JoJo's Bizarre Adventure: All-Star Battle R/Patch Notes/Ver. 2.10

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Official Patch Notes: https://www.bandainamcoent.com/news/jojos-bizarre-adventure-all-star-battle-r-patch-v2-1-0-details

Italics denote undocumented changes.

General Changes

  • Adjusted the game's input buffer system when performing standing and crouching attacks to store directions along with buttons when the button is pressed, instead of simply checking if the attack was active.
  • Fixed a bug that would cause a character's hurtboxes to extend upwards exponentially after their opponent triggered IPS with a move that causes a Hard Knockdown and the victim performed a Down Evade.
  • Fixed a bug that would allow certain characters to move through their opponent while both characters were running towards each other.
  • Fixed a bug that would cause teleportation-based abilities to warp to the center of the stage if said abilities were used when near the wall.
  • Fixed a bug that would prevent the following characters from performing a Stylish Guard after landing as a result of being hit while airborne by an attack without hit effects:
    • Kars (as the Ultimate Life Form)
    • Pet Shop
    • Risotto Nero
    • Alternate World Diego
  • Fixed a bug that would cause a character who endured one of the following attacks via Super Armor to manifest and retain Burn GFX indefinitely:
    • "Scarlet Overdrive" (Jonathan Joestar)
    • "Sizzle!" (Koichi Hirose)
    • "This stone is a bomb!" (Kosaku Kawajiri)
    • "Contact Bomb" (Kosaku Kawajiri)
    • "This is where the fun begins..." when the opponent is doused in gasoline (Alternate World Diego)

Character-specific Changes

JJASBR Jonathan Small Icon.png Jonathan Joestar

  • The Sword of Luck and Pluck (214L/M/H/S):
    • Added tracking during the final hit.
    • S version:
      • Redistributed damage values across all hits, resulting in a overall increase in damage (95 (25, 30, 40) > 140 (20, 40, 80)).
      • Changed hit effect for the final hit (Groundbounce > Hard Knockdown).
      • Removed the ability to Flash Cancel.

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

  • Don't try to bluff, you rich little snot! (236L/M/H):
    • Reduced pushback on the multi-hits.
    • Adjusted the hat's vertical spawn position so that it travels at a higher elevation.
  • Go nuts with those knives, boys! (623L/M/H with Tattoo):
    • Reduced recovery.
    • L version:
      • Redistributed damage values across both hits, resulting in an overall increase in damage (55 (15, 40) > 65 (15, 50)).
    • M version:
      • Reduced startup.
      • Redistributed damage values across both hits, resulting in an overall increase in damage (65 (15, 50) > 80 (15, 65)).
    • H version:
      • Reduced startup.
      • Redistributed damage values across both hits, resulting in an overall increase in damage (75 (15, 60) > 105 (15, 90)).
  • GYAAAAAAAH! (214L/M/H with Tattoo):
    • Reduced startup.
    • Worsened frame advantage on block.
  • Assist:
    • Reduced pushback on the multi-hits.
    • Adjusted the hat's vertical spawn position so that it travels at a higher elevation.

JJASBR Dio Brando Small Icon.png Dio Brando

  • 2H:
    • Fixed a bug that would allow opponents hit by this attack to move during the superflash created by a Flash Cancel.
  • I'll suck you dry! (5S / 3S):
    • Added the ability to cancel into Special Moves and HHA on hit.
    • Added the ability to Flash Cancel on hit.
    • Reduced damage.
    • Removed hitgrab property.
    • Adjusted parameters on hit to allow follow-ups.
    • 5S:
      • Now considered the same move as 3S for the purposes of IPS.
    • 3S:
      • Reduced startup.
      • Worsened frame advantage on block.
      • Now considered the same move as 5S for the purposes of IPS.
  • Space Ripper Stingy Eyes! (HHA):
    • Fixed a bug that caused the move's Clash box to remain present even after the opponent successfully performed a Stylish Guard against this move.
  • Assist:
    • Reduced Assault Assist Stocks to 1 (down from 2).
    • Increased Reversal Assist Stocks to 2 (up from 1).

JJASBR Joseph Small Icon.png Joseph Joestar

  • 5M:
    • Increased active frames.
    • Increased movement distance slightly.
  • 2M:
    • Increased movement distance slightly.
    • Reduced pushback.
  • Don't you get it? (4L/M/H/S after Clacker Volley (236L/M/H/S)):
    • Adjusted the move to prevent the opponent from escaping this attack after a successful activation.
  • Clacker Boomerang (214L/M/H/S):
    • L version:
      • Reduced startup.
      • Reduced recovery.
      • Increased pushback.
      • Improved frame advantage on hit.
      • Improved frame advantage on block.
    • M version:
      • Reduced startup.
      • Reduced recovery.
      • Increased pushback.
      • Improved frame advantage on hit.
      • Improved frame advantage on block.
    • H version:
      • Reduced recovery.
      • Increased pushback.
      • Improved frame advantage on hit.
      • Improved frame advantage on block.
  • Guess I did it again! (63214S):
    • Adjusted the move to prevent the opponent from escaping this attack after a successful activation.
    • LV0 version:
      • Reduced the amount of hits.
        • Damage values were not altered to accommodate, resulting in the move dealing reduced damage (81 (4*19, 5) > 77 (4*18, 5)).
    • LV2 version:
      • Reduced damage for the first two hits.
    • LVMAX version:
      • Reduced damage for the first two hits.
  • This'll blow you away! (236L/M/H during This means war! (HHA)):
    • Increased the potency of the damage increase granted by Joseph's "Guess I did it again!" Level.
    • LV1 version:
      • Increased damage for the final hit.
    • LV2 version:
      • Increased damage for the final hit.
    • LVMAX version:
      • Increased damage for the final hit.

JJASBR Caesar Small Icon.png Caesar A. Zeppeli

  • 2M:
    • Increased movement distance slightly.
  • One-Fisted Uppercut (623L/M/H):
    • Reduced recovery.
    • M version:
      • Increased damage.
    • H version:
      • Increased damage.
  • Hamon Kick (214L/M/H/S):
    • S version:
      • Reduced startup.
  • Bubble Lenses (22L/M/H/S (Air OK)):
    • Total move duration has been reduced.
      • Official Patch Notes make mention of reducing the move's recovery. While the statement is accurate, it fails to account for the move's reduced startup, which is not stated in the Patch Notes.

JJASBR Lisa Lisa Small Icon.png Lisa Lisa

  • Assist:
    • Now based on "Snake Muffler" (M after All I need is this scarf! / Die with regret! / Settle this with style (236L/M/H/S > L/M/H))
      • Was previously based on "You picked a bad time to test me!" (L after All I need is this scarf! / Die with regret! / Settle this with style (236L/M/H/S > L/M/H)).

JJASBR Wamuu Small Icon.png Wamuu

  • 5L:
    • Adjusted animation to properly match the move's frame data.
    • Worsened frame advantage on hit.
    • Worsened frame advantage on block.
  • 6H:
    • Adjusted the move's description in the Command List to take the following changes into account:
    • Normal Form
      • Removed Super Armor property.
      • Increased damage.
      • Increased Guard Damage.
    • Wind Mode / Vapor Barrier
      • Removed Super Armor property.
      • Increased damage.
      • Increased Guard Damage.
    • I shall see with the wind.
      • Reduced Super Armor duration so that it disappears on the first active frame.
      • Increased damage.
      • Increased Guard Damage.
  • Never stand in my shadow! (623L/M/H):
    • Reduced damage when used while "I shall see with the wind." is active.
      • Reverts an unintentional change introduced in ver. 2.00.
  • I, Wamuu, will now consider you to be worthy prey! (421L/M/H; Air OK):
    • Increased startup.
    • Changed hit effect (Crumple > Groundbounce).
    • The move now transitions into its end state immediately on hit or block.
      • As a side effect, the move has improved frame advantage on block.
  • Wind Mode (5S):
    • Fixed a bug that would prevent the visual effects on Wamuu from manifesting if he was interrupted by an opponent's attack at the same time the Mode went active.

JJASBR Kars Small Icon.png Kars

  • Kars, the Ultimate Thing, is born! (GHA):
    • Fixed a bug that allowed the opponent to successfully execute Command Throws against Kars after the transformation was completed, but before the cutscene started.
  • 6H (Ultimate Life Form):
    • Removed the ability to Flash Cancel.
  • Predator Wings (Any jump after 1/2/3 as the Ultimate Life Form):
    • Reduced startup for the hitbox of the Forward version to match that of the Neutral version.
    • Adjusted Clash priority on the Forward and Neutral versions.
    • Increased the time needed to use Aerial Attacks during Kars's ascent.
  • Aerial Dash (j.66/44 as the Ultimate Life Form):
    • Increased startup for the hitbox of the Forward version.
  • Flight (Automatic after Predator Wings (Any jump after 1/2/3 as the Ultimate Life Form), Aerial Dash (j.66/44 as the Ultimate Life Form) or The power of supreme genes! (Air) (j.214L/M/H as the Ultimate Life Form)):
    • Fixed a bug that caused Aerial Attacks performed during Flight to have slower startup than their standalone counterparts.
    • Fixed a bug that caused both Kars and his opponent to repeatedly turn left and right if Kars was flying right above them.
  • Feast your eyes on my Hamon! (236L/M/H as the Ultimate Life Form):
    • L version:
      • Improved frame advantage on block.
    • M version:
      • Reduced startup.
      • Changed hit effect (Crumple > Launch).
      • Adjusted launch angle.
      • Increased damage.
      • Increased pushback.
      • Reduced recovery.
      • Improved frame advantage on block.
    • H version:
      • Reduced startup.
      • Changed hit effect (Launch > Launch / Hard Knockdown).
      • Adjusted launch angle.
      • Increased damage.
      • Increased pushback.
      • Reduced recovery.
      • Improved frame advantage on block.
  • The power of supreme genes! (214L/M/H as the Ultimate Life Form; Air OK):
    • When used in the air, the animals created by Kars now autocorrect to face the opponent.
    • M version:
      • Reworked into a multi-hit attack.
      • Redistributed damage to accommodate for the increased amount of hits, resulting in an overall increase in damage (58 > 60 (20*3)).
    • H version:
      • Reduced damage.
      • Reduced the tracking period during the move.
      • Fixed a bug that would cause the squirrel to instantly teleport to the ground if it hits an opponent while falling.

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

  • Forward Dash (Stand On):
    • Reduced initial speed.
  • 2M (Stand Off):
    • Adjusted cancel timing.
  • 5L (Stand On):
    • Reduced damage.
  • 5M (Stand On):
    • Reduced damage.
  • 5H (Stand On):
    • Reduced damage.
  • 2L (Stand On):
    • Reduced damage.
  • 2M (Stand On):
    • Reduced damage.
    • Reduced pushback.
  • 2H (Stand On):
    • Reduced damage.
    • Reduced pushback to the side on the first hit.
    • Increased Star Platinum's movement distance during the second hit.
  • j.H (Stand On):
    • Reduced startup.
    • Adjusted hitbox and hurtbox positions.
  • Here's your receipt! (623L/M/H while in Stand Off):
    • Increased damage on the final hit.
    • Adjusted vertical launch force.
    • L version:
      • Reduced startup.
      • Improved frame advantage on block slightly.
    • M version:
      • Increased the time the invincibility window lasts.
      • Worsened frame advantage on block.
  • ORA ORA ORA ORA! (HHA):
    • Increased the hitbox size for the finisher in the Extended version.

JJASBR Avdol Small Icon.png Muhammad Avdol

  • Burn:
    • Fixed a bug that caused Burn GFX to be larger than usual specifically when facing Avdol as an opponent.
  • 5M (Stand Off):
    • Redistributed damage values across both hits, resulting in an overall reduction in damage (42 (21*2) > 30 (15*2)).
    • Increased float.
    • Increased recovery.
  • 5H (Stand Off):
    • Reduced pushback to the side.
    • Increased float.
  • 2M (Stand Off):
    • Changed attack animation.
    • Magician's Red now manifests when executing the attack, increasing the move's reach as a result.
    • Increased vertical launch force.
    • Increased startup.
    • Increased recovery.
  • 5H (Stand On):
    • Reduced startup.
    • Increased the amount of hits.
    • Redistributed damage to accommodate for the increased amount of hits (12*3 > 8*3, 12).
    • This move can no longer trigger Counter-based attacks.
  • 2M (Stand On):
    • Increased reach.
    • Increased hitbox size inwards.
    • Reduced pushback.
  • 2H (Stand On):
    • Reduced float.
    • When canceled into from s.2M, Magician's Red will now execute the attack from its current position, instead of snapping back to Avdol.
  • Must I do this the hard way? (214L/M/H while in Stand Off):
    • Fixed a bug that caused the move's hitboxes to extend inwards, rather than outwards.
  • Crossfire Hurricane Variation (22L/M/H while in Stand Off):
    • The large Ankh will now manifest even if the move is Flash Canceled.
  • HELL 2 U! (214L/M/H while in Stand On):
    • M version:.
      • Reduced hitbox sizes for the first hit of the second portion of the move.
      • Reduced Magician's Red's hurtbox sizes during the first hit of the second portion of the move.
    • H version:
      • Increased the amount of hits for the third portion of the move.
      • Redistributed damage to accommodate for the increased amount of hits, resulting in an overall increase in damage (90 (30, 10, 20, 5*3, 15) > 100 (30, 10, 20, 5*3, 20, 5)).
      • Reduced hitbox sizes for the first hit of the second portion of the move.
      • Reduced Magician's Red's hurtbox sizes during the first hit of the second portion of the move.
      • Lowered launch angle for the last hit of the third portion of the move.
      • Changed hit effect for the last hit of the third portion of the move (Launch > Knockback / Hard Knockdown).
      • The last hit of the third portion of the move now triggers a wallbounce if the opponent reaches the wall.
        • Official Patch Notes state that the move gained the ability to cancel its third portion (except for the last hit) into HHA, as well as the ability to Flash Cancel for the last hit of the third portion of the move. Both changes are false, as the move always possessed such properties.
  • Now's my chance! (421L/M/H while in Stand On):
    • Adjusted the hitboxes' positions to prevent this move from missing when performed near the wall.
  • Crossfire Hurricane Special (GHA):
    • Fixed a bug that prevented this move from applying its minimum damage scaling correctly.
  • Assist:
    • Reduced Reversal Assist Stocks to 1 (down from 2).

JJASBR Kakyoin Small Icon.png Noriaki Kakyoin

  • 5L (Stand On):
    • Adjusted SFX and GFX to match the move properly.
  • 5M (Stand On):
    • Adjusted SFX to match the move properly.
      • This change corrects an oversight introduced in version 2.00.
  • 5H (Stand On):
    • Adjusted SFX to match the move properly.
      • This change corrects an oversight introduced in version 2.00.

JJASBR Iggy Small Icon.png Iggy

  • Sand Dome (4S):
    • Reduced the rate at which the HH Gauge drains while holding the move.
    • Adjusted input method to prevent the move from being used if the direction is being held before the S button is pressed.
    • Can now be activated by pressing (and holding) 4S or 1S while Guarding.
      • Adjusted the move's description in the Command List to take this change into account.

JJASBR DIO Small Icon.png DIO

  • 5L (Stand On):
    • Increased startup.
    • Reduced active frames.
    • Reduced the time needed for the hurtbox to retract.
  • And one more just in case! (46L/M/H while in Stand Off):
    • Standarized the knife's spawn position.
  • He's... gone! (Automatic after I'll give you one chance. (22L/M/H while in Stand Off)):
    • DIO can now Guard and perform a Stylish Guard during startup.
    • Added the ability to Flash Cancel.
    • Added the ability to cancel into Command Normals, Special Moves, and HHA.
  • Useless, useless, useless, useless! (236L/M/H while in Stand On):
    • Adjusted The World's hurtboxes to travel alongside the move's hitboxes.
    • Increased the time needed for the hurtbox to retract.
  • My Stand's full power! (j.236L/M/H while in Stand On):
    • Adjusted The World's hurtboxes to travel alongside the move's hitboxes.
    • Increased the time needed for the hurtbox to retract.
    • Extended the hitbox for the final hit downwards.

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

  • Watch Your Mouth! mode:
    • Attacks performed while in this mode can no longer trigger Counter-based attacks.
    • Fixed a bug that allowed Josuke to combo into his Throw if, right after the mode ends, Josuke canceled into "Break through, beat you up!" while inputting a Throw command at the same time as the last hit.
    • Fixed a bug that would cause the mode's ending animation to play while Josuke was airborne if he jumped right as the mode ended.
    • Fixed a bug that, under certain conditions, would cause opponents to repeatedly trigger "Watch Your Mouth!" if they attacked Josuke while the mode was already active.
    • Fixed a bug that would cause Josuke to be left in a soft-locked, inoperative state if Rush Mode was triggered while the mode is active.
    • Fixed a bug that, after winning a round with the mode active, would allow the Super Armor granted by the mode to persist onto the next round, even if the mode is not activated again.
  • 5M (Stand Off):
    • Reduced startup.
  • 2M (Stand Off):
    • Increased movement distance.
    • Adjusted the move to stop in place upon reaching the first active frame.
  • j.H (Stand Off):
    • Increased active frames.
    • Increased hitbox sizes downwards and backwards.
  • Break through, beat you up! (236L/M/H while in Stand Off):
    • L version:
      • Reworked the final attack into a multi-hit attack.
      • Redistributed damage to accommodate for the increased amount of hits, resulting in an overall increase in damage (104 (10*4, 4*11, 20) > 109 (10*4, 4*11, 5, 20)).
      • Josuke now autocorrects slightly to face the opponent during the final hit.
      • Greatly reduced recovery.
  • Watch Your Mouth! (22H while in Stand Off):
    • Fixed a bug that allowed Josuke to use the ability with less than 1 HH Gauge under certain conditions.
      • The above change also fixes a bug where, if this instance was successfully activated, the opponent would be left in a soft-locked, inoperative state.
  • DORARARARARARARA! (623L/M/H while in Stand On):
    • Reduced startup.
    • Reduced recovery.
    • Added an additional hitbox below the existing hitboxes for the first hit.
    • Changed hit effect for the first hit (None > Crumple).
      • As a side effect of this change, the first hit now restands crouching opponents.
    • Increased pushback on the first hit.
  • He heals pretty quick! (214L/M/H while in Stand On):
    • Fixed a bug that would cause the wall of rubble to be refreshed constantly while being in contact with Jolyne's "String Barrier".
  • I'm a real Deadeye Dick! (421L/M/H in both modes):
    • Reduced startup.
    • M version:
      • Increased projectile speed.
    • H version:
      • Greatly increased projectile speed.
  • Assist:
    • Reduced startup.
    • Reduced recovery.
    • Added an additional hitbox below the existing hitboxes for the first hit.
    • Changed hit effect for the first hit (None > Crumple).
      • As a side effect of this change, the first hit now restands crouching opponents.
    • Increased pushback on the first hit.

JJASBR Koichi Small Icon.png Koichi Hirose

  • 3 Freeze:
    • Fixed a bug that would lock the opponent out of Dodges while in the Gravitated state.
    • Adjusted the Gravitated state to no longer lock opponents out of Stylish Evade and Stylish Guard.
  • 5M (Stand Off):
    • Reworked into a multi-hit attack.
    • Reduced pushback.
  • 6H (Stand Off):
    • Added the ability to cancel into Quick Stand On.
    • Increased movement distance.
  • j.M (Stand Off):
    • Reworked into a multi-hit attack.
    • Redistributed damage to account for the increased amount of hits, resulting in an overall increase in damage (22 > 26 (8*2, 10)).
  • Sizzle! (214L/M/H while in Stand Off):
    • Added a hitbox on the burst of flames that manifests when the projectile hits the ground.
      • This new hitbox does not deal hitstun, but does deal blockstun (and thus Chip Damage), and can hit OTG.
    • L version:
      • Increased vertical launch force.
    • M version:
      • Reduced the time needed for the projectile to manifest.
      • Adjusted the projectile's trajectory to be less vertical.
      • Increased vertical launch force.
    • H version:
      • Reduced the time needed for the projectile to manifest.
      • Increased the amount of hits.
      • Redistributed damage to account for the increased amount of hits, resulting in an overall increase in damage (50 > 60 (50, 10)).
      • Adjusted the projectile's trajectory to be less vertical.

JJASBR Okuyasu Small Icon.png Okuyasu Nijimura

  • I'm eliminating space! (236L/M/H while in Stand Off):
    • Fixed a bug that would cause Okuyasu to trigger a Stand Rush effect if a normal attack was used during the recovery of the move.
    • Adjusted various parameters for all versions in order to better differentiate them from each other.
    • L version:
      • Reduced startup.
      • Reworked into a multi-hit attack.
      • Redistributed damage to accommodate for the increased number of hits, resulting in an overall reduction in damage (88 > 50 (10*3, 20)).
      • Okuyasu can now Guard and perform a Stylish Guard after teleporting.
    • M version:
      • Reduced startup.
      • Reworked into a multi-hit attack.
      • Redistributed damage to accommodate for the increased number of hits, resulting in an overall reduction in damage (88 > 50 (10*3, 20)).
      • Adjusted the reappearance point after teleporting to be closer to the opponent.
    • H version:
      • Added the ability to cancel into a Forward Dash.
  • Gaoohhhn (236L/M/H while in Stand On):
    • Increased damage.

JJASBR Yukako Small Icon.png Yukako Yamagishi

  • I'm already inside your head. (236L/M/H):
    • Fixed a bug that prevented this move from dealing Chip Damage.
  • You dumbass! (623L/M/H):
    • Fixed a bug that prevented this move from dealing Chip Damage.

JJASBR Shigechi Small Icon.png Shigekiyo Yangu

  • Don't come any closer! (214L/M/H while in Defensive Formation):
    • Fixed a bug that would prevent Harvest stocks from being consumed if the move was used at the same time a Guard Cancel or HHA was used by the opponent.

JJASBR Keicho Small Icon.png Keicho Nijimura

  • Fire! (GHA):
    • Fixed a bug that would cause Infantry formation GFX to be displayed at the end of the animation, even if Keicho was in Helicopter/Tank formation at the time.
  • Assist:
    • Fixed a bug in the Nintendo Switch version of the game that caused the Assist's attack to remain during the point character's Throw animation if Keicho was called at the same time as the point character inputs a Throw.

JJASBR Akira Small Icon.png Akira Otoishi

  • Kiss this! (421L/M/H while in Stand On):
    • Increased hitbox sizes on a successful activation.
    • MAX Electricity:
      • Fixed a bug that caused the retaliation to whiff when the move is successfully activated by certain actions from the opponent.

JJASBR Trish Small Icon.png Trish Una

  • 3H (Stand On):
    • Adjusted the move's description in the Command List to properly mention that this move affects downed opponents.
  • Crush! (623L/M/H while in Stand Off):
    • Fixed a bug that would cause Spice Girl to be summoned further ahead than normal if Trish activates Stand On after taking damage while using this move.
      • The above change also fixes a similar bug that would take effect if Trish Flash Canceled this move.

JJASBR Ghiaccio Small Icon.png Ghiaccio

  • Throw:
    • Fixed a bug that would cause Ghiaccio to be placed in the wrong position during a successful Throw when used against certain characters while in Stand On.

JJASBR Jolyne Small Icon.png Jolyne Cujoh

  • String Barrier (22L/M/H while in Stand Off):
    • Adjusted the move's description in the Command List to properly account for the changes introduced in version 2.00.
    • Fixed a bug that would cause the wall of rubble created by Josuke (Part 4)'s "He heals pretty quick!" to be refreshed constantly if the String Barrier came in contact with it.

JJASBR Ermes Small Icon.png Ermes Costello

  • Assist:
    • Now based on the Stand On version of "It's quite useful... (214L while in Stand On)".
      • Was previously based on Stand Off version of "It's quite useful... (214L while in Stand Off)".

JJASBR Anasui Small Icon.png Narciso Anasui

  • 2M (Stand Off):
    • Reduced pushback on hit.
  • j.H (Stand On):
    • Increased Clash priority so as to prevent this move from clashing with Medium Normal Attacks.
  • And... RELEASE! (214L/M/H while in Stand Off):
    • Both the normal and charged versions are now considered to be the same move for the purposes of IPS.
    • The first hit of the move can now hit OTG.
      • Adjusted the move's description in the Command List to account for this change.
      • Adjusted the trajectory for the first hit of the charged version when hitting downed opponents.
    • Adjusted the trap left by this move so that it triggers against downed opponents.
    • The final hit of the trap left by the charged version will now relaunch downed opponents.
  • Assist:
    • The first hit of the move can now hit OTG.

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

  • Made in Heaven (GHA):
    • Fixed a bug that prevented the changes to this move introduced in version 2.00 from taking effect during matches on the Kennedy Space Center stage.

JJASBR Johnny Small Icon.png Johnny Joestar

  • Mounted Mode:
    • Increased landing recovery after jumping without attacking.
  • 5M (Mounted):
    • Added the ability to deal Chip Damage.
  • Send me down the hole! (22L/M/H in both modes; from ACT 3 onwards):
    • Adjusted the move's description in the Command List to properly mention that this move affects downed opponents.
  • Mounting (5S):
    • Adjusted the transition period between Dismounted and Mounted states so that Johnny is not considered airborne at any point.

JJASBR Gyro Small Icon.png Gyro Zeppeli

  • Mounted Mode:
    • Increased landing recovery after jumping without attacking.
  • 5L (Mounted):
    • Added the ability to deal Chip Damage.
  • j.M (Mounted):
    • Added the ability to deal Chip Damage.
  • Mounting (5S):
    • Adjusted the transition period between Dismounted and Mounted states so that Gyro is not considered airborne at any point.

JJASBR Diego Small Icon.png Diego Brando

  • Mounted Mode:
    • Increased landing recovery after jumping without attacking.
  • 6H (Dismounted):
    • Reduced movement distance.
    • Reduced active frames.
    • Reduced the time needed for the hurtbox to retract.
    • Increased the time needed for Diego's collision box to disappear.
  • 5L (Mounted):
    • Added the ability to deal Chip Damage.
  • j.M (Mounted):
    • Added the ability to deal Chip Damage.
  • Gouge (236L/M/H in both modes):
    • Extended the hitbox for the final hit downwards.
    • Increased pushback for the final hit when used against airborne opponents.
  • Useless, useless! (623L/M/H in both modes):
    • Reduced movement distance when used on the ground while Dismounted.
    • When used while Mounted, Diego will now bounce backwards and enter a vulnerable animation if the move is blocked.
  • Useless, useless! (Air) (j.623L/M/H while Dismounted):
    • Diego will now bounce backwards and enter a vulnerable animation if the move is blocked.
  • Mounting (5S):
    • Adjusted the transition period between Dismounted and Mounted states so that Diego is not considered airborne at any point.

JJASBR AW Diego Small Icon.png Alternate World Diego

  • Mounted Mode:
    • Increased landing recovery after jumping without attacking.
  • 5L (Mounted):
    • Added the ability to deal Chip Damage.
  • j.M (Mounted):
    • Added the ability to deal Chip Damage.
  • I'll skewer you! (46L/M/H in both modes):
    • Fixed a bug that prevented this move from scaling below 50% damage.
  • My trial is to conquer and kill at all costs. (623L/M/H while Dismounted):
    • Fixed a bug that caused the gasoline spill to take longer to manifest a hitbox while lying on the ground during matches on the Rome and Rocky Mountain Village stages.
    • Changed hit effect on both hits (First hit: Launch > Launch / Hard Knockdown; Second hit: Launch / Hard Knockdown > None).
      • This change does not take effect on gasoline cans thrown while "THE WORLD" is active.
  • This is where the fun begins... (214L/M/H while Dismounted):
    • Fixed a bug that prevented the game from progressing to the next round if any matches beyond the first one managed to KO certain characters.
    • Redistributed damage across all hits for the explosion that takes place when the move is used against opponents doused in gasoline (40*3 > 5, 76, 39).
  • THE WORLD (22S while Dismounted):
    • Fixed a bug that caused the gasoline cans thrown by "My trial is to conquer and kill at all costs." to hit more times than their intended amount while time is stopped.
    • Removed the ability for the matches thrown by "This is where the fun begins..." to hit the opponent while time is stopped.
    • Fixed a bug that allowed AW Diego to use his GHA while time is stopped if he was subjected to another character's Time Stop and unfroze himself with at least 1 HH Gauge.
      • The above change also prevents AW Diego from being able to mount Alternate World Silver Bullet while time is stopped, which he could do if GHA whiffed.
  • Your sentence is death! (623L/M/H while Mounted):
    • Increased launch height.
    • Increased recovery.
    • L version:
      • Increased damage.
    • M version:
      • Reduced startup.
      • Redistributed damage values across both hits, resulting in an overall increase in damage (60 (30*2) > 80 (35, 45)).
    • H version:
      • Reduced startup.
      • Redistributed damage values across all hits, resulting in an overall increase in damage (90 (30*3) > 110 (30*2, 50)).
  • Mounting (5S):
    • Adjusted the transition period between Dismounted and Mounted states so that AW Diego is not considered airborne at any point.
  • Me Time (HHA):
    • Adjusted invincibility window when used while Mounted to be same as the one from the Dismounted version.
    • Reduced active frames.
    • Fixed a bug that would cause the opponent to be placed in the wrong position during a successful HHA if the initial attack connected at the same time as AW Diego's "Barb wire!!".
  • Assist:
    • Fixed a bug that, when hitting at the exact same time as Giorno's HHA, caused opponents to be misplaced during the HHA's animation, leaving them right next to Giorno after its completion.
  • Other:
    • Adjusted AW Diego's transition into a knockdown state to be the same as other characters.

Other Changes

  • Adjusted the designs on several Player Cards.

DLC Content

  • Added paid DLC character Leone Abbacchio.
    • 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