Wham has a sick 50/50 that vortex’s into itself. Throw > Pillar OTG is 95 damage, 2A5ABC6C rdp+A Pillar OTG is 213. Both leave you right next to him, and he can rinse and repeat that mixup over and over again until death or you escape. No meter required (which is what makes the somewhat high output from 2A so nice) which is also good because you need meter badly. Wham’s one of those characters blessed with a (almost) full screen beam type super. His is primarily a AA/block punish/Combo filler and I swear to god it might actually be one frame.
If you decide you want more damage off 2A, Puttstun allows Wham to get up to 300 damage and build back 50% meter during the process of the combo. He can also cancel his 6C into wind mode according to that vid, I hadn’t tried that yet, but according to that vid when you have two bars, he can do that, puttstun, combo into L1, then turn off Wind Mode just before it ends and get 544. Yooowwwza.
If I (or some other lovely person here) finds a safe jump post Wham Pillar OTG (which seems likely since the stun is so long after you get hit by the pillar) then he can just work this 50/50 over and over again. His Jump…C, i think it was, has retarded crossup capabilities so… yeah. Good character.
And yeah, I said Wham was going to be shit, I was wrong. I saw him being played in one of the Japanese matches from Imshiawase, the player wasn’t even doing anywhere near the stuff amount Tl_Crow said Wham was capable of either, and he still took care of business.
http://www.nicovideo.jp/watch/sm21728055 Hey Jocelot! Here’s an Akria combo that requires overcharge and it looks like 1.25 bars, gets 466 damage. Niice. Not sure how practical it is execution wise because I thought spitfire knocked away even in overcharge, I’ll try to do it when I get home.
Knockdown:
-Hard Knockdown : you can jump frame 1 and get hit airborne
-soft knockdown / roll knockdown : You can’t jump for the first frames meaning you will get hit on the ground if you try to jump
Sweet, that’s a nice combo! I new Akira had some juice. Thanks for the heads up. If you could could give it a test and tell us if it’s pratical or not, maybe chart the notation that would be killer.
Since we’re on the subject of Akira, how does his electric gauge work, exactly? What is the command to charge the meter, and how long does it take to get full charge? What does it do, exactly? Simply buff Akira’s/RHCP’s damage, or does it change move properties depending on charge level, like Order Sol in Guilty Gear?
I was messing with him in practice mode, at full charge it looked like his specials “electrified” the enemy and them do a crumple which I assume would lead into some nice stuff.
completely irrelevant, but I think he has the best GHA animation in the game
Command for charging gauge is DD+…S? Sorry, trying to remember while I’m at work, haha. You can ONLY charge while you’re in Stand Off, which is like, one of his biggest weaknesses, since his main mixup is in Stand On. It takes… a while to charge up. The recovery is quick when you stop, but yeah, you spend it muuuuch faster then you charge it. If the gauge depletes all the way, you lose RHCP until you charge it again.
When you are overcharged (the bar is full and you charge it to the point where it starts flashing/filling with a new white bar ontop of the yellow one) your RHCP specials get new properties, usually stunning or launching. The launch still has to be puttstuned or Level 1 super’d in order to combo.
Have only played the game for a few hours but am definitely having trouble really getting into it. Maybe part of that is not really being a hardcore JoJo fan. I know a little bit about the series but certainly not a great amount.
A few of my friends love it, but I sort of feel that is more because they are huge JoJo fans rather than it actually being a good solid fighter.
It just feels off to me. Very stylish though. Nice aesthetic. Slow. Damage is low. Matches drag. Auto combos don’t really bother me much. Was the same way in P4A. Needs more gravity. Less infinites. Load times are awful. That’s not to say the game is terrible. Just not for me, maybe? My expectations were probably way too high because the trailers were fun to watch. It’s flashy. Should have probably stuck to my initial thoughts of ‘this is a CC2 game so I probably won’t end up liking it’.
1 button lvl2 special: not big on that either. The inputs are already very simple. Why have that button? As a stick user, I never actually use it anyway. But not a big fan of it being there for controller users.
Is there any way to roll or even move while getting up? Haven’t been able to figure that out. Maybe just me being dumb. But if it really isn’t there, that would be another negative, IMO.
Perhaps I am way off base. Definitely do not consider myself a to be great at fighters. And I certainly have yet to learn the ins and outs of the game well. But I’ve gotten a lot more enjoyment out of practically every other PS3 fighter I’ve played (besides Skullgirls). As I said before, it just sort of feels off to me. I’ve been unable to get the same satisfaction from this game that I get from other fighters.
If anyone has any suggestions on how I might better enjoy the game, feel free to share. I tend to form my opinions on games pretty quickly. Maybe I jumped the gun by getting on the ‘dislike’ train so early. On the other hand, there are games I avoided for so long because I just felt like I knew they wouldn’t be for me. Like SFxT. After getting it a month ago, turns out I love it. At least w/ gems off. Feels solid. I like it.
Ugh, I know it’s probably not a good idea since I suck at most fighters I play but I can’t stop thinking about Akira lol. I definitely want to give him a shot, despite him being sounding so…high maintenance, lol. So do you think the goal for Akira would be to overcharge or just maintain a safe level of charge so RHCP stays active? I wonder if Red’s rushing attack can be Stand Rush’d. Since it auto puts you in Stand OFF, maybe you can charge while the enemy is in blockstun?
Definitely my most interested stand dude right now. Also still quite interested in my fav main antagonist, Cars. I saw some sweet flight cancel juggles of his in UltiCars mode, I wonder how his regular mode compares.
If it helps, I was converted to JoJo because of the game. I was almost completely ignorant of the series prior to this.
Damage is NOT low. It only seems low if you do AAA stuff, and even then auto combo into super is like 20ish. I cannot stress this enough- time is going to reveal that everyone hits real hard, simple stand rush > level 1 stuff is 30-40% for everyone, if not more, AND you start out with a bar. You can easily die in 3-4 guesses in this game versus the majority of the cast, and it’s a game that’s real easy to get hit in since a lot of characters are missing shoryu’s, etc.
I forget there’s a level 2 special button, lol.
You tech with the dodge button. You can’t tech throws/sweeps/supers (for the most part).
I think the rush attack is actually his Stand Rush, if i remember correctly. He has a second part that… ahh i can’t remember, but i think the ender for RHCP is a overhead. I suppose that maybe you can SR into a unblockable? I didn’t think about that.
The only thing that really impressed me from Akira was the Stand On command grab going to level 1, but maybe I didn’t give him a fair shake, i’m definitely more interested after seeing that combo from NicoNico. I’ll play him casuals on wednesday and give him some time tonight too. RHCP is one of my favorite looking stands (the other is Killer Queen… why do all the awesome looking stands belong to villains, lol) so I guess I was just bummed when Akria ended up being a meter-maintenance Grappler.
I know nothing about Cars. I unlocked him and promptly played as Wham. lol.
I was referring to the ability to roll forward, backward, or to the sides will getting up after you’ve been knocked down. I haven’t seen the evade button do a single thing while knocked down. Am I somehow missing something here?
Somehow the matches feel like they drag on forever even if you consider the damage not to be low. Or maybe it’s just because I haven’t been able to feel really into any matches I’ve played. In a lot of fighters I like doing rematches over and over and over with friends whether I am winning or losing. I enjoy the tension, fun, and learning experience of going at it with the same few characters for hours.
In JoJo I just don’t feel like playing anymore after a few matches. But as mentioned in a previous post, maybe it’s just me. The game just might never be for me no matter how I look at it. Guess we’ll see how things pan out over the next few weeks.
It counts as being guarded, but you can puttstun things even on whiff.
Ah, no, you are in pretty scary oki land if you get knocked down and don’t/can’t tech immediately when you touch the ground. You pretty much either have to reversal or block correctly.
I dunno what to say about match speed. I get in people’s grills with the incredibly fast run speed in this game and blow my meter. It feels like SC2 with supers to me. I wish I could help you there, but gamefeel is one of those things you can’t will onto another person. The only thing that’s ‘slow’ to me is the walk speed, which I kind of don’t care about because I’m either A) running or B) playing Avdol, lol.
The Giorno v. Josuke match in this is decent. Giorno’s combos are dry but it’s a good summary of his moveset, that large hitbox muda muda / strong DP / meterless burst. The burst works vs. whatever the game considers ‘oraora’ type attacks IT SEEMS, i will test it when i get home. Poor Josuke player never got it into his head that he could finish his string to beat the burst (he did it once and never again)
Best thing in this vid are the combos at the end- not for the combos themselves, but as an example of how, post throw, josuke can barrier>stand rush and force a 50/50 mid/low mixup.