Как сделать made in heaven jjba all star battle
Некоторые аспекты я бы расположил в другом порядке, некоторые бы по другому написал (зачем говорить, что S отвечает за вызов Стенда, если у многих персонажей Стенда вообще нет?), но приятно уже то, что игру не забывают.
Как минимум стоило бы заметить, что Stylish Dodge можно делать и нижний (нажатием 1).
Vor?ber! Ach, vor?ber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und r?hre mich nicht an.
Gib deine Hand, du sch?n und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!
Why do people not play JoJo ASB NOW?
A video series guide by experienced player FreeMeal8WR on the concepts and mechanics of the game in-depth and the problems with the game that had affect it back then and even now.
Why do people not play JoJo ASB NOW? Part 1 (30FPS)
Why do people not play JoJo ASB NOW? Part 2-A (Neutral Game Movement and Pokes)
Why do people not play JoJo ASB NOW? Part 2-B (Neutral Game Block Strings and 3D Mechanics)
Why do people not play JoJo ASB NOW? Part 2-C (Neutral Game Improvements?)
Taunts:
ASB has a unique and fabulous taunting system. When you press the Select button, your character does an iconic pose/action. If you taunt while the opponent is knocked down, the game will give your taunt a stylish cinematic zoom-in and decrease your opponent's HH gauge by 10%.
Rush Battle Mode:
Puttsun Cancel (PC):
Puttsun (????) refers to the sound of a string or chord breaking. Alternatively, it can be used as a manga sound effect referring to someone "snapping". Think of when Josuke gets pissed off when someone makes fun of his hair. Puttsun Cancel lets you cancel any attack to continue into a combo or to stay on the offensive. It's similar to the Roman Cancel from Guilty Gear. Properly performing one will cause the screen to quickly darken while your character strikes a pose and the "puttsun" sound effect appears. It costs one bar of HH. (Example)
Activated when your character's health is low, or as it's shown, in the red. How they affect your character is described below. Each character is assigned just one of these 2 modes. A character entering this mode is granted a short amount of invincibility upon activation.
This mode is available for all characters except for Giorno, Mista, Buccellati, Fugo, and Hermes. Automatically activates when below 30% health. Attack power is increased by 10%. The rate of at which HH is gained from attacking increases by 10%. The Guard Gauge reduces at 80% of the normal rate. Reduction of damage by 20%.
RPCS3
PROS
- Finally there is no need to be stuck on two stages to fight others. Every stage is tolerable to play in.
- There is an opportunity to play with other people using Parsec (it works like a future Google project - Stadia).
- Almost the same as playing on a PlayStation 3.
- Access to all 41 characters.
- Access to all cosmetics for all 41 characters.
CONS
- Is not perfect.
- Graphics can disappear.
- Audio problems.
- Visual problems.
Heart Heat Attack (HHA):
A dynamic and cinematic super attack that costs one bar of HH. It's performed with a fireball motion + any two attacks. These can be cancelled into from just about anything, including normals, command normals, and specials.
A character's ultimate fabulous attack, overlaying the character models in a manga panel style. Costs two bars of HH. They're performed with a fireball motion + all three attacks. A GHA cannot be cancelled into from a special move, but can be from all normals and some command normals. (With Rotate Cancel GHA's can be linked from Specail moves in certain cases)
Stylish Dodge:
Guarding an attack with precise timing causes your character to strike a pose and automatically sidestep the attack. Throughout this animation you are invincible and can capitalize on the opponent's mistakes. Initiating a Stylish Dodge takes 30% of your Guard Gauge, and an extra 10% if you Stylish Move incorrectly (overheads must be guarded standing, and lows must be guarded crouching) so be sure to manage them properly! This action cannot be performed by Iggy in Stand-Off mode or Johnny and Gyro while on Horseback.
New Players & Beginners Introduction to ASB
Stage Gimmicks:
Hazards frequently appear in every stage of ASB. Anything from Stand abilities to natural phenomena to a politician's vehicle. Hazards are activated when a player is knocked down in a zone marked with a large red circle. Once activated, the game warns players of the incoming hazard via narrative on-screen manga panels and clearly marked pathways on the ground. Hazards cannot be blocked, so do your best to MOVE OUTTA THE WAY! These can be disabled in the stage select screen with the Square button. Specific Stage Gimmicks are described in the Stages section.
Throws:
- A close range attack that can't be blocked. Performed by pressing two attack buttons simultaneously. Throws can be escaped by performing a throw at the same time as your opponent. Being thrown will remove 10% of your Guard Gauge.
OTGs:
- "Off the ground" attacks. Certain characters have attacks that can also damage the opponent when they're knocked down. Examples include Joseph's warhammer, DIO's road sign, or Wham's pillar.
Dodging:
Enrico Pucci
Seal your opponent’s specials, then turtle. Chant words as an ‘investment’ for transformation, if need be.
His main move across all three forms is 236A, a move where Pucci spins and throws a disc. The disc forms as he spins, often resulting in CH trades against hasty opponents. It’s his main pressure move and allows him to turtle. From here, Pucci basically splits into three different characters:
Whitesnake: In S-OFF he has 214A, a chopping blow combo ender that gives hard knockdown, giving Pucci enough time to chant a word. 22H chants words. Chanting 14 words will allow him to transform into C-Moon. It recovers fast, but Pucci is vulnerable during the chant. The move also costs meter, whether the word is chanted or not. Trying to power through words fast uses up meter quickly. You can hold H down to charge multiple words as one ‘attempt’, however. In S-ON, Pucci has access to 41236A, a command throw that seals the opponent’s specials. It also has 63214A, which is a counter. His HHA in this form will also seal specials.
C-Moon: When Pucci transforms into C-Moon, he loses the ability to steal specials. S-OFF has 214A, an upwards projectile that launches the opponent. PCing after this move will guarantee the transformation GHA into Made in Heaven. In S-ON, he has 236A, a lunging unblockable punch that launches. He has 214A as well, an unblockable strike that crumples. Both of these moves are Strand Rushable and are useful in combos and setups. 22H becomes a counter that can be done in both S-OFF and S-ON.
Made in Heaven: If Pucci pulls off his C-Moon GHA transformation, he transforms into Made in Heaven. For the rest of the round, Pucci is super fast, and the opponent is super slow. Only S-ON has any unique specials. 236A is a lunging, launching slash that can be repeated in the air to waste time. 623A instantly teleports Pucci next to the opponent in front (L), above (M), or behind (H). Finally, he has air 214A, which throws knives at different angles. These knives also launch the opponent, giving way to 236A juggle loops. During this transformation, the timer counts down at an accelerated rate, ending the round quickly. This, combined with long juggle combos makes Made in Heaven primarily used for time outs.
Casual onlookers will see videos of Pucci’s Made in Heaven and assume he’s bar none the strongest character in the game. The reality of how this character is played, however, is very different. Most Pucci players stick with his initial form above all else. While Whitesnake feels a bit limited, it is a solid moveset boosted by the ability to seal the opponent’s specials. Chanting 14 words eats up not only meter that could be used for combos, but also time that could be used for okizeme. Players will be spending almost all their time as Whitesnake, and the ability to turtle is his main playstyle. Pucci players may choose to ‘invest’ in some words to get the ball rolling in case they need to make a major comeback, which C-Moon excels at. C-Moon grants fast, unblockable moves and higher combo damage. Many people think of Made in Heaven as the ultimate character, but it isn’t good for comebacks at all. The 3 bars needed to guarantee the transformation (on top of the time and meter for words), means players will have to dedicate the whole match to obtaining this form. Made in Heaven does low damage, and instead opts to waste time, which ticks down at a rapid rate. Although the opponent is at a severe disadvantage, they can still run away. This means that obtaining Made in Heaven with a life deficit can backfire horribly. Instead Made in Heaven exists solely as a ‘style-onning’ tactic, as a sign of disrespect.
Pucci’s Whitesnake generally does low damage for the trade of sealing specials and pesky moves. Using Rotation Cancels, however, can up his damage drastically. It is a tricky and advanced way to combo that requires Easy Beat, which comes at its own risks and goes against his turtle playstyle..
- S-OFF 236A universal projectile has crazy active frames and is annoying to deal with. Shaves health with CH.
- Ability to seal opponent’s specials with HHA and S-ON 41236A.
- Strong, fast pokes. Ideal for keep-out.
- Ability to transform based on his needs.
- C-Moon has powerful, fast, unblockable attacks, high combo damage.
- Made in Heaven can make the round unwinnable for the opponent due to forced time-outs.
- Low damage, unless you can incorporate advanced combos in Whitesnake or C-Moon. Takes practice and wall awareness.
- Movesets broken up across 3 forms, can feel limited.
- Chanting 14 words requires sacrificing meter and time.
- Getting Made in Heaven needs 3 bars on top of that.
- Made in Heaven is only good for when you’re already winning, only lasts one round, and can backfire.
- No forms have a true reversal or anti-air, instead having to get craft with his other moves.
Combos
- [Stand OFF] 5L 5M 5H 6H 214H [DM 163]
- [Stand OFF, 1 Gauge] 236H PC 9 j.H 5L 5M 5H 6H 214H [DM 240]
- [Stand OFF, 1 Gauge] 5L 5M 5H 6H 214H(1) HHA [DM 250]
- [Stand OFF, 3 Gauge] 5L 5M 5H 6H 236L PC 9 j.H 5L 5M 5H 6H 236L PC 9 j.H 5L 5M 5H 6H 214H(1) HHA [DM 514]
- [Stand OFF, 1 Gauge] 5L 5M(1) 214H(1) PC 5L 5M 5H 6H 236H 22H(2) [DM 159] [Stand ON] 5L 5M 5H 6H [DM 116]
- [Stand ON, 1 Gauge] 5L 5M 5H 6H HHA [DM 236]
- [Stand ON, 3 Gauge] 5L 5M 5H 6H PC 5L 5M 5H 6H PC 5L 5M 5H 6H HHA [DM 408]
- [Stand OFF, 2 Gauge] 5L 5M 5H 214H(1) PC 5L 5M PC S 41236H [DM 189]
- [Stand OFF, 2 Gauge] 5L 5M 5H 6H 214H(1) PC 5L 6H 214H(1) HHA [DM 325]
Pucci Baby Confirms:
- 2H, all ranges: 1 word
- Forward/Back Throw: 1 word
- 214H: 1 word, can be PC'd for 2 words
- S-on 6H>undo stand: 1 word
- [Stand OFF] 5L 5M 5H 6H 214H [DM 156]
- [Stand OFF, 3 Gauge] (5L 5M 5H 6H 236L PC 9 j.M)x3 5L 5M 5H 6H 214H [DM 467]
- [Stand ON] 5L 5M 5H 6H [DM 116]
- [Stand ON, 0.25 Gauge] 236H S 9 j.M 5L 5M 6H 214M/H [DM 186]
- [Stand ON, 0.25 Gauge] 214H S 9 j.M 5L 5M 5H 6H 236H [DM 236]
Dramatic Finish:
If you finish a match by beating your opponent with a HHA or GHA in a certain area of a stage, a special cutscene specific to that stage will activate. Specific Situation Finishes are described in the Stages section.
Optimal Online Play
No stage hazards, DIO's Mansion or Kira Estate only. Use an Ethernet cable or have a wired connection.
PROS
- Efficient and stable frame rate.
- No holds barred player matches.
CONS
- Stuck with two stages that will burn into your retinas while playing.
- Has the chance to still lag and eat inputs.
Quick Rise:
Recoverable Health:
- Certain moves hurt yourself as well as the opponent. (like Buccellati's HHA, and Hermes' sticker abilities) When moves like this occur, the damage is converted into health that can recover. This is shown as grey on the health gauge, and will recover as long as you don't get hit. Characters with vampiric origins, such as both Dios, the Pillar Men, and Vanilla Ice, will take small amounts of grey damage alongside regular damage by default.
Hard Knockdown:
- Getting knocked down onto the ground, but you are unable to get up any faster than normal. Most Throws put you in this state.
All Star Battle (slowly) running on PC with PS3 emulator RPCS3
Awesome! Do you have a guide for how the rest of us can try running it too?
RPCS3 0.0.1 is not easy to use (yet) but a general introduction can be found here and in the video description there is a link to the game specific settings that are used. You can also ask for help on the Discord channel and maybe also look at the website. There are also video guides on YouTube of varying correctness and quality.
Looks like 10 fps is the highest it goes for now :(
On an old laptop with a i7-2670QM.
If only this was a LEGIT PC port and not PS3 emulation
Eyes of Heaven boots as well.
Chain Beat:
- An automatic combo that fighting game beginners can use to get no-effort easy damage. This works the same as in Persona 4 Arena. Tap Weak Attack repeatedly and a basic combo will automatically come out, ending with a Heart Heat Attack if meter is there to burn.
The game's meter system. Characters can hold a maximum of three bars. Specific actions can use anywhere from three bars of HH to a mere tenth of a bar. HH is built by attacking or being attacked, and some moves can steal HH from an opponent. Manage this wisely!
Soft Knockdown:
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