Posted by: Leek | November 28, 2013

Jojo: ASB 1.04 Complete Character Change List

Here is part 2 of the translation where I go into each and every individual character change. It took a few days but it now includes every single character change. I left out some that were already mentioned in the system tutorial and checked over others to make sure the official notes were actually correct.

Universal Balancing

    ・ GHA can now be performed from command moves

Jonathon

    ・ Zoom Punch (6+L or 6+M)

      ・ The L version now floats in the air and causes hard knockdown
      ・ The M version now causes cripple but has 5 frames more recovery
      ・ Damage has been increased from 27 to 40
      ・ This tip of it has a larger hitbox upwards
      ・ Recovery can now be puttsun cancelled at any time

    ・ Tackle (6+H) can now cause wall bounce
    ・ Scarlet Overdrive (623+ATK) now has Super Armor from startup until the attack comes out
    ・ EX Scarlet Overdrive (623+S) attack comes out in 6F vs. 9F
    ・ Overdrive Renda’s (46+ATK) last hit comes out in 4F vs. 6F. This now will causes reduced guard damage due to the last hit causing continuous blockstun.
    ・ Luck and Pluck’s (214+ATK) last hit can now be cancelled into HHA or be puttsun cancelled
    ・ Projectile (236+ATK) now hits low as opposed to high
    ・ Jonathon’s Revive (22+ATKx3) now forces the opponent to a neutral position after revival
    ・ Jonathon’s GHA is now active as an attack for 3 frames as opposed to 6.

Zeppeli

    ・ Easy Beat has been changed to L > M > H > 6+M > HHA
    ・ Tornado Overdrive (214+ATK) can now hit grounded opponents
    ・ Back throw’s recovery has been shortened by 7 frames allowing for down attacks
    ・ Light Sunlight Yellow Overdive (63214+L) Changes

      ・ Now acts a command grab instead of a lock move
      ・ Startup frames have been adjusted from 8 frames to 16
      ・ Recovery frames have been adjusted to behave like the H version (15F)
      ・ Damage adjusted from 30 to 60
      ・ You now gain 16 vs. 11 HH gauge by connecting this move

    ・ Gauge Charge (S) now gains gauge even faster but has 5 frames of extra recovery upon releasing S
    ・ EX Sendou Wave Kick (623+S) now hits high as opposed to overhead

Dio Brando

    ・ GHA Damage Adjustment
    ・ Dio’s counter (214+H) is active for 12F vs. 20F but now has 17F of recovery vs. the previous 35F
    ・ 6+H now activates in 10F vs. 17F and also hits as an overhead on the second hit
    ・ Performing his LMH aerial chain after his 236+ATK rekka launch now causes hard knockdown
    ・ The end of Dio’s GHA now causes the opponent to fall near Dio’s vs. launched
    ・ After bloodsuck (S or 236+S) opponent will be launched farther and it acts as a soft knockdown
    ・ Gauge Bloodsuck (236+S) drain rate has been lowered from 20 to 14
    ・ 41236+S now has full upper body invincibility from activation to end

Joseph

    ・ 6+H now activates in 11F vs. 18F and causes a ground bounce, however you cannot cancel into anything from it
    ・ Guard Gauge Damage Adjustments to 6+ATK follow up of 41236+ATK

      ・ Normal 20 to 50
      ・ Hamon Lvl 0 20 to 50
      ・ Hamon Lvl 1 25 to 56
      ・ Hamon Lvl 2 30 to 70
      ・ Hamon Lvl 3 35 to 84

    ・ Guard Gauge Damage Adjustments to 22+ATK

      ・ Normal 41 to 82
      ・ Hamon Lvl 0 48 to 96
      ・ Hamon Lvl 1 54 to 104
      ・ Hamon Lvl 2 60 to 134
      ・ Hamon Lvl 3 63 to 162
      ・ The follow up shockwave on the S version remains unchanged

    ・ Damage Adjustments and changes to 4+ATK follow up of 41236+ATK

      ・ Normal 25 to 80
      ・ Hamon Lvl 0 35 to 100
      ・ Hamon Lvl 1 40 to 110
      ・ Hamon Lvl 2 45 to 140
      ・ Hamon Lvl 3 50 to 170
      ・ Counter Stage activates in 2F vs. 3F
      ・ Counter Attack has been changed from a High to a Unblockable
      ・ When the counter is not triggered the recovery frames have been lowered to 6F from 12F and on EX 3F from 12F

    ・ Damage Adjustments and changes to 63214+S

      ・ Normal 50 to 70
      ・ Level 1 50 to 77
      ・ Level 2 50 to 98
      ・ Level 3 50 to 119
      ・ Counter now activates on the first frame
      ・ Can now puttsun cancel during the recovery if the counter is not triggered
      ・ The counter attack now causes 20 hits
      ・ The counter can now catch overheads (this does not include jump attacks)

    ・ 236+Taunt now drains 50% of an opponents gauge and you gain 50%, recovery has been reduced from 10F to 5F, but once it succeeds you can no longer use it during the match
    ・ Joseph’s Individual Levels now multiply damage as such 1.0→1.1→1.4→1.7 as opposed to the previous 1.0→1.2→1.4→1.6 . Levels are also now applied to his HHA and GHA but in that case scale up as 1.0→1.1→1.2→1.3
    ・ Clacker Volley (41236+ATK) now recovers gauge at a rate of 9 vs. 3. However the recovery on the regular version has been increased from 39F to 42F. The EX version retains it’s original recovery frames.
    ・ 3+S has been changed from full invincibility to super armor and damage reduced from 36 to 32.
    ・ Damage Adjustments to 214+ATK

      ・ L 40 to 25
      ・ M 44 to 30
      ・ H 48 to 30
      ・ Returning (Hold) 15 to 10

    ・ Standing H Damage down from 36 to 32
    ・ Damage Adjustments to 6+ATK follow up of 41236+ATK

      ・ Normal 25 (No Change)
      ・ All Hamon versions cause 5 on the first hit, the second hit is damage adjusted. The values below represent the total damage.
      ・ Hamon Lvl 0 20 to 25
      ・ Hamon Lvl 1 25 to 28
      ・ Hamon Lvl 2 30 to 35
      ・ Hamon Lvl 3 30 to 42

    ・ Damage Adjustments to 623+ATK

      ・ Normal 60 (Unchanged)
      ・ Hamon Lvl 0 60+10 to 50+10
      ・ Hamon Lvl 1 72+10 to 55+10
      ・ Hamon Lvl 2 84+10 to 70+10
      ・ Hamon Lvl 3 96+10 to 85+10

    ・ GHA’s 5th hit can now hit grounded opponents and damage has been adjusted to 300

Caesar

    ・ Thow damage has been adjusted
    ・ Back Throw now has 38 frames of recovery vs. 43F
    ・ 421+ATK Adjustments

      ・ Recovery on no counter trigger is 20F instead of 48F
      ・ EX version now counters on first frame
      ・ On Counter you now perform a Stylish Move instead of an auto 46+S. This uses 15% guard gauge but can still be performed with less than 15% guard gauge.

    ・ 46+ATK (Hamon Kick) now has 5 frames of landing recovery
    ・ 236+H (Bubble Cutter Gliding) Adjustments

      ・ Can now be charged to 3 levels based on how long H is held down
      ・ No Charge (0F) – Unchanged
      ・ Lvl 1 Charge (30F or less) – Tracking
      ・ Lvl 2 Charge (60F or more) – Heavy Tracking

    ・ 236+S (EX Bubble Cutter) Adjustments

      ・ Can now be charged based on how long S is held down
      ・ No Charge (0F) – Tracking
      ・ Lvl 1 Charge (30F or more) – Heavy Tracking

    ・ 214+ATK Lenses will now search before firing but will not track across axis
    ・ 623+ATK Adjustments

      ・ Frames on how fast the attack of various strengths has been adjusted
      ・ L comes out in 4 frames vs. the previous 8 frames
      ・ M comes out in 6 frames vs. the previous 8 frames
      ・ H and S versions remain unchanged

    ・ j.L is now 4 hits and causes 4 damage with each hit (previously 1 hit 16 damage so damage is unchanged) and now knocks opponents downwards if also aerial
    ・ J.L now causes the same hitstun as j.M (now acts as an effective jump-in)

Wham

    ・ Behavior while hit in the air adjusted
    ・ 236+S can now be cancelled during the second half of the move into a step, backstep, or axis shift but you can no longer cancel into this move from from LMH or command moves.
    ・ Guard Gauge Damage Adjustments to 236+ATK after activating 63214+ATKx2

      ・ L 90 to 150
      ・ M 98 to 153
      ・ H 105 to 155

    ・ During any form of mode 421+ATK now causes cripple state on grounded opponents vs. the ordinary ground bounce
    ・ During any form of mode attacks will now cause 1.2x ordinary guard damage
    ・ The command for his Blind Mode (214+ATKx2) has been changed to 63214+ATKx2

ACDC

    ・ Behavior while hit in the air adjusted
    ・ 214+ATK damage has been adjusted from 20×3 to 15×3
    ・ ACDC’s normal mode (S) now causes the same slip damage (white damage) as 22+S caused in the previous version. Super Mode (22+S) now causes 1.2 it’s previous slip damage and both now affect opponents even during down state.
    ・ During Super Mode (22+S) ordinary moves (LMH) now causes chip damage
    ・ During all forms of mode 214+ATK now launches opponents upwards (same as 1.01) when they are aerial
    ・ During all forms of mode 63124+ATK can now be canceled into anything
    ・ 6+H now causes a spiral launch as opposed to the previous blowback launch

Cars

    ・ Health was adjusted
    ・ Behavior while hit in the air adjusted
    ・ 63214+ATK Adjustements

      ・ Frames on how fast the attack of various strengths comes out and recovery have been adjusted
      ・ L comes out in 30 frames vs. the previous 40 frames
      ・ M comes out in 31 frames vs. the previous 44 frames
      ・ L now has 15 frames of recovery vs. the previous 20 frames
      ・ M now has 20 frames of recovery vs. the previous 25 frames

    ・ 63214+ATK Adjustements during Mode

      ・ L now has 8 frames of recovery vs. the previous 20 frames
      ・ M now has 20 frames of recovery vs. the previous 25 frames

    ・ The second hit of 236+ATK has been adjusted to shift behind the opponent in more situations but remains unchanged when at the wall
    ・ GHA now achieves invincibility frames in 115F as opposed to 125F
    ・ Ultimate form flight now behaves like activating mode (gauge drain at similar speed and potential recovery during), aerial backdash distance has been halved
    ・ Pressing S during flight will cause you to automatically drop to the ground
    ・ 214+H (Squirrel) will now track across axis
    ・ Air Dashes will now cause blowback launch and force hard knockdown on hit (vs. the previous hitstun)
    ・ 623+ATK (Octopus Arm) recovery frames are now 10F vs. the original 15F
    ・ High Jump (2 then 7 or 8 or 9) now has 2 extra frames of travel
    ・ During Ultimate Form white life now recovers at 1.1 the usual speed

Lisalisa

    ・ GHA Damage Adjustment
    ・ 8+ATK Finisher (Command Grab) now does 100 damage as opposed to 30 and EX version does 115 as opposed to 60
    ・ HHA attack comes out in 46 frames vs. 50F
    ・ j.214+ATK can now be performed on a vertical jump as well as the previous forward jump, EX version now performs 5 hits as opposed to 1 (allows for a follow up combo)
    ・ Chain moves where you are on the ground can now be cancelled into GHA (specific cases below)

      ・ 236+ATK can be cancelled into GHA as soon as the attack comes out (does not include startup frames)
      ・ 6+Axis Shift can be cancelled 10 frames after startup
      ・ j.214+ATk can be cancelled during Lisalisa’s spin after landing
      ・ 6+H can be cancelled immediately after landing
      ・ M Chain Move can be cancelled immediately after landing
      ・ 4+ATK Finisher can be cancelled as soon as the attack comes out (this does not include startup frames)
      ・ H cancel during H Chain can be cancelled during Lisalisa’s spin after landing
      ・ 8+ATK Finisher (Command Grab) cannot be cancelled at any time

    ・ M cancel during M chain guard damage adjusted from 20 to 125
    ・ L chain move now reaches farther
    ・ Can perform jump attacks during H cancel of H chain
    ・ 4+ATK finisher now has 9F of recovery vs. the previous 20F
    ・ Gauge Charge (S) now gains gauge even faster but has 5 frames of extra recovery upon releasing S

Jotaro

    ・ Stand Off j.M now has an improved hitbox and stays out for 5 frames as opposed to 4 frames
    ・ Stand On 6+H attack comes out in 13F up from the previous 18F. On hit it now causes knockdown as opposed to hitstun and damage has been increased to 55 from 36.
    ・ 236+ATK now gains 20 gauge on full mash where normal stays at 12 gauge gain
    ・ 63214+ATK on hit has 5 less frames of recovery
    ・ Stand On 63214+ATK can now be canceled into Stand Rush after 3F (reduced from 5F) and recovery has been reduced by 1F
    ・ Back Throw recovery has been reduced by 2F
    ・ 623+ATK recovery frames have been adjusted, it has been made so it will not knock opponent back, and on hit the length of how far the opponent is thrown back has been adjusted

      ・ L Version: Invincibility Removed, Attack comes out in 6F now, recovery frames have gone up from 18F to 25F
      ・ M Version: Attack comes out in 7F, recovery frames have gone up from 18F to 34F, Puttsun and HHA cancels must be performed by the fifth hit
      ・ H Version: Recovery frames have gone up from 21F to 31F, Puttsun and HHA cancels must be performed by the fifth hit

    ・ During Stand Mode Guard Gauge Damage is as below

      ・ Standing L, M during Easy Beat now do 0.5x the guard damage they did in 1.03
      ・ c.L, j.L, c.H remain unchanged
      ・ Every other move is 1.5x the guard damage in 1.03

    ・ HHA’s guard damage now does 125 (down from 250) when it is not mashed
    ・ Stand On 623+ATK now launches opponents spinning upwards, when it hits aerial opponents the following will apply

      ・ If only first hit connects it will cause air hitstun
      ・ If the second hit connects it will launch opponents upwards spinning

    ・ Gauge Gain from various moves during Stand Off mode has been adjusted
    ・ 22+S (Time Stop) now requires 1.5 Gauge to activate (up from 1 Gauge). It now requires 32 frames of startup vs. the original 30 frames but now has 4 frames of invincibility right before time stops.

Kakyoin

    ・ GHA Damage Adjustment
    ・ Attack portion of Stand On 63214+ATK now travels in 12 frames (up from 15 frames), you can also Puttsun or cancel into a HHA after the attack connects
    ・ Stand Off 22+ATK: the actual attack after an opponent comes into contact with it is now delayed (can be blocked)
    ・ After the GHA cut in attack comes out in 2F (up from 10F)
    ・ If Stand Off 214+ATK connects then it can be cancelled into a HHA
    ・ 623+ATK can now be Puttsun Cancelled
    ・ Stand On c.H now starts up in 8 frames (up from 12F) and now launches opponents slightly higher

Abdul

    ・ Behavior while hit in the air adjusted
    ・ 623+ATK which was prior only performed with Stand Off has been changed to a Stand On move only
    ・ Abdul’s prior Stand On 623+ATK has now been changed to 421+ATK
    ・ 214+ATK’s explosion range has been reduced. On top of this the distances at which the L and M versions appear from have been modified.
    ・ Stand On 236+ATK can now be Stand Rushed
    ・ Stand Off j.M now causes less hitstun (adjusted hitstun to be the same as j.L)
    ・ Stand On j.M now stays active as an attack for 8F (as opposed to 5F previously)

J.P. Polnareff

    ・ GHA Damage Adjustment
    ・ Health Adjustment
    ・ j.214+ATK can now be cancelled into HHA upon landing. It also causes cripple on hit but recovery frames on landing have been increased from 18F to 21F.
    ・ 6+H follow up to 236+ATK now causes blowback launch as opposed to an ordinary knockdown
    ・ Stand On 6+H comes out in 13F as opposed to the previous 17F
    ・ Stand On 421+ATK now hits crouching opponents (this excludes Iggy with Stand Off)
    ・ Stand Off c.H can now be cancelled from (similar to the rest of the cast)
    ・ 4+ATK follow up to 236+ATK recovery frames have been adjusted as such

      ・ L: 28F to 18F
      ・ M: 29F to 19F
      ・ H: 31F to 20F

    ・ Stand On and Off j.H now causes heavy hitstun as opposed to medium hitstun

Hol Horse

    ・ GHA Damage Adjustment
    ・ Standing H and HHA hitboxes hit farther down now so that they can hit even Iggy.
    ・ S enhanced j.236+H now has the following properties

      ・ Guard Gauge Damage has been increased from 20 to 125
      ・ The second hit no longer causes blowback launch and instead causes small hitstun. The hitstun time has been expanded to be longer than normal however.

    ・ The bottle fragements in his GHA now hit enemies while downed
    ・ 236+ATK when performed on the ground has been modified in the following ways

      ・ Ordinary H version attack comes out in 15F now as opposed to the previous 12F
      ・ Powered Up (via S) and ordinary H versions can no longer hit crouching opponents around or lower than Jonathon’s crouching height
      ・ Powered Up (via S) versions of 236+ATK have the attack come out in 12F as opposed to the previous 6F

    ・ HHA comes out in 3F vs. the previous 1F
    ・ j.H now causes heavy hitstun vs. the previous medium hitstun

DIO

    ・ Health Adjustment
    ・ HHA now travels farther forward making it easier to combo from Stand On 236+ATK
    ・ 236+H has been modified in the following ways

      ・ DIO now vanishes and appears in the same area instantly
      ・ There is no attack and player is returned to neutral position
      ・ The blackened screen that displays in the other versions has been removed

    ・ 214+M has been modified in the following ways

      ・ Attack now comes out in 11F and upwards hitbox has been expanded
      ・ Recovery Frames have been reduced by 5 frames
      ・ Time at which Stand vanishes is now 10F faster
      ・ On hit now causes hard knockdown
      ・ Forward Movement of Stand has been extended

    ・ 214+H has been modified int he following ways

      ・ Attack now comes out in 15 frames
      ・ Recovery frames have been reduced from 27 frames to 19 frames
      ・ Forward movement of Stand has been extended

    ・ Stand On 214+L has been modified in the following ways

      ・ Can now be jump cancelled
      ・ DIO no longer moves before the attack comes out and it is performed from where it is executed
      ・ Damage has been modified to 30 and on guard the recovery frames are the same as 214+M
      ・ HH gauge gain has been reduced from 12 to 3

    ・ Stand On 214+M and H have been modified in the following ways

      ・ Both have been changed to be unblockable (previously high)
      ・ Movement range on the teleport section has been halved from 1.03

    ・ Stand On c.H now launches the opponent upwards spinning as opposed to a regular hard knockdown. Damage has been reduced from 37 to 27.
    ・ Stand Off standing M recovery frames have been reduced from 20F to 9F
    ・ 46+ATK can now be performed even with Stand Off
    ・ Stand On 236+ATK now causes hard knockdown
    ・ Stand On j.236+ATK HH Gauge Gain has been reduced from 19 to 17
    ・ Stand Off and Stand On j.H hitstun has been increases to heavy from medium

Iggy

    ・ Throw Damage Adjustment
    ・ Guard Gauge Adjustment
    ・ Can only Stylish Move with Stand ON
    ・ Guard Gauge only recovers in Stand Off mode
    ・ During Stand On all attacks aside from c.L can be jump canceled
    ・ During Stand On can now cancel into air dash (66) from Jump attcks
    ・ During Stand On can cancel out of air dash (66) into other moves 5F faster than before
    ・ Stand On j.M now acts as a High (no longer mid)
    ・ Stand On j.H attack now comes out in 7 frames vs. the previous 5 frames
    ・ Stand On air to air j.H causes less knockback
    ・ Stand On standing H now behaves the same as standing M on hit
    ・ Iggy can now be “thrown” but it will result in an auto tech. So opponents can no longer be punished for whiffed throw attempts.
    ・ The Guard Damage Iggy takes have been adjusted as below

      ・ Stand Off: 1/5 to 2/3
      ・ Stand On: 1/5 to 1/2

    ・ The following adjustments have been made to Iggy’s Damage Output

      ・ Stand Off L: 13 to 8
      ・ Stand Off c.L: 12 to 8
      ・ Stand Off c.M: 20 to 15
      ・ Stand Off H: 34:25
      ・ 214+ATK: 30+40+40 to 20+30+30
      ・ Stand On L: 14 to 10
      ・ Stand On c.L: 13 to 10
      ・ Stand On M: 23 to 15
      ・ Stand On c.M: 23 to 15
      ・ Stand On j.L: 18 to 12
      ・ Stand On j.M: 7×4 to 8×4
      ・ Stand On j.H: 20+20 to 18+18
      ・ Stand On 236+ATK: 34+34 to 20+20
      ・ Stand On 214+L: 65 to 40
      ・ Stand On 214+M: 70 to 45
      ・ Stand On 214+H: 75 to 50

    ・ The following adjustments have been made to Iggy’s HH Gauge Gain

      ・ Stand On j.H: 2+3 to 4+6
      ・ Stand On 214+L: 6 to 18
      ・ Stand On 214+M: 7 to 21
      ・ Stand On 214+H: 8 to 24

    ・ HHA now hits grounded opponents but damage reduced from 180 to 140
    ・ Stand On 214+ATK now causes hard knockdown even if it hits airborne opponents
    ・ Sand Dome (4+S) now costs 15% gauge on activation however you can now guard during it’s recovery frames as well as puttsun cancel the recovery entirely
    ・ Stand Off 236+ATK now has full body invincibility until the attack comes out when performed on the ground
    ・ With Stand on j.ATK > 66 (Air Dash) > j.ATK is now possible
    ・ Stand On j.L now behaves the same as j.M on hit
    ・ Stand On standing M now has an improved hitbox as well as an additional 2F where the attack stays active
    ・ Stand On standing L now has an improved hitbox
    ・ Stand On c.M’s cancel timing has been adjusted
    ・ Stand Off j.M’s hitstun has been adjusted from light to medium

Old Joseph

    ・ Adjusted damage with stand on
    ・ 41236+ATK has been adjusted in the following ways

      ・ Damage Adjustement L: 35, M: 40, H: 60, and EX: 15×2+40
      ・ H version startup frames are now 15F vs. the original 12F
      ・ LMH versions are now overheads instead of Highs (EX remains High)
      ・ On hit now causes a quick fall instead of a ground bounce

    ・ Recovery on throws has been adjusted from 18F to 11F
    ・ Stand On 41236+M now has an improved hitbox and is designed to hit across axis
    ・ j.L now has a smaller hitbox
    ・ 41236+H damage has been modified from 15+20 to 10×2
    ・ The following moves (universal change in Stand On and Stand Off) damage have been adjusted as below

      ・ L, c.L: 10
      ・ M, c.M: 20
      ・ 6+M: 30

    ・ 63214+ATK has been modified as below

      ・ Even when Puttsun Canceled the barrel now properly sets the tar on the ground
      ・ The tar portion now hits as a low as opposed to an overhead
      ・ Tar now causes simple knockdown on hit and no longer paralysis state
      ・ Tar hitbox has been expanded out to 4x the original size

    ・ HHA damage has been adjusted from 200 to 215
    ・ The hitbox of j.M has been reduced
    ・ Stand ON and Stand Off j.H hitstun has been changed from medium to heavy

Vanilla Ice

    ・ Stand Power Gauge has been adjusted as such

      ・ Gauge no longer drains over time but instead when hit or after performing any moves with Stand On
      ・ Recovery of the gauge has been greatly reduced

    ・ Attacks during Stand Mode have been adjusted overall as such

      ・ All versions cost 20% of Stand Power Gauge
      ・ You can now chain multiple movements together (up to 5 times before draining gauge completely)
      ・ Cancelling into another is accepted up until 5F after the animation ends
      ・ Cancelled moves will be set to search for an opponent’s new position if they moved across axis
      ・ The recovery motion has been reduced by 5 frames

    ・ Attacks during Stand Mode performed on the ground have been adjusted as such

      ・ M version now behaves like the ground H version from 1.03
      ・ M version can be cancelled and is counted as a aerial derivation
      ・ H version now behaves like aerial H from version 1.03 (straight horizontal)
      ・ H version can be cancelled and is counted as a ground derivation

    ・ Attacks during Stand Mode performed in the air have been adjusted as such

      ・ Aerial M can now be canceled and derivation is determined based on ending position (can be a air or ground derivation)
      ・ Aerial H can now be canceled and is counted as an aerial derivation

    ・ S follow up to various moves has been changed from hard knockdown to soft knockdown
    ・ If HHA hits Stand Power Gauge is replenished to 100%

Josuke

    ・ 236+ATK follow up to HHA now costs half a bar to execute but brings HHA damage up from 175 to 200
    ・ Stand Off 623+ATK (After Setup) forward movement has been adjusted in the following ways

      ・ Up to 3F after startup Josuke is given full invincibility
      ・ Startup animation is now faster
      ・ 2F after startup the move is given attack properties
      ・ Attack property has been changed from high to overhead
      ・ On hit now causes wall blowback as opposed to the previous simple knockdown
      ・ Attack stays out for 3F even after movement finishes
      ・ Damage has been adjusted from 50 to 5×2
      ・ During movement Josuke is completely projectile invincible (this includes all specials, HHA, and GHA)

    ・ Stand Off 623+ATK (After Setup) backward movement has been adjusted in the following ways

      ・ Up to 3F after startup Josuke is given full invincibility
      ・ No longer has attack properties

    ・ The hurtbox on 623+M has been adjusted. Both Josuke and his Stand have no hurtbox from Josuke’s knee upwards.
    ・ The timing of where Stand On 623+ATK can be SRed is as follows

      ・ L: 5F ~ 11F
      ・ M: 5F ~ 11F
      ・ H: 5F ~ 12F

    ・ Stand On c.L has been changed from a High to a Low
    ・ Stand On j.M has attack properties for 8F now (up from 3F). Along with this the hitbox has also been adjusted slightly to allow it to crossup opponents.
    ・ Stand On 236+ATK HH Gauge Gain has been adjusted as such

      ・ L: 11 to 22
      ・ M: 13 to 26
      ・ H: 13 to 26

    ・ Forward distance traveled on Stand On 236+H has been adjusted
    ・ Damage on Stand On 214+ATK has been adjusted as below

      ・ Initial Stand Attack: 10 to 15
      ・ Wall Contact Damage: 15 to 20
      ・ Rage Mode Wall Contact Damage: 20 to 25

    ・ Forward distance traveled by Stand On 3+H has been adjusted
    ・ Josuke’s projectile (previously Stand Off 214+ATK) can now be used in Stand On and the command has been changed to 46+ATK
    ・ Stand Off 22+ATK setup will now carry between rounds until Stand Off 623+ATK is performed

Okuyasu

    ・ GHA Damage Adjustment
    ・ Throw Damage Adjustment
    ・ 214+H startup has been changed from 4F to 9F but now causes hard knockdown (Stand On and Stand Off). L and M remain the same and still cause soft knockdown.
    ・ Easy Beat has been changed to L > M > H > 214+H > HHA
    ・ Recovery frames on back throw have been changed from 21F to 11F
    ・ HHA startup frames have been changed from 78F to 59F and in accordance damage has been lowered from 195 to 180.
    ・ 236+H (Stand On or Off) has been adjusted so that after 13F it can be cancelled into LMH, special, HHA, GHA, or a throw
    ・ Stand On 22+ATK can now be SRed from the first hit and damage has been adjusted to 18×3.
    ・ Stand On 236+ATK SR window has been changed from 3F to 7F
    ・ Timing on KO message for GHA has been adjusted. If the initial 270 damage finishes the opponent the KO message will appear before the final scene. If the last 30 damage finishes the opponent the KO message appears during the final scene of the GHA.
    ・ Stand Off j.M is now active as an attack for 5F (up from 2F)

Koichi

    ・ GHA Damage Adjustment
    ・ Health Adjustment
    ・ Throw Damage Adjustment
    ・ 6+H startup has been increased from 7F to 15F but it has been changed from a high to an overhead
    ・ Stand On 623+ATK Gravity Effect has been reduced from being active for 90F to 70F
    ・ If Stand Off j.H hit an aerial opponent it now causes a soft knockdown

Rohan

    ・ Stand Off Normals (LMH) can now hit grounded opponents.
    ・ First 10 startup frames for Stand Off 623+ATK now have full invincibility and it now causes hard knockdown. However it now has 7F of extra recovery and knockback on guard has been greatly reduced.
    ・ 4+ATK follow up to 214+ATK now decreases opponent’s gauge by 30% of a bar (up from 25%). Recovery has also been reduced by 8F.
    ・ 6+ATK follow up to 214+ATK damage has been increased from 10+38 to 20+50.
    ・ The timer on seals will not run while an enemy is airborne (this also includes examples such as Ultimate Cars in flight mode)
    ・ Stand Off 214+ATK Recovery frames are back to Ver 1.00
    ・ Seals can now be removed by simply hitting Rohan (whereas hard knockdown was necessary prior)

Akira

    ・ GHA Damage Adjustment
    ・ Electricity Gauge has been adjusted in the following ways

      ・ With Stand Off gauge no longer slowly charges to 100%. Instead it will slowly drop until it hits 0%. Upon hitting 0% it will recharge up until 30% (where Stand On becomes available again). Once it reaches this state it will again begin to slowly decrease to 0%.
      ・ After a HHA is performed Electricity Gauge auto decrease will not take affect for 3 seconds (this 3 seconds includes the animation if it hits)
      ・ Stand On Electricity Gauge auto decrease has been increased
      ・ Electricity recovery rate from 22+S has been greatly increased
      ・ Stand Off specials that consumed electricity gauge now consume less

    ・ If you activate Stand during overcharge (whenever electricity gauge is over 100%) you will remain in a specific “Electricity Gauge Full Power” status until you dismiss your Stand or electricity gauge runs out. During this status attack power is increased to 1.25x usual.
    ・ 22+S recovery frames have been decreased from 12F to 7F.
    ・ Stand On 236+ATK has been adjusted in the following ways

      ・ Damage has been changed from 5×3 to 15×3 and the move can now be PCed.
      ・ When it is Stand Rush hitbox scope has been increased.
      ・ When it is Stand Rush the speed of the attack has been increased.
      ・ If it hits an aerial opponent is causes more float to allow more consecutive hits.
      ・ Each hit of the attack stays active for 3F to make it easier to hit aerial opponents with.

    ・ Stand On 6+ATK follow up to 236+ATK now causes 180 guard damage (up from 60) during Full Power status. It nows causes wall bounce regardless of Electricity gauge status.
    ・ Stand On 4+ATK follow up to 236+ATK has been adjusted in the following ways

      ・ Statup frames have been decreased from 18F to 14F.
      ・ Move has been overall sped up and is performed in 25F (up from 34F)
      ・ On hit causes opponents to float slightly in the air rather than a blowback launch.
      ・ Stand now returns in 5F (up from 12F). If Stand Rush Stand now vanishes 7F quicker.
      ・ Damage has been slightly decreased: Normal Status 45 to 40, Full Power Status: 70 to 50

    ・ Stand On j.M’s hitbox has been expanded upwards and sideways. It’s startup frames have also been changed from 5F to 4F.
    ・ Stand On j.H’s hitbox has been extended upwards and sideways. Damage has been increased from 34 to 40. Attack status frames have also been increased by 3F.
    ・ Stand On standing H’s forward hitbox has been improved for the second hit.
    ・ Even when Stand cannot be called, Stand Off j.M and standing H are now usable.
    ・ Stand Off 63214+ATK has been adjusted in the following ways

      ・ Recovery frames on L and M versions has been decreased by 11F.
      ・ Stand is fully invincible during the attack.
      ・ All Standard Status versions (L,M,H) now cause simple knockdown. However Full Power Status versions retain the original properties.
      ・ Damage has been adjusted as such, Normal Status: 60 to 36, Full Power: 70 to 60
      ・ Hitbox has been increased on ordinary version to make it easier to hit with. And during Full Charge hitbox increases further.
      ・ After activating the attack, Stand appears at the last second (making it harder for the opponent to tell which version was used)

    ・ Stand Off 41236+ATK has been overall adjusted in the following ways

      ・ If S follow up is used recovery frames after Stand vanishes is down from 16F to 5F
      ・ Recovery on S follow up decreased from 18F to 9F
      ・ Now able to PC the attack at any time

    ・ Stand Off 41236+ATK plane attack has been adjusted in the following ways

      ・ Hitbox has been extended upwards
      ・ Normal Status version now does 30 damage (up from 20)
      ・ L and M version startup has been changed to 6F (improved form 9F)
      ・ L and M version plane movement speed is now 1.25x faster than 1.03 build
      ・ L version now performs in 35F while M version now performs over 38F

    ・ Stand Off 41236+ATK Stand follow up attack has been adjusted in the following ways

      ・ Stand will now performing homing across axis (based on opponent’s position when launched from plane)
      ・ On hit now causes a hard knockdown launch (previously a blowback soft knockdown)
      ・ Attack property changed from overhead to a high
      ・ Using this S follow up now costs an individual amount of Electricty Gauge
      ・ Normal Status Damage has been increased from 25 to 35.

    ・ HHA Damage has been adjusted from 150 (Full Power 180) to 140 (Full Power 175)
    ・ Forward movement on Stand On standing M and H has been increased
    ・ Stand On standing M and H Damage has been adjusted as follows

      ・ Standing M: 14 x 2
      ・ Standing H: 20 x 2
      ・ Hitboxes upwards and in both horizontal directions have been increased.

    ・ Stand On standing H forward movement, upward and forward hitbox have all been expanded
    ・ Electricity Resistance has been adjusted and Akira now takes 10% less damage from electric attacks (examples follow)

      ・ Throw: 108 (Other Cast 120)
      ・ HHA (Normal Status): 138 (Other Cast 150)
      ・ HHA (Full Power): 165 (Other Cast 180)

    ・ When GHA finishes opponent, if the last 10 damage deals the finishing blow than the KO message will appear during the last scene. If not it will appear prior.
    ・ Stand On standing L and c.L now propel the Stand slightly forward.

Kawajiri

    ・ 22+ATK explosion can now hit downed opponents
    ・ All bombs ignited via 2+ATKx2 now cause blowback launch (hard knockdown and wall bounce properties). Identical to Stand On 236+H from 1.03.
    ・ The above also includes Stand Off 214+ATK as well as all strengths of Stand On 236+ATK.

Kira

    ・ When a bomb is planted by Stand On 236+ATK it now stays active for 225F.
    ・ Stand On 214+L has been adjusted in the following ways

      ・ Hitbox has been expanded downwards and it now hits grounded opponents
      ・ Attack property changed from unblockable to high.

    ・ Stand On 214+M has been adjusted in the following ways

      ・ Startup frames have been changed from 23F to 14F
      ・ Attack property changed from unblockable to high
      ・ Reach has been extended and combined with the faster startup it can now be comboed into

    ・ Bombs ignited via 2+ATKx2 have been adjusted in the following ways

      ・ Bombs set by Stand On 214+ATK now hit high (every other type remains unblockable)
      ・ All bombs launch opponents upwards (similar to Stand On 214+M in 1.03)
      ・ Damage has been lowered from 80 to 70
      ・ Bombs detonated via this method can no longer hit grounded opponents

    ・ Stand Off 6+H no longer knocks opponents down and instead causes regular hitstun

Shigekiyo (Fatty / Shigechi)

    ・ Throw Damage Adjustment
    ・ Attack Mode 236+M recovery frames have been reduced to 12F from 21F
    ・ Attack Mode 236+H recovery frames have been reduced to 11F from 26F
    ・ HHA can now hit on the ground. If it hits a non-grounded opponent it now causes a blowback soft knockdown vs. the previous spiral hard knockdown.
    ・ Standing M is now performed over 14F (sped up from 20F)
    ・ Stand Call (S) now has 1F less recovery
    ・ Can no longer cancel into Stand Call or another mode during Attack or Defense Mode shifts. However Mode Shift can now be cancelled into from normal LMH attacks.
    ・ Defense Mode 214+ATK has been adjusted in the following ways

      ・ Guard Point duration on various versions are as follows, L: 50F, M: 100F, H: 60F (previously 150F)
      ・ 6+ATK follow up to L version now causes blowback launch (same as H version)
      ・ 6+ATK follow up to M version now does 15 hits and 60 damage
      ・ 6+ATK follow up to H version now does 2 hits and 40 damage (but can hit grounded opponents)

    ・ Stand Off 214+ATK now can track across axis and level of homing is determined by strength used

Giorno

    ・ Stand Off 41236+ATK on a successful counter now launches opponent to the opposing wall (soft knockdown)
    ・ 22+S now recovers 100 white health (which behaves according to standard properties)
    ・ 3+ATK follow up to 623+ATK can now only be performed if 623+ATK successfully connects
    ・ After a successful GHA a new voice clip has been added after the animation ends
    ・ During Requiem 214+ATK has been adjusted as follows

      ・ Startup has been decreased from 25F to 5F and now the entire move takes 20F to execute (previously 40F)
      ・ Now flies twice as fast and covers twice the previous distance
      ・ Hitbox size has expanded to twice the size
      ・ It has been given homing across axis

    ・ HHA recovery frames have been adjusted so the opponent can properly guard any pursuit attacks.

Buccellati

    ・ Stand Off standing M is now a low (previously high)
    ・ 41236+ATK or 63214+ATK have been adjusted as follows

      ・ The L version and M version speed of travel has been increased
      ・ The distance L and M versions travel has been adjusted making it easier to choose what version to use based on desired travel distance.
      ・ You can now cancel into 22+ATK while traveling via zipper
      ・ Hitting the wall while performing this move no longer cancels zipper travel
      ・ 63214+L only: If contact is made with the opponent within the 9~12 frame period of the move you will automatically cross over to the opponent’s opposite side.
      ・ 63214+H only: After 13 frames this move can now be cancelled into a throw

    ・ 6+ATK follow up to 63214+ATK or 41236+ATK has been changed in the following ways

      ・ No longer requires the 6 input and can simply be done by pressing an attack button.
      ・ It now launches opponents farther back and can cause wall bounce.

    ・ Stand On 214+ATK has been adjusted in the following ways

      ・ On hit it now causes spiral launch as opposed to simple knockdown (remains a hard knockdown)
      ・ Damage has been decreased from 40 to 30.

    ・ Auto-Revive has been adjusted as follows

      ・ After activating, opponent will be reset to a neutral state
      ・ Revive conditions have been changed from simply, “Be on losing round” to “Be on losing round with at least one gauge”. If these requirements are meant 1 gauge will be consumed and revive will proceed as usual.

    ・ 2+H follow up to 22+ATK recovery frames have been reduced to 16F (previously 20F).

Mista

    ・ GHA Damage Adjustment
    ・ Throw Damage Adjustment
    ・ 623+ATK has been adjusted in the following ways

      ・ L: Can no longer be PCed
      ・ M: Now travels farther and launches opponents higher
      ・ H: Startup frames have been increased from 10F to 15F but attack property has been changed from high to an overhead.

    ・ 236+ATK has been adjusted in the following ways

      ・ Both ground and aerial versions have the ability to hit grounded opponents.
      ・ Each shot now does 10 damage (down from 15)
      ・ HH gauge recovery on each shot has been decreased from 3 to 2.

    ・ 236+ATK powered up via Style Only: If S is pressed before bullet makes contact then Pistols will disperse themselves around the area where the bullet was.
    ・ 22+ATK overall frames have been decreased to 13F from 15F but now costs half of a gauge to use.
    ・ Ordinary Reload is now twice the speed of previous version
    ・ Throw and Back Throw recovery frames can now be cancelled into 236+S, 214+S, 46+S, etc.
    ・ Forward movement of standing H is now 1.5x that of the previous version
    ・ Upon activating HHA you only recover one bullet (down from recovering all six)
    ・ HHA damage has been decreased from 180 to 160. Furthermore, it now causes a soft knockdown launch (previously a spiral hard knockdown).
    ・ 214+ATK (after setting Pistols) damage has been increased from 18 to 25 and HH gauge gain from 4 to 6.

Narancia

    ・ GHA Damage Adjustment
    ・ HHA can now hit grounded opponents but in exchange now has 30F extra recovery.
    ・ Stand Off 63214+ATK damage has been increased from 51 to 80. It also now launches an opponents upwards but acts as a soft knockdown.
    ・ Stand Off j.H has been adjusted so 16F into the jump you can no longer perform j.H. This is to prevent abuse of j.H right before landing.
    ・ Stand On 623+ATK has been modified in the following ways.

      ・ The entire move performs over 37F (improved from 42F)
      ・ Speed of Stand is 1.2x faster than previous version
      ・ Bomb is released in 15F (improved from 17F)
      ・ Explosion now stays active as an attack for 20F (up from 10F)
      ・ On hit it now launches the opponent upwards (hard knockdown)
      ・ PC timing has been changed to after the bomb is released.

    ・ Stand On 46+ATK recovery frames have been adjusted in the following ways

      ・ L: 26F to 36F
      ・ M: 26F to 36F
      ・ H: 28F to 38F

    ・ Distance opponent is launched on a back throw has been increased
    ・ Machine Gun shots from Stand Off j.H, Stand On standing L, c.L, standing M, c.M now vanish if Narancia is hit

Diavolo

    ・ GHA Damage Adjustment
    ・ Stand Off j.M forward and downward hitbox has been expanded.
    ・ Stand Off j.H on hitting an aerial opponent now causes a soft knockdown. Damage has also been increased from 39 to 50.
    ・ Stand Off 236+ATK on full charge now has 4F of recovery (previously 2F)
    ・ The following damage of moves in Stand Off have been adjusted as follows

      ・ 214+H: 40
      ・ 236+M: 50
      ・ 236+H: 50
      ・ c.M: 20

    ・ During HHA activation forward step (66) can now be canceled into ground moves within 3F (up from 7F). Ground moves include standard LMH, special move, command move, or GHA.
    ・ Stand Off 214+H can now hit grounded opponents.
    ・ Stand On 41236+ATK now has 4F of full invincibility during the grab motion.

Fugo

    ・ GHA Damage Adjustment
    ・ Health Adjustment
    ・ Stand Off standing H’s downward hitbox has been expanded.
    ・ Stand On c.M on hit now causes a regular down as opposed to hitstun.
    ・ Stand On c.H on hit now causes heavy hitstun instead of a regular down.
    ・ During Distortion Only: Stand On 22+H’s hitbox has been expanded.
    ・ Stand On 623+ATK now causes a hard knockdown launch (previously soft knockdown).

Jolyne

    ・ Health Adjustment
    ・ Stand On 623+ATK hitbox has been expanded, startup frames have been reduced to 7F (from 9F), and it stays active as an attack for 4F (up from 2F).
    ・ Stand On 63214+ATK HH gauge recovery has been increased to 22% (previously 17%)
    ・ Stand Off 236+ATK HH gauge recovery has been adjusted as below

      ・ L: No change (remains at 12)
      ・ M: 12 to 15
      ・ H: 12 to 17

    ・ Stand On 28 (or 7 or 9) move properties have been restored to version 1.00
    ・ Stand On j.236+ATK can now hit grounded opponents.
    ・ Stand Off 22+ATK cannot be performed again as long as a previously set trap is still on screen.

Hermes

    ・ GHA Damage Adjustment
    ・ Stand Off 623+ATK now has startup invincibility. It’s upward hitbox has also been increased.
    ・ Stand On 236+ATK has been modified in the following ways

      ・ HH Gauge recovery has been modified
      ・ Hitbox on follow up commands (236+ATK) have been improved.
      ・ Startup frames have been increased from 7F to 17F.

    ・ Stand On Easy Beat has been changed to L > M > H > 623+ATK
    ・ Stand On 623+ATK startup frames have been decreased to 15F (previously 17F)
    ・ Stand On standing L now causes aerial opponents to get floated higher on hit.
    ・ Stand Off 236+ATK L and M versions now have decreased recovery frames. Furthermore, with stickers applied recovery has been adjusted as such

      ・ L: 19F to 12F
      ・ M: 19F to 14F
      ・ H: Unchanged

    ・ Stand On 63214+ATK can now be PCed on hit.
    ・ Stand Off 3+H hitbox has been improved.
    ・ Recovery time on throw and back throw has been reduced by 15F.
    ・ Stand On j.M now stays active as an attack for 8F (up from 4F)
    ・ HHA Damage has been modified as below

      ・ No Stickers: 200 to 220
      ・ Arm Stickers: 230 to 250
      ・ Leg Stickers: 220 to 240
      ・ Both Stickers: 250 to 270

Pucci

    ・ Health Adjustment
    ・ Match Timer now counts down 3x as fast after activating Made in Heaven
    ・ You can now guard during the recovery frames of Stand Off 22+H (White Snake)
    ・ When Pucci drops discs has been modified as such

      ・ Pre-Update: Pucci would only drop discs on hard knockdown.
      ・ Post Update: Pucci will drop discs if he takes any form of damage.

    ・ Stand On 41236+ATK (White Snake Only) has been changed from a high to a command grab.
    ・ Extra effects have been added to discs so it is easier to see where they drop.
    ・ Stand On 6+H (White Snake or C-MOON) now causes cripple on hit (previously ordinary down)
    ・ Stand Off 214+ATK (C-MOON) now causes spiral launch (previously float launched only). This is to aid in performing a PC > GHA after it hits.
    ・ After Made in Heaven ends HH gauge is now reduced to zero. This means if Made in Heaven is used to win a round, you will begin the following round with zero gauge.
    ・ Stand On 214+ATK (C-MOON) now causes cripple instead of simple knockdown.
    ・ Stand On 236+ATK (C-MOON) startup is now 15F (up from 25F) and can now be comboed into.
    ・ Stand On 22+H (C-MOON) counter now activates after 3F (up from 20F)
    ・ During Made in Heaven hitting with the same move 7 times causing hard knockdown was removed.
    ・ Applies to effect caused by C-MOON Stand On 236+ATK and 214+ATK only: Health drains at the same rate as 1.03 and is fixed to do 100 additional damage over time.
    ・ Made In Heaven can only be activated once per match. However this only applies on a succesful activation (allowed to attempt it again if an opponent knocks you out of it).

Anasui

    ・ Health Adjustment
    ・ Stand On 41236+ATK now has 6F startup invincibility (until throw comes out), launches opponents upwards (previously caused blowback launch), and can be PCed on hit.
    ・ Stand On j.214+H now causes regular hitstun rather than a hard knockdown.
    ・ GHA attack property has been changed from a unblockable to a high. In exchange startup has been changed from 37F to 14F.
    ・ Stand Off 214+ATK now costs 10% of one gauge (previously did not expend gauge)

Johnny

    ・ Horseback 4(charge)6+ATK now behaves entirely like it’s previous 1.00 counterpart
    ・ 623+ATK (ACT1) forward and upward hitbox has been improved. It also now causes hard knockdown.
    ・ Throw and Back Throw now have 10F less recovery.
    ・ 236+ATK (ACT2-4) projectile durability has been increased to match HHA level. It now beats out all standard projectiles, it will cancel out if it hits a HHA level projectile, and is beaten out by GHA level projectiles.
    ・ Grounded 6+H can be cancelled into HHA (ACT1-2)
    ・ Grounded 421+ATK (ACT3-4) has been adjusted in the following ways

      ・ Startup time has been sped up by 2x the previous version
      ・ 5F after startup Johnny is given full invincibility until movement completes
      ・ Recovery after movement has been sped up to 2x the previous version

    ・ Grounded 214+ATK (ACT1) now causes hard knockdown on hit (previously caused normal hitstun)
    ・ 623+ATK (ACT3-4) has been adjusted in the following ways

      ・ Startup time has been sped up by 1.5x the previous version
      ・ Guard Gauge Damage has gone up from 17 x 6 (102 total) to 25 x 6 (150 total)
      ・ On hit it now causes spiral launch (previously normal hitstun)

    ・ On Horseback standing L attack property is now low (previously high)
    ・ 22+M (ACT2-4) now recovers 25% guard gauge (along with it’s previous effects)
    ・ All normal attacks on horseback (LMH) and 4(charge)6+ATK now cause 1.5x guard damage from the previous version.
    ・ On Horseback backstep now has invincibility frames from the 2F to the 5F.

Gyro

    ・ Health Adjustment
    ・ Grounded 4+S can now be cancelled into HHA or PCed.
    ・ Stand Off c.H now launches the opponent upwards (soft knockdown)
    ・ Horseback 214+ATK can now be cancelled into HHA
    ・ 22+ATK now recovers rotation gauge 1.2x the speed of the previous version
    ・ Backstep on horseback is now 70% of the distance it covered in the previous version.
    ・ 236+S (Minimum 1 Body Part) now behaves as such when set in the air

      ・ It now causes 6 hits (up from 3)
      ・ If it hits an aerial opponent it now launches them far upwards
      ・ If it hits a standing opponent it will now cause multi-hit hitstun
      ・ Damage, Guard Damage, HH Gauge Gain has not been changed

    ・ 236+ATK now has 1/3 the HH gauge recovery from the previous version.
    ・ In regards to the previous point. 236+S (after setting 236+S prior) retains the same amount of HH gauge gain as it did in the previous version.

Valentine (El Presidente)

    ・ Health Adjustment
    ・ GHA Damage Adjustment
    ・ Stand Off 236+ATK has been adjusted in the following ways

      ・ An extra attack has been added as Valentine pulls out the gun (hitbox near his feet) that will force opponent to stand if it hits.
      ・ The properties of this hit are as such: Damage is 5, Guard Damage is 1, and HH Gauge Gain is 1.
      ・ The hitbox of this hit has been adjusted so it will connect in Valentine’s Easy Beat combo

    ・ Stand Off 623+ATK can now be performed while grounded but will expend 2 gauges.
    ・ Stand On 236+ATK has been changed to a hard knockdown (previously soft knockdown)
    ・ During Love Train (3 Corpse Parts) only: Stand On 623+ATK attack property changes from a high to an overhead
    ・ Defense Buff from collecting corpse parts has been adjusted as below

    ・ 1 Part: No Defense Change
    ・ 2 Parts: Damage 90% (previously 75%)
    ・ 3 Parts: Damage 74.5-75% (previously 61.5-62%)

Josuke (Jojolion)

    ・ GHA Damage Adjustment
    ・ Stand On 236+ATK now has startup invincibility
    ・ Stand Off 214+ATK has been adjusted so the previous bubbles will vanish if the move is used again.

Baoh

    ・ Health Adjustment
    ・ 214+M has been adjusted in the following ways

      ・ Hitbox has been adjusted to center around Baoh’s arm and it stays out as an attack for 1F longer (can now be used as a nasty crossup)
      ・ On hit (standing opponent) it now causes cripple instead of a ground bounce.
      ・ On hit (aerial opponent) it now causes an upward spiral launch and acts as a hard knockdown (previously caused a ground bounce soft knockdown)
      ・ Landing recovery has been increased by 8F.
      ・ Forward movement on hit (aerial hit not included) has been adjusted to ensure you are in range to do a follow up combo afterwards.

    ・ 22+ATK has been adjusted so it is projectile invincible during it’s attack frames (startup and recovery are still projectile vulnerable).

So these are all the character changes. Sorry if some things are unclear but if you play the game then you should have a general idea of what’s going on here.

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