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

Yeah, it’s the momentum that carries Ice forward that allows you to even do this in the first place, and its what lets you connect most of the otg follow ups in alot of knockdown scenarios. you don’t have to be right up on an opponent to hit them with this follow up because the momentum carries you into them and still allows it combo.

When I was practicing all the different types of situations I can use the otg in, thats when I discovered you can do it infinitely if you space it and whiff the first hit like doopliss showed.

I just hope they fix the property of the otg (make every hit ips able) and don’t nerf the move/character since I want to keep using him.

Yeah, that does make sense, thanks for the explanation. I wonder if this “first hit whiff” IPS bypass works with non-OTG hits too?

Finally played a few online matches with semi decent quality. Jotaro eats up Avdol at mid-far range with hcbA. Also I didn’t know it cause a hard knockdown if it catches them.

You mean catches them out of the air, right?

Yea, my bad. I did notice it was basically useless against fast projectiles, like DIO’s 46A…

where are you from?

PA.

mmmh Pennsylvania?

Yes’sir…

So yeah… anyone want to try answering my question about tripguard now?

I couldn’t find your question, but what I’ve found is that if you jump and don’t attack, you can block the moment you land on the ground, if you do attack, there’s significant recovery (which makes it completely impossible to attack > safe jump in this game.) I don’t know if this hold’s true for things like super jumps though, it was just something I was testing when I was trying to find safe jumps for shigekiyo.

I think he was referring to this question:

Haven’t noticed this myself, but at the same time I’m not sure how easy it would be to test this. I’ve noticed though that if you get air reset high enough or by a multi-hit attack, the air reset invulnerability will wear off and you can continue to be juggled till you hit the ground. Also, I’m almost sure I remember seeing in the earliest sets of combo vids that there was a state where juggling the opponent and allowing them to touch the ground, there was a very brief moment at that point where you could hit them and they would be caught in a standing state and still be considered part of the combo.

I really enjoy doing V.Ice’s bnb, although I haven’t had the chance to play a real person with him yet, haha.

V. Ice builds a ton of freaking meter with his puttstun, doesn’t he? 2AA5BCxxC.Uppercut (PC) J.C 5BCxxC.UppercutxxBlood Drain (run) Dog Kicks does about 320 damage and builds back about 75% meter. Once you’re at like… a bar and half of meter, you can just run this over and over again for like 2-3 reps just because of how much meter he builds back.

When he hits Dog Kicks OTG, it gives him this crazy ambiguous jump setup that let’s him mixup J.C/Empty Jump 2A, and depending upon the character size/opponent’s reaction/stage positioning you can crossup. It looks so bootleg because you can time to J.C to hit like, on the center of the enemy hitbox as they get up, and sometimes I end up on the other side and sometimes I don’t. I love it.

When my training buddy gets back from vacation this weekend I’m gonna see if I can safe jump Jotaro DP with it. It seems like I can just because of the timing (it’s like… the easiest setup in the world, just hold up forward after dogkicks. KOF13 Safe Jump status!) and if it gives me time to block off a empty jump (or even better, if J.C makes me consistently go past him), that will be a dream come true, particularly since he can get the Dogkicks off so much stuff.

As great as this vortex seems (and it seems really awesome- it might be some of the highest single puttstun damage in the game? I know PB Dio gets 270 off of his puttstun > drain ender, of course he also gets the godlike meter drain. blah. i wish V.Ice drained at least a bit of meter from the enemy.) I do wish they’d beef up some of the stuff they obviously meant players to use that just isn’t very good.

If I had my way:
Make level 1 faster
Make Stand On unblockables puttstunnable
Make S/Off 5C reach farther so that the insane range on 5B was a little more scary.

Since I really haven’t had the chance to play him vs. a real person, can anyone confirm/deny just how valid the Cream Chops is as a reversal? Does it auto guard instantly, or…?

That’s it, really. I just want him to be more then a 2A/J.C/Throw vortex, I guess, haha. He’s still a decent mid tier with what I’ve seen thus far, he’s just really… Vanilla. :smiley:

Jeah at first I admit I was a little dissapointed with Vice but now I think he’s actually more fun to play that Anasui lol. That setup you mentioned off his “Puppy Kicker” seems awesome, I’ll have to try that out as well.

So is his S.Off pretty much useless in the grand scheme of things? Out of all the character with mode stands, I literally think V.Ice is the only guy who has no extra benefits at all in his other mode. I was thinking while playing him that it would be cooler if Cream had actual normals and had a “flight” type jump like Modok in MvC3 to make him actually useful and maybe faster “walk” speed. Make his ball charges quicker and comboable but have less tracking and yes as you mentioned make them PC-able. Right now I honestly see no benefit in Creaming up.

Yeah, the auto-guard activates instantly, so it can be a decent reversal (L version of course) on occasion if the opponent loves to go for jump-ins or wakeup pressure with high attacks. Do it early enough to counter a jump in and the opponent won’t have time to catch you with a 2L/throw to beat it and either get hit or be forced to block the chops. Though it’s a bit unsafe on block, haven’t really tested how easy it is to punish him. Crossups might leave you facing the wrong way, but I haven’t really been able to test it like that either. Also, it will auto-guard HHAs, GHAs, and even unblockables. Only thing it loses to is anything that hits low (I assume supers like Will’s will count as a low, haven’t tested that) and throws.

This is more or less the video version of my V.Ice post. :stuck_out_tongue: With tiny other things.

Don’t use it as an oki setup. Again, lows blow it up, and most players I’ve played against choose crouching low as a wake up option after knockdown. You will you get mauled.

Also, i would HIGHLY recommend against using the H version. It sits out a little too long and its a bit too easy to telegraph, and you don’t get any benefit from it in the form of damage. M for “counters” and jump ins, L for combos.

I’m maining Ice and decided I would be even before the game came out. Despite his Stand On mode being practically useless, his versatility in being able to cross up H ambiguously is one of his strong points, and leads to most of the variations in his combos. But, no, he cannot just jump over Oras in a lot of cases. Dio knocks him out of the sky and so does Jotaro. Some of the smaller oras (like Giorno’s) can be spaced, but then Giorno can just catch you with his anti air/knockdown to the ground follow up.

I like him okay… I wish he was better. But I’m sticking with him.

Anyway, I wrote the character guide from him on the jojos boards if you guys are interested. crow covers a good bit of what I already wrote in the guide.

http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=41&t=6582

mind if I link your video in my post?

Doesn’t he need to be in Stand On to use his anti-air Oras? In which case, since you already got him with a hard knockdown after Blood Drain > OTG kicks, he’ll be in stand off and would need to switch back to stand on after getting back up, which he wouldn’t have time for if Ice does his jump in meaty enough. His stand off option would probably be his counter move instead and hope Ice’s jump H doesn’t whiff/empty jumped.

EDIT: Okay I think I figured it out. You have to puttsun Avdol’s 214 in order to taunt combo with it, is that correct?