I wonder how easy it will be to guard crush someone now though since they’ve also buffed the guard gauge recovery rate. When it’s at red it recovers at twice the normal speed, and at yellow a little slower but still faster than at green.
I wouldn’t really say “for free”. Throwing is still kinda hard in this game, given the relatively low risk of interrupting throw attempts with attacks (since there is no advantageous way to tick into throws without fully recovered projectiles or Stand Rush). Command throws have it a little better since they’re unbreakable, but despite the ability to special-cancel into them from a blocked attack, the risk of interruption for 5H xx command throw is about the same as doing jab, attempt normal throw. Throwing is a high-risk endeavor in this game, unless you play online, where lag complicates the normal breaking/evasion process.
Throws in this game strike me as more of a once-in-a-while, standalone thing you do AFTER you’ve trained the opponent to sit still by doing extended strings (multiple 2L’s, full-length blockstrings, cancels into specials that will interrupt jump or 2L attempts, etc). You have to forcibly make the opponent overly respectful of your mash-trap/counter-poke options before you can safely attempt throws to make them feel like an idiot for blocking when they “should” be mashing. This isn’t always hard, of course, depending on your opponent and their character – but it’s not always easy, either.
Lisa Lisa’s not too bad at it now, either, due to her flipkick guard damage buff. Not as airtight as Akira, obviously, but she’s a character that can kind of afford to keep trucking on block due to the length of her strings and the anti-mash options built in that encourage people to keep blocking.
Most improve character seems to be Akira so far, he gets good damage for little cost and his Stand bar is now fixed.
Okuyasu changes aren’t shabby , LLLLL auto combo is full combo with guaranteed super because opponent cannot tech the 214A,
if performed manually they can tech after 214A.
Yeah, Akira definitely wins the rags-to-bitches trophy for this patch. C tier to S in one flying leap. I don’t think anybody else in this game has pulled off something like that. (Maybe from 1.01 to 1.02, but 1.01 was so short-lived and chock-full of infinites/devastating loops that it was hard to tell.)
Honestly the main thing I expect so far about the tiers in this patch is that A tier is going to get fatter and S tier is still going to be relatively small (and still not all that high above A tier). Most of the cast will still fall into A or B, with a fairly even split in membership between the two. A few characters will stay C tier (probably Iggy, Fatty, and Rohan…sorry guys), but I don’t think C tier will get any fatter than it was in 1.03.
I’m still waiting for more information but my tentative S tier so far is Akira, Diavolo, and Hol Horse. The latter two retain their top spot simply because they don’t appear to have been nerfed much at all, and they still have mechanics (a relatively cheap combo breaker and a move that can be performed in any state, respectively) that transform a lot of matchups for them. Akira takes the new Avdol/Joseph spot of “look at the ludicrous damage I can do with relatively few resources!”. And yeah, even with the taunt combo limit, I think Hol Horse is still worthy of S tier, unless they did something drastic to him that I don’t know about yet.
Pucci and Mista may have earned a promotion to A tier. Giorno and Vanilla Ice definitely did. (Scorpions! OTGs from hell!) Jonathan probably made it simply because of how ludicrous his loops are now, even though his neutral game is still pretty ass. I might put Lisa Lisa in A tier if I see/experience enough matchups to see how powerful her guard break game really is now.
The mode changes sounded great on paper (well, mostly Mode2 being avaibile at all times) but honestly the new activation costs for Mode1 really fuck with all of them, and Cars in particular seems ass now because of it. I was one of those people that thought Cars was fine before and didn’t really get the complaining about him… now that Mode2 > Mode 1, his damage hasn’t changed at all as normal.Cars and Ultimate Cars flight drains meter now… yeah, someone better then me is gonna have to figure him out, he seems mad bad. I hope someone figures him out, haha
ACDC, meanwhile,getting blazeing king mode whenever… that seems pretty hype. Wham kind of dosen’t care since armor mode is mostly for end-of-game situations anyways.
i play Kars since vanilla and he started to be bad since GHA being canceled by normals, he just can’t keep that damage output…
imho, his only way to deal damage is just playing on enemy wake ups (setups for regular jump in and cross up guesses), and even with that he just deals little damage compared to most the cast, unless you don’t start the juggle madness but you need meter, so you’re automatically wasting Ultimate Being chances…
his useless teleports and furry-of-blades don’t help him, if only he had something like a good overhead or low special… you get them with ultimate mode, but you have to transform for first, lol.
yesterday i played a match against a friend who uses Wham, he was nearly dead and i had like half health, then i dropped a combo and he made the combo we found out with 1.04 and killed me lol. in the opposite situation i couldn’t kill him like that >_> he’s so high risk low reward unless you’re in Ultimate form and have 3 bars
2 bars and Wham gets like a 620 damage easy combo thanks to the new mode
Kars nothing :V and his health got nerfed, yeah
I don’t know what changed for Diavolo so I will wait, Wham is still KING as Kuroi explained, he kept his ludicrous damage and now wind mode seems better, like he needed it…
If I understand ACDC changes he become a bit silly when activating his mode.
Diavolo got a damage buff for GHA (420 now) and his soff 214H now deals less damage but it’s OTG
rest should be pretty same as before
The most obvious things I think for Diavolo is that his jump H in stand off does more damage, his Soff 236A does less damage and his Soff 214H OTGs now.
omggg. I’m currently on vacation and hearing about all this stuff has got me so excited to get backkk. Christmas came early x_x
214H is hard knockdown! you have to use that one
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm22359185
Guess I know why they nerfed DIO’s health again now. 531 for a 1-bar HHA combo, nice and cheap on meter for happy fun time stop reset afterwards. CC2, you guys are really bad at nerfing DIO.
Corner only
Doesn’t DIO’s HHA automatically reposition both of you so that he’s always in line with the corner afterwards? I’ve seen other combo vids make use of that to always land that post-time stop juggle, so it seems it’s always guaranteed after the HHA.
You are surely right about after the HHA but I was talking about the juggles before the HHA, if you are not near the corner it won’t work.
uguuuuu this game has so much more cool stuff~~
Narancia changes courtesy of BuddyWaters at the JBAcommunity boards:
[details=Spoiler]Adjusted balance between ranged and close attacks, increased opportunities to land HHA
HHA now OTGs, at a cost of 30f more recovery.
63214+A (S.off) damage 51->80, launches opponents almost straight up (techable.)
In stand off mode, 16f after jumping you can’t do Jump+H; prevents players from doing Jump+H right before landing.
623+A (S.on) adjusted as follows:
Move lasts 37f instead of 42f.
Aerosmith’s speed is 1.2 times patch 1.03.
Bullets fire at 15f instead of 17f.
Fire attack duration increased to 20f from 10f.
The bomb now knocks opponent upwards.
Puttsun Cancel timing now matches the explosion.
46+A (S.on) recovery adjusted as follows:
L: 26f->36f
M: 26f->36f
H: 28f->38f
Throw (direction key back) throws farther.
S.off J+H, S.on standing L, crouching L, Standing M, and crouching M bullets all vanish if Narancia is hit.[/details]
Dio is pleased by this development. Both of him.
More character-specific changes can be found in this thread as they are updated:
http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=39&t=6624
So, since the patch I’ve noticed the timing for Josuke’s super cancel from 236L is much harder, to the point where sometimes the super just doesn’t come out despite me mashing it like an idiot. I’m even having a harder time with the 236 ender, a lot of the time it doesn’t even come out. Anyone else have this issue with Josuke or any of the other characters for that matter?
yeah it can’t be cancelled at the end of the flurry now. My idea is that since it was possible to cancel it too late, with the hha missing completely, they opted to shorten the cancel window.
The ender consumes half stock now, I think it does 30 dmg more…
That would explain the ender not coming out. As for the cancel window, most of my success with it came right before the final punch landed, or as you said, right after the flurry, so I don’t know about that. Going to keep testing, thanks regardless.