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

No extra tax in the JPN store. Each character costs 600 yen now, though you unfortunately missed out on a pretty good deal they had running from release up to the first week of December where all the characters were half off and Fugo was free (Kira was free too if you bought a first print copy of the game or bought the digital version in the first few weeks).

Thank you for the information. I actually got Kira with my copy, was surprised but happy as I figured I got the game too late for that. A 5000 yen card should be enough to get everyone else then. I don’t mind missing the deal that much as I normally would, as I would have had to pay more for a ps3 in order to get the game at that time, so in the end i’ve saved money (still would have been nice though.)

More Deltona matches here:

I am labelled as “GRAVITY” in these videos. I thought I did all right aside from (a) not mixing up my oki a bit more vs Hol Horse, I wanted the j214S combo too bad and got JD’ed out of it lots of times, and (b) not adjusting my combos against Narancia until very late in the set. Lost a lot of damage cause I couldn’t hit hop jH against him (did it too early).

I also threw away oki a couple times because I forgot that the sidestep > jump crossup timing I was using only works from OTG Snake Muffler. I gotta go back to the lab and practice timing that setup from throws as well.

I dread the day CanadianDestroyer learns Hol Horse 236S loops…

(also feel free to blow up my Giorno, I’m fraudulent as hell even with GER)

Can anybody give me a quick rundown on Jolyne’s gameplan please (or just point me to anywhere that does)?

Jolyne’s strength as a rushdown character is her unmatched power for instant overheads using her Stand On jump normals. She can cancel these normals into her Stand On j236H, which she can then Stand Rush to convert into a full combo. Jolyne’s gameplan is to get close to her opponent, knock them down with a combo, mix them up on wakeup with the threat of these instant overheads (as well as lows, throws, and reversal baits), and gradually build meter towards a combo that will kill at the end of the match.

She has GREAT Stand Rush utility to pressure with, with not one but TWO rapid punch moves that can pin her opponent down while she mixes them up. They can even be delayed to further mix up Jolyne’s attack patterns. Her super jump can function as both a normal super jump OR a KOF-style low jump, and can be used as an air action. Her zipline move (Stand On j2H) can help her bait certain wakeups or just alter her air trajectory. She also has one of the best level 1 supers in the game, both fast to start up AND covers a lot of range. Jolyne can punish a LOT of stuff with her super that other characters couldn’t hope to punish.

Her only (minor) downsides are her short effective range (only a problem against a couple of characters) and the fact that without some fairly tough links (combo two Stand On jHs using zipline, or link her Stand On jL from a chain combo into low jump on standing characters), her meter-build combos are mostly love taps. She’s very vulnerable to damage scaling without meter because all her special moves do so many tiny hits, but with supers her damage rapidly improves, because both her supers are designed to scale well with her zillion-hit combos.

She is one of the stronger characters in the game, definitely worth playing if you’re willing to learn her combos and mixup.

Thank you very much! I’m gonna hunt down the basics over at the All-Star over at JJBA community. Been looking forward to getting into this game a for a while (but been hampered by studies) and planning to introduce the game to my friends, hopefully they’ll find it fun.

Just ran some offline sets with Turbovec. Josuke is definitely an underrated character. Went was pretty much even in the end, too bad the game does not keep score. I also did not record it because I forgot to bring my stuff.

Anyways, I hope we can get a side tournament at Evo going. Shit will go down.

Yeah, Narancia is fucking hilarious with all the meter gain he gets. Being able to do 2 GHAs in a single round on average is nuts. Was glad I was able to land some of my barrier gimmicks despite playing pretty poorly. Being out of practice and tired while playing against someone who’s better than you makes for some rough sets.

Been looking at Bruno a little more since I haven’t been feeling Caesar since maining Anasui but still need a non-dlc character to use on other people’s consoles.

That said whilst his combos are looking very delicious I’m not entirely sure what I should be doing at neutral, he seems to have some nice tools for longer ranges as well as some good keepaway now he can cancel zip slide into teleport but a stand rushable oraora thing is good for pressure too.

Also does he have anything decent to get out of pressure?

I’d usually just learn this as I go along but only really get to play this with others once a fortnight, thanks for any information.

We got Hol Horse gun loops.
Trick is late canceling 2L 5M wait. Wait longer. 5H S.

Also, I hate Dio’s hitbox. My old bnb doesn’t work because he reels too far back for the bottle to hit from 5H, and his juggle hitbox is tiny making gun loop a gigantic pain in the ass to hit.

New cmv.

If you mean pressure on wakeup, I know his Stand Off srk (623A) has invincibility on startup, so there’s that. Stick to the L version though, the M and H versions have a lot more startup, and the L version isn’t that fast either to begin with.

Are we talking part 1 Dio or part 3 Dio? Because honestly most of my juggle problems with Jonathan and part 1 that I can remember came from trying to juggle part 1 Dio, for more or less the same reasons you mentioned.

Being the massive dick that he is, Dio revels in denying Jonathan everything, even crazy wall combos with the 623S loop.

Thanks, been messing around with the CPU and really liking what Bruno can do, but wasn’t sure if that had a use till now.

His meter build is sick, his combos are efficient, stand on seems ok at controlling space and punishing zoning attempts and he seems pretty mobile in stand off.

Also is it just me or can his stand on j.m and j.h cross up if spaced well. (Not sure if he’s crossing up or just hitting before landing behind the opponent)

Kind of feel there must be some way to set up unblockables with putstun canceled 63214H but need to fiddle around with it some more.

They might not be crossing up (not sure, I don’t play Bruno that often), but there are lots of cases in this game where you can just barely hit someone in the front and land on the other side, Vampire Savior-style (friggin’ Bulleta…). So if you can find a human training partner to check your work on some of this stuff, you might be able to come up with some disgustingly ambiguous stuff.

You mean his low projectile? I’m not sure it can be done simply because CC2 seems to have SOME clue about unblockable prevention, but it’s inconsistent. (For example, some Stand Rushed moves, while active, will disable high/low hit detection on your normals and they’ll all be highs, while others like Giorno and Anasui won’t have this property and the opponent actually has to block appropriately). So I’d say it MIGHT not work (maybe they paid more attention to projectiles than elsewhere), but I’d test it anyway just to be sure.

If it works, well, just one more reason to advocate Bruno as one of the best characters in the game. Great neutral tools, great mobility, great damage, forces the opponent to kill him twice on match point for 1 bar, there’s a LOT to reccomend for Bruno.

You know, I was always a bit confused as to why I saw people saying Giorno’s stand rush Mudas forced you to block his follow up normals high or low, because I assumed everybody’s multi-hit stand rush allowed the same thing. Wasn’t aware that some stand rushed moves actually forced all your normals to be counted as high, thus removing any real need to guess on block.

On a somewhat related note, it always puzzled me how when you do a stand rush with somebody like Abdul, he’s locked out of all his M normals, when only his jump M uses his stand. 5M and 2M don’t use it, yet during a stand rush he can’t do either. He’s not the only character either, forgot who else, but basically once the person used their stand in one state (jump/stand/crouch), all the other states with the same strength attack are locked out, even if the other states don’t use the stand in the animation. There’s also the fact that you’re locked out of non-stand based specials, but I get the impression that might end up somewhat abuseable with the right characters if I think about it.

New details about the English release from the Namco event on Tuesday:

I think 50bucks is still way too much for this game if they want it to sell, should of been 30.

I really hope they’re underselling the frame rate fix, I’d like to actually play on the part 7 stage sometimes

I cannot wait to buy this! DAY ONE!!!