Rohan’s level 2 super does good damage even with the “lock” feature
it seems there are multiple followups/enders to Rohan’s rush attack; against Will it ends with a knockdown but against Wham it’s a wallbounce…
the guard gauge recovers VERY slowly. this makes me very happy. people using stylish move a lot will get guard crushed and fucked if they get read
will’s taiyo no hamon causes a cinematic; should be good for ending combos
will’s zoom punch has a lot less startup than jonathan’s. or it could be difference of version/charging?
will’s gliding uses up super bar pretty fast, but it’ll be a nice tool to be able to change his jump arc at any time
Kira has a slow startup projectile where he flings it upwards from his hand. it seems he has time to act after it’s out, but not for very long. when he uses it again in the video, he appears to charge it for a different length and it affects the trajectory (much larger and possibly bounces) in this way it’s looking a lot like Leona’s earring bomb. when it explodes, it can also hurt Kira
Wham juggles after his jumping punch floorbounce move; unlike other instances where we’ve seen juggles with normals making the opponent flip out, this one has the opponent still dropping to the floor while being hit by Wham’s normals. we can also see this juggle state after Will’s EX drill kick; he hits a (presumably) crouching L but the opponent still hits the ground
I guess Will’s sendo wave kick is supposed to be a dp? who knows
Will’s EX hamon cutter will hit cleanly against an aerial opponent, but then they’ll flip out at the end. it seems that with some moves in this game, they keep juggling only because the hits are so close together. this might allow for some pretty crazy air combos
Wham’s level 1 (kamizuna arashi) looks to be one of the only unique kind of supers haha. it has huge reach and doesn’t make a cinematic happen; it’s definitely got some utility
Wham’s clothesline punch appears to cause a hard knockdown (to allow for guaranteed OTG pillar)
Wham hits an aerial Kira with what looks like his jumping H, and it causes Kira to be hit downwards into the ground instead of doing an aerial flip like most aerial normal reactions we’ve seen. it’s nice to see another hit effect with a normal attack; hopefully there are more with different hit types/states
Sheer heart attack (Kira level 2) moves by very slowly on the ground; I assume it goes through everything but it still seems a little limited in utility
Wow, I’m surprised Jolyne won… anything. I thought she’d go down for sure against Giorno.
She looks super fun, though. In her battle with Koichi she did some kinda move like Spencer’s Swing Wire from Marvel 3 and landed in a kinda down-backwards direction with her sting from the air.
Also love how her string trap pillar move stays out forever, I’m guessing until she gets hit. And her “Ora ora ora” move seems to have superior range over other stands who can do the same thing, at least from waht I’ve seen so far.
Also, on a less serious note, it made me laugh seeing a little stand like Heaven’s Door doing rush punches with those stubby little arms, lol.
I’ll have the rest of the group D notes up later, but this is the most important thing:
Koichi has a burst that looks like it costs only 1/6 (1/8?) of a bar… it blows (and damages) both him and his opponent back. what the hell. in the fight against Gyro, he definitely uses it more than once so it’s not like a one-time thing.
Much better fights all round. I’m not worried about the pace of the game anymore.
Rohan and others showing interesting signs of combo potential with the Puttsun cancel IMO. Jolyne looks really good and so does Giorno, he looks like he got some good attacks strings. Don’t know what to make of Gold Experience Requiem’s super armor, seems strange. Need more info. Wham is REALLY slow, I dunno what to make of him at the moment.
Lol, I dunno how I didn’t manage to notice that.
EDIT: My bad, Giorno’s armor came from Resolve Mode.
Giorno has some sort of weird parry that causes a burst at the end of his fight with Gyro that didn’t cost meter and (SEEMED!) to guarantee a ground taunt. He also has a really intresting divekick where he throws the stand at the enemy while he bounces backwards. If the stand gets hit, he takes the hit, which is kind of funny. He threw the stand into joylne’s chun li like lightning legs and he flew backwards, lol. If it hits it ground bounces the enemy, it looks like…
I… you know. As tempting as it is to talk on here about what I saw in the new video, I kind of just want to wait and see what Pete says in his analysis videos because he’s so spot on a thoughtful in them, haha.
Of course I don’t mind, I didn’t post any of them here because I didn’t want to spam the thread with stuff no one liked ^^;. Thanks for the compliments everyone
I am so hype for Jolyne, no doubt. Pete has only made my hype even more… uhh, hype. I never even noticed she Spencer grappled straight down and down-forward in the video, this character is going to be too much fun. The CPU never even did her weird anti air grab thing you can see in PV3, either. I think Jolyne is gonna be a real control freak in ASB lol.
Can’t wait to see more tomorrow. I don’t know the schedule but I hope it includes Cars (and or) Hermes!
When’d he do it? I was pretty sure all his time erasure stuff was counter attacks, and they just cost bar because they were straight fucked for poor projectile characters.
The first one is debatable, but the other two are pretty obvious given the combo counters on the screen so yeah, you’re right, its completely fucked. Hope they change that, it wouldn’t even be the slight bit fun to play against.
Josuke comboing off his level 1 bubble made me unbelieveably happy.
Diavolo is going to be good if for no other reason that he now hard counters all projectiles, it looks like. I’m watching the youtube vid, I can’t find evidence that he gets free hits off his ‘burst’ like he does his counter (since the flash goes away, unlike his counter which it looks like waits for him to hit you) so it’s not /quite/ as bad, although, yeah, that alone is scary. Koichi and Diavolo for Burst Tier.
I have to say i’m impressed with how they have handled Josuke 2.0 in this game. It is amazing how much use they have managed to get out of the removing friction from the floor thing. Just like Araki they have managed to get the most out of a seemingly simple ability.