JoJo's Bizarre Adventure: All-Star Battle R/Patch Notes/Ver. 2.00

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Official Patch Notes: https://www.bandainamcoent.com/news/jojos-bizarre-adventure-all-star-battle-r-patch-v-2

Italics denote undocumented changes.

General Changes

  • Fixed a bug that would sometimes cause character textures to not load correctly during certain scenarios, such as Online Matches.
  • Upon successfully activating a Stylish Guard, the defender's Assist is now frozen as well.
  • Fixed a bug that would allow an opponent to perform a Stylish Evade if a Stylish Guard was successfully activated, even if the character performing a Stylish Evade was not being attacked.
  • Fixed a bug that would prevent an attack from gaining HH Gauge if it connected with an opponent at the same time the attacker's Assault Assist connected.
  • Dodges can now be cancelled into Forward Dashes during the last 10 frames of their recovery.
  • Standarized Down Evade behavior for all characters.
  • Fixed a bug that would cause an opponent's voice clips during a Taunt to end prematurely if both characters performed a Taunt and one of them acted immediately after their voice clip ended.
  • Fixed a bug that would cause some Taunt-related GFX to remain on-screen after a Cinematic Taunt was successfully completed.
  • Fixed a bug that would cause an opponent's HH Gauge to be drained at a significantly later time after a Cinematic Taunt's animation was completed if said Taunt featured a voice clip with a short duration.
  • Fixed a bug on the Nintendo Switch version of the game that would cause a Cinematic Taunt to drain the opponent's HH Gauge at a different timing than in other platforms.
  • Fixed a bug that would sometimes cause characters to be unable to cancel their attacks if said attacks connected with an opponent at the same time a Support Attack or a projectile connected.
  • Adjusted certain hitstun animations to improve combo consistency.
  • Fixed a bug that caused Reversal Assists that were called right before the transition into a cutscene to be put into cooldown despite not consuming a Reversal Assist Stock.
  • Fixed a bug that, under certain conditions, caused Assault Assists to lose their hitboxes if the point character was hit while they were active.

Character-specific Changes

JJASBR Jonathan Small Icon.png Jonathan Joestar

  • Scarlet Overdrive (623L/M/H/S):
    • L version:
      • Reduced pushback.
  • Assist:
    • Reduced Assault Assist Stocks to 1 (down from 2).

JJASBR Speedwagon Small Icon.png Robert E. O. Speedwagon

  • Tattoo / The Kempo Fighter:
    • Attacks performed by either partner can no longer trigger Counter-based attacks.
    • Fixed a bug that prevented the active partner from coming back after performing certain moves while Speedwagon was afflicted with Risotto's Iron Deficiency.
  • 6H (with the Kempo Fighter):
    • The move will now lose its projectile-reflecting properties when a Time Stop ability is successfully activated, even if Speedwagon was already reflecting a projectile by the time the Time Stop ability took effect.
  • Go nuts with those knives, boys! (623L/M/H with Tattoo):
    • Now considered a separate move from "Martial Arts, the Eastern mystery!" for the purposes of IPS.
  • Martial Arts, the Eastern mystery! (623L/M/H with the Kempo Fighter):
    • Now considered a separate move from "Go nuts with those knives, boys!" for the purposes of IPS.
  • GYAAAAAAAH! (214L/M/H with Tattoo):
    • Now considered a separate move from "Aren't you acting tough!" for the purposes of IPS.
  • Aren't you acting tough! (214L/M/H with the Kempo Fighter):
    • Now considered a separate move from "GYAAAAAAAH!" for the purposes of IPS.

JJASBR Dio Brando Small Icon.png Dio Brando

  • Frozen in your tracks! (214H):
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.
  • WRYYY! (H during KUA! (236L/M/H)):
    • Fixed a bug that caused this move to not deal Guard Damage.
  • Assist:
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.
    • Fixed a bug that, after a successful activation, allowed certain characters to move during cinematic animations if a hitgrab connected while Dio Brando was still on-screen.

JJASBR Joseph Small Icon.png Joseph Joestar

  • Don't you get it? (4L/M/H/S after Clacker Volley (236L/M/H/S)):
    • Removed the ability to Flash Cancel if the Counter is not successfully activated.
  • How 'bout a cold one? (623L/M/H/S):
    • M version:
      • Fixed a bug that caused this move to behave as a 2-hit attack specifically when it was blocked.
    • S version:
      • Removed the ability to Flash Cancel.
      • The final hit has increased startup, as well as increased damage.
  • Clacker Boomerang (214L/M/H/S):
    • S version:
      • Increased startup.
  • Guess I did it again! (63214S):
    • Adjusted the move's description in the Command List to properly mention that Overhead attacks will not trigger this Counter.

JJASBR Caesar Small Icon.png Caesar A. Zeppeli

  • Hamon Kick (214L/M/H/S):
    • Removed Hamon Damage property from the second hit of the L, M and H versions.
    • Added the ability to gain HH Gauge for the second hit of the L, M and H versions.

JJASBR Lisa Lisa Small Icon.png Lisa Lisa

  • Die with regret! (M after Hamon Master (236L/M/H/S)):
    • Increased horizontal range for the second hit.
  • Snake Muffler (M after All I need is this scarf! / Die with regret! / Settle this with style (236L/M/H/S > L/M/H)):
    • Increased the tracking period during the move.
    • Adjusted the move's description in the Command List to properly remove information about OTG Damage.

JJASBR Stroheim Small Icon.png Rudol von Stroheim

  • 6H (Heavy Machine Gun Mode):
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
    • Removed the ability to deal Chip Damage.
  • I'll pluck you one square centimeter at a time! (L/M/H during Leave the rest to me, Rudol von Stroheim! (214L/M/H while in Heavy Machine Gun Mode)):
    • Increased hitbox size to prevent the move from whiffing against certain characters.
  • Grenade Launcher (421L/M/H while in Heavy Machine Gun Mode):
    • Redistributed damage values across both hits (40, 50 > 80, 10).
    • Increased self-damage.
    • Increased Guard Damage.
  • UV Laser Mode:
    • Attacks performed while in this mode can no longer trigger Counter-based attacks.
    • The White Damage applied by attacks performed while in this mode is now properly affected by Damage Scaling.
  • 5H (UV Laser Mode):
    • Increased launch force.
  • 2H (UV Laser Mode):
    • Increased pushback on hit.
    • Increased recovery.
  • Assist:
    • Increased launch force.
    • Reduced Reversal Assist Stocks to 1 (down from 2).

JJASBR Wamuu Small Icon.png Wamuu

  • Easy Beat:
    • Changed the finisher (Never stand in my shadow! (H) > Never stand in my shadow! (L)).
    • Fixed a bug that caused the Easy Beast Finisher to deal more damage than intended while "I shall see with the wind." is active.
      • This was achieved by changing the finisher used while "I shall see with the wind." is active (Never stand in my shadow! (H) > Never stand in my shadow! (L)).
  • All Normal Attacks:
    • Adjusted the window on which Wamuu's normal attacks would be vulnerable to Counter Hit.
  • 6H:
    • Removed the ability to Flash Cancel.
  • j.L:
    • Increased hitbox size on Wamuu's lower body.
  • j.M:
    • Reworked into a multi-hit attack.
    • Increased damage.
  • j.H:
    • Reduced startup.
  • Never stand in my shadow! (623L/M/H):
    • Reduced horizontal launch force when used while in Normal Form.
    • Increased damage when used while "I shall see with the wind." is active.
    • L version:
      • Reduced recovery.
      • Adjusted the timing where the move loses the ability to Flash Cancel while "I shall see with the wind." is active.
    • M version:
      • Reduced recovery.
      • Adjusted the timing where the move loses the ability to Flash Cancel while "I shall see with the wind." is active.
  • He bent backwards! (Follow-up) (L/M/H during He bent backwards! (214L/M/H)):
    • Fixed a bug that caused the final hit to not trigger hitstop if either "Wind Mode" or "Vapor Barrier" is active.
    • Adjusted hitbox positions to prevent the opponent from flying in the opposite direction when hit by this move.
  • I, Wamuu, will now consider you to be worthy prey! (421L/M/H; Air OK):
    • Fixed a bug that caused the L and H versions to have more active frames than intended if either "Wind Mode" or "Vapor Barrier" is active.
    • When used while either "Wind Mode" or "Vapor Barrier" is active, Wamuu's landing behavior is now identical to those present while in Normal Form and while "I shall see with the wind." is active.
  • Ultimate Technique! Divine Sandstorm! (HHA):
    • Added a hitbox in front of Wamuu during startup.
    • Increased the amount of hits.
    • Increased damage.
  • Assist:
    • Adjusted hitbox positions to prevent the opponent from flying in the opposite direction when hit by this move.

JJASBR Esidisi Small Icon.png Esidisi

  • j.H:
    • Reduced startup.
    • Increased active frames.
  • The Burning King: Wheel of Pain (63214L/M/H):
    • The move can now be used while Esidisi is airborne.
    • L version:
      • Increased pushback.
    • M version:
      • Reduced landing recovery.
      • Fixed a bug that would cause Esidisi's hurtbox to be extended downwards after the move was completed.
    • H version:
      • Reduced landing recovery.
      • Increased pushback.
      • Adjusted Esidisi's collision box to disappear during the move.
  • Assist:
    • Reduced landing recovery.
    • Increased pushback.
    • Adjusted Esidisi's collision box to disappear during the move.

JJASBR Kars Small Icon.png Kars

  • Behold, frozen brilliance! (623L/M/H):
    • Adjusted launch force on the final hit.
    • Increased Guard Damage.
    • Improved frame advantage on block for the final hit.
    • M version:
      • Now moves forward on activation.
    • H version:
      • Now moves forward on activation.
  • Brilliant Bone Blades! (HHA):
    • Increased hitbox size on the seventh hit.
    • Fixed a bug that prevented this move from KOing the opponent if the seventh hit did not connect.
  • 2L (Ultimate Life Form):
    • Increased hitbox size.
  • 2H (Ultimate Life Form):
    • Reworked into a multi-hit attack.
  • 6H (Ultimate Life Form):
    • Reduced input buffer.
  • j.M (Ultimate Life Form):
    • Reworked into a multi-hit attack.
    • Increased active frames.
  • j.H (Ultimate Life Form):
    • Changed hit effect (None > Groundbounce).
    • Adjusted falling behavior during the move.
  • Predator Wings (Any jump after 1/2/3 as the Ultimate Life Form):
    • Reduced the time needed for Kars to be airborne.
    • Added a hitbox during Kars' ascent (doesn't apply when performed backwards).
    • Added the ability to deal damage (doesn't apply when performed backwards).
  • Aerial Dash (j.66/44 as the Ultimate Life Form):
    • Added a hitbox to the Forward version.
    • Added the ability to deal damage to the Forward version.
  • This cannot be! (623L/M/H as the Ultimate Life Form):
    • Adjusted active frames, reach and number of hits for all versions in order to better differentiate them from each other.
    • L version:
      • Reduced total move duration.
      • Reduced the amount of hits.
      • Redistributed damage to accommodate for the reduced amount of hits, resulting in an overall increase in damage (65 (15*3, 20) > 70 (15*2, 40)).
      • Adjusted pushback for hits 1-2.
      • Adjusted launch angle and reduced launch force for the third hit.
    • M version:
      • Reduced total move duration.
      • Redistributed damage values across all hits, resulting in an overall increase in damage (80 (20*4) > 85 (15*3, 40)).
      • Increased pushback for hits 1-3.
      • Adjusted launch angle and reduced launch force for the fourth hit.
    • H version:
      • Increased the amount of hits.
      • Redistributed damage to accommodate for the increased amount of hits, resulting in an overall increase in damage (95 (25*3, 20) > 100 (15*4, 40)).
      • Increased pushback for hits 1-4.
      • Adjusted launch angle and reduced launch force for the fifth hit.

JJASBR Jotaro Part 3 Small Icon.png Jotaro Kujo (Part 3)

  • You pissed me off! (GHA):
    • Moved the hitbox to be closer to Jotaro.

JJASBR Avdol Small Icon.png Muhammad Avdol

  • 5M (Stand Off):
    • Reduced Avdol's hurtbox size during the move.
    • Reworked into a multi-hit attack.
    • Increased damage.
    • Added the ability to cancel the first hit.
    • Changed hit effect of the second hit (None > Launch).
  • 5H (Stand Off):
    • Increased the distance between Avdol and Magician's Red, increasing the move's reach as a result.
  • 2H (Stand Off):
    • Increased the distance between Avdol and Magician's Red, increasing the move's reach as a result.
  • j.H (Stand Off):
    • Changed hit effect (None > Groundbounce).
  • Crossfire Hurricane (236L/M/H while in Stand Off):
    • Reduced recovery.
  • Crossfire Hurricane Variation (22L/M/H while in Stand Off):
    • Fixed a bug that prevented the large Ankh from manifesting if the move was performed near the wall.
  • Must I do this the hard way? (214L/M/H while in Stand Off):
    • Reworked into a multi-hit attack in order to stabilize frame advantage on hit.
    • L version:
      • Increased launch force against airborne opponents.
    • M version:
      • Increased launch force against airborne opponents.
  • HELL 2 U! (214L/M/H while in Stand On):
    • All versions are now properly tracked by IPS.

JJASBR Kakyoin Small Icon.png Noriaki Kakyoin

  • Health:
    • Reduced health value (1000 > 900).
  • j.H (Stand Off):
    • Extended Hierophant Green's hurtbox size to match the animation.
    • Increased the time needed for Hierophant Green's hurtbox to retract.
    • Reduced active frames.
  • 5M (Stand On):
    • Swapped animation with s.5H.
      • This results in the move having reduced range.
    • Reduced the amount of hits.
    • Reduced damage.
  • 5H (Stand On):
    • Swapped animation with s.5M.
      • This results in the move having increased range.
    • Increased the amount of hits.
    • Increased damage.
    • Changed hit effect for the final hit (None > Launch).
  • Hierophant's Barrier (22L/M/H while in Stand Off):
    • The trap generated by this move will now disappear when a Stylish Guard is performed against it.
  • Emerald Splash (236L/M/H while in Stand On):
    • Adjusted the number of projectiles fired across all versions so as to be identical.
    • Increased the speed difference across all versions.
    • Altered the projectile patterns across all versions.
    • L version:
      • Increased the amount of projectiles.
      • Increased damage.
    • M version:
      • Increased the amount of projectiles.
      • Increased damage.
  • Emerald Splash (Air) (j.236L/M/H while in Stand On):
    • Kakyoin will now bounce backwards upon using this move.

JJASBR Polnareff Small Icon.png Jean Pierre Polnareff

  • 5M (Stand On):
    • Adjusted the hitbox to not miss against opponents near the wall.
  • Reap as you sow! (63214L/M/H while in Stand On):
    • The move will now lose its projectile-reflecting properties when a Time Stop ability is successfully activated, even if Polnareff was already reflecting a projectile by the time the Time Stop ability took effect.

JJASBR Iggy Small Icon.png Iggy

  • Backdash:
    • Adjusted Iggy's hurtboxes to properly reflect his model and prevent them from extending upwards.
  • You callin' me tiny?!:
    • Added invincibility upon automatically escaping a Throw.
  • Get outta here! (214L/M/H while in Stand On):
    • The move will now lose its projectile-reflecting properties when a Time Stop ability is successfully activated, even if Iggy was already reflecting a projectile by the time the Time Stop ability took effect.
  • Ha ha, sucker! (Automatic after Too easy! (22L/M/H while in Stand On)):
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.
  • Sand Dome (4S):
    • Fixed a bug that would cause Iggy and The Fool to remain separate if this move was used within a specific timing.

JJASBR Mariah Small Icon.png Mariah

  • The electricity will char you to a crisp! (623L/M/H):
    • L version:
      • Adjusted the knife's hitbox to prevent it from missing against certain characters.

JJASBR Pet Shop Small Icon.png Pet Shop

  • Backdash:
    • Adjusted Pet Shop's hurtboxes to properly reflect its model and prevent them from extending upwards.
  • Slam (Any jump after 1/2/3):
    • Increased input buffer.
    • Adjusted movement angles.
    • Added a hitbox during Pet Shop's ascent (doesn't apply when performed backwards).
    • Added the ability to deal damage (doesn't apply when performed backwards).
  • Nee gee gee gee! (214L/M/H; Air OK):
    • Adjusted Pet Shop's hurtboxes to prevent them from extending downwards when this move is activated during Flight Mode.
  • Cawww! (HHA):
    • The initial hit will now destroy non-HHA/GHA projectiles.
    • Adjusted Pet Shop's hurtboxes to prevent them from extending downwards when this move is activated during Flight Mode.
  • SKRAAAAAW (GHA):
    • Adjusted Pet Shop's hurtboxes to prevent them from extending downwards when this move is activated during Flight Mode.

JJASBR DIO Small Icon.png DIO

  • 3H (Stand Off):
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
    • Removed the ability to deal Chip Damage.

JJASBR Josuke Part 4 Small Icon.png Josuke Higashikata (Part 4)

  • Watch Your Mouth! mode:
    • Adjusted the Super Armor applied to Josuke to prevent the successful activation of Throws and all attacks with hitgrab properties.
  • DORARARARARARARA! (623L/M/H while in Stand On):
    • All versions are now tracked by IPS.
  • I'm a real Deadeye Dick! (421L/M/H in both modes):
    • All versions are now tracked by IPS.
  • You're in my range... (HHA):
    • Adjusted the move to apply proper minimum damage scaling.

JJASBR Jotaro Part 4 Small Icon.png Jotaro Kujo (Part 4)

  • Where'd all that time go? (22L/M/H while in Stand On / 4L/M/H after ORA, ORA! (236L/M/H while in Stand On)):
    • M version:
      • Fixed a bug that caused this move to have inconsistent teleport coordinates under certain conditions.
  • Assist:
    • Reduced Reversal Assist Stocks to 1 (down from 2).

JJASBR Koichi Small Icon.png Koichi Hirose

  • 3 Freeze:
    • Will now lock the opponent out of Dodges.
  • Backdash:
    • Adjusted Koichi's hurtboxes to properly reflect his model and prevent them from extending upwards.
  • Boing! (623L/M/H while in Stand Off):
    • Fixed a bug that would lock Koichi into Stand On mode if the trap was triggered while in that mode.
  • S-H-I-T (623L/M/H while in Stand On):
    • Reduced the total duration of 3 Freeze applied by the final hit.
      • Other hits were not changed.
  • Throw:
    • Increased recovery.
    • Enabled the ability to Flash Cancel during the recovery of a successful Throw.
  • Echoes ACT 3: Freeze! (HHA):
    • Fixed a bug that would cause Echoes ACT 3 to continue performing its attack while Koichi was in midair if the Stand managed to trigger the trap laid by "Boing!" while Koichi was in Stand On.
  • Assist:
    • Reduced the total duration of 3 Freeze applied by the final hit.
      • Other hits were not changed.

JJASBR Yukako Small Icon.png Yukako Yamagishi

  • 3H:
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
    • Removed the ability to deal Chip Damage.
  • I'm already inside your head. (236L/M/H):
    • Fixed a bug that prevented this move from taking effect if, after a previous successful hit, the opponent removed the effect by hitting Yukako.

JJASBR Rohan Small Icon.png Rohan Kishibe

  • Safety Lock!:
    • Fixed bugs that caused the effects to end early if the victim received self-damage (either immediate or through damage-over-time effects).
  • 5H (Stand On):
    • Increased launch force against airborne opponents.
    • Increased damage.
    • Increased recovery.
  • 2M (Stand On):
    • Reduced recovery.
  • j.M (Stand On):
    • Changed hit effect (None > Launch).
  • "Your power will be destroyed." (63214L/M/H while in Stand Off):
    • L version:
      • Increased damage.
    • M version:
      • Increased damage.
      • Fixed a bug that caused this move's damage to vary depending on the opponent's size.
    • H version:
      • Increased damage.
      • Fixed a bug that caused this move's damage to vary depending on the opponent's size.
  • Your body will fly backwards at 70 km/h! (6L/M/H during I'm on the rise! (214L/M/H while in Stand On)):
    • Enabled the ability to Flash Cancel.
    • Increased damage.
  • I think I'll put you out of commission. (4L/M/H during I'm on the rise! (214L/M/H while in Stand On)):
    • Increased the amount of HH Gauge drained from the opponent on a successful hit.

JJASBR Shigechi Small Icon.png Shigekiyo Yangu

  • Backdash:
    • Adjusted Shigechi's hurtboxes to properly reflect his model and prevent them from extending upwards.
  • I'll protect them! (6L/M/H during Don't come any closer! (214L/M/H while in Defensive Formation)):
    • Fixed a bug that sometimes caused the second hit to be ignored after the first hit successfully activated the opponent's Stylish Guard.

JJASBR Keicho Small Icon.png Keicho Nijimura

  • Health:
    • Increased health value (840 > 900).
  • 5H (Infantry):
    • Added a hitbox during startup.
    • Increased the amount of hits.
    • Increased damage.
    • Changed the first hit's attribute to Low (formerly Mid).
  • 2H (Infantry):
    • No longer considered a projectile.
  • 2H (Helicopter/Tank):
    • Reduced startup.
    • Adjusted the hitbox to extend across its active frames.
  • Maintain Battle Formation (S during certain Special Moves):
    • Fixed a bug that allowed Keicho to use this ability while under the effects of Rohan's "Your power will be destroyed.".
  • Commence attack! (236L/M/H while in Helicopter/Tank formation):
    • M version:
      • Increased the amount of projectiles fired to 2 (up from 1).
      • Redistributed damage to accommodate for the increased number of projectiles, resulting in an overall increase in damage (40 > 54 (27*2)).
      • Increased launch force.
    • H version:
      • Increased the amount of projectiles fired to 3 (up from 1).
      • Redistributed damage to accommodate for the increased number of projectiles, resulting in an overall increase in damage (44 > 72 (24*3)).
      • Increased launch force.
  • Fire missiles! (214L/M/H while in Helicopter/Tank formation):
    • All versions are now tracked by IPS.
    • If the missiles clash with other projectiles, they will now explode where the clash took place, dealing damage.
  • All units, halt! (22S while in Helicopter/Tank formation):
    • Reduced damage for the tank's attack.
    • Fixed a bug that caused the tanks and helicopters to fire simultaneously (and at the same time as the Infantry) when GHA was used while this move is active.
    • Fixed a bug on the Nintendo Switch version of the game that caused the tanks and helicopters to be spawned in a previous location if the move was used repeatedly.
    • Fixed a bug that allowed the tanks and helicopters to continue attacking while Keicho was affected by Weather's HHA.
  • Fire! (GHA):
    • Increased invincibility period.
    • This move can no longer trigger Counter-based attacks.
    • Fixed a bug that would cause the initial attack to hit twice, causing the cutscene to be triggered by the second hit.

JJASBR Akira Small Icon.png Akira Otoishi

  • 5H (Stand Off):
    • Added the ability to cancel the first hit.
    • Fixed a bug that caused Red Hot Chili Pepper to attack upwards when executing this move just after performing a Stylish Guard against an opponent's aerial attack.
    • MAX Electricity:
      • Adjusted vertical launch force of the second hit.
  • Whack-A-Mole Champion (214L/M/H while in Stand Off):
    • This move can no longer trigger Counter-based attacks.
  • Kiss this! (421L/M/H while in Stand On):
    • Fixed a bug that, on a successful activation, caused the final hit to whiff against certain characters.
    • On a successful activation, Akira can now perform a Flash Cancel.
    • MAX Electricity:
      • On a successful activation, Akira can now perform a Jump Cancel.

JJASBR Kira Small Icon.png Yoshikage Kira

  • 2H (Both versions):
    • Increased the distance between Kira and Killer Queen, increasing the move's reach as a result.
  • j.H (Stand On):
    • Reduced the time needed for Killer Queen's hurtbox to retract.
  • Calm and cool (421L/M/H while in Stand On):
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.

JJASBR Kosaku Small Icon.png Kosaku Kawajiri

  • j.L (Stand Off):
    • Increased hitbox size.
    • Increased active frames.
  • j.L (Stand On):
    • Reduced startup.
    • Reduced recovery.
  • Impact Ignition Bomb (214L/M/H while in Stand Off):
    • L version:
      • Reduced startup.
    • M version:
      • Reduced startup.
  • The First Bomb (236L/M/H while in Stand On):
    • M version:
      • Increased active frames to match the L version.
  • Air Bomb Cushion (6+Any Two Attack Buttons while Guarding in Stand On):
    • The screen will now darken when the move is used.

JJASBR Giorno Small Icon.png Giorno Giovanna

  • It's useless. (41236L/M/H while in Stand Off):
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.
  • The pain will be slow! (HHA):
    • Increased recovery on a successful hit.
  • Your 'end' has no ending! (GHA):
    • Fixed a bug that caused Gold Experience Requiem's active time to instantly end if this move was used (and successfully activated) while Giorno was afflicted with Risotto's Iron Deficiency.
  • Can you escape destruction? (214L/M/H with Gold Experience Requiem active; Air OK):
    • All versions are now tracked by IPS.

JJASBR Bruno Small Icon.png Bruno Bucciarati

  • ARI ARI ARI ARI (236L/M/H while in Stand On; Air OK):
    • Fixed a bug that caused Bucciarati to bounce backwards twice when using the L and M versions while in midair.

JJASBR Mista Small Icon.png Guido Mista

  • Time to get to work! (5S; Air OK):
    • Fixed a bug that, after a successful Stylish Guard, allowed Mista to load Sex Pistols on a bullet even when under the effects of a screen freeze.
  • Pass, pass, pass! (214L/M/H while Sex Pistols is deployed; Air OK):
    • Reduced damage.
    • Fixed an error for this move's description in the Command List.
    • Fixed a bug that prevented the fired bullet from properly tracking the opponent if Mista used this move while being right next to a placed Pistol.

JJASBR Narancia Small Icon.png Narancia Ghirga

  • Aerosmith:
    • Adjusted collision boxes during the following attacks to prevent the Stand from pushing certain characters away during their HHA and GHAs:
      • 5H (Stand On)
      • 2H (Stand On)
      • j.H (Stand On)
      • You're not going anywhere!
      • Shoot, shoot, shoot it up!
  • 2M (Stand Off):
    • Reduced damage.
  • 5H (Stand On):
    • Adjusted hitbox sizes to prevent certain hits from whiffing against certain characters.
  • j.H (Stand On):
    • Adjusted hitbox sizes to prevent certain hits from whiffing against certain characters.
    • Increased amount of hits.
    • Redistributed damage to accommodate for the increased amount of hits, resulting in an overall increase in damage (39 (13*3) > 60 (10*6)).
  • You're not going anywhere! (236L/M/H while in Stand Off):
    • All versions are now tracked by IPS.
  • I'll shoot you through! (623L/M/H while in Stand Off):
    • All versions are now tracked by IPS.
  • I'll make you swiss cheese! (46L/M/H while in Stand On):
    • All versions are now tracked by IPS.
  • Attack! (236L/M/H while in Stand On):
    • Aerosmith and Narancia will now autocorrect to face the opponent when executing one of the move's follow-ups.
  • Gonna send you flying! (4 during Attack! (236L/M/H while in Stand On)):
    • Fixed a bug that caused Aerosmith to fire extra shots if the Style button was held down during the move.
  • Shoot, shoot, shoot it up! (214L/M/H while in Stand On):
    • Adjusted the launch force of Aerosmith's bullets against airborne opponents.
  • I'll make it even bigger! (HHA):
    • Increased Clash priority on the first hit so as to prevent this move from clashing with Normal Attacks.

JJASBR Fugo Small Icon.png Pannacotta Fugo

  • Homicidal Virus:
    • Fixed a bug that prevented other attacks from properly hitting the opponent if they connected at the same time the Homicidal Virus dealt damage.
    • Fixed a bug that caused the damage-over-time effect to increase in effectiveness exponentially if the Homicidal Virus was applied at the same time as a Time Stop ability took effect.
  • 3H (Stand On):
    • Increased startup.
    • Added Super Armor during startup when used while Purple Haze Distortion is active.
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
    • Removed the ability to deal Chip Damage.
  • j.M (Stand On):
    • Changed hit effect (None > Launch).
  • j.H (Stand On):
    • Changed hit effect (None > Groundbounce).
  • Numbskull! (623L/M/H while in Stand Off):
    • Increased damage.
    • Increased Guard Damage.
  • Got You! (63214L/M/H while in Stand On):
    • Added Super Armor during startup when used while Purple Haze Distortion is active.
    • L version:
      • Reduced startup.
    • M version:
      • Reduced startup.
  • Attack like an explosion... and retreat like a storm! (HHA):
    • Adjusted the first hit to restand opponents who are under a Groundbounce effect.

JJASBR Trish Small Icon.png Trish Una

  • 3H (Stand On):
    • Total move duration has been reduced.
  • Something soft is even more unbreakable than diamond! (214L/M/H while in Stand Off):
    • The screen will now darken when the move is used as a Guard Cancel.
    • The move will now lose its projectile-reflecting properties when a Time Stop ability is successfully activated, even if Trish was already reflecting a projectile by the time the Time Stop ability took effect.
  • Nobody's getting taken out today! (214L/M/H while in Stand On):
    • Fixed a bug that caused Spice Girl's hurtbox to extend downwards when using this move while holding an upwards direction.

JJASBR Prosciutto Small Icon.png Prosciutto and Pesci

  • Pesci:
    • Attacks performed by Pesci can no longer trigger Counter-based attacks.
    • Fixed a bug that prevented Pesci from coming back after performing certain moves while Prosciutto was afflicted with Risotto's Iron Deficiency.
  • Beach Boy! (236L/M/H while in Stand Off):
    • Now considered a separate move from "We're in it to the end!" for the purposes of IPS.
  • I'll rip you apart! (623L/M/H while in Stand Off):
    • Reduced startup.
    • Reduced recovery.
    • Reduced Prosciutto's hurtbox size during startup.
    • Increased hitbox sizes for the second hit.
    • Adjusted launch force to make both hits connect more consistently.
    • Increased Clash priority so as to prevent this move from clashing with Normal Attacks.
    • Added the ability to deal Chip Damage.
  • Hook, line and sinker! You took the bait! (214L/M/H while in Stand Off):
    • The sinker will now disappear when a Stylish Guard is performed against it.
  • Nice try! (22L/M/H while in Stand Off):
    • Increased Clash priority so as to prevent this move from clashing with Normal Attacks.
    • Added the ability to deal Chip Damage.
  • We're in it to the end! (22L/M/H while in Stand On):
    • Now considered a separate move from "Beach Boy!" for the purposes of IPS.
  • Assist:
    • Reduced startup.
    • Reduced recovery.
    • Reduced Prosciutto's hurtbox size during startup.
    • Increased hitbox sizes for the second hit.
    • Adjusted launch force to make both hits connect more consistently.
    • Increased Clash priority so as to prevent this move from clashing with Normal Attacks.
    • Added the ability to deal Chip Damage.

JJASBR Ghiaccio Small Icon.png Ghiaccio

  • 6M (Stand On):
    • Removed the ability to Flash Cancel.
  • 3H (Stand On):
    • Removed the ability to Flash Cancel.
  • Are you friggin' mocking me?! (4S while Guarding in Stand Off):
    • The screen will now darken when the move is used.

JJASBR Risotto Small Icon.png Risotto Nero

  • Control iron within 5-10 meters (22L/M/H):
    • Fixed a bug that would cause Diego to enter a soft-locked state if he used his HHA as soon as the hitboxes from this move manifested.

JJASBR Diavolo Small Icon.png Diavolo

  • This is the end! (214L/M/H while in Stand Off / 6L/M/H after The passage of time resumes! (236L/M/H while in Stand Off)):
    • M version:
      • Increased active frames.
    • H version:
      • Increased active frames.
      • Increased the tracking period during the move.
  • Such futility! (421S while taking damage in Stand Off):
    • Fixed a bug that would slow down cinematic animations and desync their sounds if an opponent canceled their attack into an HHA or GHA while this move was in effect.

JJASBR Jolyne Small Icon.png Jolyne Cujoh

  • 6H (Stand Off):
    • Changed hit effect for the first hit (None > Launch).
  • Sweet dreams, creep! (236L/M/H while in Stand Off):
    • Adjusted launch force on all hits to make them connect more consistently.
  • String Barrier (22L/M/H while in Stand Off):
    • Changed hit effect for the final hit (None > Bind / Crumple).
    • Increased damage for the final hit.
    • Improved priority against projectiles.
    • Greatly increased the barrier's on-screen duration.
      • The barrier will now disappear after 2 seconds if Jolyne steps inside of it.
  • So you're the enemy, huh? (Air) (j.236L/M/H while in Stand On):
    • Reduced recovery.
    • M version:
      • Increased startup.
    • H version:
      • Reduced startup.
  • Assist:
    • Changed hit effect for the final hit (None > Bind / Crumple).
    • Increased damage for the final hit.
    • Improved priority against projectiles.
    • Greatly increased the barrier's on-screen duration.
      • The barrier will now disappear after 2 seconds if the point character steps inside of it.

JJASBR Ermes Small Icon.png Ermes Costello

  • 2M (Stand Off):
    • Reduced pushback on hit.
  • It's quite useful... (214L/M/H in both modes):
    • Reduced startup.
    • Reduced recovery.
    • Changed the voice clip for every version to be the same as the one used by the H version (Stand Off).

JJASBR FF Small Icon.png Foo Fighters

  • Assist:
    • Reduced Assault Assist Stocks to 1 (down from 2).

JJASBR Anasui Small Icon.png Narciso Anasui

  • 5H (Stand On):
    • Reduced pushback on hit.
  • 2M (Stand On):
    • Reduced pushback on hit.
  • Dive! (236L/M/H while in Stand On):
    • H version:
      • Increased the amount of hits.
      • Redistributed damage values across all hits, resulting in an overall increase in damage (90 (10, 30, 5*6, 20) > 100 (10, 20, 5*10, 20)).
      • Increased hitbox sizes for the multi-hits.
      • Adjusted the move's pushback to prevent Anasui from moving through the opponent while they block the move.

JJASBR Weather Small Icon.png Weather Report

  • 2H (Stand On):
    • Adjusted so that the move doesn't cause the Hard Knockdown effect specifically when the opponent is under the Groundbounce effect caused by "I'm blowing in!" (Air).
  • Don't you dare touch me! I'll kill you! (623L/M/H in both modes):
    • Added upper-body Guard Point during startup.
  • Got you pinned! (63214S while in Stand Off):
    • Can now hit and pull opponents in an OTG state.
  • I'm blowing in! (236L/M/H while in Stand On; Air OK):
    • Fixed a bug that would cause Weather to be sent backwards if this move was used while he was affected by an opponent's pull effect.
  • Weather Report (22S):
    • Increased active duration.
    • Reduced burn damage inflicted to opponents who attack Weather while the install is active.
    • The install will now lose its projectile-reflecting properties when a Time Stop ability is successfully activated, even if Weather was already reflecting a projectile by the time the Time Stop ability took effect.
  • The Devil's Rainbow! It's Heavy Weather! (HHA):
    • The Super Armor state inflicted by the Snail transformation no longer shares the damage reduction present in standard Super Armor.

JJASBR Final Pucci Small Icon.png Enrico Pucci (Final)

  • All Normal Attacks (Stand Off):
    • Reverted several unintended changes.
  • 2M (Stand On; with Whitesnake):
    • Increased recovery.
  • 3H (Stand On; with C-MOON):
    • Fixed a bug that would sometimes cause C-MOON to attack in the opposite direction.
  • My body is the basis! (22H in both modes; with C-MOON):
    • No longer triggers Counter Hit on a successful activation.
    • Increased damage.
  • Made in Heaven (GHA):
    • Added a hitbox during startup.
    • Added the ability to deal damage.
    • Added hit effect (None > Launch / Hard Knockdown).
    • Added invincibility during startup.
    • Reduced the time needed for the transformation to trigger.
  • Dash / Run (All versions; with Made in Heaven):
    • Adjusted Pucci's collision box to disappear.
  • 5H (Stand Off; with Made in Heaven):
    • Increased hitbox size for the second hit.
  • 2H (Stand Off; with Made in Heaven):
    • Changed hit effect (Hard Knockdown > Launch / Hard Knockdown).
  • 2H (Stand On; with Made in Heaven):
    • Changed hit effect (Hard Knockdown > Launch / Hard Knockdown).
    • Increased launch force.
  • j.H (Both versions; with Made in Heaven):
    • Changed hit effect (None > Groundbounce).
    • Increased active frames.
  • Where is he?! (623L/M/H while in Stand Off; with Made in Heaven):
    • New Move.

JJASBR Johnny Small Icon.png Johnny Joestar

  • 6H (Dismounted):
    • Now considered the same move as 4H for the purposes of IPS.
  • 4H (Dismounted):
    • Now considered the same move as 6H for the purposes of IPS.
    • Increased pushback.
  • Golden Spin Nail Bullets (236L/M/H in both modes; from ACT 2 onwards):
    • All versions are now tracked by IPS.
  • The hole will attack you. (214L/M/H in both modes; from ACT 2 onwards):
    • Fixed a bug that caused the projectile to disappear if it came in contact with the wall before reaching the ground.
    • Fixed a bug that prevented the move from homing on the opponent if the initial projectile reached the ground when near the wall.
  • I can make it! (46L/M/H while Mounted):
    • Fixed a bug that would cause Johnny to be sent backwards if this move was used while he was affected by an opponent's pull effect.
  • Even if my Spin falters, I will never die! (HHA; while in ACT 1):
    • Fixed a bug that prevented the second hit from applying its minimum damage scaling correctly.

JJASBR Gyro Small Icon.png Gyro Zeppeli

  • 2M (Dismounted):
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
  • Raaaaugh! (214L/M/H while Dismounted):
    • Fixed a bug that allowed the Steel Balls thrown by this move to retain their hitboxes while returning to Gyro even after he gets hit by (or blocks) an attack from the opponent.
    • Fixed a bug that caused the second hit of a deployed Steel Ball to repeat itself within certain intervals for as long as the opponent was on top of the deployed Steel Ball.
  • Scan (Follow-up) (236S during Scan (236S with at least 1 Holy Corpse part)):
    • Removed an unintended gold spark that manifested during startup if the move was used while Golden Spin Mode was active, mistakenly implying the attack was Unblockable.

JJASBR Diego Small Icon.png Diego Brando

  • Easy Beat:
    • Changed the finisher (Gouge (H) > Gouge (L)).
      • The extended finisher available with at least one Holy Corpse part is not changed.
  • 6H (Dismounted):
    • Reduced Clash priority so as to prevent this move from clashing with Special Moves.
    • Removed the ability to deal Chip Damage.
    • Adjusted Diego's hurtboxes so as to match the animation.
    • Reduced active frames.
  • Useless, useless! (623L/M/H in both modes; Air OK while Dismounted):
    • Fixed a bug that prevented the full invincibility window present when the move is used while in possession of 2 or more Holy Corpse parts from manifesting under certain conditions.
  • Scary Monsters (HHA):
    • Reduced total duration for the ending animation.
    • Run:
      • Increased movement speed.
    • Jump:
      • Reduced jump height.
    • Normal Attacks:
      • Now considered separate moves from Diego's Dismounted Normal Attacks for the purposes of IPS.
    • Throw:
      • Reduced recovery on a successful Throw.

JJASBR Valentine Small Icon.png Funny Valentine

  • A gift from the other side. (214L/M/H while in Stand Off):
    • The move can now be used while Valentine is airborne.
  • He's gone?! (421L/M/H while in Stand Off):
    • Reduced startup.
    • Reduced active frames.
  • Tah dah! (623L/M/H while in Stand On):
    • Can now hit OTG.
    • Reduced damage.
    • Added an OTG limit (1).

JJASBR Josuke Part 8 Small Icon.png Josuke Higashikata (Part 8)

  • Backdash:
    • Fixed a bug that prevented the recovery from being cancelable into attacks.
  • 5M (Stand On):
    • Changed attack attribute to Low (formerly Mid).
  • 5H (Stand On):
    • Increased recovery.
  • j.L (Stand On):
    • Reduced startup.
    • Reduced total move duration.
  • j.M (Stand On):
    • Changed hit effect (None > Launch).
  • Let me take that from you. (214L/M/H while in Stand Off):
    • Reduced recovery.

JJASBR Baoh Small Icon.png Ikuro Hashizawa

  • Baoh Break Dark Thunder Phenomenon (22L/M/H):
    • Baoh will now always face the opponent during the move.
    • Added a pull effect on the first hit.

Other Changes

  • Updated Credits.
  • Added Standby Practice to the Host Match menus for Player Match and Ranked Match.
  • Changed matchmaking rules so that if a match is not found within a time limit, players will enter Standby Practice.
    • The initial search will be omitted if either Private Slots are enabled or a Session ID is set.
  • Changed the way the Ranked Match Presets option is accessed so that it is properly reflected on the menu, instead of requiring a button shortcut to be accessed.
  • Fixed a bug where, after editing a given SFX Position in the Customize menu, said SFX position wouldn't be saved if another SFX position was edited or another character was previewed.

DLC Content

  • Added "Haruno Shiobana" Costume for Giorno Giovanna, which can be acquired by purchasing Season Pass 2.
  • Added paid DLC character Alternate World Diego.
    • Added Gallery items.
    • Added items in JoJo Glossary.
    • Added Customize option.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh