The new Jojo's Bizarre Adventure Thread

Joseph’s moves have a lot of weird overly specific behaviors and properties.

You can also cancel his s.236 web grab into a s.623+a I believe, but that’s so slow that it’s mostly a desperation move.

Sometime I should document all the weird ways his various moves bounce players around, too. I have notes for some of it.

I’m still trying to figure out how he can (seen on two videos now) cancel standing C into itself into QCF super.

yeah, when i found the freeze, i was actually trying around to get the C into C.

Yeaaaah, good news! I figured out a lot about the C into C / a3 into a3 cancel. It’s pretty weird, actually.

The key is backdashing with stand on, and then quickly doing a C attack. When you do a backdash/run with Old Joseph, you have a ~4 frame window to do a C attack where he’ll actually do the same move as 5.C. If you wait longer, he’ll do his running (backwards) jumpkick overhead.

However, the problem that made this c-into-c move so hard to find is that it seems to depend on the opponent being in recovery or some other specific state. If you just try it against a standing opponent (like a 2P with no one playing) it won’t really happen, but if you just mash 4,4,C against a CPU opponent you’ll see it occasionally.

What’s odd, too, is it looks like the 2nd hit often (always?) happens even without a second press of C, even if held. Real glitch territory.

For those who don’t know what ATG and I are talking about, it’s this oddity with joseph: [media=youtube]T2EmAntbNck[/media]

cool, didn’t know about the backdash. i’ll try it out tomorrow, gotta meet up with the frankfurt crew in an hour.

Experimenting with Avdol’s Ankh Super…

Avdol Ankh Stuff:
I was experimenting using Avdol the other day and came across something – Avdol’s Shokunetsu no Ankh can be placed several times in a row. I’m sure someone knows this, but it’s not widely known, based on asking around.

I did some experimentation, and have documented some aspects of it below. I also made a little video: [media=youtube]SfzFMYWq8hA[/media] - Some of these (like getting invincibility frames) are really obvious, but just here for completeness.

**Basics:
**As everyone knows, it’s a time-delay attack that you hold onto by keeping one of the buttons you used to invoke it pressed. However, the trick is that you don’t need to keep any specific button pressed - you simply need to keep a single (attack) button pressed.

For example, you can press :snka:, then do a :dp:+:snkb::snkc:, and it will activate when you release :snka:.

As a result, you can simply hold down a button like :snka: and then do :dp:+:snkb::snkc:,:dp:+:snkb::snkc:,:dp:+:snkb: :snkc:, and so on. As many times as you like (Strictly speaking).

Attributes:
Shokunetsu no Ankh [Uses 1 super bar]
If you have 0 bars of super and try to use it, nothing will come out (you’ll get his Fire Aura instead.)

If you have 1+ bars, you can ‘use’ the ankh as many times as you wish, BUT when you release the button, only the first n places it was cast will have an ankh, where n is how many bars of super you have.

The placing of the ankh has invincibility frames. You get these even if you are using it more times than you have bars of super.

If you are not hit, thrown (or throw your opponent, including command throws), you can hold the ankh charge for 18 seconds from when it was planted.

Your only super bar is only used when ankhs actually fire off. One per. If you’re hit while holding a charge on one, no super bar is used.

You can use other moves, block, or even use other supers while an ankh is planted.

You can (theoretically) combine the 18 second time limit and manual-release if you have multiple ankhs for a multi-stage release.

The game tracks where you planted the ankhs, in order, and then when they are released, spends your bars of super, in order. This means that if you get two bars of super, plant two ankhs, but then while holding them use a different super move (consuming one bar of super) only one ankh will fire off when you release all attack buttons.

Conversely, if you have one bar of super, but plant two ankhs, but build meter before releasing, two ankhs will fire, provided you have two bars of super.

If you tandem with an ankh is planted, it fires off automatically at the beginning of the tandem, even if you continue to hold an attack button.

Edit: Predictably, you cannot release an ankh during timestop (tested vs jotaro’s timestop)

nice fayk, maybe that is was dio in akiba was talking about (ankh’s hard heat), since abusing 623BC over and over while holding A does sound crazy (for the invul).

A many GGs to JedPossum. Hope you didn’t mind my extreme turtling with Mariah, lol.

Great info and video Fayk! I may have to start playing this on GGPO with you guys, I usually played with my roomates on Dreamcast…but now…no on I know in the area plays. I wish there was a DC to USB adapter, so I could use my Agetec stick, but oh well.

I’m gonna try out Advol and see what I can with this info!

Just let me know if u guys want me to paste some of this ( or all ) info on the front page.

Hello all, I have been watching the acho olympics and was wondering what does Midler’s level do?

mariah’s you mean?
hitting with magnets (S+ any direction) increases her magnet level, which in turns powers up all her special moves (faster, more hits, more damage, including her supers).

What ATG said. Mariah has some strategies that aren’t even possible until she has a couple levels. It makes her wire wrap attack have longer range, it makes even her command normal (4B) upwards knife throw track better, et cetera. It affects each of her moves a little different, but each becomes better with each level.

Quick note on something I noticed while experimenting last night. It concerns how canceling works while doing a run with Young Joseph, so it’s probably only applicable to Joseph and Jojo. Maybe Mariah, but I doubt it’s as useful.

Anyways, if you’re running with Young Joseph and cross under an opponent (they do an air recovery in a direction you didn’t expect, for example) and hit something like, say, C, you’ll do his normal jumpkick in the direction you were running (away from the opponent, facing away) as if you were still facing them normally.

If you hit S while still running, Jojo will do the dashing crackers attack (which nicely actually has some interesting properties when you cross under).

Jojo and Joseph’s dashing OH kicks can be cancelled if you do so in the first 2 or so frames though. If you dash forwards under your opponent and instead piano C (or B or A) to S, it will cancel the jumpkick and you’ll get the (wrong facing) S attack but not the dashing one. This gives you the ability to more easily dash under and do the 6S (upwards crackers) though because you’re potentially facing the attack past them, depending on your timing - an awkward hitbox.

I’m not sure this is very useful at all, honestly, but I thought I’d note it. It’s worth noting of course that doing the jumping kick and then another attack like this is slower (obviously an extra frame or two) but you also get the super meter for both attacks.

im glad people are still into this game! i guess its gone down a little but to all those who are playing big ups!

i still play on rare occasions at arcades here in tokyo.

Glad to hear it still gets played in arcades somewhere. However, this thread is less active than the other Jojo’s thread here on SRK. I’d say - at least as far as GGPO is concerned) that play of the game is slightly up from where it was about a year ago. Some people have stopped showing, but some new ones have stayed.

i see more people playing jojo than ever before. most are begginers however ; ;

forgenjuro,
would you mind talking a bit about the japanese jojo scene? what are the places to go to? who are the top players? etc.

thx!

I first played this game at an arcade a few months back. Wish there was someone here to play with.

I’ll try this later.

Yeah, it’s not quite as special as I thought when I noted it (it’s kinda related to how chains/strings/cancels tend to go in the same direction, even if your opponent has crossed up) but it’s semi notable in that it’s a way to ‘cancel’ the dash and still get a forward+S (sorta), and it’s worth noting that you can cancel out of his dashing kick on that first frame or two.

Also, Neo0MJ: I think a lot of people here would be jealous that you have an arcade near you with the game, empty or not! If you show up on GGPO (not quite the same as live, but…) plenty of people would be happy to play you, no doubt. Check the other jojo’s thread here in the ‘other games’ forum.