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

yeah, all of the projectiles that hit after the taunt ends avoid the “one taunt combo” limit it seems. still, they could’ve done more damage in that combo. :3

with the new patch out, I can finally record stuff and get it out without having to worry about it becoming obsolete hahah.

Does Hermes really not having much going for her? I rarely see her talked about and see her low on many tier lists, I’d like to start learning her, what are things to watch out for as far as matchups/defense is concerned and what would her basic BnB combo?

…What exactly does Gyro’s golden rotation do?

It increases the hits on his Steel Ball attacks, I know the 236+A goes from 4 to like 5 hits and the damage is significantly increased on all Steel Ball attacks including the damage on his HHA.

off the top of my head:

super armor when chucking balls < this might only be from when you have it with the corpse parts
236A attacks pierce through basically everything
236S, 236S redirect attack becomes unblockable
214A whirlwind size greatly increased
significant damage increase

Super armor is only from obtaining 2 Jesus pieces. 1 piece gives you Scan, 2 is Super Armor and 3 is Permanent Golden Rotation (since normally its temporary if you obtain it by charging using 22A)
Otherwise, you’re definitely right about 236A becoming one of if not the most unstoppable projectile in the game, it stops almost anything. 236S normally has some good invincibility against other projectiles.
236S, 236S redirect from what I’ve tested in training does not become unblockable though it does a lot of guard gauge damage in 1.03 patch.

Gyro still remains my favorite in this game because I just love his Steel Balls. Also he has to have the easiest taunt combo now in 1.3, I was having a tricky time with the timing before (or maybe I didn’t fully understand what I was doing), but now he can 2M cancel into 214A Taunt even works online. Nyo Ho!

oh wow really? I could’ve sworn it used to be unblockable, hence the little unblockable spark thing. my bad. D:

Yeah, that unblockable spark threw me off too when I tried it out. Even tried positioning the opponent between Gyro and the first ball before doing the second 236S to see if it was just the second one was unblockable, but nope. Lisa Lisa’s 8S ender in her rekka also has the spark but it’s still considered a throw. I wonder if it was intended to be unblockable initially but they removed it at the last minute while forgetting to remove the spark.

Interestingly, in 1.03 they didn’t remove the yellow spark from Okayasu’s GHA even though it’s now blockable but comes out faster.

I feel really bad for Hermes because she really seems like she’s a victim of CC2 not knowing what they want the character to ‘be’. That cool sticker gimmick ultimately nets her LESS damage in longer combos (and since she has no comboable level 1, longer combos is what you use with her) because of the way they divide the extra limbs damage. She had meter positive combo-video-only loops before but it really dosen’t seem like she has much now. I think they meant for stickers to be meter building mode for her, maybe? it seems like they build sllllightly more meter but it’s not worth it for the fact it makes you do less damage, changes combo timing and causes you to get everyone in the cast free taunt combos on yourself.

Without stickers she actually has some great “basic” damage- I’m doing 2AAB5C3C C-Upper (puttstun) J.C 5AC3C C-Upper. 330 if I remember correctly. Her stand rush stuff is really cool (the “rekka” dosen’t combo normally, but when you stand rush you can input the second part of the rekka while you also independently control Hermes, so “236C S 236A2B” makes Hermes whiff 5A and makes Kiss do the second rekka at the same time, and the 2B allows the Rekka’s to combo together.) Her level 2 is kinda bleh so the ability to combo into it now with normals is whatever to me.

The most disappointing thing about her is the most disappointing thing about Rohan too- just a complete lack of tools. Her normal counter is terribad, the mop teleports do no damage and have no invincibility, her DP has no invincibility or armor - and that’s all stand off. Stand On Rekka MUST have meter spent to do anything, mopteleport is still useless, really all she gets her are normals and a standing overhead that let’s her get full combo. I would say ‘this overhead makes the character’, but it’s like… it’s really seeable, I feel. Unlike Rohan though, I feel like she’s got a ‘good enough’ moveset to survive. She’s got combos and good normals. I really like her 2B and her 5C, if it had slightly more range, would be Valentine-esque. I haven’t sat downand frame tested her stand off 236 stuff, but it feels really safe too. I also forgot to look into her guard gauge stuff. whoops.

Best thing about Hermes is armor revenge mode :frowning:

I actually really hope someone comes in and pops off on me with some amazing hermes tech, because she seemed so cool from the get go.

If I had my way:
*stand on overhead kick would be faster but unsafe on block (if it isn’t already, haven’t tested)
*stand on and stand off: Mop teleport would have vulnerable startup but invincibility after startup and all the way through recovery
*either CH DP would launch really high to allow puttstun-less followup juggle (lol) or i’d just give it invincibility. The latter is a lot more reasonable but it kind of seems like they want armor revenge mode DP to be a thing and I dunno how you would balance that. It’s tricky.
*normal counter active throughout the entire time it’s got the mop out
*Stickers would stay the same with less damage but build CRAZY METER.

They should definitely return Hermes’ sticker loops from v.1.01 now that the IPS will prevent them from being infinites anyways.

Dio ver.3 combo video from Midna Twilight’s channel: [details=Spoiler]http://www.youtube.com/watch?v=bV80L3ItZq0[/details]

For some reason, from 3:16, the combo video is repeated, but with Dio’s ABS theme instead of Dio’s Heritage for the Future theme.

Actually, I think all the combos in the first half of the vid were performed starting from Stand Off, while all the ones in the second half start with Stand On, hence the music change to show the change in focus.

After watching this Dio video I am certain of the fact that he got hit by damage scalling, most of the combos using 3 bars and only HHA use to do around 550 damage in 1.02, now the same combos do less than 500 damage, he seems to rely on GHA do break the 500 (maybe new tricks need to be undercovered).

here’s how you break 500+ easily with 2 bars with DIO:

do something into HHA and then into timestop (inescapable reset; never time it so that it actually combos or everything during timestop will only deal 1 damage), do some simple ender you can combo stand on LMH236H after.

Did a lengthy offline set of Diavolo v. Jotaro

Diavolo Stand On CANNOT PUNISH JOTARO DP (that i could figure out in one sitting at least)

What happens is Jotaro’s DP gets more hits + pushout versus the larger hitbox

This is probably matchup defining for Jotaro vs. other stand users, haha. I mean, shit. this means Diavolo is not allowed to command grab unless he has burst stocked.

Since Stand On increases hitbox size for everyone, I’m really curious to see what matchups this blows up.

Seems that holding forward also cancels the recovery off forward dashes, allowing for otherwise impossible combos. I wonder what else it can cancel… Into the lab!

I hear it can cancel the recovery of the new Stand On cancel thingy as well.

I think it applies to movement in general. I know for sure hitting back with the S-On cancel cuts the recovery of the activation.

It was mentioned before I think, but the only way to PC Young Joseph’s hold qcbA is to have a LMH button mapped?..

Also I think Caesar might have benefited a lot from this patch…TK being back let’s him have two sets of laser UFOs up now and being able to cancel sweep into UFOs gives him oki he didn’t really have before.

Yeah, you’ll need the LMH button mapped to pull that off. The game reads it as a “Puttsun” button being pressed as opposed to L, M, and H being pressed together, hence why this kind of combo is possible when you’re already holding an attack button.