JoJo's Bizarre Adventure: All-Star Battle R

JoJo's Bizarre Adventure: All-Star Battle R

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Wonder of U Guide
Von Pilot J Ramsy
A guide for Wonder of U in JoJo's Bizarre Adventure: All Star Battle R. We're covering normals, combos, tips, tricks, recommended assists, and playstyles.
   
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Introduction
Hey everyone! Today we're gonna be covering the master of calamity himself, Wonder of U. This has been a long awaited release for many people in the ASBR community including myself. If you can't tell from my DIO Guide, I love the villains from JoJo as all of them are so unique and I've always been the guy who likes them more than the protags. Let's hop straight in and start understanding how to manipulate calamity to shred our opponents to pieces.
Notation Explanation
Many guides and videos you may see on ASBR will use a set of numbers and letters to "notate" the inputs on our controllers so that you may recreate them easily.


This image will assist you in understanding this notation that I'll be using frequently throughout the guide. This comes straight from the Mizuumi ASBR Wiki. I'll leave a link to the site here[wiki.gbl.gg] just in case you want to check the site out for yourself.
Basic Strengths
Wonder of U has a few basic strengths that are quite interesting to say the least.

The main passive of our main man here is....calamity, who would've thought right? As Wonder of U's health reaches certain thresholds, his special moves increase in damage or outright change, and his HHA/GHA do more damage as well. This is notated by a symbol near the HH Gauge that dictates the level of calamity. You start at Level 1 and it increases to a maximum of Level 3. As you get lower on HP, your damage and pressure will grow. This is something that your opponent will have to acknowledge. Your combos while low on health in Rumble Mode with access to Level 3 calamity is enough to two tap the roster with only 2 bars of HH Gauge.


Wonder of U's toolkit for zoning is quite good considering that he has command normal projectiles that can be cancelled into more zoning from his specials. He has a teleport that allows him to keep his distance, or he can cancel into it from a command normal to escape after putting block pressure on the opponent, or to cover his own entrance from fullscreen if he wishes.

Wonder of U is completely immune to throws and will automatically throw escape any normal throw, but still take damage. This doesn't apply to command grabs. Joseph Joestar's (Part 2) "Your next line is..." parry also doesn't work on Wonder of U as he remains silent and Joseph will simply say "Hellooooo....anyone home?"

Wonder of U simply just has really good block pressure. This character is able to cause so many different mind games up close with his good reaching normals and constant mix ups. You have to watch for the Low, Overhead common setup as well as not getting caught by any jump he might do just in case you fall for some of his delays he has in his kit. It's some really nasty stuff if you know what you're doing.

Drip, 'nuff said.
Basic Weaknesses
HIs weaknesses do exist and some of them are painfully obvious.

The largest weakness of Wonder of U is his slow walk speed, lack of a run, inability to dash jump, and reliance on his teleport for mobility. He does actually have a combo game, even while being a zoner, but not having a run or a dash with good distance does affect his ability to link combos unlike the rest of the cast.

Wonder of U doesn't have many special moves. In theory, most of his specials and command normals do cover most situations, but in practice it can be quite different. He does still struggle with pressure characters in the hands of the people that know how to pilot their pressure setups.

Wonder of U lacks a good wakeup option and has to rely on a hard read with stylish guard or attempt to read the okizeme and teleport out to get some space.

With the lack of a Stand On mode, we do have to get creative in some of his combos with the normals we use because of the "3 Hit" rule in ASBR. It also means that your opponents only have to remember what the 6 normals are used for and look like.
Ground Normals
5L: WoU performs an elbow towards the opponent, has very stubby range, but can be used to stop jump ins due to the higher hit box. A Mid attack.

5M: WoU thrusts the handle of his cane forward. This attack has pretty good range for the neutral game. My favorite poke button. A Mid Attack.

5H: WoU swings his cane in a wide arc. This attack has fantastic range, a great wide hitbox, and is consistent for stopping dash jumps and unwarranted aggression. A Mid Attack.

2L: WoU performs a chop towards the opponents knees. This attack has more range than 5L and should be used in its place if attempting to poke with it. A Low Attack.

2M: WoU thrusts the handle of his cane in an upwards motion towards the opponent. This attack is good for catching jump ins and falling opponents during combos. A Mid Attack.

2H: WoU swipes his cane at the opponents feet, resulting in a hard knockdown. This button is good for setting up pressure if you wish and has great range for a sweep. A Low Attack.

5S: WoU throws a projectile in an arc that will cover about a third of the screen distance. This projectile hits multiple times and will microlaunch the opponent, allowing for a follow-up if you're quick. Being a command normal, you can cancel into special moves the moment he throws the projectile. A Mid Attack.

2S: WoU drops a rock insect into the ground that will crawl to the opponent and then come up from its burrow underneath them, causing a crumple. This can also be canceled into special moves as well, allowing for an easy follow-up after the opponent crumples. If the opponent is airborne when the insect unburrows, it will knock them down instead of crumpling. A Low Attack.
Air Normals
j.L: WoU performs a flying knee. This attack is pretty stubby towards grounded opponents and doesn't have great range. I don't use it often, but it has a few niche uses. An Overhead Attack.

j.M: WoU swings his cane forward. This normal has fantastic air-to-air range. That's what I use it for. An Overhead Attack.

j.H: WoU punches downwards with the handle of his cane. This is his best jump-in, albeit not very good. It's hitbox doesn't linger as long as it should, but he doesn't have another option that actually hits down.
Special Moves
Wonder of U only has 4 special moves, but each of them have some versatility.

214L/M/H: WoU raises his hand causing an object to fall from above. The button used determines the interval between the animation and the object falling: Light is no delay, Medium is slight delay, and Heavy simply plays the animation, but doesn't drop anything in order to fake the opponent out. The object dropped changes based on calamity level. 1 leaf at Calamity 1, 3 leaves at Calamity 2, and a piece of rebar at Calamity 3. Deals more damage the higher the Calamity level.

421L/M/H: A parry. The parry window shortens as you use different attack buttons, Light being the longest and Heavy being the shortest. If hit by an opponents attack or non-HHA/GHA projectile, a cane will be launched as a counter. This cane can't be deflected once launched. Deals more damage the higher the Calamity level.

236L/M/H: WoU takes a test vial and throws it in an arc. The arc increases with the button pressed, Light being the smallest and Heavy being the largest. If it hits a standing opponent, it will crumple unless they were already crumpled by 2S, then it will knock them down and vice versa. If the vial does not hit an opponent, it will linger on the ground as a trap. If an opponent walks over it, calamity will take over and make the shards fly up and achieve the same result as if it hit them. If the tube hits a projectile in the air, the shards will be launched from there. Deals more damage the higher the Calamity level. A High Attack.

22L/M/H: A teleport. The button used changes where WoU goes. Light puts you right in the opponent's face, Medium teleports you slightly backwards, and the heavy teleports you even further backwards. This is your main mobility tool since you can cancel into it after 5S and 2S.


HEAT ATTACKS

236 + Any Two Attack Buttons: WoU strides backwards as the force of calamity makes rain hit the opponent with such force it knocks them down. This HHA hits high and inflicts more chip damage than other skills in the game. This attack is always safe as WoU walks backwards as it rains. This attack can hit downed opponents, meaning that if you end the combo with it, you can do another one once they hit the ground for some extra damage. Deals more damage the higher the Calamity level.

236LMH: A parry GHA. If an opponent's attack hits while the parry is active, the GHA will activate. WoU will cause Calamity to slam into the opponent with several different objects before exclaiming that Calamity is not a force for good or evil as the final attack strikes the opponent. Deals more damage the higher the Calamity level.


Recommended Assists
So, as for recommended assists for Wonder of U, the options to vary quite heavily. You could simply take Johnny as an assist if you wanted to prevent the whole Giorno thing with GER happening if you wished because WoU doesn't really need an assist to do high damage. Most assists end up scaling the combo so much that you would've gotten the same damage if you threw in a couple more normals.

I'll go over the few I've tried and ones that I think would be good.

Jotaro (Part 3): This is the classic assist. You can throw Jotaro in pretty much anywhere to just add some damage without you having to FC. He does only have one defensive charge though, which might not bode super well for WoU.

Josuke (Part 4): This has all the same upsides as Jotaro (Part 3), he simply has two defensive charges, and one offensive charge.

Akira (Part 4): Someone in the comments brought Akira's utility to my attention that I never thought of before. Using WoU's mobility, this assist can be guaranteed if set up correctly, or simply called in during an attack animation to eat a counterattack from the opponent. He's got 2 defensive uses too.

Yukiko (Part 4): I hadn't used this assist before, but I saw one video with someone using this assist and she works quite well if summoned right after 5S is executed for a free jump-in extension.

Kars: Can be used as you cast your HHA to ensure extra damage and a ground bounce to guarantee a second HHA to add damage. This assist is used in the T.O.D. He only has one defensive charge though.

Johnny (Part 7): This is the classic projectile assist. It can be used to stop Kars and Giorno from completing their install supers, or just give some extra zoning pressure. He only has one defensive charge though, but three offensive uses. If you're looking to zone, this is the one.

Mista (Part 5): Same thing as Johnny, just has two defensive charges and two offensive charges. He also got buffed with this patch to fire 6 rounds when he comes in now.

Combos
EASY STUFF

5LMH > 2S > 236L

5LMH > 5S > 5H > 5S > 22H

[1] j.H > 5H > 2S > 214L > 5MH > 5S


HARDER STUFF

j.H > 5H > 2S > 214L > 5MH > 5S > 22L > 5MH > 5S > 236L

[2] 2LM > 2S > 214L > 66 > 5MH > 5S > 22L > 5H > 5S > 236M


LEVEL 3 CALAMITY

[3] 5H > 2S > 214L > 66 > 2H > 2S > 214L > FC > 5MH > 5S > 236L > HHA

T.O.D.

DISCLAIMER: I HAD BEEN THEORY CRAFTING WITH THIS CHARACTER AND HAD SEEN A FEW VIDEOS USING KARS AS EXTRA DAMAGE AND CAME UP WITH THIS. THERE ARE MANY OTHERS OUT THERE THAT LOOK LIKE THIS BECAUSE HE'S NEW AND NOT QUITE OPTIMIZED. BASICALLY SAYING THAT THIS ISN'T 100% MY OWN.

LEVEL 3 CALAMITY REQUIRED
[4] j.H > 5H > 2S > 214L > 2H > 2S > 214L > FC > 236L > FC > 2H > 5S > 66 > 5H > 5S > 236M > ASSIST > HHA > HHA

For those of you that came back to the guide after it was first uploaded, yes I did change the TOD video with one of it actually doing 1004 damage. The key is that when you use 236M, it need to be ASAP after 5S or it will connect too late and the scaling will decrease the damage. My voice is also in this one just like the DIO one cuz I was theory crafting and didn't want to do it again. Enjoy!

[1]

[2]

[3]

[4]
Recommended Playstyle and Tips
So, Wonder of U is a zoner at heart, but does have a pressure game that can be pretty deadly if the opponent doesn't know what they're doing.

I would advise staying around half-screen if you wish to zone as the only way for you to zone at full screen is with 214L/M/H and 2S. If we stay around half-screen though, all of our projectiles will reach and we can really lay down the chip damage.

The real mind games start though when you incorporate your teleport into your pressure. You can keep the opponent guessing where your openings are by using 2S and then teleporting in. If the opponent attempts to poke, the insect will crumple them for a free combo. You can do the teleport on a block string to back off, throw a 5S and then teleport right back in. Stay mobile with your teleport! Remember that we have a stubby dash, no run, and a floaty jump!

As Wonder of U, you shouldn't be using your assist offensively unless you know you're safe. For combos specifically, you don't need assists at all. You can get 50% easily with one bar at Level 3 Calamity with no assist and it puts you at around that ideal zoning range when you get done with it. That's why the only assist combo you see in the Combos section is the TOD, as Kars is necessary for that one.

Whenever you're ending your combos, instead of inputting the last special move, you can input your teleport you give yourself some space. Alternatively, you can use the 214M to setup a projectile on your opponent when the get up for free pressure.

Your moveset has so many different ways to use it, get creative!
Conclusion
Well, that about wraps it up for Wonder of U I'm pretty sure. This guide will be changing as I discover new tech for this character as he's one of my favorites so far.

I really appreciate you all for taking a look at the guide and hope you can take something away from it to help you improve at Wonder of U or even just the game.

Remember that if anyone dares underestimate you power...show them the true power of calamity.
2 Kommentare
breaking hartwell bad 10. Dez. 2023 um 18:07 
I would argue in favor of adding Akira to the assist list; more chances to use WoU's bonkers HHA is always good, Akira has 2 defense, and WoU can protect/sidestep Akira very easily (his offensive use can also bail you out because he sits still for so long; he's definitely eaten hitgrab HHAs for me before)
ImagN 8. Dez. 2023 um 22:50 
What a goat