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Planche

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Everything posted by Planche

  1. ASB and Arcana Heart 3 side tourney at Evo to be streamed here in a few minutes: http://www.twitch.tv/numakie
  2. From what I've read, it's the same netcode as the JP version, so expect to get generally good connections with other EU players and potentially much worse playing outside of that. You at least now have the option to filter by either the same region or all regions, and there's now a small label besides a player's name indicating what region they're from (NA/EU/ASIA).
  3. Online seems to be working now from what I've seen others reporting.
  4. Out in the US today, however it seems the Campaign/DLC packs are bugged for the US version and players are unable to access the contents from both, also resulting in nobody being able to play online at the moment. Namco put out a statement saying they're working on it. http://bandainamcous.tumblr.com/post/84289251846/jojos-bizarre-adventure-all-star-battle-update
  5. It's out in EU/AUS day, 29th for US. There's also a launch stream going on for the Singapore release right now: http://www.twitch.tv/battlefieldfridays
  6. Namco Europe are putting out individual character combo videos leading up to release: http://shoryuken.com/2014/04/14/bandai-namco-releases-official-jojos-bizarre-adventure-all-star-battle-combo-videos-for-jotaro-kujo-and-polnareff/
  7. Looks like the NA PSN store will be getting an ASB demo this Tuesday: http://www.psnstores.com/2014/04/playstation-store-sneak-peek-april-8th-2014/
  8. There was a Jojo ASB exhibition in London recently where all this new info about the localisation came from. They streamed it on twitch and also uploaded the matches to their Youtube channel:
  9. Could somebody explain these other glitches for me, please? I haven't been keeping up with the discussions much so I'm not sure what these are referring to.
  10. 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.
  11. Got it, thanks Hecatom.
  12. Looks like both the Facebook and Vimeo videos got removed. Does anywhere else have them by any chance? I already saw the I-No vid last night, just the May/Ky vid I'd want to see.
  13. Well, at least my second question was answered: the US/EU version won't be able to play online with the original JP release. https://twitter.com/NamcoBandaiUK/status/429309253581799424
  14. 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.
  15. 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?
  16. 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.
  17. 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.
  18. 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.
  19. 1.04 patch coming out this Thursday: http://mirror.bandaigames.channel.or.jp/list/asb/new10.html http://www.siliconera.com/2013/11/25/jojos-bizarre-adventure-star-battle-update-coming-november-28/
  20. I was also using the GHA shortcut previously, lol. Once I did it the manual way I could get it out almost every time.
  21. 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.
  22. 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?
  23. Closest I could find related to reversals was this line in the translation talking about frames after guarding: "The frame after a guard allows other actions (I think?)" http://www.gamefaqs.com/boards/676176-jojos-bizarre-adventure-all-star-battle/67458746 http://mirror.bandaigames.channel.or.jp/list/asb/new8.html Don't think I ever saw that line clarified, everything else seemed straightforward.
  24. Full 1.03 patch notes translation: http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?p=166471#p166471 As well as tentative 1.04 notes translation: http://ls57tiger.freepgs.com/jojo/phpBB3/viewtopic.php?p=166506#p166506 Original pages: http://mirror.bandaigames.channel.or.jp/list/asb/new8.html http://mirror.bandaigames.channel.or.jp/list/asb/new9.html There's a particular line in the translation that I noticed under the All Characters section, "The frame after a guard allows other actions (I think?)". I wonder if this is related to reversals after blocking? I tried doing wakeup reversals last night, but it's same as how Ultima described it before. Couldn't really test reversal from a block though, so I dunno if anybody wants to try it and see.
  25. Thanks again for the response Ultima. Interesting differences between the two modes, I want to say Resolve sounds more useful for the armour and higher damage (and hence why so few characters have it), though the boost to HHA meter building when getting hit doesn't sound that useful considering how low your health would be at that point anyway. Good explanation on the wakeup/meaty mechanics. Wasn't even aware of the pause buffering trick, thanks for that, gonna make testing some stuff in practice a lot easier. Kinda disappointed that it seems the wakeup mechanics are designed like that, since that means the defender is pretty much limited against people making good use of meaty setups. And thanks for (trying to) explain the time stop situation anyway. On another note, I just started playing 1.03 this evening, and noticed a couple things that weren't mentioned in the patch notes: they not only buffed throw damage significantly (Jotaro's now does 140 for instance), but they also fixed the bug where you could tech throws even while you were performing or recovering from a move. Here's a list of what people found so far: http://williamzeppeli.tumblr.com/post/63701108327/mini-1-3-change-list-observations-nothing
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