Update 1.50 for Jojo’s Bizarre Adventure: All-Star Battle R has arrived, and here are all the changes and improvements mentioned in the patch notes. The patch includes some general changes that focus on the HH gauge, as well as balance changes across the whole cast. But most importantly, this update brings a new paid DLC character called Rudol von Stroheim. Here is the complete list of patch notes for update 1.50 for Jojo’s Bizarre Adventure: All-Star Battle R:
Jojo’s Bizarre Adventure: All-Star Battle R Update 1.50 Patch Notes
General Changes
HH Gauge
- Adjusted that the HH gauge will not be stored when a player is damaged by his own attack. Standardized with other characters to reduce imbalances as a result of jumping differences.
- Fixes that the gauge which should be stored with attacking an opponent,
Character Specific Changes
Joseph Joestar
- Command: Don’t you get it?
- Made it move forward when it is activated.
- Expanded range of successful counter. Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral.
- Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.
Noriaki Kakyoin
- HHA: I’ll need to punish you
- Made combo scaling applied to maximum of 50%.
- Some attack wasn’t applied combo scaling so make common rule applied.
Hol Horse
- HHA: Feed on these!
- Made combo scaling applied to maximum of 50%.
- Some attack wasn’t applied combo scaling so make common rule applied.
Akira Otoishi
While User Mode Normal attack: Standing heavy attack
Changed to 2 hits.
Change recoil reaction of 2 hits when Electricity Gauge is full.
Improves usability in neutral and in combos.
While Stand Mode Normal attack: Crouching medium attack
Increased move distance.
Improves usability in neutral and in combos.
Command: Kiss this!
Made it move forward in front of opponent when it is activated.
Change to 4 hits when Electricity Gauge is full.
Made flash cancel available when Electricity Gauge is full.
Improves usability in neutral and in combos.
Command: I’ll drag you in!
Increased speed of attack start up.
Improves usability in neutral.
Command: Gonna knock your ass out!
Increased speed of attack start up.
Sped up Stand animations end.
Improves usability in neutral and in combos.
Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.
Trish Una
Command: Nobody’s getting taken out today.
Made the position of Stand not to be displaced during Stand Rush.
Improves usability in neutral.
Command: Something soft is even more unbreakable than diamond!
Made the wall set by Trish Una disappeared when opponent makes Stylish Guard.
Improves stuck at the edge of the stage in certain situations.
Guido Mista
Normal attack: Standing medium attack
Shortened pushback on hit
Improves usability in neutral and in combos.
Normal attack: Standing heavy attack
Decreased recovery.
Improves usability in neutral.
Normal attack: Crouching medium attack
Shortened pushback on hit.
Improves usability in neutral and in combos.
Normal attack: Crouching heavy attack
Increased forward move distance.
Improves usability in neutral and in combos.
Normal attack: Jumping medium attack
Increased speed of attack start up.
Improves usability in neutral.
Normal attack: Jumping heavy attack
Adjusted hitbox.
Improves usability in neutral.
Special attack: Time to get to work!
Changed recoil animation when sets Stand.
→ 4 or 5: Blow off
→ 6: Blow off (passive is unavailable)
Change it available to activate with cancelling normal and special skill.
Improves usability in neutral.
Command: Gonna light you up!
Increased speed of weak and medium attack start up.
Improves usability in neutral.
Ghiaccio
- Wake-up while Stand ON
- Fixed so that one frame that cannot be canceled does not occur.
- Improves usability in neutral.
Weather Forecast
Command: I’m blowing in!
Combo count (ground and aerial) modified internal processing to prevent hits exceeding the maximum number.
Standardized with other characters to apply common rule.
Special attack: Got you pinned!
Made it able to be pulled by in guard status when attacked while in guard.
Shortened recovery period. (When guarded, it is an advantageous situation.)
Instead of making guard possible, shortened recovery and improves usability in neutral.
Father Pucchi
While User Mode and Stand ON Mode Normal attack: Standing heavy attack
Extended invincibility period.
Increased damage.
Instead of extending invincibility period, increased damage to keep balance.
While User Mode Normal attack: Jumping medium attack
Increased attack area.
Improves usability in neutral.
While User Mode Normal attack: Jumping heavy attack
Changed recoil animation.
Improves usability in neutral.
While Stand ON Mode Normal attack: Crouching light attack
Extended the reach.
Improves usability in neutral.
While Stand ON Mode Normal attack: Crouching medium attack
Changed Attack Types to high attack.
Increased speed of attack start up.
Extended invincibility period.
Increased damage.
Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
Command: A Stand power that can boil water…
Increased forward move distance.
Increased speed of attack start up.
Increased damage.
Improves usability in neutral.
Command: You shall be crucified!
Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
Standardized with other characters to apply common rule.
Father Pucchi (Final)
User Mode and Stand ON Mode
Extended invincibility period.
Increased damage.
Instead of extending invincibility period, increased damage to keep balance.
Special attack: 14 Words *Pale Snake only
Made it success without long pressing at the first time.
Improves usability.
Command: You shall be crucified! *Pale Snake only
Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
This was unintended and has been fixed.
Command: Be gone! *See Moon only
Decreased recovery of medium and heavy attack.
Improves usability in neutral.
Command: Here it comes! *Maiden Heaven only
Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
Standardized with other characters to apply common rule.
Maiden Heaven
Adjusted not to apply the deceleration compensation to the opponent’s character’s overall animation speed.
Adjusted not to apply the acceleration correction to the own overall animation speed.
Adjusted time count not to accelerate.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement which the match is still viable.
Step *Maiden Heaven only
Sped up animation.
Increase movement speed.
Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Dash *Maiden Heaven only
Sped up animation.
Increase movement speed.
Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Normal attack general *Maiden Heaven only
Increased speed of attack start up.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Command: Here it comes! *Maiden Heaven only
Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
Standardized with other characters to apply common rule.
Increased speed of attack start up.
Increase movement speed.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Command: Where is he?! *Maiden Heaven only
Increased speed of attack start up.
Increase movement speed.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Johnny Joestar
- Command: The hole will attack you
- Fixed the medium attack “hole (projectiles)” did not disappear and remained even when the attacker was hit by damage.
- Standardized with other characters to apply common rule.
Gyro Zeppeli
- While User Mode Normal attack: Standing medium attack
- Fixed a large camera movement each time when it is activated.
- Fixed to prevent camera sickness.
Ikuro Hashizawa
Easy Beat
Changed special move which activated by Easy Beat.
This was unintended at ver 1.4, and has been fixed.
Throw
Adjusted hitbox placement of forward throw align to back throw.
Standardized with other characters to apply common rule.
DLC Character
Character Select
- Added paid DLC character Rudol von Stroheim.
- This update is for the addition of the paid DLC character Rudol von Stroheim.
Gallery Item
- Added Gallery items.
- This update is for the addition of the paid DLC character Rudol von Stroheim.
JoJo Glossary
- Added items in JoJo Glossary.
- This update is for the addition of the paid DLC character Rudol von Stroheim.
Customize
- Added customize option.
- This update is for the addition of the paid DLC character Rudol von Stroheim.
Update 1.50 for Jojo’s Bizarre Adventure: All-Star Battle R is available on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC. For more information on future updates and patch notes, head over to the official Jojo’s Bizarre Adventure: All-Star Battle R website here.
Made it move forward when it is activated.
Expanded range of successful counter. Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral.
Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.
Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.
Made combo scaling applied to maximum of 50%.
Some attack wasn’t applied combo scaling so make common rule applied.
Some attack wasn’t applied combo scaling so make common rule applied.
Changed to 2 hits.
Change recoil reaction of 2 hits when Electricity Gauge is full.
Improves usability in neutral and in combos.
Improves usability in neutral and in combos.
Increased move distance.
Improves usability in neutral and in combos.
Made it move forward in front of opponent when it is activated.
Change to 4 hits when Electricity Gauge is full.
Made flash cancel available when Electricity Gauge is full.
Improves usability in neutral and in combos.
Increased speed of attack start up.
Improves usability in neutral.
Improves usability in neutral.
Increased speed of attack start up.
Sped up Stand animations end.
Improves usability in neutral and in combos.
Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.
Improves usability in neutral and in combos.
Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.
Made the position of Stand not to be displaced during Stand Rush.
Improves usability in neutral.
Made the wall set by Trish Una disappeared when opponent makes Stylish Guard.
Improves stuck at the edge of the stage in certain situations.
Improves stuck at the edge of the stage in certain situations.
Shortened pushback on hit
Improves usability in neutral and in combos.
Decreased recovery.
Improves usability in neutral.
Shortened pushback on hit.
Improves usability in neutral and in combos.
Increased forward move distance.
Improves usability in neutral and in combos.
Adjusted hitbox.
Improves usability in neutral.
Changed recoil animation when sets Stand.
→ 4 or 5: Blow off
→ 6: Blow off (passive is unavailable)
Change it available to activate with cancelling normal and special skill.
Improves usability in neutral.
→ 4 or 5: Blow off
→ 6: Blow off (passive is unavailable)
Increased speed of weak and medium attack start up.
Improves usability in neutral.
Fixed so that one frame that cannot be canceled does not occur.
Improves usability in neutral.
Combo count (ground and aerial) modified internal processing to prevent hits exceeding the maximum number.
Standardized with other characters to apply common rule.
Standardized with other characters to apply common rule.
Made it able to be pulled by in guard status when attacked while in guard.
Shortened recovery period. (When guarded, it is an advantageous situation.)
Instead of making guard possible, shortened recovery and improves usability in neutral.
Instead of making guard possible, shortened recovery and improves usability in neutral.
Extended invincibility period.
Increased damage.
Instead of extending invincibility period, increased damage to keep balance.
Instead of extending invincibility period, increased damage to keep balance.
Increased attack area.
Improves usability in neutral.
Changed recoil animation.
Improves usability in neutral.
Extended the reach.
Improves usability in neutral.
Changed Attack Types to high attack.
Increased speed of attack start up.
Extended invincibility period.
Increased damage.
Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
Increased forward move distance.
Increased speed of attack start up.
Increased damage.
Improves usability in neutral.
Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
Standardized with other characters to apply common rule.
Made it success without long pressing at the first time.
Improves usability.
Improves usability.
Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
This was unintended and has been fixed.
This was unintended and has been fixed.
Decreased recovery of medium and heavy attack.
Improves usability in neutral.
Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
Standardized with other characters to apply common rule.
Adjusted not to apply the deceleration compensation to the opponent’s character’s overall animation speed.
Adjusted not to apply the acceleration correction to the own overall animation speed.
Adjusted time count not to accelerate.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement which the match is still viable.
Sped up animation.
Increase movement speed.
Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Increased speed of attack start up.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
Standardized with other characters to apply common rule.
Increased speed of attack start up.
Increase movement speed.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Increased speed of attack start up.
Increase movement speed.
Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
Fixed the medium attack “hole (projectiles)” did not disappear and remained even when the attacker was hit by damage.
Standardized with other characters to apply common rule.
Fixed a large camera movement each time when it is activated.
Fixed to prevent camera sickness.
Fixed to prevent camera sickness.
Changed special move which activated by Easy Beat.
This was unintended at ver 1.4, and has been fixed.
This was unintended at ver 1.4, and has been fixed.
Adjusted hitbox placement of forward throw align to back throw.
Standardized with other characters to apply common rule.
This update is for the addition of the paid DLC character Rudol von Stroheim.