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

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.

results of stunfest

JoJo’s Bizarre Adventure All Star Battle

  1. Oro (Dio Brando, Akira Otoishi, Jotaro Kujo)
  2. Ken Bogard (Josuke Higashikata 8)
  3. Gawk.fr|J.P.KOF (Okuyasu Nijimura)
  4. Silvius (Jolyne Cujoh, Dio Brando)
  5. NTSC Kenshiro (Jonathan Joestar)
  6. Jojo-Jisama (DIO)

they were just 6?

idk thats what the front page posted :confused:

I was messing around with Joseph and Jonathan I like to use them. i may try to main one of them just to have a Hamon character in my pocket.

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.

Jonathans range to continue his combos is amazing

So, are we doing a side tournament at EVO for this?

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).

1.04 talking, added Mista damage nerfs

1.04+ Change List

Jolyne:

  • Air 236A doesn’t OTG anymore

Kosaku:

  • 214A now juggle launches instead of fullscreen wallslam
  • s.off 5H now crumples on first hit

DIO:

  • can’t throw knives when in S.On
  • there a little delay between 214L and SJ making it harder/rare to land his known wall bnb
  • 421A now drains 91 hp (up from 62)

Hol Horse:

  • 214A now costs ~0.15 meter

Pucci:

  • 22H now costs ~0.15 meter for every activation (that means that you just use ~0.15 meter if you keep H pressed while doing several chants together)
  • Made in Heaven speeds up the timer even more

Valentine:

  • 623A when hard-knocked down now costs 1 bar (it was 2)
  • HHA deals 230 damage now (up from 200)

Johnny:

  • Act3 421A (teleport) can only be held for around 2 seconds now (down from 10)

Diavolo:

  • 421A while beng hit (combo breaker) now costs 2 bars (up from 1.5)

Will Zeppeli:

  • 63214L now deals 130 damage (up from 60)

Mista:

  • HHA now completely reloads your gun (gave just 1 bullet back in 1.04)
  • 236A now deals 6 damage (down from 10)
  • OTG 236A now deals 5 damage (down from 10)
  • 214A (after positioning Pistols) now deals 20 damage (down from 25)

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.
  • momentum driven

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.

added josuke 4 and lines for Diavolo

1.04+ Change List

Jolyne:

  • Air 236A doesn’t OTG anymore

Kosaku:

  • 214A now juggle launches instead of fullscreen wallslam
  • s.off 5H now crumples on first hit

DIO:

  • can’t throw knives when in S.On
  • there a little delay between 214L and SJ making it harder/rare to land his known wall bnb
  • 421A now drains 91 hp (up from 62)

Hol Horse:

  • 214A now costs ~0.15 meter

Pucci:

  • 22H now costs ~0.15 meter for every activation (that means that you just use ~0.15 meter if you keep H pressed while doing several chants together)
  • Made in Heaven speeds up the timer even more

Valentine:

  • 623A when hard-knocked down now costs 1 bar (it was 2)
  • HHA deals 230 damage now (up from 200)

Johnny:

  • Act3 421A (teleport) can only be held for around 2 seconds now (down from 10)

Diavolo:

  • 421A while beng hit (combo breaker) now costs 2 bars (up from 1.5)
  • 236L now deals 45 damage (down from 55)
  • unblockable 236A now deals 70 damage (down from 80)
  • 214L now deals 55 damage (down from 65)
  • 214M now deals 60 damage (down from 70)

Will Zeppeli:

  • 63214L now deals 130 damage (up from 60)

Mista:

  • HHA now completely reloads your gun (gave just 1 bullet back in 1.04)
  • 236A now deals 6 damage (down from 10)
  • OTG 236A now deals 5 damage (down from 10)
  • 214A (after positioning Pistols) now deals 20 damage (down from 25)

Josuke 4:

  • 2M now deals 18 damage (down from 21)
  • jH now deals 30 damage (down from 36)
  • HHA now deals 160 damage (down from 170)
  • HHA with follow up now deals 190 damage (down from 200)

hosting a room in jojo. Feel free to join

usa- East coast- Florida

K_Bas

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.

added Wamuu

1.04+ Change List

Jolyne:

  • Air 236A doesn’t OTG anymore

Kosaku:

  • 214A now juggle launches instead of fullscreen wallslam
  • s.off 5H now crumples on first hit

DIO:

  • can’t throw knives when in S.On
  • there a little delay between 214L and SJ making it harder/rare to land his known wall bnb
  • 421A now drains 91 hp (up from 62)

Hol Horse:

  • 214A now costs ~0.15 meter

Pucci:

  • 22H now costs ~0.15 meter for every activation (that means that you just use ~0.15 meter if you keep H pressed while doing several chants together)
  • Made in Heaven speeds up the timer even more

Valentine:

  • 623A when hard-knocked down now costs 1 bar (it was 2)
  • HHA deals 230 damage now (up from 200)

Johnny:

  • Act3 421A (teleport) can only be held for around 2 seconds now (down from 10)

Diavolo:

  • 421A while beng hit (combo breaker) now costs 2 bars (up from 1.5)
  • 236L now deals 45 damage (down from 55)
  • unblockable 236A now deals 70 damage (down from 80)
  • 214L now deals 55 damage (down from 65)
  • 214M now deals 60 damage (down from 70)

Will Zeppeli:

  • 63214L now deals 130 damage (up from 60)

Mista:

  • HHA now completely reloads your gun (gave just 1 bullet back in 1.04)
  • 236A now deals 6 damage (down from 10)
  • OTG 236A now deals 5 damage (down from 10)
  • 214A (after positioning Pistols) now deals 20 damage (down from 25)

Josuke 4:

  • 2M now deals 18 damage (down from 21)
  • jH now deals 30 damage (down from 36)
  • HHA now deals 160 damage (down from 170)
  • HHA with follow up now deals 190 damage (down from 200)

Wamuu:

  • throw now deals 120 damage (down from 130)
  • 421A now deals 55 damage (down from 65)
  • horn mode 421A now deals 65 damage (down from 75)

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.

Did the americans make this game more competitive?

I swear Im gonna get this when it goes on sale

I must admit its steep price for above average game but i wanted to mainly distract me untill other games come out.