play it more than 10 mins and understand it before judging…
You’re half right about somthing, the demo doesn’t offer the real zoners of the game, but even then Caesar still has some decent zoning potential using his lens (214/qcb L/M/H) his cutters (236M/H/S) as well as his TK j.236L.
Walkspeed IS slow, for sure, but since you can cancel the running animation with anything (jab/crouch/block/jump) it doesn’t really matter.
The three chars of the demos have bad normals, except for Jotaro in Stand On mode. Though most of the cast doesn’t have particularly outstanding normals (except for a few such as ACDC or Wham), they’re still pretty decent. Some chars have very good air pokes, like Joseph (his j.M and j.H are both great at controlling space).
The amount of people that pick up this game and try to play it like it’s supposed to be a SF4 clone is astounding to me. This is like the nth time I’ve heard people complain about walk speed in a game that isn’t based around it at all. I should go to the SF4 general discussion and complain about the lack of a side step. That’ll sound intelligent.
(sarcasm, btw.)
You know what SF4 does right? Zoning. It may be a otherwise POS game, but in that game zoning is king. Same thing in Tekken, if you can’t zone, you lose. Zoning is a staple in almost every fighting game that isn’t some ADHD fest like Marvel, or apparently a game for people who can’t zone and just like to mash light punch and projectile specials like JJBA ASB. If a lot of people complain about the same thing, then maybe it’s a legit complaint. I’m sorry people don’t like your favorite fighting game because it’s bad.
First to five when the game comes out, please just mash light against me and see how far it gets you. I beg you. Give me all the free delicious SD punishes in the world.
Hell, if you’re in Texas Austin/Dallas/San Antonio, I’m going to be running biweeklies for this, so please come get last place with your complete lack of understanding of how this game is actually played. I’d prefer in person since it’d give us the chance to play and laugh at how little you knew and move on.
Why are you so venemous? There’s no reason for you to be such a dick about a fighting game you don’t happen to agree with.
“Bad” I think isn’t the right word for ASB. “Rough”, certainly. But I spent a lot of time with the game and TBH for what is essentially the first “traditional” fighting game offering by CC2 it’s really not that bad of a game. Mostly really weird. Like if you don’t mind a slow game that bends your brain a little bit, I think it’s pretty fun. And the way I see it, there’s no HARM in learning it because if you’re even a LITTLE good at fighting games, MOST JoJo characters take about 30 min-1 hour to learn, so you lose almost no training time out of your “main” game.
There IS zoning and footsies in ASB (there’s zoning and footsies in pretty much every game where you can move your character on screen), it’s super-weird compared to other games but it does exist in a real form. Lemme see if I can explain it a bit better:
Projectiles can be sidestepped, but they can still provide a useful function in some matchups by forcing your opponent to sidestep, allowing your character to move somewhat more freely (maybe you want to get closer, maybe you simply want to throw another fireball) while your opponent is committed to the sidestep (though it’s not a huge commitment, sidesteps don’t take very long).
Some characters (most not present in the demo) have some truly monstrous pokes. Johnny is a great example; on horseback he has TONS of coverage with his 5M, 5H, jM and jH normals that makes it very difficult for certain characters to attack him even with Stylish Dodge.
Jumping is kinda strong at first but there are two universal options that can kinda blow it up: Stylish Dodge (vs earlier jump attacks) and landing recovery whiff punish (like in KOF, you have a meaty crouching light waiting as their jump attack whiffs because there’s no tripguard like in SF4). Jumping seems superficially OP (and honestly I think people COULD stand to be more vulnerable in the air if they ever make a sequel), but it kinda makes sense when you consider that jump attacks are pretty much the ONLY universal source of frame advantage on block in this game. You get advantage on block in exchange for the startup time of having to jump (from neutral, usually – few characters can jump/super jump cancel) and then fall.
A lot of footsies actually happen air-to-air in this game rather than on the ground because (a) jab IS a bit dominant on the ground, but not unbeatable, and (b) you can’t Stylish Dodge in the air; even if all you get is an air-to-air reset, you still generally take a lot less risk going air-to-air against your opponent than poking them on the ground and risking a Stylish Dodge into punish.
I encourage people to watch a bit more of the game played by GOOD players before making a final judgment on this game. The demo is kind of an iffy “sample” of ASB simply because there are a LOT of weird characters in ASB and most of the demo characters are a bit more down-to-earth than some of the stranger characters in the full release. You can see more video of the game here in this video compilation thread I made (you’ll need to use the MMCafe Nicovideo viewer if you don’t have an account, there are instructions in the thread):
http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=39&t=6726
This game’s certainly not flawless but I think calling it “bad” is really unkind. Then again I have VERY high standards for “bad” fighting games because I have played a LOT of fighting games over the years, many that most people have never heard of, and there are some with WAY worse design decisions than JoJo ASB (coughCapcomFightingJamcough). Honestly I’m impressed how well the game shaped up after it was patched; these days you can pick pretty much any character and stand a decent chance of beating decent players. It’ll never be a main game but it makes a GREAT side game IMO.

Jumping is kinda strong at first but there are two universal options that can kinda blow it up: Stylish Dodge (vs earlier jump attacks) and landing recovery whiff punish (like in KOF, you have a meaty crouching light waiting as their jump attack whiffs because there’s no tripguard like in SF4).
So, just so you know, here is the definition of what tripguard is, taken from Option Select:
“Trip Guard: A character’s ability to Cancel the Recovery Frames of a jump by Blocking. The character loses this ability if they perform a move during their jump.”
ASB has this, therefore, Tripguard is present in the game.
^ Turbovec is correct. On top that, and this is totally subjective I guess, but I feel like the landing recovery post-air attack is a lot more extreme here then in most fighting games I’ve played, making a large part of the footsies in this game based around your ability to position yourself versus your opponent’s jump arcs. If I know someone’s going to whiff their air normal I feel like I have /forever/ to punish it. Some of the sickest reads I’ve seen in match play are people that run under neutral jumps to punish.
Who does the demo give you?
I mean I can understand thinking zoning isn’t that great from Caesar, it feels like his projectiles are more there for oki and trying to get in on blockstun, but there are plenty of characters in this game who can play zoning and/or keepaway if they wish.
Having tremendous fun with Bruno atm, dude just feels at home in almost any situation, be it mixing people up, getting in, keeping away or playing footsies, still liking Annasui more for his command throws, the move where his stand teleports and attacks the opponent and his trap but Bruno is really doing some work atm.
The demo gives you Part 1 Dio, Caesar, and Jotaro to play as in Arcade Mode. Arcade mode has Abdul, Wham, and Gyro as unplayable bosses at the end of each character’s respective arcade mode run.
No wonder the zoning seems shit then, best character at zoning there is Caesar and he ain’t that great at it.
Caesar trials are up.
*Hey Boodendorf do you think you’ll do some “intermediate to advance” combo tuts for this game? *
Well Jojo’s is up for pre-order on PSN, though you don’t get any DLC character from pre-ordering on PSN.
Only a Costume D for Johnny and a ps3 theme, thanks namco…

Well Jojo’s is up for pre-order on PSN, though you don’t get any DLC character from pre-ordering on PSN.
Only a Costume D for Johnny and a ps3 theme, thanks namco…
i would love getting that costume since it’s not unlockable…

Well Jojo’s is up for pre-order on PSN, though you don’t get any DLC character from pre-ordering on PSN.
Only a Costume D for Johnny and a ps3 theme, thanks namco…
*I’am very disappointed by this news. I’m buying the game digitally so I could share it with a couple of my friends and was hoping we’d get Kira, Shigechi or Fugo as DLC incentive. *
The ps3 theme is apparently Shigekiyo Yangu.
Once again, thanks…
Welp, guess I better lube up for when the dlc starts dropping.

The ps3 theme is apparently Shigekiyo Yangu.
Once again, thanks…
Welp, guess I better lube up for when the dlc starts dropping.
*I hope the characters are only $3 a pop. I really don’t want to spend $40 just get all the DLC characters. *