mmh are you sure your monitor doesn’t have a big input lag issue? i never felt normals/movements to have a slow response… maybe you just have to get used to it, i felt the game being slower the very first time i played it but it was just a matter of getting used
just played against him and i use a 27", no framedrop even when he used his stand rush punches/fireballs, looks good… even tho you can just fight him when using dio brando, i hope there won’t be issues even when there are 2 stand users
Can’t say I noticed any gameplay differences in the characters like Jotaro’s qcf oras into dp oras from that one vid. Demo might simply be an older build from that like most demos tend to be. Bit hard to tell regarding the frame rate fixes, but I think there’s less slowdown now when you hit somebody who’s in Rumble mode with a quick multi-hit attack, like Caeser’s EX bubble cutters.
*My monitor has really good response time, i’ve never had issues with input lag in 3s, KOF or an other fighting games I’ve played. I think it’s just a matter of me getting used to the games speed.
Out of curiosity is run speed and jump startup time universal? *
I almost really disliked this demo because I was playing with Zepp and his light has terrible range and comes out kinda slow, I was having a difficult time keeping them off me.
Also I can seem to tigerknee his bubble laser, and theres a little cooldown on some specials. He kinda sucks dick, Kujo is awesome.
Games pretty fun, not sure if I should day one or wait a month for an inevitable price drop.
You can tigerknee both Bubble Laser and the homing bubbles (QCF+A) I personally find the latter more viable as it shuts down forward momentum of a lot of characters (but it does open him up to being on-reaction invincible super’d)
Don’t sleep on Ceaser if you fight him when the game comes out. Your complaint is valid- his crap ground normals are his Achilles heel- but tiger knee bubbles and his sweep > laser oki is one of the more effective oki’s in the game, and his reversal options/AA game is ridiculous. Also everyone with a super jump is automatically better then a lot of the cast, just cause of the insane stuff super jump lets you do in this game, haha. That he can stall himself in the air on top of that is nuts.
I’ve started doing custom trials for jojo asb, similar to people doing them for Yun in SSFIV AE. I’m starting with the demo chars so that everybody can try them out.
Neat idea with the custom trials, Boodendorf. I kinda feel like an in-depth tutorial on certain characters might be more helpful for new players, though. But you could/should probably reserve those for characters you really know/like, like Gyro or something.
I’m brainstorming a couple with Lisa Lisa now, the only trouble with her is that half the video is just gonna be illustrating her basic rekka chains, lol. Here’s what I have on the plate so far:
BASIC MOVES:
6R
j214L
j214S
236L
236S
236L > L
236L > L > 6L
236L > L > 8L
236L > L > 4L
236L > L > 5L
236L > L > 6S (skipping the other EX enders because honestly they’re way less useful than 6S)
236L > L > R > L (just to illustrate the most useful application of command twirl)
236L > M > M
236L > H > H
HHA
GHA
COMBOS:
Easy Beat
Basic combo anybody can do, plus basic filler from a successful hop mixup or PC’ed overhead.
2L > 2L > 5L > 5M > 2H > 236L > L > 4L
Basic illustration of combo into OTG Snake Muffler to set up oki.
Snake Muffler > 2H > 236L > L > Snake Muffler
Illustration of best meterless juggle you can do from normal Snake Muffler ground bounce.
jH > 5L > 5M > 5H > 236S > H > H > jH > 5L > 5M > 5H > 236L > HHA
Basic power punish from jH. Illustrates the basic hop BnB as well as basic ender into super.
6R > M > M > PC > dash > 2L > 2L > 5L > 5M > 5H > 236S > H > H > jH > 5L > 5M > 5H > 236S > L > 4L
Illustrates both how you can spend meter to convert from Lisa Lisa’s overhead rekka and also the double 236S Silvius combo to set up okizeme (just to make newbies aware of that combo route). Also I changed the starter to 6R to illustrate how you can do rekka moves out of 6R, in case the newbies didn’t find that out on their own.
j214S > H > H > jH > 5L > 5M > 5H > 236S > H > H > jH > 5L > 5M > 5H > 236L > HHA
Basic combo from successful j214S oki. Illustrates the power of landing this oki because you can get multiple hops without a particularly hard link.
I might do this one myself depending on whether or not you or Silvius decide to do one before me.
Tried the EU demo, this game is so trash. Everybody has shit normals with no range and zoning ability, and everybody somehow manages to walk slower than Makoto in SF4, making the movement in this game consist of only running and jumping, garbage. Music was pretty good, though.
EDIT: Oh yeah, and the game runs at 30fps and overall feels very clunky and stiff to play.
Yeah, save for specific characters that are dedicated range characters (Hol, Mista, Kakyoin and Narancia for example), there is no real zoning game to speak of. Your primary poke is almost always going to be your L attack, which for some characters has ABSURD range and is their only mashable move (Anasui and World Dio, I’m looking at you). Play it like SFxT, use your lights to poke and confirm into chains, pretty standard stuff really.
As for jumping and dashing being the primary method of movement, I fail to see how this is a bad thing. Walk speed is fast enough for tick throws to be set up and in a game with limited zoning options, that’s the only reason why you should be walking anyways.
Weird, yes.
Different, kinda, many anime games don’t put a lot of pressure emphasis on walking save for tick throws and walk-up/poke harrassing, but you can do that here with nearly every character’s L attack.