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

Props to you, considering everyone else was a fraud and dropped him after 1.02 came out.

I just found out last night that Johnathan’s 6C has armor. boggle

yep. the only problem with it is that it’s range is smaller than it looks, especially when you’re trying to use it to get through attacks.

you can do something kinda cool with it to go through stuff like 6H kara cancel into EX DP and it’ll beat stuff.

I kinda thought the same thing, ever since they patched out his Harvest loops I haven’t so much as seen one video of him, which kinda sucks.

Oh wow, really? So what’s Fatty got post 1.02? I’m generally curious, I haven’t seen anything related to him in a long time.

cliff notes:
good stuff:
easy taunt combos vs the whole cast into l1 and l2
great meter build
higher then normal throw damage (with otg hits)
smaller hurtbox
great oki/mixups
command grab
very ambiguous setups off any knockdown thanks to the crazy weird hitboxes on his jumping attacks
J.B/J.C

sad stuff:
5B/5C/2C are all unsafe on their own
terribad range on 2A/5A (obviously)

I have mostly only used offensive stance, I can’t quite figure out what to do with defensive stance, honestly.

1.04 patch coming out this Thursday:

http://mirror.bandaigames.channel.or.jp/list/asb/new10.html

i will really pray and hope for some Kars (normal one) buffs… or i will seriously think about changing main, sigh

most likely nerf on ultimate form but easier to transform

like if the ultimate being was that op lol

Pretty excited to see the changes Dio, Giorno and Lisa Lisa will have. Been in the lab with Lisa Lisa for quite sometime and really starting to understand the character. Any buffs are welcomed.

hey are you EU by any chance? would love to fight some Giorno/Lisa Lisa especially if we get 3 connection bars :slight_smile:

Translated dengeki patch notes http://dengekionline.com/elem/000/000/759/759646/
You will have to thank singerofW from JBAcommunity http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=39&t=6437&start=4340

And here we go. Note that most moves are called by their names instead of inputs, so check our website in case you’re not sure which move they mean. And of course, usual “Take my moonspeak skills with a grain of salt” caveats apply.

Guard Gauge/Stylish Move:

  • There are now two kinds of Stylish Moves, standing (avoids mids, overheads, and unblockables) and crouching (avoids mids, lows, and unblockables). If you use the wrong Stylish Move, you lose 40% of your Guard Gauge.
  • If the opponent is in midair while you Stylish Move, you can act 4 frames sooner than before.
  • Stylish Move is now unavailable for Gyro and Johnny on horseback and for Iggy with his Stand off.

High Jump, Counter-Hit:

  • All characters except for Dio Brando have their high jump start-up increased by 3 frames.
  • If a character is hit during a high jump, the attack counts as a counter-hit.
  • Counter-hit damage is doubled.
  • 5L and 2L no longer counter-hit grounded opponents.
  • After a midair counter-hit, players can’t recover for additional 5 frames.

Mode Style:

  • Both Mode levels now allow the usage of HHA even if you don’t have enough HHG.
  • Performing a HHA during a Mode makes you leave it. You do not strike the cooldown pose.
  • You can enter the second-level Mode without entering the first one.

Quick Stand On:

  • Quick Stand On now takes 50% of HHG instead of 100%. HHG gain is decreased during the combo that Quick Stand Mode is used in.
  • Quick Stand On can’t be performed after a special or a command move.

Other:

  • Taunt can now be used to connect a projectile hit only once per round.
  • All characters’ normal throw now reduces the enemy’s Guard Gauge by 10%.

Joseph Joestar:

  • “Rebuff Overdrive” now grants super-armor instead of invulnerability.
  • The damage of “I’ve played another trick on you!” has been increased. The move is now active from frame 1 instead of frame 3. Can now be PC’d on whiff. Can now no longer catch overheads.
  • The damage of “Clacker Boomerang” has been decreased.
  • “I’ve played another trick on you!” level now grants more damage. The maximum multiplier is now 1.7.
  • “Don’t get it?” is now active for less time. Is now unblockable on counter-hit.
  • "The next thing you’re gonna say is… " is now active from the second frame.
  • “I’ll smash you!” and “How 'bout a hit from this warhammer!” now remove more Guard Gauge on block.
  • “I’ll be angrier than that!” now comes out faster and causes hard knockdown on hit.
  • “My deceiving slight of hand!” can now hit downed opponents on fifth hit.

Wham:

  • “The aftermath of an air-ripping tornado!” can no longer be canceled into. The move itself can now be canceled into walking, forward-step, back-step and side-step.
  • “You are worthy of being killed by me!” now crumples instead of knocking down/ground-bouncing.
  • Turning the “Wind Mode” on and off now requires 25% of HHG. The overall cooldowns are adjusted to make it possible to cancel into it.
  • “I’ll see by feeling the wind!” is now performed with 63214AA instead of 214AA.
  • Vroooom” now removes more Guard Gauge on block.

Iggy:

  • Guard Gauge now only recovers with Stand on.
  • Stand-On “Hang Glider” can now be canceled from normals from the fifth frame and be canceled into midair normals. Also, the jump can now be canceled into “Hang Glider” earlier.
  • HHA “I’ll gather up and capture you!” now deals less damage, but can hit downed opponents.
  • You can now block and PC the cooldown of “Sand Dome”. Activating it now costs 15% of HHG instead of 10%.

DIO:

  • The H version of “He… Disappeared!” is now a feint.
  • The M version of “When did he get in front of me!” now has better range and lasts less.
  • The H version of “When did he get in front of me!” now lasts less.
  • “And now for the finale” can now be used with Stand turned off.
  • Stand On 2H now spins on hit (?).
  • The L version of “This is… the World” can now be jump-canceled.
  • The M and H versions of “This is… the World” are now unblockable.
  • “Stop time!” now costs 150% of HHG.
  • The HHA “You look so pale…” now travels farther.

Kira Yoshikage:

  • “It looks like you are doomed for defeat…” can now be performed at any time.
  • The L version of “Primary Bomb” is now a blockable overhead, but can also hit downed opponents.
  • The M version of “Primary Bomb” is now a blockable overhead, but comes out faster and gives more forward momemtum.
  • Activating “I’ll break you apart!” from “Primary Bomb” can now be blocked. All version of “Primary Bomb” blow the opponent upwards on activation.
  • “I’ll break you apart!” can no longer be triggered more than 2 times in a combo and can no longer hit downed opponents.

Enrico Pucci:

  • You can now block during the cooldown period of “14 Keywords”.
  • The Disc now drops on hit instead of knockdown.
  • “Die!” now staggers instead of knocking down.
  • “Stay Out of This!” now spins on hit.
  • “Only Deal One Punch” now deals more damage and comes out faster.
  • “Now You’ve Lost Both of Your Arms!!” now crumples on hit.
  • Made In Heaven now has no restriction on combos. The timer now goes faster during MiH. HHG is now set to 0 after MiH ends. Now can only be activated once per game.

Johnny Joestar:

  • Can now perform a “Quick Ride” after a normal by pressing S and spending 50% of HHG.
  • Now has invincibility on horseback backstep.
  • Can no longer Stylish Move on horseback.
  • Can no longer be command-thrown on horseback.
  • “I have to go that far!” can now be HHA-canceled with proper timing.
  • “Where the hell is my upper half?!” is now faster and has invincibility.
  • “My nails are spinning!” now has greater range. Now hits downed opponents.

Lisa Lisa:
Her Ripple Chain moves have been strengthened. In particular, “Switch Sides” now removes more guard gauge, “Be prepared for death!” now deals more damage, “Useless!” can now be followed-up with aerial moves… Thanks to all that, you can easily overwhelm the opponent who is not familiar with Lisa Lisa’s moves. Moreover, you can now activate the GHA at any point of your Ripple Chain, punishing anyone who wants to counter your assault.

Kujo Jotaro:
Though “Here’s your recept” is easily punished, but that is easily cured by allowing it to be Stand Rushed, while also making “In one short breath” easier to incorporate into combos. For example, in Stand On, you can do something like LMH 63214H S 3H LLLLL. Since Stand On attacks take a lot of guard gauge, Jotaro now feels like a powerhouse that he is. It also feels like he builds the gauge slightly faster with Stand off. Moreover, “Ora~a!” now deals more damage, so his combos feel more satisfying even without meter.

Kakyoin Noriaki:
Stand On 2H now comes out faster. Since it’s still possible to cancel it into specials, Kakyoin got a lot of tricks up his sleeve. And since “How about this!” can now be canceled into HHA on hit, Kakyoin’s damage got better on the medium distance.

Vanilla Ice:
“I’ll end this!” now has additional inputs before the third frame, letting him home in on the opponent. It can now hit downed opponents, too. The aerial version can now be canceled into other aerial versions or the ground versions of the move. Vanilla can now easily zip around the stage in his ball without too much risk. And to finish things off, his HHA now recovers his Stand Power Gauge.

Otoishi Akira:
The “Charge” can now be done much faster, which allows Akira to have much more electricity gauge. Moreover, “Like an exploding jet engine” now goes farther, and its derivative “I’ll knock you out~!” now blows the opponent higher upwards, opening many options for Akira. For example, a combo like LMH 236H 4H S 66 LMH 63214H PC M H 41236H S HHA (with max electricity) can easily deal about 550 damage. He turned out to be a very “romantic” character!

Kishibe Rohan:
“Safety Lock” now also hits downed enemies! With “I want to draw more and more!”'s invulnerability and easy knockdowns, it’s now much easier to convert any hit into a “Safety Lock”. Also, “Your body will be blown away at the speed of 70 KM/H!” now deals more damage, so combos like 2Lxn M H 214H 6H can now remove nice chunks of damage over the course of the match.
*

1.04 is available, 28 mb :slight_smile:

Can’t wait to sink my teeth into it, although limiting taunt combos to once per round, while actually rather interesting (When will I use my taunt combo?) kind of potentially kills Shigekiyo off. This is preemptive worrying though, of course… need to see what they’ve done to him!

Johnny losing stylish dodge in horseback absolutely does not matter now that backstep has invincibility and he can’t be command grabbed. holy shit.

EDIT: Stand-cancelling into stand-on mode costs 1/2 bars, but it prevents further meter gain in the combo.

Also, supers that look like they should have OTG’ed before now hit OTG. Examples being Hol-Horse GHA, Joseph GHA, and Narancia HHA.

fuckin booo you can only taunt combo once per round thats fuckin stupid.

Well, it’s still there, and they might have compensated for it. I wouldn’t call it stupid if they incorporate it intelligently. In fact, I’d call it just the opposite.

I was bummed when I first heard it because obviously, my main Fatty didn’t exist without it in 1.03. But now I’ve discovered that he has the ability to stance cancel normals, allowing him to do ABC > Defense/Offense switch on block or hit. ONTOPOFTHAT YOU CAN LINK/LOOP ABC USING THIS. So uh, in that regard, yeah, he absolutely shouldn’t also have taunt combos at all times as well, haha.

I’m going to be streaming later at twitch.tv/crowwinters if anyone wants to sit around and watch me training mode 1.04. I’ll post agian when I actually get the stream up, I’m doing some at home stuff atm. :slight_smile:

Edit: (start in defense) (2A5BCxxstance shift)x2 2A5BC 214C,6C = 271 damage meterless + 75% meter build :smiley:

Just a quick, dirty vid of the basic loop.

sorry about the delay, going live at www.twitch.tv/crowwinters for some 1.04 training mode :slight_smile:

Official patch notes up, now with a link to a 26 page pdf file :open_mouth:

http://mirror.bandaigames.channel.or.jp/list/asb/new11.html
http://mirror.bandaigames.channel.or.jp/list/asb/jojoasb_ver104_20131128.pdf

I’ve only looked at machine translations for Dio Brando and Lisa Lisa so far, but here’s what I’ve got:

Lisa Lisa:

  • You can now do her knife move from a vertical jump
  • More damage on her leaping throw ender
  • You can now cancel her rekka chains into GHA (with some caveats…no leaping throw into GHA, for example)
  • You can do air normals out of her crossup hop

Dio Brando:

  • 6H now hits high -> mid like Jolyne’s, looks like the startup is faster as well, so there might be less of a mashable gap if you chain 5H 6H on block
  • Nerf to meter drain ender, now drains 35% of a bar instead of 50%
  • Looks like they decreased the active frames and recovery on his 214H counter
  • They did something to his super jump air chain that I can’t make out, might have something to do with the air momentum during super jump
  • Upper body invulnerability on his 41236S at some point in the animation
  • Presumably he suffers at least a little bit from the universal super jump nerfs