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* A number of them left over from the beta, and here is a list of them which may or may not be patched in the future:
** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing unless higher level players who know how to take advantage of very specific string inputs come along.
*** On the other hand, while lacking on sideways tracking like in the two aforementioned games, which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'', instead, make up for this by having ''too much forward range'', making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string on ''very specific'' inputs of a character's attack string, meaning the brain-dead nature of the game can easily be misleading.
** While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
** Special moves are much more spam-friendly, especially since a majority of them have super armor (mainly the supers), and above all, have plus frames on block, leading to many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being just as strong, setplay and zoning are much harder to counter than in the other two games.
** The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay. However, high-speed counters and escapes can easily neuter blind offense likewise.
** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo discovery in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative with utilizing hit effects.
** Just like in ''Burning Blood'' and other recent ''One Piece'' games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women, but basically makes his guard-breaking offense against them quite limited outside of trying to go for setplay or wakeup offense/okizeme.

to:

* A number of them left over from the beta, and here is a list of them which may or may not be patched in the future:
** ----
*
The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing unless higher level players who know how to take advantage of very specific string inputs come along.
*** ** On the other hand, while lacking on sideways tracking like in the two aforementioned games, which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'', instead, make up for this by having ''too much forward range'', making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string on ''very specific'' inputs of a character's attack string, meaning the brain-dead nature of the game can easily be misleading.
** * While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
** * Special moves are much more spam-friendly, especially since a majority of them have super armor (mainly the supers), and above all, have plus frames on block, leading to many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being just as strong, setplay and zoning are much harder to counter than in the other two games.
** * The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay. However, high-speed counters and escapes can easily neuter blind offense likewise.
** * While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo discovery in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative with utilizing hit effects.
** * Just like in ''Burning Blood'' and other recent ''One Piece'' games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women, but basically makes his guard-breaking offense against them quite limited outside of trying to go for setplay or wakeup offense/okizeme.offense/okizeme.
----
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grammar


*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string on ''very specific'' inputs of a character's attack string, meaning the brain-dead nature of the game can easily be misleading.

to:

*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games games, which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' Force'', instead, make up for this by having ''too much forward range'' instead, range'', making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string on ''very specific'' inputs of a character's attack string, meaning the brain-dead nature of the game can easily be misleading.
Is there an issue? Send a MessageReason:
None


** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.
*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string ''or when you're just up in their face'', meaning it's near impossible to try and mix them up with throws used.

to:

** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.
mashing unless higher level players who know how to take advantage of very specific string inputs come along.
*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string ''or when you're just up in their face'', on ''very specific'' inputs of a character's attack string, meaning it's near impossible to try and mix them up with throws used.the brain-dead nature of the game can easily be misleading.



** The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay.

to:

** The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay. However, high-speed counters and escapes can easily neuter blind offense likewise.
Is there an issue? Send a MessageReason:
None


** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative.

to:

** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom discovery in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative.creative with utilizing hit effects.
Is there an issue? Send a MessageReason:
None


*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string, meaning it's near impossible to try and mix them up with throws used.

to:

*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string, string ''or when you're just up in their face'', meaning it's near impossible to try and mix them up with throws used.
Is there an issue? Send a MessageReason:
None


** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.

to:

** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding isn't tied to any resource like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense, even if ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.
Is there an issue? Send a MessageReason:
None


** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.

to:

** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is isn't tied to a secondary any resource unlike like in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense.offense, even ScratchDamage from blocking is a thing. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better, thus leading to a lot of mindless button mashing.
Is there an issue? Send a MessageReason:
None


** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative.

to:

** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative.
Is there an issue? Send a MessageReason:
None


** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better.

to:

** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better.better, thus leading to a lot of mindless button mashing.
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Watch the Geekstone's video on the gameplay. Looks like the throws are bugged.


*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease.

to:

*** On the other hand, the throws while lacking on sideways tracking like in the two aforementioned games which have tracking on their guard break mechanics to beat sidestep spamming, throws in ''Jump Force'' instead, make up for this by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease. Even worse, throws seem to have their hitboxes disappear when you chain-cancel into from a normal string, meaning it's near impossible to try and mix them up with throws used.
Is there an issue? Send a MessageReason:
None


** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense.

to:

** The tracking is very wonky in this game compared to the more comprehensive ''J-Stars'' and ''Burning Blood'', which can cause slip-outs to occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense. On the flipside however, normal attacks have ''too much'' tracking, basically making it so the victim either get tagged with ease by a basic string, or they start to slip-out of the string as aforementioned, which further trivializes the usage of trying to use Smash Attacks and/or throws to even attempt to break through defense when normal attack strings do it better.



** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos.

to:

** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos. Not helping is that as aforementioned, the tracking on normal attack strings is a bit overdone and/or still wonky at best, meaning that mashing one button is basically key to doing anything optimally instead of trying to be creative.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: A number of them left over from the beta, and here is a list of them which may or may not be patched in the future:

to:

* ScrappyMechanic: A number of them left over from the beta, and here is a list of them which may or may not be patched in the future:



* While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
* Special moves are much more spam-friendly, especially since a majority of them have super armor (mainly the supers), and above all, have plus frames on block, leading to many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being just as strong, setplay and zoning are much harder to counter than in the other two games.
* The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay.
* Just like in ''Burning Blood'' and other recent ''One Piece'' games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women.
* While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos.

to:

* ** While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
* ** Special moves are much more spam-friendly, especially since a majority of them have super armor (mainly the supers), and above all, have plus frames on block, leading to many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being just as strong, setplay and zoning are much harder to counter than in the other two games.
* ** The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space, and the aforementioned setplay.
* ** While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos.
**
Just like in ''Burning Blood'' and other recent ''One Piece'' games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women.
* While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed
women, but basically makes his guard-breaking offense against them quite limited outside of trying to go for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos.setplay or wakeup offense/okizeme.

Added: 275

Changed: 3560

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* As a few videos explained this beforehand, the prime problem of most 3D arena fighters started to come into play here which is the issue of camp-guarding for free unless an attack directly contests you; the game unlike the prior ''J-Stars'' allowed players to camp-guard even harder than before, on top of the decreased tracking on the defensive-bypass mechanics (Smash Attacks and Throws) allowing defenders ample time to just dodge and retaliate with little worry (the prior ''J-Stars'' game and even ''One Piece Burning Blood'' at least had tracking on their guard breaks in order to punish excessive sidestepping but can at least be parried against or stuffed by fast attacks to balance them out). Thus, it can be quite easy to stall a match via guarding attacks all day long before you even get your guard broken while being able to dodge most unblockable moves with ease upon reaction.
* To elaborate further on the camp guarding issue, unlike in ''J-Stars'' (where guarding is tied to a resource usable for specials and other mechanics) and ''Burning Blood'' (where certain moves can overpower guarding level just enough while also being unblockable outside of guard breaks), guarding in ''Jump Force'' is tied to its own gauge used solely for defensive mechanics and movement. However, sidestepping takes no extra effort and the gauge needed to maintain the guard won't even run out, which can lead to one maintaining a solid position without needing to use full-committal offense (as full on assaults can be High-Speed Countered), meaning you can run away to charge up your resource, use a form of space-controlling setplay, use your own throw or a similar tool for a knockdown, and repeat the process. This results in a different form of CycleOfHurting.
** With this in mind, only certain characters have special moves that are both unblockable and have tracking (e.g. Luffy), which basically creates some distance between the viability of the characters.
** Another issue with the game is the super attacks having super armor. Allowing players to casually use super moves while being attacked by an opponent. This also applies to certain special moves that can be spammed, such as Naruto's Rasengan being plus on block.
* The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space.

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* As a few videos explained this beforehand, ScrappyMechanic: A number of them left over from the prime problem of most 3D arena fighters started to come into play beta, and here is a list of them which is may or may not be patched in the issue of camp-guarding for free unless an attack directly contests you; the future:
** The tracking is very wonky in this
game unlike compared to the prior more comprehensive ''J-Stars'' allowed players and ''Burning Blood'', which can cause slip-outs to camp-guard occur on several basic attack strings. Even to the point where camp-guarding (a prevalent problem in most 3D arena fighters) tends to be even harder to beat than before, before as sidesteps can easily be timed whenever a Smash Attack or throw is performed even into the middle of an attack string, and never mind the fact that Smash Attacks have SuperArmor. Also on top of this, there are very few special moves that both bypass defense and can track the decreased opponent. And since sidestepping and/or guarding is tied to a secondary resource unlike in ''J-Stars'', there's less need to manage a resource while guarding and more time allowed to simply bait your foe into a dumb offense.
*** On the other hand, the throws while lacking on sideways
tracking on like in the defensive-bypass mechanics (Smash Attacks and Throws) allowing defenders ample time to just dodge and retaliate with little worry (the prior ''J-Stars'' game and even ''One Piece Burning Blood'' at least had two aforementioned games which have tracking on their guard breaks in order break mechanics to punish excessive sidestepping but can at least be parried against or stuffed by fast attacks to balance them out). Thus, it can be quite easy to stall a match via guarding attacks all day long before you even get your guard broken while being able to dodge most unblockable moves with ease upon reaction.
* To elaborate further on the camp guarding issue, unlike in ''J-Stars'' (where guarding is tied to a resource usable for specials and other mechanics) and ''Burning Blood'' (where certain moves can overpower guarding level just enough while also being unblockable outside of guard breaks), guarding
beat sidestep spamming, throws in ''Jump Force'' is tied to its own gauge used solely instead, make up for defensive mechanics and movement. However, sidestepping takes no extra effort and the gauge needed to maintain the guard won't even run out, which can lead to one maintaining a solid position without needing to use full-committal offense (as full on assaults can be High-Speed Countered), meaning you can run away to charge up your resource, use a form of space-controlling setplay, use your own throw or a similar tool for a knockdown, and repeat the process. This results in a different form of CycleOfHurting.
** With
this in mind, only certain characters have special moves that are both unblockable and have tracking (e.g. Luffy), which basically creates some distance between the viability of the characters.
** Another issue with the game is the super attacks
by having ''too much forward range'' instead, making it seem like you're just out of range, only for a throw to reach you with ease.
* While it may overlap into a split base, the amount of hitstop frames add to the already existing input lag issues as people have reported, which may or may not break the flow of combat.
* Special moves are much more spam-friendly, especially since a majority of them have
super armor. Allowing players armor (mainly the supers), and above all, have plus frames on block, leading to casually use super moves while many safe blockstrings. Added in with supports, one can keep pressure up very often. On top of camp-guarding being attacked by an opponent. This also applies just as strong, setplay and zoning are much harder to certain special moves that can be spammed, such as Naruto's Rasengan being plus on block.
counter than in the other two games.
* The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space.space, and the aforementioned setplay.
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* As a few videos explained this beforehand, the prime problem of most 3D arena fighters started to come into play here which is the issue of camp-guarding for free unless an attack directly contests you; the game unlike the prior ''J-Stars'' allowed players to camp-guard even harder than before, on top of the decreased tracking on the defensive-bypass mechanics (Smash Attacks and Throws) allowing defenders ample time to just dodge and retaliate with little worry (the prior ''J-Stars'' game and even ''One Piece Burning Blood'' at least had tracking on their guard breaks in order to punish excessive sidestepping but can at least be parried against or stuffed by fast attacks to balance them out). Thus, it can be quite easy to stall a match via guarding attacks all day long before you even get your guard broken while being able to dodge most unblockable moves with ease upon reaction.
* To elaborate further on the camp guarding issue, unlike in ''J-Stars'' (where guarding is tied to a resource usable for specials and other mechanics) and ''Burning Blood'' (where certain moves can overpower guarding level just enough while also being unblockable outside of guard breaks), guarding in ''Jump Force'' is tied to its own gauge used solely for defensive mechanics and movement. However, sidestepping takes no extra effort and the gauge needed to maintain the guard won't even run out, which can lead to one maintaining a solid position without needing to use full-committal offense (as full on assaults can be High-Speed Countered), meaning you can run away to charge up your resource, use a form of space-controlling setplay, use your own throw or a similar tool for a knockdown, and repeat the process. This results in a different form of CycleOfHurting.
** With this in mind, only certain characters have special moves that are both unblockable and have tracking (e.g. Luffy), which basically creates some distance between the viability of the characters.
** Another issue with the game is the super attacks having super armor. Allowing players to casually use super moves while being attacked by an opponent. This also applies to certain special moves that can be spammed, such as Naruto's Rasengan being plus on block.
* The lock-on high-speed chasing in this game can easily be punished by a high-speed escape user that happens to have a fast enough attack, making them hard to touch. Not helping this are some solid supports that can effectively control space.
* Just like in ''Burning Blood'' and other recent ''One Piece'' games as of late, Sanji becomes near useless when fighting female opponents, as all of his attacks will be modified to deal next-to-nothing damage. Fighting an enemy team comprised of girls makes him a non-factor. A lesser exemple is Ryo, whose grab does no damage to women.
* While both ''J-Stars'' and ''Burning Blood'' were designed in a way that allowed for intricate combo freedom in their attack strings (i.e. linking one string's portion into a completely different attack/string, then into another string that can naturally chain-cancel into a special move, and so forth), ''Jump Force'' seems to have its damage scaling skewed towards such creative freedom, forcing the usage of default singular attack strings into an autocombo special just for optimal damage when it comes to combos.

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