JoJo's Bizarre Adventure: All-Star Battle R/Patch Notes/Ver. 1.60: Difference between revisions
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(Created page with "Official Patch Notes: https://www.bandainamcoent.com/news/jojos-bizarre-adventure-all-star-battle-r-patch-v-1-6-details :''Italics denote undocumented changes.'' {{TOClimit|3}...") |
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==General Changes== | ==General Changes== | ||
*'''Backstepping''' | *'''Backstepping''' | ||
**Standardized the hurtbox area around feet. | |||
***Eliminates differences in ability to avoid certain deployed projectiles (e.g. Ghiaccio's "Any form of attack stops cold when it hits my ultracold temperatures!" skill) by stepping backwards. *The purpose of this is to remove imbalances in different characters' ability to escape deployed projectiles while getting up from being downed. | |||
*Direction of counter HHA flying | |||
**Adjusted the force that sends opponents flying to the direction the initiating character is facing. | |||
***Under certain situations, when performing a successful counter, the target would go flying in the opposite direction from that suggested by the attack animation. | |||
*Guardbreak | |||
**Added damage reduction to combos that start out of guardbreak. | |||
***Reduces the reward for performing a guardbreak while maintaining the ability to pursue that guardbreak. | |||
*Damage received during skills that don't cause the victim to recoil. e.g. Jonathan Joestar's "Tackle" special | |||
**Allowed damage taken during rebound protection to receive damage reduction. | |||
**Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound. | |||
***Improves usability in neutral. | |||
*Damage received during attacks that do not cause recoil while in Resolve Mode. | |||
**Allowed damage taken during rebound protection to receive damage reduction. | |||
**Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound. | |||
***Improves usability in neutral. | |||
*Recoil caused by leg sweep attacks | |||
**Shortened animation lead-in and sped up transition to downed state. | |||
***This was changed due to certain attacks that allow additional attacks on downed opponents to fail due to recoil invincibility. | |||
*The pivot line when characters swap positions in the air. | |||
**Resolved inconsistencies between characters' positional pivot lines and the center of their collision detection. | |||
***Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected. | |||
*Collision detection (determines when characters push against each other) | |||
**Removed Stand collision detection during standing and crouching recoil animations. | |||
***Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected. | |||
*Crouching recoil animation | |||
**Fixed a rare issue where being hit during the Stylish Guard's recovery would cause the crouching recoil animation to trigger. | |||
***Ensures that recoil animations are appropriate to the situation. | |||
==Character-specific Changes== | |||
===Jonathan Joestar=== | |||
*Dash Forward | |||
**Increased dash speed. | |||
***Improves usability in neutral | |||
*"Sendo Overdrive" skill | |||
**Decreased projectile speed. | |||
**Shortened recovery period. | |||
**Extended pushback on hit. | |||
***Improves usability in neutral. *Combined with the anti-air capability of "Scarlet Overdrive", this improves the ability to bait and counter the opponent. | |||
*"Overdrive Barrage" skill | |||
**Increased forward motion. | |||
**Shortened recovery period. | |||
**Improves usability in neutral and in combos. | |||
===Dio Brando=== | |||
*Dash Forward | |||
**Increased dash speed. | |||
***Improves usability in neutral | |||
*Crouching strong normal attack | |||
**Increased forward motion. | |||
***Improves usability in neutral and in combos. | |||
*"Useless, useless, useless, useless!" skill | |||
**Reduced the number of button presses required to receive the damage increase. | |||
***Reduces difficulty of control. | |||
*"I'll suck you dry!" skill | |||
**Reduced the number of button presses required to receive the damage increase. | |||
***Reduces difficulty of control. | |||
*"That must be five or six ribs broken!" skill | |||
**Shortened recovery period. | |||
**Increased launch power when hitting an airborne opponent. | |||
***Improves usability in neutral by reducing recovery. The launch power increase is to prevent infinite combos possibly resulting from the recovery reduction. | |||
===Robert E. O. Speedwagon=== | |||
*"Martial Arts, the Eastern mystery!" skill | |||
**Removed ability to continue the attack if it's guarded. | |||
**Shortened attack activation time. | |||
**Changed recoil from medium attack. (Now triggers when dropping to the ground.) | |||
***Reduces The Asian's ability to sustain a safe position while preserving his combo-centric strengths. |
Revision as of 08:56, 21 March 2023
Official Patch Notes: https://www.bandainamcoent.com/news/jojos-bizarre-adventure-all-star-battle-r-patch-v-1-6-details
- Italics denote undocumented changes.
General Changes
- Backstepping
- Standardized the hurtbox area around feet.
- Eliminates differences in ability to avoid certain deployed projectiles (e.g. Ghiaccio's "Any form of attack stops cold when it hits my ultracold temperatures!" skill) by stepping backwards. *The purpose of this is to remove imbalances in different characters' ability to escape deployed projectiles while getting up from being downed.
- Standardized the hurtbox area around feet.
- Direction of counter HHA flying
- Adjusted the force that sends opponents flying to the direction the initiating character is facing.
- Under certain situations, when performing a successful counter, the target would go flying in the opposite direction from that suggested by the attack animation.
- Adjusted the force that sends opponents flying to the direction the initiating character is facing.
- Guardbreak
- Added damage reduction to combos that start out of guardbreak.
- Reduces the reward for performing a guardbreak while maintaining the ability to pursue that guardbreak.
- Added damage reduction to combos that start out of guardbreak.
- Damage received during skills that don't cause the victim to recoil. e.g. Jonathan Joestar's "Tackle" special
- Allowed damage taken during rebound protection to receive damage reduction.
- Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
- Improves usability in neutral.
- Damage received during attacks that do not cause recoil while in Resolve Mode.
- Allowed damage taken during rebound protection to receive damage reduction.
- Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
- Improves usability in neutral.
- Recoil caused by leg sweep attacks
- Shortened animation lead-in and sped up transition to downed state.
- This was changed due to certain attacks that allow additional attacks on downed opponents to fail due to recoil invincibility.
- Shortened animation lead-in and sped up transition to downed state.
- The pivot line when characters swap positions in the air.
- Resolved inconsistencies between characters' positional pivot lines and the center of their collision detection.
- Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.
- Resolved inconsistencies between characters' positional pivot lines and the center of their collision detection.
- Collision detection (determines when characters push against each other)
- Removed Stand collision detection during standing and crouching recoil animations.
- Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.
- Removed Stand collision detection during standing and crouching recoil animations.
- Crouching recoil animation
- Fixed a rare issue where being hit during the Stylish Guard's recovery would cause the crouching recoil animation to trigger.
- Ensures that recoil animations are appropriate to the situation.
- Fixed a rare issue where being hit during the Stylish Guard's recovery would cause the crouching recoil animation to trigger.
Character-specific Changes
Jonathan Joestar
- Dash Forward
- Increased dash speed.
- Improves usability in neutral
- Increased dash speed.
- "Sendo Overdrive" skill
- Decreased projectile speed.
- Shortened recovery period.
- Extended pushback on hit.
- Improves usability in neutral. *Combined with the anti-air capability of "Scarlet Overdrive", this improves the ability to bait and counter the opponent.
- "Overdrive Barrage" skill
- Increased forward motion.
- Shortened recovery period.
- Improves usability in neutral and in combos.
Dio Brando
- Dash Forward
- Increased dash speed.
- Improves usability in neutral
- Increased dash speed.
- Crouching strong normal attack
- Increased forward motion.
- Improves usability in neutral and in combos.
- Increased forward motion.
- "Useless, useless, useless, useless!" skill
- Reduced the number of button presses required to receive the damage increase.
- Reduces difficulty of control.
- Reduced the number of button presses required to receive the damage increase.
- "I'll suck you dry!" skill
- Reduced the number of button presses required to receive the damage increase.
- Reduces difficulty of control.
- Reduced the number of button presses required to receive the damage increase.
- "That must be five or six ribs broken!" skill
- Shortened recovery period.
- Increased launch power when hitting an airborne opponent.
- Improves usability in neutral by reducing recovery. The launch power increase is to prevent infinite combos possibly resulting from the recovery reduction.
Robert E. O. Speedwagon
- "Martial Arts, the Eastern mystery!" skill
- Removed ability to continue the attack if it's guarded.
- Shortened attack activation time.
- Changed recoil from medium attack. (Now triggers when dropping to the ground.)
- Reduces The Asian's ability to sustain a safe position while preserving his combo-centric strengths.