jojo42

Jojo, une aventure qu’elle est bizarre – Screens à gogo!

Je vous avais présenté deux nouveaux personnages le mois dernier, Famitsu publie une flopée de captures d’écran!

Koichi Hirose

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jojo17 jojo18 jojo19 jojo20

Akira Otoishi

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Coucou Neithan 😀

Publié par

Akik

Akik est l'esclave rédactionnel du chef. Quand il n'écrit pas, il staffe pour Republic of Fighters.

10 réflexions au sujet de « Jojo, une aventure qu’elle est bizarre – Screens à gogo! »

  1. Battle Systems :

    Throw
    A close range attack that can’t be blocked. Performed by pressing Medium and Heavy Attack together. Each of these display a very short cinematic when used.

    OTGs
    « Off the ground » or « on the ground » attacks. Certain characters have attacks that can also hurt the opponent when they’re lying on the ground but before they get back up. For example, Joseph’s hammer attack, DIO’d road sign, or Wham’s pillar attack.

    Getting up off the ground faster
    What’s commonly known in fighting game terms as « Ukemi ». You can get up quicker when hitting the ground by either hitting attack buttons or moving the dpad or control stick. So far the exact way to enact this hasn’t been confirmed. This is helpful to avoid taunts while you’re grounded.

    Taunts
    ASB has a unique and fabulous taunting system. When you press the Select button, your character does an iconic pose/action and decreaes a fraction of the opponent’s Heart Heat gauge. Another taunt can be activated while the opponent is knocked down.

    Stage Gimmicks
    Hazards frequently appear in most levels of ASB so far. Anything from stand abilities to natural phenomenon to a politician’s vehicle. Whenever one such hazard is about to occur, you are clearly warned on that given stage via manga panels on-screen that show when it’s about to come. When it does, its pathway is marked on the ground. So if you can, MOVE OUTTA THE WAY! This can do pretty good damage to you and your opponent, so you’ve been warned. It’s not been confirmed yet if Stage Gimmicks can be turned off. Stages with hazards in them are clearly marked in the stage section below.

    Chain Beat
    (A = Weak Attack, B = Medium Attack, C = Strong Attack)
    This game has chain combos! For the uninformed, chain combos are a a string of normal attacks chained together in quick succession to form a combo. Usually going from weakest strength up through the heavier attacks. Other games have the same system, ie; ArcSystem Works titles (Guilty Gear, BlazBlue, Persona 4 Arena), Darkstalkers series, Arcana Heart, you name it. A general combo string that many characters can use is A, A, A, B, B, C. Many characters will have chain combos unique to them. Use your best judgement to see what’s best.

    Easy Beat
    An automatic combo that fighting game beginners can use to get easy damage. This works the same as in Persona 4 Arena. Tap Weak Attack repeatedly and an automatic combo will come out, ending with a Heart Heat Attack if meter is there to burn.

    Stylish Move
    Or a Fabulous Dodge. Guarding an attack with precise timing causes your character to dodge to the side while posing. From the description this seems to function similiar to Just Defend like in Mark of the Wolves or CvS2. Throughout this animation you are invincible and can capitalize on the opponent’s mistake. When initiated this consumes some of the Guard Gauge, about 20%.

    Puttsun Cancel
    « puttsun » refers to the sound of a string or chord breaking. Alternatively it refers to someone « snapping ». This is used as a manga sound effect when things like this happen. Think of when Josuke gets pissed off when someone makes fun of his hair. http://jojofigure.img.jugem.jp/20121223_417753.jpg (from pv4, the sound effect katakana is directly in this too) Puttsun Cancel lets you cancel your attacks, either to continue into a combo or to stay on the offensive. It’s similar to the Roman Cancel from Guilty Gear. This can only be activated when the opponent blocks or gets hit by one of your attacks. You’ll know you did it right when a while flash appears on your character with the « puttsun » sound effect. It costs one stock of Heart Heat.

    Heart Heat Attack
    A dynamic and cinematic super attack that costs one stock of Heart Heat. It’s performed with a fireball motion + any two attacks. Until proven otherwise, initiating the attack itself is the same for every character. Yet every character’s HHA works differently, some even have follow up attacks. See what you like best!

    Great Heat Attack
    A character’s ultimate fabulous attack, overlaying the character models in a manga panel style. Costs 2 stocks of Heart Heat. Like HHAs, the GHA is performed the same for all characters. It’s performed with a fireball motion + all three attacks. Alternatively, it can be performed by just pressing the L1 button when using the default control scheme.

    Styles
    Similar to the Capcom game’s Stand Button, the Style Button in ASB utilizes unique abilities for each character. There are 4 confirmed styles in the game and they will all be described down below. Note that not all of these styles have been fully explained to the utmost yet. They will be updated when appropriate.

    – The Ripple :
    The most basic style of the four, the only one that doesn’t have to do with toggling an ability on or off.

    •Ripple Breathing: Holding down the Style button causes the character to pose and « charge » the Ripple. While charging, the Heart Heat gauge will increase slowly.

    •Ripple Guard: Guarding while holding down on the Style button will increase the effectiveness of the Ripple User’s defense… for a price. It’ll drain the Heart Heat Gauge slowly with the benefit of being impervious to taking block damage. In most fighting games you’ll take a little damage from blocking normally, mostly from special attacks and super attacks.

    – Mode :
    A style that solely belongs to the Pillar Men. Probably the most meter intensive style yet the most interesting style in some ways.

    •Mode Activate: Pressing the Style button toggles an ability mode that costs some Heart Heat to initiate then drains the meter until there’s none left. The Mode that’s activated can be turned off at the player’s own discretion by simply pressing Style again.

    – Stands :
    Returned from the Capcom fighter, Stands work in a similar way but not without a couple new features to ASB.

    •Stand Switch: On the fly, your character’s Stand can toggled on or off. Certain special moves will be available only in one form or the other. Play around with your character to find out what they are capable of.

    •Stand Rush: Select attacks in a character’s repertoire will be marked as a « Stand Rush capable » special moves. What this means is you can press the Style Button while one of these moves is active to « un-link » from your stand as long as the attack is going. You can act as you will while your Stand is attacking. This can potentially be used for good mixups and setups. Cost some Heart Heat to activate. You can see Jotaro has two such moves in his movelist.

    – Horseback :
    The Style with the least details so far.

    •Switch to Horseback: Much like with Stand characters, Horseback characters can switch onto a horse and back by pressing the Style Button. While grounded, characters move and act the same as any other, while on Horseback the character is much taller (being on-top of the horse) and their attacks change. Keep in mind some special attacks can still be used while on Horseback.

    ____________________________________________________

    Characters :

    Jonathan

    The sword of Luck&Pluck is very easy to use. Puttsun Canceling it leads to easy and damaging combos. Zoom punch seems better for poking? The range seems the same as Zeppeli’s.
    Both Jonathan and Zeppeli seem very easy to use and beginner friendly, with several moves in common.
    By the way, all Hamon users fill their breathing gauge at the same speed. According to the developer, that wasn’t the case at the beginning, but they had to change it to adjust the balance (it’s always reassuring to hear them say they consider balance with such systems).

    Zepelli

    He can send several Hamon cutters according to the button pressed (1, 2 or 3). You can also cancel “Jumping while sitting” with air Hamon cutters, meaning you can hop all around filling the screen with projectiles.

    Polnareff

    The sword has good reach and the tip of the blade hits well, which makes him a very offensive character. Close-up and defence against incoming opponents seems to be his weakness. Also, you need to be precise with his moves: the sword is very fast on the attack, but Polnareff needs some time to recover, so you need to not throw your moves mindlessly.
    Armour Take Off (his HHA) lowers the defence, and creates 3 Chariot images (a little like Galon’s Mirage Body in Hunter). It is very powerful, and can be used at the earliest opportunity to push one’s advantage.

    Generally, he seems quite easy to use, with anti-projectiles, good space control, range and speed, and some stunning attack. The HHA is very powerful, but on the other hand he might feel lacking when in normal mode, especially against aggressive opponents. His GHA is probably one of the fastest of the game, very useful to take anyone off-guard.

    Against Jôsuke, Ponareff start by saying he’ll give him a free haircut.

    Josuke

    The barrier he creates by breaking/remodelling the ground changes according to the stage (in Moriôchô, it’s concrete, in the coliseum, it’s brown tiles, in the prison’s courtyard it’s green leaves…). The strength of the button changes the distance at which it appears.

    Okuyasu

    He has a cripplingly low number of moves, and they are all very slow.
    All characters can start a combo from weak punch all the way to their HHA, but Okuyasu’s is so slow it gets avoided very easily.
    However, his stand attacks are unblockable, and can be charged. Some attacks can also erase most projectiles of the game (except Johnny’s GHA), but it’s unclear which ones can and cannot. He also deals tons of damage; his HHA alone deals roughly as much damage as other characters’ weak>middle>strong>special>HHA combo.

    Giorno

    After the opponents are punched away by his HHA, they cannot move for around 2 seconds. So near a wall, HHA=>taking advantage of the paralysis to land a combo=>HHA=>combo=>HHA can be done until the gauge runs out. Fortunately, Giorno doesn’t deal a lot of damage, but it’s still very damaging / frustrating, plus the animation of the HHA becomes annoying when repeated in such ways.
    It takes 3 real-life seconds to activate his GHA, so the worries about an unstoppable Requiem can be put to rest. The HHA infinite seems much more worrying.
    He has a lot of tools at his disposal, the frog counter, the mudamuda rush, the easy evasion with the tree, and generally fast and low-lag moves. However, he doesn’t seem to excel in anything.
    In Requiem mode, he can cancel a lot more things, close the distance very fast, create many more opportunities to break the opponent’s guard… But if he’s hit during the 3 seconds start-up, the gauge is wasted.
    In any case, for the moment, he seems to be a character that will need to store a lot of gauge, and then release it in one go to kill the opponent, either through HHA cheapness of by finding a way to go into Requiem mode.

    Jolyne

    She is probably the character with the longest range in her moves. The 1000 ball throws is especially long-reaching.
    She can also put a sort of net on the ground, low damage but paralyse the enemy for a short time. Her game plan could involve laying traps and harassing the opponent from afar, which would be quite different from other zoners such as Gyro. That makes the current unplayability of Mista and Hol Horse even more frustrating.

    Johnny

    Tusk Act 4 is NOT an unblockable. There seems to have been a lot of spec changes going on with this move… I hope it will end up OK.
    For the time being, if Johnny is not riding his horse, he automatically climbs on it before attacking. Since he’s shooting from a high position, he can miss if the opponent is too close. Also, whether it hits the opponent or not, it evolves Tusk straight to Act 4, regardless of his previous state.
    Piroshi said that between Act 4 and Gold Experience Requiem, the latter is definitely the stronger (hence the 3 seconds lag).

    Johnny’s sentence to Jôsuke is “that’s a great haircut, it super great, you’re so dope” in the flattest tone possible.

    DIO

    He’s more or less Jotarô with more emphasis on mid-range. Moves reaches farther, can counter/evade attacks by stopping time, and he is capable to keep the enemy away as well as rushing up close by teleporting or using attacks that move him forward. He also deals good damage and has an impressive variety of attacks.
    He only throws one knife at a time (like he does against Joseph), but if you do it while the time is stopped, you can emulate the same feeling as the super in Capcom’s game.
    DIO is a special character in that when he gets attacked, he gets half of the damage in recoverable health, like the system in Vampire Savior. However, it seems Hamon damage is unrecoverable.
    He also has a move where he starts walking towards the opponent, “giving him a chance”. This move is cancellable, and has 2-3 hits of super armor. It seems like a powerful counter move.
    If DIO sucks the blood out of a member of the Joestar family (Giorno included), he feels “最高にハイ”, which is all I wanted to know really.

    Jotaro and DIO’s Time Stops:

    They work differently from the Capcom game. It takes one bar of meter to perform each time you use it, and you’re not allowed more than 1 bar at a time. What it does is turn your meter into a timer that ticks down, at least 5 seconds or so in real time. (a la Yun’s Genei Jin) You can’t have a 2 or 3 bar time stop, it’s just 1 bar per. DIO’s time stop is performed the same as Jotaro’s, and seems that it works the same exact way too.

    Jonathan’s « Final Ripple »:

    Jonathan can heal about 1/4 of his life bar when close to death, but in exchange he can’t use any meter for the rest of the round. It’s unclear if he can perform it more than once in a match, or if it can only be used in the final round.

    Joseph:

    It was unclear if it was mentioned in the previous demo but someone said that his voice work was re-recorded since TGS and he sounds a lot like he would in the anime. For example: At the end of his HHA in the TGS demo he would yell, « This’ll destroy you.. shoot~! » But now it’s more like « This’ll destroy you… SHOOOOOOT~oooO~! »

    DIO’s « combo breaker »:

    I don’t think it was implicitly stated yet, but DIO has a move where he’ll stop time and break a combo. This’ll be used while getting hit, no super armor. It costs 50% meter and it’s unclear if there’s any draw backs to using this or if it’s limited use. You can see him do this during the DIO/Josuke segment in PV4. *This is different from his « I’ll give you one chance » super armor move*

    Giorno’s HHA:

    Onto my favorite part of this. Someone mentioned that there’s more special animations to Giorno’s HHA depending on who you hit.

    For DIO: Jotaro punching him in the head when getting up from playing dead.
    http://www.confusticated.com/ignition-one/series/JJBA_Part_3_(Stardust_Crusaders)/148/02.jpg sorry bout the low-res, haven’t found a good link just yet.

    For Polnareff: Something like the goofy face he makes when Hol Horse had him « held up » during Hol Horse & Boingo.
    http://zaptone07.blogspot.com/2011/08/tv.html

  2. Complet et intéressant! Ca me rassure je me posais la question de savoir si ça allait vraiment être un jeu de baston ou un jeu Naruto, bon ça semble clair. Pas mal le système de comportement spécifique face à certains adversaires!! 🙂

  3. Grand merci a toi Raiko-spike, ça rend l’affaire bigrement alléchante (j’étais déjà au taquet de toute façon :c’est jojo !!).
    Y’a des cancels, y’a des « just defend »,y’a de la « faultless guard » toutes les bonnes mécaniques de jeu qu’on aime.
    Juste l’histoire de la throw qui est imbloquable qui me chagrine ,j’espère que ce sera pas abusif,et peut être les furies qui se font en manip’ hado pour tout le monde ,j’aime bien quand les skills lists diffèrent d’un perso à un autre .
    En tout cas vivement le 30 aout ainsi qu’une date française ^^

  4. Ben dans quasiment tout les jeux de baston, les chopes sont imblocables
    à moins que tu veuilles parler d’une déchope ?

    Sinon c’est cool que ce soit un jeu dans ce style là (plutôt qu’un naruto-like), après espérons qu’ils savent bien équilibrer le tout.

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