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

Yeah, I know but I thought maybe I missed something like a new command grab, lol. A very good video BTW, I’ll link it in some forums and stuff ^.^

Nah, I don’t mind that DB didn’t change that much. I didn’t expect him to, anyway, given that he’s been one of the better characters in the game from the get-go. I do wonder how CC2 plans to improve his mixup for 1.04, though, because I wasn’t really under the impression that it NEEDED much improvement.

Mostly just hard to see how he gets a GIGANTIC (as opposed to a slight) boost from GHA-cancellable normals (is his 6H one of them?) since he only has two combo routes (one of which is pretty damn good). I need to sit down and figure out if GHA ender improves 2-bar combos vs. just spending that bar to extend a rekka puttsun loop. That is unless somebody on Nico or YouTube beats me to it (won’t be able to practice till 6:00 PM).

I’m definitely gonna think harder about playing Stand characters besides Old Joseph now, though. That new Son cancel looks HOT. Can you cancel into Soff as well?

Unlike HHA, you can’t cancel command normals nor specials into GHA, just regular normals.

No but you can D cancel the special for a better effect anyway…

With PB Dio the GHA isn’t worth it. Best damage for 1 bar is ABC6C rekka PC ABC6C rekka launch j.ABC. With 2 and 3 meters add a HHA and instead of a 2nd/3rd another PC for best damage.

double

I just remembered, did they address super jumps being considered airborne from the first frame?

Okay, so it’s confirmed there’s no exceptions to that rule, then. Noted. I was wondering if it was a general rule rather than an absolute one that you couldn’t GHA-cancel command normals.

Man I’ve only seen two match videos so far since this patch dropped, but this change seems kinda huge for Valentine. For the longest time his meter dump punishes were really execution-intensive (“finally I got a whiff punish, now in order to get any damage from this I gotta PC 5th gunshot or nail my Stand Rush link into the D4C overhead”), and now he has a much better panic-button 2-bar punish just with LMH GHA. People are already doing Gyro’s meterless taunt combo, to boot. This patch is definitely a huge boost to this game.

link pls? :smiley:

You might be seeing people use Gyro’s meterless knockdown taunt combo already because it’s probably the most online-friendly of the knockdown taunt combos. You can basically do 2L until you see one connect then go into 2M XX 214L, mash Taunt until it happens, then mash L until you easy-beat to the H, cancel into whichever special you want (623H for meter build, 236S for damage) and then into super if you want.

Also, I didn’t mention it before, but from what I was seeing, Gyro’s knockdown taunt combo builds him roughly 50% bar when started with 2 or 3 2Ls and also takes away a small portion of meter from the opponent, obviously. It’s a nice swing all around for him.


New Valentine max-bar combo to GHA here:

PB Dio’s best combo (4 bars)
j.B 5ABC6C PC 66 2A2A5A2B5C6C PC 66 2A2A5A2B5C6C PC 66 2A2A5A2B5C6C rekka launch HHA

IIRC, you don’t need to dash to get deep enough for the extra jabs in that PB Dio loop. Walking forward a step after the PC should suffice (except online). Right now I usually chicken out and do 2L 2L 2M (2) 5H 6H (. . .) instead, although I will start working on the 2L 2L 5L 5M (. . .) version.

Yeah, my DB is very no-frills. I open the round with 0-bar combos into meter drain ender, and once I get to like 2 bars I start dumping into rekka loops. I only use GHA as an occasional reversal in the middle of a blockstring gap. Pretty much all the rest of my meter is reserved for PCs or HHA enders. I don’t really see that changing for 1.03.

I almost never bother with the air chain as a combo ender, either; I usually just go for the meter drain ender for the extra bar, or if I really want to get even or better on life, I go for the health drain ender. I need to figure out if I land fast enough from something like (rekka launch SJC jA jB, land) to attempt a dash-under (or at least a meaty mixup), although I suspect I won’t land fast enough and will be at disadvantage unless I use the soft knockdown from jC.

I dunno if this was present before, but running up to your opponent and doing DIO’s GHA while still running can cause him to warp to the other side of the opponent (while facing the wrong way) after the startup freeze and cause the first hit to miss as a result. Only tried it on a few people so far.

This may be due to the juggle mechanics being changed in 1.03, but Narancia can now juggle into GHA. Time to SRK, fadc, Ultra errrrryone

3 bar combo demonstrating it: sON 2AB, 46C, stand rush, run, 2AAB, 5C, 6C xx 623C, puttsun, juggle into GHA. Roughly 485 damage.

However, if you have the meter - you’re probably better off doing this combo: sON 2AB, 46C, stand rush, run, 2AAB, 5C xx stand cancel, 5AB, 46C, stand rush, run, 2AAB, 5C xx GHA. Does about 495 damage.

From this, its obvious to say that Narancia can loop his [sON 5AB, 46C, stand rush, run, 2AAB, 5X xx stand cancel] for however meters he has.

Narancia could always do that juggle, at least on certain characters, but the timing on it was super strict.

Also, if you’re gonna spend all your meter anyway, you might as well do something like SOff 2L 5LMH 6H XX 236L (1 hit) Puttsun, SOn, 5LMH XX 46H~S dash 2L 5LMH XX GHA, which is in the neighborhood of 550 damage. Similarly, SOn 2L 5MH XX 46H~S dash 2L 5LMH 6H XX 236L(1 hit) Puttsun, Son, 5LMH XX 46H~S dash 2L 5LMH XX GHA does around 530 damage.

In general, I think that the new StandOn cancel thing they introduced is sort of a useless thing, just because most stand characters already got the exact same utility from Puttsun, S anyway, except you can also Puttsun more things than you can StandOn Cancel (I wish we had a name for this, too).

Narancia also can’t do extended loops with multiple Puttsuns anymore because of the new IPS introduced in 1.03, but he’s probably better off comboing into GHA instead anyway since those loops never did great damage anyway.

Yeah, I know I could do better damage than what was listed. Also, I don’t do SOn 5H in combos because I don’t trust the range on that move lol.

I think the stand on cancel was an experiment to see how it would function with it costing 1 meter, and then they’ll tweak it in the next patch. I wouldn’t be surprised if they make it cost .75 meter or so. they’re definitely trying to make character’s stand on and off forms more varied and also making it easier to switch between them at will.

I guess the only concern with making it cost less is it would lead to a lot of loops with regards to going into stand on and stand rushing and then back. the IPS system would prevent very long things, but I’m still not so sure that this wouldn’t be kinda lame. they could make it so that you can only stand on cancel once in a combo (and/or stand rush). I definitely like that they’re trying to make it so that you don’t have to choose with just one of your character’s forms. I wish it was just like in HftF, but alas.

tl;dr:
we’ll see more sweeping changes in the next patch. this feels like a “beta” for it. the cost of stand on cancel will prolly change.

The range on SOn 5H should never be a problem after SOff 5H 6H XX 236L Puttsun because both 5H and 6H move Narancia closer to the opponent. The only thing you need to be careful of is canceling from the SOn 5M to the 5H early enough, but otherwise it should be consistent on everyone except for the really weird cases like stupid dog Iggy and maybe the tiny bald dude.

Leebee Link, I think you’re probably right about the StandOn Cancel thing being a trial run sorta deal right now. I just felt like putting it out there that, as it stands, it doesn’t seem to do much. Hopefully they’ll tweak it in a way that adds utility while not obsoleting Puttsuns during SOff.

I think with the right characters Son Cancel can be really good for maintaining pressure and eventually creating 50/50 situations with the use of Stand Rush. But As of now it doesn’t seem worth the meter just for a good mixup that can be blocked

I don’t know if anyone else has posted this or not, but taunt combos (really, just this patch’s sweep cancels) makes Shigeki suuuuper viable now. 200+ meterless damage, 350+ 1 bar, 500+ with 2 bars, all off of 2A. Considering his meter build, the fact he gets these combos both in defensive and offensive forms, and that he has a pretty good command grab… yeah I’m really digging him now.

I’m also really sad that absolutely none of the problems with Rohan have been addressed, from what I can tell. The new stand cancel dosen’t even let him combo from his stand off stuff, sadly. Or at least, I couldn’t make it work. Hopefully 1.04… but hey, normals into Level 2, at least!

I definitely hear you on the Rohan stuff haha. he needs them buffs. btw was the recovery time on his projectile always so long? I was using it and it seemed like they made it longer.

on the tier list, Kishibe Rohan Moves Not