Jojo’s Bizarre Adventure: All-Star Battle R (JJBA ASBR) update 1.30 has arrived, and here are all the changes and improvements mentioned in the patch notes. The patch notes for the 1.30 update for JJBA ASBR is adding a new DLC character to the game called Risotto Nero. The update 1.30 will also be making improvements to JJBA ASBR via bug fixes and tweaks with a healthy list of patch notes.
All the issues that JJBA ASBR players faced in the past regarding bugs had been improved upon with the last update, but it is taken a step further with the patch notes for 1.30, which will hopefully silence most complaints.
JoJo’s Bizarre Adventure (JJBA ASBR) Update 1.30 Patch Notes
General Changes
Additional Attacks on Downed Opponents
- The amount of damage when attacking a downed opponent has been adjusted (reduced).
- To correct the difference in damage from consecutive moves between characters with and without Additional Attacks on Downed Opponents.
- *If the hit is made to hit a character who is not down, the damage will be the same as before.
Trap Commands
- When avoiding traps with Stylish Guard, some command moves remained in effect, so they have been changed to disappear.
- Old Joseph Joestar: Coal Tar(↓↙← + ATK)
- Pet Shop: Screech!(↓↘→ + ATK)
- Kosaku Kawajiri: This pebble is a bomb!!(↓↓ + ATK) *Explosions will occur.
- Trish Una: I’ve turned it soft!(↓↓ + ATK)
- Gyro Zeppelli: Scan(↓↘→ + Style button)
- To adjust battle balance, the effects of the following command moves have been adjusted so that when they are avoided with the Stylish Guard, the effects of the following command moves disappear.
Some Characters Dodge
- The activation time for dodge has been standardized for all characters.
- Pet Shop
- Iggy
- Hol Horse
- Giorno Giovanna (while Golden Wind Requiem)
- Gyro Zeppeli (while Mounted)
- Diego Brando (while Mounted)
- To adjust battle balance, the length of the Stylish Guard has been changed for the following characters.
Restoration/Revive Skills
- Changed the internal processing of Specials which revive by consuming HH gauge.
- To correct a bug that caused inability to progress.
Bind Skills
- Changed handling of Bind skills that hit while landing on the ground from the air.
- To correct a bug that caused the same behavior as a hit while landing on the ground.
Character Specific Changes (JJBA ASBR)
Jonathan Joestar
- Command attack: The Sword of Luck and Pluck
- Sped up attack’s start-up.
- Increased knockback.
- Strengthened in middle attack and make it easier to use in combos and in scrambles.
Dio Brando
- Special attack: And punch straight through!
- Extended the hitbox.
- To solve the phenomenon that some characters do not get HIT.
Will A. Zeppeli
- Command attack: Tornado Overdrive
- Decreased the limit number of hits when opponent is down.
- Increased the attack’s damage.
- Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Joseph Joestar
- Command attack: Crack the Cap
- Slowed down the guaranteed timing of the outbreak of the projectiles.
- To correct the discrepancy of the appearance.
Wamuu
Command attack: Wind Mode
Removed the invincible for some skills.
Noriaki Kakyoin: You’re already in my grasp!
Iggy: DIO Doppelganger
Koichi Hirose: I’ll never forgive you!
Yukako Yamagishi: I’ll drag you if I have to.
Bruno Bucciarati: Saw it coming miles away!
Johnny Joestar: Chumimin!
Johnny Joestar: Who’ll be the sacrifice?
Funny Valentine: A gift from the other side.
The phenomenon where it was possible to disable non projectile techniques has been resolved.
Special attack: Your weakness: Throat and lungs!
Sped up the behavior.
Changed to make it easier to use in combos and in scrambles.
Kars
Command: Cruel and beautiful violence!
Decreased active frames.
Increased recovery time.
Adjusted blowback.
Increased knockback.
The balance was adjusted because the gap at the time of attack was small and it was easy to create an advantageous situation.
Special attack: Light Mode
Sped up the behavior.
Changed to make it easier to use in combos and in scrambles.
Special attack: Sabers from the feet!!
Slowed down start-up.
Increased the attack’s damage.
Since it could easily be taken into a loop combo, slowed the onset and made it somewhat more difficult to use.
Command attack: Dazzling enough to freeze!
Sped up the attack’s start-up.
Decrease recovery.
Increased knockback.
Changed to make it easier to use in scrambles.
Flight while in the Ultimate Thing
Changed internal processing.
To fix the problem that the victory pose on the result screen is inverted from left to right.
Esidisi
Command attack: Take this and die!
Remove invincible time.
Sped up the attack’s start-up.
Increased amount of floating.
Increased the attack’s damage.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Other behaviors have also been adjusted to improve ease of use.
Special attack: Heat Control Mode
Sped up the behavior.
Changed to make it easier to use in combos and in scrambles.
Lisa Lisa (Elizabeth)
- Command attack: Off I Go
- Increased recovery time.
- Increased knockback.
- The adjustment is made to make it easier for the opponent to counterattack when whiffing. Instead, it is also adjusted to make it harder for the opponent to counterattack when it is guarded.
Old Joseph Joestar
Normal attack: Standing Heavy Attack
Increased forwarding distance.
Changed to make it easier to use in combos.
Stand ON/OFF
Fixed the issue that Stand ON/OFF being unavailable under specific situation.
This is to correct a bug that prevented the Stand ON/OFF when KO’d under certain circumstances.
Cool Ice
Command attack: Now I’ve taken your legs!
Increased the Stand Gauge amount to activate.
Since this was a powerful technique with non-guardable Attack Types, starting a series of moves, and following up on downs, it will be adjusted to limit the number of times it can be activated when used in standing or in a series of moves.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Command attack: This vicious arm!
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
DIO
- Command attack: My Stand’s full power!
- Fixed that the opponent will go down if the same move hits three or more times.
- The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Jean Pierre Polnareff
- Normal attack while in Stand Mode: Standing Middle Attack
- Extended the hitbox.
- The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
Noriaki Kakyoin
- Assault Assist
- Changed the Attack Types from Attack Throws to strike.
- This adjustment is made to correct a bug that caused the opponent to become inoperable when performing a move that generates an activation sequence such as HHA after a hit.
Pet Shop
Voice Volume
Lowered volume.
Adjustments were made to align the volume with that of other characters.
Back Throw
Removed the type that prevents the opponent’s strength from falling below 0 from the final hit.
This will be an adjustment to solve the problem of not being able to KO.
Flight Mode
Changed internal processing.
To fix a bug that the victory pose on the result screen was reversed from left to right.
Josuke Higashikata 4
Normal attack while in Stand Mode: Crouching Medium Attack
Decreased knockback.
Changed to make it easier to use in combos.
Normal attack while in User Mode: Jumping Heavy Attack
Increased the amount of blow-off to the side.
Adjustments have been made to make it easier to connect to a series of moves when heavy Dash Jump is hit.
Command attack: Break through, beat you up!
Adjusted the amount of blow-off when hitting an airborne opponent so that the the final hit is more likely to hit.
Increased the amount of blow-off when hit to the oponent in the air.
This is to make it easier to use as a combo when it hits an opponent in a specific state.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Here’s my homing missile
Changed the Attack Types.
To eliminate the phenomenon that the damage to a downed opponent was lowered by the correction after this attack.
Okuyasu Nijimura
Normal attack while in User mode: Standing Heavy Attack
Corrected the condition under which the Stand disappears.
To correct a bug that caused the Stand remaining in place under certain circumstances.
Command attack: Gaoohhhn
Fixed the hitbox placement into right position.
The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
Command attack: Got you now!
Made it unavailable to attack after hits.
Adjustments were made to align with the special moves of other characters.
HHA: Take this and die, dumbo!
Changed the opponent’s damage reaction when final hit succeeds.
To stabilize the difference in recovery between a hit on the ground and a hit in the air with the opponent.
Command attack: I’ll whittle you away!
Increased recovery time.
To correct the problem of being able to continuously attack a downed opponent with the same moves.
Yoshikage Kira
Command attack: Ha!
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Command attack: The First Bomb
Increased the amount of direction correcting when it’s activated.
To improve the stability of combos under certain circumstances.
Kosaku Kawajiri
Basic performance
Decreased health.
To make it necessary to be aware of the risk of self-inflicted damage from detonation in scrambles.
Special attack: I’ll crush you to pieces!
Shortened timing that the hurtbox disappears.
This is an adjustment to eliminate the phenomenon where, under certain circumstances, a hurtbox appears in a location that is far off from where it is supposed to appear.
Yukako Yamagishi
- Normal attack: Crouching Medium Attack
- Shortened timing that the hurtbox disappears.
- This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
Akira Otoishi
Command attack: Aim here! HERE!
Fixed not to occur counter.
Shortened timing of attack contact’s hitbox.
Adjustments were made to align with other characters’ special moves.
Instead, adjustments were made to make scrambles easier.
Power Gauge
Increased the speed at which the Gauge accumulates.
Make scrambles easier.
Assault Assist
Changed internal processing.
This adjustment was made to correct the phenomenon that the gauge does not recover when an Assault Assist of Akira Otoishi is activated during an attack in which the HH gauge is decreasing as a timer.
Standing Middle Attack while Stand Rush
Changed from standing light attack to standing middle attack.
Make scrambles easier.
Shigekiyo Yangu
- Command attack: Everything is mine to take!
- Shortened timing at which the skill succeeds.
- This is an adjustment to resolve a phenomenon where continuous input would sometimes result in incorrect activation of the moves.
Giorno Giovanna
- Normal attack while in Requiem
- Fixed the hitbox placement into right position.
- The adjustment was made to eliminate the phenomenon of attacks that should hit the opponent under certain circumstances not hitting.
Bruno Bucciarati
- Command attack: ARI ARI ARI ARI
- Fixed that the opponent will go down if the same move hits three or more times.
- The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Narancia Ghirga
Basic performance
Decreased health.
To maintain it as an aggressive character and its powerful nature of the combo, adjustment was made to create a weakness at another point.
Fire attack by Li’l Bomber
Fixed an issue in which combo scaling would not apply.
Adjustments have been made to align with the normal attacks of other characters.
Standing Heavy Attack while in Stand Mode
Decreased the attack’s damage.
Adjustments have been made to align with the normal attacks of other characters.
Jumping Heavy Attack while in Stand Mode
Decreased the attack’s damage.
Adjustments have been made to align with the normal attacks of other characters.
Command attack: I’ll shoot like crazy!
Decreased the attack’s damage.
Adjustments have been made to align with the normal attacks of other characters.
Command attack: I’ll shoot you through!
Adjusted to make Flash Cancel unavailable.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Command attack: I don’t need to shoot!
Sped up the attack’s start-up.
Changed to make it easier to use in scrambles.
HHA: I’ll make it even bigger!!
Fixed an issue in which combo scaling would not apply.
Adjustments have been made to align with the normal attacks of other characters.
Pannacotta Fugo
- Homicidal Virus
- Shortened the timing of the start of damage reduction so that damage begins to be taken from the timing when the virus is touched.
Guido Mista
- Command attack: I’m asking the questions
- Adjusted to make Flash Cancel unavailable.
- Changed to switch to exit behavior upon HIT or guarding.
- The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
- Other behaviors have also been adjusted to improve ease of use.
Prosciutto and Pesci
Pesci
Resolved the issue that Pesci doesn’t come back under specific condition.
Special attack: How’s this?
Increased recovery time.
Increased the attack’s damage.
Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Command attack: We’re in it to the end!
Decreased the limit number of hits when opponent is down.
Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
Command attack: You’re soft!
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
HHA: I can see your movements! You’re wide open!
Increased recovery time.
Adjustments were made to align with other characters.
Diavolo
- Assist
- Decreased the number of Revesal Assist.
- Due to the strong Assault Assist, adjustments were made to reduce the number of Reversal Assists.
F.F.
Command attack: I’ve got this!
Sped down the attack’s start-up.
Extended recovery time.
While maintaining the same performance as before in terms of being able to be used as a combos, we have adjusted the onset and the time it takes to start moving to slow it down so that it is easier for the opponent to switch back when guarding.
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
Command attack: F.F. Shot
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
Command attack: I made it.
Decreased the limit number of hits when opponent is down.
Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
Special attack: Emergency Evade
Slowed down to transit into invincible time.
To slightly reduce its usefulness in scrambles.
Narciso Anastasia
- Command attack: Dive!
- Fixed that the opponent will go down if the same move hits three or more times.
- The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Father Pucchi
- GHA: This is my Pale Snake’s ability!
- Made the behavior no longer invincible if they being hit.
- To correct invincibility that had been occurring unintentionally.
Gyro Zeppeli
- Command attack: Run wild, run free!
- Shortened timing that the hurtbox disappears.
- This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
Josuke Higashikata 8
- Command attack: I’m slippery!
- Changed the Attack Types.
- Increased forwarding distance.
- By changing only the first step to be judged as lower attack, this adjustment will make it easier for the opponent to perform combo which is difficult-to-guard under certain circumstances. Instead, the adjustment is made to increase surprise and make it easier to use in scrambles.
- Fixed that the opponent will go down if the same move hits three or more times.
- The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Other Changes Coming to JJBA ASBR
Online Battle
Player Match / Rank Match
Changed the rules for matchmaking.
In online battles, the adjustment was made so that Japan and Asia will be matched as the same region.
Fixed the rules for matchmaking. *NA only
When a host creates a session in the North America region with the “Region: Same Region Only” setting, guests in regions other than North America will not be matched even if they play Custom Match.
Player Match
Changed the rules for matchmaking.
To correct the difference in damage from consecutive moves between characters with and without Additional Attacks on Downed Opponents.
*If the hit is made to hit a character who is not down, the damage will be the same as before.
Old Joseph Joestar: Coal Tar(↓↙← + ATK)
Pet Shop: Screech!(↓↘→ + ATK)
Kosaku Kawajiri: This pebble is a bomb!!(↓↓ + ATK) *Explosions will occur.
Trish Una: I’ve turned it soft!(↓↓ + ATK)
Gyro Zeppelli: Scan(↓↘→ + Style button)
To adjust battle balance, the effects of the following command moves have been adjusted so that when they are avoided with the Stylish Guard, the effects of the following command moves disappear.
To adjust battle balance, the effects of the following command moves have been adjusted so that when they are avoided with the Stylish Guard, the effects of the following command moves disappear.
Pet Shop
Iggy
Hol Horse
Giorno Giovanna (while Golden Wind Requiem)
Gyro Zeppeli (while Mounted)
Diego Brando (while Mounted)
To adjust battle balance, the length of the Stylish Guard has been changed for the following characters.
To adjust battle balance, the length of the Stylish Guard has been changed for the following characters.
To correct a bug that caused inability to progress.
To correct a bug that caused the same behavior as a hit while landing on the ground.
Sped up attack’s start-up.
Increased knockback.
Strengthened in middle attack and make it easier to use in combos and in scrambles.
Strengthened in middle attack and make it easier to use in combos and in scrambles.
Extended the hitbox.
To solve the phenomenon that some characters do not get HIT.
To solve the phenomenon that some characters do not get HIT.
Decreased the limit number of hits when opponent is down.
Increased the attack’s damage.
Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Slowed down the guaranteed timing of the outbreak of the projectiles.
To correct the discrepancy of the appearance.
To correct the discrepancy of the appearance.
Removed the invincible for some skills.
Noriaki Kakyoin: You’re already in my grasp!
Iggy: DIO Doppelganger
Koichi Hirose: I’ll never forgive you!
Yukako Yamagishi: I’ll drag you if I have to.
Bruno Bucciarati: Saw it coming miles away!
Johnny Joestar: Chumimin!
Johnny Joestar: Who’ll be the sacrifice?
Funny Valentine: A gift from the other side.
The phenomenon where it was possible to disable non projectile techniques has been resolved.
Noriaki Kakyoin: You’re already in my grasp!
Iggy: DIO Doppelganger
Koichi Hirose: I’ll never forgive you!
Yukako Yamagishi: I’ll drag you if I have to.
Bruno Bucciarati: Saw it coming miles away!
Johnny Joestar: Chumimin!
Johnny Joestar: Who’ll be the sacrifice?
Funny Valentine: A gift from the other side.
The phenomenon where it was possible to disable non projectile techniques has been resolved.
The phenomenon where it was possible to disable non projectile techniques has been resolved.
Sped up the behavior.
Changed to make it easier to use in combos and in scrambles.
Changed to make it easier to use in combos and in scrambles.
Decreased active frames.
Increased recovery time.
Adjusted blowback.
Increased knockback.
The balance was adjusted because the gap at the time of attack was small and it was easy to create an advantageous situation.
The balance was adjusted because the gap at the time of attack was small and it was easy to create an advantageous situation.
Slowed down start-up.
Increased the attack’s damage.
Since it could easily be taken into a loop combo, slowed the onset and made it somewhat more difficult to use.
Since it could easily be taken into a loop combo, slowed the onset and made it somewhat more difficult to use.
Sped up the attack’s start-up.
Decrease recovery.
Increased knockback.
Changed to make it easier to use in scrambles.
Changed to make it easier to use in scrambles.
Changed internal processing.
To fix the problem that the victory pose on the result screen is inverted from left to right.
To fix the problem that the victory pose on the result screen is inverted from left to right.
Remove invincible time.
Sped up the attack’s start-up.
Increased amount of floating.
Increased the attack’s damage.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Other behaviors have also been adjusted to improve ease of use.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Other behaviors have also been adjusted to improve ease of use.
Increased recovery time.
Increased knockback.
The adjustment is made to make it easier for the opponent to counterattack when whiffing. Instead, it is also adjusted to make it harder for the opponent to counterattack when it is guarded.
The adjustment is made to make it easier for the opponent to counterattack when whiffing. Instead, it is also adjusted to make it harder for the opponent to counterattack when it is guarded.
Increased forwarding distance.
Changed to make it easier to use in combos.
Changed to make it easier to use in combos.
Fixed the issue that Stand ON/OFF being unavailable under specific situation.
This is to correct a bug that prevented the Stand ON/OFF when KO’d under certain circumstances.
This is to correct a bug that prevented the Stand ON/OFF when KO’d under certain circumstances.
Increased the Stand Gauge amount to activate.
Since this was a powerful technique with non-guardable Attack Types, starting a series of moves, and following up on downs, it will be adjusted to limit the number of times it can be activated when used in standing or in a series of moves.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Since this was a powerful technique with non-guardable Attack Types, starting a series of moves, and following up on downs, it will be adjusted to limit the number of times it can be activated when used in standing or in a series of moves.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
Extended the hitbox.
The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
Changed the Attack Types from Attack Throws to strike.
This adjustment is made to correct a bug that caused the opponent to become inoperable when performing a move that generates an activation sequence such as HHA after a hit.
This adjustment is made to correct a bug that caused the opponent to become inoperable when performing a move that generates an activation sequence such as HHA after a hit.
Lowered volume.
Adjustments were made to align the volume with that of other characters.
Adjustments were made to align the volume with that of other characters.
Removed the type that prevents the opponent’s strength from falling below 0 from the final hit.
This will be an adjustment to solve the problem of not being able to KO.
This will be an adjustment to solve the problem of not being able to KO.
Changed internal processing.
To fix a bug that the victory pose on the result screen was reversed from left to right.
To fix a bug that the victory pose on the result screen was reversed from left to right.
Decreased knockback.
Changed to make it easier to use in combos.
Increased the amount of blow-off to the side.
Adjustments have been made to make it easier to connect to a series of moves when heavy Dash Jump is hit.
Adjustments have been made to make it easier to connect to a series of moves when heavy Dash Jump is hit.
Adjusted the amount of blow-off when hitting an airborne opponent so that the the final hit is more likely to hit.
Increased the amount of blow-off when hit to the oponent in the air.
This is to make it easier to use as a combo when it hits an opponent in a specific state.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
This is to make it easier to use as a combo when it hits an opponent in a specific state.
Changed the Attack Types.
To eliminate the phenomenon that the damage to a downed opponent was lowered by the correction after this attack.
To eliminate the phenomenon that the damage to a downed opponent was lowered by the correction after this attack.
Corrected the condition under which the Stand disappears.
To correct a bug that caused the Stand remaining in place under certain circumstances.
To correct a bug that caused the Stand remaining in place under certain circumstances.
Fixed the hitbox placement into right position.
The adjustment will be made to eliminate the phenomenon of attacks not hitting under certain circumstances.
Made it unavailable to attack after hits.
Adjustments were made to align with the special moves of other characters.
Adjustments were made to align with the special moves of other characters.
Changed the opponent’s damage reaction when final hit succeeds.
To stabilize the difference in recovery between a hit on the ground and a hit in the air with the opponent.
To stabilize the difference in recovery between a hit on the ground and a hit in the air with the opponent.
Increased recovery time.
To correct the problem of being able to continuously attack a downed opponent with the same moves.
To correct the problem of being able to continuously attack a downed opponent with the same moves.
Increased the amount of direction correcting when it’s activated.
To improve the stability of combos under certain circumstances.
To improve the stability of combos under certain circumstances.
Decreased health.
To make it necessary to be aware of the risk of self-inflicted damage from detonation in scrambles.
To make it necessary to be aware of the risk of self-inflicted damage from detonation in scrambles.
Shortened timing that the hurtbox disappears.
This is an adjustment to eliminate the phenomenon where, under certain circumstances, a hurtbox appears in a location that is far off from where it is supposed to appear.
This is an adjustment to eliminate the phenomenon where, under certain circumstances, a hurtbox appears in a location that is far off from where it is supposed to appear.
Shortened timing that the hurtbox disappears.
This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
This is an adjustment to eliminate the phenomenon of the hurtbox being misaligned under certain circumstances.
Fixed not to occur counter.
Shortened timing of attack contact’s hitbox.
Adjustments were made to align with other characters’ special moves.
Instead, adjustments were made to make scrambles easier.
Adjustments were made to align with other characters’ special moves.
Instead, adjustments were made to make scrambles easier.
Increased the speed at which the Gauge accumulates.
Make scrambles easier.
Make scrambles easier.
Changed internal processing.
This adjustment was made to correct the phenomenon that the gauge does not recover when an Assault Assist of Akira Otoishi is activated during an attack in which the HH gauge is decreasing as a timer.
This adjustment was made to correct the phenomenon that the gauge does not recover when an Assault Assist of Akira Otoishi is activated during an attack in which the HH gauge is decreasing as a timer.
Changed from standing light attack to standing middle attack.
Make scrambles easier.
Shortened timing at which the skill succeeds.
This is an adjustment to resolve a phenomenon where continuous input would sometimes result in incorrect activation of the moves.
This is an adjustment to resolve a phenomenon where continuous input would sometimes result in incorrect activation of the moves.
Fixed the hitbox placement into right position.
The adjustment was made to eliminate the phenomenon of attacks that should hit the opponent under certain circumstances not hitting.
The adjustment was made to eliminate the phenomenon of attacks that should hit the opponent under certain circumstances not hitting.
Decreased health.
To maintain it as an aggressive character and its powerful nature of the combo, adjustment was made to create a weakness at another point.
To maintain it as an aggressive character and its powerful nature of the combo, adjustment was made to create a weakness at another point.
Fixed an issue in which combo scaling would not apply.
Adjustments have been made to align with the normal attacks of other characters.
Adjustments have been made to align with the normal attacks of other characters.
Decreased the attack’s damage.
Adjustments have been made to align with the normal attacks of other characters.
Adjusted to make Flash Cancel unavailable.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Sped up the attack’s start-up.
Changed to make it easier to use in scrambles.
Shortened the timing of the start of damage reduction so that damage begins to be taken from the timing when the virus is touched.
Adjusted to make Flash Cancel unavailable.
Changed to switch to exit behavior upon HIT or guarding.
The behavior has been adjusted to make it easier to create advantageous situations due to the invincibility time during the onset of the attack, which allows for a Flash Cancel.
Other behaviors have also been adjusted to improve ease of use.
Resolved the issue that Pesci doesn’t come back under specific condition.
Increased recovery time.
Increased the attack’s damage.
Due to the high number of HITs against downed opponents. Also, with the above adjustment, the damage from combos and scrambles will be adjusted so that the damage is not reduced too much.
Decreased the limit number of hits when opponent is down.
Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
Since the number of HITs was higher than expected against downed opponents, the damage will be adjusted to be reduced.
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
Increased recovery time.
Adjustments were made to align with other characters.
Adjustments were made to align with other characters.
Decreased the number of Revesal Assist.
Due to the strong Assault Assist, adjustments were made to reduce the number of Reversal Assists.
Due to the strong Assault Assist, adjustments were made to reduce the number of Reversal Assists.
Sped down the attack’s start-up.
Extended recovery time.
While maintaining the same performance as before in terms of being able to be used as a combos, we have adjusted the onset and the time it takes to start moving to slow it down so that it is easier for the opponent to switch back when guarding.
Increased the attack’s damage.
Changed to make it easier to use in combos and in scrambles.
While maintaining the same performance as before in terms of being able to be used as a combos, we have adjusted the onset and the time it takes to start moving to slow it down so that it is easier for the opponent to switch back when guarding.
Slowed down to transit into invincible time.
To slightly reduce its usefulness in scrambles.
To slightly reduce its usefulness in scrambles.
Made the behavior no longer invincible if they being hit.
To correct invincibility that had been occurring unintentionally.
To correct invincibility that had been occurring unintentionally.
Changed the Attack Types.
Increased forwarding distance.
By changing only the first step to be judged as lower attack, this adjustment will make it easier for the opponent to perform combo which is difficult-to-guard under certain circumstances. Instead, the adjustment is made to increase surprise and make it easier to use in scrambles.
Fixed that the opponent will go down if the same move hits three or more times.
The adjustment will be made to align the behavior with other characters so that the same move does not hit more than three times.
By changing only the first step to be judged as lower attack, this adjustment will make it easier for the opponent to perform combo which is difficult-to-guard under certain circumstances. Instead, the adjustment is made to increase surprise and make it easier to use in scrambles.
Changed the rules for matchmaking.
In online battles, the adjustment was made so that Japan and Asia will be matched as the same region.
In online battles, the adjustment was made so that Japan and Asia will be matched as the same region.
When a host creates a session in the North America region with the “Region: Same Region Only” setting, guests in regions other than North America will not be matched even if they play Custom Match.
This is an adjustment to correct the behavior in which players with a “+/- 100000” difference in battle scores are not matched with each other in the session ID search.
JJBA ASBR update 1.30 is adding a massive list of changes to the game. While JJBA ASBR is not a fighting game in the conventional sense, it still has a sizable following of dedicated fans, and the patch notes of update 1.30 should prove satisfactory.
Ever since the launch of JJBA ASBR, Jojo fans have had to put up with quite a lot of jank, and that is the major focus in the patch notes for update 1.30 for the game. JJBA ASBR update 1.30 is available on PC, Xbox One, and PS4. For future information after update 1.30 for JJBA ASBR and patch notes, visit the Bandai Namco website.