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Posted

So I was watching this Valentine/Giorno match, and at about 6:38 the Valentine player managed to do his counter super on wakeup as a reversal during a meaty stand rush'd Muda barrage from Giorno:

http://www.youtube.com/watch?v=3MDI8s4dc6g

I was under the impression before that this shouldn't be possible due to that game not allowing you to perform attacks on the first frame after wakeup, unless the Valentine player got lucky and there was a 1 frame window right as he got up where the Muda hitbox wasn't active. I'd try replicating it myself, but I'll have to wait till later to do that. Anybody else seen cases like this?

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Posted

I thought reversals from wakeup were always possible... I feel like even back in 1.01 I could properly beat meaty setups with Jotaro DP. Perhaps the patch just made it so that reversals from guarded situations work now?

Posted

I tested wake-up reversals back when I was trying to see what could beat the Jolyne guard break unblockable setup in Ver1.02 and it was a no-go, even with pause buffering. I don't know if that's still the case though, I haven't looked into it.

On another note, Narciso Anasui, Vanilla Ice and Campaign #4 are now up on PSN.

Posted

Alright, so trying it now, I can do reversals with invincible specials/supers on wakeup no problem. Huh, was almost sure I had trouble doing this before, at least in 1.02. Unless 1.03 did indeed fix something, maybe it was just a placebo effect of sorts. :/ Oh well, guess I can put that issue to rest. Thanks for the heads up on the new campaign being up, btw.

Posted (edited)

Yeah, same. I was able to perform Jotaro's DP on wake-up against a meaty earlier. It seems hitting the default binding for GHA still doesn't work though (oh god I hope that wasn't always the issue, that's what I used during my testing most of the time). They might have given specific moves the property of being able to be input before returning to neutral.

Oh, also, life values. Vanilla Ice looks to be 950, and Anasui is at 1000.

Edited by Final Ultima
Posted

Thanks for the heads up, Ultima. 950 hp with recovering health and a bloodsucking special? Ice will definitely feel beefy. I'm not really crazy about either of the way they did these characters, but new costumes are always fun haha.

I will say I can't wait to see some combos that people come up with these two though. Maybe I'll finally buy a PSN card to pick up some of the DLC characters...

  • 3 weeks later...
Posted (edited)

The final playable character, Ikuro Hashizawa (aka Baoh) is now up on PSN, along with Campaign #5.

Ikuro's life total is 850, and he has Kakugo (Resolve) Mode. His Style is called Baoh Armed Phenomenon. Pressing S performs "This is "Baoh"!", a command that gives his next special super armour at the cost of a fifth of a stock of Heart Heat Gauge. It will disappear after using a special regardless of whether the armour came into play or not. Ikuro also gains a buff called Baoh Armed Phenomenon whenever he loses a quarter of his life. This buff increases his Phenomenon Lv. The higher the Phenomenon Lv, the faster his life will regenerate (capping at Lv3). His life gauge turns purple with a blue glow once he hits half life.

Also the narrator speaks on Baoh's behalf, which I find pretty great.

Now that we have the whole cast, I'll list the complete set of life totals:-

1050: Ermes (Hermes)

1000: Jonathan, Joseph, Wamuu (Wham), Jotaro, Avdol (Abdul), Kakyoin, Josuke (Part 4), Okuyasu, Rohan, Jolyne, Anasui, Gyro, Josuke (Part 8)

950: Zeppeli, Caesar, Old Joseph, Polnareff, Hol Horse, Vanilla Ice, Koichi, Otoishi, Kira, Kawajiri, Giorno, Buccellati, Mista, Narancia, Fugo, Johnny, Valentine

900: Dio, Lisa Lisa, Esidisi (ACDC), Kars (Cars), DIO, Shigechi, Diavolo, Pucci

850: Ikuro

700: Iggy

Edited by Final Ultima
Posted

A slight correction: Baoh has neither the Rumble nor the Resolve mode, but he gains both of their effects on Phenomenon lv.2 and lv.3, respectively. Also, he has a special mode that activates when the opponent activates their own mode (excluding Rumble, Resolve and MiH), giving him a wider window to activate Stylish Dodge.

He feels like a very solid character with every tool he may need, and even though his normals are nothing special, his Style lets him get in pretty easily. And man, the whole announcer deal and his BGM are 80s as hell.

Posted

Ah, thanks for the clarification. And yeah, I noticed that last note about Stylish Move but I forgot to mention it. Pretty interesting stuff.

Posted

Has anyone attempted to mess with frame data in this game yet? I kinda want to try some basic stuff, but besides the ghetto classic "do a mirror match and have both players hold up to vertical jump after a hit/blocked move", I dunno what tools I have to compare move speeds against each other in this game.

Is there a dummy record function in this game? I can't read the menus unassisted (minus 50 weeaboo points, I know), so I have no idea what I can do with the dummy besides stand/crouch/jump/player 2, and all guard/2-hit guard.

I know that there's not a WHOLE lot to it because almost nothing except Stand Rush and fully detached projectiles are plus on block in this game, but mostly I just want to find out if jab speeds are uniform (a la Tekken) or if they vary wildly (a la Soul Calibur).

Posted

No dummy record function, alas. You can't even set the HP amounts outside of having it regenerate, which is damn annoying for some HP-dependent characters (Fugo and Baoh, specifically).

Posted

We have a few people who started playing it here in NYC casually, just picked it up and since we're huge JJBA fans...

So uh, what's up with the framerate? I know it runs 30fps but it seems like it slows down sometimes. Is it stage-specific? We've noticed it most with Pucci vs Valentine, I think.

Also, is it just me or does the audio get louder the closer the players get to each other?

Posted

I think I might have noticed that about the audio, but never really actively thought about it till you mentioned it. CC2 does something similar with their Naruto Storm games, though it's easier to notice there since the stages are larger.

As for the framerate, yeah it does slow down a bit on occasion. Not sure about individual stages, but you'll definitely notice it with some characters and their effects (sometimes just having both stands out), especially characters from Part 7 like Valentine. That's because of the corpse part gimmick where they have corpse parts appear on the stage with a large column of light, which I assume would affect the speed once enough parts appear.

Posted

We got (incomplete) patch notes. Get hype.

And here we go. Note that most moves are called by their names instead of inputs, so check our website in case you're not sure which move they mean. And of course, usual "Take my moonspeak skills with a grain of salt" caveats apply.

Guard Gauge/Stylish Move:

- There are now two kinds of Stylish Moves, standing (avoids mids, overheads, and unblockables) and crouching (avoids mids, lows, and unblockables). If you use the wrong Stylish Move, you lose 40% of your Guard Gauge.

- If the opponent is in midair while you Stylish Move, you can act 4 frames sooner than before.

- Stylish Move is now unavailable for Gyro and Johnny on horseback and for Iggy with his Stand off.

High Jump, Counter-Hit:

- All characters except for Dio Brando have their high jump start-up increased by 3 frames.

- If a character is hit during a high jump, the attack counts as a counter-hit.

- Counter-hit damage is doubled.

- 5L and 2L no longer counter-hit grounded opponents.

- After a midair counter-hit, players can't recover for additional 5 frames.

Mode Style:

- Both Mode levels now allow the usage of HHA even if you don't have enough HHG.

- Performing a HHA during a Mode makes you leave it. You do not strike the cooldown pose.

- You can enter the second-level Mode without entering the first one.

Quick Stand On:

- Quick Stand On now takes 50% of HHG instead of 100%. HHG gain is decreased during the combo that Quick Stand Mode is used in.

- Quick Stand On can't be performed after a special or a command move.

Other:

- Taunt can now be used to connect a projectile hit only once per round.

- All characters' normal throw now reduces the enemy's Guard Gauge by 10%.

Joseph Joestar:

- "Rebuff Overdrive" now grants super-armor instead of invulnerability.

- The damage of "I've played another trick on you!" has been increased. The move is now active from frame 1 instead of frame 3. Can now be PC'd on whiff. Can now no longer catch overheads.

- The damage of "Clacker Boomerang" has been decreased.

- "I've played another trick on you!" level now grants more damage. The maximum multiplier is now 1.7.

- "Don't get it?" is now active for less time. Is now unblockable on counter-hit.

- "The next thing you're gonna say is... " is now active from the second frame.

- "I'll smash you!" and "How 'bout a hit from this warhammer!" now remove more Guard Gauge on block.

- "I'll be angrier than that!" now comes out faster and causes hard knockdown on hit.

- "My deceiving slight of hand!" can now hit downed opponents on fifth hit.

Wham:

- "The aftermath of an air-ripping tornado!" can no longer be canceled into. The move itself can now be canceled into walking, forward-step, back-step and side-step.

- "You are worthy of being killed by me!" now crumples instead of knocking down/ground-bouncing.

- Turning the "Wind Mode" on and off now requires 25% of HHG. The overall cooldowns are adjusted to make it possible to cancel into it.

- "I'll see by feeling the wind!" is now performed with 63214AA instead of 214AA.

- "*Vroooom*" now removes more Guard Gauge on block.

Iggy:

- Guard Gauge now only recovers with Stand on.

- Stand-On "Hang Glider" can now be canceled from normals from the fifth frame and be canceled into midair normals. Also, the jump can now be canceled into "Hang Glider" earlier.

- HHA "I'll gather up and capture you!" now deals less damage, but can hit downed opponents.

- You can now block and PC the cooldown of "Sand Dome". Activating it now costs 15% of HHG instead of 10%.

DIO:

- The H version of "He... Disappeared!" is now a feint.

- The M version of "When did he get in front of me!" now has better range and lasts less.

- The H version of "When did he get in front of me!" now lasts less.

- "And now for the finale" can now be used with Stand turned off.

- Stand On 2H now spins on hit (?).

- The L version of "This is... the World" can now be jump-canceled.

- The M and H versions of "This is... the World" are now unblockable.

- "Stop time!" now costs 150% of HHG.

- The HHA "You look so pale..." now travels farther.

Kira Yoshikage:

- "It looks like you are doomed for defeat..." can now be performed at any time.

- The L version of "Primary Bomb" is now a blockable overhead, but can also hit downed opponents.

- The M version of "Primary Bomb" is now a blockable overhead, but comes out faster and gives more forward momemtum.

- Activating "I'll break you apart!" from "Primary Bomb" can now be blocked. All version of "Primary Bomb" blow the opponent upwards on activation.

- "I'll break you apart!" can no longer be triggered more than 2 times in a combo and can no longer hit downed opponents.

Enrico Pucci:

- You can now block during the cooldown period of "14 Keywords".

- The Disc now drops on hit instead of knockdown.

- "Die!" now staggers instead of knocking down.

- "Stay Out of This!" now spins on hit.

- "Only Deal One Punch" now deals more damage and comes out faster.

- "Now You’ve Lost Both of Your Arms!!" now crumples on hit.

- Made In Heaven now has no restriction on combos. The timer now goes faster during MiH. HHG is now set to 0 after MiH ends. Now can only be activated once per game.

Johnny Joestar:

- Can now perform a "Quick Ride" after a normal by pressing S and spending 50% of HHG.

- Now has invincibility on horseback backstep.

- Can no longer Stylish Move on horseback.

- Can no longer be command-thrown on horseback.

- "I have to go that far!" can now be HHA-canceled with proper timing.

- "Where the hell is my upper half?!" is now faster and has invincibility.

- "My nails are spinning!" now has greater range. Now hits downed opponents.

Lisa Lisa:

Her Ripple Chain moves have been strengthened. In particular, "Switch Sides" now removes more guard gauge, "Be prepared for death!" now deals more damage, "Useless!" can now be followed-up with aerial moves... Thanks to all that, you can easily overwhelm the opponent who is not familiar with Lisa Lisa's moves. Moreover, you can now activate the GHA at any point of your Ripple Chain, punishing anyone who wants to counter your assault.

Kujo Jotaro:

Though "Here's your recept" is easily punished, but that is easily cured by allowing it to be Stand Rushed, while also making "In one short breath" easier to incorporate into combos. For example, in Stand On, you can do something like LMH 63214H S 3H LLLLL. Since Stand On attacks take a lot of guard gauge, Jotaro now feels like a powerhouse that he is. It also feels like he builds the gauge slightly faster with Stand off. Moreover, "Ora~a!" now deals more damage, so his combos feel more satisfying even without meter.

Kakyoin Noriaki:

Stand On 2H now comes out faster. Since it's still possible to cancel it into specials, Kakyoin got a lot of tricks up his sleeve. And since "How about this!" can now be canceled into HHA on hit, Kakyoin's damage got better on the medium distance.

Vanilla Ice:

"I'll end this!" now has additional inputs before the third frame, letting him home in on the opponent. It can now hit downed opponents, too. The aerial version can now be canceled into other aerial versions or the ground versions of the move. Vanilla can now easily zip around the stage in his ball without too much risk. And to finish things off, his HHA now recovers his Stand Power Gauge.

Otoishi Akira:

The "Charge" can now be done much faster, which allows Akira to have much more electricity gauge. Moreover, "Like an exploding jet engine" now goes farther, and its derivative "I'll knock you out~!" now blows the opponent higher upwards, opening many options for Akira. For example, a combo like LMH 236H 4H S 66 LMH 63214H PC M H 41236H S HHA (with max electricity) can easily deal about 550 damage. He turned out to be a very "romantic" character!

Kishibe Rohan:

"Safety Lock" now also hits downed enemies! With "I want to draw more and more!"'s invulnerability and easy knockdowns, it's now much easier to convert any hit into a "Safety Lock". Also, "Your body will be blown away at the speed of 70 KM/H!" now deals more damage, so combos like 2Lxn M H 214H 6H can now remove nice chunks of damage over the course of the match.

http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?f=39&t=6437&start=4340

Posted (edited)

The Ver.1.04 patch is now live!

Unfortunately the thing that I guessed would happen did happen. Because of the new "once a round" limitation on taunt combos, you now have to reset whenever you want to try landing more than one in Practice Mode.

The Guard Gauge now changes colour as it gets closer to emptying. From green to yellow to flashing red.

You can now GHA out of command normals.

Some Stand characters can cancel command normals into Quick Stand ON, others can't. It seems to be based around whether or not the Stand itself appears in the command normal or not. If it does, you cannot do Quick Stand ON. Command normals designed to OTG are exempt as you can't do Quick Stand ON regardless.

Dio Brando's High Jump now travels considerably less distance. j.H now causes hard knockdown instead of soft knockdown. During 214L and 214M, Dio now only speaks after the active frames have occurred. 214H recovery time is now considerably shorter. All of his Style based specials (41236S and rekka ender -> S or 236S) now cause soft knockdown.

Jotaro's Son 6H now causes hard knockdown on hit. You can no longer Puttsun Cancel Soff 623M or 623H after the sixth hit on either hit, block or whiff. His Son 623A now launches the opponent vertically in a spinning animation, giving you some pretty straightforward combo options. Son 63214A now has a larger window for Stand Rush, making it pretty much his go-to combo extension in Stand ON. Like DIO, his time stop now requires at least 1.5 stocks of Heart Heat Gauge to activate. HHA damage has been buffed from 156 at max hits to 180. GHA damage has been buffed from 290 to 300.

Old Joseph's 41236A is now an overhead and causes soft knockdown on hit, 41236S is unchanged. The coal tar puddle during 63214A is now a low and trips on hit. Son 41236M -> 6S now has a significantly faster animation, you need to hit at least one extra input during the animation to land the maximum number of hits (any attack button will suffice).

Josuke's old Soff 214A is now 46A and can also be performed in Stand ON. Hitting the opponent with Soff 623A now launches the opponent toward the wall (potentially resulting in a wall bounce) and causes hard knockdown. It now no longer returns Josuke to neutral immediately, only retaining the same cancel options as most other specials. His Son 623A now has a tighter Stand Rush window, you can only trigger it during the first couple of hits or so.

Jolyne can now cancel her forward and backwards High Jump into air normals as early as she could back in Ver1.01, so she's got her old easy Son 5H (HJC) > j.H combos back. They should now work on pretty much everyone that can be hit by Son 5H while standing. It also seems less prone to giving you accidental TK Son j.236As than before. Son j.236A can now OTG.

Baoh's blockstun bug has not been fixed. His 2L now hits Stand ON characters, but his j.M still whiffs unless you get in really deep.

Edited by Final Ultima
Posted

Patch is looking really good, from what I am seeing.

Oh, and Enrico Pucci decided to stop playing around. Huge buffs to him, though having the disc got nerfed a lot.

Posted
Baoh blockstun bug?

Seems like he gets more blockstun than the rest of the cast for some reason.

I'm glad that Pucci got the buffs he deserves, but hearing the changes to some other characters (Kosaku, Cars) makes me expect another patch in a month or so.

Posted (edited)

So looking at the PDF, they do mention which characters they've changed the life values for, but don't give any figures. So I'm going to check the totals of the characters listed. I didn't check any of the ones that weren't listed though, so there may be some omissions.

Kars: 900 -> 850

Polnareff: 950 -> 930

DIO: 900 -> 800

Iggy: 700 -> 800

Koichi: 950 -> 900

Fugo: 950 -> 900

Jolyne: 1000 -> 950

Anasui: 1000 -> 900

Pucci: 900 -> 850

Gyro: 1000 -> 900

Valentine: 950 -> 900

Ikuro: 850 -> 830

And so for the totals:-

1050: Ermes

1000: Jonathan, Joseph, Wamuu, Jotaro, Avdol, Kakyoin, Josuke (Part 4), Okuyasu, Rohan, Josuke (Part 8)

950: Zeppeli, Caesar, Old Joseph, Hol Horse, Vanilla Ice, Otoishi, Kira, Kawajiri, Giorno, Buccellati, Mista, Narancia, Jolyne, Johnny

930: Polnareff

900: Dio, Lisa Lisa, Esidisi, Koichi, Shigechi, Fugo, Diavolo, Anasui, Gyro, Valentine

850: Kars, Pucci

830: Ikuro

800: Iggy, DIO

Edited by Final Ultima
Posted

800 health for DIO, seriously? I had no idea they hit him that hard. Put on the same health tier as a dog, he MUST be pissed off about that, lol.

Pucci buffs were pretty reasonable. Disc steal nerf is peanuts compared to how much safer it is to talk to the baby now. The Made in Heaven changes also make sense, given that he still pretty much wins the round for activating it (and the strategy for using it is unchanged -- save it for match point). I still think Giorno's slightly better for the same strategy (play meterless, get 3 bars on match point, become complete bullshit), but Pucci has definitely jumped up a bit for 1.04.

Nobody's improved like Akira, though. Holy shit, Akira.

Posted
800 health for DIO, seriously? I had no idea they hit him that hard. Put on the same health tier as a dog, he MUST be pissed off about that, lol.

Pucci buffs were pretty reasonable. Disc steal nerf is peanuts compared to how much safer it is to talk to the baby now. The Made in Heaven changes also make sense, given that he still pretty much wins the round for activating it (and the strategy for using it is unchanged -- save it for match point). I still think Giorno's slightly better for the same strategy (play meterless, get 3 bars on match point, become complete bullshit), but Pucci has definitely jumped up a bit for 1.04.

Nobody's improved like Akira, though. Holy shit, Akira.

DIO changed a lot, Soff DIO is more like a keep away character without being a zoner, Son DIO is pure combo machine now and really good in the corner. The life nerf is to balance it with his offensive power and don't forget he got life sucking move.

Pucci disk steal nerf was needed as not everyone could easily knock him down and the MiH changes forces people to use C-Moon.

Akira's offence has become really really good, but don't forget Jonathan and special mention for Hol horse (like he needed the buff he got).

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