There’s some footage on the 3-Hit Combo Dailymotion page. There’s a 45-minute video near the bottom of the page with Jo2uke and Jonathan in the thumbnail, and the 3-hour video near the top of the page with the Street Fighter III match in the thumbnail contains a hefty chunk of ASB matches from the beginning onwards until about an hour in. There may be more footage scattered around that page, but I’ve not checked too thoroughly yet.
I’ll be giving these a watch soon, I do need to get learning some extended combos beyond “Chain Beat into Special Move”. I managed to copy a pretty nifty Jonathan-Juggle from one of Boodendorf’s videos.
I’ve mostly been using the Hamon characters so far because they seem pretty simple. Paying a lot of attention to Jonathan, also Caesar to a lesser extent. I am at the point of branching out to Stand characters, so I’ll probably get to learning some Avdol combos soon.
Johnny vs Kakyoin is fun. For Johnny, that is. With the right spacing you can [4]6A Kakyoin’s 5M for a half-screen soft knockdown to either get in his grill or put a black hole out to make his life miserable. A bit harder to do against his jM, though. Plus Black Hole really limits his ability to use jM and Stand Rushed air Emerald Splash to keep you out, it’ll just sit underneath him and wait to knock him down.
Only downside to the matchup is that you have to be kinda honest when you get unhorsed since otherwise the command grab will get you. You gotta use unhorsed 6/4H throw invulnerability to get away and it’s kind of a guess which way you go, Kakyoin can usually chase you with some move afterwards.
Brando vs Kakyoin is a lot easier, just tag his limbs with jH for a half-screen HARD knockdown, lol. Then get in his face and teabag with the stupid freeze 50-50, only thing he really has to get you off his ass are SD and his GHA (which IS pretty good as an anti-air). Brando’s such a scumbag, LOVE that character, lol. He’s the reason I actually managed to crack top 10 on PSN underwater (and with everyone ducking my smelly DSL).
Valentine is real fun and interesting character to play with. Gameplay is bit tricky and delicate but worth the effort.
Valentines
Pro
Decent zoning tools
number way of scoring hard knockdown
only stand character with Corps perks
exceptional tools at conditioning opponent with HH/GHH
+Back from the “other side” ensure that valentine has the advantage in endurance match
Cons
Meter reliant
-Mediocre damage output
his defensive tools are unorthodox making them tricky to use in certain match ups.
-Back from the “other side” can only be use once and has double edge effect of forsaking all collected corpse and disabling your HH gauge.
Main problem with Valentine is less his gun sucking for zoning (less the duckable aspect and more the fact that he’s vulnerable for days firing all six bullets) and more these two things:
(1) VERY short range to use the force stand property on 1st hit of gun, and
(2) his sweep does 2 hits, only the 2nd one knocks down, and the pushback on block is often awkward enough to push the opponent OUT of range of the knockdown hit
He’s one of the only characters in the game where you have to stand/crouch-confirm to do a BnB (and not just a flashy multiple jump-fierce combo like Kosaku, Jotaro or Jo2uke), and it sucks. A lot of times you have to cut your chain super-short in order to get the force-stand just so that your opponent doesn’t end up ducking gun and blowing you up on whiff punish.
His full-life revive is too unsafe to activate against opponents who know his moveset, it’s pretty trivial to get close to Valentine to keep him from using it.
Honestly he’s not one of the better characters in the game, cool though he may be. He takes a lot more work to win with against good players than some other characters. He has an okay Stand Rush game with Son 214M, but his normals aren’t really all that great or safe to use.
valentine gun shouldn’t be zoning dependent but long range hit confirming, conditioning opponent, and mete building, and guard gauge depleting.
Valentine zoning isn’t great by it self. But they still do the purpose of allowing him to intimidate opponents from a distance. But they do have their flaws and he needs to rc to rectify them.
make sure your not zoning with bullets alone but mixing with 214’s. and stand on commands
Meter reliance fall into his offense as well, as he need to rc to take advantage of random confirms or safeguard them.
Valentine does have bit hard time when he’s force to take the initiative if doesn’t have life lead, d4c love train or revive super ready.
Revive super isn’t punishable by many after throw or 2C hard knockdown. Not to mention hit should be use when match is becoming an endurance match ( as in time out will occur befor k.o)
Also 2c being two hitter his more of strength than weakness. Its one if only reliable pokes for hit confirm and baiting. can use meter to press the advantage on hit or use command to safe guard whiff or blocked 2c.
Rarely should valentine even bother for long combo unless he needs damage quick or corner advantage. Damage should be after thought for valentine and outwitting his opponent should be his priority.Ironic he wants to use them sparingly and mostly provoke his opponents to respect them but not actually use them.
It’s much different from the Capcom one. It doesn’t feel like a Capcom fighter at all. For example: there’s an evade maneuver that changes everything, and the game also feels a lot slower than the Capcom version. The game focuses on fan service, but I think there is still plenty of depth. The game basically has three different fighting styles: Hamon users, Stand users and mounted characters. Within each style we also get a variety of characters with their own unique movesets. I’m having a lot of fun with this game at the moment. I think there’s plenty to learn.
You forgot the Pillar Men, with their ridiculously meter focused playstyle. Also PB Dio if you don’t like the style button and just like jumping around.