added that 3H its added extra damage into the combo which leads further into more OTG combos.
TauntingSometimes you gotta let them Mammonis know. This will reduce your opponents meter by 1 when they are downed and depending on your set up, emotionally damage the opponent!. Some characters can force comboable taunts with trap setups but i have not found any with P&P as of yet that are useful
AssistsI have not found any extra insane usages with assists that combo with P&P. They have easy access to the route as it is so i usually run with characters that have more safety breaks to avoid big damage combos.
StandYour stand increases your hurtbox range but alot of your easy to access combo starts come from this mode and avoid Ps very low range with stand off. However since Pesci is with you he needs time to get away and in as you call and dismiss your stand. As a result we cannot spend meter to cancel from stand off to stand on like many others can
A very easy and common combo with this stand is
5LMH > 3H > Dash forward > 5MH > 63214H
This combo is bread and butter and will continue further in the lower cheat sheet. Otherwise you can finish it as below
5LMH > 3H> Dash Forward > 5MH > 63214H > Dash forward > 3H > 3H > 22L > 3H
Puttsun CancelPuttsun Cancel (PC) lets you cancel an attack to extend a combo. This is similar to Roman Cancels in Guilty Gear.
Press all 3 attack buttons at once during a move.
Prosciutto will strike a pose and プッツ―ン will appear next to him. However Pesci cannot (MAMMONI!) As such Puttsun cancel has less usage in stand off as the special cancel will only stop the animation on Prosciutto and not pesci who is locked in animation and cannot do another special animation until he has finished.
However in stand mode Grateful Dead will reset instantly with P and you'll now be able to move or attack again. This costs 1 bar of Heat.
Cheat Sheet
TL;DR
Here are the combos without any of the flavour text or explanation so you have them handy.
Stand OFF
5LMH > 236H*H > GHA
5LMH > 236H*H > Dash forward > 3H > 236H*4 > 5LMH > 22M > S > 3H > 3H > 22L > 3H (for GHA damage ender do GHA after the first stand 3H)
5LMH > 22L > 3H > 236H*4 > 5LMH > 22M > S > 3H > 3H > 22L > 3H
HHA > 3H > 236H*4 > 5LMH > 22M > S > 3H > 3H > 22L > 3H
HHA > 3H > 236H*4 > 2L2Mdl5H > 236H*4 > 5M > jM > 5LMH > 22M > S > 3H > 3H > 22L > 3H
Stand ON
5LMH > 3H > Dash forward > 5MH > 63214H > Dash Forward > 3H > GHA
5LMH > 3H > Dash Forward > 5MH > 63214H > S > Dash forward > 3H > 236H4 > 2L2Mdl5H > 236H4 > 5M > jM > 5LMH > 22M > S > 3H (finish here with GHA if you wish) > 3H > 22L > 3H
HHA > Dash forward > 2H > 5LMH > 63214H > S > Dash Forward > 3H > 236H*4 > 2L2Mdl5H > 236H*4 > 5M > jM > 5LMH > 22M > S > 3H > GHA
A lot of these combos have the same grounded based OTG finisher. Rule of thumb is if you managed to down them. OTG them.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2860226130
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