Posted by: Leek | February 9, 2015

Jojo: ASB 1.05 Complete Change List

So I promised I would do this regardless of how good or bad the patch was. Note that this patch only affects the Japanese release of ASB and for anybody playing the Western release you’ve (most likely) been playing with all these changes. To my knowledge, this appears to just be a complete implement of the western changes to the Japanese version. But if you’ve wanted to know the exact changes feel free to read on. If you want to read the original PDF, be sure to check the official ASB site for yourself.

General Game Changes

    Arcade Mode Addition and Rules
    ・ Arcade can be played on difficulties of Normal, Hard, and Very Hard
    ・ All matches are locked at a standard 3 rounds, with a 99 second timer (cannot be changed)
    ・ Custom soundtrack cannot be used in arcade mode
    ・ Gold is awarded based on rank after every battle. Receiving an overall score of S after defeating all opponents gives an additional gold bonus.
    ・ Character overall scores can be viewed directly on the Arcade Mode character select screen
    ・ Pressing square while a character is highlighted will allow you to view details of that character’s best score
    ・ Pressing start on the character select screen allows you to adjust difficulty and presence of stage gimmicks

    Gallery Shop
    ・ An additional option to purchase all available items has been added

    Campaign Mode
    ・ Recovery rate has been reduced to one unit every two minutes

    General System Changes
    ・ AI behavior has been adjusted for all characters on all difficulties
    ・ Zeppeli, Caesar, and Baoh’s high jumps now activate in 2 frames (down from 3)
    ・ The additional five frames of float when counter hit in the air has been removed
    ・ The potential to Stylish Move after an empty jump has been increased to 5F after landing (up from 3)

Character Changes

Jonathon

    ・ EX Overdrive Renda (46+ATK) now costs 14% of a HH Gauge (up from 7%)

Zeppeli

    ・ Light Sunlight Yellow Overdive (63214+L) damage has been increased to 130 (up from 60)
    ・ GHA damage has been increased to 300 (up from 280)

Joseph

    ・ j.H now stays active for 10F (up from 7)
    ・ j.M’s hitbox has been expanded to hit farther behind Joseph
    ・ Clacker Volley (41236+ATK) now recovers 10% of a HH gauge (up from 9%)

Caesar

    ・ j.L is an active attack until frame 15 (changed from unknown)

Wham

    ・ Health has been reduced to 950 (down from 1000)
    ・ Throw damage has been reduced to 120 (down from 130)
    ・ 421+ATK damage has been reduced as follows:

      ・ On ground: 65 -> 55
      ・ In air: 60 -> 50
      ・ Mode Activated (Ground): – 75 -> 60
      ・ Mode Activated (Aerial): 70 -> 60

Jotaro

    ・ 236+ATK (with Stand On) now starts up 2 frames faster

J.P. Polnareff

    ・ The damage on the following attacks have been reduced as follows:

      ・ Throw: 120 -> 100
      ・ Stand Off j.H: 31 -> 25
      ・ Stand Off j.214+ATK: 45 -> 30
      ・ Stand Off 214+ATK: 60 -> 40

Hol Horse

    ・ 214+ATK now costs 15% of a HH gauge to perform (setup only, followup attack does not cost gauge)

DIO

    ・ Health has been increased to 840 (up from 800)
    ・ The damage on the following attacks have been adjusted as follows:

      ・ Stand On 236+H: 70 -> 35
      ・ Stand Off 236+L/M: 32 -> 38
      ・ Stand On j.H: 39 -> 32
      ・ HHA: 180 -> 160

    ・ 46+ATK can now only be performed in Stand Off mode
    ・ Stand On 236+ATK now builds only 14% of a HH gauge (down from 17%)
    ・ Stand Off c.H now builds only 1% of a HH gauge (down from 4%)
    ・ Stand Off 214+M now has an additional frame of recovery
    ・ Stand Off 22+H (downed opponent) activates one frame slower
    ・ Stand On 214+L can only be jump cancelled after 5Fs (up from 3)
    ・ Stand Off 421+ATK life recovery rate has been increased to 8 per hit (up from 5)

Iggy

    ・ 4+S now costs 30% of a HH gauge to activate (up from 15%)
    ・ Throw damage has been increased to 85 (up from 70)

Old Joseph

    ・ 41236+S now hits as an overhead (previously high)
    ・ 6+S followup to 41236+ATK has been adjusted in the following ways

      ・ Max damage has been increased to 120 (up from 90)
      ・ Stays active as an attack for 3F longer

Vanilla Ice

    ・ Stand On ATK damage has been reduced to 72 (down from 90) and no longer recovers HH gauge (down from 20)

Josuke

    ・ Stand Off 6+H has been given an additional 3Fs of recovery
    ・ Gauge recovery on Stand Off 236+ATK has been adjusted as follows

      ・ 236+L: 22% -> 11%
      ・ 236+M/H: 26% -> 13%

    ・ Damage of the following attacks have been reduced as follows

      ・ HHA (without follow up): 170 -> 160
      ・ HHA (with followup): 200 -> 190
      ・ Stand Off c.M damage: 21 -> 18
      ・ Stand On j.H: 36 -> 30

Koichi

    ・ Stand Off j.H horizontal knockback has been increased

Akira

    ・ During Full Power mode, 6+ATK follow up to 236+ATK guard damage has been reduced to 120 (down from 180)
    ・ Damage of the following attacks with Stand Off have been reduced as follows

      ・ Throw: 150 -> 120
      ・ L: 11 -> 8
      ・ M: 19 -> 14
      ・ H: 31 -> 30
      ・ j.H: 39 -> 30

    ・ Stand On 421+ATK has been adjusted in the following ways

      ・ Counter now activates on the first frame
      ・ Damage has been increased to 100 (up from 80) in regular mode, and to 120 (up from 100) in Full Power mode
      ・ Now causes an untechable, spiral knockdown/launch

    ・ Stand On 63214+ATK has been adjusted in the following ways

      ・ In regular mode damage has been increased to 120 (up from 110), and to 150 (up from 137) in Full Power mode
      ・ For the regular mode version only, grab range has been increased by 1.3x

Kawajiri

    ・ Stand Off 214+ATK has been changed to launch the opponent almost entirely upwards
    ・ HHA now does 280 damage (up from 227)
    ・ The first hit of Stand Off H now causes cripple
    ・ Stand Off H damage has been decreased to 10+20 (down from 12+30)
    ・ Health has been increased to 1000 (up from 950)

Mista

    ・ Regular version of 236+ATK damage has been reduced to 6 (down from 10)
    ・ 236+ATK base damage while in Kakugo/Resolute Mode has been reduced to 9 (down from 15) but will still receive the attack multiplier
    ・ 214+ATK (after setting Pistols) has been adjusted in the following ways

      ・ Standard version damage has been reduced to 20 (down from 25)
      ・ In Kakugo/Resolute Mode base damage has been increased to 20 (up from 18) and will still receive the attack multiplier
      ・ Recovery frames from shooting at an upwards angle have been reduced by 4F

    ・ Standing M damage has been increased to 25 (up from 18)
    ・ Activating HHA now recovers all bullets

Narancia

    ・ With Stand On, the following attacks have had guard gauge damage reduced (per bullet) as follows

      ・ Standing L, jL: 6.4 -> 4.4
      ・ c.L: 6 -> 4
      ・ Standing M, c.M, j.M: 3.6 -> 2.4

    ・ Stand On 236+ATK (and all follow ups) have all been adjusted to perform more efficiently (staff was too lazy to give details)

Diavolo

    ・ The following moves have all had their gauge building reduced as follows:

      ・ Stand Off 236+ATK (no charge): 6% -> 3%
      ・ Stand Off 236+ATK (full charge): 8% -> 4%
      ・ Stand Off 214+ATK: 6% -> 3%

    ・ The following moves have all had their damage reduced as follows:

      ・ Stand Off 214+L: 65 -> 55
      ・ Stand Off 214+M: 70 -> 60
      ・ Stand OFF 236+L: 55 -> 45
      ・ Stand Off 236+ATK (full charge): 80 -> 70

    ・ Stand Off 421+AK (while getting hit) now costs 2 HH gauges (up from 1.5)

Jolyne

    ・ Stand On 236+ATK has been adjusted in the following ways

      ・ j.M and j.H versions can no longer hit grounded opponents
      ・ j.L now activates after 18Fs (marginally slower than the j.M and j.H versions)

    ・ Stand Off 63214+ATK gauge recovery has been reduced to 18% of a HH gauge (down from 22%)

Hermes

    ・ Damage on the following moves has been reduced as follows

      ・ Stand Off 3+H : 36 -> 25
      ・ Stand Off c.M : 17 -> 15
      ・ Stand On c.M : 17 -> 13
      ・ Stand On Standing M: 18 -> 14
      ・ Stand On Standing H: 14+18 -> 12+15
      ・ 214+ATK : 30+40 -> 20+20

Pucci

    ・ Match Timer now counts down 5x as fast after activating Made in Heaven
    ・ 22+H (White Snake) now costs 10% of a HH gauge to activate
    ・ 6+H (White Snake/C-MOON) damage has been reduced to 5+5+5+5+10 (down from 9+9+9+9+12)
    ・ Health has been increased to 900 (up from 850)

Johnny

    ・While on horseback, Johnny’s backstep has been adjusted to be the same length as Gyro’s
    ・ 421+ATK (Act 3-4, Off Horse) has been adjusted in the following ways

      ・ Teleport can be as held for as short as 10F (down from 30)
      ・ Teleport can be held for as long as 45F (down from 300)
      ・ Recovery after teleporting has been increased by 4F

Valentine (El Presidente)

    ・ Stand Off 623+ATK when performed while downed now costs 1 HH gauge (down from 2)
    ・ HHA damage has been increased to 230 (up from 200)
    ・ Stand Off 63214+ATK damage has been increased to 100 (up from 63)

Baoh

    ・ Health has been increased to 850 (up from 830)

Sorry if any weird English made it in. That does cover all the changes and I did cross check them as always. I’m sure there’s hundreds of phantom changes that we’ll never be told directly about though.

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