JoJo's Bizarre Adventure: All-Star Battle R
by CyberConnect2 Co. Ltd. · 1 Sep, 2022
365 downloads
About the Game
• Stunning visuals authentic to Hirohiko Araki’s Style
JoJo’s Bizarre Adventure: All-Star Battle R captures the over-the-top art style that is vintage JoJo, allowing you to experience the JoJo universe with powerful imagery as if Hirohiko Araki's manga had come to life. Now you too can freely move the characters created by Hirohiko Araki with your own hands, and feel as if you’re inside the manga where graphics and text meet to invoke the characteristic “ゴゴゴゴゴ“.
• 50 playable characters from all JoJo arcs
Jonathan Joestar, Jotaro Kujo, DIO, Jolyne Cujoh, and other characters from JoJo's Bizarre Adventure gather across multiple generations! With 50 playable characters from all arcs, you can experience popular battles from each story, and see characters from different universes interact for the first time!
• A variety of game modes
JoJo's Bizarre Adventure: All-Star Battle R consists of All Star Battle Mode, Arcade Mode, Online Mode, Versus Mode, Practice Mode, and Gallery Mode. The main mode, All Star Battle Mode, features not only clashes between characters from the original game, but also brand new battles that are unique to All-Star Battle R. You can play through over 100 battles with various settings and conditions. All Star Battle Mode also offers special cosmetic skins for characters and unique illustrations that can be enjoyed in gallery mode.
• How the game has evolved from the original All Star Battle
Based on the All Star Battle system released in 2014, the game design of JoJo’s Bizarre Adventure: All-Star Battle R reinvigorates the experience with adjustments to the fighting tempo and the addition of hit stops and jump dashes. With new audio recordings from the Part 6 anime voice actors, the full atmosphere of the animated series is realized. Both fans who have played the original All Star Battle and newcomers will be able to enjoy the experience.
Screenshots
5 images
Version Information
Steam Patch Notes
Official update history
Scheduled date of update data Ver.2.3.3 distribution
Friday, February 9, 2024, 10:00 JST
Common
Taunt
● Fixed issue allowing Stylish Guard and Throw Escape inputs to be buffered during Taunt.
● Disallowed Stylish Guard and Guard during Taunt.
- This was unintended and has been fixed.
Assault Assists
● Fixed the Assist character’s attack vector being off if the player uses Dodge while the Assault Assist is executing.
- This was unintended and has been fixed.
Arena Gimmicks
● Fixed issue causing sound effects to stop playing.
- This was unintended and has been fixed.
DIO
"I'll give you one chance." Skill
● Fixed issue causing Time Stop effect not to end if this skill was interrupted under certain conditions.
- This was unintended and has been fixed.
Mariah
Normal throw
● Fixed issue causing the Magnetization Gauge to stop changing based on distance between Mariah and the opponent after hitting with a normal throw, until hitting with “If you're not allowed to touch something, it makes you want to touch it more...” or “You little turds!”
- This was unintended and has been fixed.
Yuya Fungami
Health regeneration rate
● Fixed White Damage regeneration rate being slower than other characters.
- This was unintended and has been fixed. (Applies common rules that other characters follow.)
“I got you!” skill
● Increased rate of Health drain from the activation of “Drain Nutrients” as a result of this skill hitting.
- This change aims to emphasize the character's unique trait more.
“Attack by following their scent!” skill
● Increased rate of Health drain from the activation of “Drain Nutrients” as a result of this skill hitting.
- This change aims to emphasize the character's unique trait more.
● Stopped Highway Go Go from returning to Yuya’s position after the tackle hit. Instead, the footsteps will begin attacking from the spot where the tackle hit.
- This was unintended and has been fixed.
Guido Mista
Assault Assists
● Increased the spacing between Guido Mista’s shots, preventing the Assault Assist from causing a chain guard.
- Mitigates the Assist being stronger than other Assault Assists due to two factors:
- Using along with an unblockable attack or a skill that causes Guardbreak makes it easy to guarantee damage.
- The Reversal Assist has 2 uses.
This change allows for using Dodge or Stylish Guard while guarding against Mista’s Assault Assist, escaping from an otherwise unavoidable combo.
The hits still combo with each other, so the skill still has utility in, for example, a ground combo or approaching the opponent while Mista is firing.
“Gonna light you up!” skill
● Reduced knockback on hit.
- Improved the reliability of comboing when the attack is fired repeatedly.
Narancia Ghirga
Crouching medium normal attack
● Increased damage. (Fixes damage being halved.)
- This was unintended and has been fixed.
Jolyne Cujoh
"Your body's best angle to punch." Skill
● Fixed issue where the HHA would not activate if canceled out of this skill’s recovery (only if via the Weak Attack + Medium Attack buttons).
- This was unintended and has been fixed.
F.F.
"I'll get Weather Forecast to make it rain." HHA
● Shortened the delay until the beginning of the attack after the opponent guards an HHA-enhanced “F.F. Shot” skill. Shortened the time until the opponent recovers from their guard.
- Fixed the ability to set up an unavoidable combo with certain attacks.
Wonder of U (Toru)
"Obla dee, Obla da" Style
● Fixed issue causing the actual opponent to be hit multiple times by “Obla dee, Obla da” when the opponent’s assist was hit by “Obla dee, Obla da.”
● Fixed issue causing the actual opponent to be hit multiple times by “Obla dee, Obla da” when the opponent’s (as Wonder of U (Toru)) “You... attacked me? How...” skill was hit by “Obla dee, Obla da.”
- This was unintended and has been fixed.
Scheduled date of update data Ver.2.2.0 distribution
Monday, Oct 16, 2023, 10:00 JST
Common
Hit behavior when launched
● Fixed issue causing opponents to still hit the ground and become downed rather than lifted when hit with an attack that should lift just before they hit the ground.
- Increases combo reliability.
Pushing hit detection
● Fixed issue causing both characters to slide when they were in contact that would cause them to push against each other.
- This was unintended and has been fixed.
Recovery
● Fixed issue where some attacks that do not allow recovery to trigger allowed recovery to trigger.(Ex. When Iggy hits Jotaro Kujo during his "My Stand will be the judge!" skill's uininterruptible state and is hit by "My Stand will be the judge!", he will be sent into recovery despite the attack not allowing this.)
- This was unintended and has been fixed.
Landing after aerial recovery
● Fixed issue preventing some characters from using Stylish Guard at the moment of landing after aerial recovery. Johnny Joestar (Mounted Mode)
- This was unintended and has been fixed.
Assists
● Fixed issue causing the Assist Icon to turn pink when they are unable to be used if the attack and assist buttons are pressed together while jumping.
- This was unintended and has been fixed.
ASB Mode
Added Part 8 Panel: "Josuke Higashikata 8 vs Josuke Higashikata 4"
● Fixed issue causing the "Hit with a GHA" Secret Mission to become impossible to complete.
- This was unintended and has been fixed.
Jonathan Joestar
Crouching strong normal attack
● Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
- This was unintended and has been fixed.
"Scarlet Overdrive" skill
● Reduced the horizontal knockback of the first hit of the medium and strong attack versions.
- Improves usability in combos. (Makes it easier to combo into the second and later hits.)
"This is my final Hamon!" special
● Fixed issue causing the getting hit animation to activate partway through the move when using certain skills' Hamon versions after revival.
- "Scarlet Overdrive" skill
- "Overdrive Barrage" skill
- This was unintended and has been fixed.
Dio Brando
"I'll suck you dry!" skill
● Increased the distance at which the first hit pulls the opponent in.
- Improves usability in neutral and in combos. (Makes it more likely that the full move will hit if the very edge of it hits characters whose Stands appear in front of them in Stand Mode.)
Caesar Anthonio Zeppeli
"Hamon Kick" skill
● Adjusted so that the invincible period continues through the second hit from the Hamon version.
- Improves usability in neutral and in combos.
"Bubble Lenses" skill
● Adjusted so that when using Bubble Lenses repeatedly, previously spawned Bubble Lenses will disappear. (Bubble Lenses that are already attacking will remain.)
- Balance change that makes the matchup more manageable for certain characters who had difficulty with two or more bubbles.
Joseph Joestar
"Now you've pissed me off!" special
● Fixed issue causing the opponent to bounce abnormally when hit by the move under certain conditions.
- This was unintended and has been fixed.
Kars
Aerial normal attacks and aerial skills in Ultimate Thing form
● Fixed issue causing Kars to fall to the ground by entering a recoil animation different from the one that should be caused by the opponent's attack when hit during the animation of his third attack in a row in the air.
- This was unintended and has been fixed.
Aerial Dash in Ultimate Thing form
● Fixed issue causing Kars to turn around repeatedly when this move finishes the opponent or sends them flying in the opposite direction.
- This was unintended and has been fixed.
Jotaro Kujo
User Mode standing weak normal attack
● Fixed a bug where the mover could not be cancelled at a certain timing.
- This was unintended and has been fixed.
"ORA ORA ORA ORA!" HHA
● Fixed issue causing the Stand to appear in a distant position from the user in Stand Mode after being hit by Risotto's "Control iron within 5-10 meters" just after activating the HHA in User Mode.
- This was unintended and has been fixed.
Mohammed Avdol
User Mode standing strong normal attack
● Adjusted hitbox position.
- This adjustment eliminates situations where some characters in Stand Mode would not be hit.
User Mode crouching medium normal attack
● Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
- This was unintended and has been fixed.
Stand Mode standing strong normal attack
● Adjusted action of the Stand returning to the user's position on activation.
- Improves usability in neutral and in combos. (Makes it easier to cancel into this normal attack when the edge of the standing medium attack hits.)
Stand Mode crouching medium normal attack
● Fixed issue causing pushing hit detection to vanish during the attack animation.
- This was unintended and has been fixed.
"Must I do this the hard way?" skill
● Sped up the expiration of the pushing hit detection.
- Prevents an unintended behavior where the pushing hit detections coming into contact caused both attacks to miss.
Jean Pierre Polnareff
"Start packing for hell!" skill
● "Changed the attack's type to low attack.
- Improves usability in neutral.
"You miserable cur!" skill
● Delayed the timing where the move cannot be Flash Cancelled.
- Improves usability in neutral and in combos.
Old Joseph Joestar
"Solar Energy Hamon!" skill
● Changed recoil animation.
- Improves usability in combos. (Ensures that the expenditure of an HH Gauge is rewarded with the ability to continue into a combo.)
Josuke Higashikata 4
Jumping attacks during "Watch your mouth!" skill
● Fixed issue where these were counted towards an identical Same Move Limit as standing attacks.
- This was unintended and has been fixed.
Okuyasu Nijimura
"I'm eliminating space!" and "Gaoohhhn" skills
● Fixed issue where the hurtbox in front would still be active at the moment of Flash Cancel.
● Fixed issue causing the Stand's hurtbox to be bigger if you jump just after activating.
- This was unintended and has been fixed.
Koichi Hirose
"Sizzle!" skill
● Increased number of hits for the weak and medium versions.
- Improves usability in combos. (To balance out the increased hits, damage is slightly lowered.)
Akira Otoishi
"I'll drag you in!" skill
● Fixed issue where the move could hit opponents that should be immune to throws.
- This was unintended and has been fixed.
Kosaku Kawajiri
"Contact Bomb" skill
● Removed the "Cannot be deflected" clause from the Command List description.
- Revision of inaccurate information.
"This stone is a bomb!" skill
● Made the skill trigger its explosion on downed opponents.
● Changed recoil animation. *Now sends opponents flying even when they are downed.
- Improves usability in combos. (Previously, the move was geared more towards neutral, e.g. hitting with this skill as the opponent got up. These changes allow it to be used to follow up against downed opponents.)
● Adjusted damage distribution between the multiple hits.
- Limits damage when used as an additional attack against a downed opponent. (The total damage against an opponent who is not downed is the same, but the first hit, which is subject to downed damage reduction, has been given more of the damage.)
Recoil caused by explosions.
● Extended recovery period of the self-damage recoil caused by being hit by the character's own explosions.
- Fixes the ability to take advantage of self-damage to continually attack the opponent's guard until guardbreak occurs.
Keicho Nijimura
"Commence attack!" and "Fire missiles!" skills
● Fixed issue where, upon cancelling just after activation into HHAs, etc., the missiles that were supposed to fire are delayed.
- This was unintended and has been fixed.
Bruno Bucciarati
"I've got you!" special
● Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent's skills.)
- This was unintended and has been fixed.
"Not so bright, are you?" special
● Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent's skills.)
- This was unintended and has been fixed.
"Open, zipper!" skill
● Fixed issue where the hitbox position would shift during the move.
- This was unintended and has been fixed.
Narancia Ghirga
Stand Mode crouching strong normal attack
● Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
- This was unintended and has been fixed.
"I'll make you swiss cheese!" skill
● Changed command input to ↓↘→ + Attack.
- "I'll make you swiss cheese!" is often used repeatedly, so the new command reduces the ease of accidental activation. The input of "Attack!" has likewise been changed.
"Attack!" skill
● Changed command input to "↓↓ + Attack."
- "I'll make you swiss cheese!" is often used repeatedly, so the new command reduces the ease of accidental activation. The input of "Attack!" has likewise been changed.
"Now's my chance!" skill
● Changed command input to → during an opener.
- Goes with the change to the input of "Attack!"
"I'll shoot!" skill
● Changed the attack's type to middle attack.
- Improves usability in neutral.
"I know how to waste you!" skill
● Changed recoil animation. *Now sends opponents flying even when they are downed.
- Increased the Stand's forward motion during the attack.
● This can now hit downed opponents.
- Improves usability in combos.
● Added the "Additional Attacks on Downed Opponents" icon to the Command List.
- Adjusted display to fix missing information.
Leone Abbacchio
"You an enemy?! Huh?! Well, are you? An enemy?!" GHA
● Fixed so that Assist Characters cannot be summoned until Narancia is completely off screen.
- This was unintended and has been fixed.
● Fixed the variance of where the opponent goes flying from at the end of the animation.
- This was unintended and has been fixed. (Fixes occasional issue where the opponent would get caught on Abbacchio as they were flying.)
Ghiaccio
"White Ice Gently Weeps!" HHA
● Fixed issue causing projectiles not to be deflected when guarding.
- This was unintended and has been fixed.
Risotto Nero
"Control iron within 5-10 meters" skill
● Fixed issue causing all incoming damage from additional combo attacks is reduced when the opponent hits Risotto while this skill is active and he is affected by a condition such as poison.
- This was unintended and has been fixed.
"This is the end! Take this! Metallic!" GHA
● Reduced damage.
● Increased recovery time after the animation.
- Balance change to bring the move in line with other characters, given its combination of applying a status effect, having high damage, and having a quick recovery.
Jolyne Cujoh
User Mode standing strong normal attack
● Shortened recovery period.
- Improves usability in neutral and in combos.
Stand Mode standing medium normal attack
● Extended hitbox towards the attack's origin.
- Prevents the attack from missing on the near side.
Stand Mode crouching medium normal attack
● Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
- This was unintended and has been fixed.
● Extended hitbox towards the attack's origin.
- Prevents the attack from missing on the near side.
"Your body's best angle to punch." skill
● Added HHA to the cancellable parameters.
- Improves usability in combos.
"String Barrier" skill
● Fixed issue where the hit detection that recognizes the opponent before the actual attack counted towards the hit counter.
- This was unintended and has been fixed.
Narciso Anastasia
Stand Mode jumping weak and strong normal attacks
● Fixed issue where Stylish Guard would not function properly due to a desync between the animation speed of the Stand and user when landing at certain times and using Stylish Guard immediately after.
- This was unintended and has been fixed.
Weather Forecast
"Weather Forecast" special
● Fixed issue causing projectiles not to be deflected.
- This was unintended and has been fixed.
● Fixed issue where the move would override the following characters' GHAs.
- Noriaki Kakyoin
- Hol Horse
- This was unintended and has been fixed.
Father Pucchi
Throw
● Increased speed of forward throw. (No change to backward throw.)
- This was unintended and has been fixed. (Applies common rules that other characters follow.)
"I order you!" skill
● Fixed so the attack shows SFX when activated.
- This was unintended and has been fixed.
"You shall be crucified!" skill
● Increased speed of weak version start up.
● Shortened recovery of weak version.
- Improves usability in neutral and in combos. (If canceled from standing medium attack, the move can combo. If comboed out of standing strong attack being guarded, it can combo the guard. After being guarded, the user has the option to counter the opponent's attack with "It's an illusion." or maintain pressure on an opponent who is aware of that and does not counter.)
● Increased speed of medium version start up.
● Shortened recovery of medium version.
- Improves usability in neutral and in combos. (Makes it able to combo if canceled from standing strong attack.)
"It's an illusion." Skill
● Fixed issue where the opponent's recoil was different depending on whether the opponent was countered while airborne (e.g. using a jump attack) or on the ground.
- This was unintended and has been fixed.
● Shortened attack startup animation.
● Shortened recovery period.
● Shortened duration.
- Improves usability in neutral. (The duration is shorter, but this is not intended to be a nerf. Rather, the entire move is sped up to reduce vulnerability periods.)
Rules for dropping DISCs
● A DISC is now dropped when guarding in addition to taking damage.
- Maintains the character's unique mechanic of sealing the opponents' actions while lowering the difficulty of the opponent's ability to regain recover. (Once a DISC is stolen, the opponent must cause it to be dropped and then pick it up. Making the first step of dropping a DISC easier preserves the uniqueness while improving balance.)
Father Pucchi (Final)
Backstepping
● Shrank hurtbox during activation.
- This was unintended and has been fixed. (Applies common rules that other characters follow.)
"It's an illusion." Skill
● Fixed issue where the opponent's recoil was different depending on whether the opponent was countered while airborne (e.g. using a jump attack) or on the ground.
- This was unintended and has been fixed.
● Shortened attack startup animation.
● Shortened recovery period.
● Shortened duration.
- Improves usability in neutral. (The duration is shorter, but this is not intended to be a nerf. Rather, the entire move is sped up to reduce vulnerability periods.)
Rules for dropping DISCs
● A DISC is now dropped when guarding in addition to taking damage.
- Maintains the character's unique mechanic of sealing the opponents' actions while lowering the difficulty of the opponent's ability to recover. (Once a DISC is sealed, the opponent must cause it to be dropped and then pick it up. Making the first step of dropping a DISC easier preserves the mechanic while improving balance.)
Funny Valentine
"Back from the 'other side'" special
● Fixed issue where status conditions from before activation were kept afterwards.
- This was unintended and has been fixed.
Alternate World Diego
"I WILL win." Skill
● Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent's normal attacks.)
- This was unintended and has been fixed.
"Your sentence is death!" skill
● Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent's normal attacks.)
- This was unintended and has been fixed.
DLC Characters
Character Select
● Added the paid DLC character Yuya Fungami.
Gallery Items
● Added new gallery items.
JoJo Glossary
● Added entries to JoJo Glossary.
Customization
● Added customize options.
Scheduled date of update data Ver.2.0 distribution
Monday, June 12, 2023, 10:00 JST
Jotaro Kujo
"Where'd all that time go?" skill
●Fixed an issue where, when the medium version is in use, it was impossible to get behind some characters.
- This was unintended and has been fixed.
Keicho Nijimura
Health
●Increased health.
- This is a character meant to use Infantry Mode to work at close and mid range, so this improves his staying power.
Infantry standing strong normal attack
●Increased number of hits. (It now spawns an extra low attack hitbox for the first part just after activating.)
- Improves usability in neutral.
Infantry crouching strong normal attack
●Changed to not be nullified by moves that nullify projectiles.
- This was unintended and has been fixed.
Helicopter/Tank crouching strong normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Made the hitbox extend forward over the course of frames.
- Improves usability in neutral.
"Maintain Battle Formation" special
●Fixed an issue allowing the move to be used under the effect of Rohan Kishibe's Style's sealed effect.
- Applies universal rules that other characters follow.
"Commence attack!" skill
●Added a shot to the medium version (now 2 shots).
- Improves usability in neutral.
●Increased total damage of the medium version (damage of each shot is lower, but both together is now more).
- Improves usability in neutral.
●Adjusted lifting force of the medium version to go with the increased number of shots.
- Improves usability in neutral.
●Added a shot to the strong version (now 3 shots).
- Improves usability in neutral.
●Increased total damage of the strong version (damage of each shot is lower, but all together is now more).
- Improves usability in neutral.
●Adjusted lifting force of the strong version to go with the increased number of shots.
- Improves usability in neutral.
"All units... halt!" skill
●When activating GHA while this was in effect, the missiles and cannons would fire together. They no longer fire together.
- This was unintended and has been fixed.
●When inputting this move repeatedly, the units would be deployed at the same location as before (Switch version only).
- This was unintended and has been fixed.
●When turned into a snail by Weather Forecast's HHA, the helicopters and tanks would continue to attack. The effect now ends.
- This was unintended and has been fixed.
"Fire missiles!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
●Added an explosion on Clash with another projectile that also triggers Clash with projectiles.
- Improves usability in neutral. (Gives the character more of an advantage when trading projectiles at long range.)
"Fire!" GHA
●Extended invincibility period.
- Improves usability in neutral.
●Made the attack (as it's a GHA) not subject to counter skills.
- Applies universal rules that other characters follow.
●The ambush attack could hit twice. (This caused issues like the attack not fully activating until the second hit.) Adjusted so the attack triggers with just one hit.
- This was unintended and has been fixed.
Giorno Giovanna
"Can you escape destruction?" skill *Golden Wind Requiem only
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"Your 'end' has no ending!" GHA
●Fixed an issue where the HH Gauge would not become a timer and the Golden Wind Requiem transformation would abruptly end if Giorno Giovanna's GHA was activated under the effect of Risotto Nero's Iron Deficiency.
- This was unintended and has been fixed.
Bruno Bucciarati
"ARI ARI ARI ARI" skill
●Fixed an issue causing the character to leap upwards in midair instead of landing when using the weak and medium versions in midair.
- This was unintended and has been fixed.
Trish Una
"With the force of a vise!" special
●Shortened the entire animation sequence.
- Addresses issue where, when using as part of a combo, the full sequence was too long.
"Nobody's getting taken out today." skill
●Fixed an issue where the Stand's hurtbox would extend downward when activating the skill while keeping the stick tilted upward.
- This was unintended and has been fixed.
"Something soft is even more unbreakable than diamond!" skill
●Added a darkening visual effect when activating out of a Guard Cancel.
- Makes it easier for the opponent to tell when this is activated by Guard Cancel.
Narancia Ghirga
Stand Mode jumping strong normal attack
●Adjusted collision hitbox so some characters with narrow collision can't slip through the middle of the attack when used at certain timings.
- This was unintended and has been fixed.
●Increased number of additional hits. (Damage of each hit is reduced, but the total damage is increased.)
- This was unintended and has been fixed.
Stand Mode standing strong normal attack
●Adjusted pushing hitbox so some characters with narrow pushing area can't slip through the middle of the attack when used at certain timings.
- This was unintended and has been fixed.
"Gonna send you flying!" skill
●Fixed an issue causing the attack to get extra shots if the Style button is held down during the skill.
- This was unintended and has been fixed.
"I'll make you swiss cheese!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"You're not going anywhere!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"I'll shoot you through!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"Shoot, shoot, shoot it up!" skill
●Adjusted the lifting force of the bullets when the attack hits an airborne opponent.
"I know how to waste you!" skill
●Increased lifting force.
- Makes it easier for the additional attack to hit when the opponent is hit in midair.
"Attack!" skill
●Added the ability to face the opponent on activation so the follow-up skill is more likely to hit and increased the backward movement.
- Improves usability in neutral.
"I'll make it even bigger!" skill
●Adjusted the attack weight value of the first part (the Li'l Bomber charge) that determines when a Clash occurs. (The move was triggering a Clash with strong normal attacks.)
- This was unintended and has been fixed.
Li'l Bomber's charging hitbox
●Adjusted so that charging attacks wouldn't push back certain characters' HHAs and GHAs.
Affected moves:
- Stand Mode standing strong normal attack
- Stand Mode crouching strong normal attack
- Stand Mode jumping strong normal attack
- "You're not going anywhere!" skill
- "Shoot, shoot, shoot it up!" skill
- Applies universal rules that other characters follow.
Guido Mista
"Time to get to work!" special
●It was possible to load the Bullets during the time stop after a successful Stylish Guard. Disabled loading Bullets during stopped time.
- Applies universal rules that other characters follow.
"Pass, pass, pass!" skill
●Fixed an issue where the bullet did not aim toward the opponent when activating right on top of a placed Stand.
- This was unintended and has been fixed.
●Reduced damage.
- Balancing change to offset the large advantage gained from the ability to use "Places, everyone!" and "Time to get to work!" simultaneously.
●Fixed an error in the Command List description.
- Fixes Command List description.
Pannacotta Fugo
Stand Mode jumping medium normal attack
●Changed recoil animation to a launching animation.
- Improves usability in combos.
Stand Mode jumping strong normal attack
●Changed recoil animation to a launching animation.
- Improves usability in combos.
"This display of my powers will be the last thing you ever see!" special
●Decreased speed of hitbox spawning.
- Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
●Added armor from start until the hitbox spawns in Distortion.
- Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"Got You!" skill
●Shortened time to hitbox spawning on weak and medium versions.
- Makes the attacks' effectiveness with Purple Smoke Distortion clearer.
●Added armor from start until the hitbox spawns in Purple Smoke Distortion.
- Makes the attacks' effectiveness with Purple Smoke Distortion clearer.
"You total NUMBSKULL!" skill
●Increased damage.
- Improves usability in neutral.
●Increased Guardbreak value.
- Improves usability in neutral.
"Attack like an explosion... and retreat like a storm!" HHA
●Made the first part stand the opponent up in its recoil animation even if it hits a ground-bouncing opponent.
- Makes the attack able to score multiple hits against a ground-bouncing opponent.
Poison damage
●Fixed an issue where other attacks would not score a hit if they hit the opponent at the same time as a poison damage tick occurred.
- This was unintended and has been fixed.
●Fixed an issue where the damage over time would be greatly increased if poison was applied at the same time as time was stopped.
- This was unintended and has been fixed.
Diavolo
"This is the end!" skill
●Increased duration of medium version attack hitbox.
- Improves usability in neutral.
●Increased duration of attack hitbox and added the ability to face the opponent during the strong version.
- Improves usability in neutral.
"A meaningless act..." skill
●Fixed an issue where, when an opponent who hit while this was in effect canceled the attack and then performed an HHA or GHA, the opponent's animation would be slowed down, desyncing the visuals from the sounds.
- This was unintended and has been fixed.
Prosciutto and Pesci
Partner (Pesci)
●Made attacks of the partner character (Pesci) not subject to counter skills.
- Applies universal rules that other characters follow.
●Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero's "Iron Deficiency."
- This was unintended and has been fixed.
"Fisher Man!" skill
"We're in it to the end!" skill
●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
-This was unintended and has been fixed.
"Hook, line, and sinker! You took the bait!" skill
●Fixed an issue where the attack would retain its hitbox after Stylish Guard.
- This was unintended and has been fixed.
"I'll rip you apart!" skill
●Shortened delay until the hitbox spawns from the hurtbox.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Expanded the hitbox of the second hit.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Increased speed of hitbox spawning.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Adjusted the lifting force of each hit to make it more reliable to land multiple hits.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Shortened recovery period.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Adjusted so the attack doesn't Clash with normal attacks.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Fixed so the attack would correctly chip the opponent's health when guarded.
- Improves usability in neutral (Makes the attack usable as anti-air.)
"Nice try!" skill
●Adjusted so the attack doesn't Clash with normal attacks.
- Improves usability in neutral (Makes the attack usable as anti-air.)
●Fixed so the attack would correctly chip the opponent's health when guarded.
- Improves usability in neutral (Makes the attack usable as anti-air.)
Ghiaccio
"Will you lay off?" special
●Disabled Flash Cancel.
- Increases punishment for failing to land a hit or get guarded.
"You won't escape..." special
●Disabled Flash Cancel.
- Increases punishment for failing to land a hit or get guarded.
"Are you friggin' mocking me?!" skill
●Added a darkening visual effect.
- Makes it easier for the opponent to tell when this is activated by Guard Cancel.
Risotto Nero
"Control iron within 5-10 meters" skill
●Fixed an issue preventing sustaining of the skill if activated at the same time as Diego Brando's HHA.
-This was unintended and has been fixed.
Jolyne Cujoh
"Whatever it takes to win!" special
●Changed recoil animation from the first hit to a launching animation.
- Improves usability in neutral. (This change allows the skill to combo from "So you're the enemy, huh?" into Stand Rush.)
"Sweet dreams, creep!" skill
●Adjusted launch force of the multiple hits.
- Ensures that the opponent isn't dropped in the middle of the hits.
"String Barrier" skill
●Changed recoil animation of the final part.
- Improves usability in neutral and in combos.
●Improved Clash ability against the opponent's projectiles.
- Improves usability in neutral.
●Increased time from deploying the skill until it vanishes. (In exchange, the barrier will vanish a few frames after Jolyne Cujoh enters it herself.)
- Improves the skill as a barrier while making it harder to turtle inside it. (This also makes it more reliable to combo with in combination with taunting.)
"So you're the enemy, huh?" skill (aerial)
●Decreased speed of hitbox spawning on medium attack version.
- Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
●Increased speed of hitbox spawning on strong attack version.
- Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
●Shortened recovery period.
- Improves usability in neutral.
Ermes Costello
User Mode crouching medium normal attack
●Reduced knockback on hit.
- Improves usability in neutral.
"It's quite useful..." skill
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Shortened recovery period.
- Improves usability in neutral.
●Changed voice clips.
- Uses the same voice clip for the feint and non-feint versions, making it easier to actually use the former as a feint.
Narciso Anastasia
Stand Mode standing strong normal attack
●Reduced knockback on hit.
- Improves usability in combos. (Makes it easier for the skill to land multiple hits.)
Stand Mode crouching medium normal attack
●Reduced knockback on hit.
- Improves usability in combos. (Makes it easier for the standing strong attack and crouching strong attack to land multiple hits.)
"Dive!" skill
●Increased number of hits of strong version. (This also increases the total damage.)
- Ensures that the opponent isn't dropped in the middle of the hits.
●Expanded the hitbox of the later additional hits on the strong version.
- Ensures that the opponent isn't dropped in the middle of the hits.
●Adjusted so you won't go through the opponent if you dash while the opponent is guarding the strong version.
- This was unintended and has been fixed.
Weather Forecast
"Weather Forecast" special
●Increased effect duration.
- Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)
●Reduced damage from burned condition.
- Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)
"Got you pinned!" special
●Made it able to lift and pull downed opponents.
- Makes the attack's utility commensurate with the cost of an HH Gauge.
"I'm blowing in!" skill
●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
- This was unintended and has been fixed.
●On hit with crouching strong attack while the opponent is ground-bouncing from the aerial medium or strong versions of this attack, the opponent would be forced down. Adjusted the recoil animation so they would remain in ground-bounce.
- Improves usability in combos.
"Don't you dare touch me! I'll kill you!" skill
●Added an upper body Guard effect just after activation.
- Improves usability in neutral.
Snail
●Changed so that opponents turned into snails no longer get damage reduction modifiers.
- Ensures the HHA has appropriate value.
Father Pucchi (Final)
Normal attacks from User (Father Pucchi (Final))
●Changes to attack motions in Patch 1.5 affected attacks generally. This has been fixed.
- This was unintended and has been fixed.
"Die!" special *Full Moon only
●Activating in some Stand positions would face away from the opponent. Now activates facing based on the user's position.
- This was unintended and has been fixed.
"Maiden Heaven" GHA
●Added a hitbox to the activation.
- Makes the GHA more reliable.
●Added an invincible period to the activation.
- Makes the GHA more reliable.
Stepping in Maiden Heaven Mode
●Removed collision with the opponent (can now move through the opponent).
User and Stand Mode jumping strong normal attack *Maiden Heaven Mode
- Improves reliability of getting behind the opponent.
●Changed recoil animation to a ground-bounce animation.
- Improves usability in combos.
●Increased duration of attack hitbox.
- Improves usability in neutral.
User Mode standing strong normal attack *Maiden Heaven Mode
●Expanded area of the second hit.
- Improves usability in neutral.
User Mode crouching strong normal attack *Maiden Heaven Mode
●Changed recoil animation to a launching animation.
- Improves usability in combos.
"Where is he?!" skill *During Maiden Heaven
●Enabled use in User Mode. Added to the Command List as well.
- Expands options for gaining distance when standing up from being downed.
Johnny Joestar
"I've got to get there!" special
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"The hole will attack you." skill
●Fixed an issue where the effect would vanish if it hit a wall before touching the ground (before the homing takes effect).
- This was unintended and has been fixed.
●Fixed an issue where the effect would stop in place and not home when it hits the ground if activated at the very edge of the arena.
- This was unintended and has been fixed.
"I can make it!" skill
●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
- This was unintended and has been fixed.
"Golden Spin Nail Bullets" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"Even if my Spin falters, I will never die!" HHA in Tusk ACT 1
●Fixed an issue where the action chain modifier wasn't applying to the second hit's damage.
- This was unintended and has been fixed.
Gyro Zeppeli
User Mode crouching medium normal attack
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- Applies universal rules that other characters follow.
"Raaaaugh!" skill
●Fixed an issue where the Steel Balls would still have a hitbox when returning to Gyro's hand even if he was recoiling or guarding.
- This was unintended and has been fixed.
Funny Valentine
"He's gone?!" skill
●Increased speed of hitbox spawning.
- Improves usability in neutral.
"A gift from the other side." skill
●Enabled use in midair.
- Improves usability in neutral.
"Tah dah!" skill
●Allowed to hit downed opponents.
- Improves usability in combos.
Diego Brando
Easy Beat
●Changed to trigger weak version of "Gouge" skill.
- Applies universal rules that other characters follow.
"You flinched!" special
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
●Changed hurtbox to match how the character appeared at the start of the attack animation.
- Ensures that hurtbox and visuals match.
●Reduced duration of attack hitbox.
- Ensures that hurtbox and visuals match.
"Useless, useless!" skill
●Fixed an issue where the invincibility wouldn't apply under some circumstances.
- This was unintended and has been fixed.
Dinosaur Form
●The dinosaur form's normal attacks (weak, medium, and strong) were being counted as the same moves as the user form's respective attacks. This has been fixed.
- Applies universal rules that other characters follow.
●Shortened animation of the mode ending.
- Reduces risk of using the HHA.
●Shortened throw recovery so that the character is not completely open to counterattack during the mode end animation after a throw.
- Reduces risk of using the HHA.
●Reduced jump height.
- Improves usability in neutral.
●Increased forward dash speed.
- Improves usability in neutral.
Josuke Higashikata 8
Backstepping
●Fixed an unintentional timing where the recovery could not be canceled into a normal attack.
- Applies universal rules that other characters follow.
Stand Mode jumping weak normal attack
●Increased speed of hitbox spawning.
- Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.)
●Shortened the entire animation sequence.
- Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.)
Stand Mode jumping medium normal attack
●Changed recoil animation to a launching animation.
- Improves usability in neutral.
Stand Mode standing medium normal attack
●Changed the attack's type to low attack.
- Improves usability in neutral.
Stand Mode standing strong normal attack
●Increased recovery time.
- Prevents the attack hitting from comboing into a standing weak attack or crouching medium attack.
"Let me take that from you." skill
●Shortened recovery period.
- Improves usability in neutral.
Ikuro Hashizawa
"Baoh Break Dark Thunder Phenomenon" skill
●Made it so the character faces toward the opponent.
- Makes the skill more reliable to hit with.
●Added a pull effect to the initial hit's hitbox.
- Makes the skill more reliable to hit with.
Assists
Adjusted uses of Assault Assists and Reversal Assists
●- Jonathan Joestar (1/2): -1 Assault Assist
- Rudol von Stroheim (2/1): -1 Reversal Assist
- Jotaro Kujo (Part 4) (2/1): -1 Reversal Assist
- F.F. (1/2): -1 Assault Assist
- Brings these more in line with other characters
Reversal Assists
●Fixed an issue where a use of the Assist would not be spent, but would still go on cooldown if used as a Reversal Assist just before entering a follow-up skill’s special animation.
- This was unintended and has been fixed.
Assault Assists
●Fixed an issue where an Assault Assist would lose its hitbox under some circumstances if the controlled character was hit by an attack.
- This was unintended and has been fixed.
Customize Mode
Change SFX Position
●Fixed an issue where the SFX position wouldn't be saved after editing if the user then goes to change SFX position or preview another character.
- This was a bug and has been fixed.
DLC Characters
Character Select
●Added Paid DLC Character: Alternate World Diego
- Update to go with the release of the Alternate World Diego playable character paid DLC.
Gallery Items
●Added new gallery items.
- Update to go with the release of the Alternate World Diego playable character paid DLC.
JoJo Glossary
●Added entries to JoJo Glossary.
- Update to go with the release of the Alternate World Diego playable character paid DLC.
Customization
●Added customize options.
- Update to go with the release of the Alternate World Diego playable character paid DLC.
Credits
Credits
●Added cast credits for the new character.
- Update to go with the release of new playable character paid DLC.
Scheduled date of update data Ver.2.0 distribution
Monday, June 12, 2023, 10:00 JST
Character Model Display
Display of character models in online battles.
●Fixed bug where character appearances would be partially corrupted.
- This was a bug and has been fixed.
Online Battle
Host Match functionality in Player Match and Ranked Match.
●Added Standby Practice mode, allowing players to use Practice Mode while waiting for a match opponent.
- Allows players to use their time effectively while waiting for matchmaking.
*Note that match notifications will not occur while in the Pause menu.
●Changed matchmaking rules. (If Host Match is selected, the game will still search for a match once, then go to Standby if one is not immediately found.)
*If Private Slots are enabled or the Session ID is set, this search will not occur when the session is created.
- This change ensures that matchmaking is not impacted by lower numbers of users selecting Custom Match as a result of the introduction of Standby Practice.
Ranked Match Presets
●Made it so that the Ranked Match Presets view/edit screen is accessed through a menu rather than a button press.
- Makes the screen easier to discover.
General Changes
Stylish Guard
●Previously, performing a Stylish Guard would only stop the opponent's character. Now, it will also stop your own Assist Character.
- Standardizes animations.
●Under some circumstances, when one character uses Stylish Guard, the other character could also activate Stylish Evade even when not being attacked. Stylish Evade is now correctly disabled under these circumstances.
- This was unintended and has been fixed.
HH Gauge
●Under some circumstances, if the controlled character and an Assault Assist scored a hit on the same frame, the HH Gauge would not recover. The HH Gauge now correctly recovers under these circumstances.
- Fixed so that the HH Gauge recovers as it's supposed to.
Backstepping
●Fixed the collision of some short characters (e.g. Koichi Hirose) so that they matched where the character appeared to be when backstepping, rather than extending above the visible character.
Affected characters:
- Iggy
- Pet Shop
- Koichi Hirose
- Shigekiyo Yangu
- This was unintended and has been fixed.
Dodge
●Enabled canceling dodge recovery into a forward step.
- Expands options for closing distance against projectile zoning.
Down Evade
●Standardized general actions that previously differed by character.
- Applies universal rules that other characters follow.
Counterstrike
●Fixed an issue where some skills that block and counter opponent attacks would not trigger Counterstrike.
Affected skills:
- Dio Brando's "Frozen in your tracks!"
- Iggy's "Too easy!"
- Yoshikage Kira's "Calm and cool"
- Giorno Giovanna's "It's useless."
- Father Pucchi (Final)'s "My body is the basis!"
- Applies universal rules that other characters follow.
Taunt
●Fixed an issue where, when both players taunt and then one takes action immediately after the taunt voice clip ends, the opponent's in-progress taunt voice clip would end early.
- This was unintended and has been fixed.
●Fixed an issue where some SFX would remain on the screen after the completion of a taunt usable against a downed opponent.
- This was unintended and has been fixed.
●Fixed an issue where the taunt animation would end before the opponent's HH Gauge was drained, when using a taunt usable against a downed opponent which has a short voice line.
- This was unintended and has been fixed.
●Fixed an issue where the HH Gauge would be drained at a different timing on the Switch version than on other platforms, when using a taunt usable against a downed opponent.
- This was unintended and has been fixed.
Cancel
●Fixed an issue where canceling sometimes didn't work when the controlled character landed a hit at the same time as an Assist attack or projectile.
- This was unintended and has been fixed.
Recoil animation
●Fixed an issue where some recoil animations of some characters would shift, causing problems such as combo attacks failing to connect.
- Applies universal rules that other characters follow.
Time stop
●Fixed an issue where some projectiles would retain their hitbox even in stopped time if they were deflected at the same moment time stopped.
Affected characters:
- Robert E. O. Speedwagon's "He smells worse than vomit!"
- Jean Pierre Polnareff's "Reap as you sow!"
- Iggy's "Get outta here!"
- Trish Una's "Something soft is even more unbreakable than diamond!"
- Weather Forecast's "Weather Forecast"
- This was unintended and has been fixed.
Partner Characters
●Fixed an issue causing the partner character to vanish when the partner's main character is hit by Old Joseph's Assault Assist.
Affected characters:
- Robert E. O. Speedwagon
- Prosciutto and Pesci
- This was unintended and has been fixed.
Jonathan Joestar
"Scarlet Overdrive" skill
●Reduced knockback on weak version hit.
- Increases risk from being guarded.
Robert E. O. Speedwagon
Partners (The Asian, Tattoo)
●Made attacks of partner characters (The Asian, Tattoo) not subject to counter skills.
- Applies universal rules that other characters follow.
●Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero's "Iron Deficiency."
- This was unintended and has been fixed.
"Go nuts with those knives, boys!" skill with Tattoo
"Martial Arts, the Eastern mystery!" skill with The Asian
●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
- Improves usability in combos.
"GYAAAAAAAH!" skill with Tattoo
"Aren't you acting tough!" skill will The Asian
●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
- Improves usability in combos.
Dio Brando
Assault Assists
●Fixed a problem that occurs after using Dio Brando's Assault Assist. When the opponent, using certain characters, landed a hit with a move that triggers a special animation while Dio Brando remains on the screen after the Assault Assist and were countered during the animation, they could still move and attack.
-This was unintended and has been fixed.
"WRYYY!" skill
●Fixed an issue preventing the opponent's Guard Gauge from being reduced.
- This was unintended and has been fixed.
"Guess I did it again!" skill
●Added missing point to the Command List description explaining that the effect does not work against middle attacks.
- Adjusted text to fix missing information.
"Don't you get it?" skill
●Disabled Flash Cancel. *Can still Flash Cancel from a successful counter.
- Increases risk of attempting to counter.
"Clacker Boomerang" skill
●Decreased speed of Hamon version's attack activation.
(Now, when canceling from guarding the opponent's standing strong attack into this skill, it can be used as a combo guard. When canceling from landing a standing medium or strong attack on the opponent, it can be used to combo.)
-Slightly increases risk of using this skill on its own at close and mid range.
"How 'bout a cold one?" skill
●Fixed an issue where the medium attack version being guarded would be treated as if guarding two shots instead of one as intended.
- This was unintended and has been fixed.
●Disabled Flash Cancel from the Hamon version.
- Increases risk of attempting to use for the invincibility time.
●Increased damage of the falling coconut added by the Hamon version.
- Increases reward to balance the increased risk from other changes.
●Delayed the timing of the coconut falling from the Hamon version.
- Extends the time that the opponent is downed.
*This allows the Hamon version of "Time to bring down the hammer" to be used as an additional attack.
Caesar Anthonio Zeppeli
"Hamon Kick" skill
●Fixed an issue where the second hit of the weak, medium, and strong attack versions would not build the HH Gauge.(Also, removed the Hamon property from the damage.)
- Fixed so that the HH Gauge recovers as it's supposed to.
Lisa Lisa (Elizabeth)
"Die with regret" skill
●Expanded the hitbox of the second hit horizontally.
- Makes it easier to hit a dodging opponent.
"Snake Muffler" skill
●Extended the tracking functionality.
- Makes it easier to hit a dodging opponent.
Esidisi
Jumping strong normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
"Burning King's Prison" skill
●Enabled use in midair.
- Expands available options in battles.
●Increased knockback on weak version hit.
- Improves usability in neutral.
●Shortened landing recovery of medium version.
- Improves usability in neutral.
●Fixed an issue where hurtbox would extend downward after the medium version's attack.
- Improves usability in neutral.
●Shortened landing recovery of the strong version.
- Improves usability in neutral.
●Increased knockback on strong version hit.
- Improves usability in neutral.
●Removed body collision during strong version.
- Improves usability in neutral.
Wamuu
Assault Assists
●Adjusted hitbox position to prevent issue where the opponent would go flying in the opposite direction when hit.
- Improves usability in combos.
●Fixed an issue where using the "Never stand in my shadow!" skill with Easy Beat while in "I shall see with the wind" did more damage than normal.
- This was unintended and has been fixed.
Easy Beat
●Fixed an issue where using the "Never stand in my shadow!" skill with Easy Beat while in "I shall see with the wind" did more damage than normal.
- This was unintended and has been fixed.
All normal attacks
●Any hit taken during a normal attack animation was treated as a Counterstrike. Attacks should only be Counterstrikes if they hit before an attack animation has begun. This has been fixed.
- Applies universal rules that other characters follow.
Jumping weak normal attack
●Expanded hitbox of the body core during jumping weak normal attack.
- Makes it so that jumping over the opponent and hitting them from behind reverses their guard direction.
Jumping medium normal attack
●Increased number of hits.
- Improves usability in combos.
●Increased damage.
- Improves usability in combos.
Jumping strong normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
"With the strength of a pillar!" special
●Disabled Flash Cancel.
- Increases risk of missing (not hitting or being guarded).
"He bent backwards!" skill
●Fixed an issue where the last part of the attack would not trigger hitstop during "Wind Mode" or "Vapor Barrier."
- Applies universal rules that other characters follow.
"I, Wamuu, will now consider you to be worthy prey!" skill
●Fixed an issue where the hitbox of the weak and strong versions lasted longer than usual if used during "Wind Mode" or "Vapor Barrier."
- Standardizes animations.
●Standardized animation until landing during "Wind Mode" and "Vapor Barrier" with those of normal and "I shall see with the wind" states.
-Standardizes animations.
"Never stand in my shadow!" skill
●Reduced horizontal force in normal mode.
- Improves reliability of combo into HHA.
●Reduced recovery time of weak and medium versions.
- Improves usability in neutral.
"Ultimate Technique! Divine Sandstorm!" HHA
●Increased speed of hitbox spawning.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
●Increased number of hits.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
●Increased damage.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
Kars
"Behold, frozen brilliance!" skill
●Adjusted launching force so that the final stage does not send the opponent flying in Kars' direction.
- Changes to make the hits more reliable between themselves unintentionally affected the final part as well.
●Increased Guardbreak value.
- Improves usability in neutral.
●Made the medium and strong versions move forward on activation.
- Improves usability in neutral.
●Shortened guard recovery from final stage.
- Moderates vulnerable opening from missing while ensuring that Kars is not punished too heavily for being guarded against.
"Brilliant Bone Blades!" HHA
●Expanded hitbox that determines transition into finishing animation.
- Improves reliability in combos.
Ultimate Thing Mode jumping medium normal attack
●Increased number of hits.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
Ultimate Thing Mode jumping strong normal attack
●Changed recoil animation to a ground-bounce animation.
- Improves usability in neutral.
●Adjusted falling animation on activation.
- Improves usability in neutral.
Ultimate Thing Mode crouching weak normal attack
●Enlarged hitbox.
- Improves usability in neutral.
Ultimate Thing Mode crouching strong normal attack
●Increased number of hits.
- Improves usability in neutral.
Ultimate Thing Mode "Brilliant Bone Blades" special
●Shortened command input delay.
- Helps to prevent unintended activation.
Ultimate Thing Mode "Predator Wings" special
●Shortened time until the jump.
- Improves usability in neutral.
●Added a hitbox to forward and upward activations.
- Improves usability in neutral.
Ultimate Thing Mode Aerial Dash
●Added a hitbox to forward activation.
- Improves usability in neutral.
Ultimate Thing Mode "This cannot be!" skill
●Adjusted the weak, medium, and strong versions individually so the hitbox duration and reach would be more clear. (Made the differences in duration and reach between the respective versions more pronounced.)
- Makes it easier to tell when it's best to use each version to its strength.
●Adjusted the weak, medium, and strong versions individually so the number of hits would be more clear.
Makes it easier to tell when it's best to use each version to its strength.
Rudol von Stroheim
"Grenade Launcher" skill
●Increased damage to self.
- Increases risk of using the skill in combos when the user is in the blast area.
●Increased Guardbreak value.
- Improves use as a way to wear down the opponents' guard in exchange for the increased damage to self.
"For the homeland! For eternal glory!" special
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'll pluck you one square centimeter at a time!" follow-up skill
●Under some circumstances, the follow-up would not hit some characters. Expanded hitbox on Stroheim's side so it would hit.
- Improves reliability in combos.
White Damage
●Fixed an issue where the combo damage decay modifier was not applied to white damage.
- Applies universal rules that other characters follow.
UV Laser Mode
●Made UV attacks not subject to counter skills.
- Applies universal rules that other characters follow.
UV Laser Mode standing strong normal attack
●Increased launching force.
- Prevents comboing into the same skill again after hitting.
UV Laser Mode crouching strong normal attack
●Increased recovery time.
- This attack is highly advantageous if it hits, but low-risk if it misses. This change makes the risk commensurate with the benefit.
●Increased knockback on hit.
- This attack is highly advantageous if it hits, but low-risk if it misses. This change makes the risk commensurate with the benefit.
Jotaro Kujo
"You pissed me off!" GHA
●This attack could miss under some circumstances. Moved the hitbox closer to Jotaro Kujo to ensure it hits.
- Improves reliability in combos.
DIO
"An absolute end" special
●Adjusted the attack weight value that determines when a Clash occurs.(The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'll give you one chance." skill
●Fixed an issue where the hurtbox would still be larger after being hit during the counter animation (i.e. the attack animation of "He's... gone!").
- This was unintended and has been fixed.
Iggy
Thrown animation
●Fixed an issue where the hit animation from the automatic Throw Escape not making the user invincible meant that they had no way to avoid simultaneous attacks such as Assault Assists.
- This was unintended and has been fixed.
"Sand Dome" skill
●Fixed an issue where using this skill with some timings made it so the user and Stand could not separate.
- This was unintended and has been fixed.
Jean Pierre Polnareff
Stand Mode standing medium normal attack
●Adjusted so that it would hit an opponent in front when against a wall.
- This was unintended and has been fixed.
Noriaki Kakyoin
Health
●Reduced health.
- This character's style emphasizes being at long distance out of reach of the opponents' attacks, so this reduces his staying power if the opponent closes that distance.
User Mode jumping strong normal attack
●Made it so the hurtbox was extended forward when the character appeared to be extended.
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
●Reduced duration of attack hitbox.
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
●Increased duration of hurtbox. (Made it so the extended limbs have the hurtbox they appear to have when extended.)
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
Stand Mode standing medium normal attack
●Changed to a short-range projectile attack.
- Makes Stand Mode more of a mid- and long-range style.
Stand Mode standing strong normal attack
●Changed to an attack with longer forward reach.
- Makes Stand Mode more of a mid- and long-range style.
"Hierophant's Barrier" skill
●It would remain after a Stylish Guard. Changed so that when using Stylish Guard, it will trigger Emerald Splash and the deployed object will disappear.
- This was unintended and has been fixed.
"Emerald Splash" skill
●Standardized number of projectiles between weak, medium, and strong versions when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Altered projectile bounce pattern when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Increased the difference in projectile speed between weak, medium, and strong versions when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Made projectiles bounce diagonally back when using in midair in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
Mohammed Avdol
User Mode jumping strong normal attack
●Changed recoil animation.
- Improves usability in neutral and in combos.
User Mode standing medium normal attack
●Reduced hurtbox of upper body during activation.
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
●Increased number of hits. (Can cancel from the first hit.)
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
●Changed recoil animation of the second hit.
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
User Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
"Hell 2 U!" skill
●Fixed an issue where the Same Move Counter was set wrong between skills.
- Applies universal rules that other characters follow.
"Crossfire Hurricane" skill
●Shortened recovery period.
- Improves usability in neutral.
"Cross Fire Hurricane Variation" skill
●Fixed to prevent the ankh from failing to deploy when activated at the edge of the arena.
- This was unintended and has been fixed.
"Must I do this the hard way?" skill
●Changed to a multi-hit attack. (Makes the attack less swingy from hit timing.)
- Improves usability in neutral and in combos.
Increased lifting force against airborne opponents from the weak and medium versions.
-Improves usability in neutral and in combos.
Pet Shop
"Slam" special
●Extended command input delay.
- Improves usability in neutral and in combos.
●Adjusted movement angle.
- Improves usability in neutral and in combos.
●Added a hitbox to the upper-diagonal and straight-up versions.
- Improves usability in neutral and in combos.
"Nee gee gee gee!" skill
●Fixed so that the hurtbox does not extended downward after the animation if used in Flight Mode or in midair from a jump.
- This was unintended and has been fixed.
"Cawww!" HHA
●Made the attack able to Clash with projectiles from non-HHA/GHA skills. Made the attack guaranteed to win against projectiles from non-GHA/HHA skills.
- This was unintended and has been fixed.
●Fixed so that the hurtbox does not extended downward from activation to the end of the move if used in Flight Mode.
- This was unintended and has been fixed.
"SKRAAAAAW" GHA
●Fixed so that the hurtbox does not extend downward from activation to the end of the move if used in Flight Mode.
- This was unintended and has been fixed.
Mariah
"The electricity will char you to a crisp!" skill
●Some characters were not hit by the knife from the weak version. Altered the knife's position so this would not happen.
- This was unintended and has been fixed.
Josuke Higashikata 4
"I'm a real Deadeye Dick!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"DORARARARARARARA!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"Meet my homing missile!" HHA
●Fixed an issue where the damage displayed did not match when the damage was subject to the combo decay modifier.
- Applies universal rules that other characters follow.
"Watch Your Mouth!" mode
●Changed so that attacks that transition into a special animation when they hit (HHAs, GHAs, throws, etc.) no longer do so even if they hit. (Made the same change to the dinosaur transformation from Diego Brando's ""Frightening Monsters!"" HHA.)
- Addresses the fact that, because the mode cannot guard, it has no way to avoid being hit by the opponent's HHAs and GHAs.
Rohan Kishibe
Stand Mode jumping medium normal attack
●Changed recoil animation.
- Improves usability in neutral and in combos.
Stand Mode standing strong normal attack
●Increased lifting force against airborne opponents.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
●Increased recovery time.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
●Increased damage.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
Stand Mode crouching medium normal attack
●Shortened recovery period.
- Improves usability in neutral.
"Your power will be destroyed." Skill
●Increased damage.
*Also corrected the mistaken damage reduction of the medium and strong versions from the throw modifier.
- Improves usability in neutral.
"Your body will fly backwards at 70 km/h!" skill
●Enabled Flash Cancel.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
●Increased damage.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
I think I'll put you out of commission." Skill
●Increased the HHA Gauge reduction on hit.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
Sealed effect
●Fixed so the sealed state would not end if the opponent gained a status that deals damage over time (e.g. poisoned, burned).
-This was unintended and has been fixed.
●Fixed so the sealed state would not end if the opponent dealt damage to themselves (e.g. attacks that can hit the user like Stroheim's grenade)
- This was unintended and has been fixed.
Koichi Hirose
Normal throw
●Increased recovery time.
- Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by "S-H-I-T", (However, the move can now be Flash Cancelled, so it's still possible to create the same effect, albeit at the cost of the HH Gauge.)
●Enabled Flash Cancel from recovery.
- Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by "S-H-I-T", (However, the move can now be Flash Cancelled, so it's still possible to create the same effect, albeit at the cost of the HH Gauge.)
"Boing!" skill
●Fixed an issue where using the skill and then touching it in Stand Mode would prevent leaving Stand Mode afterwards. (The bugged state could previously be ended by using certain attacks, such as normal attacks.)
- This was unintended and has been fixed.
Kosaku Kawajiri
User Mode jumping weak normal attack
●Enlarged hitbox.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
Stand Mode jumping weak normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Shortened recovery period.
- Improves usability in neutral.
"Impact Ignition Bomb" skill
●Shortened time to hitbox spawning on weak and medium versions.
- Improves usability in neutral.
"Air Bomb Cushion!" skill
●Added a darkening visual effect.
- Makes it easier for the opponent to tell when this is activated by Guard Cancel.
"The First Bomb" skill
●Fixed the medium version having a shorter hitbox duration. (Standardized the weak and medium versions.)
- This was unintended and has been fixed.
Yoshikage Kira
Stand Mode jumping strong normal attack
●Shortened delay between recoil and pull.
- Improves usability in neutral.
Stand Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
User Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
Akira Otoishi
User Mode standing strong normal attack
●Enabled canceling from the first hit.
- Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
●Adjusted upward launching force of second hit at MAX electricity.
- Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
●Fixed an issue causing the Stand to attack upward when executing just after performing a Stylish Guard against an opponent's aerial attack.
- This was unintended and has been fixed.
"Kiss this!" skill
●Altered cancel properties.
- Normal: Enabled Flash Cancel
- MAX electricity: Enabled Jump Cancel
- Improves usability in combos.
●Fixed an issue that caused the final hit to miss horizontally narrow characters under some circumstances.
- This was unintended and has been fixed.
"Whack-A-Mole Champion" skill
●Made the Stand attack not subject to counter skills.
- Applies universal rules that other characters follow.
Shigekiyo Yangu
"I'll protect them!" skill
●When performing a Stylish Guard after activating the strong version under some circumstances, the second hit would act as an additional attack. Adjusted so the second hit additional attack will occur in any circumstances. *If a second Stylish Guard is performed, the attack is now neutralized.
- Improves usability in neutral.
Yukako Yamagishi
"You shithead!" special
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'm already inside your head." skill
●Fixed an issue where, when the hair implantation is canceled by taking damage from the implanted opponent, the next use of "I'm already inside your head" would have no effect.
- This was unintended and has been fixed.
The 1.6 Patch will be out with balance adjustments, the scheduled date is Monday, March 20th at 1 AM UTC - 10 AM JST.
The fully detailed Patch Notes is available HERE.
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General Changes
Backstepping
- Standardized the hurtbox area around feet.
→ Eliminates differences in ability to avoid certain deployed projectiles (e.g. Ghiaccio's "Any form of attack stops cold when it hits my ultracold temperatures!" skill) by stepping backwards. *The purpose of this is to remove imbalances in different characters' ability to escape deployed projectiles while getting up from being downed.
- Adjusted the force that sends opponents flying to the direction the initiating character is facing.
→ Under certain situations, when performing a successful counter, the target would go flying in the opposite direction from that suggested by the attack animation.
- Added damage reduction to combos that start out of guardbreak.
→ Reduces the reward for performing a guardbreak while maintaining the ability to pursue that guardbreak.
- Allowed damage taken during rebound protection to receive damage reduction.
- Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
→ Improves usability in neutral.
- Allowed damage taken during rebound protection to receive damage reduction.
- Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
→ Improves usability in neutral.
- Shortened animation lead-in and sped up transition to downed state.
→ This was changed due to certain attacks that allow additional attacks on downed opponents to fail due to recoil invincibility.
- Resolved inconsistencies between characters' positional pivot lines and the center of their collision detection.
→ Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.
- Removed Stand collision detection during standing and crouching recoil animations.
→ Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.
- Fixed a rare issue where being hit during the Stylish Guard's recovery would cause the crouching recoil animation to trigger.
→ Ensures that recoil animations are appropriate to the situation.
Character Specific Changes
Jonathan Joestar
- Dash Forward
- "Sendo Overdrive" skill
- "Overdrive Barrage" skill
Dio Brando
- Dash Forward
- Crouching strong normal attack
- "Useless, useless, useless, useless!" skill
- "I'll suck you dry!" skill
- "That must be five or six ribs broken!" skill
Robert E. O. Speedwagon
- "Martial Arts, the Eastern mystery!" skill
- "Don't try to bluff, you rich little snot!" skill
- "Aren't you acting tough!" skill
Joseph Joestar
- Backstepping
- "Clacker Boomerang" skill (Hamon version)
Lisa Lisa (Elizabeth)
- Standing strong normal attack
- Jumping strong normal attack
- "Blasphemy is prohibited!" skill
- "Hamon Master" skill
- "All I need is this scarf!" skill
- "You picked a bad time to test me!" skill
- "Die with regret" skill
- "Snake Muffler" skill
- "Settle this with style" skill
- "Prepare to die!" skill
- "Smooth as silk" skill
- "Futile!" skill
- Cancel Hamon Chain recovery into GHA
Caesar Anthonio Zeppeli
- "Seated Jump" special
- "Bubble Launcher" skill (aerial)
- "Hamon Kick" skill
- "Gliding Bubble Cutter" skill
Esidisi
- "Think fast!" HHA
Wamuu
- "He bent backwards!" skill
Rudol von Stroheim
- Reversal Assist
- "Farewell, you annoying Englishman!" skill
Mariah
- "If you're not allowed to touch something, it makes you want to touch it more..." style
- "Sorry, but you'll have to die now." skill
Iggy
- "Ha ha, sucker!" skill
- "A nasty habit" skill
Old Joseph Joestar
- Assault Assist
- Reversal Assist
- "Hamon Overdrive!" skill
Jean Pierre Polnareff
- "Reap as you sow!" skill
- "My secret weapon!" skill
- "Off comes the armor!" HHA
Hol Horse
- "Come get us!" skill
Josuke Higashikata 4
- "Break through, beat you up!" skill (weak version)
- "Meet my homing missile!" HHA *HHA secondary skill
- "You're already fixed!" GHA
Koichi Hirose
- Stand Mode crouching strong normal attack
Shigekiyo Yangu
- Standing strong normal attack
- Crouching strong normal attack
- "Don't come any closer!" skill
- "Don't underestimate Harvest!" skill
- "I can get anything I want!" skill
Jotaro Kujo
- User Mode standing medium normal attack
- All User Mode and Stand Mode jumping attacks
- "ORAAAA!" special
- "ORAAA!" skill (medium attack)
- "ORAAA!" skill (strong attack)
Yukako Yamagishi
- Jumping medium normal attack
- "Love Deluxe" style
- "You shithead!" special
- "You dumbass!" skill
Akira Otoishi
- "Spitfire!" skill
Giorno Giovanna
- "This doesn't feel good..." special
- "WRYYYYYYYYYYY" skill
- Dashing *Golden Wind Requiem only
- Crouching medium attack during GHA effect *Golden Wind Requiem only
- "Can you escape destruction?" skill *Golden Wind Requiem only
Guido Mista
- "Places, everyone!" special
- "Time to get to work!" special
Bruno Bucciarati
- "I've got you!" special
"Pass, pass, pass!" skill
Diavolo
- Forward Step
- Backward Step
- User Mode standing medium normal attack
- User Mode standing strong normal attack
- User Mode crouching strong normal attack
- User Mode jumping medium normal attack
- Stand Mode jumping medium normal attack
- Stand Mode jumping strong normal attack
- "The passage of time resumes!" skill
- "This is the end!" skill
- "Time has been erased..."
Narancia Ghirga
- Stand hurtbox
- User Mode standing medium normal attack
- User Mode crouching medium normal attack
- User Mode jumping medium normal attack
- Stand Mode standing weak normal attack
- Stand Mode standing medium normal attack
- Stand Mode standing strong normal attack
- Stand Mode crouching weak normal attack
- "I'll make you swiss cheese!" skill
- "Attack!" skill
- "Yes! Right on time!" follow-up skill
- "I know how to waste you!" follow-up skill
- "I'm gonna kill you!" follow-up skill
- "Blast off!" skill
Trish Una
- User Mode crouching medium normal attack
- User Mode crouching strong normal attack
- "With the force of a vise!" special
- "Something soft is even more unbreakable than diamond!" skill
- "Spicy Lady!" skill
- "Crush!" skill
- "Nobody's getting taken out today." skill
- "Make any material soft!" HHA
Ghiaccio
- "Will you lay off?" special
- "And now you're frozen solid!" skill
Risotto Nero
- "Assassin" Style (vanishing while jumping forward)
- "Assassin" Style (vanishing while jumping backward)
- "Assassin" Style (vanishing while stepping backward)
- Crouching medium normal attack
- Jumping weak normal attack
- Jumping strong normal attack
- "You can find iron anywhere in this world." skill
- "Control iron within 5-10 meters" skill
- "The assassin that no one could find" skill
Jolyne Cujoh
- Stand Mode crouching strong normal attack
- "String Barrier" skill
Narciso Anastasia
- User Mode standing strong normal attack
- Stand Mode standing weak normal attack
- Stand Mode standing strong normal attack
- Stand Mode crouching weak normal attack
- Stand Mode crouching medium normal attack
- "Shut yer trap!" special
- "You're in range!" skill
- "And... RELEASE!" skill
- "Dive!" skill
- "Go to hell!" skill
Gyro Zeppeli
- User Mode crouching medium normal attack
- Steel Balls returning after a skill
- Golden Spin Mode
- "Scan" skill
- "Raaaaugh!" skill
- "One moooore shot!" HHA
Diego Brando
- User Mode crouching medium normal attack
- "My speed is supreme." special
- "You flinched!" special
- "Gouge" skill
- "Useless, useless!" skill
Ikuro Hashizawa
- "This is Baoh!" Style
- "Baoh Melting Acid Phenomenon" skill
- "Baoh Break Dark Thunder Phenomenon!" skill
Assists
- Adjusted uses of Assault Assists and Reversal Assists
- Hol Horse: 2/1 (-1 Reversal Assist)
- Josuke 4: 1/2 (-1 Assault Assist)
- Narancia Ghirga: 2/1 (-1 Reversal Assist)
- Father Pucchi (Final): 2/1 (-1 Reversal Assist)
- Diego Brando: 2/1 (-1 Reversal Assist)
→ Brings it more in line with other characters - Adjusted cooldowns (time until Assists are usable again)
General
Practice Mode
- Fixed issue where Recording Mode would not record Stand Mode follow-up skills and Stand Rush.
→ This was a bug and has been fixed.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R.
The 1.5 Patch will be out with balance adjustments.
General Changes
HH Gauge
- Adjusted that the HH gauge will not be stored when a player is damaged by his own attack. Standardized with other characters to reduce imbalances as a result of jumping differences.
→ Fixes that the gauge which should be stored with attacking an opponent.
Character Specific Changes
Joseph Joestar
"Don't you get it?" skill
- Made it move forward when it is activated.
- Expanded range of successful counter.Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral.
→ Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.
Noriaki Kakyoin
"I'll need to punish you" HHA
- Made combo scaling applied to maximum of 50%.
→ Some attack wasn't applied combo scaling so make common rule applied.
Hol Horse
"Feed on these!" HHA
- Made combo scaling applied to maximum of 50%.
→ Some attack wasn't applied combo scaling so make common rule applied.
Akira Otoishi
User Mode standing strong normal attack
- Changed to 2 hits.
- Change recoil reaction of 2 hits when Electricity Gauge is full.
→ Improves usability in neutral and in combos.
Stand Mode crouching medium normal attack
- Increased move distance.
→ Improves usability in neutral and in combos.
"Kiss this!" skill
- Made it move forward in front of opponent when it is activated.
- Change to 4 hits when Electricity Gauge is full.
- Made flash cancel available when Electricity Gauge is full.
→ Improves usability in neutral and in combos.
"I'll drag you in!" skill
- Increased speed of attack start up.
→ Improves usability in neutral.
"Gonna knock your ass out!" skill
- Increased speed of attack start up.
- Sped up Stand animations end.
→ Improves usability in neutral and in combos.
*Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.
Trish Una
”Nobody's getting taken out today." skill
- Made the position of Stand not to be displaced during Stand Rush.
→ Improves usability in neutral.
“Something soft is even more unbreakable than diamond!” skill
- Made the wall set by Trish Una disappeared when opponent makes Stylish Guard.
→ Improves stuck at the edge of the stage in certain situations.
Guido Mista
Standing medium normal attack
- Shortened pushback on hit
→ Improves usability in neutral and in combos.
Standing strong normal attack
- Decreased recovery.
→ Improves usability in neutral.
Crouching medium normal attack
- Shortened pushback on hit.
→ Improves usability in neutral and in combos.
Crouching strong normal attack
- Increased forward move distance.
→ Improves usability in neutral and in combos.
Jumping medium normal attack
- Increased speed of attack start up.
→ Improves usability in neutral.
Jumping strong normal attack
- Adjusted hitbox.
→ Improves usability in neutral.
"Time to get to work!" special
- Changed recoil animation when sets Stand.
→ 4 or 5: Blow off
→ 6: Blow off (passive is unavailable)" - Change it available to activate with cancelling normal and special skill.
Improves usability in neutral.
"Gonna light you up!" skill
- Increased speed of weak and medium attack start up.
→ Improves usability in neutral.
Ghiaccio
Wake-up while Stand ON
- Fixed so that one frame that cannot be canceled does not occur.
→ Improves usability in neutral.
Weather Forecast
"I'm blowing in!" skill
- Combo count (ground and aerial) Modified internal processing to prevent hits exceeding the maximum number.
→ Standardized with other characters to apply common rule.
"Got you pinned!" skill
- Made it able to be pulled by in guard status when attacked while in guard.
- Shortened recovery period (When guarded, it is an advantageous situation).
→ Instead of making guard possible, shortened recovery and improves usability in neutral.
Father Pucchi
User Mode and Stand ON Mode standing strong normal attack
- Extended invincibility period.
- Increased damage.
→ Instead of extending invincibility period, increased damage to keep balance.
User Mode jumping medium normal attack
- Increased attack area.
→ Improves usability in neutral.
User Mode jumping strong normal attack
- Changed recoil animation.
→ Improves usability in neutral.
Stand ON Mode crouching weak normal attack
- Extended the reach.
→ Improves usability in neutral.
Stand ON Mode crouching medium normal attack
- Changed Attack Types to high attack.
- Increased speed of attack start up.
- Extended invincibility period.
- Increased damage.
→ Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
"A Stand power that can boil water…" skill
- Increased forward move distance.
- Increased speed of attack start up.
- Increased damage.
→ Improves usability in neutral.
"You shall be crucified!" skill
- Combo count (weak, medium, strong) Modified internal processing to prevent hits exceeding the maximum number.
→ Standardized with other characters to apply common rule.
Father Pucchi (Final)
User Mode and Stand ON Mode
- Extended invincibility period.
- Increased damage.
→ Instead of extending invincibility period, increased damage to keep balance.
User Mode jumping medium normal attack
- Increased attack area.
→ Improves usability in neutral.
User Mode jumping strong normal attack
- Changed recoil animation.
→ Improves usability in neutral.
Stand ON Mode crouching weak normal attack
- Extended the reach.
→ Improves usability in neutral.
Stand ON Mode crouching medium normal attack
- Changed Attack Types to high attack.
- Increased speed of attack start up.
- Extended invincibility period.
- Increased damage.
→ Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
"14 Words" skill *Pale Snake only
- Made it success without long pressing at the first time.
→ Improves usability.
"You shall be crucified!” skill *Pale Snake
- Combo count (weak, medium, strong) Modified internal processing to prevent hits exceeding the maximum number.
→ This was unintended and has been fixed.
"Be gone!" skill *See Moon only
- Decreased recovery of medium and strong attack.
→ Improves usability in neutral.
Maiden Heaven
- Adjusted not to apply the deceleration compensation to the opponent's character's overall animation speed.
- Adjusted not to apply the acceleration correction to the own overall animation speed.
- Adjusted time count not to accelerate.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement which the match is still viable.
Step *Maiden Heaven only
- Sped up animation.
- Increase movement speed.
- Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Dash *Maiden Heaven only
- Sped up animation.
- Increase movement speed.
- Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Normal attack general *Maiden Heaven only
- Increased speed of attack start up.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
"Here it comes!" skill *Maiden Heaven only
- Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
→ Standardized with other characters to apply common rule. - Increased speed of attack start up.
- Increase movement speed.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
"Where is he?!" skill *Maiden Heaven only
- Increased speed of attack start up.
- Increase movement speed.
→ Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Johnny Joestar
"The hole will attack you" skill
- Fixed the medium attack "hole (projectiles)" did not disappear and remained even when the attacker was hit by damage.
→ Standardized with other characters to apply common rule.
Gyro Zeppeli
User Mode standing medium normal attack
- Fixed a large camera movement each time when it is activated.
→ Fixed to prevent camera sickness.
Ikuro Hashizawa
Easy Beat
- Changed special move which activated by Easy Beat.
→ This was unintended at ver 1.4, and has been fixed.
Throw
- Adjusted hitbox placement of forward throw align to back throw.
→ Standardized with other characters to apply common rule.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R.
The 1.41 Patch will be out with balance adjustments.
General Changes
Jumping Movement
- Standardized animation lead-in to jumping:
Robert E. O. Speedwagon
Iggy (Stand Mode)
Yukako Yamagishi
Diego Brando (Mounted)
Weather Forecast
Risotto Nero - Standardized with other characters to reduce imbalances as a result of jumping differences.
Character Specific Changes
Jonathan Joestar
"Scarlet Overdrive" skill
- Reduced hurtbox during activation.
→ Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral. - Increased speed of attack start up.
→ Improves usability in neutral.
"Scarlet Overdrive" skill *Hamon version
- Made the higher damage version activatable when the first hit of the triple hit connects.
- Balanced force of knockback effect.
- Increased invincibility period.
→ Now an attack for dealing high burst damage when drawing the opponent into it or incorporating into combos. This improves usability in neutral and in combos.
Note that the knockback force has also been rebalanced so that the extended invincibility period does not allow high-damage combos with invincible openings.
The weak attack version of Scarlet Overdrive can now be used as part of an aerial combo.
Dio Brando
Assist
- Rebalanced assist use count.
→ Reversal Assist count down from 2 to 1 to bring it more in line with other options.
Robert E. O. Speedwagon
With Tattoo as partner: "Go nuts with those knives, boys!" skill
- Altered the 2 hit attack.
- Increased speed of attack start up.
→ If the first rush hits, the move can now transition into the second knife part. Improves usability in neutral.
With Tattoo as partner: "GYAAAAAAAH!"
- Increased attack area.
- Shortened recovery period.
→ Improves usability in neutral and in combos.
With Tattoo as partner: "That does it!"
- Increased speed of attack start up.
- Changed recoil animation.
→ Improves usability in neutral and in combos.
With The Asian as partner: "Martial Arts, the Eastern mystery!"
- Shortened recovery period.
→ Improves usability in neutral and in combos.
With The Asian as partner: "You've got a lot to learn..."
- Increased forward motion.
- Shortened recovery period.
→ Improves usability in neutral and in combos.
Joseph Joestar
"Clacker Volley" skill *Hamon version
- Removed ability to Flash Cancel and HHA cancel.
→ The ability to cancel from the invincibility period into Flash Cancel or HHA made it easy to gain an advantage.
Action after stepping backward
- Added ability to cancel into an attack.
→ This was unintended and has been fixed.
"I'm so outta here!" special
- Removed ability to cancel animation into other actions.
→ This was unintended and has been fixed.
Caesar Anthonio Zeppeli
"Hamon Kick" skill *Hamon version
- Extended recovery after missing or being guarded.
- Increased damage.
- Removed ability to Flash Cancel and HHA cancel.
→ The ability to cancel from the invincibility period into Flash Cancel or HHA made it easy to gain an advantage.
Increased both damage and recovery to make this more of a high-risk, high-reward move.
"Hamon Kick" skill
- Extended recovery after missing or being guarded.
- Increased damage.
→ Increased both damage and recovery to make this more of a high-risk, high-reward move.
Lisa Lisa (Elizabeth)
"Super Aja" HHA
- Adjusted timing of the final animation. (No effect on damage or mechanics.)
→ This was unintended and has been fixed.
Wamuu
"I, Wamuu, will now consider you to be worthy prey!" skill (while "I shall see with the wind" is active)
- Adjusted pushback on hit.
→ Fix for the attack not landing multiple hits.
Mariah
"What are you drooling over?" HHA
- Increased additional damage from Magnetization Gauge level.
→ Improves usability in neutral and in combos through building Magnetization Gauge.
"Heh heh heh... Enjoy..." skill
- Increased additional binding duration from Magnetization Gauge level.
→ Improves usability in neutral and in combos through building Magnetization Gauge.
Mohammed Avdol
User Mode crouching medium normal attack
- Increased forward motion.
→ Improves usability in neutral and in combos.
User Mode standing strong normal attack
- Adjusted lifting force.
→ When comboing this move into HHA against airborne opponents, the HHA often failed to land multiple hits. This change improves usability.
Stand Mode standing medium normal attack
- Shortened pushback on hit
- Adjusted lifting force.
→ The move often failed to combo into standing strong. This change improves usability.
Stand Mode standing strong normal attack
- Expanded hitbox.
- Adjusted lifting force.
→ When comboing this move into HHA against airborne opponents, the HHA often failed to land multiple hits. This change improves usability.
"Cross Fire Hurricane Variation" skill
- Made the projectile persist and deploy its object even if it hits the opponent.
→ Improves usability in neutral.
"I'll burn you to cinders!" skill
- Extended pushback on hit
- Increased speed of attack start up.
→ Improves usability in neutral.
"Flaming Life Detector" skill
- Made the projectile vanish if user is hit by an attack.
→ Both homing and continuing even if the user was hit on one move made it easy to gain an advantage.
Jotaro Kujo
"My STAND will be the judge!" skill
- Added protection from knockback from opponent's attacks to the period from animation start to the beginning of the attack.
→ Improves usability in neutral.
Hol Horse
"You lose, loser!" skill
- Shortened time until attack beginning.
→ Improves usability in neutral.
"You lose, loser!" skill (enhanced)
- Shortened time until attack beginning.
→ Improves usability in neutral.
Old Joseph Joestar
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options.
Cool Ice
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options.
Mariah
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options.
Iggy
Assist
- Rebalanced assist use count.
→ Reversal Assist count down from 2 to 1 to bring it more in line with other options.
Kosaku Kawajiri
Stand Mode jumping medium normal attack
- Increased effective attack length.
→ Improves usability in neutral.
Stand Mode jumping strong normal attack
- Increased gap between first and second hit.
→ Improves usability in neutral.
Stand Mode crouching medium normal attack
- Shortened pushback on hit
→ The move often failed to combo into standing strong. This change improves usability.
Stand Mode crouching strong normal attack
- Increased range.
→ Improves usability in neutral.
User Mode crouching strong normal attack
- Increased range.
→ Improves usability in neutral.
"Air Bomb Cushion" skill
- Extended pushback on hit
→ When Flash Canceling this move, it can no longer be used to combo from Guard Cancel. (Kosaku Kawajiri can move forward when using Flash Cancel, which opens up options to gain an advantage.)
"This stone is a bomb!" skill
- Shortened recovery period.
→ Improves usability in neutral.
"Stray Cat's protecting me now!" HHA
- Shortened recovery period.
→ Improves usability in neutral.
Yoshikage Kira
Stand Mode standing strong normal attack
- Altered the 2 hit attack.
→ Improves usability in neutral and in combos.
"It's your fate to be defeated here..." special
- Changed recoil animation.
- Allowed canceling into Quick Stand On.
→ Improves usability in combos.
"Calm and cool" skill
- Allowed Flash Cancel from a successful counter.
→ Improves usability in combos.
"Anything can be a bomb." skill
- Sped up all animations.
→ Improves usability in neutral.
Akira Otoishi
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options.
Prosciutto and Pesci
Stand Mode "How's this?" special
- Allowed canceling into Quick Stand On.
→ Improves usability in neutral and in combos.
User Mode "You gutless rat!" special
- Allowed canceling into Quick Stand On.
→ Improves usability in neutral and in combos.
"You're soft!" skill
- Adjusted lifting force.
- Increased forward motion.
- Shortened recovery period.
→ Improves usability in neutral and in combos.
Risotto Nero
Crouching medium normal attack
- Decreased speed of attack beginning.
- Extended invincibility period.
→ It was easy to gain an advantage when hitting, missing, or being guarded. - Shortened pushback on hit.
→ Makes it less likely that it won't combo properly into standing strong attack.
"You can find iron anywhere in this world." skill
- Shortened recovery on medium and strong versions.
- Increased lifting force against airborne opponents on medium and strong versions.
→ Improves usability in neutral and in combos.
Control iron within 5-10 meters
- Fixed to apply the combo correction after the HIT.
→ Since this is a special unguardable attack and categorize to throwing move, adjustments have been made to suppress follow-up damage by using assists after using this command move.
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options.
Ghiaccio
Assist
- Rebalanced assist use count.
→ Reversal Assist count up from 1 to 2 to bring it more in line with other options. - Changed the attack used to the strong attack version.
→ This was not as designed and has been fixed.
"Are you friggin' mocking me?!" skill
- Extended pushback on hit
→ When Flash Canceling this move, it can no longer be used to combo from Guard Cancel. (Ghiaccio can move forward when using Flash Cancel, which opens up options to gain an advantage.)
Trish Una
"Something soft is even more unbreakable than diamond!" skill
- Extended pushback on hit
→ When Flash Canceling this move, it can no longer be used to combo from Guard Cancel. (When using Flash Cancel, Trish Una will advance forward, opening up options to gain an advantage.)
F.F.
"I am a being of superior intellect than you!" GHA
- Fix to make the projectiles no longer erased by attacks that erase some projectiles.
→ This was unintended and has been fixed.
Ikuro Hashizawa
Jumping strong normal attack
- Increased speed of attack start up.
- Increased effective attack length.
→ Improves usability in neutral and in combos.
"This is Baoh!" Style
- Increased action speed.
→ Improves usability in neutral.
"Baoh Hardened Saber" skill
- Increased forward motion of weak attack version.
→ Improves usability in neutral. - Added "sends the opponent flying with the finishing blow" to strong attack version if it hits.
→ Improves usability in neutral.
"Astonishing Leap" special
- Revised the entire animation. Adjusted forward and backward move distance.
→ Improves usability in neutral.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Thank you for playing JoJo’s Bizarre Adventure: All-Star Battle R.
General Updates
■ Additional Attacks on Downed Opponents
- The amount of damage when attacking a downed opponent has been adjusted (reduced).
*If the hit is made to hit a character who is not down, the damage will be the same as before.
■ Trap Commands
- When avoiding traps with Stylish Guard, some command moves remained in effect, so they have been changed to disappear.
・Old Joseph Joester: Coal Tar(↓↙← + ATK)
・Pet Shop: Screech!(↓↘→ + ATK)
・Kosaku Kawajiri: This pebble is a bomb!!(↓↓ + ATK) *Explosions will occur.
・Trish Una: I've turned it soft!(↓↓ + ATK)
・Gyro Zeppelli: Scan(↓↘→ + Style button)
■ Some Characters Dodge
- The activation time for dodge has been standardized for all characters.
・Pet Shop
・Iggy
・Hol Horse
・Giorno Giovanna (while Golden Wind Requiem)
・Gyro Zeppeli (while Mounted)
・Diego Brando (while Mounted)
■ Restoration/Revive skills
- Change the internal processing of Specials which revive by consuming HH gauge.
■ Bind skills
- Changed handling of Bind skills that hit while landing on the ground from the air.
Character Updates
Jonathan Joestar
■ Command attack: The Sword of Luck and Pluck
- Sped up the attack’s start-up.
- Increased knockback.
Dio Brando
■ Special attack: And punch straight through!
- Extended the hitbox.
Will A. Zeppeli
■ Command attack: Tornado Overdrive
- Decreased the limit number of hits when opponent is down.
- Increased the attack’s damage.
Joseph Joestar
■ Command attack: Crack the Cap
- Slowed down the guaranteed timing of the outbreak of the projectiles.
Wamuu
■ Command attack: Wind Mode
- Removed the invincible for some skills:
・Noriaki Kakyoin: You're already in my grasp!
・Iggy: DIO Doppelganger
・Koichi Hirose: I'll never forgive you!
・Yukako Yamagishi:I'll drag you if I have to.
・Bruno Bucciarati:Saw it coming miles away!
・Johnny Joestar: Chumimin!
・Johnny Joestar:Who'll be the sacrifice?
・Funny Valentine:A gift from the other side.
■ Special attack: Your weakness: Throat and lungs!
- Sped up the behavior.
Kars
■ Command: Cruel and beautiful violence!
- Decreased active frames.
- Increased recovery time.
- Adjusted blowback.
- Increased knockback.
■ Special attack: Light Mode
- Sped up the behavior.
■ Special attack: Sabers from the feet!!
- Slowed down start-up.
- Increased the attack’s damage.
■ Command attack: Dazzling enough to freeze!
- Sped up the attack’s start-up.
- Decrease recovery.
- Increased knockback.
■ Flight while in the Ultimate Thing
- Changed internal processing.
Esidisi
■ Command attack: Take this and die!
- Remove invincible time.
- Sped up the attack’s start-up.
- Increased amount of floating.
- Increased the attack’s damage.
Other behaviors have also been adjusted to improve ease of use.
■ Special attack: Heat Control Mode
- Sped up the behavior.
Lisa Lisa (Elizabeth)
■ Command attack: Off I Go
- Increased recovery time.
- Increased knockback.
Instead, it is also adjusted to make it harder for the opponent to counterattack when it is guarded.
Old Joseph Joestar
■ Normal attack: Standing Heavy Attack
- Increased forwarding distance.
■ Stand ON/OFF
- Fixed the issue that Stand ON/OFF being unavailable under specific situation.
Cool Ice
■ Command attack: Now I've taken your legs!
- Increased the Stand Gauge amount to activate.
Since this was a powerful technique with non-guardable Attack Types, starting a series of moves, and following up on downs, it will be adjusted to limit the number of times it can be activated when used in standing or in a series of moves. - Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
- Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles. - Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
DIO
■ Command attack: My Stand's full power!
- Fixed that the opponent will go down if the same move hits three or more times.
Jean Pierre Polnareff
■ Normal attack while in Stand Mode: Standing Middle Attack
- Extended the hitbox.
Noriaki Kakyoin
■ Assault Assist
- Changed the Attack Types from Attack Throws to strike.
Pet Shop
■ Voice volume
- Lowered volume.
■ Back throw
- Removed the type that prevents the opponent's strength from falling below 0 from the final hit.
■ Flight Mode
- Changed internal processing.
Josuke Higashikata 4
■ Normal attack while in Stand Mode: Crouching Medium Attack
- Decreased knockback.
■ Normal attack while in User Mode: Jumping Heavy Attack
- Increased the amount of blow-off to the side.
■ Command attack: Break through, beat you up!
- Adjusted the amount of blow-off when hitting an airborne opponent so that the the final hit is more likely to hit.
- Increased the amount of blow-off when hit to the oponent in the air.
This is to make it easier to use as a combo when it hits an opponent in a specific state. - Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
- Changed the Attack Types.
Okuyasu Nijimura
■ Normal attack while in User mode: Standing Heavy Attack
- Corrected the condition under which the Stand disappears.
■ Command attack: Gaoohhhn
- Fixed the hitbox placement into right position.
■ Command attack: Got you now!
- Made it unavailable to attack after hits.
■ HHA: Take this and die, dumbo!
- Changed the opponent's damage reaction when final hit succeeds.
■ Command attack: I'll whittle you away!
- Increased recovery time.
Yoshikage Kira
■ Command attack: Ha!
- Fixed that the opponent will go down if the same move hits three or more times.
■ Command attack:The First Bomb
- Increased the amount of direction correcting when it's activated.
Kosaku Kawajiri
■ Basic performance
- Decreased health.
■ Special attack: I'll crush you to pieces!
- Shortened timing that the hurtbox disappears.
■ Command attack: The First Bomb
- Increased the amount of direction correcting when it's activated.
Yukako Yamagishi
■ Normal attack: Crouching Medium Attack
- Shortened timing that the hurtbox disappears.
Akira Otoishi
■ Command attack: Aim here! HERE!
- Fixed not to occur counter.
- Shortened timing of attack contact's hitbox.
Instead, adjustments were made to make scrambles easier.
■ Power Gauge
- Increased the speed at which the Gauge accumulates.
■ Assault Assist
- Changed internal processing.
■ Standing Middle Attack while Stand Rush
- Changed from standing light attack to standing middle attack.
Shigekiyo Yangu
■ Command attack: Everything is mine to take!
- Shortened timing at which the skill succeeds.
Giorno Giovanna
■ Normal attack while in Requiem
- Fixed the hitbox placement into right position.
Bruno Bucciarati
■ Command attack: ARI ARI ARI ARI
- Fixed that the opponent will go down if the same move hits three or more times.
Narancia Ghirga
■ Basic performance
- Decreased health.
■ Fire attack by Li'l Bomber
- Fixed an issue in which combo scaling would not apply.
■ Standing Heavy Attack while in Stand Mode
- Decreased the attack’s damage.
■ Jumping Heavy Attack while in Stand Mode
- Decreased the attack’s damage.
■ Command attack: I'll shoot like crazy!
- Decreased the attack’s damage.
■ Command attack: I'll shoot you through!
- Adjusted to make Flash Cansel unavailable.
■ Command attack: I don't need to shoot!
- Sped up the attack’s start-up.
■ HHA: I'll make it even bigger!!
- Fixed an issue in which combo scaling would not apply.
Pannacotta Fugo
■ Homicidal Virus
- Shortened the timing of the start of damage reduction so that damage begins to be taken from the timing when the virus is touched.
Guido Mista
■ Command attack: I'm asking the questions
- Adjusted to make Flash Cansel unavailable.
- Changed to switch to exit behavior upon HIT or guarding.
Other behaviors have also been adjusted to improve ease of use.
Prosciutto and Pesci
■ Pesci
- Resolved the issue that Pesci doesn’t come back under specific condition.
■ Special attack: How's this?
- Increased recovery time.
- Increased the attack’s damage.
■ Command attack: We're in it to the end!
- Decreased the limit number of hits when opponent is down.
■ Command attack: You're soft!
- Increased the attack’s damage.
■ HHA: I can see your movements! You're wide open!
- Increased recovery time.
Diavolo
■ Assist
- Decreased the number of Revesal Assist.
F.F.
■ Command attack: I've got this!
- Sped down the attack’s start-up.
- Extended recovery time.
While maintaining the same performance as before in terms of being able to be used as a combos, we have adjusted the onset and the time it takes to start moving to slow it down so that it is easier for the opponent to switch back when guarding. - Increased the attack’s damage.
■ Command attack: F.F. Shot
- Increased the attack’s damage.
■ Command attack: I made it.
- Decreased the limit number of hits when opponent is down.
■ Special attack: Emergency Evade
- Slowed down to transit into invincible time.
Narciso Anastasia
■ Command attack: Dive!
- Fixed that the opponent will go down if the same move hits three or more times.
Father Pucchi
■ GHA: This is my Pale Snake's ability!
- Made the behavior no longer invincible if they being hit.
Gyro Zeppeli
■ Command attack: Run wild, run free!
- Shortened timing that the hurtbox disappears.
Josuke Higashikata 8
Command attack: I'm slippery!
- Changed the Attack Types.
- Increased forwarding distance.
By changing only the first step to be judged as lower attack, this adjustment will make it easier for the opponent to perform combo which is difficult-to-guard under certain circumstances. - Fixed that the opponent will go down if the same move hits three or more times.
Online battle
■ Player Match/ Rank Match
- Changed the rules for matchmaking.
- Fixed the rules for matchmaking. *NA only
■ Player Match
- Changed the rules for matchmaking.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Thank you for playing JoJo’s Bizarre Adventure: All-Star Battle R.
The following updates were implemented for the STEAM® version:
- Improve online battle and matchmaking stability.
- Adjust Kars command skill “Genetics put to use (middle attack).”
Specific fixes: Increased recovery time.
Intent of adjustment: There is a case that the opponent was having difficulty approaching.
An Internet environment is required to apply the update.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Thank you for playing JoJo’s Bizarre Adventure: All-Star Battle R.
The following updates have been implemented for the STEAM® version:
- Set the frequency of Assault Assist (attack) and Reversal Assist (defense)
- Frequency of Taunt and effect can be activated when the opponent is down
- Changed the frequency of Taunt to once per a match. When Taunt is activated, the opponent’s HH gauge will be reduced by 1 gauge
- Added a function to record opponent’s movements and made it possible to set a fixed position when retrying a match
- Players can retry a match in Practice mode by simultaneously pressing the Taunt button and the button that opens the Pause menu
- Added a glossary to the Pause menu and the Options mode which shows terms related to battles
- Improved online matching functionality
- Hitboxes and characters’ behaviour in battles have been adjusted
- Made other usability improvements
An Internet connection is required to apply the update.
We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.
Current Release
Build 13123765
Uploaded May 15, 2026
System Requirements
How to Install
start_protected_game.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.0 GB
13123765
8EB2929C
8606d5700881fc5b630a191faca9947d0e507c12e3310b23d221ebe3b204dada
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View AllDownload JoJo's Bizarre Adventure: All-Star Battle R for PC with a direct link or via torrent. Get the full version of JoJo's Bizarre Adventure: All-Star Battle R for free. JoJo's Bizarre Adventure: All-Star Battle R is a Action released by CyberConnect2 Co. Ltd..