JoJo's Bizarre Adventure All-Star Battle confirmed by Bandai-Namco

Has anyone found a way round the ass backwards save locking yet?

Want to take the game to places to play locally but I’ll be damned if I’m lugging a PS3 around on the bus there and back, seems really stupid that a game from a genre made for local multiplayer would combine locked characters with save locking so I’m hoping there’s some kind of workaround.

You can carry the data/profile to another PS3 on a memory stick like any other game.

But it doesn’t let you actually use it, the game just throws up some Japanese text with no selection and saves a new file over it.

I don’t know what to tell you. My roommate had no issue transferring his jpn psn profile and save data to our friend’s ps3. It’s how I’ve been playing since I actually don’t have a PS3.

Ah, you have to transfer the psn profile this time?

Thanks I’ll make a junk one and start unlocking on that, used to just being able to take the save, stick it on the ps3 and work.

Anyone with a decent connection on the east coast down for some games around 11:00pm est? At work atm.

We need a forum with character threads…

For real. It’s proving kind of a pain to locate the most up-to-date tech for each and I really don’t wanna waste my time working out shit in practice mode that’s already out there.

i agree on a character section!

I dunno about a whole subforum for this game. Maybe we could get like a cheap little wiki on mizuumi or something? I dunno if this game has enough waifus to qualify, though (it has, like, 3…and two of them are in prison, lol).

But seriously, I don’t think this game needs much more than, like, a couple short wiki pages listing BnBs and frame data (assuming anyone ever gets bored enough to do that). The rigid nature of the chain/cancel system + the limited nature of most mixups and footsies means that most characters’ strategy sections are gonna be, like, 2-3 paragraphs max. (Part 1 Dio: “He’s fast but has no range. Run up on people, jab a lot, throw a lot, mix up your SJC directions for safety, almost always end with meter drain. Don’t be an idiot who blows all your meter every time you touch the opponent.” There. That’s Part 1 Dio.)

The possibility of an subsection/wiki/etc. might be better once the western release comes out and more people get access to the game. Closest thing I know of for character threads is on another forum at the moment:

http://ls57tiger.freepgs.com/jojo/phpBB3/viewforum.php?f=41

And there was also a general subsite that was put up by them too with movelists and such that’s still being updated.

http://ls57tiger.freepgs.com/Joomla2_5_6/index.php/asb-page

Character threads for this game would rock.

some really good Kakyoin play in this tournament footage from yesterday:

This site actually seems pretty good for this game. I vote people just contribute to this one.

In the absence of char-threads, can anyone tell me what Jolyne’s BnBs/max damages are since 1.03?

Jolyne’s damage output on her BnB stuff actually went down in 1.03. comboing after 63214A with a taunt combo now is only possible once (taunt combo limit) and scales more. it builds more meter now though. using her stand rush scales more now as well.

you can transition into stand on during your combo using the new stand on cancel, the classic 6H>PC, or utilizing her taunt combo from 63214A

it’s basically the same as what it was. stand on LMH>29>j.H>j.236A>S j.M>5LMH>6H>63214A, link HHA.

that’s one thing I see people not doing; in your BnB you should end with 63214A before going into HHA instead of 236H because it does more damage and builds more meter. It’s not actually a supercancel but a link where you juggle into HHA.

with her increased meter build she will be able to use GHA a lot more though so. go for dat.

I wonder if C-Moon’s S.On 214 C combos are still possible in 1.03? I know it’s kind of a pointless waste of meter if you’re trying to get to heaven but it does look cool.

Spoiler

http://youtu.be/wu-IZYPfewE

I’m an idiot; I just remembered that you can still do multiple taunt combos for characters who have their projectiles hitting after the taunt ends (abdul held CFHV, Johnny 214A…etc.) and Jolyne is one of them. so she can definitely do more it more than once, but because damage scales so much after her stand rush, you’re usually better off just only using her 2 (1.5) meter BnB which is just what I posted above, except you start in stand off and PC from 6H or do the taunt combo for building a tiny bit more meter. they actually end up dealing the same amount of damage. 447 IIRC.

I’m still looking for a max damage combo with her that would use 2 meters but build one more so she could finish the combo with GHA. I’ve gotten close with a few recipes, but yeah. no footage yet.

the only other max damage thing I’ve got for ya is a concept; haven’t pulled it off yet so I don’t know the damage value but I know it should work:

stand off

j.H 2L2L2MH>PC j.H 2L5L2M>6H>PC, S on 5LMH>29>j.H>j.236A>S j.M 5LMH>6H>63214A (66) 22L>PC, taunt, S on LMH>29>j.H>j.236A>S j.M 2L2L5LM>6H>63214A, HHA

I know this will work, meter wise (i’ve tested).

the early PCs are to avoid the damage scaling that comes from doing combos after 63214A as well as after stand rush 236A. although thinking about it, the most efficient damaging PC option might just be to let 6H hit twice and then do her taunt combo from there multiple times. it doesn’t add a bunch of hits and you’re getting the extra meter from using 22L.

hmmm… so much stuff to do in the lab @_@

online jap tournament?

that Kars such a shame :frowning:

for real. the only play in it that was really surprising/good was with the Kakyoin player. but hey, at least they’ve got some people playing in person~

Do the old ACDC loops still work in the current version?