Those are some crazy big changes. Basically every character needs to be re-examined from the ground up, now. Still, I think these are mostly for the better.
Edit: It should be mentioned that command normals like Narancia’s 6H don’t seem to be cancelable into GHA or Stand activation.
the first hit used to crumple. now they got rid of it… no more (useful) taunt combos for Bruno that’s a huge hit against his game considering that he could use it to combo from Stand On throw.
Allowing normals to cancel into GHA seems really nice for characters like Narancia and Rohan who already build meter like crazy. Narancia no longer has to rely on tricky and sometimes inconsistent Stand Rush combos with the bomb drop, instead just doing the 46H~S into normal string into GHA. Rohan no longer has to land a command grab or Puttsun to combo into his GHA.
I think health is different per character now, but it’s kinda hard to test it out. Old Joseph’s back throw does 100 damage, and his 2A does 13 damage. Hol Horse’s 236A does 50 damage. Use those to test.
Narancia, Caesar, DIO have ~1010 health
LisaLisa and Diavolo have ~950 health
using Jotaro’s timestop (which is faster now), I can see what the anti infinite thing is: when you use the same move (possibly just normals) 5 times in one combo, the opponent automatically drops out, even if they’re on the ground.
EDIT: it’s different for different strength normals: it’s 5 times for Hs and Ms and 7 times for Ls.
Hmm, it appears Okuyasu can’t juggle into his Soff 623A/B/C anymore. The upward swipe and the downward kick of The Hand aren’t all one combo it seems… right now they’re two seperate moves.
okay maybe it’s just a lot of moves that have been sped up, but the game seems faster. anyone else feeling that?
another bummer: blockstun still seems to be very little. the throw change will help with offense, but this is really something they should address.
EDIT: I was wrong about guard crush normals do prolly double the amount that they did, and there definitely seems to be more moves that do significant guard crush for multiple characters. they’ll at least be able to use these moves to do big guard crush damage. the bar also seems to refill more slowly. finally, stylish move seems to take a bit more to use.
haha with Jotaro, stand on 236H236H>HHA (short) will do about 90% guard crush~
LMH,GHA with Josuke does almost 550 damage…everyone else is like 350-370 range. I don’t know if it’s supposed to that much or what…but I can’t see a reason to ever do anything else with him for two bars…