Necrosis Posted February 4, 2007 Posted February 4, 2007 Since it just occured to me, y'know those grab supers? Such as Dio's blood-sucking thing (it's not in the PS1 version)? Is it just me or is Iggy's the only really useful one, since it seems to be unblockable? Dio's is blockable, Midler's is easy to jump away from (although good in mixup because jumping away from the car super seems to usually lead to pain), and I can't think of many other ones. There's Joseph's, but that also seems to be a lot less useful due to being a 360 input. Also, I play Jotaro, Dio and Hol Horse plus a little bit of Joseph because I needed to unlock Young Joseph (wasn't worth it. )
B_Ko Posted February 25, 2007 Posted February 25, 2007 Hoyl shit i have been wanting this game for a while now.
YaR 1030 Posted February 25, 2007 Posted February 25, 2007 yea i finally played this game on dreamcast last friday and it as nifty and want it too.
Necrosis Posted February 27, 2007 Posted February 27, 2007 I picked up Mariah. She's so much fun, because my brother plays Abdul so I can be all "lol outlet" and he's all "RAWR MAGICIAN'S RED" and I'm just like "haha wtf it hit my outlet. Combo time."
YaR 1030 Posted February 27, 2007 Posted February 27, 2007 darn, does anyone know where i can find this game? i feel sorta bad substituting this game with Mugen.
Mr. Mamation Posted February 27, 2007 Author Posted February 27, 2007 eday probubly dan has it on his laptop, but i am not shure how
Necrosis Posted February 27, 2007 Posted February 27, 2007 I got mine from eBay, I tried an online store but they randomly canceled my order. Probably the reason they still HAVE the game. There's always the obvious downloading option, but good luck finding it up for download...
furix Posted June 26, 2007 Posted June 26, 2007 So how about I revive this thread? I am trying to find out mor Miraiah stuff(I play arcade version), but so far discussion for this game is pretty much non-existant.. anywhere. Trying to get back into this for whatever reason. Where does she stand in the tier anyway?
Kix Posted June 27, 2007 Posted June 27, 2007 DUBDUBDUBDUBDUBDUBDUBDUBDUB OOORAH! How do you actually play Jotaro?
nagai Posted June 27, 2007 Posted June 27, 2007 You don't :D Is your next move ORAORAORA? YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES :D
RedBeard Posted June 27, 2007 Posted June 27, 2007 Combos and matchvids: http://www.youtube.com/profile_videos?user=gostunv&p=r&page=3 http://www.youtube.com/profile_videos?user=gostunv&p=r&page=4 http://www.youtube.com/profile_videos?user=gostunv&p=r&page=5 So just check those out for combos and a general idea of how to play characters. Tier list according to the Japanese(taken from: http://www.ipc-tokai.or.jp/~zo-no/game/jojo2/diagram/data/alldia.htm) 1. Petshop 141.02(+36.02) 2. Polnareff 133.99(+28.99) 3. Jotaro 133.81(+28.81) 4. Kakyoin 121.64(+16.64) 5. Abdul 114.38(+9.38) 6. Chaka 114.24(+9.24) 7. Vanilla Ice 107.42(+2.42) 8. Young Joseph 106.93(+1.93) 9. Iggy 104.86(-0.14) 10. Deevo 103.75(-1.25) 11. Anubis Polnareff 102.28(-2.72) 12. DIO 100.55(-4.45) 13. Hol Horse 100.18(-4.82) 14. Rubber Soul 99.81(-5.19) 15. Shadow DIO 98.92(-6.08) 16. Midler 98.47(-7.53) 17. Alessy 93.33(-11.77) 18. Blind/New Kakyoin 89.83(-15.17) 19. Hol Horse & Boingo 89.67(-15.33) 20. Mariah 87.32(-17.68) 21. Joseph 87.28(-17.72) 22. Kahn 80.33(-24.67) Breakdown of tiers... S+: Petshop S: Polnareff, Jotaro, Kakyoin A: Abdul, Chaka, Vanilla Ice B: Young Joseph, Iggy, Deevo, Anubis Polnareff, DIO, Hol Horse C: Rubber Soul, Shadow Dio, Midler D: Alessy, Blind Kakyoin, Hol Horse & Boingo, Mariah, Joseph Utter shit: Kahn
RedBeard Posted June 27, 2007 Posted June 27, 2007 Zo-No's tier list(Found here: http://chiba.cool.ne.jp/petshop/daiaguramu.html) 1. Petshop 157(+52) 2. Kakyoin 139(+34) 3. Jotaro 131(+26) 4. Abdul 124(+19) 5. Polnareff 120(+15) 6. Vanilla Ice 117(+12) 7. DIO 113(+8) 8. Iggy 111(+6) 8. Blind Kakyoin 111(+6) 10. Hol Horse 104(-1) 11. Young Joseph 103(-2) 12. Alessy 101(-4) 12, Hol Horse & Boingo 101(-4) 14. Deebo 100(-5) 15. Chaka 96(-9) 16. Anubis Polnareff 95(-10) 17. Midler 94(-11) 18. Shadow Dio 91(-14) 19. Rubber Soul 88(-17) 20. Joseph 76(-29) 20. Kahn 76(-29) 22. Mariah 65(-40) Same tier list, without Petshop(Only really affected chars are Hol Horse, and Hol Horse & Boingo because they were pretty good against Petshop): 1. Kakyoin 135(+35) 2. Jotaro 127(+27) 3. Abdul 121(+21) 4. Polnareff 117(+17) 5. Vanilla Ice 114(+14) 6. DIO 109(+9) 6. Iggy 109(+9) 8. Blind Kakyoin 108(+8) 9. Young Joseph 102(+2) 10. Hol Horse 101(+1) 11. Alessy 99(-1) 11. Deebo 99(-1) 13, Hol Horse & Boingo 98(-2) 14. Chaka 93(-7) 14. Anubis Polnareff 93(-7) 16. Midler 92(-8) 17. Shadow Dio 87(-13) 18. Rubber Soul 86(-14) 19. Joseph 75(-25) 19. Kahn 75(-25) 21. Mariah 63(-37) Breakdown of tiers: S: Petshop A+: Kakyoin, Jotaro, Abdul, Polnareff A: Vanilla Ice, DIO, Iggy, Blind Kakyoin, Hol Horse B+: Young Joseph, Alessy, Hol Horse & Boingo, Deebo B: Chaka, Anubis Polnareff, Midler, Shadow Dio, Rubber Soul C: Joseph, Kahn D: Mariah As a note, Zo-No is a top Jojo player...though there is not much of a scene left in Japan for it at this point. Zo-No's list is far more recent and developed where the first one I posted was closer to the game's release. He also messed up counting 3 extra points somewhere in his tier list but I'm too lazy to find out where. Petshop is godlike, there is no comparison. He is soft banned in Japan. He has some guaranteed 9-1 matchups so pretty much nobody uses him. A lot that aren't unwinnable are 8-2. This is for a variety of reasons that I won't bother going into. I split up the tier list to look closer to what the tiering is like(a space indicating a fair gap in tiering)
furix Posted June 27, 2007 Posted June 27, 2007 boo hoo! Mariah is lowest tier! D: I can see why, too. She truely lacks.. A LOT! But, she's just too hot to pass... :|
RedBeard Posted June 27, 2007 Posted June 27, 2007 Yeah, but I still haven't got an answer yet as to why the DC plays better than the PSX version. I know this was posted a long time ago but it's a common question... Differences would be that the basic combo system of the game is just trashed and neutered. Stuff like: -Several links that used to work in Arcade either require insanely strict timing(let alone that tons of links in Jojo are fairly strict on timing even without the further nerfs), or just don't work anymore period. -Tandem Attacks are horribly nerfed in how they work. They don't combo well, have about 1/3rd the amount of time to input that they used to, and can no longer do tons of stuff that was available in arcade/DC. -Sprite/Graphics watered down horribly, missing voice files, various other misc differences. -Some characters, for some reason, are their Jojo's Venture version while others are their Heritage to the Future version with several differences. Random move properties altered. It'd be like having random Slash versions of characters selectable in AC, or having Slayer have his BBU FB in Slash or something. -Quite possibly the farthest from Arcade perfect port ever? They really butchered the gameplay with the nerfs. -PS1 has some extra added fun modes.
RedBeard Posted June 27, 2007 Posted June 27, 2007 Exactly what kind of stuff does Petshop do that's so broken? I thought I heard somewhere that a lot of characters can infinite him just by jumping heavy because of the weird way that he floats... course I don't know much about this game since no one plays it. Heh I think these people got the wrong idea because for some reason Jojo's training mode doesn't have teching on by default(in fact, there's no way to turn it on at all...why they didn't include that feature boggles me). Petshop has no real infinites that work on him other than the standard ones that work on everyone. Doesn't help that his hitbox is funky either. He's broken because he can hit you and play a severely annoying and hard to stop runaway game. He does tons of damage off of any random hits, and some characters it is literally impossible for them to win because they lack any way to viably stop him from taking to the air and never coming down. Most characters in the game have ways to get Petshop out of the air, that really isn't the problem. The problem is doing it while he's firing off projectiles at you or somehow coming back from him tapping you once and doing 80% life with easy supers. People like DIO, Kakyoin, Shadow Dio, Hol Horse, Hol Horse & Boingo, Jotaro, Abdul, and Polnareff are excellent at getting Petshop out of the air, but they're still at a disadvantage just because of how good he is even without his runaway. Hol Horse is probably the best at fighting Petshop. His 623A prevents Petshop from doing any runaway crap. Then you have Deebo, Joseph, Young Joseph, and Kahn who are 100% incapable of winning the matchup. They either have no way to hit him out of the air, or it's so hard to do that it's impossible while he's firing projectiles. Then you have the rest of the cast which have methods of hitting him out of the air but they're still at a horrible disadvantage in the match so they still have 8-2 or 7-3 tops. So yeah, that's why he's banned.
furix Posted June 27, 2007 Posted June 27, 2007 Any Kakyoin stuff? I was trying some of the combos from the video, but I can't get the grasp of some things. D:
Kix Posted June 27, 2007 Posted June 27, 2007 I'm getting into this game. I wish they would release a new one. I am going to buy the DC one because of CPS3.
Jet Set Dizzy Posted June 27, 2007 Posted June 27, 2007 Il wait for mame to get the bugs worked out for CPS3. iggy and shadow dio woo!
furix Posted June 27, 2007 Posted June 27, 2007 I still quiet don't grasp tandem attacks. Let's see.. if I saw correctly, what is Kakyoin doing in those vids? 2AA 66A(or B) Tandem Attack(Mash on A? or go ABCABCABC etc..) > Roll to other side > Mash on A That's what I think I saw for basic tandem combo, but I am not sure, I can't get it going. D:
RedBeard Posted June 28, 2007 Posted June 28, 2007 Hmm as general advice, the cancels in Jojo are VERY early. Like it's so immediate that it's almost strange. You want to cancel into a tandem like before your 66A/B even hits so that it cancels into a tandem on it's first frame. Like just to test how strict the canceling can be, pick Rubber Soul. Do 2A->2A->214A. The 214A should combo if you cancel properly but again, the cancels are incredibly early in Jojo.
BagLunch Posted June 28, 2007 Posted June 28, 2007 the cancels are incredibly early in Jojo. Just to add on that note, you can also in general cancel normals at any time; startup, active or recovery. Handy for all kinds of things, like fake outs, meter building, and poking.
RedBeard Posted June 28, 2007 Posted June 28, 2007 Oh, did I mention Petshops high low and sick pressure game? Pushblock doesn't help much against it and only characters with Guard Cancels can make him careful about it. For example, at 3:30 in this vid: http://www.youtube.com/watch?v=6TvLdV-huj8 Edit: I forgot to note that the vid was showcasing his unblockables. The Ice Stalactite is a high hit.
Mr. Mamation Posted June 28, 2007 Author Posted June 28, 2007 we don't worry about petshop anymore because he is banned
zer0kage Posted June 28, 2007 Posted June 28, 2007 http://www.youtube.com/watch?v=VZEXFNIZumc&mode=related&search= Prettiest Jojo match ever. Tandem is essential for high level play eh. Didn't Khan had like a semi infinite 236PP super? Maybe that was only in the psx one.
RedBeard Posted June 28, 2007 Posted June 28, 2007 Nah. It's because the console Jojo's have no way to set the computer to tech techable combos. It'd be like having teching off in GG training mode...permanently! Generally speaking there are 0 air juggles in Jojo so if you're testing something in training mode and it leads into some kind of repeated jump attack/infinite or air combo or something then it doesn't work in matchplay. Basically, air untechable times in Jojo are pretty much non existant. So if they are floating in the air chances are they can tech. Very few exceptions to this like some moves which you can't tech until they wall bounce(Rubber Soul's 214A, Hol Horse's 214AA). But every infinite or Loop in Jojo requires them to be on the ground. The only exception I can kind of think of is DIO with his "Haha you're stuck in the air taking infinite block damage bitch!" thing, which technically isn't a combo.
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