Au début j'ai confondu avec le cuistot et je me suis demandé ce qu'ils allaient bien pouvoir lui donner comme coups.RaiKo a écrit : et Akira (Red Hot).
Jojo's Bizarre Adventure : All Star Battle
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Re: Jojo's Bizarre Adventure : All Star Battle
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Game Screen

1) Timer
Tick-tock. This will count down from 99 (or any other number you may be able to change it to) until the round ends or it reaches zero. If it hits zero, the player with the most life wins the round. Easy-peasy. Of course if you decide to play in infinite time, this rule is disregarded and you get to beat each other senseless without worrying about the inevitable passage of time.
2) Life Bars
Your characters have a set amount of "Hit Points". When you get hit by attacks this bar reduces. If your character loses all their life then BAM, you lose the round. Try not to let this happen, channel your spirit animal if you must.
3) Round Counter
If you or your opponent win a round one of these will fill up. Collect the whole set and you win! Most fighting games let you change how many rounds it takes to win a match, usually anywhere from 1 rounds to 5 per match.
4) Guard Gauge
As you hold away from the opponent and block their onslaught of attacks, this bar will decrease. The more you block the more it will go down. If it goes down all the way your character will be stunned for a moment, or "Guard Crushed", and left open for a free attack. If you're standing still or staying on the offensive, the Guard Gauge will gradually refill itself to full. Also, Stylish Move uses up some of the Guard Gauge but more on that in the Systems section.
5) Heart Heat Gauge
A meter the player can undertake in their battle plan for great fabulousness. Used for super attacks, Puttsun Cancel, Stand Rush, and maybe some other stuff we haven't found out about yet. As you can tell, the meter has a noticeable break halfway through it. Some unique abilities will use 50% of your meter. More on abilities that use Heart Heat gauge in the Systems section.
6) Heart Heat stocks
You can carry up to 3 bars of the Heart Heat gauge and this will show how much you currently have. The "stocks" are visually displayed as a number as well as with three tokens next to that number. It is still unclear whether or not the default meter amounts can be changed within the game options.
7) Special Gauges
Some characters have unique icons and meters above the Heart Heat Gauge. These display a variety of unique abilities specific to these characters. The only characters known to have these so far are Joseph, Akira, Mista, Hermes, Johnny, and Gyro.
____________________________________
Battle Systems
Throws
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.
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.
- 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 attacks can still be used while on Horseback.

1) Timer
Tick-tock. This will count down from 99 (or any other number you may be able to change it to) until the round ends or it reaches zero. If it hits zero, the player with the most life wins the round. Easy-peasy. Of course if you decide to play in infinite time, this rule is disregarded and you get to beat each other senseless without worrying about the inevitable passage of time.
2) Life Bars
Your characters have a set amount of "Hit Points". When you get hit by attacks this bar reduces. If your character loses all their life then BAM, you lose the round. Try not to let this happen, channel your spirit animal if you must.
3) Round Counter
If you or your opponent win a round one of these will fill up. Collect the whole set and you win! Most fighting games let you change how many rounds it takes to win a match, usually anywhere from 1 rounds to 5 per match.
4) Guard Gauge
As you hold away from the opponent and block their onslaught of attacks, this bar will decrease. The more you block the more it will go down. If it goes down all the way your character will be stunned for a moment, or "Guard Crushed", and left open for a free attack. If you're standing still or staying on the offensive, the Guard Gauge will gradually refill itself to full. Also, Stylish Move uses up some of the Guard Gauge but more on that in the Systems section.
5) Heart Heat Gauge
A meter the player can undertake in their battle plan for great fabulousness. Used for super attacks, Puttsun Cancel, Stand Rush, and maybe some other stuff we haven't found out about yet. As you can tell, the meter has a noticeable break halfway through it. Some unique abilities will use 50% of your meter. More on abilities that use Heart Heat gauge in the Systems section.
6) Heart Heat stocks
You can carry up to 3 bars of the Heart Heat gauge and this will show how much you currently have. The "stocks" are visually displayed as a number as well as with three tokens next to that number. It is still unclear whether or not the default meter amounts can be changed within the game options.
7) Special Gauges
Some characters have unique icons and meters above the Heart Heat Gauge. These display a variety of unique abilities specific to these characters. The only characters known to have these so far are Joseph, Akira, Mista, Hermes, Johnny, and Gyro.
____________________________________
Battle Systems
Throws
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.
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.
- 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 attacks can still be used while on Horseback.




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Agalnarok
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Zaraki-K
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Re: Jojo's Bizarre Adventure : All Star Battle
C'est quand deja la date de sortie?
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DarthNova
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Re: Jojo's Bizarre Adventure : All Star Battle
Fin août...c'est lonnnnnnnnnnnnng!^^
En tous cas le système de jeu à l'air sympa, en espérant simplement que l'accessibilité relative (manip de super identiques) soit contrebalancée et que les spécificités des pouvoirs de chaque persos suffisent à donner assez de variété et de styles de jeu
Bref un jeu simple (comprenez qui vise pas forcément le tougeki et les stream de top players) mais suffisamment riche et délirant pour préserver l'intérêt des versus entre potes ça m'irait très bien perso.
En tous cas le système de jeu à l'air sympa, en espérant simplement que l'accessibilité relative (manip de super identiques) soit contrebalancée et que les spécificités des pouvoirs de chaque persos suffisent à donner assez de variété et de styles de jeu
Bref un jeu simple (comprenez qui vise pas forcément le tougeki et les stream de top players) mais suffisamment riche et délirant pour préserver l'intérêt des versus entre potes ça m'irait très bien perso.
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Re: Jojo's Bizarre Adventure : All Star Battle
C'est aussi le cas dans MvsC 3 par exemple, non ?DarthNova a écrit :en espérant simplement que l'accessibilité relative (manip de super identiques)
Je trouve ça même plutôt cool, c'est un truc en moins de spécifique à apprendre alors que tu fais techniquement la même chose
Et puis avec un casting où tu vas vouloir prendre 99% des personnages, c'est agréable..
M'enfin, il me semble que tu as aussi des personnages qui ont des Super en plus avec des manip' spécifique (Genre Jotaro qui stop juste le temps pendant quelques secondes).




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Re: Jojo's Bizarre Adventure : All Star Battle
Et dans les 2 premiers Jojo de Capcom.RaiKo a écrit :C'est aussi le cas dans MvsC 3 par exemple, non ?DarthNova a écrit :en espérant simplement que l'accessibilité relative (manip de super identiques)
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Re: Jojo's Bizarre Adventure : All Star Battle
Ouais mais dans les 2 premiers Jojo de Capcom il n'y avait pas que des 236 non plus, il y avait aussi des 214, 623, "720", Raging Demon. 
Dernière modification par Ikki le 26 avr. 2013, 23:34, modifié 2 fois.
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Rugal-B
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Re: Jojo's Bizarre Adventure : All Star Battle
Comme dans MVC 3. (on tourne en rond, là...
)
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Re: Jojo's Bizarre Adventure : All Star Battle
Oui, mais je visais les jeux d'aujourd'hui, je suis sûr que c'est pas le seul d'ailleursRugal-B a écrit :Et dans les 2 premiers Jojo de Capcom.




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Re: Jojo's Bizarre Adventure : All Star Battle
Oui mais c'est bien aussi qu'un personnage soit unique, ça donne plus de qualité et de technique au jeux, c'est ça qui fait la valeur de Sf et Kof.RaiKo a écrit :C'est aussi le cas dans MvsC 3 par exemple, non ?DarthNova a écrit :en espérant simplement que l'accessibilité relative (manip de super identiques)
Je trouve ça même plutôt cool, c'est un truc en moins de spécifique à apprendre alors que tu fais techniquement la même chose![]()
Et puis avec un casting où tu vas vouloir prendre 99% des personnages, c'est agréable..
M'enfin, il me semble que tu as aussi des personnages qui ont des Super en plus avec des manip' spécifique (Genre Jotaro qui stop juste le temps pendant quelques secondes).
T'as un Joe et un Hwa jai ou Un Adon et un Saga qui font le même art martial mais leur jouabilité N'ont rien d'identique
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Re: Jojo's Bizarre Adventure : All Star Battle
J'ai dit le contraire ? Je dis juste que les furies avec des manip' identiques, c'est loin d'être un défaut et que ce n'est pas pour rien que certains jeux choisissent cette façon de faire. Cela ne veut absolument pas dire que chacun des personnages n'est pas différent en terme de gameplay et de manip' dans les movelists, il suffit de voir ça pour le comprendre :
Une furie peut être considérée comme une mécanique de jeu, donc comme un élément propre au système de jeu plutôt qu'un coup spécifique à un personnage et par conséquent être accessible à tous de la même façon.
Avoir des commandes spécifiques pour les furies, c'est complexifier son jeu pour pas grand chose alors que la furie est un élément essentiel dans un combat.
Sachant que cela ne dérange pas forcement le joueur adepte des jeux de baston dans son exploitation de la richesse d'un personnage, mais que cela aide grandement les nouveaux joueurs pour utiliser plusieurs personnages sans se prendre la tête avec un élément primordial durant un affrontement, c'est un très bon choix.
Avoir des commandes spécifiques pour les furies, c'est complexifier son jeu pour pas grand chose alors que la furie est un élément essentiel dans un combat.
Sachant que cela ne dérange pas forcement le joueur adepte des jeux de baston dans son exploitation de la richesse d'un personnage, mais que cela aide grandement les nouveaux joueurs pour utiliser plusieurs personnages sans se prendre la tête avec un élément primordial durant un affrontement, c'est un très bon choix.




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Rugal-B
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Re: Jojo's Bizarre Adventure : All Star Battle
Les autres Jojo utilisaient les 2 systèmes, sans doute par accessibilité. Ainsi n'importe quel noob sachant faire un quart de cercle pouvait sortir au moins une furie par perso, même sans connaitre le jeu ou la movelist. Et malgré ça il y avait aussi des furies bien tordue et pas du tout universelles.
D'ailleurs, en apparté, je me demande ce que les anti-Naruto/DBZ pensent de Injustice, vu que dedans ce sont des des manips de Super universelles ET simplifiées. Ce n'est pas "un vrai jeu de combat" non plus alors?
D'ailleurs, en apparté, je me demande ce que les anti-Naruto/DBZ pensent de Injustice, vu que dedans ce sont des des manips de Super universelles ET simplifiées. Ce n'est pas "un vrai jeu de combat" non plus alors?
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Re: Jojo's Bizarre Adventure : All Star Battle
Pour préciser ma pensée ça me dérange pas du tout les manip de super "simplifiées" pour les mêmes raisons que spike, bref c'était pas spécialement une critique 
Je voulais dire que tant que tout ou trop de choses ne sont pas uniformisés (genre hop mêmes propriétés pour les light de tout le monde, les mêmes dommages...par exemple) et que les persos conservent un gameplay propre, alors je serai déjà largement ravi
De toute façon je vais l'acheter xd
Je voulais dire que tant que tout ou trop de choses ne sont pas uniformisés (genre hop mêmes propriétés pour les light de tout le monde, les mêmes dommages...par exemple) et que les persos conservent un gameplay propre, alors je serai déjà largement ravi
De toute façon je vais l'acheter xd
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Re: Jojo's Bizarre Adventure : All Star Battle
Details from the show. To be clear, they referred to this show as a "talk show".
阿波踊り ◆fNfP5XazpbJe :2013/05/04(土) 13:25:24.51 ID:0X0meZEC
とりあえず、部長とぴろしの会話の中で気になったものを上げていきます
次の新キャラは2部か4部からでる
オールスターなので、全部の部からたくさんでる
プレイアブルキャラは全部完成していて、今はデバックなどのバグをチェック中
次のPVは今までの集大成。全てを見せれる的なことを言ってた。
「あのキャラを出した時のみんなの反応が楽しみ」って部長が言ってた
月に1回以上新キャラ情報をジャンプかウルジャンで掲載
まだまだジョジョらしいシステムがある
7年前から制作を始めた
覚えてる範囲はこのくらいです。
思い出したら書いていきます
The next new character reveals will be from Part 2 and Part 4.
Seeing as how it's "All Star", a lot of content from every Part will be in the game.
All of the playable characters are finished, they're now in the final Bug Checking phase of development.
The next PV will show the culmination of everything up to this point. (meaning all of what we've seen, not the full game)
The Director was saying "It's fun to get reactions from people when I pick this or that character." (Just trying to explain the excitement you feel when selecting characters to show off)
Details on new characters will appear in Jump and Ultra Jump at least once every month.
The system is very much like JoJo (cryptic)
Work on the project originally began 7 years ago.
阿波踊り ◆fNfP5XazpbJe :2013/05/04(土) 13:25:24.51 ID:0X0meZEC
とりあえず、部長とぴろしの会話の中で気になったものを上げていきます
次の新キャラは2部か4部からでる
オールスターなので、全部の部からたくさんでる
プレイアブルキャラは全部完成していて、今はデバックなどのバグをチェック中
次のPVは今までの集大成。全てを見せれる的なことを言ってた。
「あのキャラを出した時のみんなの反応が楽しみ」って部長が言ってた
月に1回以上新キャラ情報をジャンプかウルジャンで掲載
まだまだジョジョらしいシステムがある
7年前から制作を始めた
覚えてる範囲はこのくらいです。
思い出したら書いていきます
The next new character reveals will be from Part 2 and Part 4.
Seeing as how it's "All Star", a lot of content from every Part will be in the game.
All of the playable characters are finished, they're now in the final Bug Checking phase of development.
The next PV will show the culmination of everything up to this point. (meaning all of what we've seen, not the full game)
The Director was saying "It's fun to get reactions from people when I pick this or that character." (Just trying to explain the excitement you feel when selecting characters to show off)
Details on new characters will appear in Jump and Ultra Jump at least once every month.
The system is very much like JoJo (cryptic)
Work on the project originally began 7 years ago.




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Rugal-B
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Re: Jojo's Bizarre Adventure : All Star Battle
Un mec a la fois dans l'epoque 2 et 4, oulala, c'est dur! 
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RaiKo
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Re: Jojo's Bizarre Adventure : All Star Battle
Non, la tournure de phrase vise l'événement qui annonce les prochains personnages, donc normalement, ce n'est pas juste un personnage mais plus des personnages de la Part 2 et 4 comme Kars, Lisa, Rohan, Stroheim ou Yukako qui seront annoncés 
Movelist de Josuke :

Movelist de Josuke :





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RYUUZAKI
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Re: Jojo's Bizarre Adventure : All Star Battle
Stroheim
Instant buy l'édition collector
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Ryuji
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Re: Jojo's Bizarre Adventure : All Star Battle
Alors qui doute encore pour les 60 perso
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Agalnarok
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Re: Jojo's Bizarre Adventure : All Star Battle
Je viens de voir sur le groupe FB JoJo que Kars et Rohan devraient être de la partie... 

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RaiKo
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Re: Jojo's Bizarre Adventure : All Star Battle
- Situation Finish is an ending move that triggers a cutscene when you’ve accomplished certain conditions. Situation Finishes appear to be tied to stages – in the example given here, for instance, Kars summons a vampire horse carriage to finish his opponent off, inspired by a similar scene in Part 2′s Joseph Joestar vs. Waamu battle.
- Rush mode is a “clashing” combat mechanic where both players will have to mash buttons – as fast as they can – in order to beat out his opponent in the clash. Whoever hits a button the most number of times, wins.
- Meanwhile, a Customize mechanics will let gamers make changes to a character’s costume, victory pose, onomatopoeia visual effects (the Japanese kana characters that appear whenever characters strike a pose), and lines spoken so that every player’s version of, say, Joseph Joestar, will appear unique.
- Rush mode is a “clashing” combat mechanic where both players will have to mash buttons – as fast as they can – in order to beat out his opponent in the clash. Whoever hits a button the most number of times, wins.
- Meanwhile, a Customize mechanics will let gamers make changes to a character’s costume, victory pose, onomatopoeia visual effects (the Japanese kana characters that appear whenever characters strike a pose), and lines spoken so that every player’s version of, say, Joseph Joestar, will appear unique.




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Ryuji
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nono261084
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Re: Jojo's Bizarre Adventure : All Star Battle
Ca ferait encore plus de 30 persos à présenter.RedSNK a écrit :Alors qui doute encore pour les 60 perso





