Notice of Patch Update 2.0 Part 2

JoJo's Bizarre Adventure: All-Star Battle R

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][b]Jotaro Kujo[/b][/h3] "Where'd all that time go?" skill ●Fixed an issue where, when the medium version is in use, it was impossible to get behind some characters. - This was unintended and has been fixed. [h3][b]Keicho Nijimura[/b][/h3] Health ●Increased health. - This is a character meant to use Infantry Mode to work at close and mid range, so this improves his staying power. Infantry standing strong normal attack ●Increased number of hits. (It now spawns an extra low attack hitbox for the first part just after activating.) - Improves usability in neutral. Infantry crouching strong normal attack ●Changed to not be nullified by moves that nullify projectiles. - This was unintended and has been fixed. Helicopter/Tank crouching strong normal attack ●Increased speed of hitbox spawning. - Improves usability in neutral. ●Made the hitbox extend forward over the course of frames. - Improves usability in neutral. "Maintain Battle Formation" special ●Fixed an issue allowing the move to be used under the effect of Rohan Kishibe's Style's sealed effect. - Applies universal rules that other characters follow. "Commence attack!" skill ●Added a shot to the medium version (now 2 shots). - Improves usability in neutral. ●Increased total damage of the medium version (damage of each shot is lower, but both together is now more). - Improves usability in neutral. ●Adjusted lifting force of the medium version to go with the increased number of shots. - Improves usability in neutral. ●Added a shot to the strong version (now 3 shots). - Improves usability in neutral. ●Increased total damage of the strong version (damage of each shot is lower, but all together is now more). - Improves usability in neutral. ●Adjusted lifting force of the strong version to go with the increased number of shots. - Improves usability in neutral. "All units... halt!" skill ●When activating GHA while this was in effect, the missiles and cannons would fire together. They no longer fire together. - This was unintended and has been fixed. ●When inputting this move repeatedly, the units would be deployed at the same location as before (Switch version only). - This was unintended and has been fixed. ●When turned into a snail by Weather Forecast's HHA, the helicopters and tanks would continue to attack. The effect now ends. - This was unintended and has been fixed. "Fire missiles!" skill ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. ●Added an explosion on Clash with another projectile that also triggers Clash with projectiles. - Improves usability in neutral. (Gives the character more of an advantage when trading projectiles at long range.) "Fire!" GHA ●Extended invincibility period. - Improves usability in neutral. ●Made the attack (as it's a GHA) not subject to counter skills. - Applies universal rules that other characters follow. ●The ambush attack could hit twice. (This caused issues like the attack not fully activating until the second hit.) Adjusted so the attack triggers with just one hit. - This was unintended and has been fixed. [h3][b]Giorno Giovanna[/b][/h3] "Can you escape destruction?" skill *Golden Wind Requiem only ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "Your 'end' has no ending!" GHA ●Fixed an issue where the HH Gauge would not become a timer and the Golden Wind Requiem transformation would abruptly end if Giorno Giovanna's GHA was activated under the effect of Risotto Nero's Iron Deficiency. - This was unintended and has been fixed. [h3][b]Bruno Bucciarati[/b][/h3] "ARI ARI ARI ARI" skill ●Fixed an issue causing the character to leap upwards in midair instead of landing when using the weak and medium versions in midair. - This was unintended and has been fixed. [h3][b]Trish Una[/b][/h3] "With the force of a vise!" special ●Shortened the entire animation sequence. - Addresses issue where, when using as part of a combo, the full sequence was too long. "Nobody's getting taken out today." skill ●Fixed an issue where the Stand's hurtbox would extend downward when activating the skill while keeping the stick tilted upward. - This was unintended and has been fixed. "Something soft is even more unbreakable than diamond!" skill ●Added a darkening visual effect when activating out of a Guard Cancel. - Makes it easier for the opponent to tell when this is activated by Guard Cancel. [h3][b]Narancia Ghirga[/b][/h3] Stand Mode jumping strong normal attack ●Adjusted collision hitbox so some characters with narrow collision can't slip through the middle of the attack when used at certain timings. - This was unintended and has been fixed. ●Increased number of additional hits. (Damage of each hit is reduced, but the total damage is increased.) - This was unintended and has been fixed. Stand Mode standing strong normal attack ●Adjusted pushing hitbox so some characters with narrow pushing area can't slip through the middle of the attack when used at certain timings. - This was unintended and has been fixed. "Gonna send you flying!" skill ●Fixed an issue causing the attack to get extra shots if the Style button is held down during the skill. - This was unintended and has been fixed. "I'll make you swiss cheese!" skill ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "You're not going anywhere!" skill ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "I'll shoot you through!" skill ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "Shoot, shoot, shoot it up!" skill ●Adjusted the lifting force of the bullets when the attack hits an airborne opponent. "I know how to waste you!" skill ●Increased lifting force. - Makes it easier for the additional attack to hit when the opponent is hit in midair. "Attack!" skill ●Added the ability to face the opponent on activation so the follow-up skill is more likely to hit and increased the backward movement. - Improves usability in neutral. "I'll make it even bigger!" skill ●Adjusted the attack weight value of the first part (the Li'l Bomber charge) that determines when a Clash occurs. (The move was triggering a Clash with strong normal attacks.) - This was unintended and has been fixed. Li'l Bomber's charging hitbox ●Adjusted so that charging attacks wouldn't push back certain characters' HHAs and GHAs. Affected moves: - Stand Mode standing strong normal attack - Stand Mode crouching strong normal attack - Stand Mode jumping strong normal attack - "You're not going anywhere!" skill - "Shoot, shoot, shoot it up!" skill - Applies universal rules that other characters follow. [h3][b]Guido Mista[/b][/h3] "Time to get to work!" special ●It was possible to load the Bullets during the time stop after a successful Stylish Guard. Disabled loading Bullets during stopped time. - Applies universal rules that other characters follow. "Pass, pass, pass!" skill ●Fixed an issue where the bullet did not aim toward the opponent when activating right on top of a placed Stand. - This was unintended and has been fixed. ●Reduced damage. - Balancing change to offset the large advantage gained from the ability to use "Places, everyone!" and "Time to get to work!" simultaneously. ●Fixed an error in the Command List description. - Fixes Command List description. [h3][b]Pannacotta Fugo[/b][/h3] Stand Mode jumping medium normal attack ●Changed recoil animation to a launching animation. - Improves usability in combos. Stand Mode jumping strong normal attack ●Changed recoil animation to a launching animation. - Improves usability in combos. "This display of my powers will be the last thing you ever see!" special ●Decreased speed of hitbox spawning. - Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.) ●Added armor from start until the hitbox spawns in Distortion. - Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.) ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.) - This was unintended and has been fixed. ●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do. - This was unintended and has been fixed. "Got You!" skill ●Shortened time to hitbox spawning on weak and medium versions. - Makes the attacks' effectiveness with Purple Smoke Distortion clearer. ●Added armor from start until the hitbox spawns in Purple Smoke Distortion. - Makes the attacks' effectiveness with Purple Smoke Distortion clearer. "You total NUMBSKULL!" skill ●Increased damage. - Improves usability in neutral. ●Increased Guardbreak value. - Improves usability in neutral. "Attack like an explosion... and retreat like a storm!" HHA ●Made the first part stand the opponent up in its recoil animation even if it hits a ground-bouncing opponent. - Makes the attack able to score multiple hits against a ground-bouncing opponent. Poison damage ●Fixed an issue where other attacks would not score a hit if they hit the opponent at the same time as a poison damage tick occurred. - This was unintended and has been fixed. ●Fixed an issue where the damage over time would be greatly increased if poison was applied at the same time as time was stopped. - This was unintended and has been fixed. [h3][b]Diavolo[/b][/h3] "This is the end!" skill ●Increased duration of medium version attack hitbox. - Improves usability in neutral. ●Increased duration of attack hitbox and added the ability to face the opponent during the strong version. - Improves usability in neutral. "A meaningless act..." skill ●Fixed an issue where, when an opponent who hit while this was in effect canceled the attack and then performed an HHA or GHA, the opponent's animation would be slowed down, desyncing the visuals from the sounds. - This was unintended and has been fixed. [h3][b]Prosciutto and Pesci[/b][/h3] Partner (Pesci) ●Made attacks of the partner character (Pesci) not subject to counter skills. - Applies universal rules that other characters follow. ●Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero's "Iron Deficiency." - This was unintended and has been fixed. "Fisher Man!" skill "We're in it to the end!" skill ●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one. -This was unintended and has been fixed. "Hook, line, and sinker! You took the bait!" skill ●Fixed an issue where the attack would retain its hitbox after Stylish Guard. - This was unintended and has been fixed. "I'll rip you apart!" skill ●Shortened delay until the hitbox spawns from the hurtbox. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Expanded the hitbox of the second hit. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Increased speed of hitbox spawning. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Adjusted the lifting force of each hit to make it more reliable to land multiple hits. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Shortened recovery period. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Adjusted so the attack doesn't Clash with normal attacks. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Fixed so the attack would correctly chip the opponent's health when guarded. - Improves usability in neutral (Makes the attack usable as anti-air.) "Nice try!" skill ●Adjusted so the attack doesn't Clash with normal attacks. - Improves usability in neutral (Makes the attack usable as anti-air.) ●Fixed so the attack would correctly chip the opponent's health when guarded. - Improves usability in neutral (Makes the attack usable as anti-air.) [h3][b]Ghiaccio[/b][/h3] "Will you lay off?" special ●Disabled Flash Cancel. - Increases punishment for failing to land a hit or get guarded. "You won't escape..." special ●Disabled Flash Cancel. - Increases punishment for failing to land a hit or get guarded. "Are you friggin' mocking me?!" skill ●Added a darkening visual effect. - Makes it easier for the opponent to tell when this is activated by Guard Cancel. [h3][b]Risotto Nero[/b][/h3] "Control iron within 5-10 meters" skill ●Fixed an issue preventing sustaining of the skill if activated at the same time as Diego Brando's HHA. -This was unintended and has been fixed. [h3][b]Jolyne Cujoh[/b][/h3] "Whatever it takes to win!" special ●Changed recoil animation from the first hit to a launching animation. - Improves usability in neutral. (This change allows the skill to combo from "So you're the enemy, huh?" into Stand Rush.) "Sweet dreams, creep!" skill ●Adjusted launch force of the multiple hits. - Ensures that the opponent isn't dropped in the middle of the hits. "String Barrier" skill ●Changed recoil animation of the final part. - Improves usability in neutral and in combos. ●Improved Clash ability against the opponent's projectiles. - Improves usability in neutral. ●Increased time from deploying the skill until it vanishes. (In exchange, the barrier will vanish a few frames after Jolyne Cujoh enters it herself.) - Improves the skill as a barrier while making it harder to turtle inside it. (This also makes it more reliable to combo with in combination with taunting.) "So you're the enemy, huh?" skill (aerial) ●Decreased speed of hitbox spawning on medium attack version. - Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order. ●Increased speed of hitbox spawning on strong attack version. - Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order. ●Shortened recovery period. - Improves usability in neutral. [h3][b]Ermes Costello[/b][/h3] User Mode crouching medium normal attack ●Reduced knockback on hit. - Improves usability in neutral. "It's quite useful..." skill ●Increased speed of hitbox spawning. - Improves usability in neutral. ●Shortened recovery period. - Improves usability in neutral. ●Changed voice clips. - Uses the same voice clip for the feint and non-feint versions, making it easier to actually use the former as a feint. [h3][b]Narciso Anastasia[/b][/h3] Stand Mode standing strong normal attack ●Reduced knockback on hit. - Improves usability in combos. (Makes it easier for the skill to land multiple hits.) Stand Mode crouching medium normal attack ●Reduced knockback on hit. - Improves usability in combos. (Makes it easier for the standing strong attack and crouching strong attack to land multiple hits.) "Dive!" skill ●Increased number of hits of strong version. (This also increases the total damage.) - Ensures that the opponent isn't dropped in the middle of the hits. ●Expanded the hitbox of the later additional hits on the strong version. - Ensures that the opponent isn't dropped in the middle of the hits. ●Adjusted so you won't go through the opponent if you dash while the opponent is guarding the strong version. - This was unintended and has been fixed. [h3][b]Weather Forecast[/b][/h3] "Weather Forecast" special ●Increased effect duration. - Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.) ●Reduced damage from burned condition. - Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.) "Got you pinned!" special ●Made it able to lift and pull downed opponents. - Makes the attack's utility commensurate with the cost of an HH Gauge. "I'm blowing in!" skill ●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward. - This was unintended and has been fixed. ●On hit with crouching strong attack while the opponent is ground-bouncing from the aerial medium or strong versions of this attack, the opponent would be forced down. Adjusted the recoil animation so they would remain in ground-bounce. - Improves usability in combos. "Don't you dare touch me! I'll kill you!" skill ●Added an upper body Guard effect just after activation. - Improves usability in neutral. Snail ●Changed so that opponents turned into snails no longer get damage reduction modifiers. - Ensures the HHA has appropriate value. [h3][b]Father Pucchi (Final)[/b][/h3] Normal attacks from User (Father Pucchi (Final)) ●Changes to attack motions in Patch 1.5 affected attacks generally. This has been fixed. - This was unintended and has been fixed. "Die!" special *Full Moon only ●Activating in some Stand positions would face away from the opponent. Now activates facing based on the user's position. - This was unintended and has been fixed. "Maiden Heaven" GHA ●Added a hitbox to the activation. - Makes the GHA more reliable. ●Added an invincible period to the activation. - Makes the GHA more reliable. Stepping in Maiden Heaven Mode ●Removed collision with the opponent (can now move through the opponent). User and Stand Mode jumping strong normal attack *Maiden Heaven Mode - Improves reliability of getting behind the opponent. ●Changed recoil animation to a ground-bounce animation. - Improves usability in combos. ●Increased duration of attack hitbox. - Improves usability in neutral. User Mode standing strong normal attack *Maiden Heaven Mode ●Expanded area of the second hit. - Improves usability in neutral. User Mode crouching strong normal attack *Maiden Heaven Mode ●Changed recoil animation to a launching animation. - Improves usability in combos. "Where is he?!" skill *During Maiden Heaven ●Enabled use in User Mode. Added to the Command List as well. - Expands options for gaining distance when standing up from being downed. [h3][b]Johnny Joestar[/b][/h3] "I've got to get there!" special ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "The hole will attack you." skill ●Fixed an issue where the effect would vanish if it hit a wall before touching the ground (before the homing takes effect). - This was unintended and has been fixed. ●Fixed an issue where the effect would stop in place and not home when it hits the ground if activated at the very edge of the arena. - This was unintended and has been fixed. "I can make it!" skill ●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward. - This was unintended and has been fixed. "Golden Spin Nail Bullets" skill ●Fixed so all versions of the skill count toward the Same Move Limit. - Applies universal rules that other characters follow. "Even if my Spin falters, I will never die!" HHA in Tusk ACT 1 ●Fixed an issue where the action chain modifier wasn't applying to the second hit's damage. - This was unintended and has been fixed. [h3][b]Gyro Zeppeli[/b][/h3] User Mode crouching medium normal attack ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.) - Applies universal rules that other characters follow. "Raaaaugh!" skill ●Fixed an issue where the Steel Balls would still have a hitbox when returning to Gyro's hand even if he was recoiling or guarding. - This was unintended and has been fixed. [h3][b]Funny Valentine[/b][/h3] "He's gone?!" skill ●Increased speed of hitbox spawning. - Improves usability in neutral. "A gift from the other side." skill ●Enabled use in midair. - Improves usability in neutral. "Tah dah!" skill ●Allowed to hit downed opponents. - Improves usability in combos. [h3][b]Diego Brando[/b][/h3] Easy Beat ●Changed to trigger weak version of "Gouge" skill. - Applies universal rules that other characters follow. "You flinched!" special ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.) - This was unintended and has been fixed. ●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do. - This was unintended and has been fixed. ●Changed hurtbox to match how the character appeared at the start of the attack animation. - Ensures that hurtbox and visuals match. ●Reduced duration of attack hitbox. - Ensures that hurtbox and visuals match. "Useless, useless!" skill ●Fixed an issue where the invincibility wouldn't apply under some circumstances. - This was unintended and has been fixed. Dinosaur Form ●The dinosaur form's normal attacks (weak, medium, and strong) were being counted as the same moves as the user form's respective attacks. This has been fixed. - Applies universal rules that other characters follow. ●Shortened animation of the mode ending. - Reduces risk of using the HHA. ●Shortened throw recovery so that the character is not completely open to counterattack during the mode end animation after a throw. - Reduces risk of using the HHA. ●Reduced jump height. - Improves usability in neutral. ●Increased forward dash speed. - Improves usability in neutral. [h3][b]Josuke Higashikata 8[/b][/h3] Backstepping ●Fixed an unintentional timing where the recovery could not be canceled into a normal attack. - Applies universal rules that other characters follow. Stand Mode jumping weak normal attack ●Increased speed of hitbox spawning. - Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.) ●Shortened the entire animation sequence. - Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.) Stand Mode jumping medium normal attack ●Changed recoil animation to a launching animation. - Improves usability in neutral. Stand Mode standing medium normal attack ●Changed the attack's type to low attack. - Improves usability in neutral. Stand Mode standing strong normal attack ●Increased recovery time. - Prevents the attack hitting from comboing into a standing weak attack or crouching medium attack. "Let me take that from you." skill ●Shortened recovery period. - Improves usability in neutral. [h3][b]Ikuro Hashizawa[/b][/h3] "Baoh Break Dark Thunder Phenomenon" skill ●Made it so the character faces toward the opponent. - Makes the skill more reliable to hit with. ●Added a pull effect to the initial hit's hitbox. - Makes the skill more reliable to hit with. [h3][u]Assists[/u][/h3] Adjusted uses of Assault Assists and Reversal Assists ●- Jonathan Joestar (1/2): -1 Assault Assist - Rudol von Stroheim (2/1): -1 Reversal Assist - Jotaro Kujo (Part 4) (2/1): -1 Reversal Assist - F.F. (1/2): -1 Assault Assist - Brings these more in line with other characters Reversal Assists ●Fixed an issue where a use of the Assist would not be spent, but would still go on cooldown if used as a Reversal Assist just before entering a follow-up skill’s special animation. - This was unintended and has been fixed. Assault Assists ●Fixed an issue where an Assault Assist would lose its hitbox under some circumstances if the controlled character was hit by an attack. - This was unintended and has been fixed. [h3][u]Customize Mode[/u][/h3] Change SFX Position ●Fixed an issue where the SFX position wouldn't be saved after editing if the user then goes to change SFX position or preview another character. - This was a bug and has been fixed. [h3][u]DLC Characters[/u][/h3] Character Select ●Added Paid DLC Character: Alternate World Diego - Update to go with the release of the Alternate World Diego playable character paid DLC. Gallery Items ●Added new gallery items. - Update to go with the release of the Alternate World Diego playable character paid DLC. JoJo Glossary ●Added entries to JoJo Glossary. - Update to go with the release of the Alternate World Diego playable character paid DLC. Customization ●Added customize options. - Update to go with the release of the Alternate World Diego playable character paid DLC. [h3][u]Credits[/u][/h3] Credits ●Added cast credits for the new character. - Update to go with the release of new playable character paid DLC.