Hirohiko Araki's masterpiece, brought to life as a fighting game! Battle with 50 colorful characters, wielding Stands, Hamon, and more! See how characters who could never meet in the story interact when they come face to face!
[h3][b]Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R.[/b][/h3]
The patch will begin rolling out on December 1st at 5PM PST / December 2nd at 2AM CET / December 2nd at 10AM JST.
[h3][i]General Changes[/i][/h3]
[u]Throw[/u]
● The "throw-through" scale has been standardized.
→ Adjustments have been made to align with other characters to unify advantage and disadvantage after Throw Escape.
[list][*] 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 Bran[/list]● 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.
[u]Landing[/u]
● 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.
[u]Bound hit[/u]
● 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.
[u]Stand Rush[/u]
● 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.
[u]Wake-up[/u]
● 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.
[u]Guard[/u]
● 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.
[u][b]Taunt animation[/b][/u]
● 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.
[h3][i]Character Specific Changes[/i][/h3]
[h3][b]Will A. Zeppeli[/b][/h3]
[u]Style: Breath of Hamon[/u]
● 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.
[u]Command: Sunlight Yellow Overdrive[/u]
● 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.
[i]Light[/i]: A standing mid-attack will generate a series of HITs from a ground HIT.
[i]Middle[/i]: A standing mid-attack attack that continuously HITs after a ground HIT.
[i]Heavy[/i]: 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.
[u]Command: Sunlight Yellow Overdrive *Hamon version[/u]
● The binding time (the time during which the HIT opponent becomes defenseless) has been extended.
→ Adjustments were made to make the chase easier.
[u]Command: Hamon Cutter[/u]
● 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.
[h3][b]Dio Brando[/b][/h3]
[u]Command: Vaporizing Freeze[/u]
● 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.
[u]Command: You must have broken 5 or 6 ribs! *Light follow-up attack of KUA![/u]
● 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.
[u]Command: URYYY!! *Heavy follow-up attack of KUA![/u]
● 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.
[h3][b]Joseph Joestar[/b][/h3]
[u]Normal attack: Crouching light attack[/u]
● Increase gaps.
→ Adjustments were made to increase the gap when swinging and slightly lower the performance when standing still.
[u]Normal attack: Crouching middle attack[/u]
● Increase gaps.
→ Adjustments were made to increase the gap when swinging and slightly lower the performance when standing still.
[u]Back step[/u]
● 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.
[u]Command: Clacker Volley (Hamon version)[/u]
● 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.
[u]Command: I'll smash you good![/u]
● 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!" is an option to derive more damage from the combo.
[u]Command: Clacker Boomerang[/u]
● 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.
[h3][b]Caesar Anthonio Zeppeli[/b][/h3]
[u]Command: Bubble Launcher[/u]
● 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.
[u]Command: Bubble Lenses[/u]
● 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.
[u]Command: Bubble Cutter[/u]
● 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.
[h3][b]Lisa Lisa (Elizabeth)[/b][/h3]
[u]Command: Get away[/u]
● Fixed the fact that the hurtbox remained on the ground after jumping up.
→ The bug has been corrected because the behavior was unintended.
[u]Style: Breath of Hamon[/u]
● 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
[h3][b]Kars[/b][/h3]
[u]Special attack: Sabers from my feet![/u]
● Command acceptance time has been adjusted.
→ The bug has been corrected because the behavior was unintended.
[u]Command: Shatter against the wall![/u]
● 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.
[u]Command: Feast your eyes on my Hamon![/u]
● 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.
[h3][b]Wamuu[/b][/h3]
[u]Command: I, Wamuu, will now consider you to be worthy prey![/u]
● 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.
[h3][b]Esidisi[/b][/h3]
[u]Command: To hell with you![/u]
● Make an adjustment of hitbox.
→ Fixed behavior of not hitting when the opponent character is crouching against a wall.
[u]Command:To hell with you! (while Mode)[/u]
● 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.
[u]Command: The Burning King: Wheel of Pain[/u]
● 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.
[u]Follow-up attack: Simmer like a stew![/u]
● 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.
[h3][b]Noriaki Kakyoin[/b][/h3]
[u]Command: Emerald Splash[/u]
● 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.
[h3][b]Iggy[/b][/h3]
[u]GHA: Serves you right![/u]
● Fixed that only certain costumes were behaving differently and occurring earlier.
→ The bug has been corrected because the behavior was unintended.
[u]Dash[/u]
● Timing of when dash jump becomes available has been standardized with other characters.
→ The adjustment is to make Dash Jump easier.
[u]While Stand Mode Normal attack: Standing heavy attack[/u]
● Increased forwarding distance.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Stand Mode Normal attack: Crouching middle attack[/u]
● 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.
[u]While Stand Mode Normal attack: Jumping middle attack[/u]
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Stand Mode Normal attack: Jumping heavy attack[/u]
● 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.
[u]While User Mode Normal attack: Jumping heavy attack[/u]
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: The Fool[/u]
● 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.
[h3][b]Old Joseph Joestar[/b][/h3]
[u]Special attack: That changes everything![/u]
● 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.
[u]Command: Coal Tar[/u]
● 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.
[u]Command: Hamon Overdrive![/u]
● 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.
[u]Follow-up attack: Solar Energy Hamon![/u]
● 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.
[h3][b]DIO[/b][/h3]
[u]Command: Right in front of me?![/u]
● 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.
[h3][b]Cool Ice[/b][/h3]
[u]Normal attack: Standing heavy attack[/u]
● 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.
[u]Command: Once and for all![/u]
● 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.
[h3][b]Mariah[/b][/h3]
[u]Command: Sorry, but you'll have to die now.[/u]
● 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.
[u]Command: The electricity will char you to a crisp![/u]
● 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.
[h3][b]Pet Shop[/b][/h3]
[u]Command: Caw caw![/u]
● 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.
[h3][b]Josuke Higashikata 4[/b][/h3]
[u]Command: Break through, beat you up![/u]
● 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.
[h3][b]Shigekiyo Yangu[/b][/h3]
[u]HHA: Now I'm real mad![/u]
● Fixed an issue in which combo scaling would not apply. (There was a larger than expected combo correction in the final.)
[u]Normal attack: Crouching middle attack[/u]
● The amount of blow-off when an opponent is airborne and HIT has been increased.
→ Changed to make it easier to use in combos.
[u]Normal attack: Crouching heavy attack[/u]
● The amount of blow-off when an opponent is airborne and HIT has been increased.
→ Changed to make it easier to use in combos.
[u]Normal attack: Jumping heavy attack[/u]
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: Don't underestimate Harvest![/u]
● Increased the amount of blow-off.
→ Changed to make it easier to use in combos.
[u][b]Command: So itchy![/b][/u]
● The binding time (the time during which the HIT opponent becomes defenseless) has been extended.
→ Adjustments were made to make the chase easier.
[h3][b]Jotaro Kujo 4[/b][/h3]
[u]User Mode Normal attack: Standing heavy attack[/u]
● 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.
[u]Command: ORA, ORA![/u]
[u]Follow-up attack: ORAAA![/u]
● 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.
[h3][b]Rohan Kishibe[/b][/h3]
[u]Command: What would I do if I were a manga hero?[/u]
● Changed the command. (↓↘→ + ATK)
→ This is an adjustment to prevent outbursts with other command moves →↘↓↙←+ATK.
[h3][b]Okuyasu Nijimura[/b][/h3]
[u][b]Command: Chew on this![/b][/u]
● 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.
[h3][b]Akira Otoishi[/b][/h3]
[u]Reversal assist[/u]
● 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.
[u]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.
[h3][b]Koichi Hirose[/b][/h3]
[u]While Stand Mode Normal attack: Standing middle attack[/u]
● Extended reach.
● Increased HITs.
● Increased the attack’s damage.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Stand Mode Normal attack: Crouching heavy attack[/u]
● 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.
[u]While Stand Mode Normal attack: Jumping heavy attack[/u]
● The duration of hitbox has been extended.
● Increased the attack’s damage.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Stand Mode Normal attack: Jumping middle attack[/u]
● Increased HITs.
● Increased the attack’s damage.
→ Changed to make it easier to use in combos and in scrambles.
[h3][b]Yukako Yamagishi[/b][/h3]
[u]Style: Love Deluxe[/u]
● Increased the attack’s damage.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: You dumbass![/u]
● 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.
[u]Command: I'm already inside your head.[/u]
● Extended reach.
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: I'm already inside your head.[/u]
[u]Follow-up attack: Don't push your luck.[/u]
● 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.
[u]Command: Putting up a fight?[/u]
● 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.
[u]Command: I'll drag you if I have to.[/u]
● 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.)
[u]Normal attack: Standing light attack[/u]
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]Normal attack: Standing heavy attack[/u]
● Decrease recovery.
→ Changed to make it easier to use in combos and in scrambles.
[u]Normal attack: Crouching light attack[/u]
● Extended attack range.
→ Changed to make it easier to use in combos and in scrambles.
[u]Normal attack: Crouching heavy attack[/u]
● 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.)
[u]Special attack: You shithead![/u]
● Sped up the attack’s start-up.
→ Changed to make it easier to use in combos and in scrambles.
[h3][b]Kosaku Kawajiri[/b][/h3]
[u]Special attack: I'll crush you![/u]
● Adjusted the hitbox.
→ Fixed behavior of not hitting when the opponent character is against a wall.
[u]GHA: Bites the Dust[/u]
● 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.
[h3][b]Giorno Giovanna[/b][/h3]
[u]Command: Useless, useless, useless, useless![/u]
● 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.
[u]HHA: The pain will be slow![/u]
● 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.
[u]Down Evade[/u]
● Set invincible for Down Evade.
→ Corrections were made to match other characters.
[h3][b]Bruno Bucciarati[/b][/h3]
[u]Special attack: I've got you![/u]
● 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.
[h3][b]Narancia Ghirga[/b][/h3]
[u]While Stand Mode Normal attack: Standing light attack[/u]
● 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.
[h3][b]Guido Mista[/b][/h3]
[u]Command: Gonna light you up![/u]
● 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.
[u]Command: Pass pass pass![/u]
● 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.
[h3][b]Diavolo[/b][/h3]
[u]Command: This is the end![/u]
● 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.
[h3][b]Trish Una[/b][/h3]
[u]While User Mode Normal attack: Crouching heavy attack[/u]
● 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.
[u]While Stand Mode: Standing heavy attack[/u]
● Increased the amount of blow-off when an opponent is airborne and HIT.
→ Changed to make it easier to use in scrambles.
[u]While Stand Mode Normal attack: Crouching heavy attack[/u]
● Increased the amount of blow-off when an opponent is airborne and HIT.
→ Changed to make it easier to use in scrambles.
[u]While Stand Mode: Aerial heavy attack[/u]
● 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.
[u]Command: Nobody's getting taken out today.[/u]
● 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.
[u]Command: Spicy Lady![/u]
● Sped up the final attack’s start-up.
→ Changed to make it easier to use in combos.
[h3][b]Ghiaccio[/b][/h3]
[u]Wake-up[/u]
● Fixed a character with different wake up behavior to match another character.
→ The bug has been corrected because the behavior was unintended.
[h3][b]Prosciutto and Pesci[/b][/h3]
[u]Special attack: How's this?[/u]
● Adjusted the hitbox.
→ To eliminate the phenomenon of slipping behind the opponent and not HIT under certain circumstances.
[u]Aging Gauge[/u]
● 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
[h3][b]Risotto Nero[/b][/h3]
[u]Command: The assassin that no one could find[/u]
● 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.
[u]Command: You can find iron anywhere in this world.[/u]
● 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.
[h3][b]Jolyne Cujoh[/b][/h3]
[u]Command: So you're the enemy, huh?[/u]
● 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.
[h3][b]F.F.[/b][/h3]
[u]Command: I made it.[/u]
● 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.
[h3][b]Johnny Joestar[/b][/h3]
[u]While User Mode Normal attack: Standing heavy attack[/u]
● Increased forwarding distance.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Mounted Mode Normal attack: Standing middle attack[/u]
● Fixed the amount of hitstop.
● Increased forwarding distance.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: Where's the upper half?![/u]
● 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.
[u]Command: I can make it![/u]
● 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.
[u]Command: Send me down the hole![/u]
● 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.
[u]Special attack: Care for some herbal tea?[/u]
● 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.
[u]Command: The hole will attack you *While User Mode[/u]
● 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.
[u]Command: The hole will attack you *While both User and Mounted Mode[/u]
● 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.
[u]Special attack: I've got to get there! (front)[/u]
● 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.
[u]Special attack: I've got to get there! (back)[/u]
● Changed to be cancelable by special moves anywhere during the behavior.
→ Changed to make it easier to use in combos and in scrambles.
[h3][b]Gyro Zeppeli[/b][/h3]
[u]Spin gauge[/u]
● 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.
[u]While User Mode Normal attack: Standing middle attack[/u]
● Increased forwarding distance.
● Increased knockback.
→ Changed to make it easier to use in combos and in scrambles.
[u]While User Mode Normal attack: Standing heavy attack[/u]
● Increased forwarding distance.
● Increased knockback.
● The duration of hitbox has been extended.
→ Changed to make it easier to use in combos and in scrambles.
[u]While User Mode Normal attack: Crouching middle attack[/u]
● The duration of hitbox has been extended.
→ Changed to make it easier to use in scrambles.
[u]While User Mode Normal attack: Crouching heavy attack[/u]
● Sped up the hitbox start-up.
→ Changed to make it easier to use in combos and in scrambles.
[u]While User Mode Normal attack: Jumping heavy attack[/u]
● Extended the hitbox.
→ Changed to make it easier to use in combos and in scrambles.
[u]While Mounted Mode Normal attack: Crouching heavy attack[/u]
● Increased forwarding distance.
→ Changed to make it easier to use in combos and in scrambles.
[u]Command: Run wild![/u]
● Extended final hitstop.
→ Changed to make it easier to use in combos.
[h3][b]Funny Valentine[/b][/h3]
[u]Command: I'll dispose of you![/u]
● 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.
[u]Command: Hiding in the next dimension.[/u]
● 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.
[u]Command: A gift from the other side.[/u]
● Extended recovery.
● Increased the attack’s damage.
→ Adjustments have been made to the behavior which can make advantageous situations by activating cintinuously. The above adjustment is made to prevent the damage from scrambles and combos from decreasing too much.
[h3][b]Josuke Higashikata 8[/b][/h3]
[u]GHA: Soft and wet[/u]
● Adjusted the combo scaling.
→ The adjustment is designed to eliminate the unintended effects of the combo correction, which prevents finishing blow from being finish.
[h3][i]DLC Character[/i][/h3]
[u]Character select[/u]
● Added DLC character [b]Weather Forecast[/b].
● Added DLC character [b]Father Pucchi (Final)[/b].
[u]Stage select[/u]
● Adding new stage.
[u]Gallery Item[/u]
● Added Gallery items.
[u]JoJo Glossary[/u]
● Added items in JoJo Glossary.
[u]Customize[/u]
● Added customize option.
[h3][b]We hope you continue to enjoy JoJo’s Bizarre Adventure: All-Star Battle R.[/b][/h3]