JoJo’s Bizarre Adventure: All-Star Battle R (Switch): all the updates (latest: Ver. 1.5.0)

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)!

Click here for more Software updates!

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.