JoJo's Bizarre Adventure: All-Star Battle R/Rudol von Stroheim

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Introduction

The iconic prideful soldier and major ally of Battle Tendency, the second part of JoJo's Bizarre Adventure, Rudol von Stroheim is a damage dealing monster with a varied and strong toolkit, having many great normals, projectiles, a strong anti-air, and okizeme tools, allowing Stroheim to change his gameplan on the fly to whatever he needs to do. In neutral, his "Grenade Launcher" and "This can fire through 30 mm armor plating!" give him great ranged options to keep people pestered and flustered so he can fish for openings and unleash his most defining character trait: his OBSCENE damage output. Stroheim's sheer damage output is something to not take lightly: with many easy touch of death combos and strong vortex okizeme, it's not uncommon to see Stroheim win rounds in 1-2 touches! If huge damage, large toolkits, and a colorful personality is what's being sought after, then consider playing Stroheim.

  • Best Science in the World: Stroheim can switch between Heavy Machine Gun Mode and UV Laser Mode, the latter being a gauge-centric mode that alters his abilities.
Playstyle
JJASBR Stroheim Small Icon.png Rudol von Stroheim is a well-rounded character boasting a varied toolkit and incredibly high damage.
Pros Cons
  • A Complete Arsenal: Between his "Grenade Launcher," "This can fire through 30 mm armor plating!," and disjointed UV Laser Mode attacks, Stroheim has solid keepout and anti-zoning tools that make it extremely difficult to approach him safely.
  • Normals and Pressure: Stroheim has many great buttons with good pushback, range, and fairly fast recovery, giving him incredible stagger pressure. When paired with a quick standing overhead and grenades that stay active after he gets hit, this grants Stroheim annoyingly sticky pressure that can be near impossible to escape in certain situations.
  • Okizeme: With his "Grenade Launcher," Stroheim can create disgusting mixups that have many layers and force the opponent into just guessing. Should they guess wrong, it all leads back into his extremely high damage output.
  • Self-Safety Hazard: The grenades thrown with his "Grenade Launcher" can also damage and kill Stroheim. While he does boast a massive 1000 health, he must take the constant damage he does to himself into consideration, as these grenades are a major combo tool and he may have to stop using them in combos as his health gets lower and lower.

Best Science in the World

JJASBR UV Laser Gauge.png

Stroheim can switch between his Heavy Machine Gun Mode and UV Laser Mode configurations by pressing the Style button. While his moveset in Heavy Machine Gun Mode is fairly traditional, UV Laser Mode is unique in that it changes his Throw, has no special moves available and, in addition to not triggering counters, all attacks will cause White Damage on top of their standard damage (even causing 10% extra damage against Stone Mask characters).

The UV Laser Gauge is a special gauge that can be seen above Stroheim's Heart Heat Gauge. It acts as a limiter for how long Stroheim can stay in UV Laser Mode (gradually draining over time while active), and when depleted, Stroheim automatically switches back to Heavy Machine Gun Mode. The UV Laser Gauge refills passively while in Heavy Machine Gun Mode, and will be instantly filled to the max if Stroheim's HHA connects.

Stats

Style Health Low Health Mode Hashtag(s)
Best Science in the World 1000 Rumble #ASBR_STR

Move List

JJASBR HMG Icon (2).png
JJASBR UVL Icon (2).png

Heavy Machine Gun Mode

Normal Moves

HMG 5L
5L
JJASBR Stroheim HMG 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Stroheim performs a short-range jab.

  • Notes 1
  • Notes 2
HMG 5M
5M
JJASBR Stroheim HMG 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid 6 - - -12 -8

Stroheim performs a fast uppercut.

  • Moves Stroheim slightly forward.
  • Fairly high hitbox, but a lack of active frames make it hard to use as an anti-air.
HMG 5H
5H
JJASBR Stroheim HMG 5H (1).png
JJASBR Stroheim HMG 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (20, 12) Mid 10(11)1 - - -6 0

Stroheim attacks with a shoulder bash and follows up into a backhand hit.

  • Deceptively active, can catch a lot of people off guard trying to whiff punish.
  • Only the second hit is special-cancelable, so it is very common for people to use a Reversal Assist on this move to end a combo.
HMG 2L
2L
JJASBR Stroheim HMG 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -6 -2

Stroheim performs a short crouching jab.

  • Notes 1
  • Notes 2
HMG 2M
2M
JJASBR Stroheim HMG 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 8 - - -4 0

Stroheim performs a strong crouching punch.

  • Moves Stroheim slightly forward.
  • Notes 2
HMG 2H
2H
JJASBR Stroheim HMG 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Low 12 - - -8 HKD

Stroheim performs a crouching low kick.

  • Causes hard knockdown.
  • Notes 2
HMG 6H
6H
For the homeland! For eternal glory!
JJASBR Stroheim HMG 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 24 - - -10 Groundbounce

Stroheim performs a one-handed downward slam.

  • Causes a groundbounce on hit.
  • Notes 2
HMG JL
j.L
JJASBR Stroheim HMG Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead 8 - - - -

Stroheim extends his knee.

  • Notes 1
  • Notes 2
HMG JM
j.M
JJASBR Stroheim HMG Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

Stroheim performs a jab angled downwards.

  • Notes 1
  • Notes 2
HMG JH
j.H
JJASBR Stroheim HMG Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 14 - - - -

Stroheim extends his leg and kicks in front of him.

  • Notes 1
  • Notes 2

Special Moves

HMG 236X
This can fire through 30 mm armor plating!
236L/M/H
JJASBR Stroheim HMG 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 18 (6*3) Mid 18 - - -8 -6
Medium 36 (6*6) Mid 18 - - -14 -12
Heavy 54 (6*9) Mid 18 - - -18 -16

Stroheim reveals a gatling gun from his chest and fires it repeatedly.

  • The amount of bullets Stroheim fires changes depending on the version used.
    • Aside from this, no other traits will change.

L version:

  • Stroheim fires 3 bullets.

M version:

  • Stroheim fires 6 bullets.

H version:

  • Stroheim fires 9 bullets.
HMG 623X
His hand is metal!
623L/M/H
JJASBR Stroheim HMG 623X (1).png
Move
Move
JJASBR Stroheim HMG 623X (2).png
H version close hit
H version close hit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 Mid 6 - - -20 KD
Medium 80 (40*2) Mid 8(9)1 - - -28 KD
Heavy 110 (30*2, 50) Mid 10(1)1(9)1 - - -32 HKD (KD)

Stroheim fires his prosthetic hand diagonally upwards, with it returning to him afterwards.

  • Not considered a projectile, despite appearances.

L version:

  • The hand strays right next to Stroheim.
  • Does not have invul.
  • The only version that can be canceled into HHA.

M version:

  • The hand moves far from Stroheim.
  • Has invul.
  • Cannot be Flash Canceled.

H version:

  • The hand moves the same distance as the M version.
  • Has invul.
  • Cannot be Flash Canceled.
  • Triggers an automatic, cinematic follow-up on point-blank hit that causes hard knockdown.
    • Otherwise identical to the M version if this hit whiffs.
HMG 214X
Leave the rest to me, Rudol von Stroheim!
214L/M/H
JJASBR Stroheim HMG 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 34 Mid 16 - - -12 -6
Medium 40 Mid 20 - - -16 -10
Heavy 42 Mid 24 - - -20 -14

Stroheim dashes forward and performs a gut punch.

  • The distance Stroheim covers changes depending on the version used.
  • Can low-profile certain moves and projectiles.

L version:

  • Stroheim moves the least far.

M version:

  • Stroheim moves further.

H version:

  • Stroheim moves the furthest.
HMG 214X-X
I'll pluck you one square centimeter at a time!
214L/M/H > L/M/H
JJASBR Stroheim HMG 214X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Mid 18 - - -46 KD

After hitting the opponent, Stroheim hits them again by firing his prosthetic hand, with it returning it to him afterwards.

  • Move performance is identical across all versions.
  • Can only be used if "Leave the rest to me, Rudol von Stroheim!" hits or is blocked.
  • Launches on hit.
HMG 421X
Grenade Launcher
421L/M/H
JJASBR Stroheim HMG 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 90 (80, 10) Mid 26(3)1 - - - KD
Medium 90 (80, 10) Mid 32(3)1 - - - KD
Heavy 90 (80, 10) Mid 34(3)1 - - - KD

Stroheim throws a hand grenade into the air at an arching upwards angle.

  • The distance Stroheim throws the grenade changes depending on the version used.
  • The grenade's explosion launches on hit, and can damage Stroheim.

L version:

  • The grenade is thrown at a vertical trajectory, landing in front of Stroheim.

M version:

  • The grenade is thrown at a more diagonal trajectory, reaching a bit past 1/3 of the screen.

H version:

  • The grenade is thrown at a more horizontal trajectory, reaching just short of midscreen.
HMG 22S
Farewell, you annoying Englishman!
22S
JJASBR Stroheim HMG 22S (1).png
JJASBR Stroheim HMG 22S (2).png
JJASBR Stroheim HMG 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
500 Unblockable - - - - KD

Stroheim cooks a grenade and lays on the ground with it, attempting to take his opponent with him in the explosion.

  • Requires at least 2 HH Gauges, but will only consume 1 HH Gauge upon use.
  • Stroheim possesses Super Armor while lying on the ground, in addition to being immune to Throws.
    • Can still be affected by hitgrabs, however.
  • The explosion sends both Stroheim and the opponent flying in opposite directions.
  • On a successful use, Stroheim is left at 1 HP, and loses access to his HH Gauge for the rest of the match.

Throw

HMG Throw
Throw
Watch how I fight.
5/4 + Any Two Attack Buttons
JJASBR Stroheim HMG Throw (1).png
JJASBR Stroheim HMG Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw 6 - - - HKD

Stroheim grabs his opponent's neck, then twists his other arm to move behind his back and punch the opponent.

  • Leaves the opponent a bit far from Stroheim.
  • Both Throws are identical aside from direction.

UV Laser Mode

Normal Moves

UVL 5L
5L
UV Laser, activate!
JJASBR Stroheim UVL 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 4 - - -6 -2

Stroheim fires a short-ranged, concentrated blast of UV light from his eye.

  • Deals 15 White Damage in addition to its raw damage.
  • Extremely good normal; long range, disjointed, 5F startup, and can very easily be converted off of.
  • Confirms into GHA.
UVL 5M
5M
UV Laser, activate!
JJASBR Stroheim UVL 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 10 - - -12 -8

Stroheim leans forward and fires a long-ranged, concentrated blast of UV light from his eye.

  • Deals 24 White Damage in addition to its raw damage.
  • Combo filler.
  • Occasional poke in neutral.
UVL 5H
5H
UV Laser!
JJASBR Stroheim UVL 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (4*8) Mid 18 - - -8 HKD

Stroheim fires UV lasers from the lights on his shoulders.

  • Deals 32 (4*8) White Damage in addition to its raw damage.
  • Launches on hit and causes hard knockdown.
UVL 2L
2L
UV Laser, activate!
JJASBR Stroheim UVL 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 8 - - -4 0

While crouching, Stroheim fires a short-ranged, concentrated blast of UV light from his eye.

  • Deals 14 White Damage in addition to its raw damage.
  • Notes 2
UVL 2M
2M
UV Laser, activate!
JJASBR Stroheim UVL 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 10 - - -12 -8

While crouching, Stroheim leans forward and fires a long-ranged, concentrated blast of UV light from his eye.

  • Deals 22 White Damage in addition to its raw damage.
  • Notes 2
UVL 2H
2H
UV Laser!
JJASBR Stroheim UVL 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (4*8) Low 10 - - -30 KD

Stroheim aims towards the ground and fires UV lasers from the lights on his shoulders.

  • Deals 32 (4*8) White Damage in addition to its raw damage.
  • Launches the opponent away on hit.
  • Can hit OTG, and is capable of relaunching downed opponents.
UVL JL
j.L
UV Laser, activate!
JJASBR Stroheim UVL Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

While in the air, Stroheim fires a short-ranged, concentrated blast of UV light from his eye.

  • Deals 16 White Damage in addition to its raw damage.
  • Notes 2
UVL JM
j.M
UV Laser, activate!
JJASBR Stroheim UVL Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

While in the air, Stroheim fires a long-ranged, concentrated blast of UV light from his eye.

  • Deals 24 White Damage in addition to its raw damage.
  • Notes 2
UVL JH
j.H
UV Laser!
JJASBR Stroheim UVL Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 (11*3) Overhead 12 - - - -

While in the air, Stroheim fires UV lasers downwards from the lights on his shoulders.

  • Deals 33 (11*3) White Damage in addition to its raw damage.
  • Notes 2

Throw

UVL Throw
Throw
German science is the best in the world!
5/4 + Any Two Attack Buttons
JJASBR Stroheim UVL Throw (1).png
JJASBR Stroheim UVL Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 Throw 6 - - - HKD

Stroheim grabs the opponent, after which he fires a concentrated Ultraviolet Radiation Beam from his eye.

  • Deals 60 White Damage in addition to its raw damage.
  • Leaves the opponent close to Stroheim, allowing for an OTG uv.2H relaunch against certain characters.
  • Both Throws are identical aside from direction.

System Mechanics

Assist
Assist
UV Laser!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Stroheim Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (4*8) Mid - - - - HKD

Stroheim fires UV lasers from the lights on his shoulders.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on uv.5H
  • Launches on hit and causes hard knockdown.
  • Deals 32 (4*8) White Damage in addition to its raw damage.
5S
Best Science in the World
5S
JJASBR Stroheim HMG 5S.png
Switch to UV Laser
Switch to UV Laser
JJASBR Stroheim UVL 5S.png
Switch to Heavy Machine Gun
Switch to Heavy Machine Gun
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
UV Laser Mode - - - - - Total XX -
Heavy Machine Gun Mode - - - - - Total XX -

Switches between Heavy Machine Gun Mode and UV Laser Mode, altering Stroheim's moveset and abilities.

  • Cannot be canceled into.
  • Automatically switches back to Heavy Machine Gun Mode if the UV Laser Gauge empties.
  • Switching modes carries some recovery that cannot be interrupted.

Heart Heat Attack

This'll whittle you down to size!
236 + Any Two Attack Buttons
JJASBR Stroheim HHA (1).png
JJASBR Stroheim HHA (2).png
JJASBR Stroheim HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
204 (54+7*20+10) Mid - - - - HKD

Stroheim fires his prosthetic hand straight ahead. If it connects, he unleashes his gatling gun and fires a volley of bullets against the opponent.

  • Cannot be used in UV Laser Mode.
  • The fist reaches about 1/3 of the screen.
  • Refills the UV Laser Gauge to full on a successful hit.

Great Heat Attack

I can't tell you how good it feels to finish you off myself!
236L+M+H
JJASBR Stroheim GHA (1).png
JJASBR Stroheim GHA (2).png
JJASBR Stroheim GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
340 (60+4*42+42+70) Mid - - - - HKD

Stroheim switches to UV Laser Mode and fires UV lasers from the lights on his shoulders. If these connect, Stroheim switches to Heavy Machine Gun Mode and unleashes a heavily extended volley of bullets into the opponent. Afterwards, he pulls the pin on a hand grenade that he is holding with his prosthetic hand, only to fire said hand off to strike the opponent and subject them to the grenade's explosion.

  • Has faster startup if used while in UV Laser Mode.
  • Leaves Stroheim in UV Laser Mode on block or whiff, if he has enough UV Laser Gauge.
  • Leaves Stroheim in Heavy Machine Gun Mode on a successful hit.

Costumes

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh