JoJo’s Bizarre Adventure: All-Star Battle R from Bandai Namco Entertainment is out now on PS5, PS4, Xbox Series X|S, Xbox One, Switch, and PC via Steam. Read my review of the Switch version here and Xbox Series X version here. Today, the publisher released the JoJo’s Bizarre Adventure: All-Star Battle R version 2.10 update patch notes and balance adjustments ahead of Leone Abbacchio releasing for season pass owners this week. This update features major balance adjustments and changes.

jojos bizarre adventure all star battle r

JoJo’s Bizarre Adventure: All-Star Battle R version 2.10 update patch notes

Mounted

Entering Mounted Mode    

  • Made it so that when activated in the air, just after activation, character will be treated as standing.
    • Removes the ability to use while standing up or during a gap in an opponent’s combo to escape while being attacked.(Just after mounting, the character was recoiling in a low-altitude airborne state, making it a low-risk escape method that avoided the opponent’s follow-up attacks.)

Certain Normal Attacks

  • Normal attacks while mounted have the same ability to deal chip damage even if guarded against as skills. This change fixes some Mounted Mode normal attacks that did not deal damage.
    – Johnny Joestar’s Mounted Mode Standing Medium Attack
    – Gyro Zeppeli’s Mounted Mode Standing Weak Attack and Jumping Medium Attack
    – Diego Brando’s Mounted Mode Standing Weak Attack and Jumping Medium Attack
    – Alternate World Diego’s Mounted Mode Standing Weak Attack and Jumping Medium Attack
    • Fixes attacks to work the same as other mounted normal attacks.

Common

Mounted Mode    

  • Fixed an issue where, when landing from being airborne without attacking only in Mounted Mode, there was a very short time before the frame where the player could move or jump.
    • This was unintended and has been fixed.

Command input detection

  • Changed standing and crouching normal attack input detection from using the direction of the stick tilt when the attack is activated, to using the direction of the stick when the button is pressed.
    • Ensures that some attacks are not unintentionally performed because of early inputs while comboing.

Down Evade

  • Down Evade is possible when an opponent is flying and the Same Move Limit has been reached. Fixed an issue where, if an attack would ordinarily not allow Down Evade, but reaches its Same Move Limit and Down Evade is performed, the hurtbox would extend too far upward.
    • This was unintended and has been fixed.

Characters passing through one another on the ground

  • Fixed an issue causing certain pairings of characters to pass through each other when dashing into one another.
    • This was unintended and has been fixed.

Teleporting

  • Fixed issue causing some characters with teleports (abilities that let them instantly change position) to teleport incorrectly when near a wall.
    e.g. Okuyasu Nijimura’s “I’m scraping away space!”, Kars’ “Victory is everything!”
    • This was unintended and has been fixed.

Landing after aerial recovery

  • Fixed issue preventing certain characters from performing Stylish Guard at the moment of landing after an aerial recovery.
    – Kars (Ultimate Thing)
    – Pet Shop
    – Risotto Nero
    – Alternate World Diego
    • This was unintended and has been fixed.

Armor

Character model would appear to still be on fire

  • Fixed issue causing characters hit by the following skills while in an armor state (from skills that prevent recoil animation while in effect) to appear to keep burning.
    – Jonathan Joestar’s “Scarlet Overdrive”
    – Koichi Hirose’s “Sizzle!”
    – Kosaku Kawajiri’s “Contact Bomb” and “This stone is a bomb!”
    – Alternate World Diego’s “This is where the fun begins…” when opponent has gasoline
    • This was unintended and has been fixed.

Jonathan Joestar

“The Sword of Luck and Pluck” skill

  • Made it so the character faces the opponent for the final blow.
    • Makes it less likely that the last hit will fail to combo due to the character’s direction being off, e.g. if they are near the edge of the arena.
  • Disabled cancel from the Hamon version.
  • Increased damage from Hamon version.
  • Disabled additional attack after the last hit of the Hamon version.
    • Keeps the Hamon version of the move from racking up excessive damage from the ability to get near the opponent without risk of recoil. To offset this, increased the move’s own damage.

Dio Brando

Crouching strong normal attack    

  • Fixed issue where darkened (time-stopped) opponents could move again after a Flash Cancel.
    • This was unintended and has been fixed.

“I’ll suck you dry!” skill

  • Enabled canceling into skills.
  • Enabled Flash Cancel.
  • Enabled HHA cancel.
  • Reduced damage.
    • Improves usability in combos. (Allows dealing damage while healing if incorporated into a combo.) To offset this, reduced damage.
  • Shortened start up time to midair version.
    • Improves usability in neutral.
  • Changed so it can now be used as an additional attack when opponents are sent flying.
    • Change to go with the ability to cancel.

“Space Ripper Stingy Eyes” HHA

  • Fixed issue where the projectile’s clash box would remain after its hitbox was removed when the opponent successfully performed a Stylish Guard.
    • This was unintended and has been fixed.


Robert E. O. Speedwagon

“Go nuts with those knives, boys!” skill

  • Shortened recovery period.
  • Increased damage.
  • Shortened attack startup animation on medium and strong attack versions.
    • Improves usability in neutral and in combos.

“GYAAAAAAAH!” skill    

  • Shortened attack startup animation.
    • Improves usability in combos. (Allows weak version to combo into strong version.)

“Don’t try to bluff, you rich little snot!” skill

  • Reduced knockback on the multiple hits.
    • Improves usability in neutral. (Ensures that the opponent is not sent too far away if using the move to guardbreak.)
  • Adjusted position of the hat projectile upward
    • Matches the attack to its appearance, and improves usability in neutral. (It’s now harder for the opponent to jump over.)

Joseph Joestar

Standing medium normal attack

  • Increased duration of attack hitbox.
  • Slightly increased forward motion.
    • Improves usability in neutral.

Crouching medium normal attack

  • Increased forward motion.
  • Reduced knockback on hit.
    • Improves usability in neutral and in combos. (Easier to control at midrange. Also makes it easier to combo with crouching strong.)

“Clacker Boomerang” skill

  • Shortened attack startup animation.
  • Shortened recovery period.
    • Improves usability in neutral (A previous adjustment that allowed canceling Dodge into Forward step made it easier for the opponent to close distance, so the previous recovery time made it too risky to use.)
  • Extended knockback on hit.
    • Ensures that countering after guarding the clackers isn’t too reliable. (Makes it easier to use strategies such as controlling the opponent by canceling a guarded crouching medium, etc.)

“Don’t you get it?” skill    

  • Made it so that on success, the opponent can’t move until Joseph has spawned his hitbox.
    • Guarantees that Joseph’s counter will hit on a successful execution.

“Guess I did it again!” skill

  • Made it so that on success, the opponent can’t move until Joseph has spawned his hitbox.
    • Guarantees that Joseph’s counter will hit on a successful execution.

“This means war!” HHA

  • Increased the bonus damage that the final part gets from the “Guess I did it again!” Level
    • The damage increase was not worth the HH Gauge expenditure. This makes the move feel more worth the HH Gauge expenditure.

Caesar Anthonio Zeppeli

Crouching medium normal attack    

  • Slightly increased forward motion.
    • Improves usability in neutral.

“Bubble Lenses” skill    

  • Shortened recovery period.
    • Improves usability in neutral.

“Hamon Kick” skill    

  • Shortened time to Hamon version attack beginning.
    • Improves usability in neutral and in combos. (Makes it easier to combo when hitting with standing medium version and canceling.)

“One-Fisted Uppercut” skill

  • Shortened recovery period.
  • Increased damage of medium and strong versions.
    • Improves usability in neutral and in combos.

Kars

“The birth of the Ultimate Thing!” GHA

  • Fixed issue where an opponent could reliably use some skills such as command grabs just after the transformation completes.
    • This was unintended and has been fixed.

Ultimate Thing Mode “Aerial Dash” special    

  • Decreased speed of attack activation.
    • Slightly increases risk of activation.

Ultimate Thing Mode “Brilliant Bone Blades” special

  • Disabled Flash Cancel.
    • Increases risk of activation.

Ultimate Thing Mode “Predator Wings” special

  • Shortened duration of the diagonal advance’s hitbox. (Kept the duration for the vertical version.)
    • This was unintended and has been fixed.
  • Adjusted the attack weight value that determines when a Clash occurs for the vertical and diagonal-forward versions.
    • Reduces usability as anti-air and the guard recovery when the opponent guards the move.
  • Delayed timing so a jump attack is possible.
    • Ensures that opponents using certain characters are not locked into guarding aerial normals if they guard against the initial rising attack.

Ultimate Thing Mode “The power of supreme genes!” skill

  • Increased number of hits for the medium version.
  • Increased damage from the medium version.
    • Maintains usability in neutral while making it easier to take a hit with this move into a combo.
  • Reduced damage from the strong version.
    • This move is both a low projectile and an extremely effective combo piece, so its damage is now reduced.
  • Reduced homing ability of the strong version’s squirrel after it begins running.
    • Once the attack comes out, the opponent previously could not evade it with Dodge and had too few options other than a crouching guard.
  • Fixed issue where, if the strong version’s squirrel hit the opponent while falling, it would instantly teleport to the ground.
  • Made the move face the opponent if activated in midair.
    • This was unintended and has been fixed.

Ultimate Thing Mode “Feast your eyes on my Hamon!”

  • Changed recoil animation of the medium version.
  • Increased speed of hitbox spawning on medium attack version.
  • Reduced recovery of medium version.
  • Increased knockback of medium version.
  • Increased damage of medium version.
  • Changed recoil animation of the strong version.
  • Increased knockback on strong version hit.
  • Increased damage of strong version.
    • Makes the attack a guard breaker with a middle and low option. (Since it can no longer fill a midrange combo, the move’s damage is increased.)

Flight Mode

  • Standardized the startup time of flight mode normal attacks to jumping normal attacks.
    • This was unintended and has been fixed.
  • Fixed issue causing both characters to rapidly turn back and forth when flying immediately above the opponent.
    • This was unintended and has been fixed.

Wamuu

Standing weak normal attack

  • Matched hitboxes to the animations.
    • There was a moment where the hand was extended, but the hitbox wasn’t in effect. Fixed the desync by adjusting the animation speed and leaving the hitbox behavior the same.

“With the strength of a pillar!” special

  • Adjusted the specs in all states.
    Normal:
    – Armor off
    – Increased Guard Gauge reduction
    – Increased damage

    Wind Mode/Vapor Barrier:
    – Armor off
    – Increased Guard Gauge reduction more than normal state
    – Increased damage

    “I shall see with the wind” active:
    – Armor until just before hitbox spawns
    – Increased Guard Gauge reduction more than normal state
    – Increased damage
    *Command List has also been updated”
    • Addressed the move’s combination of big gains when hitting and low risk even if guarded. In exchange, it’s now very effective at draining the Guard Gauge, allowing it to be used as a basis for breaking. Also increased the move’s own damage, so it provides a somewhat greater return in exchange for being harder to hit with.”

“I, Wamuu, will now consider you to be worthy prey!” skill

  • Changed recoil animation.
    • Previously it was an extremely rewarding move to hit with as it added up damage without spending HH Gauge. The recoil animation has been changed to a down slam, requiring standing the opponent up with “Never stand in my shadow!” followed by Flash Cancel to maintain a combo. The move still has the same return, but now requires resource expenditure.
  • Decreased speed of hitbox spawning.
    – Weak: Combos from strong. If the strong version is guarded, it no longer chain guards.
    – Medium: Does not combo from strong.
    – Strong: Even more speed decrease than medium.
    • Previously, the move was extremely safe whether guarded or not; if canceled from standing strong, it would lead to a chain guard, and was not at much disadvantage even if guarded. With these changes, it’s now necessary to pay attention to the move hitting or being guarded against.
  • Reworked animation. (When hitting or being guarded, now immediately transitions to ending animation.)
    • Brings the best and worst case closer during continuous hit (hitting or being guarded towards the later part of the animation). (When guarded, the opponent will now be able to move first.)

Never stand in my shadow!” skill    

  • Reduced damage with “I shall see with the wind” active.
    • This was unintended and has been fixed.

“Wind Mode” Style    

  • Fixed issue causing the visual wind effect from “Wind Mode” to vanish if the opponent hits with an attack at the moment “Wind Mode” is activated.
    • This was unintended and has been fixed.

Jotaro Kujo

User Mode crouching medium normal attack    

  • Adjusted cancel timing
    • Reduces chance of difficulty canceling (inputs failing to work).

Stand Mode Forward Step    

  • Decreased startup speed.
    • Narrows usability in combos and Guardbreaking in conjunction with Flash Cancel.

Stand Mode crouching medium normal attack    

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier to combo when canceling into crouching strong.)

Stand Mode crouching strong normal attack

  • Reduced horizontal launch force of the first hit.
  • Made the Stand advance as the second hit happens.
  • Improves usability in combos. (Reduces the chance that the second hit will fail to hit if the edge of the first hit connects.)

Stand Mode jumping strong normal attack

  • Adjusted hitbox.
  • Adjusted hurtbox.
  • Shortened attack startup animation.
    • Ensures that hitbox and visuals match.

Stand Mode normal attack damage    

  • Slightly reduced damage of the following attacks:
    – Standing weak attack
    – Standing medium attack
    – Standing strong attack
    – Crouching weak attack
    – Crouching medium attack
    – Crouching strong attack
    • The damage was tuned high for character differentiation, but damage done in combos far exceeds other characters, so this closes that gap somewhat. (With the reduction, the character is still a high power character relative to the others.)

“Here’s your receipt!” skill

  • Increased damage.
    • Balancing change to offset the normal attack damage reduction.
  • Increased speed of weak version beginning.
    • Improves usability in neutral and in combos. (Makes this a fast attack to offset the lack of invincibility.)
  • Extended the invincibility period of the medium version.
    • Improves usability in neutra. (Invincibility now lasts until the hitbox spawns, allowing this to be used to parry.)
  • Adjusted upward launch force.
    • Makes the last part more likely to hit if it hits the opponent in the air.

“ORA ORA ORA ORA!” HHA

  • Enlarged hitbox of the follow-up finishing skill.
    • Eliminates the issue of failing to hit some characters.

Iggy

“Sand Dome” skill

  • Adjusted command input conditions. (When not guarding, return the directional input to neutral, then input the guard direction and the Style button at the same time.) Updated the Command List description.
    • Reduces chance of unintentional activation while backing away and pressing the Style button.
  • Added a new activation method. (While guarding, press the Style button.)
    • Goes with the change to the normal command input.
  • Reduced speed of continuous HH Gauge drain.
    • Increases opportunities to use the move by reducing gauge consumption.

DIO

Stand Mode standing weak normal attack

  • Decreased speed of hitbox spawning.
  • Reduced duration of attack hitbox.
  • Reduced duration of hurtbox.
    • Slightly reduces overall effectiveness.

“My Stand’s full power!” skill

  • Made hurtbox extend forward along with the hitbox spawning.
  • Increased duration of hurtbox.
    • Applies universal rules that other characters follow.
  • Enlarged hitbox downward for the finishing blow.
    • Reduces chance that the final part fails to hit.

“Useless, useless, useless, useless!” skill

  • Made hurtbox extend forward along with the hitbox spawning.
    • Applies universal rules that other characters follow.
  • Increased duration of hurtbox.
    • Slightly reduces overall effectiveness.

“And one more just in case!” skill

  • Standardized position of the knife projectiles spawning.
    • Changes to match the attack’s visuals.

“He’s gone?!” skill

  • Enabled canceling from the teleport after a successful counter into Stylish Guard or Guard.
    • Increases usability. (Adds options for if the opponent performs Stylish Guard.)
  • After the hitbox is spawned, allowed cancel into HHA, Flash Cancel, special moves and specials.
    • Adds options on hit or when guarded.

Mohammed Avdol

User Mode standing medium normal attack    

  • Increased lifting force.
    • Reduces chance of the second hit failing to connect when hitting a lifted opponent.
  • Reduced damage.
  • Increased recovery time.
    • Balance change to offset the move being easier to combo with.

User Mode standing strong normal attack

  • Increased lifting force.
  • Reduced horizontal launching force.
    • Improves usability in combos. (When using in a combo against a lifted opponent, it’s less likely that the move will fail to connect.)

User Mode crouching medium normal attack

  • Changed attack animation.
    • Changed to manifest the Stand to attack. (Has longer reach, but the attack is overall heavier. It’s now better at controlling and countering, but dangerous if it fails to hit or be guarded.)
  • Increased lifting force.
    • Improves usability in combos.

Stand Mode standing strong normal attack

  • Increased speed of hitbox spawning.
  • Increased number of hits.
    • Improves usability in neutral.
  • Made the attack not subject to counters (skills, HHAs, and GHAs).
    • Applies universal rules that other characters follow: this is a fire attack, so it doesn’t make direct contact.

Stand Mode crouching medium normal attack

  • Extended reach.
  • Extended hitbox towards the attack’s origin.
    • Improves usability in neutral and in combos. (The enlarged hitbox ensures the attack doesn’t fail to hit at its origin.)
  • If canceled into crouching strong, the Stand now attacks from the position it advanced to from crouching medium.
  • Reduced knockback on hit.
    • Improves usability in neutral and in combos. (Easier to control at midrange. Also makes it easier to combo with crouching strong.)

Stand Mode crouching strong normal attack

  • Reduced lifting force.
    • Balance change to offset the move being easier to combo with other moves.

“Hell 2 U!” skill

  • Increased number of hits for the strong version.
  • Reduced hurtbox during the first hit of the second attack of the medium and strong versions.
  • Reduced hitbox of the first hit of the second attack of the medium and strong versions. 
  • Adjusted cancellability of the third attack of the strong version.
    – Changed cancellability of second phase:
    > Before end of first part of last phase: HHA cancellable
    > After last phase: Flash Cancellable
  • Changed recoil animation from the third attack of the strong version.
  • Changed finishing blow of the third attack of the strong version to launch the enemy strongly in a horizontal direction.
  • Increased the damage of the third attack of the strong version.
    • Adjusted so the relative strength of the different attacks is more noticeable. (The strong version is now a wall slam. If this move is comboed into a Flash Cancel>Jump>Jumping strong attack, the opponent has a chance to aerial recover. This means the medium version is a better combo component, while the strong version is now superior for pure damage. This doesn’t only work at arena edges. It’s entirely possible to use this to push damage in combos.) The vulnerability of the weak version is very slight, so it can be used to control.

“Must I do this the hard way?” skill

  • Adjusted so the hitbox would extend towards the opponent rather than backwards.
    • This was unintended and has been fixed.

“Now’s my chance!” skill

  • Adjusted hitbox position.
    • Changed to mitigate issue where the attack wouldn’t connect when used near the edge of the arena.

“Cross Fire Hurricane Variation” skill

  • Made it so the attack spawns the follow-up ankh even if Flash Cancelled.
    • Improves usability in neutral and in combos.

“Cross Fire Hurricane Special” GHA

  • Fixed an issue where the damage displayed did not match when the damage was subject to the combo decay modifier.
    • Applies universal rules that other characters follow.

Burning effects    

  • Fixed an issue causing burning effects that are part of flame visuals to be bigger than normal if Mohammed Avdol was in the battle.
    • This was unintended and has been fixed.

Noriaki Kakyoin

Normal attack sound effects

  • Fixed the sound effects of the Stand Mode standing medium and strong attacks being swapped.
    • This was unintended and has been fixed.

Stand Mode standing weak normal attack    

  • Fixed the hit effect and SFX to be the intended ones.
    • This was unintended and has been fixed.

Josuke Higashikata 4

User Mode standing medium normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral and in combos.

User Mode crouching medium normal attack

  • Increased movement up to the spawning of the hitbox. (In exchange, the movement stops when the hitbox spawns.) *The attack now has longer overall reach, but less movement.
    • Improves usability in neutral and in combos.

User Mode jumping strong normal attack

  • Increased duration of attack hitbox.
    • Improves usability in neutral and in combos. (This can be comboed into by Flash Canceling the final blow of the medium version of “Break through, beat you up!” into a dash jump, for instance.)”

“He heals pretty quick!” skill

  • Fixed issue where the transition from a Clash could cause a second collision with a barrier. (Fixes bug with Clashing with Jolyne Cujoh’s “String Barrier”.)
    • This was unintended and has been fixed.

“I’m a real Deadeye Dick!” skill

  • Increased speed of hitbox spawning.
  • Increased medium version projectile speed.
  • Greatly increased strong version projectile speed.
    • Improves usability in neutral and in combos.

“Break through, beat you up!” skill

  • Changed the second hit of the weak version’s finishing blow. (The large knockback of the first hit meant the opponent could be knocked out of the second if they guarded.)
    • Aims to make it less open to counterattack if the opponent guards the attack. (Together with the increased movement of the crouching medium, it’s now possible to use in no-gauge damage comboes.)

“Break through, beat you up!” skill

  • Adjusted the timing of the weak version’s final stage somewhat towards the opponent.
    • Improves usability in neutral.

“DORARARARARARARA!” skill

  • Added a hitbox at the attack’s origin.
    • Makes the attack able to hit or make guard an opponent even if they are crouching.
  • Changed recoil animation of the first part.
    • When hitting a crouching opponent, it will make them stand up to increase reliability of hits.
  • Extended knockback from the first hit.
    • Gives the opponent distance when they crouching guard the move, adding an element of chance after it completes. (The weak version has some invincibility against the opponent’s counterattack after they guard, but the activation delay of the medium and strong versions makes them counterable. If an opponent doesn’t keep them in mind, you can land the combo and maintain offense.)

“Watch Your Mouth!”

  • Fixed issue where, on a successful counter with “Watch your mouth” without 1 HH Gauge at certain timings, the opponent’s controls would be disabled.
  • Fixed issue where a throw could be confirmed at a time it ordinarily could not if, just after “Watch Your Mouth!” mode ends, the user activates “Break through, beat you up!” and inputs a throw just as the last part lands.
  • Fixed issue causing some attacks to act as if countered during the mode. This was unintended and has been fixed.
  • Fixed issue where jumping just before the mode ended would trigger the mode end animation in midair.
  • Fixed issue causing Josuke (Higashikata 4)’s controls to be disabled if entering Rush Mode during the Mode.
  • Fixed issue causing the super armor state to stay into the next round after winning a round with the mode active.
    • This was unintended and has been fixed.

Koichi Hirose

Gravitated state

  • Fixed issue preventing Dodge.
    • This was unintended and has been fixed.
  • Added Stylish Guard and Stylish Evade to the allowed actions.
    • Balances the extreme power of the state. (In exchange, buffed User Mode, which did not see much active use.)

User Mode standing medium normal attack

  • Increased number of hits.
  • Reduced knockback on hit.
    • Improves usability in neutral.

User Mode jumping medium normal attack

  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral.

“Stop it!” special

  • Allowed canceling into Quick Stand On.
  • Increased forward motion.
    • Improves usability in neutral and in combos.

“Sizzle!” skill

  • Split the hitbox into two sections:
    1) Impact from the tail writing.
    2) Flame from the burned effect.
    *The flame hitbox can hit downed opponents.
  • Shortened time to projectile spawning from medium and strong versions.
  • Adjusted trajectory of medium and strong versions. (Reduced upward motion.)
    • Improves usability in neutral.

Okuyasu Nijimura

“I’m eliminating space!” skill    

  • Considerably rebalanced User Mode weak and medium versions.
    – Increased number of hits.
    – Increased speed of hitbox spawning.
    – Made the position above the enemy that the medium version teleports to closer to the enemy.
    – Allowed canceling the strong version’s feint into a forward step.
    – Reduced damage.
    • Major changes intended to differentiate the weak, medium, and strong versions more. If the attack hits the opponent, it’s now more effective at limiting the opponent’s responses.
      – Weak version: you can move before the opponent can, so it can be used to maintain pressure if the opponent tries to counter.
      – Medium version: If the opponent tries to escape by backstepping, you can stop them with a jumping strong attack as you fall.
      – Strong version: If the opponent tries to escape with Stylish Guard or Dodge, you can forward step and throw.
      The additional hits ensure that the timing doesn’t affect the attack’s utility, so the element of chance functions as above.
      If this attack is canceled out of a strong normal attack hit, it can deal multiple hits, reliably creating the gamble described. Damage has been reduced to balance all of these changes.”
  • Enabled canceling after leaving the teleport into Guard and Stylish Guard in User Mode.
    • The move was open to counter after teleporting, so this adds options for safety when teleporting.
  • Fixed issue causing inputting a normal attack during the recovery of the weak or strong versions would cause an animation somewhat like Stand Rush.
    • This was unintended and has been fixed.

“Gaoohhhn!” skill

  • Increased damage.
    • With the changes to User Mode “I’m eliminating space!” focusing on the outcome for the opponent, made this a damage-focused move.

Shigekiyo Yangu

“Don’t come any closer!” skill    

  • Fixed issue causing Harvest to vanish if this skill was used at the same time as the opponent activated an HHA or a skill that can be canceled from guard.
    • This was unintended and has been fixed.

Akira Otoishi

“Kiss this!” skill

  • Fixed issue causing the max electricity version not to hit properly against some actions by opponents.
    • Makes it less likely that the attack will fail to hit on a successful activation against Esidisi’s “Burning King’s Prison” (weak and strong versions).
  • Enlarged hitbox.
    • Makes it less likely that the attack will fail to hit on a successful activation against some opponents.

Keicho Nijimura

“Fire!” GHA

  • Fixed issue causing Infantry Mode visuals to be displayed at the end of the animation even if in Tank/Helicopter Mode.
    • This was unintended and has been fixed.

Assault Assist

  • Fixed issue causing the Assist attack to remain during the throw if Keicho Nijimura’s Assist attacks at the same time as the player executes a throw.
    • This was unintended and has been fixed.

Yukako Yamagishi

“I’m already inside your head.” skill    

  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • This was unintended and has been fixed.

“You dumbass!” skill

  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • This was unintended and has been fixed.

Trish Una

“With the force of a vise!” special

  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

“Crush!” skill

  • Fixed issue causing the Stand to be left slightly ahead of normal if the skill’s animation was interrupted by Flash Cancel, or it took a hit and then Stand Mode was on.
    • This was unintended and has been fixed.

Ghiaccio

Visuals

  • Fixed issue causing Ghiaccio to be in the wrong position during the throw animation when successfully executing a throw against certain characters in Stand Mode.
    • This was unintended and has been fixed.

Jolyne Cujoh

“String Barrier” skill

  • Updated Command List description to match updates.
    • Adjusted display to fix missing information.
  • Fixed issue where the String Barrier would remain after being struck by Josuke (Higashikata 4)’s “He heals pretty quick!”, causing performance issues.
    • This was unintended and has been fixed.

Narciso Anastasia

User Mode crouching medium normal attack    

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier to combo into other attacks this can cancel into.)

User Mode jumping strong normal attack

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

“And… RELEASE!” skill

  • Allowed to hit downed opponents.
  • Changed recoil animation of the charged version. *Now sends even downed opponents flying.
    • Improves usability in neutral and in combos.
  • Fixed so the normal and charged versions of the skill count to the Same Move Limit.
    • Applies universal rules that other characters follow.
  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

Father Pucchi (Final)

“Maiden Heaven” GHA

  • Fixed issue where the move behaved differently until the transformation completed if the GHA was activated in the Kennedy Space Center. (It was using the behavior from before patch 1.6.)
    • This was unintended and has been fixed.

Johnny Joestar

“Send me down the hole!” skill    

  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

Funny Valentine

User Mode crouching strong normal attack    

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

Stand Mode crouching strong normal attack

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with normal medium attacks.)
    • This was unintended and has been fixed.

“A gift from the other side.” skill

  • Fixed issue causing the move failing to hit opponents in states like “Love Train” or “Vapor Barrier” if used in midair.
    • This was unintended and has been fixed.

Diego Brando

“You flinched!” skill

  • Reduced duration of attack hitbox.
  • Reduced duration of hurtbox.
  • Reduced motion.
    • Increased vulnerability of the whole attack, making it more risky to use.
  • Delayed the expiration of the pushing box.
  • Prevents the move from reversing guard direction when used right on top of the opponent as they get up. (Eliminates situations where it was nearly impossible to determine guard direction.)”

“Useless, useless!” skill

  • Adjusted the aerial and mounted versions to trigger the vulnerable “deflected” animation when guarded.
    • Adds risk commensurate to the reward for hitting.
  • Reduced forward motion from the ground version.
    • Makes it less likely to hit in a way that reverses guard direction.

“Gouge” skill

  • Expanded the hitbox of the final hit upward.
  • Increased horizontal launching force when the final part hits an airborne opponent.
    • Ensures the final part hits if the move hits an airborne opponent.

Alternate World Diego

Gasoline explosion

  • Adjusted damage. Increased damage of the first explosion hit, and reduced damage of the second explosion hit.
    • Limits damage when used as an additional attack against a downed opponent. (The total damage against an opponent who is not downed is the same, but the downed damage reduction now has a bigger effect on the increased damage of the first hit.)

Animations in time stop

  • Fixed issue where a gasoline can hitbox that hit in stopped time could hit again after time resumed.
  • Fixed issue causing opponents to be lit on fire if they hit a match in stopped time.
  • Fixed issue allowing GHA to be used when executing a counter time stop.
    • This was unintended and has been fixed.

Sweep recoil

  • Animation to transition to downed state was longer. Now standardized to other characters.
    • This was unintended and has been fixed.

“My trial is to conquer and kill at all costs.” skill

  • Fixed issue where the time for a fallen gasoline can to spawn its hitbox on the ground took longer on some arenas than others.
    Affected arenas:
    – Rome
    – Rocky Mountain Village
  • Altered recoil animation from throwing the gasoline can.
  • Altered recoil animation from the gasoline can.
    • The gasoline can is now guaranteed to down the opponent only if it hits at its origin. (Addresses issue where the projectile gasoline can would always down on hit, preventing recovery.)”

“I’ll skewer you!” skill

  • Fixed issue where minimum guaranteed damage was half damage.
    • Applies universal rules that other characters follow.

“Your sentence is death!” skill

  • Increased recovery time.
  • Shortened time to hitbox spawning on medium and strong versions.
  • Increased damage.
  • Extended knockback on hit.
    • Fixes ease of performing an aerial combo without spending an HH Gauge. In exchange, the medium and strong versions spawn hitboxes earlier, do more damage, and have more knockback, improving usability in neutral.

“This is where the fun begins…” skill

  • Fixed issue where the game would not transition to victory if some characters were brought to 0 HP by the second or later hits, causing a soft lock.
    • This was unintended and has been fixed.

“Me Time” skill

  • Made invincibility time on activation from Mounted the same as User Mode, correctly lasting until the attack begins.
    • This was unintended and has been fixed.
  • Reduced duration of attack hitbox.
    • Fixes issue where the attack could hit after it appeared to have ended, giving the appearance of a bugged hitbox.
  • Fixed issue where the opponent’s position would be wrong during the HHA animation if the HHA hit at the same time as “Barb wire!!”
    • This was unintended and has been fixed.

Assists

Adjusted uses of Assault Assists and Reversal Assists    

  • – Dio Brando (1/2): -1 Assault Assist, +1 Reversal Assist
    – Mohammed Avdol (2/1): -1 Reversal Assist
    • Brings these more in line with other characters

Assist skill changes

  • Lisa Lisa (Elizabeth): Changed from “You picked a bad time to test me!” to “Snake Muffler”
    – Ermes Costello: Changed from User Mode version to Stand Mode.
    • Brings these more in line with other characters

DLC Characters

  • Character Select
    • Added the paid DLC character Leone Abbacchio.
  • Gallery Items
    • Added new gallery items.
  • JoJo Glossary
    • Added entries to JoJo Glossary.
  • Customization
    • Added customize options.

JoJo’s Bizarre Adventure: All-Star Battle R Digital Deluxe Edition

The JoJo’s Bizarre Adventure: All-Star Battle R Digital Deluxe Edition includes the Season Pass with four new playable characters, bonus costumes, a color set, and more.

JoJo’s Bizarre Adventure: All-Star Battle R Digital Ultimate Edition

The JoJo’s Bizarre Adventure: All-Star Battle R Digital Deluxe Ultimate includes both Season Passes, bonus costumes, a color set, and more.

• Full game
• Season Pass
• Season Pass 2
• 5 Special Event Outfits
• Jolyne Cujoh’s Prisoner Uniform Outfit

It is going to be interesting to see how JoJo’s Bizarre Adventure: All-Star Battle R is supported for the rest of the year on all platforms following the JoJo’s Bizarre Adventure: All-Star Battle R version 2.10 update. Once the new season pass characters are out, if the game is successful enough, I wonder if we will get more paid DLC. 

JoJo’s Bizarre Adventure: All-Star Battle R is out now on PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam. Read my review here.

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