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Posted (edited)

Soff is more or less CC2's attempt to make him a mixup character but nonetheless you don't really get any sizable reward off it without puttsun anyways so it's literally as good as flaming garbage compared to his Son now, that and DIO's new mid-time freeze reset bug, thanks CC2

Edited by xlolxlolx
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Posted (edited)

Concretely, C-Moon is actually legit now, probably better than Whitesnake since he has legit guaranteed MIH setups. 3f startup on 22C is really hype. It kind of sucks that S.6C crumple doesn't stack with S.214X, really lowers his damage potential, but I suppose you just reset them instead now :P. Plus the 236 buff is a nice trade off, and its way easier to combo off of S.214 as well obviously.

Some random nerfs people might not notice but are pretty important during MIH are that a) the time speed increase is very significant and its a lot easier to lose to timeout as a result, and b) blockstun on most of his moves are drastically lowered. for example 5B x n was seamless, its now quite easy to jump out of in between. Granted you can just punish the jump but outside of specialized anti-air normals, its hard to convert off if (well you can just reset them but yeah).

There's proration on guard crush damage in airtight blockstrings - I haven't really played the game much since 1.01 so I don't know if this is a MIH change or a global change or if it's not even knew, but you definitely cannot just like disc x n or whatnot for guaranteed guard crush. If anyone can confirm for me, i'd appreciate it :)

His MIH SMP properties are as follows:

(This number is the number you can safely loop without triggering a down)

All A moves: 6 (S off 2A is 12 technically)

Soff j.B: 9

Son 236X: 5

Everything Else: 4 (or the equivalent for multi hit moves)

There might be something I've randomly forgotten but yeah.

Also it's hard to confirm, especially not knowing whether this is a global or MIH change, but there seems to be some hard limit to combos during MIH even if you follow all the SMP rules. I think it may be some air juggle max limit that's only implemented after a certain number of hits, or else a max limit to the number of total combinations period. I'm unsure. In anycase there's definitely something that causes the combo to drop towards the end and it isn't just a hard number since i've gotten it to drop on the 44th as opposed to the 57th.

So far I've been able to hit 775 damage as my max, if anyone has been able to do better please let me know because it probably means you know something about his combo restrictions I don't. I'd like to be able to kill Dio in one shot :P.

Edited by brett_
Posted

I still don't understand why they don't fix Pucci's aerial MiH teleport and make it actually work :psyduck:

But yeah, as a Pucci main, I'm very happy with his changes.

Posted (edited)
There's proration on guard crush damage in airtight blockstrings - I haven't really played the game much since 1.01 so I don't know if this is a MIH change or a global change or if it's not even knew, but you definitely cannot just like disc x n or whatnot for guaranteed guard crush. If anyone can confirm for me, i'd appreciate it :)
That is a universal change that was applied to Ver.1.04.

His MIH SMP properties are as follows:

(This number is the number you can safely loop without triggering a down)

All A moves: 6 (S off 2A is 12 technically)

j.B: 9

236X: 5

Everything Else: 4 (or the equivalent for multi hit moves)

There might be something I've randomly forgotten but yeah.

I believe Soff 236A and Son 236A have different limits. Stand OFF has the normal "four uses, then the fifth forces soft knockdown" limit whereas Stand ON allows for an additional use, as you mentioned.

It's not just Made in Heaven that's been changed around either. There's been several "per combo" limit tweaks for individual moves for other characters as well (although a lot of them do seem to be nerfs rather than buffs). Jotaro's Son 63214A and Jolyne's Son j.L are now limited to just one use per combo, for example.

Edited by Final Ultima
Posted

there's definitely some different kinda IPS stuff at work with Pucci in MiH. like usual, the normal limit for the number of j.Hs you can hit is 5, but if you do 4 of them and then do Stand On 236A, and then you can juggle with 4 more j.Hs. I didn't test further.

this might factor into the "midair" limit you guys were talking about. I did find another exception to the general normal IPS rules (Ls: 7, Ms: 5, Hs: 5) with Okuyasu. if you do this juggle loop with s. off: 5LMH, 214AxPC, 5LM, 5LMHx214AxPC, 5LM, 5LMH, the 5th M won't end the combo for some reason. I think it has to do with the timing of the first 5LM in each loop; the 5M hits kinda at the end of the animation so maybe it doesn't "count" it? really not sure :s

Posted

22A in C-Moon is currently 3F? What was it before then? Because I always found that counter to be one of, if not the slowest counter to become active in the game. I guess that's still good, but still not really an option for meaty attacks. Then again, if it was 1F startup like other counters, I guess there would be the risk of it being too good since you'd lose a lot of pressure on Pucci's wakeup to avoid him sending you across the screen and going into MiH.

Posted
22A in C-Moon is currently 3F? What was it before then? Because I always found that counter to be one of, if not the slowest counter to become active in the game. I guess that's still good, but still not really an option for meaty attacks. Then again, if it was 1F startup like other counters, I guess there would be the risk of it being too good since you'd lose a lot of pressure on Pucci's wakeup to avoid him sending you across the screen and going into MiH.

According to the patch notes, it took 20 frames to activate before.

I should get to translating more of them soon...

Posted

Wow, 20? I know it had some startup before but it didn't feel like 20 frames, felt like between 5 and 10 at most. Gonna need to try it out again when I get a chance and see.

Posted

A counter with 20 frames of startup? Do you get full meter or do 50% damage when it hits or something? Maybe the move had the power to make frogs believe in ripple magic before they buffed it?

Posted

Got to try it out and wow, it does activate much faster. Before, you basically had to wait for when C-Moon's arms were almost fully raised for the counter to be active, now I can time hitting 22A and an opponent's L attack at the same time and the opponent always gets countered. Before I would have had to wait a fraction of a second with the L attack to get it countered. Maybe it really was 20 frames, but if so, were the devs really that afraid of giving Pucci something semi-reliable to get into MiH (pre-1.04) that they gave him a near-useless counter that, more importantly, needed perfect screen positioning?

Posted
I still don't understand why they don't fix Pucci's aerial MiH teleport and make it actually work :psyduck:

But yeah, as a Pucci main, I'm very happy with his changes.

I totally agree its generally super pointless and i don't understand why you can't use any damn air options while doing it.

Honestly the teleport has way too much recovery anyways - its stupid

To be fair (though again this is not that practical), You can also still combo off of B teleport if you use it with a disc mixup for a tricky sameside, and airhit 5A > B teleport > land > 5/2a etc will work if they're at the right height

That is a universal change that was applied to Ver.1.04.

I believe Soff 236A and Son 236A have different limits. Stand OFF has the normal "four uses, then the fifth forces soft knockdown" limit whereas Stand ON allows for an additional use, as you mentioned.

Soff 236X works the same as everything else. You may be mistaking it with Son 236X, which is 5 instead of 4. I totally forgot to specify that in my previous post, which I'll fix. I don't think it's really about Stand ON allowing for additionally uses. The extra uses as far as I can find are just S.on 236X and S.off j.B

A counter with 20 frames of startup? Do you get full meter or do 50% damage when it hits or something? Maybe the move had the power to make frogs believe in ripple magic before they buffed it?

Well it did basically automatically make you win a round (MIH guaranteed if positioned right)

Maybe it really was 20 frames, but if so, were the devs really that afraid of giving Pucci something semi-reliable to get into MiH (pre-1.04) that they gave him a near-useless counter that, more importantly, needed perfect screen positioning?

It's pretty fair to start out making Pucci as shitty as they did, as alternate win conditions are often scary to balance. My main complaint was just the fact that C-Moon was straight up worse than White Snake and that talking to the baby meant so much sacrifice. Going for MIH against equal skill opponents who knew about MIH felt like giving yourself a 1-9 matchup. At least now you're actually rewarded for achieving C-Moon, and there's less contradictions.

My main qualms are

a) He should still get a GHA or something useful as C-Moon. Because they nerfed how 214X and 6C interact, its his ways of converting meter into damage went from mediocre to ass.

b) Getting words is still only doable as S off, making that command throw and counter still a sacrifice

c) Time speed up in MIH makes it harder to do the new hype combos they allowed

It would also be nice if there was slightly more advantage off of WS 2C > 22C, as it is you actually have to have good timing to get a proper meaty lol.

Posted
Soff 236X works the same as everything else. You may be mistaking it with Son 236X, which is 5 instead of 4. I totally forgot to specify that in my previous post, which I'll fix. I don't think it's really about Stand ON allowing for additionally uses. The extra uses as far as I can find are just S.on 236X and S.off j.B
That's what I meant, hence why I specified 236A at the beginning. I guess I should've added "version of the move" afterwards for clarification.
Posted
That's what I meant, hence why I specified 236A at the beginning. I guess I should've added "version of the move" afterwards for clarification.

Ah no I also misread what you said anyways, my bad.

Found some more silly Pucci stuff but I'll probably just wait till my video is done so you can see some of it in action.

  • 4 weeks later...
  • 2 weeks later...
  • 2 weeks later...
Posted

So there will be limited run physical copies (yush) sold through Bamco's store and Amazon (not listed atm) No mention of any sort of [more] limited edition.

Also apparently arcade mode will be different from the original release.

Posted

There was no proper arcade mode, but if they mean story mode, then they're doing the right thing by fixing it.

Posted (edited)

It's probably referring to the mode you got costume stuff from, by eliminating the battery meter.

EDIT: No, it does very clearly have a brand new option for Arcade.

• Arcade Mode: Brand new mode where players can battle against eight random enemies

Also, this is going to be digital outside of this online order?

Edited by TekkamanArk
Posted

Yeah, it will be available for purchase digitally as well. I'm wondering if the original Japanese release will be updated with the extra stuff as well, and if they'll allow for online play between the different releases.

  • 3 weeks later...
Posted

http://www.uk.namcobandaigames.eu/news/2014/02/27/save-the-date-jojo-s-bizarre-adventure-all-star-battle-and-its-pre-orders-are-coming/4045

EU/AUS release date is April 25th. Both the Kira and Shigekiyo DLC will be free as a pre-order bonus. Guess this also confirms that they'll be selling the DLC characters like the original release did. Hope they at least extend this to the digital version like the original release had, where early purchases get the DLC characters free for the first couple weeks.

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