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

What the heck happened at 4:34? I didn’t know Cars had invincibility during that… D:

So it appears that Annasui has a practically meterless taunt combo with stand off. His 214 doesn’t trigger until they stand up now. You can just cancel it from sweep and taunt. I guess that’s why they made it cost 10% HHG now.

ah! secrets! :>

transformation time :smiley:

and some battle tendency stuff

Edit: Okay, so… did Ceaser’s EX Counter always SD? I thought he did the flying kick when he EX Countered. O_o

I used to play jojo back in the dc days, i sucked but i had alot of fun. I used the guy with the pistol, forgot his name, well, everyones except for jojo

he always SD now with his counters (he had kicks pre-1.04), the EX version is fast and active in the first frames so it’s useful to use it on wake up

So what’s the deal with Fugo stand on QCF in 1.04? it doesn’t follow Purple Haze position anymore and has little range by itself, is there any use I am missing or…?

So, uh. I had this idea of doing match commentary on gameplay footage found on NicoNico. Youtube is kind of a wasteland for quality jojo content (unless it’s a combo video or if Leebee posts something, haha) so to add more content and hopefully explain some of the meta going on to potential future players, I thought I’d give this a shot.

This is, as of now, unlisted, think of it as a pilot, I guess? Re watching it I kind of already see things I want to do differently (replace rambling at beginning with post-match commentary, I guess? I talk too much idk) I’m posting it here in this thread just to gauge interest. If this sort of thing is beneficial I definitely want to do it because damnit I love this game.

Match starts at 6:10 if you want to skip stuff.

Hol Horse can combo his GHA after his HHA if you don’t mash it. The damage is pretty whack, but it’s pretty damn stylish.

Combo I used: 2A, 2A, 5BC ~ S ~ 236S, 2A, 5BC ~ S ~ 236S xx HHA, GHA.
^Mashing the HHA pushes them too far to be able to OTG.

Here are some pretty cool Taunt Combos for Annasui:

StandOn: 2A, 2A, 5BC xx 214C SR j.B, 5A* xx 214any Taunt. (delay) j.B, 5A, 5C xx 236C/HHA/GHA

StandOn: 41236any PC J.C, 5A, 5C xx 214C SR j.B, 5A* xx 214any Taunt. (delay) j.B, 5A, 5C xx 236C/HHA/GHA

StandOff: 41236any, 214any Taunt (delay) j.B, 5A, 5C xx 236C/HHA/GHA

*If you’re in the corner, you can add a 5C then cancel into 214any. It’s omitted to ensure that the opponent lands completely on top of the stored punch

I can come back to add exact damage values for each ender but the taunt extension is definitely worth the damage and the meter gain makes the 10% HHG cost negligible

@tl_crow I like your commentary, dude. I didn’t even notice the smaller, more intricate aspects of the match like Kak’s GHA to punish 2A happy Diavolo. First time I saw the match I thought it was a random GHA which seemed kind of strange for what looked like a good player, lol.

If you do more commentary vids like this I’d be down for it. I really don’t like going to nico and as you said the ASB vids don’t get to youtube as much as I’d like so jeah, keep it up dude.

I thought for sure Diavolo’s popularity would’ve dropped once the nerf came to his burst in 1.03 but its good to see he still has the tools even without constant Time Erasure outta combos. I still think Vanilla Ice has what it takes to be the besssssst though.

really nice commentary i really enjoyed it even tho i have some difficulty at hearing english!

i guess diavolo was just mashing 5A tho, not 2A :stuck_out_tongue:

speaking of diavolo (italian pun inside) here is my latest online matches against a friend’s diavolo

Glitch combo video with some interesting as well as hilarious stuff (best Made in Heaven combo EVER…yes, better than the jM infinite).

Most interesting thing I saw was that if you time stop Jolyne’s super on the right frame, her baseball is actually out in the lane with an attack hitbox. DIO super-armors through it in the video, but now I’m curious – if DIO got regular hit by it for being an idiot during time stop, would it do the whole animation? Or would the game’s brain melt and a bigger glitch would be triggered?

Also, I would really like to see an English explanation of this glitch:

I can’t tell the details because I can’t read Japanese, but apparently if you air hit (specific?) characters with knockdown moves while their Stand is on, the character will be knocked down, but their Stand won’t be, allowing you to continue a combo sort of like a taunt combo. I can’t tell whether or not this is super-frame-specific or practical enough to attempt in an actual match.

And last but not least, non-denominational secular holiday greetings from your friend and mine, DIO:

Merry Christmas, one and all*!

*except the Joestars

oi peeps,

sorry I been gone so loooong. my laptop charger died over a week ago :frowning: and then I couldn’t do much. I basically have a bunch of footage for videos but need to put it together.

btw, if any of you are coming to MAGFest, I contacted them about making JoJo ASB an official tournament and if not, that I’ll run one for it. I think it’ll draw a nice number of anime/poverty players and genuine JoJo fans. as long as it goes through, I’m planning to record the matches as well. I’ll let you all know more when I have more deets.

Ah, damnit. If I had more advance notice I could’ve flown out there. Hope it goes smooth for you, Leebee.

3-bar Jotaro time stop combo. Not bad damage for such an easy 3-bar combo, although obviously you could do more with a fancy combo into a reset.

yeah, sorry about that. D:

I realized a few days ago like “hey, don’t people do tournament things at this place?” and it went from there. hopefully they’re cool with it and I’ll be able to record!

Hope the tourney works out, looking forward to any footage you can get/waiting to upload.

And wow at Jotaro’s Son 2H hitting twice during timestop, never realised it was considered two separate attacks so I never bothered with it during a TS.

For people who play Jonathan: Is the first 6H you do with him guaranteed to fling the opponent too far away to combo, or is there a way around this? I thought it was a training mode quirk at first, but it happens in Campaign mode too.

I’m finally learning his new stupid loop though (5M > 5H > 6H > 623S). I can only get two reps, but that’s still a ton of damage for that little bar, at least with HHA ender.