Honestly you have no reason to pick Diamond Drop because Parasoul can do all the resets she wants on her own. Cerecopter with Parasoul is really good. Really good. Parasoul’s range coupled with Cerecopter’s lockdown just leads to hell for teams like my own. Use it and abuse it.
Can you elaborate a bit more about how you use it, particularly in the corner with block strings and mixups?
I play Parasoul/Cerebella running LP Tear Shot/Diamond Drop respectively. I’ll tell you why i like Diamond Drop.
The first reason is obvious, you have the reset you can tag onto the end of your combo. You can pretty much do a full combo and call Cerebella and go into another combo that does MORE damage than your last one. One thing to note, they cannot hold up back out of this reset. If they do, they get grabbed. So if anyone wants to try to be smart and chicken block they will get scooped.
The other is defense. Even with the added frames of vulnerability, it comes out mad fast. There are many times where i have thrown out the assist just before the jump in connects or just through random blockstrings and it will connect. Once you hit with it, you go into huge damage. Much more than you would get off your own reversal or off Cerecopter. For example, say you’re against Filia and she does c.MK and you block it. This move is unsafe so a lot of Filia’s will try to cancel it into something to catch your punish, however you can just call Cerebella and if she does drill, she’ll get grabbed, if she does anything else that avoids the grab then you can punish with Para accordingly.
You can also apply offense pressure and make people twitch with DD assist. The moment they block a j.HP or a s.LK~LK they are in the mixup. If you call DD assist during your 2 LK’s, you can stop then let them get grabbed into full combo. If they know to neutral jump, then they are not blocking low, so you can chain your LK’s into c.MK and get a full combo. This also apply’s if they are trying to mash a reversal; they won’t get out that reversal unless they are out of blockstun, but they won’t be from a s.LK~LK, c.MK chain so they’ll get tagged anyway. So either way, you either stop your chain and the reversal hits Cerebella while you can block and punish or they just get hit with c.MK and you go into a full combo anyway. If they manage to block while mashing a reversal, you are still pretty much safe since you are inside your standard blockstring.
j.HK also makes a nice tick into DD assist. Throw it out towards the end of the j.HK whether it hits or is blocked and it usually will catch people trying to block a Parasoul with coming down with fiery shit in their face.
Overall, people have to completely change the way they think about defense when having to deal with DD assist that it still catches people a lot when i’ve told them how to avoid it. It can really come out of no-where and if it hits it pays off HUGE.
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A similar combo that works for the new IPS still does 11-12k, so still not bad and i’m sure you can still optimize it better than im doing now. I was also thinking of adding Double to my team for LK/MK Bomber to add a lockdown assist purely because i think that would be evil.
You call it between your two HP.
Then you literally just do shit.
I like doing: Hp (assist) Hp, forward plus lp ~ cr. mk, back st. hk, roman cancel if blocked xx dash forward, throw
But you can do fucking ANYTHING.
Just call it between button presses on your block strings and its super free. If you get them into the corner, and you have Cerecopter, you should win.
Well it’s not hard to figure out really, you basically use Parasoul’s long normals to actually get in on your opponent and use Cerecopter once you actually touch them. It’s a giant spinning obstacle. So even if you can’t get in easily your opponent’s going to have to deal with it while you deal with them dealing with it. When you’re finally in though, and they’re blocking 'Copter, well you pull out the rolodex of overheads and mix ups you can use with Parasoul.
I should hit up Stone and play him some more, he’ll give you far more on the matter.
Here’s a link to a cache of the hardedge wiki: http://webcache.googleusercontent.com/search?q=cache:f4HIKs5JabEJ:wiki.hardedge.org/index.php/JoJo’s_Bizarre_Adventure:_Heritage_for_the_Future &cd=1&hl=en&ct=clnk&gl=us.
For some reason it won’t let me access the actual wiki. Regardless it has a great tierlist on there, which places Jojo at mid tier.
In terms of difficulty to learn, Jojo is a simpler character who’s combos are rekka based.
Edit: Also, if you wanna play on GGPO sometime, I’m down. For the past year, I have been playing pretty much two people with three others thrown in.
http://www.youtube.com/watch?feature=player_embedded&v=iZN0MOmMAZU’]This video shows off why the green vial was changed.
[media=youtube]iZN0MOmMAZU[/media]
With the hitbox of loading the vial being able to hit, you would be able to load multiple green vials during a corner combo. Over time, I am sure Valentine players would figure out a way to abuse the shit out of this and make combos that lasted well over a minute.
Also, even though IPS is a system change, some characters are less affected by it. The IPS change makes it so Valentine can not do a full combo off of her throw. On the other hand, the overall affect it has on her combos in minor. She does not have ground loops, but air loops. I expect her combos to remain almost entirely the same, which I personally think is good. Her combos were never going to get much longer than 50%, outside of random green vial BS.
I think those are all good reasons, but for overall utility i still think copter is better.
but yeah I think I will try mk bomber after the nerf. still covers decent distance. can mk bomber be ducked?
I also switched to Ergret’s Charge on my team.
It’s working wonders, haha.
I’m gonna miss doing s.HP>s.MP>s.HP>s.MK>s.HP>s.LK>s.HP>c.LP>s.HP in my combos.
I got to try that shiiiet. any interesting setups? I would imagine it would be a good counter assist pick for a peacock team
Sure, I’ve always wanted to learn the game and love Jojo.
Well I usually use it when I can just pester my opponent with one or two projectiles when using Peacock, at which point I call the assist and just teleport behind, in front of, or right where I am. It’s incredibly annoying for Cerebella and Painwheel if done correctly. It also works great with Double, I use it in conjunction with just her normal ground dash. I just found Pillar wasn’t cutting it, though the change isn’t permanent. I will likely use Pillar in teams where I really need the defense but Egret Charge is a good change regardless.
Also people can do some very dumb stuff with it. He mentioned a video that’s on Nico that shows just how dumb it can get. This tech hasn’t catch on yet though.
killer, i was thinking the same thing for certain matchups. it goes through all projectiles, so probs use it to back up cere when going against cock, force the cock to be in the air more for pummel horse bs/the clap.
Does anyone know if you can super armor through excellibella? And if so how?
Yeah two or three vials in one combo is pretty hype.
That’s what I meant by shorter combos.
There’s a post in the cerebella forums on dustloop about parasoul with diamond drop. It had a nasty sounding trap where you would time diamond drop to come out during her heel kick overhead, the preblock frames would keep them on the ground, and the only way out was dp/super.
That’s just really mean.
No ignore the derp, I said something dumb and edited it out, lol.
Egret Charge is the shit, I literally learned Parasoul just because I love that assist so much.
You can’t because it’s a throw, even if it’s a (mostly) blockable throw.
Hey RPG there are a few mistakes or omissions in that article.
-Peacock’s teleport recovery is now super cancelable.
-Cerebella’s j.MP change only affects her when it is chained into.
-You wrote*“Fenrir Drive has been given slightly more recovery.”* but I think it was air Gegor Samson that got the extra recovery. not positive on that though.
its just really gimmicky :\