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

Just tried Rohan a while ago, and seems like you’re right. Not only did they increase the recovery, but they altered the formation on the projectiles so they’re closer together while flying. Skip to about 5:10 in the vid below to get a clear view and see what they were like in 1.02:

On a related note, I realised he can combo from his stand off normals into GHA now, but was he always able to cancel into HHA from them too? That surprised me. Might have been useful at the end of a stand rush combo, but Heaven’s Door sits there so long before disappearing you can’t cancel into it.

New patch is nice, let’s me do bs combos while having a manager for it. Kira1 being able to cancel his sweep to bombs is nice, as is combo’ing into SHEER HEART ATTACKU!

Bruno also feels a bit better with some of his IA stuff, Jolyne is back to being rather annoying.

Cancelling into Stand ON makes Oldseph even more fun, lol. Still don’t think making his ‘burst’ take 1.5 meter was necessary, his burst ain’t nearly as great as Diavolo’s or Dio’s.

What the hell can Stand Off Narancia do about Nijimura?
With stand On I can punish most of his stuff with c.B 46B Stand Rush, but with stand Off it feels like everything I’m doing loses.

Unrelated, but I can’t get Hol Horse’s taunt combo to work at all. The video I’m referencing may be outdated, but it looks like after a knockdown I’m supposed to whiff 5A, call Hanged Man, taunt. Is there more to this or am I trying a setup that no longer exists?

I don’t know what you are expecting from Rohan and Koichi… It’s obvious that they are going to have sub-par damage and sub-par neutral to make up for their status effects that last surprisingly long.

Love how Gyro’s taunt combo gives him the time to retrieve his balls mid combo.

Caesar has a taunt combo now but he has more efficient stuff he can do instead, having tk lenses seems nice though, might actually start using them now.

I have a hard time getting Hanged Man taunt combos to work too. I’ve done it a few times, but I think the difficulty comes from HM not have many active frames like most other projectile > taunt setups, so it’s basically a very tight link.

Don’t underestimate how big it is for Rohan in particular that he can cancel his 3-hit standing H into GHA. Considering his excellent meter gain from his BnB into 214H~4H, Rohan’s generally going to have the meter to then combo into GHA multiple times per match for something that resembles real damage plus the status.

I’m curious to see what they’re going to do for his Stand Off mode in 1.04, though. Right now I basically never feel like being in Stand Off with him unless I want to throw a bunch of projectiles from full screen.

Anyone down for some games around 8:30pm est. At work atm.

I wish I had a copy of the game to actually practice on.
I figured that was the case. Guess I have to call Hanged Man really late in my 5A so I can taunt right away.

The only thing that matters with the Hanged Man restand is that you taunt as the active frames are out.

I got that much.
I just sort of assumed the whiffing a normal was necessary so the Hanged Man call wouldn’t give me another normal input.

I probably won’t get to touch the game again until this Saturday so I can’t even experiment with it at the moment.

Okay… so, something really critical about the new Stand Cancel that I completely did NOT know about was that if you hold forward, you completely cancel any vulnerable time the cancel has. Seriously, I had no idea. lol.

So, Rohan CAN cancel stand off normals into full combo stand on combos using this new cancel.

However, he still can’t combo from stand rush OraOra since Heaven’s Door is there too long during recovery.

Just thought I’d share the hold forward knowledge if there were someone else out there that didn’t know.

I did not know that so thank you

Old Joseph with sweep cancels is a pretty strong option for him. In Stand Off he can cancel a successful sweep into his oil barrel, which will lay the oil on the ground before the opponent gets up. A few characters I’ve found so far (Jonathan, Josuke, Old Joseph) can hold up to jump out of it, but others I tested have no choice but to stylish dodge as their only option to avoid the unblockable hit on wakeup. Not to mention Joseph recovers just before the opponent to be able to respond to whichever option they go for (pressure if they SD, or anti-air/chase down the opponent if they jump). I’m curious about what it is that makes the characters that can jump out be able to though. They’re not considered airborne on the first frame like when the game came out, they get hit grounded if I hit them with something meaty.

In Stand On, he gets something like an option select off of his sweep from a distance. Do 2H into 41236L (the anti-air vine) and respond accordingly. If they get hit, the L vine will execute and recover fast enough for you to do the H version (ground vine) and pull them to you for whatever. If they jumped over 2H, they’ll get caught by L vine and then you can follow with H vine. If they blocked the sweep, the vine should execute and recover fast enough for him to defend against the opponent closing in (character dependent of course). It might be a more guaranteed punish if they SD though (haven’t tested that yet), but since your 2H will freeze during the dodge, you might be able to wait and react to what they choose to do and cancel accordingly.

Does Stylish Dodge actually have vulnerable recovery frames? Or is it completely invincible until it ends?

Completely invincible, unless it was changed in 1.03 (which i doubt.) A quick way to test is vs. Gyr’s two hit horse charge move- in older versions, IBing the first hit kept you in the hitbox of the second charge, so you had to block/IB it too.

I’d like to see them reduce the invincibility frames on stylish move and increase blockstun on Ms and Hs. then I feel like the footsies/offense would be where I want the game to be at.

1.03 was such a quantum leap that even though there are still characters/moves for them to buff/make not useless, I’m confident that they’ll be able to. it’s so exciting playing this game now~

I’m really hoping the 1.04 patch note about Akira’s gauge being reworked and his stand on moves being changed means he’ll become an Eddie like character :3 that’s how I always envisioned an automatic-type stand would work.

Some new combos from ImShiawase’s Youtube!

[details=Spoiler]http://youtu.be/OXJJ3Hisu5k
http://youtu.be/_4_Fl2ZVQDo
http://youtu.be/xcn5qn7F8oQ
http://youtu.be/51YrYgIXXUI
http://youtu.be/b9eo_P-MF1E
http://youtu.be/IrPdgx6kO3Q
http://youtu.be/CnYfQwjbIb8[/details]

Leave it to Avdol to find a way around the new taunt combo limit and come up with 900+ damage combos in the process.