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

It was really disappointing not just because the fights were edited, but because the AI almost seemed worse then it was in the dio v. johnathan vid we saw a month ago. How many times did we see ABC>Nothing? A lot.

Still, as someone that knows nothing about jojo, it was entertaining to see/learn new things. I like Johnny’s “get the corpse parts” mechanic to level up his stand, although I’m curious to know if that resets every round, and if he’s intentionally gimped on mobility without the horse, I can see him being flat out useless if this game ends up heavily rewarding mobility. I am also curious to know what his throw is, lol…

I liked Mohammed’s really slow fireball, and his downwards fireball that springs up another symbol from the ground. I’m kind of salty we didn’t get to see more, because I think I’m most excited by what little I saw of him thus far. Dude looks like he has serious keep out for days.

I really hope this dosen’t end up being more about those three guys talking about jojo then it does the gameplay… but at least we got something.

Well, it’s nice to see something new I guess. CC2 just seems to hate showing gameplay for their own games lol. Asura’s Wrath was the same before it launched.

With that said, ACDC looks more awesome then I though he would. Has some sort of “get over here” move with his blood veins on the ground, and a cross up attack. If the attack that crosses up was a bit faster I think it would pretty useful for mixups, but I’m not sure as it is now.

I noticed the ‘get over here!’ move too. Between that, a long long long range jumping special move that looks like it leaves people standing after it hits, long limbs, seemingly safe special moves from standing… I actually thought he looked quite good despite the ‘placement’, as it were.

I wonder how the engine will handle two of those in the same combo.

UGH, just watched those vids again. ACDC’s ‘IT’S TOOO MUCCH’ lower’s /his/ meter, not the enemy’s. What the heck.

You don’t get to see the meter change from that taunt, I’m pretty sure he just happens to be in Heat Mode when he uses it. It’s the same ‘purple timer’ type bar as when he uses it earlier, and when Polnareff uses Seiei Enbu.

I really hope you’re right. That still makes it kind of questionable as to what it does, but I’d rather be in the dark then it actually negatively affect you.

anyone else think the game is too slow? I was hoping for a faster beat em up fighter than the stylish slow paced one we have here.

The problem for me is that the characters are too much the same.

You probably should’ve mentioned its the full matches, not just the highlights. Quite exciting when I found that out.

I have to disagree. One of the main things that drew to this game is how wildly different the mechanics are for different characters. There’s four main button types (with the S button) then so many of those characters have character specific mechanics to separate them further.

These full matches could only be better with real people playing them.

The main reason it seems slow is because the CPU just… walks. a lot. and does ABC>Nothing. Which we now know is pretty much unsafe for everyone, and we already know that there’s run/dashing in the game. so that’s a fault for CC2 not showing real players playing, I guess.

God damn. I am going to stream the fuck out of this game as soon as I get it. I hope training mode is robust. The more I watch these videos and see how little damage all these slow, zoneing fireballs do, the more I realize this is absolutely going to be a bad game for patient zoning characters. Ceaser is the only one that has showed a projectile that makes me want to not just hold forward and get in thus far.

Edit to add: Oh hey. It looks like ACDC’s crying is a parry that just… makes you recover instantly.

ACDC’s crying drained half a bar off Polnareff too.

I believe you’re confusing it with the old one by Capcom the difference I’m seeing are just limits on specials and powering up state maybe some armor. No tandems, no stand modes, no cancels into s attacks for the stand of characters, every character has the same abc chain xx special xx super.

Not at all. Everything you’ve mentioned is in this game and then some. If you’ll look through the thread, or take a look here (which is still a incomplete list of the system mechanics of the game, because it doesn’t mention EX moves for ripple users, for example) there’s a lot more to this game. Don’t let level 1 AI CPU walking forward into ABC > Nothing fool you. That is NOT an accurate representation of the game anymore then setting any other game’s cpu to dumb mode is.

Pete-
I completely take back what I said about ACDC’s taunt. It’s now a parry that recovers instantly and drains bar and wow that’s kind of cool, i don’t know i’ve ever seen a normal ass parry do that before in a game. It’s… funny how full match footage can change everything.

Jumps and projectiles are also extremely slow. Dashes/runs are a little better, but still seem slower than most games.

Pretty much everything that isn’t a cinematic looks slow and clunky to differing degrees.

I had no idea about the “stand rush” moves in this game til I read this topic:

http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=39&t=6309

Jotaro will have his old star finger oki game! OISADHkasjhfakjsfhakjdfh

EXCITED AGAIN

although I hear where you’re coming from, jed; we haven’t really seen any variety in terms of normals for characters. although I think that’s mostly due to the computers just going A>B>C>special>super. it seems like every character basically has around 2 command normals so I think that’s a good sign we’ll see some normal moves with more unique effects (overheads/juggle starters/feints… etc.)

Yeah I wouldn’t base anything off these matches. And even if the game doesn’t have the craziest juggles or combos, I feel what’ll make this game very hype will be positioning, neutral and oki.
There are no tech rolls in this game, right? If so I think oki might end up pretty stronk. Also, I guess this game doesn’t have a “Stand Crash” mechanic like the old JoJo’s or Persona 4 Arena, does it? From what I’ve seen, there doesn’t seem to be any disadvantage to always having your Stand out in ASB.

Yeah, I’m pretty sure Stand Rush is meant to be like Tandem, its pretty easy to forget about it since they never say anything about it (much like all the other mechanics the AI can’t use, really)

I haven’t seen a tech roll, just… staying on the ground or getting up quickly.

As far as stand crash, it dosen’t seem like it, BUT it kind of looks like your hitbox is bigger when you have stand mode on. So I guess there’s that. I keep seeing stands getting punched and stuff. It’s really easy to see on any video with jotaro since dumbAI likes to ora constantly and the ai is mysteriously good at jabbing afterwards.

get hype for those sweet sweet 40 second snippets coming soon~