Okay. Primer said that it was only on hit and block. Surely that means Just Guard isn’t that strong if you can cancel the Just Guarded move and stay safe.
I have been watching videos here and there about the game because I haven’t been able to play the game at all since I got it except for about an hour. my gf’s sister and her husband are here for labor day so no game playing.
already seen so much tech posted I didn’t get to record. ;w;
come tomorrow though, I will be going IN on this game 150%
also, lol at all the match footage with DIO players not using the burst at all
Oh Wamuu, you are so damn good. I also think Koichi is a dark horse and trying to work on him, those two I just seem to drift to the most. Game is great though.
PB Dio’s combos are all pretty straightforward so I haven’t seen any videos yet, but his super jump (MONKEY NANDA YO!) has by far the best arc in the game, and you cancel most of his stuff into it, so I imagine that’s where a lot of his rushdown/safety comes from. Projectile gets through, superjump. Blockstring gets stylish moved, superjump away. Seems good. I don’t think you want to spend meter in his combos, because Space Ripper Stingy Eyes is pretty amazing to whiff punish with, but if you’re gonna kill/want to get the stream hype with GHA, you should. My friend is playing PB Dio, and at the very least, he looked like he was having a ton of fun superjumping everywhere.
Speaking of Joseph, I’m not sure if I’m missing something from his rekka, but based on the options it has, can’t people just block everything high and then punish if they attempt to go for any of the options? There’s the regular combo ender, the overhead, and a counter attack. All of those options can be beaten though by simply holding high block (and I think you can punish them before the overhead comes out) and then waiting an extra second to see if they bother going for the counter. At the very least they should have given him a low option out of it to give you a reason to change your block.
On block, Joesph should have, at best, hit confirm his string before the Rekka and done a different special move on block (ideally f+H overhead or projectile), end string at 2C if they don’t have a move that can punish (which is likely), end at 5B/2B, or, at worst, end at the first hit of Rekka, which isn’t the most unsafe thing in the world and if they are waiting for the second set of swings in Rekka, they will likely not punish unless they have a super locked. I think his Rekka is absolutely great as is, particularly in a game with this many strings and safety.
So I can confirm beyond a shadow of a doubt that Jotaro is ‘heavier’ in juggles then the rest of the cast. I need to do more testing to find a character as heavy as him, but it’s the only conclusion I can come to to explain why he drops out of the Red Bind in my Avdol bnb when it works 100% of the time on Bruno/Giorno, and why my Wham 3 bar puttstun sillyness is so much harder on him then seemingly anyone else.
I disagree, setting up meter suck is so damn easy PB Dio shouldn’t be afraid to use meter at all, and puttsun makes his mixups insane. Personally, I think his HHA is one of the best in the game and his GHA is not shabby either.
Stream of Brett working in training mode, practising Kosaku Kira oki using his projectile/Stand Rush on wake-up. Vid’s an hour and a bit long, so I assume he gets some matches in there as well.
If puttsun makes your mixup insane, surely you’d want to not use meter in your combos more? Even with meter suck, its not like you have infinite meter, and I still feel that one SRSE to get a knockdown in neutral is going to be more useful than one tacked onto a combo you’ve already got the knockdown for.
Alright Jocelot, here’s some really basic akira stuff to get you started. So basically, I’m a scrub, Akira’s spitfire always stuns in overcharge provided you don’t press S and make RHCP pop out. Looks like I liked looking at RHCP too much, because I probably did that every single time last time I played as him and now I know better.
meterless overcharge stand off combo (210) :
2A5BC Over.C-Spitefire 2A5BC Over.C-RHCP teleport
Retardedly enough, you can’t level 1 off that launcher at the end. You HAVE to puttstun to extend that.
level 1 + stand rush stand on combo off 2A (combo builds back stand rush) (383) :
I realize now that I can get more damage + meter on the second one with a jump in after the spitfire. it’s 4am and I’m a scrub aaahh
Stand On + Overcharged Akira, with a low/jumpin/command grab that lead to 40%/40%/28%, is super fucking scary, but getting that combination of of meter + overcharge is such a pain and pretty much impossible versus rush down characters. Luckily everytime Akira lands his level 1 he goes back to full electric gauge. I kind of wish he full overcharged anytime he landed it with a already full electric gauge. His damage with overcharge is still, like, the fucking same as everyone else’s, except the command grab (of course.) Oh, it’s also worth noting that Stand On has a parry that crumples. I… realize now that the parry I did was in overcharge, I have no idea if that’s the same in normal Stand On. I would imagine the crumple means you can use OverCharged Spitfire’s stun anyways, but hey, there’s a 4th way for him to land big stuff in Stand On.
Stand Off Akira is… jesus, I don’t know. He’s chargeing, normal grabs, 2A and jump B. Jump B is amazing. It hits twice and if you jump over them, RHCP SPINS AROUND YOU and hits from behind for you. Stand Off still kind of sucks though. He has spitfire which is a great projectile but… it costs electric gauge. I need to look at his normals more. Stand On normals (5B and 5C at least) all hit twice and have okayish range. There’s nothing really noteworthy in stand off normal wise, I should test 2C and see how safe it is.
Whoever asked to look into Giorno, I am totally sorry, I got sidetracked big time today.