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Steam News1 December 20223y ago

Notice of Patch Update 1.4

Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R. The patch will begin rolling out on December 1st at 5PM PST / December 2nd at 2AM CET / December 2nd at 10AM JST.

In this update4

Full notes

Full JoJo's Bizarre Adventure: All-Star Battle R update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

7 fixes0 additions3 changes0 removals
  • Store
  • Fixes
  • Performance
  • Balance
changedGeneral ChangesWhen being Throw Escaped ・[Part 1] Dio Brando ・[Part 2] Wamuu ・[Part 3] Pet Shop ・[Part 4] Yukako Yamagishi ・[Part 5] Giorno Giovanna (Golden Wind Requiem) ・[Part 5] Bruno Bucciarati ・[Part 7] Diego Bran
fixedGeneral Changes● When a throw is made on the same frame and a throw escape occurs, the 1P side was ready to move first, but has been corrected so that they can move at the same time. → The bug has been corrected because the behavior was unintended.
fixedGeneral ChangesLanding ● The timing at which the technique could not be activated with a one frame reversal on landing from an aerial passive has been corrected so that it can now be activated. ● After launching a back-jump attack, the attacker is attacked in mid-air, and the landing after receiving in mid-air is no longer subjected to an unexpected recovery. → Fixed a bug that made it impossible to disengage from unguardable attacks such as stacking unguardable attacks after aerial passives.
fixedGeneral ChangesBound hit ● The position of the "hurt attack" for each character was significantly different, but this difference has been corrected so that it is now smaller. → The bug has been corrected because the behavior was unintended.
fixedGeneral ChangesStand Rush ● Fixed a discrepancy in time stop timing between activation on the 1P side and activation on the 2P side. → The bug has been corrected because the behavior was unintended.
fixedGeneral ChangesWake-up ● Unified characters with different wake up behavior. ・Cool Ice ・Giorno Giovanna (while in Requiem) ・Ghiaccio ・Ermes → The bug has been corrected because the behavior was unintended. ● Fixed so that a close dash against a getting-up opponent does not cause the opponent to slip through to the back side. → The bug has been corrected because the behavior was unintended.

JoJo's Bizarre Adventure: All-Star Battle R changes

changedWhen being Throw Escaped ・[Part 1] Dio Brando ・[Part 2] Wamuu ・[Part 3] Pet Shop ・[Part 4] Yukako Yamagishi ・[Part 5] Giorno Giovanna (Golden Wind Requiem) ・[Part 5] Bruno Bucciarati ・[Part 7] Diego Bran
fixed● When a throw is made on the same frame and a throw escape occurs, the 1P side was ready to move first, but has been corrected so that they can move at the same time. → The bug has been corrected because the behavior was unintended.
fixedLanding ● The timing at which the technique could not be activated with a one frame reversal on landing from an aerial passive has been corrected so that it can now be activated. ● After launching a back-jump attack, the attacker is attacked in mid-air, and the landing after receiving in mid-air is no longer subjected to an unexpected recovery. → Fixed a bug that made it impossible to disengage from unguardable attacks such as stacking unguardable attacks after aerial passives.
fixedBound hit ● The position of the "hurt attack" for each character was significantly different, but this difference has been corrected so that it is now smaller. → The bug has been corrected because the behavior was unintended.
fixedStand Rush ● Fixed a discrepancy in time stop timing between activation on the 1P side and activation on the 2P side. → The bug has been corrected because the behavior was unintended.

Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R.

The patch will begin rolling out on December 1st at 5PM PST / December 2nd at 2AM CET / December 2nd at 10AM JST.

General Changes

Throw ● The "throw-through" scale has been standardized. → Adjustments have been made to align with other characters to unify advantage and disadvantage after Throw Escape.

  • When Throw Escape ・[Part 4] Jotaro Kujo 4 ・[Part 5] Giorno Giovanna (Golden Wind Requiem)

  • When being Throw Escaped ・[Part 1] Dio Brando ・[Part 2] Wamuu ・[Part 3] Pet Shop ・[Part 4] Yukako Yamagishi ・[Part 5] Giorno Giovanna (Golden Wind Requiem) ・[Part 5] Bruno Bucciarati ・[Part 7] Diego Bran

● When a throw is made on the same frame and a throw escape occurs, the 1P side was ready to move first, but has been corrected so that they can move at the same time. → The bug has been corrected because the behavior was unintended.

Landing ● The timing at which the technique could not be activated with a one frame reversal on landing from an aerial passive has been corrected so that it can now be activated. ● After launching a back-jump attack, the attacker is attacked in mid-air, and the landing after receiving in mid-air is no longer subjected to an unexpected recovery. → Fixed a bug that made it impossible to disengage from unguardable attacks such as stacking unguardable attacks after aerial passives.

Bound hit ● The position of the "hurt attack" for each character was significantly different, but this difference has been corrected so that it is now smaller. → The bug has been corrected because the behavior was unintended.

Stand Rush ● Fixed a discrepancy in time stop timing between activation on the 1P side and activation on the 2P side. → The bug has been corrected because the behavior was unintended.

Wake-up ● Unified characters with different wake up behavior. ・Cool Ice ・Giorno Giovanna (while in Requiem) ・Ghiaccio ・Ermes → The bug has been corrected because the behavior was unintended. ● Fixed so that a close dash against a getting-up opponent does not cause the opponent to slip through to the back side. → The bug has been corrected because the behavior was unintended.

Guard ● Changed so that if a "middle attack" and "lower attack" are stacked on top of each other completely simultaneously, the guard will succeed if either "crouching guard" or "standing guard" is executed. → The bug has been corrected because the behavior was unintended. ● Fixed a problem where during a continuous guard, if you were in the "↓" position, you could guard both the middle and the lower. → The bug has been corrected because the behavior was unintended.

Taunt animation ● When a performance with a camera effect was forced to end when there was more than 5 seconds of dialogue, the camera would start moving earlier than the normal end of the performance. → The bug has been corrected because the behavior was unintended.

Character Specific Changes

Will A. Zeppeli

Style: Breath of Hamon ● Unified the recovery time, which was longer than the other characters' Hamon Breathing. ● The speed at which the HH gauge accumulates has been increased. → Adjustments have been made to make it easier to achieve a strategy of frequent use of Hamon skills.

Command: Sunlight Yellow Overdrive ● Make an adjustment of the attack’s start-up. ● Increased the attack’s damage. ● Increased the amount of blow-off. → Adjustments have

Source

Steam News / 1 December 2022

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