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

I honestly thought Leebee was saving his vid for after 1.04, glad to see I was wrong. Great vid.

Those Jotaro combos into Star Breath/Finger make me feel foolish for not realising how simple the solution to my out-of-reach problem was. Props to you for that.

yep. Will’s taunt combo only works on about a third of the cast, but I figured I might as well show something for him. basically everything else in the video works on everyone; you have to change timings/moves of juggles slightly (like with Jonathan) or omit some of the 2Ls (like with Jotaro’s combos) to make it work on some characters.

I cannot get the j.H after the LMH>zipline out in time to connect at all (nor can I get a post-HCB+A GHA to, for that matter), is there a specific input trick to this or are we talking just frame stuff (because fuuuuuck that if we are)

I had like a 50% success rate on the Son LMH sj jH chain with Jolyne. Seems kinda spacing-dependent.

I hate that damn HHA link from Soff 63214A, though, I had like a 10% success rate on that one. I’d rather just lowball it with 236 > HHA ender, or sweep into oki or something and save my bar for GHA.

Okay so shut my damn mouth because I may have just answered my own question after another trainingmode session: Seems like the system wants about a third of a second of neutral after the sj before you hit H

You’re right about spacing too though I think, seems a bit easier if your opening S.On standing L only just scrapes the opponent.

Still no closer to the link GHA though. I can get the link HHA not infrequently, weirdly enough.

gragh, got done with a bunch of the descriptions for the video, but did not end up thinking about the description length on youtube. now I’m not sure what I’m gonna do haha. ._.

random observation while making all of this: damage scaling works like this: every 10 hits, the subsequent hits do 3/4 of their total damage. so after 10, it’s 3/4, after 20, it’s 1/2…etc. this explains why Stand Rushing from Abdul’s 623H will net him a lot more total damage at the end of a combo than if he used 214H.

basically to maximize damage in your combos, you want to get off all the high damaging low hit moves in the beginning before launching into the huge hit counter ones. for a lot of characters this doesn’t change their optimal combo route, but for some, it’s huge. in Stand Off, Jolyne never wants to taunt combo after 63214A since it adds so many hits for not that much damage. she does much more damage if you just taunt combo directly from 6H (2 hits). already think I’ve found a better (midscreen) Jonathan BnB as well.

here’s what I’ve got so far, for anyone curious.

Jonathan

  1. ~2Hx236LxPC, Taunt, j.M~
    low mixup option. you get to add a j.M at the range you’re at for a little extra damage.

  2. ~2M/2Hx214L, 236LxPC, Taunt~
    high mixup option. 214L brings you too close to hit a j.M after the taunt combo, however.

3 .6AA, 236L/MxPC, 66, Taunt~
taunt combo from forward throw. you can actually dash after the taunt or before.

4 .4AA, 236MxPC, 66, Taunt, j.M~
taunt combo from back throw. due to the range, you get that extra j.M at the beginning.

  1. j.H, 2L5LMHx46S, [66, 2L5LMHx6Lx46S]x2, 66, 2L5LMH6Lx214H
    308 Damage
    optimized BnB. you have to vary the timing of the juggle on certain characters. for some you will have to omit the 2Ls or the 6Ls to get the 46S to juggle properly. gives you plenty of time to setup for oki. you can end the loops anytime you want. notice the meter cost.

  2. j.H, 5MHx6HxHHA, 236S, Taunt, [66]x2, 5MHx46S, 66, 2L5LMHx6Lx46HxHHA
    695 Damage
    first lazy combo by me. you can continue for 2 more 46S juggle loops like above for more damage. idea comes from a jp combo video shown on only short characters. this works on all, you just need to change the normals potentially after the first HHA to get the 46S to juggle.

Will Zeppeli

  1. ~2Hx63214S, 66, j.M~
    low mixup option. doesn’t do amazing damage since the scaling after 63214S, but is still useful. tacking on the j.M adds a little extra damage without having to spend meter for j.6S stuff.

  2. ~2M/2H(1 hit)x623S, 236MxPC, 66, Taunt~
    high mixup option. only works on Wham, Joseph, Okuyasu, Fugo, (still adding characters). the 623S can be hard to see coming and does a ton of guard crush damage as well if they do block it.

  3. 6AA/4AA, 236SxPC, Taunt, 66~
    same combo for both forward and back throw. this only works on the above characters. time your PC right after the 2nd projectile appears.

  4. j.H, 5LMHx6Mx623S, 236MxPC, 66, Taunt, 66, 2L5LMHx6Mx63214S, 66, j.M, 2L5LMHx214MxHHA
    552 Damage
    2 bar BnB for Will. only works against those certain characters, but is meter efficient in terms of damage.

Joseph

  1. j.H, 2L5LMHx3Sx214HxPC, j.M, 214H hits, j.H, [5LHx3Sx214L, 66]x2, 5LHx3Sx22AxHHA, 236A
    648 Damage
    Joseph high damage ~1.5 bar combo. you can limit the number of reps of the loop to however many you want and you’ll still get high damage. make sure to hold down your dash to get close enough to continue if you want to do more loops. you can take out the HHA at the end, use another 22A to OTG and still net 544 damage for less than 1 bar.

ACDC

  1. S, j.H, 2L5LMHx214MxPC, j.M, 5LM2Hx6Hx22S, j.H, 5LHx236A, 6S
    460 Damage
    since he lost his loop, I figured I’d try to find something new for ACDC in 1.03. he can at least do one thing new: since 2H can be canceled, you can do it into 6H and then cancel into 22S if you’ve already activated S. this lets you combo after it with a j.H and you can continue your combo from there. you can probably do more damage by executing a taunt combo, as it would allow you to burn the opponent for longer with the effects of 22S.

Cars

  1. 6AA/4AA, 5Hx214MxPC, Taunt, j.H~
    forward and back throw taunt combo. the 5H is kara-canceled to bring you forward very quickly.

  2. j.H, 2L2L5M2Hx623Ax29, j.Hxj.66xj.214H, Taunt, 66, 2L5MH6Hx623A (1 hit)x29, j.MHxj.214M
    520 Damage
    Cars meterless BnB. concept came from a jp combo video, but only worked against characters where the 214H would hit multiple times (Wham, Joseph…etc.) this way, it works against all characters and provides huge damage potential for Cars. you must kara-cancel the j.H into the j.66 before j.214H otherwise Cars won’t drop to the ground after it (he needs to do 3 actions in the air before falling). cancel the j.66 fairly late or you won’t be close enough to hit after the Taunt.

Jotaro

  1. (s) ~2M2Hx63214HxSR, 66, 2L5L, (Breath), 2L~
    low mixup option for Jotaro in Stand On. you must Stand Rush the 63214H early or you won’t have enough time to dash in. very easy to get used to; used in his BnB below).

  2. (s) ~2L2Mx6Hx63214HxSR, 66, 2L5L, (Breath), 2L~
    high mixup option for Jotaro in Stand On. 6H has great range, so you can use it to outrange the opponent if they’re just mashing on 2L in the middle of all of your blockstrings.

  3. (s) j.H, 2L5LMHx63214HxSR, 66, 2L5L, (Breath), 2L2L5LMHx3Hx63214A
    305 Damage
    Stand On BnB. always use 63214A to end these combos unless you’ll be supercanceling 236H as damage scaling will make it do more and it gives a hard knockdown.

  4. (s) j.H, 5MHx623AxSR, 3H, (Star Finger), j.M, 2L2L5LMHx3Hx236[H]x[HHA], 22S, [66]x3, 5LMH, j.H, 5LMHx3Hx63214A
    733 Damage (483+250)
    2 bar high damage Stand On combo. you must only use 5MH at the beginning because if you add a 5L, the 3H won’t be close enough to hit after the Stand Rush. you can utilize that beginning as part of a BnB like above to do ~330 damage for no net meter cost. when using 22S, make sure to delay it so that the combo “ends;” you can get the timing down by kara-canceling from a 5MH.

  5. j.H 5LMHx3HxPC, S, 5LHx623AxSR, 3H, (Star Finger), j.M, 2L2L5LMHx3Hx236[H]x[HHA], 22S, [66]x3, 5LMH, j.H, 5LMHx3Hx63214A
    798 Damage (548+250)
    3 bar combo starting from Stand Off. you must walk forward after turning your stand on before the 5LHx623A.

  6. (s) j.H, 5MHx623AxSR, 3H, (Star Finger), j.M, 2L5LMHx3HxPC, S, 5LHx623AxSR, 3H, (Star Finger), j.M, 2L2L5LMHx3Hx623Hx[HHA], 22S, [66]x3, 5LMH, j.H, 5LMHx3Hx63214A
    880 Damage (630+250)
    Jotaro Stand On max damage concept. you must use 623H instead of 236H before HHA at the end of the combo or you won’t build enough meter for activating 22S.

Abdul

  1. 6AA, [66]x2, 214LxPC, Taunt, S, 5MHx623HxSR, 66, 5L, 5LMx41236A~
    forward throw Stand Off taunt combo utilizing Abdul’s optimal BnB route. back throw seems to put them too far for followup.

  2. (s) j.H, 5LMHx214HxSR, j.L, j.L, 5LMHx236HxHHA
    442 Damage
    basic Stand On BnB route for Abdul. people should stop using only 214M for Stand Rush combos, as this does more damage easily.

  3. (s) j.H, 5LMHx623HxSR, 5L, 5LMx41236A, S, 66, 5LMHx623HxSR, 5L, 5LMHx236HxHHA
    573 Damage
    1 bar Stand On BnB for Abdul. I chose not to include any Stand Off 2Hx214L Taunt Combos because I feel that they’ll be patched out soon; this combo shows that Abdul can easily still do huge damage without utilizing them. the timing is harder on certain characters (Ermes) and easier on others (Kiras). you have to make it so that they land on the 5LM as high as possible and cancel into 41236A as fast as possible.

Thank you Leebee for all the info

Just been watching videos in regards to updates being made to the game, it looks like CC2 is doing a good job in changing things around and fixing things that people had problems with and making the game better.

Just hoping Namco/Bandai applies these things to the Western version before the release or in a one day patch.

I almost forgot to respond to your thoughts! actually, the 214A at the end of the combo is a hard knockdown. you could taunt combo from it, but since the damage scaling is so high, it’ll only prolly do like 3 damage. I had also used up all of the j.Hs you can in a combo so one more would IPSem. although maybe it wouldn’t since the first hit would be whiffing… hmm. I dunno the rules when it comes to Pol’s HHA. stuff to test!

just as a heads up, the Polnareff taunt combo from HHA is like… a 1 frame timing. you seriously have to hit the j.H on the last frame (2?) before you hit the ground. it’s definitely tough stuff haha. only managed to pull it off once so far.

So, any tips on those Star Finger combos? I’m having issues landing the Son 5C 623A Rush 3C, the 3C always seems to hit just a little too late. Rarely I’ll get it to work, but it’s not consistent at all :frowning:

my only suggestion is to just stick with it. the part where you need to get the timing down fast is Stand Rushing the 623A as fast as possible and doing 3H right at the end of it.

I always use Jotaro’s pose as my guide when to Stand Rush it, he’s kinda looking at the screenish when you’re able to do it. it’s gonna feel weird for a long time, I still can only do it like… 60% of the time. but I would just try practicing it if you’re ever doing campaign mode stuff. :smiley:

My issue is that they drop out of the combo before the 3C after the rush can even connect, meaning I’m likely not cancelling from the Son 5C into 623A fast enough. It seems like you have to do it on THE FRAME the 5C connects, which is pretty damn hard. x.x

Yeah, it is a bit hard, been having some trouble landing it consistently myself. On the other hand, I don’t think I’ve managed to land the Star Breath combo at all, seems a lot harder to me since you also have to dash and cancel into L on the first possible frames after the stand rush. Though I was trying it with 63214L instead of the H versions like Leebee posted in his notes, so I dunno if that somehow affects the timing.

I do prefer going for the Star Finger combos anyway. Unlike Star Breath, the opponent can’t block it so if they block the 3H, they’ll get hit by unblockable SF, allowing me to combo after anyway like a pseudo-reset of sorts. This is purely theory though, I assume since the combo was dropped they’d be free to sidestep/stylish dodge out of it if they’re hoping you drop it, or maybe even try to jump away and get air reset at worst.

Always use H breath to combo. SP pauses for longer before taking the breath. it becomes really natural to hit the timing, it’s surprising haha. I can’t wait to see what they make stronger for Jotaro in 1.04 :3

(If anyone was wondering, the next vid will also prolly have more stuff for characters I main like Kira, Bruno, and Jolyne)

Hey all, I just got back from practicing Lisa Lisa and I have a couple questions about her. Her combo structure is straightforward enough, but I have a few questions about the properties on her moves:

  • Does she have anything that absorbs or is invulnerable to fireballs? I’m not sure whether her command sidestep has those properties, though I could swear I saw CPU Lisa Lisa use it to at least tech crouch one of my high moves in campaign mode.

  • Is her 6H lower-body invulnerable at any point? How about Snake Muffler or her rekka ender throw (8X)? I’m trying to see if any of those moves might blow up 2L.

I find her pretty fun overall, definitely flawed, but in a better position than characters like Hermes. (Poor Hermes. Took me all of like 5 minutes playing her to see why she sucks in 1.03. They need to do SOMETHING about that pitiful damage with stickers on, that’s for sure.) About the only real flaws I can say she has is:

  • Short range on her L’s and her jM
  • Poor opportunities to charge meter from hard knockdown (HHA and…that’s it, really…otherwise it’s just about landing a million tiny mixups until your bar lights up, which she seems like she’s okay at)
  • Seems to have limited approach options against fireball characters – but she seems like she does all right once she finally gets in
  • j214X is completely and utterly useless – a shame given that jH is an IOH

On the upside, she seems surprisingly damage-efficient up to 2 bars or so. I dunno if I’d bother saving bar for 3-bar combos, but 2 seems like a realistic goal to build for in most matchups. She has some interesting combo tools with 236S and PC (i.e. 236S > M > M > PC), but that HHA is the most impressive by far. I can understand why CC2 makes her so reliant on crumple management to land it – that super’s damage is a BIG boost to her otherwise low combo damage.

I based most of my combos off of this 1.02 video by Alpaca Shotgun:

Ran a few matches last night…Hol Horse continues to be the most annoying character to play against lol…One thing I picked up was how much Akira can blow up Horse,Avdul, and Kakyoin with his 63214H. Literally changed the pace of the match-ups once I started pinging them when they tried to space. Again found out it is pretty much irrelevant against DIO’s 46A lol…

I played and recorded a couple offline matches earlier tonight. I’ll upload them sometime tomorrow.

Hol Horse IS annoying as shit, lol. You have to be SUPER aware of where that puddle is/how much meter you have/what 1-hit cinematic moves you have if you don’t want to get stabbed out of your own combo. I had an okay time with the two Dio’s, but my Lisa Lisa got shanked up one side and down the other.

And correct me if I’m wrong, but is Hol Horse air reset -> J. Geil stab a real, honest-to-God combo? Because it looked that way when I got hit by it a couple times; the combo counter updated when it did. And out of that he was able to convert into a full ground combo. On the one hand, I feel vindicated for putting Hol Horse in top 3 in this game. On the other hand, fighting him is a pain in the ass. (Though it was very satisfying when I sent him to hell in Morioh.)

Also, if you hate people jumping at you, PICK OLD JOSEPH. Son 41236A > OTG grab > whatever = your opponent will never want to press up again. I wasn’t even doing optimized combos and I was amazed by how good that move was as anti-air. I’m definitely bumping him back up my “to play” list. (This week I just focused on Lisa Lisa and the two Dios.)

It only really occured to me tonight how true to JoJos Hol Horse plays. Do I have a puddle out? I have backup, I’m going to do whatever the hell I feel like. If not, I’m going to bitch up until J. Geil can come cover my ass.
One thing that does help against the Hanged Man. A lot of characters seem to have moves that ignore it. I haven’t hit a single character out of an Ora Ora on hit or on block.

The only times I remember getting full combo off an air attack into Hanged Man was off what I assumed was a hit on you standing from air gunshot. I’m fairly certain if Hanged Man hits an airborne character you’re just instantly knocked down. If that restands in some situations there’s a whole lot more gay shit I’m going to have to see about whenever I get some time in training mode.

I’ve seen the air reset (or full juggle) > ground attack count as part of a combo before too, never been quite sure how to do that consistently. Seems like a very small window to hit them like that. Reminds me of how some UMK3 combos I’ve seen worked. Almost sure I remember seeing some of the earliest nico nico combo vids had a few combos like that in them too. Think it might be more likely to happen if they got juggled high beforehand, so that the air reset invincibility wears off before the touch the ground. I’ve seen Jo2uke’s 214A bubbles juggle me, I reset and land, and the remaining bubbles hit me as part of the combo, even though I know I was holding back before I even landed (or if I was high enough, juggled by some of the bubbles, air reset, get hit by rest of the bubbles before touching the ground and getting counted as part of the combo).

The more I think about it, the more I think it is a legit combo. The way I understand air hitstun in this game is this (assuming we’re talking about air moves that don’t knock down):

  • On normal or counter hit in the air from a normal jumping state (you jump from neutral and your opponent hits you), as long as you are in air hitstun, you can be hit again. This is why basic combos like Hol Horse air-to-air jM > 236X work. If your opponent does not exploit the first instance of air hitstun in time, you are invulnerable until you land. Best thing I can compare it to is a stricter version of Marvel 3 air hitstun.
  • If you are hit in the air by a move after having been put in a soft or hard knockdown state (some sort of juggle starter), even after air hitstun from the first air attack ends, you can still be hit by any attack that hits airborne until you hit the ground.

So with these assumptions in mind, I think Hol Horse jM > J. Geil stab works (height dependent) because even though Hol Horse is committed to the recovery of the air-to-air jA, since J.Geil can be activated from any state, he executes so fast that he hits you before you can become invulnerable – and due to the state in which he hits you (not a juggle state, like if Hol Horse had comboed you after LMHS 236X), presumably due to a state-check oversight from the programmers, J. Geil’s stab forces you into a ground crumple state rather than its dinky little air hit state, and our favorite chickenshit cowboy gets a full crumple combo afterwards.

I’ll have to review the video to be sure, but I’m almost positive that’s what happened. On some of those instances I was fishing for an SD when I landed, but in some I was just straight up holding down-back after the air reset and I still got stabbed.