Leebee Posted September 6, 2013 Posted September 6, 2013 Is it so slow you couldn't even go into it off a knockdown? I mean, it seems like it takes forever to get off the floor in this game, if the ridiculously late otg's I've seen actually combo are anything to go by at least I do have to say I love the way they handled super meter in this game, and how lots of characters use it in different ways, some save it for bursts (Diavolo's broke ass one in particular) others for puttsun cancels, some for their badass counter supers and to use supers for combo ending. It gives me nice tingly GG vibes, where you have FB's, FD, RC's, and FRC's on top of everyones supers to give all the characters a ton of ways to use their resources however it suits them best, they could've easily copped out and been like "and this is the bar for your flashy combo ender/extender" like MvC or Skullgirls Edit: speaking of Diavolo, I know his Epitaph makes him auto stylish dodge moves for it's duration, but is that at any time? I mean, like even while he's attacking? because otherwise I'd see it as kind of a waste of meter, parrying isn't that hard once you get used to the timing, so why be lazy? spend the meter elsewhere, like on his stupid burst if it auto dodges at all time's for him that's pretty ridiculously awesome I mean, who doesn't like mounting a risk-free offense? Ultimate Cars transformation works off of 214A if they're far enough away from the wall/in the air. it dodges anytime that Diavolo COULD dodge. so it doesn't work during attacking...etc.
SoWL Posted September 7, 2013 Posted September 7, 2013 So of the three pillar men, who do you think is the most bonkers? People were ragging on ACDC early on, but those "get over here" Scorpion spears of his look to be pretty ridiculous, side note, I hate how the JoJo's wiki calls him Esidisi, like, goddamn it, that's just engrish, and not even the good kind of engrish like "Duwang" Cars will more or less be fine I think because his light mode giving him hella free unblockables (as long as they patch out that rapid fire stylish dodge thing, unblockables dont work on things they dont hit) imo from what I've seen so far Wham looks kinda underwhelming, a shame since he was the best of the pillar men imo, what does his wind mode even do? I haven't seen too much of people actually using it when they play him, and even though he's got dat range he looks slow as balls in a game full of characters with slow ass moves ACDC is my favorite so far, and I knew he's going to be good the moment Famitsu revealed the "Lose health around him" mechanic. Moreover, he has ranged grabs and wacky poses that remind me of Faust, so that makes him even better. Cars has some mix-up and okizeme potential, but I feel like his unblockable mode kinda gimps the rest of his moveset. The Ultimate Being Cars is simply hilarious, though: did you know that you can't knock him down to the ground while he's flying? And that his air dash has a hitbox? Yeah, good luck beating that. Wham is my favorite pillar man in terms of design: his combos are very short, but he can still deal lots of damage off of any poke, and he has some great ones. He also has a great air special that's useful for ambiguous cross-ups, and his supers dish out lots and lots of hurt. If nothing else, his mode powers up most of his specials and blocks some projectiles (only while he's standing still?).
xlolxlolx Posted September 7, 2013 Posted September 7, 2013 yeah normal mode cars is pretty unfortunate, just having light mode on for 1 unblockable attempt eats almost an entire stock
brett_ Posted September 7, 2013 Posted September 7, 2013 Just an FYI, Kosaku is quite decent. Not only is Meaty Bites the Dust unavoidable unless you have a DP / Wakeup Super, his StandON Air Bombs recover amazingly fast, it's like having a free Gunflame FRC. On TOP of that, you can even stand rush them for even more hilarity. I already tweeted this a while back, but you can do some really basic and solid things with him such as: StandON KD > meaty 236X (daiichi) > SR > j.B > etc > knockdown > 22X on their wakeup > 214C meaty > SR > j.B > 5A > etc. You also have an amazing OTG pursuit move that gives you fixed distance / wakeup time which means you can easily do 214C > SRC > j.B off most knockdowns. NOT TO MENTION his j.C AND j.B are instant overheads. j.B is also so active that if you accidentally whiff it will just crossup on the way down... Rising j.C if forwardjump'd can get you thrown, but neutral is great and it's so active due to being multiple hits that you can really throw it out early air to air with very little consequence.
Antiquarian Posted September 7, 2013 Posted September 7, 2013 Speaking of Kira, how do you feel about his original version Brett? Do you think he is as weak as most people are saying?
brett_ Posted September 7, 2013 Posted September 7, 2013 (edited) Speaking of Kira, how do you feel about his original version Brett? Do you think he is as weak as most people are saying? Mmmm I haven't really experimented much with him, but I think he's pretty playable because he has a standing overhead. For those who haven't played much offline, instant blocking is pretty much the defining element of how matches play out (well aside from infinites Kappa). IB'ing is so strong (free punishes) and difficult to punish that the game becomes extremely defensive. Throws do barely any damage, and okizeme in general is pretty mediocre unless you are a char with strong oki. On top of that, you can OS IB and throw tech which makes it even harder to punish throws. The game feels like it plays out extremely defensively due to the presence of IB. Note especially that you can mash low IB without getting a backdash or anything out too. Thus, having an overhead automatically makes a char playable because at the very least they have to respect your blockstrings. Yoshikage also gets the same unblockable in stand ON form, which is always useful. His 236 SR is very orthodox which means he gets decent damage conversion, and coin can be used in normal mode, which makes it pretty useful. He also has the same j.B, which is AMAZING (instant overhead, can cross up, INSANELY ACTIVE). On the subject of j.B, those moves are really powerful because feinting throws into rising jump normals are good for baiting throws, and for baiting IB / throw tech OS! And also because almost everything is minus on block, some jump-in frame advantage is pretty damn useful to have. I'd probably rate him as average, personally, simply due to the actual META of the gameflow. Tier list is like Infinites > 100%s / Situational Infinites > MONKEY NANDAYO > Characters with Mixups / High Damage > Everyone Else. I think he really needed a 22 input or some other special move, or better conversion off of 6C. Coin could also be a bit better but its still useful. Honestly I think you can win just abusing StandON j.B because that move is just silly good. Edited September 7, 2013 by brett_ forgot to quote
xlolxlolx Posted September 7, 2013 Posted September 7, 2013 Tier list is like Infinites > 100%s / Situational Infinites > MONKEY NANDAYO > Characters with Mixups / High Damage > Everyone Else. lolol but yeah stylish move is way too strong and abusable, pretty much the only ways to avoid getting punished for attempting to pressure or oki is to make sure its something that can be cancelled by SR or puttsun immediately or a touching-the-ground low jump in so you can jump out/block/mash downback
furix Posted September 7, 2013 Posted September 7, 2013 Somebody please tell CC2 to make stylish dodge be done by pressing forward or down/forward for lows and cut the timing window in half(or more)! I wish the update did this.
Lord Pwnge18 Posted September 7, 2013 Posted September 7, 2013 Finding Okuyasu combos is the best feeling in the world We're going straight to the top, I tell you!
Leebee Posted September 7, 2013 Posted September 7, 2013 they should just make stylish move ONLY tied to when you do sidestep at the right time, no more IB input as well. that way, if they fuck up the timing it's very obvious and they're going to get punished 100% of the time. also, make the guard crush meter like half as long. I've only seen one successful guard crush in my entire time playing/watching matches. I'm seriously hoping if this update doesn't address all the problems then they aren't just like "we tried lol" further tweaks down the line would be great. I feel like this is almost necessary with all of the new characters they're adding.
manoftheleaf Posted September 8, 2013 Posted September 8, 2013 I'm wondering has anyone complied a list of all the games character specific moves. Specifically I'm looking for what Jonathon's 22+LMH does, the differences between Rohan Kishibe's taunts (specifically the one he sticks his elbow out like he's resting it on something), Am I missing the point to Diavolo's counters?!? There is probably alot more that I'm forgetting at the moment. I got this game 5 days ago and I still haven't gone through each characters move list, normals, movement options, etc. I'm strongly considering creating videos explaining menu navigation, character overviews and the like. There is just so much too this game that not being able to read Japanese just makes the learning process that much harder. I haven't had a chance to take this baby online yet.
brett_ Posted September 8, 2013 Posted September 8, 2013 (edited) Somebody please tell CC2 to make stylish dodge be done by pressing forward or down/forward for lows and cut the timing window in half(or more)! I wish the update did this. I think the current IB is what makes this game fun and enjoyable. I think people don't understand how terribly the game is constructed in most regards. If you actually try to play the game the way they wanted you to it's pretty lackluster as well as frustrating. The dominance of IB'ing changes the way the game is played and imo distracts from the plethora of problems by giving you at least some universal consistent answers to rely upon. When I try and "sell" this game to others, I tell them about how amazing IB is and how they will love the satisfaction of it due to being GG players. Outside of that what is there. I spent the entire day yesterday choosing to play JoJos over GG / EXVS casuals because it was enjoyable, not just because I'm a jojo fan, and the above is the main reason. It's really one of the few unique things the game offers and if I'm going to play kusoge, I might as well play one with something to offer. The current way IB works saves the game imo - and others I've spoken to have expressed similar thoughts. Not trying to convince you guys otherwise or whatnot, just vouching for it amongst the many naysayers. Edited September 8, 2013 by brett_ an addendum
BoomBoxBeats Posted September 8, 2013 Posted September 8, 2013 Well I got good news for anyone living near Richardson,TX I got an extra copy by some odd fluke now I'm looking to sell it, it is still in plastic I bought mine digital somehow they sent me a physical copy.
DrKillenger Posted September 8, 2013 Posted September 8, 2013 (edited) Well I got good news for anyone living near Richardson,TX I got an extra copy by some odd fluke now I'm looking to sell it, it is still in plastic I bought mine digital somehow they sent me a physical copy. I'll give you three goats and my first-born son for it... oh wait, I live in NY, right... I couldn't give two shits about the balance of this game, out of the small group of friends I have that play fighters (4-5 of us total) I'm pretty much the godhead, so we tend to gravitate more towards fighters that are fun and cool as opposed to technical or balanced, I know this game's got that covered due to it being JoJo's so it could be Calamity Trigger stupid for all I care... It's actually really frustrating being the best out of a small local group, it means I need to completely rely on netplay for satisfying matches, which has it's own frustrations in terms of lag and the fact that I'm not actually THAT good, just the best out of a small pool of mediocre players, so it's a mixed bag depending on the game Edited September 8, 2013 by DrKillenger
SoWL Posted September 8, 2013 Posted September 8, 2013 (edited) The solution is simple: teach people the ways to improve their gameplay. It's not like the game is that complicated, you don't need to learn minute-long combos to be good, just have good fundamental knowledge of the mechanics. And of course, they need to play more. Sorry if that sounds too obvious, that's just how I'd approach the problem v:v:v Edited September 8, 2013 by SoWL
DrKillenger Posted September 9, 2013 Posted September 9, 2013 The problem I seem to run into the most is people making mountains out of mole-hills, I try to take it slow, explaining things like footsies and oki, telling them that combos are really just about optimizing your reward off of a good play, but all they see are 50 hit combos and characters losing half their health for one or two mistakes... Kind of the whole "you can lead a horse to water" thing. That's why me and my friends tend to stick to simpler FG's like Marvel 3, MK9, V Sav, and P4A (before I get hated on, I'm not saying these games are "scrub friendly" or anything btw, just that you can get into them without sitting in training mode for 2.5 hours first like you would have to for GG or KoF, except Marvel, Marvel is pretty retarded)
xlolxlolx Posted September 9, 2013 Posted September 9, 2013 ^From what i can see, you dont seem to have handled the game yet to know exactly what the current situation is with the actual gameplay its a jojo game before its a fighting game, footsie and oki game doesnt really exist because of the way IB works, 80-90% of moves in the game are negative on block which turns the neutral game into pretty much mash IB, but IB itself does work as a way of balancing the game out so that theres the "everyone has a chance" mentality, i agree with brett that its pretty much the only thing that makes this game playable since it lacks so much and IB kinda makes up for shit like the lack of anti airs and options all around
brett_ Posted September 9, 2013 Posted September 9, 2013 Regarding Yoshikage Kira.... http://www.youtube.com/watch?v=eiiurEtNBJg
Antiquarian Posted September 9, 2013 Posted September 9, 2013 Regarding Yoshikage Kira.... http://www.youtube.com/watch?v=eiiurEtNBJg Yo that's pretty damn hype. That combo costs what? 2 and a half bar or so? He has it set to infinite so can't tell how much it costs / builds in real time.
Leebee Posted September 10, 2013 Posted September 10, 2013 patch is out. all (most?) infinites are gone. new gravity restrictions and pushback restrictions added in combos.
furix Posted September 10, 2013 Posted September 10, 2013 Wow really? That sounds really awesome! Can't believe they managed to pull out a system change like that!
xybur Posted September 10, 2013 Posted September 10, 2013 https://docs.google.com/document/d/1CqOkfe4YUgFOIvT32ZveT4Q-3fRzUuOZ0rWI3f2IEvo/edit?pli=1 some dude wrote this, take it with a grain of salt and test things yourself.
SoWL Posted September 10, 2013 Posted September 10, 2013 http://buccellatits.tumblr.com/post/60804207358/new-dlc-9-26-campaign-3-dangerous-men I suppose the files leak was correct. And they also want to release a patch for the online in early October.
brett_ Posted September 10, 2013 Posted September 10, 2013 Wow really? That sounds really awesome! Can't believe they managed to pull out a system change like that! its a pity the game is worse now because of it : / https://docs.google.com/document/d/1CqOkfe4YUgFOIvT32ZveT4Q-3fRzUuOZ0rWI3f2IEvo/edit?pli=1 some dude wrote this, take it with a grain of salt and test things yourself. i'm that dude
manoftheleaf Posted September 10, 2013 Posted September 10, 2013 (edited) NOOOOOOOOO!!! I guess good things don't last forever. I guess if my friends and I wanna play the broken more fun Jojo we could also just play local and delete the patch update. Also thanks alot for the patch notes, Brett. You're work is appreciated and not taken for granted. Edited September 10, 2013 by manoftheleaf
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