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JJBA ASB 1.04 Changelog (WIP)

Nov 28th, 2013
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  1. ======System Changes======
  2.  
  3. ===Quick Ride===
  4. The characters with the “Horseback” Style can now press the Style button after a normal move to quickly get on the horse.
  5.  
  6. ===Jump===
  7. All characters got the following changes to the landing cooldown after jumping and/or performing jump attacks.
  8. - Characters can no longer guard, throw, break throws, or attack during the landing.
  9. - If a character jumps without attacking, the only thing you cannot do is Stylish Move.
  10. - If a character jumps backwards, the landing cooldown occurs even if they didn’t perform an attack.
  11.  
  12. ===Health===
  13. The health values have been adjusted for the following characters:
  14. - Cars
  15. - Polnareff
  16. - DIO
  17. - Iggy
  18. - Koichi
  19. - Fugo
  20. - Jolyne
  21. - Annasui
  22. - Pucci
  23. - Gyro
  24. - Valentine
  25. - Ikuro/Baoh
  26.  
  27. ===Throw===
  28. The damage values of normal throws have been adjusted for the following characters:
  29. - Caesar
  30. - Iggy
  31. - Okuyasu
  32. - Koichi
  33. - Shigechi
  34. - Mista
  35.  
  36. Moreover, normal throws now give the user 15% more HH Gauge and remove 10% more Guard Gauge from the opponent.
  37.  
  38. ===GHA===
  39. The damage values of GHAs have been adjusted for the following characters:
  40. - Dio Brando
  41. - Joseph
  42. - Lisa Lisa
  43. - Kakyoin
  44. - Polnareff
  45. - Hol Horse
  46. - Okuyasu
  47. - Koichi
  48. - Akira
  49. - Mista
  50. - Narancia
  51. - Fugo
  52. - Diavolo
  53. - Hermes
  54. - Valentine
  55. - Jo2uke
  56.  
  57. The following special moves can now be canceled into GHA:
  58. - Jonathan: 6L, 6M, 6H
  59. - Will Zeppeli: 6M
  60. - Dio Brando: 6H
  61. - Joseph: 3S, 6H
  62. - Wham: 6H
  63. - ACDC: 6H
  64. - Cars: 3H
  65. - Jotaro: 3H (SOff), 6H (SOn)
  66. - Polnareff: 6M (SOff), 6H (SOn)
  67. - Kakyoin: 6M (SOff)
  68. - Old Joseph: 6M (SOff)
  69. - Josuke: 6H (SOff), 3H (SOn), 3M (Hair Install)
  70. - Koichi: 6H (SOff)
  71. - Okuyasu: 6H (SOn)
  72. - Shigechi: 236S, 214S
  73. - Kira: 6H
  74. - Giorno: 6H (SOff), 6H (SOn)
  75. - Mista: 3H
  76. - Narancia: 6H (SOff)
  77. - Fugo: 6M (SOff)
  78. - Diavolo: 6H (SOn)
  79. - Jolyne: 6H (SOff)
  80. - Hermes: 3H (SOff)
  81. - Annasui: 6H (SOff)
  82. - Pucci: 6H (SOff), 6H (SOn)
  83. - Jo2uke: 3H
  84.  
  85. ===Mode===
  86. (In these notes, the S version of the Mode is called Mode 1, while the 22S version of the Mode is called Mode 2).
  87. - Mode activation animation now lasts 9 frames instead of 15, while Mode deactivation animation now lasts 36 frames instead of 15.
  88. - Except for ACDC, the Pillar Men can now gain HH Gauge during Mode 1.
  89. - During the Mode (including Mode 2), performing a HHA now consumes all the gauge that has been spent on activating the Mode and deactivates it (the Mode deactivation activation does not happen).
  90. - Activating Mode 1 now consumes 25% of HH Gauge.
  91. - Manual Mode 1 deactivation now consumes 25% of HH Gauge (this makes it cost at least 50% of HH Gauge when coupled with the activation). If the character has less than 25% of HH Gauge left, manual Mode 1 deactivation is impossible.
  92. - You can now activate Mode 2 by pressing 22S even outside of Mode 1. Activating it is now treated the same as activating Mode 1 (can be canceled from normals and specials).
  93. - Mode 2 now allows the usage of HHA regardless of the gauge left.
  94. - The cooldown period of Mode 2 activation has been increased.
  95.  
  96. ===High Jump===
  97. The following characters’ high jump start-up has been increased to 3 frames from 1 frame:
  98. - Will Zeppeli
  99. - Caesar
  100. - Ikuro/Baoh
  101. Moreover, all hits received during a high jump now register as counter-hits.
  102.  
  103. ===Stylish Move===
  104. - Stylish Move now has two versions: standing (performed by pressing 4 when hit by a mid, overhead, or unblockable) and crouching (performed by pressing 1 when hit by a mid, low, or unblockable). Performing the wrong version against an mid or unblockable now drains 40% of your Guard Gauge instead of 30%.
  105. - After performing a Stylish Move, you now gain different amounts of invulnerability depending on the action you perform: movement actions (jumps, walks, runs, side-steps) gain 10 frames, while other actions (mostly attacks) gain 5 frames.
  106. - After performing a Stylish Move against an aerial attack, you can now act 4 frames earlier.
  107. - Stylish Move is now no longer possible for characters in Horseback mode and Iggy in Stand Off mode.
  108.  
  109. ===Counter-Hit===
  110. The properties of counter-hits have been adjusted.
  111. - The counter-hit damage is now doubled.
  112. - When landing a counter-hit on the airborne opponent, they cannot recover for additional 5 frames (effect persists in combos).
  113. - 5L and 2L no longer counter-hit.
  114.  
  115. ===Resolve Mode===
  116. - Super-armor effect of Resolve Mode is now applied to attacks starting from the second frame.
  117.  
  118. ===Guard Break===
  119. - During a Guard Break, the same combo proration is now applied.
  120.  
  121. ===Guard Gauge===
  122. - The amount of Guard Gauge has been adjusted for Iggy.
  123. - Guard Gauge now changes color depending on its amount: green (100% and lower), yellow (40% and lower), red and flashing (30% and lower).
  124. - When you block the multi-hit attack, the amount of Guard Gauge lost is now correctly calculated from the sum of the separate hits.
  125. - During the taunt against a downed opponent, both players now recover their Guard Gauges.
  126. - Guard Gauge no longer recovers for 7 frames after landing after the jump.
  127. - The speed of Guard Gauge’s recovery is now reverse-proportional to the amount of Guard Gauge left: the less you have, the faster it recovers (the recovery rate is doubled at 0% and decreases to the regular speed at 50%).
  128.  
  129. ===Stand Rush===
  130. - The input window for Stand Rush now opens 3 frames early.
  131.  
  132. ===Quick Stand On===
  133. - The following specials can now be canceled into Quick Stand On:
  134. Jotaro: 3H
  135. Kakyoin: 6M
  136. Polnareff: 6M
  137. Old Joseph: 6M
  138. Narancia: 6H
  139. Fugo: 6M
  140. Hermes: 3H
  141. - Quick Stand On now costs 50% of HH Gauge instead of 100%. Moreover, you can now act after Quick Stand On after 12 frames instead of 10 and no longer gain HH Gauge during the following combo.
  142. - Quick Stand On can no longer be done during the cooldown period of specials and normals.
  143.  
  144. ===Other===
  145. - The following moves now have different inputs to prevent accidental performance:
  146. Will Zeppeli: high jump
  147. Dio Brando: high jump
  148. Caesar: high jump
  149. Cars: flight
  150. Jolyne: string pull
  151. Ikuro/Baoh: high jump
  152. Jonathan: 46A (now 546A)
  153. Joseph: 623A
  154. - Dashes now stop automatically after 5 seconds.
  155. - Part 7 stage’s stage gimmick now gives 1 stock of HH Gauge instead of 3.
  156. - The following characters’ behavior after being hit in midair has been adjusted:
  157. Wham
  158. ACDC
  159. Cars
  160. Abdul
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