• Wait what

    What an in-depth look at the game. This will come in handy if I do wind up importing this.

  • SHSL Big Bro

    I actually liked this article a lot, mostly due to the extra information about how the fighting game itself handles – it’s rare that someone tells you that you can puttstun cancel and then offer suggestions about what you can actually pull off with said tactic.

  • leingod

    Oh my, that sounds incredible. Does this have any chance of localization like the Capcom game back in the day? Or else I’ll just have to import…

    • Kyle McDaniel

      Sadly there’s 0 chance of it ever getting localized.

      • Ninastars

        I wouldn’t say so. A digital release for EU could be entirely possible at least.

        • leingod

          Hope that’s true, and not only for Europe.

      • Tonton Ramos

        Saints Seiya Brave Soldiers is getting localized I hope for this game as well…

        • Herok♞

          Every character name is a reference to a band they would have to change a lot and I hear someone high up doesn’t like changing things, so for that reason it could never be localized for fear of lawsuits.

          • TiAn

            I’ll be fine with a subbed version with english menù :/

          • Edgar Vaughn

            you’ve must of forgot about jojo game made by capcom and oh wait guilty gear which those characters are named after bands as well! It will come to the US!

          • Herok♞

            in the capcom jojo game they changed Vanilla Ice to Iced

  • AkuLord3

    “The demo build that I played contained only 11 characters (protagonists of Parts 1 to 6″
    Might want to fix that to Parts 1-7, but yeah pretty interesting and good read on things

    • KingofSarus

      I was just about to point that out, as Johnny Joestar IS Part VII’s protagonist, other than that, damn good read. Good shit.

    • EA575

      Gyro is actually the main protagonist #Kappa

  • Muffum

    I had to read this right after learning my copy shipped. Now the wait’ll be even more unbearable.

    • maryannaweinreb

      мy coυѕιɴ ιѕ мαĸιɴɢ $51/нoυr oɴlιɴe. υɴeмployed ғor α coυple oғ yeαrѕ αɴd prevιoυѕ yeαr ѕнe ɢoт α $1З619cнecĸ wιтн oɴlιɴe joв ғor α coυple oғ dαyѕ. ѕee мore αт…­ ­ViewMore——————————————&#46qr&#46net/kAgk

      Oh my, that sounds incredible. Does this have any chance of localization like the Capcom game back in the day? Or else I’ll just have to import…

      • Guest

        My fist is making $51/hour online. Punching your bot face.

        • Shady Shariest

          Don’t be that harsh, it’s a virus-spam-ad-thingy that makes spam appear on the start of replies and messages :3

      • Shady Shariest

        *Ninja Spam appears!*

  • British_Otaku

    A LOT OF INFORMATION, Cheng. Well done.
    It’s probably CC2′s best fighter by a landslide based on all of this. >_>
    The evasive rolls remind me of the dodging into the 3rd Dimension in Gundam Battle Assault, Dragon Ball Z Hyper Dimension or Smash Bros (Block and Down). Sounds like a good choice to keep the action going, I may pick this up later… >_>

  • Sentsuizan_93

    This is a very well written impression of the game. If this does make it outside Japan, Day 1 buy. If it doesn’t, might be a credit card draining import. Either way, this is a very well done analysis of the game.

  • James Williams

    A lot of great info here!
    Does anyone else know if this will be available on the PSN store though? I don’t think i can cope with waiting for it to ship.

  • KyoyaHibari

    Ugh, I hope it isn’t as stilted as SFIV and combos are actually viable and serve a purpose, the gameplay footage looks promising, but once I get my hands on it then I’ll get a feel for things. I’m hype about all the new DLC characters, but I hope the gameplay can deliver.

    • Kelohmello

      Are you implying combos aren’t viable and don’t serve a purpose in SFIV?

      • KyoyaHibari

        Indeed. Anything that ends with a super or ultra puts it to scale with the normal super/ultra damage, so whether you do a shoryuken to Metsu Hadoken or some really long combo to Metsu Hadoken, it hardly makes an ounce of difference. Not to mention juggling is mediocre to begin with and the mid-combo FADC system is needlessly convoluted and strict. Things scale to an insane degree and high level play ends up being zoning spam and pokes all the time. KoFXIII on the other hand has combos with a lot of variety, aggressive gameplay, better defense mechanics and cancels that make sense.

        • Kelohmello

          Just because combos scale doesn’t mean they aren’t viable/are purposeless. You use combos to optimize your damage every time you get a hit. If you do that, you have to hit them less, increasing your chances of winning. That’s one of the major fundamentals of any fighting game. SFIV isn’t any different in that regard, every hitconfirm you get you convert into a combo to increase your damage output, then you use specific enders to get okizeme options if possible, which give you mixup opportunities for more damage. They hurt the other guy and put you in a more advantageous position most of the time, just like pretty much every other fighting game. Also worth mentioning that it’s hard to take you seriously when you talk about KOFXIII combos, many of which at a competitive level are ridiculously hard to pull off consistently, then say that FADC is needlessly convoluted and strict.

          • KyoyaHibari

            So having to do a move, press a combination of 2 buttons to do a focus attack cancel mid attack, then do a dash by quickly double tapping forward all in a nano second all to get the freedom to get to another move is easier than just inputting another command while the frames for one are already going? Plus there’s the actual distance at which you advance from this that you have to gauge as well when thinking of how to approach and connect with the next move. I can’t level with you there. I argue KoF combos are easier due to them being derivative of the ease of cancels themselves and it is only a matter of knowing move properties which work in certain ways to connect them to one another which is basic fighter understanding, so just acknowledging the ins and outs of a command move and all their different forms is all you need while not having a whole separate command that needs to be inputted at an insane speed in order to transition into another. If there’s any difficulty with KoF combos, it’s in the air time and limitations of which moves are able to link from one another which is relative to SFIV as well. My statement about combos not being totally viable I will admit, wasn’t totally clear, but it is the difference in length when topped with a super and ultra which seems fruitless as I explained earlier. It has an almost identical end result in damage once the super/ultra is done, so why pull of the more difficult combo if it has nearly the exact same damage as the simpler one? There maybe some adequate combos (in terms of damage) sans supers/ultras, but it makes it rather disappointing if you want some variety and better damage with combos ending in aforementioned moves which would make the ender more fearsome and spectacular rather than having a stagnant output equivalent to a bare super/ultra that you already expect.

          • Kelohmello

            “So having to do a move, press a combination of 2 buttons to do a focus attack cancel mid attack, then do a dash by quickly double tapping forward all in a nano second all to get the freedom to get to another move is easier than just inputting another command while the frames for one are already going?”

            FADC isn’t that strict nor are KOF combos as simple as what you described, unless you’re doing the absolute basic stuff. I question how familiar you are with either of the games you’re talking about. As far as ultras doing less damage because you purposely chose to do a sub-optimal combo, welcome to fighting games. If you choose to scale damage, that’s entirely your fault– all fighting games work like that, sometimes the hardest, longest combo doesn’t lead to the best damage. If you just wanna show off with a cool combo then who cares how much damage it does anyways if it’s the same amount? You’re doing it for the sake of looking cool, not winning the match.

          • courte

            fadc the road of options with multiple exits? pr rog was sure glad about the option to hit with a focus attack or dash out. hell you can charge up that focus attack a level or two. then force you’re opponent into a rarely seen guessing game. he’s wide open should i just get away or can i hit him with an armor breaker or a 2 hit before he gets through?

            combos aren’t pointless. ultras and supers aren’t pointless. it’s how they are used. you won’t see combos in sf3 taking as long, but in sfiv you’re given the option in a lot of areas, and mostly at least at the high level, it’s a big of a brag to show off your execution skill.

            i don’t look at the scaling and say “then every combo done is dumb” i look at the people playing and say “why minimize your damage at any possible opportunity?” it’s not on the game it’s on the people. case in point, which is something that if you’re as intelligent as you seem, you’ve noticed no doubt. everyone plays sfxt and gets a blast out of boost combos which chain like butter… but after week one everyone keeps using them like it’s the first day, even though training mode will clearly tell you exactly how the scaling breaks down, but still they do it.just jab into fierce if you must!

          • KyoyaHibari

            You questioning my familiarity is reciprocated with me wondering about yourself. What do you mean “[I] choose to scale damage”? That’s the mechanics at work; I’ve witnessed people do Ultra based combos that differ in length but do the same damage which sounds absurd. I don’t know what you consider “sub-optimal” but that’s what happens one way or another, and in SFIV, you can do a simple shoryuken > Metsu Hadoken and it will do the same damage as a longer combo ending in a Metsu Hadoken. This isn’t present in KoF XIII, the overall damage of a Neo Max super may be scaled WITHIN the combo so damage doesn’t get too insanely on-point, but you can see the difference in damage between a Max super stand-alone and one in a combo in the end result. With that said, I find there is more purpose in combos in KoF XIII due to this, and it is not simply a matter of style with making long combos; the memorization and execution pays off with higher damage output. I can understand you are defending SFIV and the notion of “coolness” when doing a large combo, but to me personally I can’t respect that and like KoF XIII because there’s more to gain within the realm of the match. Why burden yourself with trying to remember a longer string just to look cool if in the long run you are trying to win the match with the most optimal and efficient options? (Not to say that I encourage spam, quite the contrary, I want variety but combos that will get you somewhere more easily or that are proportionately damaging with length.) I never stated that personally was my intention, and I don’t know who does play with purely that mentality, but it seems more prevalent in SF and concurrently I don’t like SFIV because of the gameplay and that ideology.

  • Herok♞

    I love fighters and I am enjoying Jojo, I plan on importing this once I finish reading the manga.

  • RazeXI

    I got worried when it said “it plays like street fighter IV” it made me think that jojo’s whole meta game was a defensive playstyle but thankfully that’s not the case here.

  • Kelohmello

    Man, that’s a really… off, statement, “Plays like Street Fighter IV but with sidestepping”. Sidestepping is hardly the largest difference.

    Still, that being said, good article, very good breakdown of the mechanics.

  • KyoyaHibari

    SFIV comparison aside, this is a thoroughly detailed and well done article, kudos to Cheng.

  • Göran Isacson

    I must admit, it does look like this is far more advanced than their Naruto games. Gotta wonder how the game will be received over here… IF it ever gets over here, that is…

  • Vash bane

    “In Joseph Joestar’s case, on top of a backdash, he also has a “run away” special command”

    this is ten time funnier after finishing that arc lol

Mobile Theme