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Posted

Just wanted to add that not all CH throws do high damage. I just tried with Jolyne and Giovanni and it does significantly less damage I'm not sure exactly why though.

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Posted

i'm that dude

Well thanks.

its a pity the game is worse now because of it : /

You could just play without the patch, and the people who actually wanted it can have fun with it. Game only got better because both options exist.

Posted

It's great that, besides infinites, they fixed none of the fundamental aspects of the gameplay that make this game a giant piece of shit...wait

Posted (edited)

Didn't you guys say that most of the fun comes from Stylish Moves? This mourning for the infinites kinda came out of nowhere :psyduck:

I like that they gave the dashes faster recovery, that the taunts last less time, and that throws are now a bit more viable. However, it seems that the corner stuff gave birth to some new bugs, and I wouldn't mind if they removed all those features altogether: it reminds me of Blade's "Corner proration" ideas.

And I'm not sure what the Jotaro entry on the patch notes is about.

EDIT: Haven't tried the patch yet, but the height restriction on the moves sounds pretty damn bad from what I hear. Weird that they didn't make it move-specific.

Edited by SoWL
Posted (edited)

I'll add what I've observed while testing for changes made to the Kujos, but I'll omit the general stuff everyone already knows like jump start-up and landing recovery being increased and cinematics being sped up across the board.

General notes:

The time it takes for an opponent to wake-up after a hard knockdown seems considerably shorter.

Grounded pushback seems more or less normal, but airborne pushback and gravity hit hard and fast. This is especially true when pushed against a wall.

Jotaro Kujo:

Throw has much longer recovery on hit. (Thanks Leebee.)

236+any deals 12 hits as standard and can be mashed up to 20, down from 13 and 23 respectively.

Stand OFF 236+any now deals more damage when mashed compared to unmashed, before they dealt the same amount.

Stand OFF 623+any (PC) > j.H > GHA now impossible due to new jump properties and increased gravity. You have to do 623+any (PC) > (dash) GHA instead.

Double jump-ins now no longer possible during Stand ON 623+any (SR) due to new jump properties.

Stand OFF 63214+any animation has been sped up considerably, but now has majorly increased recovery on hit.

22S now has increased start-up, time stop combos are now impossible off of everything but (s)236+any -> 236+any (PC) > 22S.

Jolyne Cujoh:

Stand OFF 236+any, Stand ON 236+any and Stand ON j.236+any now no longer build Heart Heat Gauge on a per hit basis. Instead they only grant meter on the last hit, although this amount has been increased. This means no more meter neutral Puttsun Cancel combos.

Both the backward and forward Stand ON High Jump have a higher minimum height you're forced to travel and a higher minimum height required before a normal can be thrown out. Neutral seems to be more or less the same as before.

(s)5L > (s)5M > (s)5H > Forward High Jump > (s)j.H > (s)j.236H is still possible, but is now much tighter and does not work on all non-short characters when standing. Also, the height at which you're forced to do it makes landing a jump-in afterwards much harder. On other characters, you can either replace Forward High Jump > (s)j.H with Neutral High Jump > (s)j.M or simply opt for (s)236H/j.236H without any additional normals. Note that Neutral High Jump > (s)j.M will not connect from a max distance (s)5H, so (s)236H/j.236H is probably the safer option.

Edited by Final Ultima
Posted
I'll add what I've observed while messing about with the Kujos, but I'll omit the stuff everyone already knows like jump start-up and landing recovery being increased and cinematics being sped up across the board.

General notes:

The time it takes for an opponent to wake-up after a hard knockdown seems considerably shorter.

Grounded pushback seems more or less normal, but airborne pushback and gravity hits hard and fast.

Jotaro Kujo:

236+any deals 12 hits as standard and can be mashed up to 20, down from 13 and 23 respectively.

Stand OFF 236+any now deals more damage when mashed compared to unmashed, before they dealt the same amount.

Stand OFF 623+any (PC) > j.H > GHA now impossible due to new jump properties and increased gravity. You have to do 623+any (PC) > (dash) GHA instead.

Double jump-ins now no longer possible during Stand ON 623+any (SR) due to new jump properties.

Stand OFF 63214+any animation has been sped up considerably, but now has majorly increased recovery on hit.

22S now has increased start-up, time stop combos are now impossible off of everything but (s)236+any -> 236+any (PC) > 22S.

Jolyne Kujo:

Stand OFF 236+any, Stand ON 236+any and Stand ON j.236+any now no longer build Heart Heat Gauge on a per hit basis. Instead they only grant meter on the last hit, although this amount has been increased. This means no more meter neutral Puttsun Cancel combos.

Stand ON High Jump backwards and forwards have a greater minimum height requirement before an attack can be thrown out, neutral seems to remain the same. (s)5L > (s)5M > (s)5H > Forward High Jump > (s)j.H > (s)j.236H is still possible, but is now much tighter and does not work on all non-short characters. Also, the height at which you're forced to do it makes landing a jump-in afterwards much harder. On other characters, you can either replace Forward High Jump > (s)j.H with Neutral High Jump > (s)j.M or simply opt for (s)236H instead. Note that Neutral High Jump > (s)j.M will not connect from a max distance (s)5H, so (s)236H is probably the safer option.

Jotaro's throw also recovers a lot slower after it is successful. Star Platinum is basically put underwater at the end of the animation.

other random things I've noticed:

Jonathan's zoom punch and his hamon waves deal a lot more guard bar damage now. it's very noticeable.

Posted

Where do people watch "high level gameplay" for this game? Maybe my poor opinion of this game is only due to the source I'm watching match videos from.

Posted
Where do people watch "high level gameplay" for this game? Maybe my poor opinion of this game is only due to the source I'm watching match videos from.

the game has been out for a WEEK i'm sorry there aren't any evo champions playing yet

Posted
the game has been out for a WEEK i'm sorry there aren't any evo champions playing yet

Your statement doesn't even make any sense, a game has to have gone to Evo for there to be high level gameplay?

I'm simply looking for gameplay between the "good players" right now. Provide or don't respond.

Posted
Your statement doesn't even make any sense, a game has to have gone to Evo for there to be high level gameplay?

I'm simply looking for gameplay between the "good players" right now. Provide or don't respond.

He means that there's no room for sophisticated high level play yet since people are still learning. Basic stuff always win when a game is young.

Posted

@powerstar: jp players dont play offline for the most part, so you're left with Americans. We might stream offline casuals at NCD this month, that's about all I can think of hahaha...

Didn't you guys say that most of the fun comes from Stylish Moves? This mourning for the infinites kinda came out of nowhere :psyduck:

We aren't mourning for the infinites. We're mourning the loss of a lot of interesting places to explore. I don't think anyone here is mourning the infinites and I'm unsure where you got that from :psyduck:

The patch fixed the worst thing about the game - 1f jumps. Not to mention nerfing crossup hitboxes and improving dashes were also nice improvements.

It's just that it leaves a bitter taste in your mouth when you lose a lot of game potential due to the devs inability to fix things in an elegant way. A patch shouldn't have to be a big give and take. People need to stop getting so defensive about the negative responses to the patch and take it with a grain of salt, or play more kusoge.

Posted (edited)

yeah this is really sad now......most characters cant do juggle combos anymore so theres really nothing left for the most part

the gravity scaling and knockback was just a lazy way to fix the problems

Edited by xlolxlolx
Posted
I can't imagine they won't make further adjustments to the game system since they'll be adding all the new characters periodically.

they announced there will be another patch in october

Posted

We aren't mourning for the infinites. We're mourning the loss of a lot of interesting places to explore. I don't think anyone here is mourning the infinites and I'm unsure where you got that from :psyduck:

That's probably my kneejerk reaction, because the fixes sound good on paper, yet I went ahead and tried the game, and yeah, the game got pretty damn bizarre alright :psyduck: So yeah, sorry for random accusation.

Posted (edited)

http://mirror.bandaigames.channel.or.jp/list/asb/new5.html

there's already information about the october patch. it all sounds like good stuff.

"improving the match tempo by adjusting character's max strength

improving throw damage

balancing stylish move

adjusting easy beat damage

adjusting meter gained from easy beat

more accurate online bar detection

other adjustments"

Edited by Leebee
Posted

more fun with taunting shenigans:

http://www.youtube.com/watch?v=IES2Ml9Llx8

Giorno can also get a combo off of his forward throw, but the timing is tight. also, if Giorno's taunt other than A&B is somewhere between the length of each, he'll be able to combo after his stand ON dp (WRYYYY). as it stands, taunt A is too short, and taunt B is too long.

Posted
I don't think anyone here is mourning the infinites and I'm unsure where you got that from :psyduck:

Goodness me, let me think about that for a moment

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.
Posted (edited)

Fugo's HHA poisons the enemy with the same effect as Stone Ocean poison gimmick

and I can't throw iggy using a regular throw command??

Iggy has a really weird inconsistent hitbox. With Fugos easy beat combo with stand on, the medium hit misses entirely. You can only do the magic series with stand off to hit iggy.

it seems the only way fugo can regen poison balls is by landing hha and gha. hha gives him 3 balls back, gha restores them all. I dont see a command in the list anywhere that lets him do it otherwise. and you can poison yourself if you walk into the cloud that appears when you use one of the follow up commands (i.e. 236+l,m or h to do an ora, and then end with 6 l, m or h to break a ball and cause poison).

You can activate Purple Haze Distortion once you get into resolve mode (your life blinks). qcb + 3 buttons. Its free? from what I can tell, and some of the rush/ora animations change. Also, he seems to do more damage. And it carries over to the next round once activated.

Edited by xybur

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