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

Online’s not that bad, as long as you pick somebody derpy like Dio Brando and not anybody who actually requires execution beyond “LMH qcf qcf PC”. But yeah, I prefer live play whenever possible, even for this game.

That Fugo combo was NUTS. So much purple…same deal with the Old Joseph loop on Wham. I knew that Son 41236L loop on tall characters was gonna be nuts, but seeing it optimized (for meter build, anyway) like that…DAMN. Imagine working a mash bait or a standing reset from the OTG grab near one of the final loops! “Nice Holy Sandstorm, asshole. Too bad I blocked it. Enjoy this freshly scaled punishment loop!”

Old Joseph: ‘Old age.’ ‘Ripple bullshit.’ ‘STAND POWER.’

Great combo video dude! I must have those PB Dio costumes.

Aw man I can’t believe you juggled into the meterless Disc Steal with Pucci. That was amazing.

This, I was utterly shocked to see that it was possible at all, congrats on finding a way. Looks like it only worked because of the ground bounce on his Soff 214A, too bad you have to spend 2 meters just to land it when you may as well spend 1 bar on a simple combo into HHA.

Great video otherwise.

Awesome video, Doopliss, excellent work as always. I especially liked the Narancia stuff and the fact that you worked in the extremely limited Old Joseph combo. Edit: Speaking of the Narancia combo, do you have any advice on making the combo from the SR bomb drop into the GHA more consistent? I tend to get it fine if I just do the basic combo in training, but it becomes much less consistent if I’m trying to do it in an extended combo. I’ve tried messing with the delay of the 6H after the 5M but I can’t tell if it’s helping or hindering to be honest.

In other news, I knew that Mista still had a loop in 1.02, but this guy manages to get the Quick Reload in and without even needing to Puttsun to do it. It’s too good:

Sorry, the combo is so extremely random, and I think it also varies heavily between characters, so it’s not something I’d try to do in a real match. At last I haven’t been able to find a way that constantly works.

Doopliss any chance to see Kars in your third combo vid? :smiley: i know he’s already in the first one but all of that stuff got fixed :frowning:

Honestly I don’t see myself doing anything else with Cars. He got hit really hard by the patch.

So, from a technical standpoint, what are the requirements for a taunt combo to work?

They admitted they fucked up on how to unlock characters (You don’t need to play campaign, you could play Story mode) but it’s no less insightful.

Seems to be to have an active hitbox where the character will be after the taunt as you do it. For most characters it needs to be quite low, but for Wham, most seem to work.

And the taunt itself is irrelevant? As in, which taunt/quote you use.

Yes, but different taunts will give you different amounts of time to react afterwards, so sometimes you need a certain stand to get enough frame advantage to do your combo.

Hmmm. Right, sick. Cheers.

Has anyone messed with Polnareff any? I’ve been messing with him a bit, and found out his Seinbu super gives him a bit of time to act after the animation finishes in a combo…so something like SLMH,dpM,stand rush, jM,cLMH, qcbC, Super, qcbC…I’m not sure if he can get more off of it without burning anymore meter though…

taunt combos are best done with a projectile you puttstun into taunt

I played around with the Narancia bomb drop Stand Rush into GHA this morning, and I found something that seems to be pretty consistent on the average-sized members of the cast. In my testing, I could get these to work consistently on Giorno, Josuke, and Caesar:

SOn 5L 5M(2 hit) 5H XX 623H StandRush SOff 5M 6H, GHA (440ish damage I think? forgot to take note)
SOff (2L) 5LMH 6H XX 236L Puttsun (slight step forward) SOn 5LH XX 623H StandRush SOff 5M 6H, GHA (560 damage)

Using SOn 5H and canceling it into the bomb drop causes the plane to start it’s loop-de-loop from its present position right on top of the opponent, as opposed to next to Narancia. Provided your timing is on point with these two combos, it seems that one of two things will happen:

  1. The bomb will hit the opponent just before the 6H connects. The 6H will knock them slightly higher in the air but the opponent will retain the bouncing knockdown from the bomb hit.
  2. The bomb will go over the opponent and combo a bit after the 6H, knocking them a fair ways back but still with the bouncing knockdown.

Either of these cases are easily visually verifiable and both make the GHA combo afterward with no problems.

Unfortunately, these combos seem to be just as random and awful with the bomb hit and bounce on the taller characters as the ones using SOn 5LM, at least in my test attempts on Wham and Jotaro. The problem here seems to be that their height makes the bomb hit too early, and I haven’t figured out any way to get around that yet. I also haven’t tested it on shorter characters like Narancia or Koichi, either.

If it hits too early, can’t you just delay 5M and skip 6H completely?

It’s October! I want my update!
#whensjojo

I assume it will come with Vanilla Ice and Annasui.