each of the throws has a specific set of time they stay out before coming back. iirc, the 214 version comes back the fastest (after the tornado).
Im trying to buy this game now I caved in. But am I reading this right…the game is 7,900 yen?
is this a digital deluxe or something? Whys the game 80 bucks
Because most Japanese games and electronics are 10-20 dollars more expensive then Western games (that’s just the market over there). I got mine for around 7,000 yen at amiami, I would be surprised if you can’t find something similar. That soften’s the blow, of course with international shipping you’ll end up paying close to the original price anyway.
Wish the game had a record function.
^ I can’t agree more.
Right now to test invincibility I’m like… knocking “B” down, turning on turbo on “B”'s stick, and doing “A”'s possibly invincible move through “B”'s light attack, lol. It’s like I’m playing fucking soul calibur 2 all over again.
This is also, incidentally, how I discovered that Josuke has the single most amazingly dumb 2A in the game. It has no hurt box whatsoever on the whole leg.
What’s the most optimal meterless damage you guys reckon you could deal after Jotaro’s and Dio’s timestop HHA?
when you say meterless, do you mean like… you only have one bar when you start it?
Yup, that’s exactly what I mean. I know Persona’s used Star Finger crumple into combos after Time Stop, but I’m wondering if Jotaro can do even more.
I haven’t really delved into that, but if you land the DP Ora as the last hit of the timestop, just like with Dio’s Air MudaMuda, it launches them in the air and you can continue a juggle combo post time stop. Kei just spams J.C until meter runs out then does the jab corner infinite afterwards, lol, but that’ll likely stop working with tomorrow’s patch.
Ah, ok, I see, thanks.
I’m hoping the patch won’t completely decimate the combo potential of certain chars. If some of the really dumb infinites were reduced to around 3-4 reps, that’d be decent.
DIO’s raw activation gets him 235 at the wall from round start:
STAND ON > Activate > j.C > j.C xx Air MudaMuda > Timestop ends > j.B > 5A> 2A5A > 5ABC xx 214C/236C
Kind of needs the wall. You can cut out the 2A5A midscreen but it’s really tight timing on the 214C anyway, nevermind with less altitude. More reliable ender is ground MudaMuda for about 15-20 less damage.
With three bars, the max from raw activation is:
STAND ON > Activate > j.C > 214C > 5BC xx 214C > 5BC xx 214C > j.C xx Air MudaMuda > Timestop ends > j.B > 5A > 2A5A > 5ABC xx 214C/236C
As with the one bar version, the ender can be quite inconsistent with 214A so switching it with MudaMuda will always combo to trade off a few points of damage. They land closer with MudaMuda also so you get better oki, and MudaMuda builds more meter so you can can get a MudaMuda Stand-Rush on their wakeup everytime after landing any timestop combo.
That does between 470 and 480 damage.
If he could get just a little bit more meter after the timestop ends, he could do his MudaMuda infinite from one bar activation.
OTG Timestops scale like a bastard so they’re only good if you need that little bit more damage to end the round in my opinion. Best off comboing into knockdown and activating so that the combo ends and timestop starts just as it does.
just one thing to take into account when doing timestop combos with Jotaro, if you don’t need the opponent to be on the ground for the followup combo, then you should do the timestop a little later than you normally would.
you’ll end up resetting the combo counter and the damage will be scaled less. since there’s a tiny fraction where the opponent isn’t in hitstun, they can (and most likely will) jump, making them airbone on frame 1.
but of course a lot of enders for Jotaro just go with the juggle ending so you’ll be doing more damage if you do it this way. you can also take advantage of this resetting of damage scaling by using multiple 63214As to prematurely end the time stop and then enter another since it causes a hard knockdown.
Thanks Neville! So, after say, a BnB that knocks them down, you could do Time Stop and deal a free 200something with 1 bar? Or does it damage scale after the knockdown since the combo’s technically continuing?
EDIT: And thanks for that info as well Leebee. That answers my question about the scaling. Intentionally delaying the timestop and resetting the counter to counter the scaling sounds nasty.
Yeah, pretty much.
Only gets a guaranteed Timestop combo after his 2ABC and Lv1 Super, which you don’t really want because of scaling. If you know you can’t get a fat combo due to time constraints, such as not having STAND ON or too much ground to cover, you can always end the Timestop with 421A/B/C and you’ll do okay damage as well as retain however much meter was left in the gauge.
Is Giorno’s dp like an extra jump or something?
Need to see what else this dude can do, reverse TKing after the DP seems to work well and I’m liking the Morrigan/I-no in his transformed state.
The A version of the tree seems pretty useful, it’s kinda like a command hop. I wish you could jump off the top a little earlier though, if then it could probably be a lot better for mixups.
But I’ve never used Giorno outside the lab, so I could be totally off.
So it’s 9am in japan. Is the patch out?
CC2 aren’t the type to release patch notes, are they? I think this game is the first game from them I’ve bought lol.
Could be posted on the blog, let’s wait and see. It’d be funny if they patched it with no notes.
its a 21
megabyte patch I just finished downloading right now