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!
Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R. The 2.0 Patch will be out with balance adjustments.
Scheduled date of update data Ver.2.0 distribution
[b]Monday, June 12, 2023, 10:00 JST[/b]
[h3][u]Character Model Display[/u][/h3]
Display of character models in online battles.
●Fixed bug where character appearances would be partially corrupted.
- This was a bug and has been fixed.
[h3][u]Online Battle[/u][/h3]
Host Match functionality in Player Match and Ranked Match.
●Added Standby Practice mode, allowing players to use Practice Mode while waiting for a match opponent.
- Allows players to use their time effectively while waiting for matchmaking.
*Note that match notifications will not occur while in the Pause menu.
●Changed matchmaking rules. (If Host Match is selected, the game will still search for a match once, then go to Standby if one is not immediately found.)
*If Private Slots are enabled or the Session ID is set, this search will not occur when the session is created.
- This change ensures that matchmaking is not impacted by lower numbers of users selecting Custom Match as a result of the introduction of Standby Practice.
Ranked Match Presets
●Made it so that the Ranked Match Presets view/edit screen is accessed through a menu rather than a button press.
- Makes the screen easier to discover.
[h3][u]General Changes[/u][/h3]
Stylish Guard
●Previously, performing a Stylish Guard would only stop the opponent's character. Now, it will also stop your own Assist Character.
- Standardizes animations.
●Under some circumstances, when one character uses Stylish Guard, the other character could also activate Stylish Evade even when not being attacked. Stylish Evade is now correctly disabled under these circumstances.
- This was unintended and has been fixed.
HH Gauge
●Under some circumstances, if the controlled character and an Assault Assist scored a hit on the same frame, the HH Gauge would not recover. The HH Gauge now correctly recovers under these circumstances.
- Fixed so that the HH Gauge recovers as it's supposed to.
Backstepping
●Fixed the collision of some short characters (e.g. Koichi Hirose) so that they matched where the character appeared to be when backstepping, rather than extending above the visible character.
Affected characters:
- Iggy
- Pet Shop
- Koichi Hirose
- Shigekiyo Yangu
- This was unintended and has been fixed.
Dodge
●Enabled canceling dodge recovery into a forward step.
- Expands options for closing distance against projectile zoning.
Down Evade
●Standardized general actions that previously differed by character.
- Applies universal rules that other characters follow.
Counterstrike
●Fixed an issue where some skills that block and counter opponent attacks would not trigger Counterstrike.
Affected skills:
- Dio Brando's "Frozen in your tracks!"
- Iggy's "Too easy!"
- Yoshikage Kira's "Calm and cool"
- Giorno Giovanna's "It's useless."
- Father Pucchi (Final)'s "My body is the basis!"
- Applies universal rules that other characters follow.
Taunt
●Fixed an issue where, when both players taunt and then one takes action immediately after the taunt voice clip ends, the opponent's in-progress taunt voice clip would end early.
- This was unintended and has been fixed.
●Fixed an issue where some SFX would remain on the screen after the completion of a taunt usable against a downed opponent.
- This was unintended and has been fixed.
●Fixed an issue where the taunt animation would end before the opponent's HH Gauge was drained, when using a taunt usable against a downed opponent which has a short voice line.
- This was unintended and has been fixed.
●Fixed an issue where the HH Gauge would be drained at a different timing on the Switch version than on other platforms, when using a taunt usable against a downed opponent.
- This was unintended and has been fixed.
Cancel
●Fixed an issue where canceling sometimes didn't work when the controlled character landed a hit at the same time as an Assist attack or projectile.
- This was unintended and has been fixed.
Recoil animation
●Fixed an issue where some recoil animations of some characters would shift, causing problems such as combo attacks failing to connect.
- Applies universal rules that other characters follow.
Time stop
●Fixed an issue where some projectiles would retain their hitbox even in stopped time if they were deflected at the same moment time stopped.
Affected characters:
- Robert E. O. Speedwagon's "He smells worse than vomit!"
- Jean Pierre Polnareff's "Reap as you sow!"
- Iggy's "Get outta here!"
- Trish Una's "Something soft is even more unbreakable than diamond!"
- Weather Forecast's "Weather Forecast"
- This was unintended and has been fixed.
Partner Characters
●Fixed an issue causing the partner character to vanish when the partner's main character is hit by Old Joseph's Assault Assist.
Affected characters:
- Robert E. O. Speedwagon
- Prosciutto and Pesci
- This was unintended and has been fixed.
[h3][b]Jonathan Joestar[/b][/h3]
"Scarlet Overdrive" skill
●Reduced knockback on weak version hit.
- Increases risk from being guarded.
[h3][b]Robert E. O. Speedwagon[/b][/h3]
Partners (The Asian, Tattoo)
●Made attacks of partner characters (The Asian, Tattoo) not subject to counter skills.
- Applies universal rules that other characters follow.
●Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero's "Iron Deficiency."
- This was unintended and has been fixed.
"Go nuts with those knives, boys!" skill with Tattoo
"Martial Arts, the Eastern mystery!" skill with The Asian
●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
- Improves usability in combos.
"GYAAAAAAAH!" skill with Tattoo
"Aren't you acting tough!" skill will The Asian
●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
- Improves usability in combos.
[h3][b]Dio Brando[/b][/h3]
Assault Assists
●Fixed a problem that occurs after using Dio Brando's Assault Assist. When the opponent, using certain characters, landed a hit with a move that triggers a special animation while Dio Brando remains on the screen after the Assault Assist and were countered during the animation, they could still move and attack.
-This was unintended and has been fixed.
"WRYYY!" skill
●Fixed an issue preventing the opponent's Guard Gauge from being reduced.
- This was unintended and has been fixed.
"Guess I did it again!" skill
●Added missing point to the Command List description explaining that the effect does not work against middle attacks.
- Adjusted text to fix missing information.
"Don't you get it?" skill
●Disabled Flash Cancel. *Can still Flash Cancel from a successful counter.
- Increases risk of attempting to counter.
"Clacker Boomerang" skill
●Decreased speed of Hamon version's attack activation.
(Now, when canceling from guarding the opponent's standing strong attack into this skill, it can be used as a combo guard. When canceling from landing a standing medium or strong attack on the opponent, it can be used to combo.)
-Slightly increases risk of using this skill on its own at close and mid range.
"How 'bout a cold one?" skill
●Fixed an issue where the medium attack version being guarded would be treated as if guarding two shots instead of one as intended.
- This was unintended and has been fixed.
●Disabled Flash Cancel from the Hamon version.
- Increases risk of attempting to use for the invincibility time.
●Increased damage of the falling coconut added by the Hamon version.
- Increases reward to balance the increased risk from other changes.
●Delayed the timing of the coconut falling from the Hamon version.
- Extends the time that the opponent is downed.
*This allows the Hamon version of "Time to bring down the hammer" to be used as an additional attack.
[h3][b]Caesar Anthonio Zeppeli[/b][/h3]
"Hamon Kick" skill
●Fixed an issue where the second hit of the weak, medium, and strong attack versions would not build the HH Gauge.(Also, removed the Hamon property from the damage.)
- Fixed so that the HH Gauge recovers as it's supposed to.
[h3][b]Lisa Lisa (Elizabeth)[/b][/h3]
"Die with regret" skill
●Expanded the hitbox of the second hit horizontally.
- Makes it easier to hit a dodging opponent.
"Snake Muffler" skill
●Extended the tracking functionality.
- Makes it easier to hit a dodging opponent.
[h3][b]Esidisi[/b][/h3]
Jumping strong normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
"Burning King's Prison" skill
●Enabled use in midair.
- Expands available options in battles.
●Increased knockback on weak version hit.
- Improves usability in neutral.
●Shortened landing recovery of medium version.
- Improves usability in neutral.
●Fixed an issue where hurtbox would extend downward after the medium version's attack.
- Improves usability in neutral.
●Shortened landing recovery of the strong version.
- Improves usability in neutral.
●Increased knockback on strong version hit.
- Improves usability in neutral.
●Removed body collision during strong version.
- Improves usability in neutral.
[h3][b]Wamuu[/b][/h3]
Assault Assists
●Adjusted hitbox position to prevent issue where the opponent would go flying in the opposite direction when hit.
- Improves usability in combos.
●Fixed an issue where using the "Never stand in my shadow!" skill with Easy Beat while in "I shall see with the wind" did more damage than normal.
- This was unintended and has been fixed.
Easy Beat
●Fixed an issue where using the "Never stand in my shadow!" skill with Easy Beat while in "I shall see with the wind" did more damage than normal.
- This was unintended and has been fixed.
All normal attacks
●Any hit taken during a normal attack animation was treated as a Counterstrike. Attacks should only be Counterstrikes if they hit before an attack animation has begun. This has been fixed.
- Applies universal rules that other characters follow.
Jumping weak normal attack
●Expanded hitbox of the body core during jumping weak normal attack.
- Makes it so that jumping over the opponent and hitting them from behind reverses their guard direction.
Jumping medium normal attack
●Increased number of hits.
- Improves usability in combos.
●Increased damage.
- Improves usability in combos.
Jumping strong normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
"With the strength of a pillar!" special
●Disabled Flash Cancel.
- Increases risk of missing (not hitting or being guarded).
"He bent backwards!" skill
●Fixed an issue where the last part of the attack would not trigger hitstop during "Wind Mode" or "Vapor Barrier."
- Applies universal rules that other characters follow.
"I, Wamuu, will now consider you to be worthy prey!" skill
●Fixed an issue where the hitbox of the weak and strong versions lasted longer than usual if used during "Wind Mode" or "Vapor Barrier."
- Standardizes animations.
●Standardized animation until landing during "Wind Mode" and "Vapor Barrier" with those of normal and "I shall see with the wind" states.
-Standardizes animations.
"Never stand in my shadow!" skill
●Reduced horizontal force in normal mode.
- Improves reliability of combo into HHA.
●Reduced recovery time of weak and medium versions.
- Improves usability in neutral.
"Ultimate Technique! Divine Sandstorm!" HHA
●Increased speed of hitbox spawning.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
●Increased number of hits.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
●Increased damage.
- A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
[h3][b]Kars[/b][/h3]
"Behold, frozen brilliance!" skill
●Adjusted launching force so that the final stage does not send the opponent flying in Kars' direction.
- Changes to make the hits more reliable between themselves unintentionally affected the final part as well.
●Increased Guardbreak value.
- Improves usability in neutral.
●Made the medium and strong versions move forward on activation.
- Improves usability in neutral.
●Shortened guard recovery from final stage.
- Moderates vulnerable opening from missing while ensuring that Kars is not punished too heavily for being guarded against.
"Brilliant Bone Blades!" HHA
●Expanded hitbox that determines transition into finishing animation.
- Improves reliability in combos.
Ultimate Thing Mode jumping medium normal attack
●Increased number of hits.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
Ultimate Thing Mode jumping strong normal attack
●Changed recoil animation to a ground-bounce animation.
- Improves usability in neutral.
●Adjusted falling animation on activation.
- Improves usability in neutral.
Ultimate Thing Mode crouching weak normal attack
●Enlarged hitbox.
- Improves usability in neutral.
Ultimate Thing Mode crouching strong normal attack
●Increased number of hits.
- Improves usability in neutral.
Ultimate Thing Mode "Brilliant Bone Blades" special
●Shortened command input delay.
- Helps to prevent unintended activation.
Ultimate Thing Mode "Predator Wings" special
●Shortened time until the jump.
- Improves usability in neutral.
●Added a hitbox to forward and upward activations.
- Improves usability in neutral.
Ultimate Thing Mode Aerial Dash
●Added a hitbox to forward activation.
- Improves usability in neutral.
Ultimate Thing Mode "This cannot be!" skill
●Adjusted the weak, medium, and strong versions individually so the hitbox duration and reach would be more clear. (Made the differences in duration and reach between the respective versions more pronounced.)
- Makes it easier to tell when it's best to use each version to its strength.
●Adjusted the weak, medium, and strong versions individually so the number of hits would be more clear.
Makes it easier to tell when it's best to use each version to its strength.
[h3][b]Rudol von Stroheim[/b][/h3]
"Grenade Launcher" skill
●Increased damage to self.
- Increases risk of using the skill in combos when the user is in the blast area.
●Increased Guardbreak value.
- Improves use as a way to wear down the opponents' guard in exchange for the increased damage to self.
"For the homeland! For eternal glory!" special
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'll pluck you one square centimeter at a time!" follow-up skill
●Under some circumstances, the follow-up would not hit some characters. Expanded hitbox on Stroheim's side so it would hit.
- Improves reliability in combos.
White Damage
●Fixed an issue where the combo damage decay modifier was not applied to white damage.
- Applies universal rules that other characters follow.
UV Laser Mode
●Made UV attacks not subject to counter skills.
- Applies universal rules that other characters follow.
UV Laser Mode standing strong normal attack
●Increased launching force.
- Prevents comboing into the same skill again after hitting.
UV Laser Mode crouching strong normal attack
●Increased recovery time.
- This attack is highly advantageous if it hits, but low-risk if it misses. This change makes the risk commensurate with the benefit.
●Increased knockback on hit.
- This attack is highly advantageous if it hits, but low-risk if it misses. This change makes the risk commensurate with the benefit.
[h3][b]Jotaro Kujo[/b][/h3]
"You pissed me off!" GHA
●This attack could miss under some circumstances. Moved the hitbox closer to Jotaro Kujo to ensure it hits.
- Improves reliability in combos.
[h3][b]DIO[/b][/h3]
"An absolute end" special
●Adjusted the attack weight value that determines when a Clash occurs.(The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'll give you one chance." skill
●Fixed an issue where the hurtbox would still be larger after being hit during the counter animation (i.e. the attack animation of "He's... gone!").
- This was unintended and has been fixed.
[h3][b]Iggy[/b][/h3]
Thrown animation
●Fixed an issue where the hit animation from the automatic Throw Escape not making the user invincible meant that they had no way to avoid simultaneous attacks such as Assault Assists.
- This was unintended and has been fixed.
"Sand Dome" skill
●Fixed an issue where using this skill with some timings made it so the user and Stand could not separate.
- This was unintended and has been fixed.
[h3][b]Jean Pierre Polnareff[/b][/h3]
Stand Mode standing medium normal attack
●Adjusted so that it would hit an opponent in front when against a wall.
- This was unintended and has been fixed.
[h3][b]Noriaki Kakyoin[/b][/h3]
Health
●Reduced health.
- This character's style emphasizes being at long distance out of reach of the opponents' attacks, so this reduces his staying power if the opponent closes that distance.
User Mode jumping strong normal attack
●Made it so the hurtbox was extended forward when the character appeared to be extended.
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
●Reduced duration of attack hitbox.
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
●Increased duration of hurtbox. (Made it so the extended limbs have the hurtbox they appear to have when extended.)
- Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
Stand Mode standing medium normal attack
●Changed to a short-range projectile attack.
- Makes Stand Mode more of a mid- and long-range style.
Stand Mode standing strong normal attack
●Changed to an attack with longer forward reach.
- Makes Stand Mode more of a mid- and long-range style.
"Hierophant's Barrier" skill
●It would remain after a Stylish Guard. Changed so that when using Stylish Guard, it will trigger Emerald Splash and the deployed object will disappear.
- This was unintended and has been fixed.
"Emerald Splash" skill
●Standardized number of projectiles between weak, medium, and strong versions when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Altered projectile bounce pattern when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Increased the difference in projectile speed between weak, medium, and strong versions when using on the ground in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
●Made projectiles bounce diagonally back when using in midair in Stand Mode.
- Makes Stand Mode more of a mid- and long-range style.
[h3][b]Mohammed Avdol[/b][/h3]
User Mode jumping strong normal attack
●Changed recoil animation.
- Improves usability in neutral and in combos.
User Mode standing medium normal attack
●Reduced hurtbox of upper body during activation.
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
●Increased number of hits. (Can cancel from the first hit.)
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
●Changed recoil animation of the second hit.
- Improves usability in neutral and in combos. (With the changes to jumping strong attack, it's now possible to combo from that into this move.)
User Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
"Hell 2 U!" skill
●Fixed an issue where the Same Move Counter was set wrong between skills.
- Applies universal rules that other characters follow.
"Crossfire Hurricane" skill
●Shortened recovery period.
- Improves usability in neutral.
"Cross Fire Hurricane Variation" skill
●Fixed to prevent the ankh from failing to deploy when activated at the edge of the arena.
- This was unintended and has been fixed.
"Must I do this the hard way?" skill
●Changed to a multi-hit attack. (Makes the attack less swingy from hit timing.)
- Improves usability in neutral and in combos.
Increased lifting force against airborne opponents from the weak and medium versions.
-Improves usability in neutral and in combos.
[h3][b]Pet Shop[/b][/h3]
"Slam" special
●Extended command input delay.
- Improves usability in neutral and in combos.
●Adjusted movement angle.
- Improves usability in neutral and in combos.
●Added a hitbox to the upper-diagonal and straight-up versions.
- Improves usability in neutral and in combos.
"Nee gee gee gee!" skill
●Fixed so that the hurtbox does not extended downward after the animation if used in Flight Mode or in midair from a jump.
- This was unintended and has been fixed.
"Cawww!" HHA
●Made the attack able to Clash with projectiles from non-HHA/GHA skills. Made the attack guaranteed to win against projectiles from non-GHA/HHA skills.
- This was unintended and has been fixed.
●Fixed so that the hurtbox does not extended downward from activation to the end of the move if used in Flight Mode.
- This was unintended and has been fixed.
"SKRAAAAAW" GHA
●Fixed so that the hurtbox does not extend downward from activation to the end of the move if used in Flight Mode.
- This was unintended and has been fixed.
[h3][b]Mariah[/b][/h3]
"The electricity will char you to a crisp!" skill
●Some characters were not hit by the knife from the weak version. Altered the knife's position so this would not happen.
- This was unintended and has been fixed.
[h3][b]Josuke Higashikata 4[/b][/h3]
"I'm a real Deadeye Dick!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"DORARARARARARARA!" skill
●Fixed so all versions of the skill count toward the Same Move Limit.
- Applies universal rules that other characters follow.
"Meet my homing missile!" HHA
●Fixed an issue where the damage displayed did not match when the damage was subject to the combo decay modifier.
- Applies universal rules that other characters follow.
"Watch Your Mouth!" mode
●Changed so that attacks that transition into a special animation when they hit (HHAs, GHAs, throws, etc.) no longer do so even if they hit. (Made the same change to the dinosaur transformation from Diego Brando's ""Frightening Monsters!"" HHA.)
- Addresses the fact that, because the mode cannot guard, it has no way to avoid being hit by the opponent's HHAs and GHAs.
[h3][b]Rohan Kishibe[/b][/h3]
Stand Mode jumping medium normal attack
●Changed recoil animation.
- Improves usability in neutral and in combos.
Stand Mode standing strong normal attack
●Increased lifting force against airborne opponents.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
●Increased recovery time.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
●Increased damage.
- Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
Stand Mode crouching medium normal attack
●Shortened recovery period.
- Improves usability in neutral.
"Your power will be destroyed." Skill
●Increased damage.
*Also corrected the mistaken damage reduction of the medium and strong versions from the throw modifier.
- Improves usability in neutral.
"Your body will fly backwards at 70 km/h!" skill
●Enabled Flash Cancel.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
●Increased damage.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
I think I'll put you out of commission." Skill
●Increased the HHA Gauge reduction on hit.
- Makes the benefit of using this after the "I'm on the rise!" skill clearer. (This is supposed to highlight that of the potential follow-ups to "I'm on the rise!", "Your body will fly backwards at 70 km/h!" is more suited for pushing damage, while "I think I'll put you out of commission." is for controlling the opponent.)
Sealed effect
●Fixed so the sealed state would not end if the opponent gained a status that deals damage over time (e.g. poisoned, burned).
-This was unintended and has been fixed.
●Fixed so the sealed state would not end if the opponent dealt damage to themselves (e.g. attacks that can hit the user like Stroheim's grenade)
- This was unintended and has been fixed.
[h3][b]Koichi Hirose[/b][/h3]
Normal throw
●Increased recovery time.
- Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by "S-H-I-T", (However, the move can now be Flash Cancelled, so it's still possible to create the same effect, albeit at the cost of the HH Gauge.)
●Enabled Flash Cancel from recovery.
- Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by "S-H-I-T", (However, the move can now be Flash Cancelled, so it's still possible to create the same effect, albeit at the cost of the HH Gauge.)
"Boing!" skill
●Fixed an issue where using the skill and then touching it in Stand Mode would prevent leaving Stand Mode afterwards. (The bugged state could previously be ended by using certain attacks, such as normal attacks.)
- This was unintended and has been fixed.
[h3][b]Kosaku Kawajiri[/b][/h3]
User Mode jumping weak normal attack
●Enlarged hitbox.
- Improves usability in neutral.
●Increased duration of attack hitbox.
- Improves usability in neutral.
Stand Mode jumping weak normal attack
●Increased speed of hitbox spawning.
- Improves usability in neutral.
●Shortened recovery period.
- Improves usability in neutral.
"Impact Ignition Bomb" skill
●Shortened time to hitbox spawning on weak and medium versions.
- Improves usability in neutral.
"Air Bomb Cushion!" skill
●Added a darkening visual effect.
- Makes it easier for the opponent to tell when this is activated by Guard Cancel.
"The First Bomb" skill
●Fixed the medium version having a shorter hitbox duration. (Standardized the weak and medium versions.)
- This was unintended and has been fixed.
[h3][b]Yoshikage Kira[/b][/h3]
Stand Mode jumping strong normal attack
●Shortened delay between recoil and pull.
- Improves usability in neutral.
Stand Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
User Mode crouching strong normal attack
●Increased reach (distance the Stand moves forward on activation).
- Improves usability in neutral.
[h3][b]Akira Otoishi[/b][/h3]
User Mode standing strong normal attack
●Enabled canceling from the first hit.
- Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
●Adjusted upward launching force of second hit at MAX electricity.
- Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
●Fixed an issue causing the Stand to attack upward when executing just after performing a Stylish Guard against an opponent's aerial attack.
- This was unintended and has been fixed.
"Kiss this!" skill
●Altered cancel properties.
- Normal: Enabled Flash Cancel
- MAX electricity: Enabled Jump Cancel
- Improves usability in combos.
●Fixed an issue that caused the final hit to miss horizontally narrow characters under some circumstances.
- This was unintended and has been fixed.
"Whack-A-Mole Champion" skill
●Made the Stand attack not subject to counter skills.
- Applies universal rules that other characters follow.
[h3][b]Shigekiyo Yangu[/b][/h3]
"I'll protect them!" skill
●When performing a Stylish Guard after activating the strong version under some circumstances, the second hit would act as an additional attack. Adjusted so the second hit additional attack will occur in any circumstances. *If a second Stylish Guard is performed, the attack is now neutralized.
- Improves usability in neutral.
[h3][b]Yukako Yamagishi[/b][/h3]
"You shithead!" special
●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
- This was unintended and has been fixed.
●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
- This was unintended and has been fixed.
"I'm already inside your head." skill
●Fixed an issue where, when the hair implantation is canceled by taking damage from the implanted opponent, the next use of "I'm already inside your head" would have no effect.
- This was unintended and has been fixed.