JJBAASB – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Sun, 10 Nov 2013 16:11:13 +0000 en-US hourly 1 JoJo ASB: Multiple Character Combo Video #3 by Doopliss https://combovid.com/?p=8431 https://combovid.com/?p=8431#respond Tue, 29 Oct 2013 02:27:42 +0000 https://combovid.com/?p=8431 Continue reading ]]> Version 1.03 introduced a lot of new things, as well as restored a lot of old ones. Juggles work like in v.1.01 again, and jump recovery and instant airmoves have been restored to v.1.01 status as well. Instead they have implemented various Infinite Prevention Systems (IPS) to limit the amount of times the same move can be used in a combo or as an OTG. You can also cancel normal moves into GHAs now, cancel Sweeps into the same stuff you can cancel into from any other normal, and you can cancel a move into Stand On for one bar of your HH gauge (not shown in this video).

Highlights:
Caesar Laser barrage at 0:06, Diavolo Tar abuse at 1:45, Kakyoin GHA follow-up at 2:27, Joseph Cracker Volley barrage at 3:40, Koichi restand and OTG combo at 5:27, Annasui extended juggle at 5:54.

Combos and editing by Doopliss

Transcript:

Game-specific terminology:
Son=Stand On
Soff=Stand Off
PC=Puttsun Cancel
SR=Stand Rush
HHA=Heart Heat Attack
GHA=Great Heat Attack
(M1) or (S2)= Specifies with X-button is referred to, if there’s more than one.

0:06 – Combo #1:
-j.H, 2L xx 5L xx 2M xx 5H xx 623+S xx PC, (214+S, 5M)x3, 214+S, 2M, Dash, 5LMH xx 623+A xx HHA, Taunt.
-First Medium has to be a crouching Medium thanks to the IPS, which ends the combo after the fifth identical Medium or Heavy has been used. 214+S has the perfect delay and recovery to be looped togethwe with Mediums.

0:23 – Combo #2:
-Son 236+(M1) (Hold) xx SR, js.(M2), 5L xx 5(M2), (Release (M1)), j.H, 5LMH xx 623+A, HHA, Taunt.
-For this combo, I bind another button to Medium, so that I can still use it while holding the 236+M unblockable. Okuyasu’s HHA hits OTG, but it’s too slow to be comboed into normally. Hermes with her stickers is a good way to buy the extra time needed for it to land.

0:39 – Combo #3:
-Soff j.H, 5LMH xx 6H xx PC, 5LMH xx 6H xx 623+A xx PC, 623+A xx HHA (Hold 9), Taunt.
-When Echoes Act 3 runs over the sticker placed by 623+A, Koichi is launched into the air, but still remains in his HHA animation. You can control this “jump”, choosing to go straight up, backwards or forwards. I Taunt on the last possible frame before the combo is considered over, which is why the dummy is getting up and already made his “get up” sound.

0:51 – Combo #4:
-Soff j.H, 5LMH xx 214+L xx PC, Dash, js.H, 5LMH xx 623+H xx Whiffed S, 22H xx L xx PC, jump forward, 22M xx M.
-Hol Horse won’t get hit by 22A as an OTG if done by his feet while lying still, which is why I whiff S below him to get to the other side.

1:06 – Combo #5:
-Son j.H, 2L xx 5LMH xx 214+H xx SR, j.Mx2, 2L xx 5L, 5LH xx HHA, Son, Taunt.
-Adding an extra j.M after the Stand Rush can be tricky and very dependant on spacing and what character you’re facing. However, if you’re not certain it will work, you can just skip it and do the combo with one j.M. I feel ti works the best if you get Diver Down to hit the opponent away from you during 214+H. You need to Stand Rush it as soon as possible for the j.M to hit before the last hit of 214+H.

1:23 – Combo #6:
-Son 41236+H, j.H, 5LMH xx 214+L xx HHA, Soff, 214+A xx PC, Taunt, HHA, Taunt.
-The cross-up after max range 41236+H is character specific. It feels like the taunt restand is too. Johnny allowed for both, which is why I chose him as the dummy. Fun Fact: You can land 5L or 2L after HHA if your stand is on.

1:45 – Combo #7:
-Son 421+A counter, Dash Old Joseph into his Tar Puddle, js.H, 2LH xx 6H xx PC, j.M, 2LH xx PC, j.Hx2, 2M, Taunt
-Normally any attempt to attack after Diavolo’s taunt ends the skip which allows the opponent to act. But by pushing Joseph into his own Tar puddle, no attack has technically been made, allowing him to combo off of his counter. Old Joseph bounces too high from a groundbounce for 2MH to connect. However, this allows Diavolo to juggle with another j.H if the first one hits really late.

2:00 – Combo #8:
-Soff j.L, 214+H xx PC, 2L, 214+H xx 5L, 214+H xx HHA, Taunt.
-Soff Rohan is extremely limited in the combo department. He can however link 214+A after his Lights, which is the only way to combo off of them without using meter.

2:13 – Combo #9:
-Soff j.M, 2Lx2 xx 5LMH xx 214+A, 5H xx 6M xx HHA, Son, Taunt.
-This combo is weird. 6H will usually hit on the last possible frame, leaving the opponent in a hard knockdown, but sometimes 5H gets a lot of extra hitfreeze, which makes this combo possible. Other characters allow this combo without that happening, but Wham does not. It’s easy to visually confirm if you got it to work or not, so you do not risk wasting your meter.

2:27 – Combo #10:
-Son 63214+A, 2L xx 5H, 2L xx 5MH xx GHA, 236+H xx PC, Dash, Taunt, 5M xx 623+H, Taunt.
-Kakyoin’s 5H has a lot of hits that stay out for a long time, allowing juggles like these in the corner. His GHA is the only GHA I know wwith enough dead time afterwards to allow for any kind of realistic follow-up.

2:57 – Combo #11:
-Son js.H, 5LMH xx (22Ax2 xx PC, Dash)x2, 22Ax2, Taunt.
-Hermes stays on the ground onger than any other character, which allows for some unique OTG combos that works on nobody else. You can only use a move as an OTG five times, the fifth making it stop connecting after the first hit. In V.1.02, you could land a total of eight 22A this way.

3:14 – Combo #12:
-Soff js.H, Dash, 2L xx 5LMH xx 236+H, 2L xx 5LM xx 2H xx 214+Axx PC, Taunt, 5H xx GHA, Taunt.
-Iggy gets more frame advantage off of 236+A the lower the opponent’s head is during the animation. On himself, he gets enough frame advantage (and lands close enough) to continue his combo. In v.1.02 he recovered as soon as he landed, allowing 5L to hit on many characters, and even his GHA on shorter ones. Now it has added recovery, similar to the air version.

3:40 – Combo #13:
-(Start holding (S1)), (214+(S2))x4, Run in, 2L(Release (S1)) xx 5LMH xx 3S xx 623+S, Taunt, 5LMH xx 3S xx 22A xx HHA, 22S, Taunt.
-Another button is bound to S and held during the 214+S part of the combo, making them return to Joseph while still allowing him to throw new ones. The coconut from 623+S is used for a taunt combo, allowing Joseph to tack on some extra damage afterwards. Instead of doing the Follow-up of his HHA, I choose to do a 22S OTG and end with another Taunt, since the HHA follow-up has a soft knockdown. In v.1.02, you could land 6-8 214+S by kara-ing 5H, but like with Mediums and Heavies, the 5th identical special ends the combo in v.1.03.

4:04 – Combo #14:
-Son 214+M xx SR, 2M xx PC, Dash, 214+A, 5H xx 6M xx PC, Dash, 5L, 5LH xx 623+A, Taunt.
-While I haven’t tried this in practice, the first part of this combo looks like it would be really hard to block properly. Unlike with Wham, 5H xx 6M will work just fine on Pucci even without the extra hitfreeze, but it still happened during this recording.

4:16 – Combo #15:
-Soff 2H (activate hazard), HHA (Hold), (Hermes apply stickers)(Release HHA) xx HHA xx HHA (Car hits)(HHA hits), Taunt.
-Hermes’ stickers are used to get the first two HHAs to combo. The first one has to be held, not only because Hermes needs to apply her stickers, but also to get the hazard to trigger properly. Soff HHA ends in a teleport that can be PC’d or cancelled into another HHA, while Son HHA has A LOT of recovery, so Soff HHA is the best for combos.

4:34 – Combo #16:
-(Blind mode) 6H xx 623+A xx PC, j.Hx2, 5L xx GHA.
-In Blind Mode, Wham’s j.H doesn’t knock the opponent down, allowing him to use it in juggles. His GHA has too much recovery to allow him to taunt afterwards.

4:48 – Combo #17:
-Soff j.H, 5LM xx 2H xx 236+H, Dash, 5LM xx 2H xx 214+M xx PC, Son, 2MH xx 6H xx 623+A, Taunt.
-Dashing after 236+H is really tight. You have to hold forward during the dash to cancel it into a run, which allows it to be cancelled into a normal faster. Hitting with Son 2MH after 214+A xx PC is also extremely tight.This combo does an insane amount of damage for only one bar, at almost 500 damage.

5:00 – Combo #18:
-Soff js.H, 5LMH xx 214+L xx S, 3Hx5 xx PC, (22H xx L xx PC)x2, Dash, 22H xx L.
-As mentioned in Combo #11, Hermes allows for some weird OTG combos. This one actually breaks the IPS, I’m guessing since the first hit whiffs, which makes it an infinite (See combo #21).

5:27 – Combo #19:
-Soff j.H, 2Lx2 xx 2MH xx 214+M, Taunt, Dash, 5LMH xx 236+Hx2 xx PC, Son, Dash, 5LMH xx 623+L xx SR, Walk forward 5L xx PC (when last hit of 623+L connects), Son, 623+Ax5, Taunt.
-Hermes’ stickers is needed to use 214+A for a Taunt restand. Son 623+A usually does not combo from 5H, but it does when Stand Rushed. Like mentioned in Combo #11 and #18, Hermes allows for unique OTG combos. This, in combination with her stickers, makes her the best dummy for OTGs by far.

5:54 – Combo #20:
-Soff j.M, 2L xx 5LMH xx 214+A, Dash, 2L xx 214+A, j.M, 2Lx2 xx 214+A, Dash, 2L xx 214+A xx PC, Son, j.H, 5LMH xx 214+H xx SR, j.Mx2, 5L, 5LH xx 6M xx HHA, Taunt.
-The launching part of Soff 214+A will only juggle against small characters. 5H xx 6H works really well against them too, it seems. This combo works best if the wall is to the right of Annasui (starting positions), otherwise the Son 214+H tends to go the wrong way.

6:26 – Combo #21:
-Soff js.H, 5LMH xx 214+L xx S, 3Hx14, Taunt.
-Just showing off that Combo #18 is actually an infinite. The best way to fix these things is probably to fix Hermes so that she gets up as fast as everyone else.

Soundtrack:
JoJo’s Bizarre Adventure – All-Star Battle: Lonely Youth (Caesar’s Theme)
JoJo’s Bizarre Adventure – All-Star Battle: Pink Dark Boy (Rohan’s Theme)
JoJo’s Bizarre Adventure – All-Star Battle: Surpass My Aniki (Okuyasu’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: A True Warrior (Wham’s Theme)
JoJo’s Bizarre Adventure – All-Star Battle: His Name Is Annasui (Annasui’s Theme)

Released on October 29th, 2013

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JoJo ASB: Multiple Character Combo Video #2 by Doopliss https://combovid.com/?p=8400 https://combovid.com/?p=8400#respond Tue, 01 Oct 2013 00:28:08 +0000 https://combovid.com/?p=8400 Continue reading ]]> This video has a lot more effort put into it than the last one. I’ve done my best to include as many different costumes, taunts, restands, and other kinds of odd combo extentions as possible.

Highlights:
Josuke Mound-fix combo at 1:24, Hol Horse Double HHA and Taunt “Restand” at 2:20, Lisa Lisa triple restand at 4:58, Will. A. Zeppeli 63214+S restand at 5:54, Old Joseph 63 hit, 5-bar combo at 6:14.

Combos and editing by Doopliss

Transcript:

Done in v.1.02.

Game-specific terminology:
Son=Stand On
Soff=Stand Off
PC=Puttsun Cancel
SR=Stand Rush
HHA=Heart Heat Attack
GHA=Great Heat Attack
HM=Hanged Man. With Hol Horse, press 214+A when the puddle is out from another 214+A.
MiH=Made in Heaven (Pucci’s ultimate form)
Hermes Sticker Restand=When Hermes allows a combo to continue by getting hit with her own stickers after a taunt.

Only the capcom JJBA-combos are tool-assisted, the ASB combos are manually executed.

0:08 – Combo #1:
-j.H xx 214+S, PC, 2L xx 2M xx 5H xx 236+S xx Mx2 xx PC, j.H, 5LMH xx 236+S xx Whiffed M xx 4S, Taunt.
-Lisa Lisa’s overhead finisher hits OTG, even though it’s not noted as an OTG in the movelist.

0:20 – Combo #2:
-(Soff 236+L), Soff j.Hx2, 5LMH xx 41236+A, 236+L, Taunt, GHA, Taunt.
-Long-ranged 236+L used to allow the 41236+L to combo. j.H still comes out after you land, allowing you to do it late enough to hit with another one and still be able to do a ground combo. 236+L taunt restand seems to have trouble working on anyone but Wham, but I have of course not tested it against everybody.

0:45 – Combo #3:
-(Blocked 236+Ax2) xx 214+A xx PC, 214+L xx 236+S (Mash), Taunt, HHA, Taunt.
-Hermes sticker restand used at long range with Dio’s HHA.

1:02 – Combo #4:
-Soff HHA, Son, 41236+H xx PC, Soff, 5LMH xx 6M xx 41236+S, Son, 41236+H xx PC, 5LMH xx 41236+M xx 6S (Mash), Dashx2, 41236+H
-All of Old Joseph’s knockdown moves are hard knockdowns, and most give him enough time to land a 41236+H OTG. This combo showcases some of the more useful ones.

1:24 – Combo #5:
-Soff j.H, 5LMH xx 6H xx 22A xx PC (7th hit), 2Lx2 xx 5H xx 6H xx PC, j.M, 5LM xx 6H xx 623+A xx 5LMH xx 6H xx 236+A xx HHA xx 236+A, Dash, 22A, Taunt
-By PCing 22A on the 7th hit, the dirt mound required for Soff 623+A appears while the opponent still remains standing. Soff 623+A is cancellable by anything, making it a good combo extender if the opponent is between Josuke and the dirt mound.

1:47 – Combo #6:
-Son 5LM xx 236+L xx 4 (Hold S) xx PC, 5LM xx 46M xx HHA, Taunt
-At the right distance, Narancia can use his “236+A xx 4(Hold S)” attack mid-combo. It can also combo after some of the other 236+A follow-ups.

1:55 – Combo #7:
-Distortion: Son j.H, walk forward, 5LMH xx 22A xx PC (after capsule break), 5L xx 1-hit 5H xx 63214+A xx PC (before it connects), 6L (does 5L and releases capsule from 63214+A) xx 6M, GHA, Taunt
-Son 63214+A only combos from 5H if you’re able to PC before it actually connects. The ground bounce is then carred by 5L and 6M, allowing him to end with GHA. Poison deals dfamage to Fuugo too, but it’s not visible in practice mode.

2:20 – Combo #8:
-j.H, 5LMH xx 214+A xx HHA (Mash), HM, Taunt, dash, 2L xx 5MH xx S xx 236+S, 2L xx 5M xx 214+M xx HHA (Mash), HM, Taunt.
-Never seen anyone use any of these set-ups for Hol Horse’s Hanged Man Taunt Restand. if you try to use Hanged Man twice in a combo, he produces a knockdown that the opponent will rise from very quickly, I wasn’t even able to add a 3rd taunt.

2:46 – Combo #9:
-j.H, 5LMH xx 214+2A, 5H xx 623+A xx PC, j.H, 5H xx 214+Ax2 xx PC, 5H xx 214+Ax2 xx HHA, Taunt.
-In Horned Mode, Wham’s j.H no longer has a slamming knockdown on airhit, allowing it to be used in juggles.

3:01 – Combo #10:
-j.LM, 2LM xx 5H xx 6H xx (236+A)x3 xx HHA, Taunt, GHA, Taunt.
-By making the HHA hit as late as possible, Dio can taunt before Hermes’ stickers break, allowing him to sticker restand her.

3:33 – Combo #11:
-Whitesnake Soff j.H, 2Lx3 xx 5LMH xx 6H xx 214+A xx PC, 5LM xx PC, Son, 2LM xx 5H xx 6H xx 41236+A, Taunt.
-This combo is done with a perfect corner angle, meaning the dummy will never move sideways. By PCing Soff 214+A, Pucci can carry the groundbounce with his other moves. 5M’s two hits gives enough height to allow him to turn his stand on. The Son-part of the combo is decided by chance, the corner juggle limit fluctuates, so sometimes it won’t work.

3:45 – Combo #12:
-j.H xx 236+S, Dash, 5LMH xx 6M xx 236+S xx PC, sj.H, 5LMH xx 214+M xx PC, 5LMH xx 6M xx 63214+S, nj.H xx 214+S, 5L xx 623+S, Taunt.
-Comboing with 5L after 214+S is really weird to do mid-combo, this is one of the few ways I found that works. 236+S has less hitstun now than it did in v.1.01, so it’s harder to use in combos.

4:03 – Combo #13:
-Son j.H, 5M xx 623+A xx SR, 5M xx 6H, GHA, (Taunt).
-Basic combo involving Son 623+A.

4:12 – Combo #14:
-(Son 623+A xx SR) Soff j.M, 5LM xx 6H xx PC, Son, (5LM xx 46+M, Dash)x2, 5LM xx 46+M, GHA, Taunt
-This loop can potentially be done more than three times with the right angle to the corner. Sadly, my tests are inconclusive since it’s pretty hard to do.

4:39 – Combo #15:
-Son j.H, 5LMH xx 214+M xx SR, j.L, 2Lx3 xx 2MH xx PC, 214+L (Hold), Taunt (release L), HHA, Taunt.
-With a short custom taunt, you can restand with the exploding part of Soff 214+A. Unlike most characters, Avdol can’t use medium attacks when his stand is out during Stand Rush. It should be able to restand after the HHA with “dash, 214+A xx PC, Taunt”, but I never managed to do it.

4:58 – Combo #16:
-j.H, 5LMH xx 236+S xx H xx 6A xx PC, 5MH xx 236+A xx L xx 6S xx PC, 5MH xx 236+S xx L xx 6S, Taunt.
-Lisa Lisa’s 6S finisher (as well as the 6A finisher and 236+S when the crumple of the combo has already been used) produces a weird knockdown that can be restanded before the opponent lands. With 236+S you can use this to restand with the L follow-up, but it’s really hard to time. I originally did the combo on Wham, but after several hours of failing the L follow-up in the end (Which I’ve been able to do by itself on him), I switched to Johnny, who seems to give it a more lenient timing.

5:10 – Combo #17:
-Rage Mode: Soff 5LMHx4 xx 5H xx 6H xx 22A, 3M xx 623+A xx HHA, Dash, Son, 214+L xx PC, Taunt, 5LMH xx 3H xx 236+H, Taunt.
-Rage mode 3M can be cancelled into various specials. I intended to cancel into 236+A, but the follow-up combo is really tight, so I settled with 623+A even though it doesn’t connect, since it still loooks kinda nice. The timing from activating your stand to taunting after the HHA is really strict, probably only a few frames of leniency in total. I was originally going to add “Son 623+L, 2L” between the 3H and 236+H in the end, but the juggle limit kicked in in the corner, and it doesn’t seem to reach midscreen.

5:38 – Combo #18:
-j.H, 2Lx2 xx 5MH xx 6H xx 214+2A, 6H xx 236+H xx PC, 623+A xx PC, j.H, 5M xx 236+M xx HHA, Taunt.
-because of the properties of groundbounces, 236+H is an excellent move to use after 6H in Horned Mode.

5:54 – Combo #19:
-j.H, 5LMH xx 6M xx 236+S xx PC, nsj.214+S, 5L xx whiff H xx 63214+S, jb.6S xx j.H xx 236+H, Dash, 5LMH xx 214+S xx HHA, walk back, Taunt.
-Here’s another situation where you can combo from 214+S. By whiffing 5H, you get close enough to combo 63214+S for a restand. j.236+H can be followed up by dashing into 5L if done in the right situation.

6:14 – Combo #20:
-(Soff 63214+A), Son 2H, 41236+H, (j.H, 2Lx(1~3) xx 5LMH xx 41236+L, 41236+H xx PC)x5, j.H, 2Lx2 xx 5LMH xx 41236+M xx 6S, Dash, 41236+H (Taunt).
-Placing the tar-pool between Old Joseph and the opponent gives him a free combo after Son 41236+H. The loop used builds back half a bar per repetition, allowing him to gain two extra bars during the duration of the combo, which is why he can PC five times. 41236+L rarely connect on standing opponents without a stand activated. The only ones I know it works on are Joseph and Wham, and with Wham you have to delay the cancel for it to work.

7:03 – Combo #21:
-MiH Soff 236+Lx7, Taunt (last disc hits), Taunt x6.
-MiH causes an untechable knockdown at 7 hits to prevent infinites. This knockdown triggers Hermes’ stickers to detonate. If you let them detonate while she’s still laying down, she won’t get up when you taunt, allowing you to taunt multiple times. Normal characters can get three taunts, but MiH Pucci can get six. For some reason not all of them removes meter though, probably because they happen too fast in succession.

Capcom combos:

Since I can’t remember the exact inputs for the moves, I’ll just explain interesting things with words.

7:40: Capcom Combo #1:
-When timed correctly, you can use the world to land a jump-in and then continue with a combo. Shadow Dio’s normal crouch cancel into 5H is used, but with some walking forward inbetween jabs for extra range. Stand Crash gives enough time to combo into Super.

7:48: Capcom Combo #2:
-Old Joseph runs into Young Joseph to make the Crossbow shots hit in the right way to fill the holes in his Cracker rekka and then end with a jab combo into dashing 2M into Super.

7:59: Capcom Combo #3:
-This is a variant of the Robber Soul combo used in our Stylish Exhibition v.2. After the Stand Crash, I whiff a dashing 5L to get close enough to combo Dashing 2L into his 360+A Super. The grab doesn’t show up on the combo counter, but you can see it’s a combo since it’s damage is heavily scaled.

Soundtrack:
JoJo’s Bizarre Adventure – All-Star Battle: LISA LISA (Lisa Lisa’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Volare Via! (Narancia’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Dawn of Destiny (Pucci’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Golden Spirit (Josuke’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Lovable Guy (Old Joseph’s theme)
JoJo’s Bizarre Adventure (Capcom fighter): Pet Shop’s theme

Released on October 1st, 2013

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JoJo ASB: Multiple Character Combo Video #1 by Doopliss https://combovid.com/?p=8342 https://combovid.com/?p=8342#respond Wed, 04 Sep 2013 19:57:56 +0000 https://combovid.com/?p=8342 Continue reading ]]> After playing around in training mode since release, this is some of the more interesting stuff I’ve found. There’s a lot of Kira combos in particular since he has a lot of tricks with his bombs.

Highlights:
Johnny kill combo at 0:20, Kira horserider-specific combo at 1:13, Ultimate Cars pushing buttons at 3:46

Combos and editing by Doopliss

Transcript:

For this game, I’m just gonna play around with characters in training mode, and when I find enough stuff I feel is record-worthy, I’ll upload a Combo Video. Below you can find some noteworthy things about each combo.

Done in v.1.01.

Game-specific terminology:
Son=Stand On
Soff=Stand Off
PC=Puttsun Cancel
SR=Stand Rush
HHA=Heart Heat Attack
GHA=Great Heat Attack

Combo #1:
-Son Backthrow, Down+2A xx PC, run-in, 3M, Taunt.
-With a bomb primed, Kosaku can combo off of his throw.

Combo #2:
-Horse j.H, 5H xx ch.4,6H, (5L xx ch.4,6H)x3 xx (PC, run under, (2L xx ch.4,6H)x4)x2 ss HHA, Taunt.
-I’ve only ever seen Johnny tackle loops with three tackles per rep, but I managed to squeeze out a 4th one. After the first Puttsun, I use only c.L instead of s.L, it reaches slightly further, and seems to have sliiiightly less pushback. The game seems to allow me to do an instant charge move after running under the opponent, I guess because I was holding what is now back for a while. This combo does 903 damage, which seems to be enough to kill Valentine, probably thanks to the damage buff Johnny gets on his HHA from the corpse parts. I get why he doesn’t feel like dismounting.

Combo #3:
-Son 214+M xx PC, 5H xx Down+2A, GHA, Taunt.
-If you have a decent angle, Kira can juggle into his GHA from a M detonation if he’s really close.

Combo #4:
-Son j.H, 5H xx 214+L xx SR, j.M, 5LMH xx 236+L xx PC, Down+2A xx HHA, Taunt.
-Johnny and Gyro on horse have several oddities that can be used to ones advantage when doing combos. some knockdowns (like Kira’s No Stand Rush Punch and L Detonation) leaves them in a super-armored knockback instad of knocking them down, allowing you to extend your combos slightly (you can break them out of this state with a move that causes a predetermined kind of knockdown). They’re also very tall, which can be useful. Also (not seen in this combo), if you knock them off the horse, they’ll get launched from higher up, which can allow for new combos.

Combo #5:
-Son j.M, 5LMH, 2L xx 2H xx 6H xx (PC, j.H, 2H xx 6H)x3 xx 623+A, Taunt.
-You can link off of Diavolo’s Stand H. Also, his c.H will launch the opponent after they’ve been hit by j.H.

Combo #6:
-(Son 214+A before combo) Soff Backthrow, (6H xx PC)x3, 6H, Down+2A, Taunt.
-Kira has better OTG moves than Kosaku (mainly since his OTG can be cancelled), so he can get a longer combo from his grab.

Combo #7:
-(Son, 214+M before combo), run, j.H, 5MH xx PC, GHA (214+A connects, then GHA).
-After shooting a M bubble bomb from full-screen, I rush in and do a quick combo into GHA, which has enough invincibility to save me from the bubble bomb.

Combo #8:
-Son 1-hit H xx 236+M xx SR, 5M, 5LMH xx Down+2A xx PC, GHA.
-With a decent angle, you can link after H xx Primer xx Stand Rush, allowing you to prime mid-combo. When Kosaku does his GHA from the right, you can only see Killer Queen’s feet after the explosion, which looks a little silly.

Combo #9:
-Son 214+M xx PC, 5H xx 236+L xx SR, j.M, 5L, 5LH xx Down+2A, HHA, Taunt.
-Kira’s HHA has more range that it appears to have.

Combo #10:
-Son j.L, 5LMH xx 19, j.H xx 236+A xx SR, j.M, 5LMH xx PC, Son, 2L xx 236+L xx SR, j.M, GHA, Taunt.
-Jolyne can cancel her instant j.M or j.H to Rush Punch, then Stand Rush out of it for a nasty, meter-cheap combo opener. For a bar she can then Puttsun into Stand Mode again, probably into her infinite. I went for the Stand Rush into GHA though, which is actually kinda hard to do since her GHA is so slow.

Combo #11:
-(Son 214+M before combo), 5LM xx Down+2A, 5L, 5L xx 214+M xx SR, 5Lx3 xx 5H xx Down+2A xx PC, Son, 5H xx 214+M xx SR, 5Lx3 xx 5H xx Down+2A xx PC, 5H xx 6H xx PC, 6H, Taunt.
-This combo requires the perfect corner placement you see in all those juggle infinite videos. This placement allows him to do long juggles with multiple Detonation Primers. The f.H in the end causes a hard knockdown for some reason, usually it’s techable on juggle.

Combo #12:
-(GHA before combo)(Forward Super Jump) j.LMH xx 66*, 5LMH xx 6H xx 236+H xx PC, 5MH xx 6H xx 236+L xx PC, j.H, 2H, 2L xx whiff 5L xx 5M xx 2H xx 6H xx 214+M xx PC, j.H, 2H xx 623+A xx 19, j.LMH xx 66*, (5M xx 2H)x2, 5MH xx 19, j.LMH xx 66*, 5M xx 2H xx 623+A xx 19, 66 xx 214+M, Whiff L xx M*, Taunt.
-This is just a taste of what Ultimate Cars can do. I only ended it because, well, I need to stop somewhere, right? When he does three moves while flying, trying to cancel into a 4th will make him drop to the ground instantly, allowing for some really sick combos. During the Fly Cancel after the M xx H I could act much faster than normal for some reason. This would always happen in this situation, so I don’t know if it’s a glitch that occurs because I did a flight earlier or something. His airdash and piranha carries the hard knockdown from the SRK Tentacle, allowing me to land and taunt. Most normals can also carry juggle properties this way.
*Move only used to cancel recovery of 3rd move in flight, does not come out.

Soundtrack:
JoJo ASB: Johnny’s theme
JoJo ASB: Kira’s theme
JoJo ASB: Jolyne’s theme
JoJo ASB: Car’s theme

Released on September 4th, 2013

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