YMMV / J-Stars Victory Vs

  • Americans Hate Tingle: The fans of this game outside of Japan believe that Tarou Yamada and Luckyman are "wasted character slots" and that it should have gone to someone else, like Yoh, Kinnikuman or Yami Yuugi. Luckyman's reception became much warmer after his gameplay trailer (and the fact that he actually came from an old yet successful Jump manga) whereas Tarou still seems universally hated.
  • Broken Base: The support characters. A lot of fans want them as full playable characters, while others are happy they're present at all.
  • Crowning Music of Awesome: Fighting Stars, the game's theme song.
  • Harsher in Hindsight: The cover art was designed so that characters from manga that are currently running in some form would appear at the front. This unfortunately includes Beelzebub, which concluded before the game was officially released.
    • In game wise, Luffy's Dark Phantom says something that is too close for home for a certain character the fanbase loves, and if you need a hint, time wise, this appears to take place before the Paramount War.
    Phantom Luffy: Battle results in sacrifices. Someday, you too will lose something important to you.
  • Hilarious in Hindsight: The Famicom Jump series was developed by Chunsoft on the original Famicom to celebrate 20 years of Jump. 25 years and a few unrelated Jump crossovers later, the same company (now merged with Spike of Tenkaichi fame) is developing this game for Jump's 45th anniversary!
  • Les Yay: In the opening, when Lala gets pushed into Chitoge, she grabs onto her rather affectionately. Love Bubbles even start appearing around them! It doesn't help that Lala's tail is wrapping around Chitoge.
  • Scrappy Mechanic: In initial demos of the game, people were generally annoyed by the lengthy invincibility frames characters got after being knocked down. This was mostly fixed by the game's actual release, with the invincibility cut down by more than half, and again with the international release, though it still remains a criticized element.
    • For some, Raoh's dying words. If he's the last K.O. in the match, he'll recite his famous phase. However, this makes it so that he prolongs the time the match ending signal will appear, meaning within a small period of time if his opponent(s) happen(s) to be low on HP and with one more K.O. needed for his team's Victory Gauge, Raoh's partner can easily take a kill and snatch victory from the hands of his defeat. Some find it funny to do, while some just can find it annoying to have their hard work go to waste when they happen to K.O. Raoh as their final notch needed for their Victory Gauge.
    • EVERYONE has VERY punishable moves; nearly all of their default attack strings have some sizeable recovery afterwards, making this more of a bait-and-punish type of fighting game, and discouraging reckless combat. Even recovering from a jump, dash and/or sidestep has massive recovery. Basically, mistiming almost anything can easily get your ass kicked.
  • They Wasted a Perfectly Good Plot
    • While there's a lot of unique dialogue between various characters, some combinations aren't included in the game like Kenshiro and his Expy Jonathan Joestar.
    • The villains' presence in J-Adventure mode is limited to one MacGuffin quest, and they only get a single battle each.
  • Tier-Induced Scrappy: Inevitable, since this is a non-traditional Free Floor Fighting game with a ton of over-the-top anime/manga characters:
    • Some people deem Sasuke to be somewhat broken due to his useful midair projectiles (jumping strong), solid stun on both his Chidori and aforementioned projectiles, solid homing on his Great Fireball Jutsu that is only good enough to apply pressure to his far away targets, great range on his Guard Break since it involves his Susano'o's fist AND crumples on hit, and his Amaterasu that can sap his opponent's stamina like crazy AND interrupt their actions for sure if timed right (since it locks on from practically everywhere).
      • On top of all of that, his Victory Burst Super Mode (which is his Susano'o as aforementioned) without any terrain to hide behind is outright unavoidable. Even continuously firing arrows into an enemy who is near a wall can work as well, since the wall only serves to bounce them back and prevent their Mercy Invincibility from occurring fast enough. Should we also mention Sasuke is even invincible during the said Super as well, AND that he can perform his Super while his Victory Burst is going to run out (AND do it during his teammate's Super)? It shows something that people were quite angry when Sasuke was like everyone else, untouched in the + version.
      • However, Sasuke still has his weaknesses. The way his stamina gauge works as a Naruto character, he still has punishable attack strings like everyone else (save for his weak-to-strong combo arguably), he can't combo from his jumping weak attack, his Amaterasu drains his own stamina just as quick and always has a recovery animation, jumping strong sucks at close range, as well as his Susano'o mode not being able to protect him during certain moments from attacks through a slight bug. His Susano'o's attacks (save for the Super) can also all be blocked, and the stamina they take off isn't as impressive.
    • Ichigo comes into a close second, since his combo game is very good to the point where it extends to very solid air combos, AND his Getsuga Tenshou is a very fast projectile to use for interruptions due to the 2 v 2 nature of the game (even if it does low damage, it takes off plenty of stamina on block). The only bad thing about him is his Death Or Glory Victory Burst Super (which can be easy to sidestep if seen coming, and forfeits a K.O. to his opposition's Victory Gauge), some of his damage alone isn't easy to access in the hands of a beginner, and his Tenshou Ranbu special having slow on start-up and being way too easy to punish out in the open. That, and his sidestep has a lot of delay.
    • Luffy, due to his ability to always reach 100% stamina with he charging action being his Gear Second as opposed to a normal stamina charge, and this is barring the fact that he cannot exceed 100% stamina due to how his charging works so differently compared to everyone else in the game. Not to mention in just a simple auto-combo into his Gatling Gun special (which also can power him up into Gear Second if you keep up the assault) can net him almost half of one HP bar on anyone he hits fully with it; that's not also accounting for the fact he can increase his strength further by performing and powering up a special while in Gear Second to lace himself in Haki. Aside from his brain-dead damage from his combos, he also has a 100% damage combo as well (before getting patched in the + version). On the other hand, he's a bit difficult to use because despite having free 100% stamina at almost anytime, reckless players can deplete it very fast as well as Gear Second's activation with R1+X not being as spammable as one thinks (since it can't be used even when laced with Haki).
    • Kenshin. He is hands down the best close-range fighter in the game, and his Kuzuryuu Sen is VERY HARD to avoid (AND unblockable). His Amakakeru Ryuu no Hirameki counter is also the fastest one of its kind in the game. The only thing that sucks about him is his somewhat lackluster aerial combat (his only aerial attack is his Ryuutsuisen that goes straight down), his normals don't often cover much range and his battoujutsu stance can be hard to control (as well as lacking a Guard Break).
    • Kagura is hands-down one of the best assists in the game. She and Sadaharu relentlessly hunt their initially locked-onto-target down for a long while. Expect a TON of people online to ALWAYS use her, and to always stay on your toes due to her presence. She's often tied with Jaguar Jun'ichi in terms of over-usage (he's often used to setup unblockable combos). The only good thing about her that doesn't make her as overpowered is that like several assists, she doesn't drain stamina on block (let alone inflict meaningful damage).
    • Vegeta's Big Bang Attack assist was also too good at times. That is, until it got nerfed in the Plus version (less damage and tracking ability; it also has a long cooldown). That, and his Final Flash super was somewhat nerfed into taking off less stamina on block and also doing a bit less damage, making him much more trivial than before. However, Vegeta himself is still far from playable on the other hand since he's considered a decent character despite some of his oddities (like his R1+Square not being a real "invincible area attack"). Thus, right now he's considered decent.
    • Akainu's Bakuretsu Kazan (R1+Circle) is pure cheese, as it locks on from any distance, just like Sasuke's Amaterasu. That, and he can hit like a truck as well. Some people also consider his Super to be cheese. However, his Super is easy to avoid by standing right in front of him while all of his other attacks are a bit sluggish with notable stamina costs.
    • Killua's also high tier for similar reasons to Sasuke in terms of electric-type stunning on his moves; use him right, and Killua can net you some huge damage combos. But of course, he's ranked a bit low for a reason in that he's a bit link and stamina dependent (as well as having a slow sidestep, often needing to make use of sneaking up on someone with Zetsu instead of using a punishing sidestep game); but once you activate his Kanmuru's Denkou Sekka, a skilled player can dish out plenty of damage with him with low stamina costs. He can even link into his Super very easily from any of his crumpling hit confirms, and his Just Guard is a no-damage counter that crumples for nearly any free combo.
    • Hiei moves forward VERY far on his basic combo, and the one uppercut needed to lift you up on the first input of his weak attack string is guaranteed to open up free combos on many situations. However, via the former point Hiei covers so much distance as he attacks with his weak string, making it a hassle to rush back up to him in time if you've managed to dodge his attacks. That, and a majority of his moves have high stun on hit (such as his jumping weak attack), especially if he's powered up his sword with demonic flame. Should we also mention his Kousoku Giri special is an annoying move that can hit you from nearly anywhere if Hiei's in proper range? The only downsides to him are he uses up a ton of stamina for his combo extensions (Rengoku Shou using up a ton of it), he charges it slowly, and his Kousoku Giri is very easy to punish if blocked or if it happens to miss due to distance and/or angling.
    • Tsuna, since he has very reliable combos and can just smack you around back and forth, and his X-Burner is one of the game's best long range attacks. However, not only can his Guard Break not be combo'ed off of too well, but he's stamina dependent (he can only go up to 100%) and the terrain can affect his combos.
    • However, the aforementioned Sasuke comes in close second to Saiki, who is one of his hard counters. Saiki has notable and hard-to-grasp range on his basic attacks, and his rock orbiting shield is very useful for both extending combos and interrupting physical assaults while lasting a long time (thus forcing use of long-ranged attacks or actual projectiles against him). Saiki is no doubt one of the most notably frustrating characters to fight in the hands of really good players and AI alike. Despite some changes done to him in the + version, and the fact that his dash attack is punishable and his damage output not being too strong, Saiki's still a difficult character to grasp both when playing as him and against him.
    • Bobobo is by far also annoying as well, being able to have very powerful punishers in close-combat, and his specials are very good at locking down the opposition. He also has one of the best Guard Breaks in the game and often getting launched by an exploding Don Patch just for his teammate to followup via Tag Team Melee afterwards just drives more of the point home. Then there's him using Don Patch as a shield just for a free combo, and it even blocks attacks that are very difficult to guard against. Also, his Hanage Gekiretsuken (Nose Hair Raging Fury Fist) has a very long range.
    • Medaka. While a bit underrated with some lackluster moves and a very slow and interruptible (through attacking her) activation for her War God Mode, she has her massive stamina advantage; she can debuff to increase her target(s) stamina usage with her neutral circle (the projectile-speed is somewhat nuts), her Kurokami Phantom does sizeable damage (even though it has some recoil damage), and even use her R1 + Circle special to drain and restrain her opponents like so; if she tells you to literally "get on your knees", chances are you'll need to be relying on a lot of airborne moves to deal with her, since that special only works on grounded opponents to get them to kneel (either way, she'll still deprive you of your stamina since resource management is very important in this game).
    • Ryoutsu, who is by far annoying with his many traps he throws out (his spinning top and RC helicopter moves being two of many) and his rocket launcher being good with lock-on that can always pop a launch into the air for a Tag-Team Melee. What's also worse is that both his helicopter move and his prone gun-firing move provides unnoticeable hitstun that can easily extend and start combos (arguably worse than Joseph's Tommy Gun Special), and his R1+Square area attack being another Tag-Team Melee launcher (AND EVEN his spinning top JUST when it comes out); oh wait, EVEN HIS GUARD BREAK IS A TAG-TEAM MELEE LAUNCHER TOO. Should we also mention you CANNOT interrupt his RC helicopter from being created, EVEN IF you hit him out of his animation? The only upside with that is the helicopter won't last as long before blowing up.
    • A very good and lucky Luckyman player is bound to be this, since during his lucky state, his moves gain a ton of advantages. His Lucky Beam heat-seeks, his Lucky Chop provides a lot of hitstun and his Lucky Punch always guard breaks and is VERY hard to interrupt (it has A LOT of invincibility and also acts as a more damaging non-indicative counter attack). However, you have to make sure all of your hits count, or you'll be put into his unlucky state which allows him to be much easily punished, and thus you have to be put out of the fight in order to stamina charge your way back up to his default state. Regardless, his area attack is easily one of the best in the game, having the most amount of invincibility frames.
    • Seiya, as he has a ton of crazy combo extensions (he's able to cause someone to tumble on the ground, then use his Guard Break to launch them back up into a loop), and his Suisei Ken is VERY annoying to try to counter; it basically stops upon hitting something so that the final hitbox from the finishing dash can connect at an awkward time, does multiple hits and on the final hit does an untechable knockdown just like with his Guard Break where the victim falls flat on their face. Pegasus Rolling Crush is also a difficult move to defend against since it's a grab that does a sizeable amount of damage and hits (every time Seiya and his target spin, it counts as a series of hits for the hit counter); at least your partner or any outside force and hit Seiya out of the Rolling Crush to interrupt it at any point.
    • Kenshirou. He has a "Qi/Ki" gauge for his stamina/resource, meaning he charges stamina just as fast as a Dragon Ball Z character, his links have solid pick-up potential to prevent the tumbling hit state (right into Hyakuretsu Ken no less), Hyakuretsu Ken itself has its signature annoying after-effect (which can spell either death or interrupts you at a bad moment), and has several moves with solid hit-confirms. Not to mention, his Hyakuretsu Ken assist, when used in the middle of combos can easily create 100% combos for characters like Gon.
    • Toriko is also a similar case, since he too also has some nasty "pick-up" combos. His Fork Shield much like Bobobo's guard with Don Patch is very easy to throw people off with, and his Nail Punch combos add to even more damage. His Flying Fork out of his two main projectiles (the other being Flying Leg Knife) even deals a decent amount of damage, AND is one of the most difficult homing-moves to avoid.
    • Speaking of Gon, he himself is a subpar far-ranged melee-fighter who happens to be able to dish out A LOT of damage if he gets in close. One fully charged Janjanken Guu punch can take out a bit extra HP compared to other moves in one go, and just think about what happens if the rest of the damage from his other moves add up....
    • Koro-sensei's basic moves have a lot of reach, and his speed-dashing special often spammed just to run away (even by the CPU at times). Not to mention, his rocket special is one of the most difficult projectiles to counter, since it often is very hard to dodge (it moves quite fast) and may take off a lot of stamina on block (the flipside is that it has some notable startup).
    • Yuusuke, since his Reigan (Spirit Gun) takes off a good amount of HP on hit with some solid hitstun to extend his combos like nuts (even the CPU does it; and not that he needs the charged version anyway), and he'll most likely spam it to keep you in check by a crapton. His Guard Break is also impossible to jump over if you're in close range with him, since it makes him hop into an arc making it a solid anti-air.
    • Momotarou on the other hand, has attacks that do A LOT of damage, even with his basic combos. His Shingan Ken has solid range and takes off a sizeable amount of stamina on block for free guard-crushes, and his Rin Senpuu is a very annoying move that moves him a far distance away making have to catch him.
    • It's a common running gag for comic relief-series characters to be annoying, and Gintoki like each of the aforementioned ones takes the cake. His Justaway bombs are a free launcher with very hard-to-grasp projectile flights, his Soy Sauce Sword move is unblockable for free combos (and doesn't work against the AI of course) and his Area Attack has a projectile hitbox that is bound to push you into it when you wail at Gintoki whilst moving yourself into him. His Guard Break is also very delayed if you're on the defensive, so it's very hard to sidestep in comparison to everyone else's.
    • Tarou Yamada's rather average, if only he didn't become a massive bastard in the hands of either a good player or very difficult AI. There are situations where he'll spam his headbutt move NON-STOP, ESPECIALLY if he can link it three times in a row for damage thanks to how some of his combo setups work. That, and him summoning the granny makes it so that she can chunk off a good amount of your HP while Tarou and a few others may wail away at you. Him being a very hated character overall for his mere inclusion in the game does not help matters any better.
  • That One Level: The harder levels of Arcade Mode in the + version (ESPECIALLY Ultimate difficulty) will have you ripping your hair out. Not only do you have to truly take advantage of whatever solid move your AI partner makes, but you need to really be good at the game in order to prevent them from getting one kill on you just so you can take advantage of the time bonus for a good record. Forget the AI's tendency to jump randomly in place just to build some stamina, trying to land ground-based moves on you during a Tag-Team Melee launch effect or never recovering early from the same kind of launch effect themselves; the reason why they're very infuriating to deal with is that with any chance they'll take and/or with one reckless move on your team's part, they'll rip you a new one with a ton of gang-up damage.
    • Not helping matters is whenever an AI character scores a knockdown on you and when you get back up while they walk to your partner; once they do so, they'll always react to you properly almost no matter what. Guard breaks? They'll either sidestep (with mixed success and/or utter failure) or if they feel like it, they'll take the non-invincible delay on it as a sign for a free combo on you. Area Attacks? Forget the invincibility, the enemy AI seems to time theirs right a lot more than you could. Normal attacks and/or any blockable attack? They'll just end up blocking it, and punishing you right afterward. Trying to sidestep, perfect guard and/or jump attack punish any of their incoming attack strings is one of the few best hopes for any free combos on them.
    • Oh but there's more....turns out, you ALSO have to deal with very bullshit team comps (e.g. Kenshin + Saiki, Momotarou + Gon, Medaka + Gokuu, etc.) that will make sure to punish you for any reckless move you or your AI partner may make.

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/JStarsVictoryVS