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

Thanks for the video, are the stray cattu bombs only good for Oki?

I’d like to eventually see some advanced strats concerning the bomb call back as well as the pebble bomb. There’s another Kosaku video where they show the unblockable close range bomb plant being used in combos.

I had a guard crush on stream last night. It was also when I was playing as Wham, lol. Wham for guard crush tier.

BTW, can anyone confirm whether or not chip death is in this game? Last night I had someone with no health block a couple of hits of Wham’s qcf+S and they didn’t die. I’m assuming either A) there is no chip death in this game or B) qcf+S really is the most worthless move in Wham’s arsenal.

I figured it out already, but thanks for the reply.

I don’t think there is I had the same problem when using Dio, the opponent had no health so I started throwing his projectile and it wouldn’t chip him.

You’ll have to forgive me; my knowledge of the move names from anything after part 3 is low.

He can zone alright with Stand Rush bombs. The Stand 236A/B/C move has bad range so it’s only good for use as a meaty, as with his other unblockable bomb attacks.It can be Stand Rush’d though, so it’s a safe meaty for some bar. That one can be Just Guarded though, whereas the projectiles cannot from what I’ve tested, so it’s guaranteed damage to use bombs as meaties and Puttsun them for about 120 more damage.

The 236A/B/C move does OTG though. Unfortunately, you can only activate the bomb from neutral or cancel into it. If you could detonate during the startup for Bites The Dust then that would be sick.

You can set up a Mine (22A/B/C) sandwich if you hit a 5B late into the juggle when you cancel into it, but only if they don’t quick rise and the timing isn’t too consistent. You have to Puttsun the detonate as with the bombs to combo after. They’re better for space control though.

His damage without Stand is really high also. Higher than most that are more rushdown for little meter. His meter gain comes from bomb oki though; he gets about 25% of a stock just for landing one.

Good j.B crossup, lost of active frames. Good Stand j.C, hit’s twice and can do j.C > j.C > BnB. He’s quite good, but I think Yoshikage will end up being the stronger of the two just because he can combo into his HHA and he still has the same oki.

So, who is everyone using right now?

I’m using Kars mainly, while still fooling around with Akira. But yeah, mostly Kars if I had to pick a “main”.

Mista mostly here, loving how Sex Pistols works in this game.

Any hot fire with Diavolo? All the matches I’ve seen are dudes attempting to abuse the infinite.

every day, I’ve been going into the lab on a new character. even though the cast’s normals are pretty whatever, there’s so much variety between characters given their specials.

the characters I’ve been using the most, however, have been Jotaro, Jolyne, Bruno, and (Yoshikage) Kira~

I’m gonna main PB Dio, but I also enjoy Caesar.

Do you know any good kars combos? I’ve been interested in messing around with him, also I like his blade mode that makes H and specials unblockables.

I’ve been playing Yoshi Kira lately. He has some of the best oki in the game, I think, and his BnB is about 1.2 meter for 400 damage. Pretty respectable, but I’m having issues with AA and actually getting in on people. But if I can ground them, sometimes it’s already over unless I screw up.

I too have been playing Yoshi Kira, and I completely agree, his lack of a AA is absolutely his biggest weakness. He has great damage, oki, a respectable throw/low mixup in stand off, he can punish some oraora’s with level 1… he just has dead zones on the field where he’s pretty worthless and is forced to just instant block or guess right.

I really want to make Avdol my main, but Wham is giving me quicker returns right now. I just know there’s sick stuff waiting to be worked out with Avdol, though.

Unfortunately no, I mostly just stick with the really basic stuff. I save my meter for comboing into HHA (which is super easy and satisfying for Kars) or spend it on Light Mode/ Light Install. For the most part, it seems to work for me.

Does anyone know what the Cowboy hat icon with a heart on it above Hol Horse’s super meter is for? It only appears when he fights females (Jolyene and Hermes).

I think it was decreased HH gauge recovery and power up on attacks.

Semi relevant

Nice to see all the Kira love, but I can’t for the life of me figure out what to do with Yoshikage save for 2ABC 5C OTG xx 214A. What are his bnbs and some general tricks? As of now I think Kawajiri Kira is far better, though I hope someone can prove me wrong

Honestly, Y. Kira is just a dry character. Solid, but dry.

There’s like, almost no reason to use Stand On. Your normals are worse (your normals are already not great) and you lose coin/6C. The trade off is your J.B is better in stand on (but both moves do pretty much the same thing) and you get stand rushes, but like, is Stand Rush OraOra, or Oki Stand Rush Primary Bomb really worth spending even the tiniest meter on? If you got a great meaty setup that lets you beat jump aways go for it, but since it’s already so damn hard to AA in this game and not everyone has a DP, I’d rather just go for stand off ambiguous J.B.

Stand Off, J.B crosses up, is difficult to anti-air unless the enemy has a solid DP, is active for a really long time, and can trade air to air at certain angles and lead to a juggle combo. Stand Off A-OraOra is one of the safer OraOra’s in the game (most characters cannot punish it with super unless they are mad on point). 2A is obviously good. 2C is okay. Throw into OTG into coin is great and more then what most characters get. Level 1 super can punish the majority of OraOra’s on block, and other special moves. If your fighting someone without meter or with a bad L1, even better, because stand off OraOra has a shocking amount of range. Full-ish screen, coin is obvious but still necessary and awesome because it let’s Kira approach. Kira either wants to be point blank or full screen. Kira’s Stand Off 5C is actually a decent anti-air that, if it hits clean, can lead to full oraora>super, but it’s slow and more anticipatory. J.C is great for people jumping away from you.

Your combo is already fine because the coin forces them to react. Some characters with fast supers will outright beat that setup, but otherwise, they either have to dodge or attack, and both either lose or get really fucking confusing if you just J.B. Personally, I save meter for L1’s to punish stuff on block (Kira’s has /juuust/ enough range to be good at this) and combo into super. I almost never use L2 although I’m sure there are meaty setups for it, it can also kinda sorta AA, haha. For example, Bruno’s teleport that puts him above you, normally his J.B beats everything you can do, but Sheer Heart Attack can be timed to make him land onit. If you really got meter to burn, there’s also puttstuning the coin.

My combo isn’t much more complicated… I do 2AA5B A-OraOra Level 1 (or 2AA5BC if I’m like, point blank when I start). I hit confirm by the second 2AA so I can try and continue pressure with J.B/walk forward throw/walk forward 2A. Simple, strong. Mixing in the occasional OraOra if they’ve proven they aren’t so hot at instant block or whatever. Throw’s 10% plus oki, 2A leads to 30% percent.

I dunno. Between J.B for air to ground and air to air, J.C for backwards jumps, A-OraOra, great level 1 for punishing and combos, higher damage throw, coin full screen and coin off throw, and really really easy juggle combos compared to most others, I feel like he’s a strong character that you can pick up quickly, so long as you can except that anti-airing is really hard for you and certain characters make your life hell at certain spaces on the screen.

Mostly Okuyasu and Funny Valentine for me.