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

maybe even later if they wanna fix potentially broken stuff with those new chars :stuck_out_tongue:

I hope so, then I won’t have to worry about that stuff if I make another CV.

Excellent set of matches between a PB Dio and Joseph: [details=Spoiler]http://www.youtube.com/watch?v=ZCOe4oLFnWg[/details]

Found a new channel with Singaporean matches. : http://www.youtube.com/user/JojoAllStarBattleSG?feature=watch

Wham with interesting post taunt mix-ups: [details=Spoiler]http://www.youtube.com/watch?v=5fgiaPjh7-g[/details]

You would think so, but this doesn’t seem to work in practice. If you just do the 5M without the 6H, the plane’s loop-de-loop doesn’t recover in time to connect the GHA on the bounce.

However, I have on occasion gotten the SOn 5L 5M(2 hit) 5H XX 623H~S SOff 5M 6H, GHA to work on Wham just fine, so it might just be a case of requiring stricter timing (particularly on the Stand Rush itself) than on the smaller characters.

very nice video, Doopliss.

I can’t wait to release mine. here’s a taste :wink:

Nice, I thought the whip didn’t restand. Do you have to hit close to the ground for it to happen?

yes. but since it’s so slow, your real goal is to do it so they’re as high as possible because otherwise it’ll whiff.

it’s a lot easier to hit Kawajiri/Kira with it than most of the cast, however. I think he’s the only character I’ve tested it on where you can hit them high enough so that it won’t restand.

for everyone else, you need to use super-strict timing and hit 5M as high as possible and cancel it as fast as possible for it to work.

That avdol combo I posted in 1.01 had a restand with the red bind, but I didn’t anything as cool with it as you did, Leebeelink. I love the stand rush after the DP, i never even thought about using that in combos. Consider that shit stolen (…if, uh, it survives this month’s patch.)

Incidentally, I did mine on Giorno. I couldn’t get it to work on Dio/Jotaro at all; it either whiffed all together, or when it did hit, it didn’t restand. I never figured out the mystery behind it so i just kind of gave up on it.

JoJo side tournament held at recent UK tournament Warrior’s Return 2 in Manchester.

Spoiler

http://www.youtube.com/watch?v=s_f0yRopYho

Pretty fun finals. Really sad they banned the DIO burst because I don’t like banning things that aren’t, like, infinites or game freezeing (I also always want to see what counter strats people have cooked up) but whatevs. REALLY enjoyed the Polnareff gameplay. It’s also really nice to see people punishing the PB Dio neutral SJ with walk forward > 2A.

wtf they banned the DIO combo breaker? lol

Everything cool I find with Kosaku just makes me sadder and sadder that he only has cool shit around walls while you guys are finding awesome shit everywhere ;_;

I really want to love playing Yoshikage Kira, but the more that I play him, the more he feels like half of a character. They really should have just combined both Kiras and called it a day.

You’re right that he’s limited, but I still like him for a few reasons, and he does have some things he can do:

  • The 6H overhead OTGs, so you can tack on some damage after sweep and throw. You can also special cancel it into the coin bomb thing, Puttsun it if necessary to remain safe, then pressure accordingly (or chase down backdash if you expect it)

  • Midscreen, he can still do SOn 2L 5M XX 236L~S, walk forward a step, j.M as late as possible in the jump arc, 5L, 5MH XX qcf+L XX super. Near the boundary, you have to cancel into the super immediately after the 5M. Even if it’s blocked, I believe the 236L~S is safe, so going for this won’t get you killed.

  • I believe both Kiras can do this, but you can score a knockdown, dash up, do a neutral jump j.H as close as possible to the ground, and then immediately go into GHA. If the j.H hits, the GHA combos, and if the j.H is blocked, might still be inescapable. I’ve tried blocking the j.H and stylish dodging the GHA but not been able to do so, although it’s also tough to try without the help of a record function in training. If the j.H is stylish dodged, it seems to be safe against retaliation, but I’ve only tested it against Diavolo’s standing jab because he has the auto stylish dodge super thing.

If I had some kind of wishlist for Yoshikage, I guess the main thing I’d want would be for them to make his SOn 214+Atk to be more useful in his pressure game. The range on it is so limited that you can’t utilize it in a blockstring situation, so it only gets used occasionally in oki situations or in flashy, meter-expensive combos that usually require you to have landed a 214M already.

Kosaku being able to combo into the Primary Bomb without needing a wall (you don’t even need to be at a 90 degree angle to the wall, just being parallel to the wall is enough) would make him so much better, but alas, I guess I’ll stay with his 0 combo extensions midscreen for now. His awful normals would probably make him unable to link into it midscreen anyway, really. Yoshikage’s ability to stand rush the punch rush does make me a bit jealous mid-screen, but I’m content with primary bomb stuff near walls over it.

A while back I think Leebee asked what changes we’d like to see in a wishlist patch. Here’s my two cents for Rohan:

Stand Off:
Make safety lock normals cancel-able into DP.
Make DP have either invincibility or armor.
Make DP more unsafe. (to compensate for above two changes)
Make command grab faster, preferably something like 2 or 3 frames.

Stand On:
Decrease startup of command grab. It still needs to have some delay before coming out (otherwise you would just use this all day instead of the other command grab) but it shouldn’t be as bad as it is.
Allow Stand Off DP during stand rush, so that Rohan can do stuff like: OraOra (SR) Safety Lock xx DP (and level 1 if you want to user meter)

And that’s it, really. That way he still maintains his ā€œsafety lock before damageā€ style, but is given more options to play with and more actual opportunities to use safety lock, since OraOra (SR) Safety Lock xx DP will allow him to go back to Stand On and pressure afterwards. The ability to do DP during Stand Rush will also open up a little bit more in the way of damage and might even make his puttstun loop from stand on viable, since he builds so much damn meter with OraOra (by far the best thing about him outside of Safety Lock). The changes to DP and command grab will also give you a reason to be in Stand Off outside of ā€œi’m at full screen and want to throw brushes.ā€

There isn’t really a counter strat for DIO burst. You can try and cancel into something and hope it catches their punish a la 3S parry punishes but, like in that game, it’s a complete risk and you’ll get punished even harder in most cases. Moves out of hitstun are always totally stupid, and the meter cost for DIO is nothing compared to the reward, or even the fact you have to nerf your own combo just so you can hit him. Nevermind the fact that all of his tools are REALLY good anyway.

It was banned because the idea was to get people interested in playing that weren’t familiar with JoJo FGs or even just the JoJo brand itself (hence the character variety), and players dodging out of hitstun every two seconds wasn’t a good showcase. It was also a Namco Bandai sponsored event, so showing that variety was a good thing overall.

On a related note, here is a counter strat for Funny Valentine (or any of the SBR characters really) that I posted somewhere else:

[details=Spoiler]Okay so I thought a few manz might want to know this but there is a counter strat for Funny Valentine’s defence boost. The defence boost works as follows:

1 Corpse Part = Nothing
2 Corpse Parts = 25% Defence Boost
3 Corpse Parts = 63-4% Defence Boost and non-cinematic projectile invul.

So, it’s a pretty beefy strat to go for the parts as Valentine because it’s a crazy buff. Valentine’s damage output won’t even matter because you’ll be out-damaging them three to one in most cases. It’s not totally overpowered though. You can knock the parts off him with a hard knockdown, but it only knocks one part off at a time. The counter strat for it is to land a hard knockdown, wait for the part to fly off him, and then use an OTG which keeps them in a floored state. The game treats it as a second knockdown, and as such another corpse part is lost.

For example, with Jo2uke:

Valentine has all three parts. Jo2uke jumps in and lands a hit.

j.H > LMH > 623H knockdown, wait for part to fly off 3H PC > 66 > 3H xx 214H

So for one bar Jo2uke can do a bit of damage, knock off all three corpse parts and set up his oki.

Other characters can do similar stuff. Jo2uke’s is probably the best though.[/details]

Old Joseph is pretty good at knocking away parts, since it will probably happen at least twice during his meter combos. Quite sure he can also use his counter to disrupt Diavolo’s gameplan completely (He bursts when you have it activated? Just hold up-forward.), probably DIO’s counter game as well.

I don’t have O.Joseph. How does it work?

Technically 1 Corpse part for Valentine does do something. I didn’t see it posted in any other forum besides Gamefaqs so I guess I could put it here:

[details=Spoiler]Johnny: (1 part) attack up; (2 parts) does not flinch when attacked by opponent while performing nail-launching attacks; (3 parts) increase HH meter fill speed

Gyro: (1 part) able to use ā€œScanā€ (236+S); (2 parts) does not flinch when attacked by opponent while performing steel ball-throwing attacks; (3 parts) always in Gold Spin mode

Valentine: (1 part) decreases Guard Gauge damage received; (2 parts) defense up; (3 parts) activates ā€œD4C -Love Train-ā€ (defense up; invincible against projectiles except while attacking, jumping, while already taking damage, HHA, GHA, or Tusk Act 4 attacks; strengthens certain special moves)[/details]

Jo2uke and Oldseph are a pain to fight for that very reason though, coming from someone who mains Gyro and loves the buffs corpse parts give to him. I feel he probably has the easiest time collecting them though given his versatility.