Developer: SuperBot Entertainment
Platform: PlayStation 3, PlayStation Vita
Genre: Fighter
ESRB: Teen
PEGI: 12
Release Date:
(NA) November 20, 2012
(EU) November 21, 2012
(UK, AU, IRL) November 23, 2012
(JPN) January 31, 2013
Price:
(PS3) $59.99
(PSV) $39.99
Official Site:
http://www.playstationallstarsbattleroyale.com
PlayStation All-Stars supports Cross Buy.
If you buy the PS3 version you get a downloadable Vita copy free!
Linked to your account, you can’t buy the PS3 version and give the vita version away/sell it.
Online Pass included.
Pre Order Bonus:
Alt Costumes for all 20 characters.
Day-One Digital:
Is also available and supports the Cross Buy and Pre Order Bonus features.
Players:
- 1-4 (Local and Online)
- Vita 1-4 (Ad-Hoc and Online)
- Cross Play Compatible
Controls:
All inputs are Attack + Direction
- Attack 1: Square
- Attack 2: Triangle
- Attack 3: Circle
- Super: R2 (Vita: R)
- Grab Item: R1 (Vita: tap anywhere on the screen)
- Grab Enemy: Press Right, Down, or Up on the right analog stick while close to the character.
- Block: L1 (Vita: L)
- Evade: L1 + Direction (Vita: L + Direction)
- Air Evade: Jump + L1 (Vita: Jump + L)
- Taunt: R2 (Vita: Select)
-FAQ-
What is it?
An up to 4-player brawler/fighter with an obvious influence from Super Smash Bros. Featuring some of Sony’s biggest IP’s along with a few 3rd party characters.
How do I win?
PlayStation All-Stars has very unique goal for the game. That goal being; beat up your opponents with regular attacks, building AP that contributes to a super bar, then go for the kill with either a lvl 1, 2, or 3 super respectively. That is the only way to score.
(With one exception, see Items)
So if I miss with my super all my work is ruined?!?!?
Yup!
I like Super Smash Bros. will I like this game?
Possibly, the game differs in many respects. Just to outline a few, in All-Stars in order to be truly successful it’s highly recommended to learn a few combos. Additionally All Stars does not play like Smash, the whole feel of the game is just different to say the least.
However All Stars is highly accessible like Smash is. And it’s great fun.
Two Cole’s got in this game but not [insert character name here] and Dante is DINO?!?!
Having Two Cole’s was conditional on having any at all. Sucker Punch had a very strong influence over this and said that Cole was really two characters not one.
Not all publishers play nice, Crash and Spyro are owned by Activision, and well you can imagine how that meeting went, and Team Ico doesn’t like their characters appearing in anything else apparently.
And similar to Sucker Punch its safe to assume Capcom said, “IT MUST BE NEW DANTE!”
Siliconera - Did you try for Crash Bandicoot at all? Crash was so synonymous with the PlayStation brand early on even though he’s at Activision now.
Omar - Yeah. I have to say it’s not that Superbot is some independent developer chasing down third-party characters. This is a negotiation that happens on a much higher level than Superbot, with Sony and Activision, these two giant companies.
And I completely understand how big and important a character like Crash is to the PlayStation universe. We want to make it clear to fans that we understand how important a character Crash is to the PlayStation universe. Obviously, we try everything in our power to try and get characters like Crash.
Will there be an alt costume for classic Dante?
SuperBot says, “Nope.” Capcom is being really restrictive about that apparently, unsurprisingly.
Will there be DLC? And will it be Cross Compatible?
I’m here today to announce the first DLC characters that will be joining the All-Stars roster: Kat from Gravity Rush, and Starhawk‘s Emmett Graves!...
…Yes, you heard that right. We’re very happy to announce these first two DLC characters will be free to everyone for the first two weeks once they are available for download early next year.
Siliconera - The DLC will be cross-compatible with the Vita version, right?
Omar - Yes, absolutely.
This is a new fighter, with an open-ended combo system; I’m probably going to get stuck in a couple infinite combos right?
Nope! SuperBot has implemented an “infinite avoidance system” which stops that from happening.
Basically, once a certain threshold (AP Bursting) is reached you are ejected from the combo and put into an invincible state for a short period.
(See Regular Attacks for more info)
What about Wombo Combos?
There are those to an extent, but the infinite avoidance system kicks in just the same for that as well.
Is All-Stars unbalanced at all?
The common opinion is that Kratos, Raiden, the Coles, and now Kat are stronger than the rest of the cast. But that shouldnt stop you from finding new ways to make "low tiered" characters better.
Games unbalanced because everyone is overpowered
How is the Online?
Very good, the net code is incredibly impressive, the beta had a few hiccups for a few players but that’s why they call it a beta amiright?
After some time with the game its far from perfect but its not awful. Some glitches still plague online.
Will All-Stars support high levels of play?
I would say definitely, but we will see how it shapes up in the near future.
Does it support the use of a fightstick?
Yes it does!
Can I change attack buttons to support my play style?
Yes indeed.
Is FFA a cluster?
Yes, but its still great fun. 2v2 is much more competitive, as is 1v1.
Who is the easiest character to play as?
Kratos. Can’t go wrong.
How much content is there?
+ Seth Killian on November 8th, 2012 at 11:24 am said:
Beyond arcade mode with intros, endings, and rival cut-scenes for every character and all the multiplayer stuff, All-Stars has tons of interesting challenges and trials (both overall trials and character-specific stuff). Certainly it’s hundreds of hours of content there, and a very extensive set of unlocks, from titles, to taunts, to character-specific intro and outro moves, musical themes, badges, etc. Hope this helps.
Additionally:
Alternate Costumes
Customizable taunt animations
Customizable outro/intro animations
Tons of calling cards
-The Mechanics-
The Super System:
By using normal attacks you build up AP for your super meter. That super meter is split up into three parts lvl 1, lvl 2, and lvl 3. In order to get higher than a lvl 1 you simply save up for it instead of using it right away.
- Killing with supers is the only way to score. The one exception being the item that kills.
- Each level of super is more effective at killing than the last.
- You cannot use any level of super below the one you are on.
- Supers cannot be blocked, only dodged or countered with another super.
- Lvl 1 supers can be stopped early by regular attacks if timed properly (or improperly deepening on your perspective)
- Lvl 2 supers can only be stopped with another super.
- Lvl 3 supers stop all other supers (except other lvl 3s, if someone activates a lvl 3 before you, you must wait until the end of it before you can yours) from happening as you press it and through the duration of it.
- Lvl 3 supers stop time if time is active.
- Some lvl 3 supers cannot be dodged.
- Lvl 2 supers can be hit confirmed, depending on the character.
- Some Lvl 1 supers can be hit confirmed (dependent on the character and situation)
The super system is much deeper than it looks.
This is how it works:
The estimated AP requirement for each super is as follows. (Based on PaRappa, the only character available for training in the beta, different for each character)
From lvl 0 to lvl 1: 130 AP
From lvl 1 to lvl 2: 270 AP
From lvl 2 to lvl 3: 200 AP
600 AP total
The amount of kills you should be getting with each super equal to the AP it costs:
Lvl 1: 130 AP, 1 Kill
Lvl 2: 300 AP, 2-3 Kills
Lvl 3: 600 AP, 4-5 Kills
So, if you are able to get an average of 2-3 kills with a lvl 1 super, your AP efficiency goes way up. However it’s extremely easy to wiff a lvl 1 super. So you have to consider your opponents and your situation.
High-level players are definitely going to stick with lvl 1 and 2 supers.
Lvl 3 supers are actually the most inefficient use of your AP if you are capable of getting lvl 2’s and 1’s off with the minimum kills allotted above.
However lvl 3 tactics are more based on discouraging lower lvl supers, if someone uses a lvl 2 you can immediately cancel their lvl 2 with your lvl 3, giving you easy kills but also destroying their AP build.
Regular Attacks:
No matter what you think, regular attacks are VERY IMPORTANT. The biggest key to the character you choose is finding the most efficient way to gain AP. The people who gain AP the fastest are almost always (99.99%) the winner.
The most efficient way to gain AP is combos. Some characters are more combo oriented than others, however that doesn’t meant they are better at gaining AP, just different. Raiden, Dante, Nariko… have the lengthiest combos. Big Daddy, Sir Dan, Radec… Are big hit oriented.
A big slow two hit combo by Big Daddy wont grant the same amount of AP as a quick 5 hit Raiden combo, however Big Daddy will more than likely pick up multiple people with each attack giving him a lot of AP that way.
Additionally, characters that inherently gain less AP will be balanced by having a shorter meter for super.
Advanced Info:
AP Bursting:
Once 100 AP is hit in a combo the enemy is bursted out of a combo. The act of reaching the burst gives you 30 AP as a bonus for doing so.
20+20+20+20+20=100+burst=130 AP
Ok great, simple enough right?
But what about people getting 155 AP combos?
155 is just about max for most characters and this is how it works.
20+20+20+20=80 so you only need 20 more AP to burst. Thats true in a sense, but its far more effecient to get to the highest possible number before bursting. Which for simplicities sake lets say that number is 95.
Instead of going for all huge hits (which also happens to be the easiest combos) try and go for a few smaller hits in there to bring up the total number before bursting.
20+20+5+5+20+5+20=95 now at this point in your combo will burst in 5 more AP. But if you were to finish your combo with a 5 AP hit that would be a tremendous waste because that will just make you hit 130 again.
When you are at the 95 point in your combo you want to hit with the hardest single motion attack in your arsenal if possible. 30AP is the heaviest single attack i believe (zeus will probably change that).
95+30=125+burst=155 AP
Exceptions to the Rule:
Grabs and Dantes Guns.
Grabs do not contribute to the burst in any way. So if you can combo out of your grab (im looking at you kat) you can potentially gain 215 AP from a single combo (assuming they are at a full lvl 3 and you get 155 AP in your combo)
Dantes Guns also do not contribute to the burst in any way and cannot cause a burst. Therefore they act as free AP.
So a regular combo no guns might look like this:
20+5+5+10+20+5+5+20+30=120+burst=150
But heres what the same looks like with guns (in parenthesis) at maxpotential:
20+(10)+5+5+10+(20)+20+5+5+20+(10)+30=160+burst=190
Not even the best combo Dante can do.
Wall bounces in Capcom fighters are consistent. No matter where you do Ryu’s EX Donkey Kick, they always hit the wall and bounce off to a range where you can basically do the same combo. There’s a tiny bit of variance but not really.
Whereas this, characters have a specific velocity and they lose velocity over time if they approach the wall, so if they’re going above a certain speed, they’ll bounce off and then you can continue the combo that way. It’s actually a key part of the gameplay. If they don’t, they’ll sort of clunk the wall and plop down over there.
So knowing those ranges, knowing what the optimal combo is depending on your relative positions to a wall or a platform or a ledge or whatever, it’s one of those emergent parts of the gameplay at a high level.
But we wanted to do our own thing! And make the kind of game that’s sticky for people who have played a lot of Capcom games and traditional fighting games. So it’s the genre of fighters like Smash but the core mechanics are much, much closer to Street Fighter or Marvel in the detail.
http://www.nowgamer.com/features/1689267/playstation_allstars_seth_killian_interview.html
Grabs:
Done with right analog stick (or two buttons + direction on a fightstick), grabs take AP away from the enemy. It takes away 15% of their AP. You can grab enemies who are blocking. Unique to each character.
- UP + Grab will allow for some combo-ability.
- Down + Grab keeps them close.
- Left/Right + Grab ejects the opponent far from you.
Items:
They have many different effects, but items that attack the opponent will take their AP away similar to grabs.
Other effects include:
- Shield that will block a super
- Stunning
- Making supers unavailable temporarily
- One item will kill
Item List
Stage Hazards:
They also take AP away from the player.
If a stage has a pitfall you are teleported back on to the stage, stunned momentarily, and AP is ejected from you.
Can be turned off.
Characters and Rivalries:

Add-On Characters and Rivalries:
In Order:
Jak and Daxter
Ratchet and Clank
Nathan Drake
Sly Cooper
Fat Princess
Evil Cole McGrath
Radec
Sir Daniel Fortesque
Big Daddy
Sackboy
Dante
Nariko
Toro
Heihachi Mishima
Parappa
Spike
Raiden
Good Cole McGrath
Kratos
Sweet Tooth
Kat
Emmett Graves
Stages:
Add-On Stages:
Gameplay Modes:
- Arcade Mode
- Training Mode
- Combat Trials
- Versus Matches
o Online
o Team Battle
o Free For All
-Custom Matches-
• Time Limit
• Kill Limit
• Stock Limit
• AP Generation Toggle
• Intro/Outro Toggle
• Stage Hazard Toggle
• Item Toggle
Certain game modes are unknown at this time. But there should be many game modes.
Online:
- Cross Play
- Ranked and Player matches
- Party and Invites
-Swag-
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PS3 Wallpaper:
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