![]() Note : All of his stand off normals cause launch on hit.īIce does a hook punch that moves him slightly forward and launches the opponent backward. S.Off normals all launch on hit and are techable and punishable.Some characters avoid all of BIce's Stand On normals altogether, limiting your ability to do almost anything. ![]() Better stand gauge than playable Vanilla Ice.High damage, especially against Stand On opponents.On the psx version however, the player fights against playable Vanilla Ice instead of Boss Ice. Nothing changes on Venture, however his AI becomes a lot more intelligent, and uses the S shape ball move and grab, still, very easy to avoid. On HFTF, he is extremely crippled and uses easy to dodge attacks, however, on the right hands he can be an absolute destroyer, with fast moves, and high You didn't ask for it but really really like Stand Proud.Boss Ice (ボスアイス, Bosuaisu) Is an alternative version of Vanilla Ice meant to fight the player if he's a crusader or a villain trying to exterminate DIO. >There are 3 things i need to take from you. i'm also really partial jotaro's fight with Dio. The whole fight is just godlike, brutal and extremely personal. Pucci's first fight with Jolyne after the arc where he chases F.F. Tusk was pretty cool, going from cute little thing to hulking man, matching Johny's growth through the story. Reading his diary novel thingy was also really amusing. He wasn't joking he said it was the story about "how he learned to walk"ĭio, just an asshole all around that you want to see either Johnathan or Jotaro punch the living shit out of him. Johny, his growth through part 7 really stuck with me. 7 because its just damn well told story with great characters. >most importantly, the user can still be goaded into hurting themselves by accident and the user loses their absolute invulnerability if the target stops taking the fight seriously.Ħ because i'm a sucker for tragic stories with angsty, even artsy endings. ![]() >weaknesses of the stand include being unable to actively fight back if the target provokes the user into action, as the power doesn't know friend or foe and any active tactical action by the user may start being kiddified as well >The "tag" will also spread to anyone who tries to help the affected person pursue a goal >With time, the target will even start appearing to others as a child, unable to be taken seriously. >If the enemy's goal was acquiring an object, it will turn into a cheap prop used to play make believe if the enemy's goal was to kill or harm an enemy, included the stand user, the neutering effect prevents that from happening Weapons become toys, and it's impossible to punch or kick as the action is automatically corrected into a shove or a slapfight. >any form of aggression or tactical action by the tagged enemy is reduced to a "playground" form. >When this stand initiates combat, it needs to activate its effect by "tagging" an enemy >A stand with the power to render conflict and goals "meaningless" by reducing them to a more childish version. It just didn't feel as well packaged as the other Parts.Īnonymous 10/04/22(Tue)16:43:50 No. Part 5 as flashy, I'll give it that and it had some pretty good battles here and Diavolo's second personality was funny. It was a complete disappointment after Part 4 which was perfectly paced and had great character growth, comparable to Part 3's gang. It had potential but man, it was so boring and all over the place. >Giorno's gang never gets the opportunity for character growth >pacing is shit, it's like Araki didn't know where to go with it >ending is literally just a deus ex machina where Giorno simply annihilates Diavolo because Giorno becomes a God >Polnareff instantly dies and becomes a turtle (I liked him becoming a turtle but a Stardust Crusader just getting annihilated didn't sit well with me) > Jotaro is also completely forgotten even though the basic premise was about Jotaro finding Giorno >the story just forgets that Koichi ever came to Italy
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