Avdol

## Introduction

Avdol is the master of pressure, being able to break guards and forcing reactions out of opponents. While some tools of Avdol aren't the best, he is more than capable to make up for it.

## Strengths/Weaknesses

**Strengths**

‏‏‎ ‎
* ‎‎‎‏‏‎Excellent invincible moves
	+ Essentailly has a dp (dragon punch) with  +
* Suprisingly decent dash & dash attack
	+ High upwards hitbox on both specifically the Dash attack
* is an amazing keep out and pressure tool
	+ Has an enormous hitbox infront of avdol
	+ Extends upwards really high
	+ Stays active for a good amount of time
	+ Collides and wins trades with dash's
	+ Sends your oppenent far away with a ground bounce
	+ Has high damage
		- And in turn high guard damage
	+ Can be hard to sidestep up close
	+ Really hard to punish if it misses
	+ Is completely safe when blocked at any distance
		- Makes the move great up close for guard pressure
		- This also lets him DP punish attempts
			* Good players know this and generally will play defensive when blocking
				+ All of this essentaily lets you mix up spamming  on block or Dragon punching punish attempts
* +  is fully invincible
	+ Tracks really well and has good range
	+ Disjointed, can hit through walls/objects in some cases
	+ Faster recovery than the normal  +
	+ Leads to almost free pressure or a free hit if they don't mash out
* +  is also fully invincible
	+ Good at beating jump ins and dash's
	+ Decently short cooldown especially for an invincible move
	+ Has a great hitbox surounding avdol
		- Great at catching sidesteps
	+ Does very high damage and guard damage
	+ Sets up higher damage juggles when flash canceled
		- This can lead to a juggle just shy of a full bar on the highest hp characters from any stray hit
* Aerial   done a specific way when landing lets you cancel all the landing lag on the second hit
	+ Lets him land safely when blocked, he can press buttons first
	+ Very high upwards hitbox on the second hit
	+ Using this from his ' ➜  ➜  \*cancel' lets him start a juggle
		- He would normally need to waste flash cancels for a juggle
		- Lets him add more damage to his bnb
		- Very few characters can use this
* His normal juggle is fairly easy to do and worthwhile when done properly
	+ Has 2 good setups both being good for diffrent reasons
* Held  is fairly quick
	+ Won't combo after  letting you reset them if they try block
	+ Buffering  +  during the start of the attack will make it track a bit better against sidestep attempts (in some cases avdol will do a full 180)
* +  is one of the better projectiles in the game
	+ Constantly tracks it's target for a set amount of time
	+ Stays active even after avdol gets hit
		- No other 'projectile' in the game can do this
* +  does huge guard damage, the most out of all his skills
	+ Suprisingly good up close thanks to this
	+ Collapses on hit for easier follow ups
	+ Has all the same benifits of  +

**Weaknesses**

‏‏‎ ‎
* All of his invincible moves are unsafe when blocked
	+ Usually forced to waste a flash cancel because of this
* has a bit of start up before the move comes out
	+ Majority of the time it can't be used on reaction to beat out dashes
	+ Can't be special cancelled unlike most 's
* First 3 's have low hitstun
	+ The third and second  come out slow
	+ basically has to be mashed to combo reliably
	+ Avdol is forced to end combos early if he connects  after running out of stamina
* (air)  is not the best
	+ Long recovery might even be unsafe on block
	+ Doesn't have a very good hitbox tends to miss
	+ Very difficult to get a backstab with
* +  is his worst move
	+ Slow start up
	+ Low blockstun
	+ Takes a while to recover
	+ On hit can be punsished fairly easily
* +  moves really slow
	+ Most characters can out run it or just ignore it
	+ Even if they are mid combo they can avoid it fairly easily and not drop
	+ Less speed, less range

## Commands

**Style/Other**

Cross Fire Hurricane
 PROJECTILE CHARGEABLE ON GROUND
Magician's Red fires flame ankhs in 3 directions split ahead of him. They have homing capabilities and set opponents on fire, dealing damage. Hold down the button to change the attack and instead fire a huge ankh that splits off into many smaller ankhs. The big ankh sets opponents on fire and knocks them back. It can also nullify projectiles, however if it hits a strengthened skill projectile, they will cancel each other out.

**Skills**

This fire detects life...
 +  / EX  +  EX SKILL PROJECTILE ON GROUND
Magician's Red fires a homing flame projectiles that lasts for a long time. If it hits, it will deal damage and set the opponent on fire. When locked-on, it will fly toward the target. When not locked-on, it will fly toward the nearest enemy.

**EX Version**: Slower projectile speed, but higher guard break power. If it hits, it will make an opponent crumple, allowing for a follow-up.Melting that in mid-air is child's play. +  ON GROUND
Magician's Red creates huge ankhs around him that will ser any opponent on fire and nullify projectiles. Avdol is granted brief invincibility on startup.Red Bind!
 +  / EX  +  EX SKILL ON GROUND
Magician's Red paralyzes an opponent with ropes of fire. While paralyzed, the opponent gets set on fire and gradually loses stamina, If the opponent quickly moves the Left Stick around, they can shorten the paralysis time.

**EX Version**: The skill activates faster and Avdol is invincible on startup.

**Dual Heat Attacks**

Crossfire Hurricane Special! (Solo)
 +  ON GROUND
Avdol summons and surrounds himself in flame ankhs, summoning more and more that spin around him, throwing them all into the opponent, blasting them.Double Bind! (With Old Joseph) +  ON GROUND
Avdol surrounds the opponent in binding fire. Old Joseph rushes towards the opponent, charging hamon, and punching them into the air with his fist wrapped in Hermit Purple. Avdol, using binding fire, and Old Joseph using his stand, grab the opponent in the air, before they fall. Old Joseph uses Overdrive, Magician's Red sending fire along the line with Old Josephs hamon, blasting the opponent further into the air to end the attack.Flame Rapier (With Jean Pierre)
 +  ON GROUND
Avdol binds the opponent with Red Bind first, then spewing fire into the air, with Silver Chariot wrapping it's rapier with the fire. Jean Pierre thanks Avdol, charging Silver Chariot towards the opponent, slashing them a ton, throwing them into the air with a powerful slash, and landing, posing while the opponent explodes to end it.

### JoJolities

* **Guess I'll have to get a little rough here.**: Connect 2 times with Skill: "Red Bind!" (200 Points)
* **This fire detects life...**: Connect 3 times with Skill: "This fire detects life..." (200 Points)
* **Time for your second helping of my Cross Fire Hurricane!**: Break an opponent's health gauge with Style Action "Cross Fire Hurricane". (300 Points)
* **Watch out!**: Successfully execute 5 Combo Breakers. (500 Points)
* **Not in a million years...**: Retire an enemy with a Dual Heat Attack. (800 points)

## Combos

**BnB**:  ➜   ➜  ➜  + .

**Alt BnB**:  ➜  +  \*collapse ➜  ➜  + .

 **+  combo**:  ➜   ➜  ➜  +  ➜  +  ➜ \*juggle  >  \*wiff ➜  ➜  / ➜  ➜  / ➜  ➜  + .

**Dualcombo**:  ➜  ➜ + \*collapse ➜  ➜  ➜  + .