dammit someone else found out the Jotaro juggle haha >;3
the thing is, Jotaro kinda can set a perfect corner. the first thing you do before attacking them when time is stopped is to sidestep to the right angle to make it work. you need to decide how close/far to get to the opponent before the sidestep, as it will effect how far you turn the axis when you do it.
it’s not as reliable/guaranteed that you’ll end up getting the perfect corner, but you can at least always get one loop of it.
I still have more surprises up my sleeve though~
I made this tiny little vid explaining some damage scaling things. still working on combo vids.
Nice, wasn’t aware of taunt combos having their damage scaled as well. Might make some taunt combos not so efficient/worth the effort for some characters for the meter spent, but I guess we’ll see. About aerial counterhits, I thought the extended stun effect only applied to super jumps?
I’m honestly fine with the whole 1 taunt combo per round, but I wish they would make it so that comboing off of throw had less damage scaling. it should be like 75% at most.
now for most characters, it’s 37% (50% from comboing after throw + 75% due to taunt combo), which is just not very useful at all.
it’s for all jumps. you can test it by going into training mode and putting on counterhit and set the CPU to jump. if you hit them with a 5L near the ground, they’ll actually suffer a soft knockdown. it’s also visible in the air, as their little aerial flip takes longer to occur.
Lisa Lisa is amazingly dumb great now. Her Snake Muffler now has so little recovery that it’s not only safe but PLUS on block. Who cares if this move gets blocked now?
Her new BnB with the 236S > H > H > jH > 5L series isn’t that hard, either. You can easily slow-dial the LMH and the rekka sweep, just gotta delay the jH after the hop VERY slightly to make sure she lands fast enough to link 5L. Spacing can be kinda dicey on skinny characters like another Lisa Lisa. But if you nail that link, the rest is just derp into 236L > HHA. 455 from 0.75 bar = delicious.
Yeah, I see that now when I tried it. I also found out what I was actually trying to remember; characters who get hit during their super jumps will now always take counterhit damage/stun, regardless of whether it was a normal or counterhit. Interestingly enough, this counts for pre-jump and/or recovery frames too, so it’s very possible to go for a super jump/recover from one without attacking and still get hit as a counterhit.
a quick video i made showing something known of Kars for the pillar men lovers, plus my lovely and useless squirrel trollcombo my friends get so mad when i do it lol
(i’m sorry for the quality, it’s my very first gameplay video and i don’t have HDMI stuff for recording, for some reason 480p looks better than 720p o.o’)
The tweaks they made to Vanilla Ice considerably change how he plays and it sounds like it actually makes sense playing stand mode ON now. I’ve been away from my PS3, so I haven’t tried the new patch yet. But it sounds like you have the ability to keep Vanilla moving around like a ping pong ball until you quit out of stand mode or run out of juice, right?
Also, did I read that right? If you land a HHA Level 1, you get a full HHA gauge back? Is that even fair?
I’m kind of sad that dio sama allows the player to tech now though. Doesn’t allow for dash up, 3H follow ups anymore since they can just get back up, but since you can keep the ball rolling once in stand mode, it makes sense why they tweaked it.
glad to see someone messing around with Okuyasu’s cutting space move in the air and on the ground. I had a feeling that with the increased SR window he would be capable of using it like this, but hadn’t tested yet. excited to see someone has!
The super-high ground bounce you get if Lisa Lisa’s Snake Muffler air hits is pretty hilarious. Too bad it’s still a ground bounce, and she’s still Lisa Lisa, so you can’t do shit off it except super, or do like a short rekka chain into OTG Snake Muffler.
Was pleased to see that her new BnB works on Fatty, though. I don’t think it works on Iggy (I forgot to test), but that’s Iggy, so it’s not like you need super-optimized combos to kill him anyway.
I actually tried Iggy today, too. I rather like Iggy, it’s fun to IAD teabag the dummy until you realize that SD puts a big dent in your pressure. But still, tri-jumps! Dog-fuckin’-neto.