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JoJo’s Bizarre Adventure: All-Star Battle R (Switch): all the updates (latest: Ver. 2.3.3)

On this page, you will find all there is to know about the various updates for JoJo’s Bizarre Adventure: All-Star Battle R on Nintendo Switch (originally released on September 1st 2022 in Japan, and September 2nd in North America and Europe)!

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JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 2.3.3

  • Release date: February 8th 2024 (North America) / February 9th 2024 (Europe, Japan)
  • Patch notes:

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.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 2.3.0

  • Release date: December 3rd 2023 (North America) / December 4th 2023 (Europe, Japan)
  • Patch notes:

Assists

Assist Cooldowns             

  • Further reduced the cooldown after using an Assist for characters with fewer uses of Assault Assists or Reversal Assists.   
    • Improves balance between Assists with different numbers of uses.

Assault Assists   

  • Made Assists turn to face the opponent after they have entered the arena and are beginning their attack.             
    • Improves usability in neutral and in combos.

Number of uses 

  • Changed the following characters to 3/1 uses:
    – Wamuu
    – Esidisi
    – Pet Shop
    – Rohan Kishibe
    – Kosaku Kawajiri
    – Bruno Bucciarati
    – Leone Abbacchio
    – Trish Una
    – Ermes Costello
    – Weather Forecast
    – Father Pucchi (Final)
    – Johnny Joestar
    – Funny Valentine    

    • Brings these more in line with other characters. (Allows them to be summoned more readily.)

Assist skill changes           

  • Will A. Zeppeli: Now uses the Hamon version of “Tornado Overdrive.”
    Narancia Ghirga: Added more shots. (Now fires shots as the strong attack version with repeated button presses.)
    Guido Mista: Now fires 6 shots.
    Ikuro Hashizawa: The effect of “This is Baoh!”” now applies “”Break Dark Thunder Phenomenon.”        

    • Brings these more in line with other characters.

Common

Recoil animation on ground          

  • During the single frame of transition between recoil and neutral positions, it was only possible to guard or Stylish Evade. Now, other actions (normal attacks, skills, dodge, jump, etc.) are allowed.    
    • This was unintended and has been fixed.

Recoil animation when launched upward  

  • Adjusted hurtboxes of characters with raised hurtboxes after being launched upwards and then falling back down.        
    • Closes gap between some characters who are harder than others to combo additional attacks on.

Recoil animation when launched by attacks that prevent aerial recovery       

  • When an airborne opponent is hit with an attack with a crumple recoil animation, it normally results in being launched with no possibility of aerial recovery. This state is no longer overwritten by an aerial-recoverable flying state, e.g. on hit from an aerial normal.         
    • This was unintended and has been fixed.

Recovery from attack animations 

  • When Stylish Guard is input in the period just after an attack animation where only guard and Stylish Evade are permitted, Stylish Evade will now be performed.         
    • This was unintended and has been fixed.

Jumping Movement         

  • Eliminated inconsistencies between characters in the position of the hurtbox at the feet.

(Standardized so that the hurtbox exists below the feet on frame 1, and not from frame 2 on.)

  • Ensures that imbalances between characters are not exacerbated by a common mechanic.

Counters             

  • Fixed so that damage adjustments apply to combos that are initiated from counters.
    • This allows a successful counter to be comboed from in order to build up damage while keeping them balanced with other combo types.
  • Fixed issue where the model of the countered character would turn black when hitting the opponent from behind with a jump attack that is successfully countered.           
    • This was unintended and has been fixed.

Mounted

Mounted Mode style switch         

  • Fixed aerial recovery occurring when hit by a Reversal Assist or an action that prevents aerial recovery while changing to or from Mounted style.     
    • This was unintended and has been fixed.

Quick Mount      

  • Stopped hitbox from spawning when hit by an attack just before entering a no-knockback state. (A mounting character would produce the hitbox even if they had entered recoil animation.)
    • This was unintended and has been fixed.
  • Stopped Mounted Mode from ending if hit by an attack after entering no-knockback state.
    • This was unintended and has been fixed.

Specific recoil animations while mounted 

  • Being hit by some attacks while mounted while cause a recoil animation and end Mounted Mode.
    – Normal throws: Can now hit. On hit, will automatically Throw Escape into aerial recovery launched state.
    – Skill throws: Can now hit. On hit, the skill will take full effect.
    – Down attacks (sweeps): Now cause a launched recoil animation that allows aerial recovery.

    • Adds more universal ways to end Mounted Mode, which adds options to do so for characters that didn’t have many before.
  • Additional patch notes:

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 2.2.0

  • Release date: October 15th 2023 (North America) / October 16th 2023 (Europe, Japan)
  • Patch notes:

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.

Assault Assists

  • [Nintendo Switch only] Fixed issue that caused non-projectile/deployed Assault Assists to hit after downing an opponent by using the Assault Assist before a Taunt with a special animation.
    • 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.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 2.1.0

  • Release date: August 27th 2023 (North America) / August 28th 2023 (Europe, Japan)
  • Patch notes:

Mounted

Entering Mounted Mode    

  • Made it so that when activated in the air, just after activation, character will be treated as standing.    
    • Removes the ability to use while standing up or during a gap in an opponent’s combo to escape while being attacked.(Just after mounting, the character was recoiling in a low-altitude airborne state, making it a low-risk escape method that avoided the opponent’s follow-up attacks.)

Certain Normal Attacks

  • Normal attacks while mounted have the same ability to deal chip damage even if guarded against as skills. This change fixes some Mounted Mode normal attacks that did not deal damage.
    – Johnny Joestar’s Mounted Mode Standing Medium Attack
    – Gyro Zeppeli’s Mounted Mode Standing Weak Attack and Jumping Medium Attack
    – Diego Brando’s Mounted Mode Standing Weak Attack and Jumping Medium Attack
    – Alternate World Diego’s Mounted Mode Standing Weak Attack and Jumping Medium Attack

    • Fixes attacks to work the same as other mounted normal attacks.

Common

Mounted Mode    

  • Fixed an issue where, when landing from being airborne without attacking only in Mounted Mode, there was a very short time before the frame where the player could move or jump.
    • This was unintended and has been fixed.

Command input detection

  • Changed standing and crouching normal attack input detection from using the direction of the stick tilt when the attack is activated, to using the direction of the stick when the button is pressed.
    • Ensures that some attacks are not unintentionally performed because of early inputs while comboing.

Down Evade

  • Down Evade is possible when an opponent is flying and the Same Move Limit has been reached. Fixed an issue where, if an attack would ordinarily not allow Down Evade, but reaches its Same Move Limit and Down Evade is performed, the hurtbox would extend too far upward.
    • This was unintended and has been fixed.

Characters passing through one another on the ground

  • Fixed an issue causing certain pairings of characters to pass through each other when dashing into one another.
    • This was unintended and has been fixed.

Teleporting

  • Fixed issue causing some characters with teleports (abilities that let them instantly change position) to teleport incorrectly when near a wall.
    e.g. Okuyasu Nijimura’s “I’m scraping away space!”, Kars’ “Victory is everything!”

    • This was unintended and has been fixed.

Landing after aerial recovery

  • Fixed issue preventing certain characters from performing Stylish Guard at the moment of landing after an aerial recovery.
    – Kars (Ultimate Thing)
    – Pet Shop
    – Risotto Nero
    – Alternate World Diego

    • This was unintended and has been fixed.

Armor

Character model would appear to still be on fire

  • Fixed issue causing characters hit by the following skills while in an armor state (from skills that prevent recoil animation while in effect) to appear to keep burning.
    – Jonathan Joestar’s “Scarlet Overdrive”
    – Koichi Hirose’s “Sizzle!”
    – Kosaku Kawajiri’s “Contact Bomb” and “This stone is a bomb!”
    – Alternate World Diego’s “This is where the fun begins…” when opponent has gasoline

    • This was unintended and has been fixed.

Jonathan Joestar

“The Sword of Luck and Pluck” skill

  • Made it so the character faces the opponent for the final blow.    
    • Makes it less likely that the last hit will fail to combo due to the character’s direction being off, e.g. if they are near the edge of the arena.
  • Disabled cancel from the Hamon version.
  • Increased damage from Hamon version.
  • Disabled additional attack after the last hit of the Hamon version.
    • Keeps the Hamon version of the move from racking up excessive damage from the ability to get near the opponent without risk of recoil. To offset this, increased the move’s own damage.

Dio Brando

Crouching strong normal attack    

  • Fixed issue where darkened (time-stopped) opponents could move again after a Flash Cancel.
    • This was unintended and has been fixed.

“I’ll suck you dry!” skill

  • Enabled canceling into skills.
  • Enabled Flash Cancel.
  • Enabled HHA cancel.
  • Reduced damage.
    • Improves usability in combos. (Allows dealing damage while healing if incorporated into a combo.) To offset this, reduced damage.
  • Shortened start up time to midair version.    
    • Improves usability in neutral.
  • Changed so it can now be used as an additional attack when opponents are sent flying.    
    • Change to go with the ability to cancel.

“Space Ripper Stingy Eyes” HHA

  • Fixed issue where the projectile’s clash box would remain after its hitbox was removed when the opponent successfully performed a Stylish Guard.
    • This was unintended and has been fixed.

Robert E. O. Speedwagon

“Go nuts with those knives, boys!” skill

  • Shortened recovery period.
  • Increased damage.
  • Shortened attack startup animation on medium and strong attack versions.
    • Improves usability in neutral and in combos.

“GYAAAAAAAH!” skill    

  • Shortened attack startup animation.
    • Improves usability in combos. (Allows weak version to combo into strong version.)

“Don’t try to bluff, you rich little snot!” skill

  • Reduced knockback on the multiple hits.
    • Improves usability in neutral. (Ensures that the opponent is not sent too far away if using the move to guardbreak.)
  • Adjusted position of the hat projectile upward
    • Matches the attack to its appearance, and improves usability in neutral. (It’s now harder for the opponent to jump over.)

Joseph Joestar

Standing medium normal attack

  • Increased duration of attack hitbox.
  • Slightly increased forward motion.
    • Improves usability in neutral.

Crouching medium normal attack

  • Increased forward motion.
  • Reduced knockback on hit.
    • Improves usability in neutral and in combos. (Easier to control at midrange. Also makes it easier to combo with crouching strong.)

“Clacker Boomerang” skill

  • Shortened attack startup animation.
  • Shortened recovery period.
    • Improves usability in neutral (A previous adjustment that allowed canceling Dodge into Forward step made it easier for the opponent to close distance, so the previous recovery time made it too risky to use.)
  • Extended knockback on hit.
    • Ensures that countering after guarding the clackers isn’t too reliable. (Makes it easier to use strategies such as controlling the opponent by canceling a guarded crouching medium, etc.)

“Don’t you get it?” skill    

  • Made it so that on success, the opponent can’t move until Joseph has spawned his hitbox.
    • Guarantees that Joseph’s counter will hit on a successful execution.

“Guess I did it again!” skill

  • Made it so that on success, the opponent can’t move until Joseph has spawned his hitbox.
    • Guarantees that Joseph’s counter will hit on a successful execution.

“This means war!” HHA

  • Increased the bonus damage that the final part gets from the “Guess I did it again!” Level  
    • The damage increase was not worth the HH Gauge expenditure. This makes the move feel more worth the HH Gauge expenditure.

Caesar Anthonio Zeppeli

Crouching medium normal attack    

  • Slightly increased forward motion.
    • Improves usability in neutral.

“Bubble Lenses” skill    

  • Shortened recovery period.
    • Improves usability in neutral.

“Hamon Kick” skill    

  • Shortened time to Hamon version attack beginning.
    • Improves usability in neutral and in combos. (Makes it easier to combo when hitting with standing medium version and canceling.)

“One-Fisted Uppercut” skill

  • Shortened recovery period.
  • Increased damage of medium and strong versions.
    • Improves usability in neutral and in combos.

Kars

“The birth of the Ultimate Thing!” GHA

  • Fixed issue where an opponent could reliably use some skills such as command grabs just after the transformation completes.
    • This was unintended and has been fixed.

Ultimate Thing Mode “Aerial Dash” special    

  • Decreased speed of attack activation.
    • Slightly increases risk of activation.

Ultimate Thing Mode “Brilliant Bone Blades” special

  • Disabled Flash Cancel.
    • Increases risk of activation.

Ultimate Thing Mode “Predator Wings” special

  • Shortened duration of the diagonal advance’s hitbox. (Kept the duration for the vertical version.)
    • This was unintended and has been fixed.
  • Adjusted the attack weight value that determines when a Clash occurs for the vertical and diagonal-forward versions.
    • Reduces usability as anti-air and the guard recovery when the opponent guards the move.
  • Delayed timing so a jump attack is possible.
    • Ensures that opponents using certain characters are not locked into guarding aerial normals if they guard against the initial rising attack.

Ultimate Thing Mode “The power of supreme genes!” skill

  • Increased number of hits for the medium version.
  • Increased damage from the medium version.
    • Maintains usability in neutral while making it easier to take a hit with this move into a combo.
  • Reduced damage from the strong version.    
    • This move is both a low projectile and an extremely effective combo piece, so its damage is now reduced.
  • Reduced homing ability of the strong version’s squirrel after it begins running.
    • Once the attack comes out, the opponent previously could not evade it with Dodge and had too few options other than a crouching guard.
  • Fixed issue where, if the strong version’s squirrel hit the opponent while falling, it would instantly teleport to the ground.
  • Made the move face the opponent if activated in midair.
    • This was unintended and has been fixed.

Ultimate Thing Mode “Feast your eyes on my Hamon!”

  • Changed recoil animation of the medium version.
  • Increased speed of hitbox spawning on medium attack version.
  • Reduced recovery of medium version.
  • Increased knockback of medium version.
  • Increased damage of medium version.
  • Changed recoil animation of the strong version.
  • Increased knockback on strong version hit.
  • Increased damage of strong version.
    • Makes the attack a guard breaker with a middle and low option. (Since it can no longer fill a midrange combo, the move’s damage is increased.)

Flight Mode

  • Standardized the startup time of flight mode normal attacks to jumping normal attacks.
    • This was unintended and has been fixed.
  • Fixed issue causing both characters to rapidly turn back and forth when flying immediately above the opponent.
    • This was unintended and has been fixed.

Wamuu

Standing weak normal attack

  • Matched hitboxes to the animations.
    • There was a moment where the hand was extended, but the hitbox wasn’t in effect. Fixed the desync by adjusting the animation speed and leaving the hitbox behavior the same.

“With the strength of a pillar!” special

  • Adjusted the specs in all states.
    Normal:
    – Armor off
    – Increased Guard Gauge reduction
    – Increased damageWind Mode/Vapor Barrier:
    – Armor off
    – Increased Guard Gauge reduction more than normal state
    – Increased damage”I shall see with the wind” active:
    – Armor until just before hitbox spawns
    – Increased Guard Gauge reduction more than normal state
    – Increased damage
    *Command List has also been updated”    

    • Addressed the move’s combination of big gains when hitting and low risk even if guarded. In exchange, it’s now very effective at draining the Guard Gauge, allowing it to be used as a basis for breaking. Also increased the move’s own damage, so it provides a somewhat greater return in exchange for being harder to hit with.”

“I, Wamuu, will now consider you to be worthy prey!” skill

  • Changed recoil animation.
    • Previously it was an extremely rewarding move to hit with as it added up damage without spending HH Gauge. The recoil animation has been changed to a down slam, requiring standing the opponent up with “Never stand in my shadow!” followed by Flash Cancel to maintain a combo. The move still has the same return, but now requires resource expenditure.
  • Decreased speed of hitbox spawning.
    – Weak: Combos from strong. If the strong version is guarded, it no longer chain guards.
    – Medium: Does not combo from strong.
    – Strong: Even more speed decrease than medium.

    • Previously, the move was extremely safe whether guarded or not; if canceled from standing strong, it would lead to a chain guard, and was not at much disadvantage even if guarded. With these changes, it’s now necessary to pay attention to the move hitting or being guarded against.
  • Reworked animation. (When hitting or being guarded, now immediately transitions to ending animation.)    
    • Brings the best and worst case closer during continuous hit (hitting or being guarded towards the later part of the animation). (When guarded, the opponent will now be able to move first.)

Never stand in my shadow!” skill    

  • Reduced damage with “I shall see with the wind” active.
    • This was unintended and has been fixed.

“Wind Mode” Style    

  • Fixed issue causing the visual wind effect from “Wind Mode” to vanish if the opponent hits with an attack at the moment “Wind Mode” is activated.
    • This was unintended and has been fixed.

Jotaro Kujo

User Mode crouching medium normal attack    

  • Adjusted cancel timing    
    • Reduces chance of difficulty canceling (inputs failing to work).

Stand Mode Forward Step    

  • Decreased startup speed.
    • Narrows usability in combos and Guardbreaking in conjunction with Flash Cancel.

Stand Mode crouching medium normal attack    

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier to combo when canceling into crouching strong.)

Stand Mode crouching strong normal attack

  • Reduced horizontal launch force of the first hit.
  • Made the Stand advance as the second hit happens.
  • Improves usability in combos. (Reduces the chance that the second hit will fail to hit if the edge of the first hit connects.)

Stand Mode jumping strong normal attack

  • Adjusted hitbox.
  • Adjusted hurtbox.
  • Shortened attack startup animation.
    • Ensures that hitbox and visuals match.

Stand Mode normal attack damage    

  • Slightly reduced damage of the following attacks:
    – Standing weak attack
    – Standing medium attack
    – Standing strong attack
    – Crouching weak attack
    – Crouching medium attack
    – Crouching strong attack    

    • The damage was tuned high for character differentiation, but damage done in combos far exceeds other characters, so this closes that gap somewhat. (With the reduction, the character is still a high power character relative to the others.)

“Here’s your receipt!” skill

  • Increased damage.
    • Balancing change to offset the normal attack damage reduction.
  • Increased speed of weak version beginning.
    • Improves usability in neutral and in combos. (Makes this a fast attack to offset the lack of invincibility.)
  • Extended the invincibility period of the medium version.
    • Improves usability in neutra. (Invincibility now lasts until the hitbox spawns, allowing this to be used to parry.)
  • Adjusted upward launch force.
    • Makes the last part more likely to hit if it hits the opponent in the air.

“ORA ORA ORA ORA!” HHA

  • Enlarged hitbox of the follow-up finishing skill.
    • Eliminates the issue of failing to hit some characters.

Iggy

“Sand Dome” skill

  • Adjusted command input conditions. (When not guarding, return the directional input to neutral, then input the guard direction and the Style button at the same time.) Updated the Command List description.
    • Reduces chance of unintentional activation while backing away and pressing the Style button.
  • Added a new activation method. (While guarding, press the Style button.)
    • Goes with the change to the normal command input.
  • Reduced speed of continuous HH Gauge drain.
    • Increases opportunities to use the move by reducing gauge consumption.

DIO

Stand Mode standing weak normal attack

  • Decreased speed of hitbox spawning.
  • Reduced duration of attack hitbox.
  • Reduced duration of hurtbox.
    • Slightly reduces overall effectiveness.

“My Stand’s full power!” skill

  • Made hurtbox extend forward along with the hitbox spawning.
  • Increased duration of hurtbox.
    • Applies universal rules that other characters follow.
  • Enlarged hitbox downward for the finishing blow.
    • Reduces chance that the final part fails to hit.

“Useless, useless, useless, useless!” skill

  • Made hurtbox extend forward along with the hitbox spawning.
    • Applies universal rules that other characters follow.
  • Increased duration of hurtbox.
    • Slightly reduces overall effectiveness.

“And one more just in case!” skill

  • Standardized position of the knife projectiles spawning.
    • Changes to match the attack’s visuals.

“He’s gone?!” skill

  • Enabled canceling from the teleport after a successful counter into Stylish Guard or Guard.
    • Increases usability. (Adds options for if the opponent performs Stylish Guard.)
  • After the hitbox is spawned, allowed cancel into HHA, Flash Cancel, special moves and specials.
    • Adds options on hit or when guarded.

Mohammed Avdol

User Mode standing medium normal attack    

  • Increased lifting force.
    • Reduces chance of the second hit failing to connect when hitting a lifted opponent.
  • Reduced damage.
  • Increased recovery time.
    • Balance change to offset the move being easier to combo with.

User Mode standing strong normal attack

  • Increased lifting force.
  • Reduced horizontal launching force.
    • Improves usability in combos. (When using in a combo against a lifted opponent, it’s less likely that the move will fail to connect.)

User Mode crouching medium normal attack

  • Changed attack animation.
    • Changed to manifest the Stand to attack. (Has longer reach, but the attack is overall heavier. It’s now better at controlling and countering, but dangerous if it fails to hit or be guarded.)
  • Increased lifting force.
    • Improves usability in combos.

Stand Mode standing strong normal attack

  • Increased speed of hitbox spawning.
  • Increased number of hits.
    • Improves usability in neutral.
  • Made the attack not subject to counters (skills, HHAs, and GHAs).
    • Applies universal rules that other characters follow: this is a fire attack, so it doesn’t make direct contact.

Stand Mode crouching medium normal attack

  • Extended reach.
  • Extended hitbox towards the attack’s origin.
    • Improves usability in neutral and in combos. (The enlarged hitbox ensures the attack doesn’t fail to hit at its origin.)
  • If canceled into crouching strong, the Stand now attacks from the position it advanced to from crouching medium.
  • Reduced knockback on hit.
    • Improves usability in neutral and in combos. (Easier to control at midrange. Also makes it easier to combo with crouching strong.)

Stand Mode crouching strong normal attack

  • Reduced lifting force.
    • Balance change to offset the move being easier to combo with other moves.

“Hell 2 U!” skill

  • Increased number of hits for the strong version.
  • Reduced hurtbox during the first hit of the second attack of the medium and strong versions.
  • Reduced hitbox of the first hit of the second attack of the medium and strong versions. 
  • Adjusted cancellability of the third attack of the strong version.
    – Changed cancellability of second phase:
    > Before end of first part of last phase: HHA cancellable
    > After last phase: Flash Cancellable
  • Changed recoil animation from the third attack of the strong version.
  • Changed finishing blow of the third attack of the strong version to launch the enemy strongly in a horizontal direction.
  • Increased the damage of the third attack of the strong version.
    • Adjusted so the relative strength of the different attacks is more noticeable. (The strong version is now a wall slam. If this move is comboed into a Flash Cancel>Jump>Jumping strong attack, the opponent has a chance to aerial recover. This means the medium version is a better combo component, while the strong version is now superior for pure damage. This doesn’t only work at arena edges. It’s entirely possible to use this to push damage in combos.) The vulnerability of the weak version is very slight, so it can be used to control.

“Must I do this the hard way?” skill

  • Adjusted so the hitbox would extend towards the opponent rather than backwards.    
    • This was unintended and has been fixed.

“Now’s my chance!” skill

  • Adjusted hitbox position.
    • Changed to mitigate issue where the attack wouldn’t connect when used near the edge of the arena.

“Cross Fire Hurricane Variation” skill

  • Made it so the attack spawns the follow-up ankh even if Flash Cancelled.
    • Improves usability in neutral and in combos.

“Cross Fire Hurricane Special” GHA

  • 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.

Burning effects    

  • Fixed an issue causing burning effects that are part of flame visuals to be bigger than normal if Mohammed Avdol was in the battle.
    • This was unintended and has been fixed.

Noriaki Kakyoin

Normal attack sound effects

  • Fixed the sound effects of the Stand Mode standing medium and strong attacks being swapped.
    • This was unintended and has been fixed.

Stand Mode standing weak normal attack    

  • Fixed the hit effect and SFX to be the intended ones.
    • This was unintended and has been fixed.

Josuke Higashikata 4

User Mode standing medium normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral and in combos.

User Mode crouching medium normal attack

  • Increased movement up to the spawning of the hitbox. (In exchange, the movement stops when the hitbox spawns.) *The attack now has longer overall reach, but less movement.
    • Improves usability in neutral and in combos.

User Mode jumping strong normal attack

  • Increased duration of attack hitbox.    
    • Improves usability in neutral and in combos. (This can be comboed into by Flash Canceling the final blow of the medium version of “Break through, beat you up!” into a dash jump, for instance.)”

“He heals pretty quick!” skill

  • Fixed issue where the transition from a Clash could cause a second collision with a barrier. (Fixes bug with Clashing with Jolyne Cujoh’s “String Barrier”.)
    • This was unintended and has been fixed.

“I’m a real Deadeye Dick!” skill

  • Increased speed of hitbox spawning.
  • Increased medium version projectile speed.
  • Greatly increased strong version projectile speed.
    • Improves usability in neutral and in combos.

“Break through, beat you up!” skill

  • Changed the second hit of the weak version’s finishing blow. (The large knockback of the first hit meant the opponent could be knocked out of the second if they guarded.)
    • Aims to make it less open to counterattack if the opponent guards the attack. (Together with the increased movement of the crouching medium, it’s now possible to use in no-gauge damage comboes.)

“Break through, beat you up!” skill

  • Adjusted the timing of the weak version’s final stage somewhat towards the opponent.
    • Improves usability in neutral.

“DORARARARARARARA!” skill

  • Added a hitbox at the attack’s origin.
    • Makes the attack able to hit or make guard an opponent even if they are crouching.
  • Changed recoil animation of the first part.
    • When hitting a crouching opponent, it will make them stand up to increase reliability of hits.
  • Extended knockback from the first hit.
    • Gives the opponent distance when they crouching guard the move, adding an element of chance after it completes. (The weak version has some invincibility against the opponent’s counterattack after they guard, but the activation delay of the medium and strong versions makes them counterable. If an opponent doesn’t keep them in mind, you can land the combo and maintain offense.)

“Watch Your Mouth!”

  • Fixed issue where, on a successful counter with “Watch your mouth” without 1 HH Gauge at certain timings, the opponent’s controls would be disabled.
  • Fixed issue where a throw could be confirmed at a time it ordinarily could not if, just after “Watch Your Mouth!” mode ends, the user activates “Break through, beat you up!” and inputs a throw just as the last part lands.
  • Fixed issue causing some attacks to act as if countered during the mode. This was unintended and has been fixed.
  • Fixed issue where jumping just before the mode ended would trigger the mode end animation in midair.
  • Fixed issue causing Josuke (Higashikata 4)’s controls to be disabled if entering Rush Mode during the Mode.
  • Fixed issue causing the super armor state to stay into the next round after winning a round with the mode active.
    • This was unintended and has been fixed.

Koichi Hirose

Gravitated state

  • Fixed issue preventing Dodge.
    • This was unintended and has been fixed.
  • Added Stylish Guard and Stylish Evade to the allowed actions.
    • Balances the extreme power of the state. (In exchange, buffed User Mode, which did not see much active use.)

User Mode standing medium normal attack

  • Increased number of hits.
  • Reduced knockback on hit.
    • Improves usability in neutral.

User Mode jumping medium normal attack

  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral.

“Stop it!” special

  • Allowed canceling into Quick Stand On.
  • Increased forward motion.
    • Improves usability in neutral and in combos.

“Sizzle!” skill

  • Split the hitbox into two sections:
    1) Impact from the tail writing.
    2) Flame from the burned effect.
    *The flame hitbox can hit downed opponents.
  • Shortened time to projectile spawning from medium and strong versions.
  • Adjusted trajectory of medium and strong versions. (Reduced upward motion.)
    • Improves usability in neutral.

Okuyasu Nijimura

“I’m eliminating space!” skill    

  • Considerably rebalanced User Mode weak and medium versions.
    – Increased number of hits.
    – Increased speed of hitbox spawning.
    – Made the position above the enemy that the medium version teleports to closer to the enemy.
    – Allowed canceling the strong version’s feint into a forward step.
    – Reduced damage.

    • Major changes intended to differentiate the weak, medium, and strong versions more. If the attack hits the opponent, it’s now more effective at limiting the opponent’s responses.
      – Weak version: you can move before the opponent can, so it can be used to maintain pressure if the opponent tries to counter.
      – Medium version: If the opponent tries to escape by backstepping, you can stop them with a jumping strong attack as you fall.
      – Strong version: If the opponent tries to escape with Stylish Guard or Dodge, you can forward step and throw.
      The additional hits ensure that the timing doesn’t affect the attack’s utility, so the element of chance functions as above.
      If this attack is canceled out of a strong normal attack hit, it can deal multiple hits, reliably creating the gamble described. Damage has been reduced to balance all of these changes.”
  • Enabled canceling after leaving the teleport into Guard and Stylish Guard in User Mode. 
    • The move was open to counter after teleporting, so this adds options for safety when teleporting.
  • Fixed issue causing inputting a normal attack during the recovery of the weak or strong versions would cause an animation somewhat like Stand Rush.
    • This was unintended and has been fixed.

“Gaoohhhn!” skill

  • Increased damage.
    • With the changes to User Mode “I’m eliminating space!” focusing on the outcome for the opponent, made this a damage-focused move.

Shigekiyo Yangu

“Don’t come any closer!” skill    

  • Fixed issue causing Harvest to vanish if this skill was used at the same time as the opponent activated an HHA or a skill that can be canceled from guard.
    • This was unintended and has been fixed.

Akira Otoishi

“Kiss this!” skill

  • Fixed issue causing the max electricity version not to hit properly against some actions by opponents.
    • Makes it less likely that the attack will fail to hit on a successful activation against Esidisi’s “Burning King’s Prison” (weak and strong versions).
  • Enlarged hitbox.
    • Makes it less likely that the attack will fail to hit on a successful activation against some opponents.

Keicho Nijimura

“Fire!” GHA

  • Fixed issue causing Infantry Mode visuals to be displayed at the end of the animation even if in Tank/Helicopter Mode.
    • This was unintended and has been fixed.

Assault Assist

  • Fixed issue causing the Assist attack to remain during the throw if Keicho Nijimura’s Assist attacks at the same time as the player executes a throw.
    • This was unintended and has been fixed.

Yukako Yamagishi

“I’m already inside your head.” skill    

  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • This was unintended and has been fixed.

“You dumbass!” skill

  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • This was unintended and has been fixed.

Trish Una

“With the force of a vise!” special

  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.    
    • Adjusted display to fix missing information.

“Crush!” skill

  • Fixed issue causing the Stand to be left slightly ahead of normal if the skill’s animation was interrupted by Flash Cancel, or it took a hit and then Stand Mode was on.
    • This was unintended and has been fixed.

Ghiaccio

Visuals

  • Fixed issue causing Ghiaccio to be in the wrong position during the throw animation when successfully executing a throw against certain characters in Stand Mode.
    • This was unintended and has been fixed.

Jolyne Cujoh

“String Barrier” skill

  • Updated Command List description to match updates.
    • Adjusted display to fix missing information.
  • Fixed issue where the String Barrier would remain after being struck by Josuke (Higashikata 4)’s “He heals pretty quick!”, causing performance issues.
    • This was unintended and has been fixed.

Narciso Anastasia

User Mode crouching medium normal attack    

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier to combo into other attacks this can cancel into.)

User Mode jumping strong normal attack

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

“And… RELEASE!” skill

  • Allowed to hit downed opponents.
  • Changed recoil animation of the charged version. *Now sends even downed opponents flying.
    • Improves usability in neutral and in combos.
  • Fixed so the normal and charged versions of the skill count to the Same Move Limit. 
    • Applies universal rules that other characters follow.
  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

Father Pucchi (Final)

“Maiden Heaven” GHA

  • Fixed issue where the move behaved differently until the transformation completed if the GHA was activated in the Kennedy Space Center. (It was using the behavior from before patch 1.6.)
    • This was unintended and has been fixed.

Johnny Joestar

“Send me down the hole!” skill    

  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

Funny Valentine

User Mode crouching strong normal attack    

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

Stand Mode crouching strong normal attack

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

“A gift from the other side.” skill

  • Fixed issue causing the move failing to hit opponents in states like “Love Train” or “Vapor Barrier” if used in midair.
    • This was unintended and has been fixed.

Diego Brando

“You flinched!” skill

  • Reduced duration of attack hitbox.
  • Reduced duration of hurtbox.
  • Reduced motion.
    • Increased vulnerability of the whole attack, making it more risky to use.
  • Delayed the expiration of the pushing box.
  • Prevents the move from reversing guard direction when used right on top of the opponent as they get up. (Eliminates situations where it was nearly impossible to determine guard direction.)”

“Useless, useless!” skill

  • Adjusted the aerial and mounted versions to trigger the vulnerable “deflected” animation when guarded.
    • Adds risk commensurate to the reward for hitting.
  • Reduced forward motion from the ground version.
    • Makes it less likely to hit in a way that reverses guard direction.

“Gouge” skill

  • Expanded the hitbox of the final hit upward.
  • Increased horizontal launching force when the final part hits an airborne opponent.
    • Ensures the final part hits if the move hits an airborne opponent.

Alternate World Diego

Gasoline explosion

  • Adjusted damage. Increased damage of the first explosion hit, and reduced damage of the second explosion hit.
    • 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 downed damage reduction now has a bigger effect on the increased damage of the first hit.)

Animations in time stop

  • Fixed issue where a gasoline can hitbox that hit in stopped time could hit again after time resumed.
  • Fixed issue causing opponents to be lit on fire if they hit a match in stopped time.
  • Fixed issue allowing GHA to be used when executing a counter time stop.
    • This was unintended and has been fixed.

Sweep recoil

  • Animation to transition to downed state was longer. Now standardized to other characters.
    • This was unintended and has been fixed.

“My trial is to conquer and kill at all costs.” skill

  • Fixed issue where the time for a fallen gasoline can to spawn its hitbox on the ground took longer on some arenas than others.
    Affected arenas:
    – Rome
    – Rocky Mountain Village
  • Altered recoil animation from throwing the gasoline can.
  • Altered recoil animation from the gasoline can.
    • The gasoline can is now guaranteed to down the opponent only if it hits at its origin. (Addresses issue where the projectile gasoline can would always down on hit, preventing recovery.)”

“I’ll skewer you!” skill

  • Fixed issue where minimum guaranteed damage was half damage.
    • Applies universal rules that other characters follow.

“Your sentence is death!” skill

  • Increased recovery time.
  • Shortened time to hitbox spawning on medium and strong versions.
  • Increased damage.
  • Extended knockback on hit.
    • Fixes ease of performing an aerial combo without spending an HH Gauge. In exchange, the medium and strong versions spawn hitboxes earlier, do more damage, and have more knockback, improving usability in neutral.

“This is where the fun begins…” skill

  • Fixed issue where the game would not transition to victory if some characters were brought to 0 HP by the second or later hits, causing a soft lock.
    • This was unintended and has been fixed.

“Me Time” skill

  • Made invincibility time on activation from Mounted the same as User Mode, correctly lasting until the attack begins.
    • This was unintended and has been fixed.
  • Reduced duration of attack hitbox.
    • Fixes issue where the attack could hit after it appeared to have ended, giving the appearance of a bugged hitbox.
  • Fixed issue where the opponent’s position would be wrong during the HHA animation if the HHA hit at the same time as “Barb wire!!”
    • This was unintended and has been fixed.

Assists

Adjusted uses of Assault Assists and Reversal Assists    

  • – Dio Brando (1/2): -1 Assault Assist, +1 Reversal Assist
    – Mohammed Avdol (2/1): -1 Reversal Assist

    • Brings these more in line with other characters

Assist skill changes

  • Lisa Lisa (Elizabeth): Changed from “You picked a bad time to test me!” to “Snake Muffler”
    – Ermes Costello: Changed from User Mode version to Stand Mode.

    • Brings these more in line with other characters

DLC Characters

  • Character Select
    • Added the paid DLC character Leone Abbacchio.
  • Gallery Items
    • Added new gallery items.
  • JoJo Glossary
    • Added entries to JoJo Glossary.
  • Customization
    • Added customize options.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 2.0.0

  • Release date: June 11th 2023 (North America) / June 12th 2023 (Europe, Japan)
  • Patch notes:

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 clearer. (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 clearer.
    • 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

  • Skill 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 extend 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.

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 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.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.6.0

  • Release date: March 19th 2023 (North America) / March 20th 2023 (Europe, Japan)
  • Patch notes:
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.
Direction of counter HHA flying
  • 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.
Guardbreak
  • 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.
Damage received during skills that don’t cause the victim to recoil.
e.g. Jonathan Joestar’s “Tackle” special
  • 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.
Damage received during attacks that do not cause recoil while in Resolve Mode.
  • 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.
Recoil caused by leg sweep attacks
  • 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.
The pivot line when characters swap positions in the air.
  • 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.
Collision detection (determines when characters push against each other)
  • 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.
Crouching recoil animation
  • 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
  • Increased dash speed.
    • Improves usability in neutral
“Sendo Overdrive” skill
  • Decreased projectile speed.
  • Shortened recovery period.
  • Extended pushback on hit.
    • Improves usability in neutral.
      *Combined with the anti-air capability of “Scarlet Overdrive”, this improves the ability to bait and counter the opponent.
“Overdrive Barrage” skill
  • Increased forward motion. 
  • Shortened recovery period.
  • Improves usability in neutral and in combos.
Dio Brando
Dash Forward
  • Increased dash speed.
    • Improves usability in neutral
Crouching strong normal attack
  • Increased forward motion.
    • Improves usability in neutral and in combos.
“Useless, useless, useless, useless!” skill
  • Reduced the number of button presses required to receive the damage increase.
    • Reduces difficulty of control.
“I’ll suck you dry!” skill
  • Reduced the number of button presses required to receive the damage increase.
    • Reduces difficulty of control.
“That must be five or six ribs broken!” skill
  • Shortened recovery period.
  • Increased launch power when hitting an airborne opponent.
    • Improves usability in neutral by reducing recovery. The launch power increase is to prevent infinite combos possibly resulting from the recovery reduction.
Robert E. O. Speedwagon
“Martial Arts, the Eastern mystery!” skill
  • Removed ability to continue the attack if it’s guarded.
  • Shortened attack activation time.
  • Changed recoil from medium attack. (Now triggers when dropping to the ground.)
    • Reduces The Asian’s ability to sustain a safe position while preserving his combo-centric strengths.
“Don’t try to bluff, you rich little snot!” skill
  • Changed so that if Robert E. O. Speedwagon is sent into recoil while the hat is flying, it will have no hitbox while returning.
    • Removed the attack’s function of insurance against counterattacks while preserving its strength as pressure out of Flash Cancel.
“Aren’t you acting tough!” skill
  • Removed The Asian’s collision detection when landing.
    • Prevents the opponent from getting stuck and unable to advance.
Joseph Joestar
Backstepping
  • Shortened recovery period.
    • Improves usability in neutral
“Clacker Boomerang” skill (Hamon version)
  • Adjusted so the recovery animation when touching a returning clacker while standing still could be canceled.
    • Improves usability in neutral and in combos. *On hit with “I’ll smash you good!” and following up with “Clacker Boomerang” (Hamon version), if the HH Gauge is built up, can now follow up further with attacks such as “Clacker Boomerang” skill (Hamon version).
Lisa Lisa (Elizabeth)
Standing strong normal attack
  • Increased duration of attack hitbox.
    • Improves usability in neutral and in combos.
Jumping strong normal attack
  • Shortened attack activation time.
    • Improves usability in neutral and in combos.
“Blasphemy is prohibited!” skill
  • Altered number of knives thrown.
    • Medium attack throws 2 knives.
    • Strong attack throws 3 knives.
      *This change will affect total damage of the attack.
    • Weak: 30 damage x 1 knife
    • Medium: 18 damage x 2 knives
    • Strong: 14 damage x 3 knives
  • Altered the speed of throwing the projectiles.
    • Delayed for medium attack.
    • Massively delayed for strong attack.
  • Altered the flying speed of the knives.
    • Sped up weak version.
    • Slowed down strong version.
    • Sped up Hamon version.
  • Changed recoil animation of non-Hamon versions.
  • Altered landing recovery times.
    • Increased for medium attack.
    • Increased greatly for strong attack.
      • Improves usability in neutral and in combos. *For non-Hamon versions, the change to the slam recoil animation enables following up into specials from this attack at close range.
“Hamon Master” skill
  • Increased movement range for medium, strong, and Hamon versions.
    • Improves usability in neutral and in combos.
“All I need is this scarf!” skill
  • Increased horizontal launch force.
    • Prevents the opponent from flying in the opposite direction in some situations.
“You picked a bad time to test me!” skill
  • Enlarged hitbox.
  • Decreased speed of attack activation.*Will combo if “Hamon Master” hits.
  • Increased forward motion.
    • Improves usability in neutral.
      *Attack now hits if the opponent guards against Hamon Chain’s secondary skill and then backsteps.
“Die with regret” skill
  • Shortened attack activation time.
  • Increased number of hits.
  • Made the attack turn to face the enemy on activation.
  • Changed recoil animation. *Now triggers slam animation even against airborne opponents.
  • Improves usability in neutral.
    *Attack now hits if the opponent guards against Hamon Chain’s initial skill and then dodges or jumps.
“Snake Muffler” skill
  • Shortened attack activation time.
  • Made the attack turn to face the enemy on activation.
  • Changed recoil animation.
    *Now triggers slam animation even against airborne opponents. 

    • Improves usability in neutral. *Attack now hits if the opponent guards against Hamon Chain’s initial skill and then dodges or jumps.
“Settle this with style” skill
  • Shrank hurtbox during activation.
  • Shortened recovery period.
    • Improves usability in neutral. *If the opponent guards against Hamon Chain’s initial skill and then counters with an attack that doesn’t have a low hitbox, such as a leg sweep, that attack will miss, and this attack will hit.
“Prepare to die!” skill
  • Shortened attack activation time.
  • If the opponent is inputting back during activation, they will be in guarding position.
  • Increased forward motion.
  • Shortened recovery period.
    • Improves usability in neutral. *Attack now hits if the opponent guards against Hamon Chain’s secondary skill and was still guarding.
“Smooth as silk” skill
  • This skill is now able to cancel into specials.
    • Improves usability in neutral.
“Futile!” skill
  • This skill is now able to cancel into specials.
    • Improves usability in neutral.
Cancel Hamon Chain recovery into GHA
  • Allowed canceling recovery into GHA, but only after the attack’s hitbox has spawned. *Doesn’t apply when airborne.
    • Standardizes when cancels are and aren’t possible.
Caesar Anthonio Zeppeli
“Seated Jump” special
  • Removed ability to use “Bubble Launcher” when performing backwards.
    • Too effective against specific characters.
“Bubble Launcher” skill (aerial)
  • Reduced duration of projectiles.
  • Extended landing recovery period.
    • Too effective against specific characters.
“Hamon Kick” skill
  • Decreased speed of attack activation.
  • Increased landing recovery time when guarded.
  • Increases the difficulty of hitting with the skill and the punish window for missing with it.
  • Increased number of hits.
  • Increased damage.
    • Makes it easier to cancel into HHA when hitting. The damage increase improves the reward for landing the skill.(Despite the damage increase, it takes place over 2 hits, so the damage from counterstrikes is limited.)
“Gliding Bubble Cutter” skill
  • Increased projectile spawn speed.
  • Shortened recovery period.
    • Improves usability in neutral.
Esidisi
“Think fast!” HHA
  • Increased health drained on hit.
    • Improves reward for hitting.
Wamuu
“He bent backwards!” skill
  • Increased the size of the follow-up kick’s hitbox.
    • Improves ability for the attack to combo.
Rudol von Stroheim
Reversal Assist
  • Added ability for hitstop to apply to the attack’s hits.
    • Applies universal rules that other characters follow.
“Farewell, you annoying Englishman!” skill
  • Fixed issue where being KOed while being sent flying from the explosion would disable assists in the following round.
    • This was a bug and has been fixed.
Mariah
“If you’re not allowed to touch something, it makes you want to touch it more…” style
  • Extended time until a deployed power socket vanishes.
    • Improves usability in neutral.
“Sorry, but you’ll have to die now.” skill
  • Aerial normal attacks can now be performed after activating skill during forward and straight jump.
    • Improves usability in neutral.
Iggy
“Ha ha, sucker!” skill
  • Can now be Flash Canceled from a successful counter.
  • Made it so a successful counter turns Stand Mode ON.
    • Improves usability in combos.
“A nasty habit” skill
  • Reduced invincibility period. 
  • Increased time the attack is active.
  • Made attack rebound away if guarded.
    *Can be canceled into Aerial Dash special during this rebound. 

    • Comboing an attack with invincible activation to an HHA or other follow-up allowed for racking up massive damage. To make up for the reduced invincibility, other changes improve usability in neutral.
Old Joseph Joestar
Assault Assist
  • Adjusted so activation speed was not sped up in certain situations.
    • Applies universal rules that other characters follow.
Reversal Assist
  • Adjusted so activation speed was not slowed in certain situations.
    • Applies universal rules that other characters follow.
“Hamon Overdrive!” skill
  • Removed Hamon damage property from weak, medium, and strong attack versions.
    • Applies universal rules that other characters follow. *This change makes it so that the weak, medium, and strong attack versions no longer deal extra damage to Vampire and Pillar Man characters. In exchange, the attacks now build the HH Gauge.
Jean Pierre Polnareff
“Reap as you sow!” skill
  • Speeds up attack activation, standardizing weak, medium, and strong attack versions.
  • Reduced all animation lead-ins. *No change in the increase in attack duration that applies to weak/medium/strong versions.
    • Improves usability in neutral.
“My secret weapon!” skill
  • Changed recoil animation. (Now sends the opponent flying.)
  • Increased damage.
    • Improves usability in neutral.
“Off comes the armor!” HHA
  • Fixed so that the follow-up skill can no longer be activated repeatedly in some situations.
    • This was unintended and has been fixed.
Hol Horse
“Come get us!” skill
  • Fixed so that the follow-up skill can no longer be activated repeatedly in some situations.
    • This was unintended and has been fixed.
Josuke Higashikata 4
“Break through, beat you up!” skill (weak version)
  • Reduced the forward launch force when hitting an airborne enemy.
    *Shared with all attacks that make the opponent drop to the ground. 

    • Narrows viable combo routes, as there were too many varied ways to open into high-damage combos.
“Meet my homing missile!” HHA
*HHA secondary skill
  • Increased damage.
    • Improves usability in neutral and in combos.
“You’re already fixed!” GHA
  • Increased damage.
    • Improves usability in neutral and in combos.
Koichi Hirose
Stand Mode crouching strong normal attack
  • Increased recovery time.
    • Increases punishment for missing.
Shigekiyo Yangu
Standing strong normal attack
  • Increased damage.
  • Increased number of hits.
    • Improves usability in neutral and in combos.
Crouching strong normal attack
  • Increased number of hits.
    • Improves usability in neutral.
“Don’t come any closer!” skill
  • Made it so the character continuously faces the opponent.
    • Prevents being unable to guard in certain situations.
“Don’t underestimate Harvest!” skill
  • Prevented disappearing when reaching the edge of the arena.
    • Eliminating situations where launched projectiles disappear.
  • Enlarged hitbox.
  • Reduced launch force of the additional hits.
    • Improves reliability of landing extra hits.
“I can get anything I want!” skill
  • Fixed issue where the attack activation delay was different between the Nintendo Switch version and other platform versions, and where the Same Move Limit was not applying on the Nintendo Switch version.
    • This was a bug and has been fixed.
Jotaro Kujo
User Mode standing medium normal attack
  • Shortened attack activation time.
    • Improves usability in neutral and in combos.
All User Mode and Stand Mode jumping attacks
  • Shortened landing recovery period.
    • Adjusted the long landing recovery of all applicable attacks to the same baseline as other characters.
“ORAAAA!” special
  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral and in combos.
“ORAAA!” skill (medium attack)
  • Fixed bug where this move was sharing the Same Move Limit with the “ORA, ORA!” skill. They will now have separate Same Move Limit detection.
    • Improves usability in combos.
  • Shortened attack activation time.
    • *After being hit by “ORA, ORA!” and then guarding the combo hit, the opponent will now be hit by this attack if they try to escape by jumping.
“ORAAA!” skill (strong attack)
  • Shortened landing recovery period.
    • Improves usability in neutral and in combos. *Can now move at the same timing when canceling after hitting with any strong normal. When canceling from a special, can now combo with a weak normal.
Yukako Yamagishi
Jumping medium normal attack
  • Enlarged hitbox.
    • Improves usability in neutral and in combos.
“Love Deluxe” style
  • Slowed HH Gauge drain while mode is active.
  • Increased number of throw hits while mode is active.
    • Improves usability in neutral.
“You shithead!” special
  • Adjusted hitbox position.
    • Adjusts the hitbox to more accurately reflect the move’s animation.
      *The move no longer hits an opponent directly above.
“You dumbass!” skill
  • Increased landing recovery time when guarded.
    • Increases punishment for failing to land a hit.
Akira Otoishi
“Spitfire!” skill
  • Fixed an issue where the user’s collision detection would be removed.
    • This was unintended and has been fixed.
Giorno Giovanna
“This doesn’t feel good…” special
  • Changed recoil animation.
    *Now sends opponents flying even when they are downed.
  • Removed the ability to cancel into GHAs and special moves.
    • Improves usability in combos.
“WRYYYYYYYYYYY” skill
  • Fixed issue where the Same Move Counter was set wrong between skills.
    • Applies universal rules that other characters follow.
Dashing
*Golden Wind Requiem only
  • Adjusted the possible time to cancel forward and backward dash to be earlier. 
  • Adjusted so that only Aerial Dash forward is usable.
    *Jump attacks are usable during Aerial Dash. 

    • Improves usability in neutral.
Crouching medium attack during GHA effect
*Golden Wind Requiem only
  • Increased forward motion.
  • Increased time the attack is active.
  • Decreased speed of attack activation.
    • Improves usability in neutral. 
      *For balance reasons, the reach and duration increases have been offset by a slight slowdown in attack activation.
“Can you escape destruction?” skill
*Golden Wind Requiem only
  • Decreased projectile speed.
  • Made attack not guaranteed to hit when canceled into after an aerial attack is guarded.
  • Made the projectile revert to a brooch when it hits the ground.
  • Cosmetic change only.
Guido Mista
“Places, everyone!” special
  • Allowed for combining.
    *When Bullets are deployed with “Places, everyone!”, it’s now possible to activate “Time to get to work!” and load the Stand into bullets. Vice versa also applies: while the Bullets are loaded with “Time to get to work!”, it’s also possible to place them in the arena with “Places, everyone!” 

    • Improves usability in neutral.
“Time to get to work!” special
  • Allowed for combining.
    *When Bullets are deployed with “Places, everyone!”, it’s now possible to activate “Time to get to work!” and load the Stand into bullets. Vice versa also applies: while the Bullets are loaded with “Time to get to work!”, it’s also possible to place them in the arena with “Places, everyone!” 

    • Improves usability in neutral.
“Pass, pass, pass!” skill
  • Reduced damage.
    • Balancing change to offset the new ability to use “Place, everyone!” and “Time to get to work!” simultaneously.
Bruno Bucciarati
“I’ve got you!” special
  • Adjusted so it properly recognizes the upper hit limit.
    • Brings the skill in line with other characters by preventing the same attack from hitting three or more times in a row.
Diavolo
Forward Step
  • Delayed the time to become invincible.
    • Reduces the ability to use the move to escape safely from attacks while standing up from being downed.
Backward Step
  • Delayed the time to become invincible.
    • Reduces the ability to use the move to escape safely from attacks while standing up from being downed.
User Mode standing medium normal attack
  • Reduced knockback on hit.
    • Increases punishment for being guarded.
User Mode standing strong normal attack
  • Reduced knockback on hit.
    • Increases punishment for being guarded.
User Mode crouching strong normal attack
  • Increased forward launch power when hitting an airborne opponent.
    • Using this as a second hit from another attack gave high damage for its ease of use. This change raises the skill requirement for effective comboing.
User Mode jumping medium normal attack
  • Shrank hitbox.
  • Shortened duration of attack hitbox.
    • Reduces aerial offensive capability.
Stand Mode jumping medium normal attack
  • Increased duration of attack hitbox.
    • Improves usability in neutral.
Stand Mode jumping strong normal attack
  • Made attack hitbox appear faster.
    • Improves usability in neutral.
“The passage of time resumes!” skill
  • Shortened knockback on hit from weak and medium versions.
    • Increases punishment for being guarded.
“This is the end!” skill
  • Added some homing on the opponent for all versions (weak, medium, and strong).
    • Improves usability in neutral.
“Time has been erased…”
  • Fixed an issue where sometimes, when countering with the fastest blow, the animation would only play for the user and the Stand would not attack.
    • This was a bug and has been fixed.
Narancia Ghirga
Stand hurtbox
  • Assigned the Stand a hurtbox.
    • Applies universal rules that other characters follow.
User Mode standing medium normal attack
  • Increased duratin of attack hitbox.
    • Improves usability in neutral and in combos.
User Mode crouching medium normal attack
  • Increased duration of attack hitbox. 
  • Increased forward launch power when hitting an airborne opponent.
    • Improves usability in neutral and in combos.
User Mode jumping medium normal attack
  • Increased duration of attack hitbox. 
    • Improves usability in neutral and in combos.
Stand Mode standing weak normal attack
  • Increased recovery time.
    • Too effective against specific characters.
Stand Mode standing medium normal attack
  • Decreased speed of attack activation.
  • Increased recovery time.
    • Too effective against specific characters.
Stand Mode standing strong normal attack
  • Decreased speed of attack activation.
  • Increased recovery time.
    • The attack has strengths such as multiple activations, advantage in clashes, and a long reach. This leaves all those strengths while making it more of a risk.
Stand Mode crouching weak normal attack
  • Decreased speed of attack activation.
  • Removed ability to cancel with weak attacks.
    • Too effective against specific characters.
“I’ll make you swiss cheese!” skill
  • Adjusted firing angle.
  • Increased recovery time of medium and strong versions. 
    • Too effective against specific characters.
“Attack!” skill
  • Increased Stand’s movement speed.
  • Enlarged hitbox.
  • Shortened recovery period.
    • Improves usability in neutral.
“Yes! Right on time!” follow-up skill
  • Increased recovery time.
  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral
“I know how to waste you!” follow-up skill
  • Shortened recovery period.
    • Improves usability in neutral
“I’m gonna kill you!” follow-up skill
  • Shortened recovery period.
    • Improves usability in neutral
“Blast off!” skill
  • Increased launching force.
    • Improves usability in neutral and in combos.
Trish Una
User Mode crouching medium normal attack
  • Changed recoil animation. (Now makes the opponent rebound.)
    • Improves usability in neutral and in combos.
      *When the attack downed the opponent, it was difficult to use in combos.
User Mode crouching strong normal attack
  • Increased number of hits. 
  • Made attack hitbox appear faster.
  • Increased damage.
    • Improves usability in neutral and in combos.
“With the force of a vise!” special
  • Changed recoil animation of the final part.
    *Now sends even downed opponents flying.
  • Enabled Flash Cancel.
  • Increased damage.
    • Improves usability in combos.
“Something soft is even more unbreakable than diamond!” skill
  • Increased number of hits.
  • Increased damage.
  • Increased forward launch power when hitting an airborne opponent.
  • Shortened recovery period.
  • Improves usability in neutral and in combos.
  • When canceling out of a guard, disallowed canceling into HHA or Flash Cancel.
  • Disallowed damage from this move to finish the opponent.
    • This adjustment is to avoid situations such as when using the skill to counter from a guard and then KOing the opponent, and the opponent is finished off in a near-death state, robbing them of the opportunity for a comeback.
“Spicy Lady!” skill
  • Changed recoil animation from the final part. (Now makes the opponent rebound.)
  • Increased damage.
    • Improves usability in neutral and in combos.
“Crush!” skill
  • Made attack hitbox appear faster.
    • Improves usability in neutral and in combos.
“Nobody’s getting taken out today.” skill
  • Made attack hitbox appear faster.
    • Improves usability in neutral and in combos.
“Make any material soft!” HHA
  • Fixed an issue where, if the move is interrupted by a Reversal Assist mid-execution, the Stand would be left out of position.
    • This was unintended and has been fixed.
Ghiaccio
“Will you lay off?” special
  • Increased recovery time.
    • Increases punishment for failing to land a hit.
“And now you’re frozen solid!” skill
  • Shortened recovery period.
    • Improves usability in neutral.
Risotto Nero
“Assassin” Style (vanishing while jumping forward)
  • Delayed the jump.
  • Altered the jump arc.
    • Reduces aerial offensive capability.
“Assassin” Style (vanishing while jumping backward)
  • Delayed the jump.
    • Reduces ability to escape in neutral.
“Assassin” Style (vanishing while stepping backward)
  • Delayed the jump.
    • Reduces ability to escape in neutral.
Crouching medium normal attack
  • Reduced forward motion.
    • The long movement distance made it easy to set up a situation where the user would move first after the opponent is hit or guards. This change brings the character in line with others while retaining his distinctiveness.
Jumping weak normal attack
  • Changed recoil animation. (Now sends the opponent flying.) 
    • Improves usability in neutral and in combos.
Jumping strong normal attack
  • Enlarged hitbox.
  • Enlarged hurtbox.
  • Increased launch power when hitting an airborne opponent.
    • Improves usability in neutral and in combos.
“You can find iron anywhere in this world.” skill
  • Altered recovery times.
    • Medium attack: Extended recovery time.
    • Weak attack: Greatly extended recovery time.
      • The attack’s short recovery made it easy to repeat, making it easy to gain an advantage even at long ranges. Reducing the attack’s repeatability makes it necessary to pay attention to the opponent’s aerial offense at medium ranges.
“Control iron within 5-10 meters” skill
  • Removed ability to cancel after the unblockable attack, other than Flash Cancel.
    • This was unintended and has been fixed.
“The assassin that no one could find” skill
  • Extended knockback on hit.
  • Shortened recovery period.
    • Improves usability in neutral and in combos.
Jolyne Cujoh
Stand Mode crouching strong normal attack
  • Increased launch power when hitting an airborne opponent. 
    • Improves usability in combos.
“String Barrier” skill
  • Increased number of hits.
    • Improves usability in neutral.
Narciso Anastasia
User Mode standing strong normal attack
  • Made attack hitbox appear faster.
    • Improves usability in neutral.
Stand Mode standing weak normal attack
  • Decreased speed of hitbox spawning.
    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.
Stand Mode standing strong normal attack
  • Increased recovery time.
    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.
Stand Mode crouching weak normal attack
  • Reduced reach.
    *Altered animation. 

    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.
Stand Mode crouching medium normal attack
  • Extended reach.
    *Altered animation. 

    • Improves usability in neutral.
“Shut yer trap!” special
  • Reduced upward launch power when hitting an airborne opponent.
    • The move made it easy to keep opponents juggled in combos. The lifting force is reduced, but the attack is still usable in combos against opponents that are already lifted high up.
“You’re in range!” skill
  • Reduced damage.
    • Brings skill damage more in line with other characters.
“And… RELEASE!” skill
  • Shortened recovery from full charge.
    • Improves usability in neutral.
“Dive!” skill
  • Decreased speed of hitbox spawning on strong attack version.
  • Made the rush part only trigger if the initial part hit or was guarded.
    • The move made it easy to keep the opponent on the defensive regardless of range. The animation change narrows the window to force the opponent to guard, making the move a way to keep up pressure in a combo after forcing the opponent to guard.
“Go to hell!” skill
  • Changed recoil animation.
    *Now triggers slam animation even against airborne opponents.
  • Made attack hitbox appear faster.
    • Improves usability in neutral.
Gyro Zeppeli
User Mode crouching medium normal attack
  • Reduced forward motion.
    • The long movement distance made it easy to set up a situation where the user would move first after the opponent is hit or guards. This change brings the character in line with others while retaining his distinctiveness.
Steel Balls returning after a skill
  • Changed so that if Gyro is sent into recoil while a Steel Ball is returning, it will lose its hitbox.
  • Changed so that if Gyro is sent into recoil while a Steel Ball is on the ground, it will return without a hitbox.
    • An opponent who avoids a Steel Ball and hits Gyro will find their combo interrupted by the returning ball, making this a powerful defense that caused major frustration for players fighting against it.
Golden Spin Mode
  • Delayed the no-rebound timing.
    • Despite being a projectile, this was also effective in defending against opponents attacking while the character is standing up. Delaying this effect allows the attack to retain its effectiveness in neutral at long and medium ranges.
“Scan” skill
  • Adjusted firing position to eliminate cases where the second hit would fail to hit opponents directly ahead.
    • This was unintended and has been fixed.
“Raaaaugh!” skill
  • Fixed an issue where the tornado would retain its hitbox after Stylish Guard.
    • This was unintended and has been fixed.
“One moooore shot!” HHA
  • Capped the damage reduction adjustment at 50%.
    • Improves usability in combos.
Diego Brando
User Mode crouching medium normal attack
  • Changed recoil animation. (Now sends the opponent flying.)
  • Adjusted cancel timing.
    *Now cancelable from the second hit. 

    • Improves usability in combos.
“My speed is supreme.” special
  • Increased forward motion.
    • Improves usability in neutral and in combos.
“You flinched!” special
  • Changed recoil animation. (Now triggers dropping to the ground.)
  • Eliminated collision during movement, allowing dashing through the opponent.
    • Improves usability in neutral and in combos. (aerial/mounted)
“Gouge” skill
  • Decreased speed of attack activation.
    • Weak: Will combo if canceled from a medium attack hit.
    • Medium: Will combo if canceled from a strong attack hit.
    • Strong: Will combo if canceled from a special falling to the ground.
  • Shortened invincibility period.
    • As a rush attack with a fast activation, this skill could be comboed out of a Flash Cancel. It’s only usable with the corpse, but it does provide invincibility. This change keeps it from being too out of line with other characters.
“Useless, useless!” skill
  • Enabled aerial activation.
  • Adjusted invincible period. (aerial/mounted)
    • Improves usability in neutral.
Ikuro Hashizawa
“This is Baoh!” Style
  • Shortened the no-rebound period.
    (Can now be rebounded when the hitbox is spawning.) 

    • Reduces usability in neutral.
“Baoh Melting Acid Phenomenon” skill
  • Increased landing recovery time when guarded.
    • Increases punishment for failing to land a hit.
“Baoh Break Dark Thunder Phenomenon!” skill
  • Enlarged hitbox so it can hit opponents who dodge at point blank range.
    • Improves usability in neutral.
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)
  • Shortened cooldown of Reversal Assists of characters whose Reversal Assists have 1 use.
    • Narrows the gap between characters with 1 and 2 Reversal Assist uses.
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.
DLC Character
Character select
  • Added the paid DLC character Keicho Nijimura.
    • Update to go with the release of the Keicho Nijimura playable character DLC.
Gallery item
  • Added new gallery items.
    • Update to go with the release of the Keicho Nijimura playable character DLC.
JoJo Glossary
  • Added entries to JoJo Glossary.
    • Update to go with the release of the Keicho Nijimura playable character DLC.
Customize
  • Added customize options.
    • Update to go with the release of the Keicho Nijimura playable character DLC.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.5.0

  • Release date: January 29th 2023 (North America) / January 30th 2023 (Europe, Japan)
  • Patch notes:

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

  • Command: Don’t you get it?
    • 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

  • HHA: I’ll need to punish you
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Hol Horse

  • HHA: Feed on these!
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Akira Otoishi

  • While User Mode Normal attack: Standing heavy attack
    • Changed to 2 hits.
    • Change recoil reaction of 2 hits when Electricity Gauge is full.
      • Improves usability in neutral and in combos.
  • While Stand Mode Normal attack: Crouching medium attack
    • Increased move distance.
      • Improves usability in neutral and in combos.
  • Command: Kiss this!
    • 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.
  • Command: I’ll drag you in!
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Command: Gonna knock your ass out!
    • 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

  • Command: Nobody’s getting taken out today.
    • Made the position of Stand not to be displaced during Stand Rush.
      • Improves usability in neutral.
  • Command: Something soft is even more unbreakable than diamond!
    • 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

  • Normal attack: Standing medium attack
    • Shortened pushback on hit
      • Improves usability in neutral and in combos.
  • Normal attack: Standing heavy attack
    • Decreased recovery.
      • Improves usability in neutral.
  • Normal attack: Crouching medium attack
    • Shortened pushback on hit.
      • Improves usability in neutral and in combos.
  • Normal attack: Crouching heavy attack
    • Increased forward move distance.
      • Improves usability in neutral and in combos.
  • Normal attack: Jumping medium attack
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Normal attack: Jumping heavy attack
    • Adjusted hitbox.
      • Improves usability in neutral.
  • Special attack: Time to get to work!
    • 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.
  • Command: Gonna light you up!
    • 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

  • Command: I’m blowing in!
    • Combo count (ground and aerial) modified internal processing to prevent hits exceeding the maximum number.
      • Standardized with other characters to apply common rule.
  • Special attack: Got you pinned!
    • 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

  • While User Mode and Stand ON Mode Normal attack: Standing heavy attack
    • Extended invincibility period.
    • Increased damage.
      • Instead of extending invincibility period, increased damage to keep balance.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium 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.
  • Command: A Stand power that can boil water…
    • Increased forward move distance.
    • Increased speed of attack start up.
    • Increased damage.
      • Improves usability in neutral.
  • Command: You shall be crucified!
    • Combo count (light, medium, heavy) 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.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium 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.
  • Special attack: 14 Words *Pale Snake only
    • Made it success without long pressing at the first time.
      • Improves usability.
  • Command: You shall be crucified! *Pale Snake only
    • Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
      • This was unintended and has been fixed.
  • Command: Be gone! *See Moon only
    • Decreased recovery of medium and heavy attack.
      • Improves usability in neutral.
  • Command: Here it comes! *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.
  • 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.
  • Command: Here it comes! *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.
  • Command: Where is he?! *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

  • Command: The hole will attack you
    • 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

  • While User Mode Normal attack: Standing medium 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.

DLC Character

Character Select

  • Added paid DLC character Rudol von Stroheim.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Gallery Item

  • Added Gallery items.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

JoJo Glossary

  • Added items in JoJo Glossary.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Customize

  • Added customize option.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.4.1

  • Release date: December 8th 2022 (North America) / December 9th 2022 (Europe, Japan)
  • Patch notes:
General Changes
Jumping Movement
  • Standardized animation leadin 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 highdamage 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 highrisk, highreward move.
  • “Hamon Kick” skill
    • Extended recovery after missing or being guarded.
    • Increased damage.
      Increased both damage and recovery to make this more of a highrisk, highreward 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 510 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 followup 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

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.4.0

  • Release date: December 1st 2022 (North America) / December 2nd 2022 (Europe, Japan)
  • Patch notes:
General Changes 
Throw 
  • The “throw-through” scale has been standardized.
    • Adjustments have been made to align with other characters to unify advantage and disadvantage after Throw Escape.
      • When Throw Escape
        • [Part 4] Jotaro Kujo 4 
        • [Part 5] Giorno Giovanna (Golden Wind Requiem)
      • When being Throw Escaped
        • [Part 1] Dio Brando 
        • [Part 2] Wamuu 
        • [Part 3] Pet Shop 
        • [Part 4] Yukako Yamagishi 
        • [Part 5] Giorno Giovanna (Golden Wind Requiem) 
        • [Part 5] Bruno Bucciarati 
        • [Part 7] Diego Brando
        • Ikuro Hashizawa 
  • When a throw is made on the same frame and a throw escape occurs, the 1P side was ready to move first, but has been corrected so that they can move at the same time.
    • The bug has been corrected because the behavior was unintended. 
Landing 
  • The timing at which the technique could not be activated with a one frame reversal on landing from an aerial passive has been corrected so that it can now be activated.
  • After launching a back-jump attack, the attacker is attacked in mid-air, and the landing after receiving in mid-air is no longer subjected to an unexpected recovery.
    • Fixed a bug that made it impossible to disengage from unguardable attacks such as stacking unguardable attacks after aerial passives. 
Bound Hit 
  • The position of the “hurt attack” for each character was significantly different, but this difference has been corrected so that it is now smaller.
    • The bug has been corrected because the behavior was unintended. 
Stand Rush 
  • Fixed a discrepancy in time stop timing between activation on the 1P side and activation on the 2P side.
    • The bug has been corrected because the behavior was unintended. 
Wake-up 
  • Unified characters with different wake up behavior.
    • Cool Ice
    • Giorno Giovanna (while in Requiem)
    • Ghiaccio
    • Ermes
      • The bug has been corrected because the behavior was unintended.
  • Fixed so that a close dash against a getting-up opponent does not cause the opponent to slip through to the back side.
    • The bug has been corrected because the behavior was unintended. 
Guard 
  • Changed so that if a “middle attack” and “lower attack” are stacked on top of each other completely simultaneously, the guard will succeed if either “crouching guard” or “standing guard” is executed.
    • The bug has been corrected because the behavior was unintended.
  • Fixed a problem where during a continuous guard, if you were in the “↓” position, you could guard both the middle and the lower.
    • The bug has been corrected because the behavior was unintended. 
Taunt Animation 
  • When a performance with a camera effect was forced to end when there was more than 5 seconds of dialogue, the camera would start moving earlier than the normal end of the performance.
    • The bug has been corrected because the behavior was unintended. 
Character Specific Changes 
Will A. Zeppeli 
  • Style: Breath of Hamon 
    • Unified the recovery time, which was longer than the other characters’ Hamon Breathing.
    • The speed at which the HH gauge accumulates has been increased.
      • Adjustments have been made to make it easier to achieve a strategy of frequent use of Hamon skills. 
  • Command: Sunlight Yellow Overdrive 
    • Make an adjustment of the attack’s start-up.
    • Increased the attack’s damage.
    • Increased the amount of blow-off.
      • Adjustments have been made to suit the intended use.
        • Light: A standing mid-attack will generate a series of HITs from a ground HIT.
        • Middle: A standing mid-attack attack that continuously HITs after a ground HIT.
        • Heavy: The special attack “Zoom Punch” will cause a series of HITs after a ground HIT.
          • Instead of limiting the circumstances in which the HIT is confirmed, the Heavy skill has been adjusted to have the performance of a follow-up attack without consuming the HH gauge, such as a Flash Cancel. 
  • Command: Sunlight Yellow Overdrive *Hamon version 
    • The binding time (the time during which the HIT opponent becomes defenseless) has been extended.
      • Adjustments were made to make the chase easier. 
  • Command: Hamon Cutter 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down.
      • The bug has been corrected because the behavior was unintended. 
Dio Brando 
  • Command: Vaporizing Freeze 
    • Fixed a case where only the attack behavior was executed instead of the backward movement behavior.
      • The bug has been corrected because the behavior was unintended. 
    • Combo Count (Light and Medium versions) fixed so that if the same move hits three or more times, the opponent will go down.
      • The bug has been corrected because the behavior was unintended. 
  • Command: You must have broken 5 or 6 ribs! *Light follow-up attack of KUA! 
    • Adjusted to leave a large distance when guarded.
      • This adjustment is made to allow the user to use the two derivative techniques differently on HIT and on guard to gain a better advantage. 
  • Command: URYYY!! *Heavy follow-up attack of KUA! 
    • Sped down start-up.
    • Increased the attack’s damage.
    • Changed the opponent’s damage reaction when aerial hit succeeds.
      • This adjustment is made to allow the user to use the two derivative techniques differently on HIT and on guard to gain a better advantage. 
Joseph Joestar 
  • Normal attack: Crouching light attack
    • Increase gaps.
      • Adjustments were made to increase the gap when swinging and slightly lower the performance when standing still. 
  • Normal attack: Crouching middle attack 
    • Increase gaps.
      • Adjustments were made to increase the gap when swinging and slightly lower the performance when standing still. 
  • Back Step 
    • Extended recovery.
      • In addition to many interception-oriented moves, the special attack “I’m so outta here!” has been adjusted to reduce its extremely high escape performance. 
  • Command: Clacker Volley (Hamon version) 
    • Changed the damage reaction with the final.
    • Increased the attack’s damage.
      • It has invincible and able to go into series of moves when its HITs, also no risk even if it is blocked. Made the adjustment to reduce return expectations while ensuring performance which can create favorable situations. 
  • Command: I’ll smash you good! 
    • Sped up the attack’s start-up.
      • Adjustments have been made so that if the “Clacker Volley ” is HIT, it will HIT continuously.
        • If the HH gauge is consumed, it is possible to follow up with the ↘+Style special move “Rebuff Overdrive” and go for a combo. 
        • If ” Clacker Volley” is HIT, it is possible to derive “I’ll smash you good!” as an option to derive more damage from the combo. 
  • Command: Clacker Boomerang 
    • Increase gaps.
      • Adjustments have been made to eliminate the behavior of projectile coming back to the hand by holding down the Style button and the linkage of Joseph’s body, which continued to put the opponent at a disadvantage. 
Caesar Anthonio Zeppeli 
  • Command: Bubble Launcher 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Bubble Lenses 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Bubble Cutter 
    • Combo count (light and medium versions *gliding is treated differently) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Lisa Lisa (Elizabeth) 
  • Command: Get away. 
    • Fixed the fact that the hurtbox remained on the ground after jumping up. 
      • The bug has been corrected because the behavior was unintended. 
  • Style: Breath of Hamon 
    • Unified the recovery time, which was longer than the other characters’ Hamon Breathing. 
    • The speed at which the HH gauge accumulates has been increased. 
      • Adjustments have been made to make it easier to achieve a strategy of frequent use of Hamon move 
Kars 
  • Special attack: Sabers from my feet! 
    • Command acceptance time has been adjusted. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Shatter against the wall! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Feast your eyes on my Hamon! 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Wamuu 
  • Command: I, Wamuu, will now consider you to be worthy prey! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Esidisi 
  • Command: To hell with you! 
    • Make an adjustment of hitbox. 
      • Fixed behavior of not hitting when the opponent character is crouching against a wall. 
  • Command: To hell with you! (while Mode) 
    • The overall scale of the behavior has been extended. 
    • Adjusted to leave a large distance when guarded. 
      • Adjustments were made to increase the gap when the attack is struck and to ensure a smaller disadvantage when the attack is guarded. 
  • Command: The Burning King: Wheel of Pain 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Follow-up attack: Simmer like a stew! 
    • It has been corrected so that derivative techniques can no longer be launched when the opponent is forced to go into a down state after exceeding the same technique limit. 
      • The bug has been corrected because the behavior was unintended. 
Noriaki Kakyoin 
  • Command: Emerald Splash 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Iggy 
  • GHA: Serves you right! 
    • Fixed that only certain costumes were behaving differently and occurring earlier. 
      • The bug has been corrected because the behavior was unintended. 
  • Dash 
    • Timing of when dash jump becomes available has been standardized with other characters. 
      • The adjustment is to make Dash Jump easier. 
  • While Stand Mode Normal attack: Standing heavy attack 
    • Increased forwarding distance. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Crouching middle attack 
    • Extended the hitbox. 
    • Sped up the attack’s start-up. 
    • The amount of blow-off when an opponent is airborne and HIT has been increased. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Jumping middle attack 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Jumping heavy attack 
    • Sped up the attack’s start-up. 
    • Corrected the movement behavior during activation. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While User Mode Normal attack: Jumping heavy attack 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: The Fool 
    • Shortened the recovery and accelerated the return of the Stand to the body position. 
    •  Increased the attack’s damage. 
    • Changed the damage reaction with weak and middle attack. 
    • Changed to make it easier to use in combos and in scrambles. 
      • To match the faster behavior, the damage reaction has been changed for the light and middle attack so that the same move cannot be HIT in succession. 
Old Joseph Joestar 
  • Special attack: That changes everything! 
    • Changed the damage reaction.     
      • Changed to make it easier to use in scrambles. When the Coal Tar (described below) is used, it is possible to use this move as a starting point for a follow-up attack. 
  • Command: Coal Tar 
    • Sped up the behavior. 
    • Changed the damage reaction. 
    • Increased HITs. *The damage was increased accordingly. 
      • Changed to make it easier to use in combos and in scrambles. 
    • Reduced the survival time of the set Tar. 
    • Reduced the size of the hitbox of Tar being set. 
      • Since this is a special move that also HITs yourself and has a significant impact on your scrambles, the adjustment is made to prevent it from becoming too much of a hindrance to your scrambles. 
  • Command: Hamon Overdrive! 
    • Decrease recovery. 
    • The amount of blow-off when an opponent is airborne and HIT has been increased. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Follow-up attack: Solar Energy Hamon! 
    • It has been corrected so that derivative techniques can no longer be launched when the opponent is forced to go into a down state after exceeding the same technique limit. 
      • The bug has been corrected because the behavior was unintended. 
DIO 
  • Command: Right in front of me?! 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Cool Ice 
    • Normal attack: Standing heavy attack 
    • Fixed a bug that caused a constant counter HIT by having the onset of the attack crushed. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Once and for all! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Mariah 
  • Command: Sorry, but you’ll have to die now. 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: The electricity will char you to a crisp! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Pet Shop 
  • Command: Caw caw! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Josuke Higashikata 4 
  • Command: Break through, beat you up! 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Shigekiyo Yangu 
  • HHA: Now I’m real mad! 
    • Fixed an issue in which combo scaling would not apply. (There was a larger than expected combo correction in the final.) 
  • Normal attack: Crouching middle attack 
    • The amount of blow-off when an opponent is airborne and HIT has been increased. 
      • Changed to make it easier to use in combos. 
  • Normal attack: Crouching heavy attack 
    • The amount of blow-off when an opponent is airborne and HIT has been increased. 
      • Changed to make it easier to use in combos. 
  • Normal attack: Jumping heavy attack 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: Don’t underestimate Harvest! 
    • Increased the amount of blow-off. 
      • Changed to make it easier to use in combos. 
  • Command: So itchy! 
    • The binding time (the time during which the HIT opponent becomes defenseless) has been extended. 
      • Adjustments were made to make the chase easier. 
Jotaro Kujo 4 
  • User Mode Normal attack: Standing heavy attack 
    • The hitbox has been expanded inward because there were cases where the attack did not HIT when launched in close proximity to a specific character. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: ORA, ORA! / Follow-up attack: ORAAA! 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Rohan Kishibe 
  • Command: What would I do if I were a manga hero? 
    • Changed the command. (↓↘→ + ATK) 
      • This is an adjustment to prevent outbursts with other command moves →↘↓↙←+ATK. 
Okuyasu Nijimura 
  • Command: Chew on this! 
    • Fixed so that the Stand’s hit detection does not disappear when its onset is crushed. 
      • The bug has been corrected because the behavior was unintended. 
    • Fixed a bug that caused the Stand to execute an attack in the opposite direction of the user. 
      • The bug has been corrected because the behavior was unintended. 
Akira Otoishi 
  • Reversal Assist 
    • The animation of the activation was unintended and has been corrected. (Otoishi was appearing with the motion in the User Mode) 
      • The modifications are only appearance and do not affect the battles. 
  • While User Mode Normal attack: Standing heavy attack 
    • Adjusted the advance of the Stand during an attack. 
      • To eliminate the phenomenon of slipping behind the opponent and not HIT under certain circumstances. 
Koichi Hirose 
  • While Stand Mode Normal attack: Standing middle attack 
    • Extended reach. 
    • Increased HITs. 
    • Increased the attack’s damage. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Crouching heavy attack 
    • The duration of hitbox has been extended. 
    • Changed the damage reaction. 
    • Increased blow-off volume. 
    • Decrease recovery. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Jumping heavy attack 
    • The duration of hitbox has been extended. 
    • Increased the attack’s damage. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Stand Mode Normal attack: Jumping middle attack 
    • Increased HITs. 
    • Increased the attack’s damage. 
      • Changed to make it easier to use in combos and in scrambles. 
Yukako Yamagishi 
  • Style: Love Deluxe 
    • Increased the attack’s damage. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: You dumbass! 
    • The behavior is now split between HIT and when guarded. 
      • When guarded: Jumps back 
      • When HIT: Grabs the target by the hair” 
    • Extended the hitbox of the rushing attack (the part of the jumping knee kick). 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: I’m already inside your head. 
    • Extended reach. 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: I’m already inside your head.  / Follow-up attack: Don’t push your luck. 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Putting up a fight? 
    • Changed the damage reaction. 
      • The opponent’s reaction to being hit in the air and on the ground has been divided, and this adjustment will be made to unify the two. 
  • Command: I’ll drag you if I have to. 
    • Increased HITs. 
    • Increased the attack’s damage. 
      • Changed to make it easier to use in combos and in scrambles.
      • The increase in the number of HITs is also a response to eliminate the difference in recovery between the initial guard and the sustained guard.
  • Normal attack: Standing light attack 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Normal attack: Standing heavy attack 
    • Decrease recovery.     
      • Changed to make it easier to use in combos and in scrambles. 
  • Normal attack: Crouching light attack 
    • Extended attack range.     
      • Changed to make it easier to use in combos and in scrambles. 
  • Normal attack: Crouching heavy attack 
    • Changed the damage reaction. 
    • Sped down the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. (The main reason for slowing the onset of the attack is to adjust for the increased return from the change in damage reaction.) 
  • Special attack: You shithead! 
    • Sped up the attack’s start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
Kosaku Kawajiri 
  • Special attack: I’ll crush you! 
    • Adjusted the hitbox. 
      • Fixed behavior of not hitting when the opponent character is against a wall. 
  • GHA: Bites the Dust 
    • Fixed that the combo correction was reset in the middle of the combo only when the HIT was made to Josuke Higashikata. 
      • The bug has been corrected because the behavior was unintended. 
Giorno Giovanna 
  • Command: Useless, useless, useless, useless! 
    • Fixed combo count (timing of behavior start, timing of behavior loop) so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • HHA: The pain will be slow! 
    • Extended recovery time. 
      • This is an adjustment to the fact that under certain circumstances, the opponent has been able to set up a linkage that is impossible to break away from.
      • The timing of the cancellation in GHA has not been changed. 
  • Down Evade 
    • Set invincible for Down Evade. 
      • Corrections were made to match other characters. 
Bruno Bucciarati 
  • Special attack: I’ve got you! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Narancia Ghirga 
  • While Stand Mode Normal attack: Standing light attack 
    • Fixed the scale of the behavior of the stand for the crouching light attack did not match the scale of the user. 
      • This is to correct a bug that prevented bullets from being fired if a standing light attack was launched immediately after a crouching light attack. 
Guido Mista 
  • Command: Gonna light you up! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Pass pass pass! 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Diavolo 
  • Command: This is the end! 
    • Adjusted the hitbox. 
      • Fixed behavior of not hitting when the opponent character is against a wall. 
    • Fixed so that the Stand will make an attack based on the direction the user is facing at the time of activation. 
      • When in close contact with the opponent, the Stand was executing the attack in an unintended direction when activated.
        • This correction is made to eliminate this behavior and allow the attack to hit the opponent.
Trish Una 
  • While User Mode Normal attack: Crouching heavy attack 
    • Corrected possible timing of Quick Stand ON. 
      • This modification is to make it no longer possible to turn on quick stand before the attack is determined to occur. 
  • While Stand Mode: Standing heavy attack 
    • Increased the amount of blow-off when an opponent is airborne and HIT. 
      • Changed to make it easier to use in scrambles. 
  • While Stand Mode Normal attack: Crouching heavy attack 
    • Increased the amount of blow-off when an opponent is airborne and HIT. 
      • Changed to make it easier to use in scrambles. 
  • While Stand Mode: Aerial heavy attack 
    • Extended the hitbox. 
      • This is an adjustment to correct a situation that was occurring where the HIT was not being performed when in close proximity. 
  • Command: Nobody’s getting taken out today. 
    • Increased forwarding distance. 
    • Increased the amount of blow-off when an opponent is airborne and HIT. 
    • Decrease recovery. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: Spicy Lady! 
    • Sped up the final attack’s start-up. 
      • Changed to make it easier to use in combos. 
Ghiaccio 
  • Wake-up 
    • Fixed a character with different wake up behavior to match another character. 
      • The bug has been corrected because the behavior was unintended. 
Prosciutto and Pesci 
  • Special attack: How’s this? 
    • Adjusted the hitbox. 
      • To eliminate the phenomenon of slipping behind the opponent and not HIT under certain circumstances. 
  • Aging Gauge 
    • Even with aging Lv 2 or higher (jump sealed state), the use of certain special attacks could effectively perform jump behavior, so this has been corrected so that use is restricted. 
      • The special attacks covered are as follows: 
        • Will A. Zeppeli: Seated Leap 
        • Caesar Anthonio Zeppeli: Seated Jump 
        • Kars (Ultimate Thing): Predator Wings 
        • Pet Shop: Slam 
        • Dio Brando: You are a mere dog! 
        • Diego Brando: Dinosaur Kinetic Vision 
        • Ikuro Hashizawa (Baoh): Astonishing Leap 
Risotto Nero 
  • Command: The assassin that no one could find 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: You can find iron anywhere in this world. 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Jolyne Cujoh 
  • Command: So you’re the enemy, huh? 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
F.F. 
  • Command: I made it. 
    • Combo count (ground and aerial versions) fixed so that if the same move hits 3 or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
Johnny Joestar 
  • While User Mode Normal attack: Standing heavy attack 
    • Increased forwarding distance. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Mounted Mode Normal attack: Standing middle attack 
    • Fixed the amount of hitstop. 
    • Increased forwarding distance. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: Where’s the upper half?! 
    • Sped up the behavior. 
    • Adjusted the fact that the player was completely invincible during the action to make the hit less likely from the activation (lower leg payoff type and throw are in a state to be HIT). 
    • Fixed the time that a person is no longer stunned by an attack when carrying two or more corpses. 
      • Changed to make it easier to use in scrambles. 
  • Command: I can make it! 
    • Corrected the activation priority of command skills. 
      • The adjustment will be made to control the outburst of the ↓↘→ command. 
    • Adjusted the distance from the opponent when guarded. 
      • Changed to make it easier to use in scrambles. 
  • Command: Send me down the hole! 
    • Changed the command to ↓↓+ ATK 
      • Command “I’ll call it Tusk!” (↓↘→+ATK) and command “Send me down the hole!” (←↙↓↘→+ATK) will be adjusted to avoid outbursts. 
  • Special attack: Care for some herbal tea? 
    • Changed the command to ↓+ Style 
      • Command “I’ll call it Tusk!” (↓↘→+ATK) and command “Send me down the hole!” (←↙↓↘→+ATK) will be adjusted to avoid outbursts. 
  • Command: The hole will attack you *While User Mode 
    • Decrease recovery. 
      • This is an adjustment to make it easier to use, for standing and continuous techniques. *It is now possible to use it in the same way as when in Mounted mode. 
  • Command: The hole will attack you *While both User and Mounted Mode 
    • Sped up the hitbox start-up. 
      • This will be an adjustment to correct a case where the HIT was not being performed simply because the opponent was retreating. 
  • Special attack: I’ve got to get there! (front) 
    • Changed the behavior that it transitions to the end when HIT and when guarded. 
    • Changed to be cancelable by special moves anywhere during the behavior. 
    • Changed damage reaction. 
    • Adjusted the overall behavior scale. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Special attack: I’ve got to get there! (back) 
    • Changed to be cancelable by special moves anywhere during the behavior. 
      • Changed to make it easier to use in combos and in scrambles. 
Gyro Zeppeli 
  • Spin Gauge 
    • Reduced the speed of natural gauge decrease over time. 
    • Reduced the amount of gauge decrease for each steel ball thrown. 
      • Changed to make it easier to use in scrambles. 
  • While User Mode Normal attack: Standing middle attack 
    • Increased forwarding distance. 
    • Increased knockback. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While User Mode Normal attack: Standing heavy attack 
    • Increased forwarding distance. 
    • Increased knockback. 
    • The duration of hitbox has been extended. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While User Mode Normal attack: Crouching middle attack 
    • The duration of hitbox has been extended. 
      • Changed to make it easier to use in scrambles. 
  • While User Mode Normal attack: Crouching heavy attack 
    • Sped up the hitbox start-up. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While User Mode Normal attack: Jumping heavy attack 
    • Extended the hitbox. 
      • Changed to make it easier to use in combos and in scrambles. 
  • While Mounted Mode Normal attack: Crouching heavy attack 
    • Increased forwarding distance. 
      • Changed to make it easier to use in combos and in scrambles. 
  • Command: Run wild! 
    • Extended final hitstop. 
      • Changed to make it easier to use in combos. 
Funny Valentine 
  • Command: I’ll dispose of you! 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: Hiding in the next dimension. 
    • Combo count (light, medium, and heavy) fixed so that if the same move hits three or more times, the opponent will go down. 
      • The bug has been corrected because the behavior was unintended. 
  • Command: A gift from the other side. 
    • Extended recovery. 
    • Increased the attack’s damage. 
      • Adjustments have been made to the behavior which can make advantageous situations by activating continuously. The above adjustment is made to prevent the damage from scrambles and combos from decreasing too much. 
Josuke Higashikata 8 
  • GHA: Soft and wet 
    • Adjusted the combo scaling. 
      • The adjustment is designed to eliminate the unintended effects of the combo correction, which prevents finishing blow from being finish. 
DLC Content
Character Select 
  • Added free DLC character Weather Forecast. 
  • Added free DLC character Father Pucchi (Final). 
Stage Select 
  • Adding new stage. 
Gallery Item 
  • Added Gallery items. 
JoJo Glossary 
  • Added items in JoJo Glossary. 
Customize 
  • Added customize option. 

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.3.1

  • Release date: October 27th 2022 (North America) / October 28th 2022 (Europe, Japan)
  • Patch notes:
  • Resolves the issue that players with a certain different in battle scores aren’t matched with each other in the Player Match /session ID search.
  • If a player cannot find an opponent, the search will be performed again with expanded search range in the Rank Match.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.3

  • Release date: October 23rd 2022 (North America, Europe) / October 24th 2022 (Japan)
  • Patch notes:
General Changes
Additional Attacks on Downed Opponents
  • The amount of damage when attacking a downed opponent has been adjusted (reduced).
    • To correct the difference in damage from consecutive moves between characters with and without Additional Attacks on Downed Opponents.
    • *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 Joestar: 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)
      • To adjust battle balance, the effects of the following command moves have been adjusted so that when they are avoided with the Stylish Guard, the effects of the following command moves disappear.
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)
      • To adjust battle balance, the length of the Stylish Guard has been changed for the following characters.
Restoration/Revive Skills
  • Changed the internal processing of Specials which revive by consuming HH gauge.
    • To correct a bug that caused inability to progress.
Bind Skills
  • Changed handling of Bind skills that hit while landing on the ground from the air.
    • To correct a bug that caused the same behavior as a hit while landing on the ground.
Character Specific Changes
Jonathan Joestar
  • Command attack: The Sword of Luck and Pluck
    • Sped up attack’s start-up.
    • Increased knockback.
      • Strengthened in middle attack and make it easier to use in combos and in scrambles.
Dio Brando
  • Special attack: And punch straight through!
    • Extended the hitbox.
      • To solve the phenomenon that some characters do not get HIT.
Will A. Zeppeli
  • Command attack: Tornado Overdrive
    • Decreased the limit number of hits when opponent is down.
    • Increased the attack’s damage.
      • Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Joseph Joestar
  • Command attack: Crack the Cap
    • Slowed down the guaranteed timing of the outbreak of the projectiles.
      • To correct the discrepancy of the appearance.
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.
        • The phenomenon where it was possible to disable non projectile techniques has been resolved.
    • Special attack: Your weakness: Throat and lungs!
      • Sped up the behavior.
        • Changed to make it easier to use in combos and in scrambles.
Kars
  • Command: Cruel and beautiful violence!
    • Decreased active frames.
    • Increased recovery time.
    • Adjusted blowback.
    • Increased knockback.
      • The balance was adjusted because the gap at the time of attack was small and it was easy to create an advantageous situation.
  • Special attack: Light Mode
    • Sped up the behavior.
      • Changed to make it easier to use in combos and in scrambles.
  • Special attack: Sabers from the feet!!
    • Slowed down start-up.
    • Increased the attack’s damage.
      • Since it could easily be taken into a loop combo, slowed the onset and made it somewhat more difficult to use.
  • Command attack: Dazzling enough to freeze!
    • Sped up the attack’s start-up.
    • Decrease recovery.
    • Increased knockback.
      • Changed to make it easier to use in scrambles.
  • Flight while in the Ultimate Thing
    • Changed internal processing.
      • To fix the problem that the victory pose on the result screen is inverted from left to right.
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.
      • The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
      • Other behaviors have also been adjusted to improve ease of use.
  • Special attack: Heat Control Mode
    • Sped up the behavior.
      • Changed to make it easier to use in combos and in scrambles.
Lisa Lisa (Elizabeth)
  • Command attack: Off I Go
    • Increased recovery time.
    • Increased knockback.
      • The adjustment is made to make it easier for the opponent to counterattack when whiffing. 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.
      • Changed to make it easier to use in combos.
  • Stand ON/OFF
    • Fixed the issue that Stand ON/OFF being unavailable under specific situation.
      • This is to correct a bug that prevented the Stand ON/OFF when KO’d under certain circumstances.
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.
  • Command attack: This vicious arm!
    • 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.
      • The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Jean Pierre Polnareff
  • Normal attack while in Stand Mode: Standing Middle Attack
    • Extended the hitbox.
      • The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
Noriaki Kakyoin
  • Assault Assist
    • Changed the Attack Types from Attack Throws to strike.
      • This adjustment is made to correct a bug that caused the opponent to become inoperable when performing a move that generates an activation sequence such as HHA after a hit.
Pet Shop
  • Voice Volume
    • Lowered volume.
      • Adjustments were made to align the volume with that of other characters.
  • Back Throw
    • Removed the type that prevents the opponent’s strength from falling below 0 from the final hit.
      • This will be an adjustment to solve the problem of not being able to KO.
  • Flight Mode
    • Changed internal processing.
      • To fix a bug that the victory pose on the result screen was reversed from left to right.
Josuke Higashikata 4
  • Normal attack while in Stand Mode: Crouching Medium Attack
    • Decreased knockback.
      • Changed to make it easier to use in combos.
  • Normal attack while in User Mode: Jumping Heavy Attack
    • Increased the amount of blow-off to the side.
      • Adjustments have been made to make it easier to connect to a series of moves when heavy Dash Jump is hit.
  • 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.
  • Here’s my homing missile
    • Changed the Attack Types.
      • To eliminate the phenomenon that the damage to a downed opponent was lowered by the correction after this attack.
Okuyasu Nijimura
  • Normal attack while in User mode: Standing Heavy Attack
    • Corrected the condition under which the Stand disappears.
      • To correct a bug that caused the Stand remaining in place under certain circumstances.
  • Command attack: Gaoohhhn
    • Fixed the hitbox placement into right position.
      • The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
  • Command attack: Got you now!
    • Made it unavailable to attack after hits.
      • Adjustments were made to align with the special moves of other characters.
  • HHA: Take this and die, dumbo!
    • Changed the opponent’s damage reaction when final hit succeeds.
      • To stabilize the difference in recovery between a hit on the ground and a hit in the air with the opponent.
  • Command attack: I’ll whittle you away!
    • Increased recovery time.
      • To correct the problem of being able to continuously attack a downed opponent with the same moves.
Yoshikage Kira
  • Command attack: Ha!
    • 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.
  • Command attack: The First Bomb
    • Increased the amount of direction correcting when it’s activated.
      • To improve the stability of combos under certain circumstances.
Kosaku Kawajiri
  • Basic performance
    • Decreased health.
      • To make it necessary to be aware of the risk of self-inflicted damage from detonation in scrambles.
  • Special attack: I’ll crush you to pieces!
    • Shortened timing that the hurtbox disappears.
      • This is an adjustment to eliminate the phenomenon where, under certain circumstances, a hurtbox appears in a location that is far off from where it is supposed to appear.
  • Command attack: The First Bomb
    • Increased the amount of direction correcting when it’s activated.
      • To improve the stability of combos under certain circumstances.
Yukako Yamagishi
  • Normal attack:  Crouching Medium Attack
    • Shortened timing that the hurtbox disappears.
      • This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
Akira Otoishi
  • Command attack: Aim here! HERE!
    • Fixed not to occur counter.
    • Shortened timing of attack contact’s hitbox.
      • Adjustments were made to align with other characters’ special moves.
        Instead, adjustments were made to make scrambles easier.
  • Power Gauge
    • Increased the speed at which the Gauge accumulates.
      • Make scrambles easier.
  • Assault Assist
    • Changed internal processing.
      • This adjustment was made to correct the phenomenon that the gauge does not recover when an Assault Assist of Akira Otoishi is activated during an attack in which the HH gauge is decreasing as a timer.
  • Standing Middle Attack while Stand Rush
    • Changed from standing light attack to standing middle attack.
      • Make scrambles easier.
Shigekiyo Yangu
  • Command attack: Everything is mine to take!
    • Shortened timing at which the skill succeeds.
      • This is an adjustment to resolve a phenomenon where continuous input would sometimes result in incorrect activation of the moves.
Giorno Giovanna
  • Normal attack while in Requiem
    • Fixed the hitbox placement into right position.
      • The adjustment was made to eliminate the phenomenon of attacks that should hit the opponent under certain circumstances not hitting.
Bruno Bucciarati
  • Command attack: ARI ARI ARI ARI
    • 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.
Narancia Ghirga
  • Basic performance
    • Decreased health.
      • To maintain it as an aggressive character and its powerful nature of the combo, adjustment was made to create a weakness at another point.
  • Fire attack by Li’l Bomber
    • Fixed an issue in which combo scaling would not apply.
      • Adjustments have been made to align with the normal attacks of other characters.
  • Standing Heavy Attack while in Stand Mode
    • Decreased the attack’s damage.
      • Adjustments have been made to align with the normal attacks of other characters.
  • Jumping Heavy Attack while in Stand Mode
    • Decreased the attack’s damage.
      • Adjustments have been made to align with the normal attacks of other characters.
  • Command attack: I’ll shoot like crazy!
    • Decreased the attack’s damage.
      • Adjustments have been made to align with the normal attacks of other characters.
  • Command attack: I’ll shoot you through!
    • Adjusted to make Flash Cancel unavailable.
      • The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
  • Command attack: I don’t need to shoot!
    • Sped up the attack’s start-up.
      • Changed to make it easier to use in scrambles.
  • HHA: I’ll make it even bigger!!
    • Fixed an issue in which combo scaling would not apply.
      • Adjustments have been made to align with the normal attacks of other characters.
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 Cancel unavailable.
    • Changed to switch to exit behavior upon HIT or guarding.
      • The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
      • 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.
      • Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
  • Command attack: We’re in it to the end!
    • Decreased the limit number of hits when opponent is down.
      • Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
  • Command attack: You’re soft!
    • Increased the attack’s damage.
      • Changed to make it easier to use in combos and in scrambles.
  • HHA: I can see your movements! You’re wide open!
    • Increased recovery time.
      • Adjustments were made to align with other characters.
Diavolo
  • Assist
    • Decreased the number of Revesal Assist.
      • Due to the strong Assault Assist, adjustments were made to reduce the number of Reversal Assists.
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.
      • Changed to make it easier to use in combos and in scrambles.
  • Command attack: F.F. Shot
    • Increased the attack’s damage.
      • Changed to make it easier to use in combos and in scrambles.
  • Command attack: I made it.
    • Decreased the limit number of hits when opponent is down.
      • Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
  • Special attack: Emergency Evade
    • Slowed down to transit into invincible time.
      • To slightly reduce its usefulness in scrambles.
Narciso Anastasia
  • Command attack: Dive!
    • 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.
Father Pucchi
  • GHA: This is my Pale Snake’s ability!
    • Made the behavior no longer invincible if they being hit.
      • To correct invincibility that had been occurring unintentionally.
Gyro Zeppeli
  • Command attack: Run wild, run free!
    • Shortened timing that the hurtbox disappears.
      • This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
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. Instead, the adjustment is made to increase surprise and make it easier to use 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.
Other Changes
Online Battle
  • Player Match / Rank Match
    • Changed the rules for matchmaking.
      • In online battles, the adjustment was made so that Japan and Asia will be matched as the same region.
    • Fixed the rules for matchmaking. *NA only
      • When a host creates a session in the North America region with the “Region: Same Region Only” setting, guests in regions other than North America will not be matched even if they play Custom Match.
Online Battle
  • Player Match
    • Changed the rules for matchmaking.
      • This is an adjustment to correct the behavior in which players with a “+/- 100000” difference in battle scores are not matched with each other in the session ID search.
DLC Character
  • Character Select
    • Added paid DLC character Risotto Nero.
  • Gallery Item
    • Added Gallery items.
  • JoJo Glossary
    • Added items in JoJo Glossary.
  • Customize
    • Added customize option.

JoJo’s Bizarre Adventure: All-Star Battle R – Ver. 1.1.2

  • Release date: September 15th 2022 (North America, Europe) / September 16th 2022 (Japan)
  • Patch notes:
  • Improve online battle and matchmaking stability.
  • Adjust Kars command skill “Genetics put to use (middle attack).”
  • Kars specific fixes: Increased recovery time. Intent of adjustment: There is a case that the opponent was having difficulty approaching.

How to download updates for JoJo’s Bizarre Adventure: All-Star Battle R for the Nintendo Switch?

To download the updates for JoJo’s Bizarre Adventure: All-Star Battle R, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.