Yeah I was actually lol
It does, and a really good amount too, maybe halfway up. I was surprised at how much the AI in Campaign made use of it stuff a lot of my jump in attempts, nothing could get through.
His armor mode with S is better than I initially gave it credit for. It only works for the first special you execute before you have to use S again to reapply it, but he basically has armor for the entire duration from start to finish of whatever special move he uses. Some moves like his 214L/H slashes and 236A dash grab attacks give you armor right up to the end of recovery, allowing you to block (or even uppercut/stylish dodge/etc.?) if you’re still getting hitting by something or about to be hit by something. From what I tested, I think the specials that have him go airborne like his srk and 214M jump slash lose the armor right before the recovery animation is over, so you can still get hit as you land (invul. startup srk with full armor on recovery would probably be pretty OP anyway).
It gets beat by throws, GHAs, and HHAs with cinematic starters (like Abdul, Jolyne, etc.), but blocks everything else, even unblockable specials.
Fixed…
Every time I get to play this game offline against people I realize how much it has to be one of my favorite fighting games ever. It has the right level of depth, balance(imo), and character diversity that makes it really fun to just pick up and play regardless of skill level.
Fun fact: Apparently certain multi-hit moves can auto-correct mid-move. Watch Dio’s 2nd rekka at around 0:21 in this video:
(vampiric technique part 1 Dio developed so as to kick both JoJo and his dog)
Huh, I’ve seen autocorrecting happen before with other rekka moves and basic strings when going from one attack to the next, but definitely not mid-animation like what happened there.
These matches are pretty cool, are these vids from your local scene Ben Reed?
My primary source of ASB vids on youtube seemed to have stopped uploading JoJo stuff (Iamshiwase) and I still need a good and steady fix of footage.
More or less, yes, they are from my local scene. Most of the players in Deltona are very strong at anime games and/or KOF, but they only play JoJo casually.
I brought this game to CEO Never Sleeps and got lots of questions about it, but few people actually sat down and played it. Part of that was that a lot of people were understandably busy playing other games that day, but also a lot of people were hesitant to jump right in and start mashing buttons to see what the game felt like. I did get some interest from a couple people though, many of whom were, surprisingly, Soul Calibur players. I’m hoping that this game will attract more interest once it gets localized, due to the removal of much of the import cost barrier and the language barrier as well.
I’m actually tempted to write up a little FAQ for the benefit of the people who at least gave the game a watch over the weekend to give out some basic information about the game and dispel some of the most common misconceptions (i.e. that the game still has all the infinites from 1.01).
Took some more notes for my Lisa Lisa guide (if I ever get around to writing it). I only had one stick so I wasn’t able to test moves against various attacks, but I did observe a couple things worth noting:
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Her 8X throw ender seems to have a strange property where sometimes it will fling the opponent far away, and other times it will leave the opponent quite close (which is very desirable since it’s a long knockdown that sets up a crossup attempt). As far as I can tell it MIGHT have something to do with the range the throw connects at? This was all tested midscreen, by the way, i wasn’t trying any of this with the dummy smushed up against the stage edge to fudge the results. I really want to test this further to see if these results can be replicated, because leaving the opponent close after that knockdown would be pretty big for her.
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People almost certainly knew this already, but her 2M is not an anti-air AT ALL. No hitbox whatsoever when she raises her arm into the air. Really kind of disappointing, even though it’s not a big deal given that 90% of the anti-air in this game is landing recovery punish anyway.
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Her back throw seems very preferable to her forward throw for setting up crossup attempts. You have to take a big step forward from forward throw in order to set up crossup jM/jH, but with the back throw you can take much tinier steps in comparison to adjust where you land and make it MUCH more ambiguous which side jM is going to hit from.
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Her knife is still fucking useless. I finally tried the j236S knife today, but it still didn’t inflict enough hitstun for a ground combo even with PC. I really don’t get why CC2 made this move the way it is.
i used to check iamshiawase for footage as well, then i thought “why should i wait for iamshiawase when i could just watch its stuff from the source?”
so i’m just checking nicovideo everyday now
I started searching Nico, too, but I’m still really bad/crude at it. Besides searching for “ジョジョASB” the only character name I recognize in hiragana is, uh…Lisa Lisa. (yeah I fail pretty hard at being a weeaboo).
I guess maybe next I’ll start learning the JoJos because their names all start with “jo”?
You could just use the JJBA wiki and copy/paste their Japanese names from that.
That’s what I tried but it’s still a chore to shift through.
Speaking of nico, found a couple interesting videos. First one is a Baoh combo/tech vid. The tech stuff is interesting because it seems his 214L has some amount of projectile invincibility in the middle of the move. From my tests it goes through a small move like Dio’s knife easily, but inconsistent results going through something bigger like Emerald Splash. Will even go through supers like Jo2uke’s, both his HHA and GHA since it’s a single projectile. There’s also some weird effect that happens when he lands on Dio’s HHA when using 214M that allows him to cancel the attack early to land and block. Haven’t figured out how that works yet, much less properly test it on my own, any ideas?
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm22277571
Second one shows that DIO has a loop with his Stand On knife on certain crouching characters where the knife hits really late in their recoil animation, allowing you to link a light after it:
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm22270503
And I don’t know if anybody else noticed before, but I found that if you hold back or forward and mash sidestep, the character sidesteps much quicker than just mashing sidestep alone. Most likely an effect of being able to cancel the end of the sidestep into most other actions. Only seems to really work (or much easier) for sidestepping into the background, since going into the foreground requires you to do down+X, and you’d have to press back at the end then instantly down+X (like some kind of wave-sidestepping?). Not sure how useful it might be, but if you’re in position where a quick reposition into the background would help, it’s an option.
Ok, so now that this game is down to 1680 yen (1099, used) new here now, I’m seriously considering buying it.
Now, given that it has a ratio of 994 1-star reviews to 126 5-star reviews, I’m still a little reticent.
Of course, reading through the reviews, one does have to take all this with a grain of salt, after all most of the 1-star reviews are just otaku angry that they payed $70 for a F2P title (yeah, I know I’m simplifying it a bit…)
So, some questions -
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Given the price point, it’s actually cheaper than the “HD” version of the old Jojo’s available on PSN, so if you could choose only one, which would you choose? Why?
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Objectively (that is without weeaboo stars lighting up the ideas, how is the fighting engine? It’s been patched several times now, so is it a few months down the line now actually any decent?
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What’s online like? I don’t care about perfect non-lag (I’m in Japan after all)…
I was part of the disappointed crowd (and a huge Jojo fan) and I shat on this game quite a bit, I’m a broke ass fool and don’t have money to burn but I’m interested now that it is at the price it is. I’m looking for objective views… anyone?
TL;DR - Many, many angry people have called this a kusoge… well, is it?
The reviews are mostly just 2ch raiding amazon, I’d take them with a pinch of salt, much like Dota 2’s metacritic score being bombarded. One guy even broke his game disc because campaign 1 didn’t have any Okuyasu lines.
- ASB since the HD port sucks, not worth getting even if you love the old one
- I’m not capable of objectively judging something like this
- I am Australian so I can’t judge the online.
A kusoge was the second most played game at Evo, as well, so I don’t know how much that term means anymore.
Thanks for the feedback. I’m mostly interested in the (new) game as a head to head fighter. I don’t mind the botched PSN version, it’s a faithful port, just overpriced for what it is.
Oh, and I appreciate your note about the 2chan crowd. Some of the reviews say the most bullshit stuff: “This geame sucks! Not even gonna play it, or BUY IT! Everyone vote 1-star!”
The fighting engine is really fun, it’s prety fun to use adn if you’re a JJBA fan no reason to not get it.
Holy shit yes. This is The World.
The fighting engine has actually been improvised since release thanks to the patches. There’s an actual infinite prevention system now so every feasible infinite has been removed, juggle system which was initially nerfed after release was reverted so a lot of characters whose offence was hurt by it have those options again, and the next (last?) patch is supposed to focus on a lot of individual character balancing, promisingly for the weaker characters based on the notes they released so far.
As for the netcode, if you’re already in Japan and intend to play with other Japanese players then you should be fine since it was pretty much built to handle just local connections, and runs pretty smoothly as a result.
On the patches. I’m not speaking for everyone, but I believe the generally these have all been very well received by the player base. They’ve really tackled the problems the game had early on and have continued to develop the game positively.
1.02 was a big nerf to the combo system in general, but at the time it was definitely necessary, and ultimately it had a really good effect by demonstrating that Bamco and CC2 were actually paying attention to the balance in the game, and not just willing to settle for a quick buck from the fanservice (which realistically, they probably couldn’t, given the lackluster story mode and the 2chan web review bombing they got over the Campaign mode cooldown and the like).
IPS was a very elegant solution to the combo problems of 1.01. People get the fun of the massive floats in this game back without getting ridiculous carry/wall combos (RIP 1.01 Johnny horse loops). And not just that, but the additions of cancelling normals into GHA, being able to special-cancel sweeps, and the formal adoption of taunt combos (with the 1-per-combo limit) also had massive boosting effects on certain borderline characters (Valentine and especially Avdol, who just EXPLODED with the potential of all the new mechanics).
Really there’s only a couple nails left in ASB that really need to be hammered down, and that’s mostly in terms of characters who lack tools compared to the upper-tier characters. I am continually impressed by the trend of good balance decisions CC2 has been making, and I hope the trend continues in 1.04.