1. Notice of Patch Update 2.0 Part 2
  2. Thank you for playing JoJo's Bizarre Adventure: All-Star Battle R. The 2.0 Patch will be out with balance adjustments.
  3.  
  4. Scheduled date of update data Ver.2.0 distribution
  5. Monday, June 12, 2023, 10:00 JST
  6.  
  7. Jotaro Kujo
  8. "Where'd all that time go?" skill
  9. ●Fixed an issue where, when the medium version is in use, it was impossible to get behind some characters.
  10. - This was unintended and has been fixed.
  11.  
  12. Keicho Nijimura
  13. Health
  14. ●Increased health.
  15. - This is a character meant to use Infantry Mode to work at close and mid range, so this improves his staying power.
  16. Infantry standing strong normal attack
  17. ●Increased number of hits. (It now spawns an extra low attack hitbox for the first part just after activating.)
  18. - Improves usability in neutral.
  19. Infantry crouching strong normal attack
  20. ●Changed to not be nullified by moves that nullify projectiles.
  21. - This was unintended and has been fixed.
  22. Helicopter/Tank crouching strong normal attack
  23. ●Increased speed of hitbox spawning.
  24. - Improves usability in neutral.
  25. ●Made the hitbox extend forward over the course of frames.
  26. - Improves usability in neutral.
  27. "Maintain Battle Formation" special
  28. ●Fixed an issue allowing the move to be used under the effect of Rohan Kishibe's Style's sealed effect.
  29. - Applies universal rules that other characters follow.
  30. "Commence attack!" skill
  31. ●Added a shot to the medium version (now 2 shots).
  32. - Improves usability in neutral.
  33. ●Increased total damage of the medium version (damage of each shot is lower, but both together is now more).
  34. - Improves usability in neutral.
  35. ●Adjusted lifting force of the medium version to go with the increased number of shots.
  36. - Improves usability in neutral.
  37. ●Added a shot to the strong version (now 3 shots).
  38. - Improves usability in neutral.
  39. ●Increased total damage of the strong version (damage of each shot is lower, but all together is now more).
  40. - Improves usability in neutral.
  41. ●Adjusted lifting force of the strong version to go with the increased number of shots.
  42. - Improves usability in neutral.
  43. "All units... halt!" skill
  44. ●When activating GHA while this was in effect, the missiles and cannons would fire together. They no longer fire together.
  45. - This was unintended and has been fixed.
  46. ●When inputting this move repeatedly, the units would be deployed at the same location as before (Switch version only).
  47. - This was unintended and has been fixed.
  48. ●When turned into a snail by Weather Forecast's HHA, the helicopters and tanks would continue to attack. The effect now ends.
  49. - This was unintended and has been fixed.
  50. "Fire missiles!" skill
  51. ●Fixed so all versions of the skill count toward the Same Move Limit.
  52. - Applies universal rules that other characters follow.
  53. ●Added an explosion on Clash with another projectile that also triggers Clash with projectiles.
  54. - Improves usability in neutral. (Gives the character more of an advantage when trading projectiles at long range.)
  55. "Fire!" GHA
  56. ●Extended invincibility period.
  57. - Improves usability in neutral.
  58. ●Made the attack (as it's a GHA) not subject to counter skills.
  59. - Applies universal rules that other characters follow.
  60. ●The ambush attack could hit twice. (This caused issues like the attack not fully activating until the second hit.) Adjusted so the attack triggers with just one hit.
  61. - This was unintended and has been fixed.
  62.  
  63. Giorno Giovanna
  64. "Can you escape destruction?" skill *Golden Wind Requiem only
  65. ●Fixed so all versions of the skill count toward the Same Move Limit.
  66. - Applies universal rules that other characters follow.
  67. "Your 'end' has no ending!" GHA
  68. ●Fixed an issue where the HH Gauge would not become a timer and the Golden Wind Requiem transformation would abruptly end if Giorno Giovanna's GHA was activated under the effect of Risotto Nero's Iron Deficiency.
  69. - This was unintended and has been fixed.
  70.  
  71. Bruno Bucciarati
  72. "ARI ARI ARI ARI" skill
  73. ●Fixed an issue causing the character to leap upwards in midair instead of landing when using the weak and medium versions in midair.
  74. - This was unintended and has been fixed.
  75.  
  76. Trish Una
  77. "With the force of a vise!" special
  78. ●Shortened the entire animation sequence.
  79. - Addresses issue where, when using as part of a combo, the full sequence was too long.
  80. "Nobody's getting taken out today." skill
  81. ●Fixed an issue where the Stand's hurtbox would extend downward when activating the skill while keeping the stick tilted upward.
  82. - This was unintended and has been fixed.
  83. "Something soft is even more unbreakable than diamond!" skill
  84. ●Added a darkening visual effect when activating out of a Guard Cancel.
  85. - Makes it easier for the opponent to tell when this is activated by Guard Cancel.
  86.  
  87. Narancia Ghirga
  88. Stand Mode jumping strong normal attack
  89. ●Adjusted collision hitbox so some characters with narrow collision can't slip through the middle of the attack when used at certain timings.
  90. - This was unintended and has been fixed.
  91. ●Increased number of additional hits. (Damage of each hit is reduced, but the total damage is increased.)
  92. - This was unintended and has been fixed.
  93. Stand Mode standing strong normal attack
  94. ●Adjusted pushing hitbox so some characters with narrow pushing area can't slip through the middle of the attack when used at certain timings.
  95. - This was unintended and has been fixed.
  96. "Gonna send you flying!" skill
  97. ●Fixed an issue causing the attack to get extra shots if the Style button is held down during the skill.
  98. - This was unintended and has been fixed.
  99. "I'll make you swiss cheese!" skill
  100. ●Fixed so all versions of the skill count toward the Same Move Limit.
  101. - Applies universal rules that other characters follow.
  102. "You're not going anywhere!" skill
  103. ●Fixed so all versions of the skill count toward the Same Move Limit.
  104. - Applies universal rules that other characters follow.
  105. "I'll shoot you through!" skill
  106. ●Fixed so all versions of the skill count toward the Same Move Limit.
  107. - Applies universal rules that other characters follow.
  108. "Shoot, shoot, shoot it up!" skill
  109. ●Adjusted the lifting force of the bullets when the attack hits an airborne opponent.
  110. "I know how to waste you!" skill
  111. ●Increased lifting force.
  112. - Makes it easier for the additional attack to hit when the opponent is hit in midair.
  113. "Attack!" skill
  114. ●Added the ability to face the opponent on activation so the follow-up skill is more likely to hit and increased the backward movement.
  115. - Improves usability in neutral.
  116. "I'll make it even bigger!" skill
  117. ●Adjusted the attack weight value of the first part (the Li'l Bomber charge) that determines when a Clash occurs. (The move was triggering a Clash with strong normal attacks.)
  118. - This was unintended and has been fixed.
  119. Li'l Bomber's charging hitbox
  120. ●Adjusted so that charging attacks wouldn't push back certain characters' HHAs and GHAs.
  121. Affected moves:
  122. - Stand Mode standing strong normal attack
  123. - Stand Mode crouching strong normal attack
  124. - Stand Mode jumping strong normal attack
  125. - "You're not going anywhere!" skill
  126. - "Shoot, shoot, shoot it up!" skill
  127. - Applies universal rules that other characters follow.
  128.  
  129. Guido Mista
  130. "Time to get to work!" special
  131. ●It was possible to load the Bullets during the time stop after a successful Stylish Guard. Disabled loading Bullets during stopped time.
  132. - Applies universal rules that other characters follow.
  133. "Pass, pass, pass!" skill
  134. ●Fixed an issue where the bullet did not aim toward the opponent when activating right on top of a placed Stand.
  135. - This was unintended and has been fixed.
  136. ●Reduced damage.
  137. - Balancing change to offset the large advantage gained from the ability to use "Places, everyone!" and "Time to get to work!" simultaneously.
  138. ●Fixed an error in the Command List description.
  139. - Fixes Command List description.
  140.  
  141. Pannacotta Fugo
  142. Stand Mode jumping medium normal attack
  143. ●Changed recoil animation to a launching animation.
  144. - Improves usability in combos.
  145. Stand Mode jumping strong normal attack
  146. ●Changed recoil animation to a launching animation.
  147. - Improves usability in combos.
  148. "This display of my powers will be the last thing you ever see!" special
  149. ●Decreased speed of hitbox spawning.
  150. - Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
  151. ●Added armor from start until the hitbox spawns in Distortion.
  152. - Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
  153. ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
  154. - This was unintended and has been fixed.
  155. ●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
  156. - This was unintended and has been fixed.
  157. "Got You!" skill
  158. ●Shortened time to hitbox spawning on weak and medium versions.
  159. - Makes the attacks' effectiveness with Purple Smoke Distortion clearer.
  160. ●Added armor from start until the hitbox spawns in Purple Smoke Distortion.
  161. - Makes the attacks' effectiveness with Purple Smoke Distortion clearer.
  162. "You total NUMBSKULL!" skill
  163. ●Increased damage.
  164. - Improves usability in neutral.
  165. ●Increased Guardbreak value.
  166. - Improves usability in neutral.
  167. "Attack like an explosion... and retreat like a storm!" HHA
  168. ●Made the first part stand the opponent up in its recoil animation even if it hits a ground-bouncing opponent.
  169. - Makes the attack able to score multiple hits against a ground-bouncing opponent.
  170. Poison damage
  171. ●Fixed an issue where other attacks would not score a hit if they hit the opponent at the same time as a poison damage tick occurred.
  172. - This was unintended and has been fixed.
  173. ●Fixed an issue where the damage over time would be greatly increased if poison was applied at the same time as time was stopped.
  174. - This was unintended and has been fixed.
  175.  
  176. Diavolo
  177. "This is the end!" skill
  178. ●Increased duration of medium version attack hitbox.
  179. - Improves usability in neutral.
  180. ●Increased duration of attack hitbox and added the ability to face the opponent during the strong version.
  181. - Improves usability in neutral.
  182. "A meaningless act..." skill
  183. ●Fixed an issue where, when an opponent who hit while this was in effect canceled the attack and then performed an HHA or GHA, the opponent's animation would be slowed down, desyncing the visuals from the sounds.
  184. - This was unintended and has been fixed.
  185.  
  186. Prosciutto and Pesci
  187. Partner (Pesci)
  188. ●Made attacks of the partner character (Pesci) not subject to counter skills.
  189. - Applies universal rules that other characters follow.
  190. ●Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero's "Iron Deficiency."
  191. - This was unintended and has been fixed.
  192. "Fisher Man!" skill
  193. "We're in it to the end!" skill
  194. ●Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
  195. -This was unintended and has been fixed.
  196. "Hook, line, and sinker! You took the bait!" skill
  197. ●Fixed an issue where the attack would retain its hitbox after Stylish Guard.
  198. - This was unintended and has been fixed.
  199. "I'll rip you apart!" skill
  200. ●Shortened delay until the hitbox spawns from the hurtbox.
  201. - Improves usability in neutral (Makes the attack usable as anti-air.)
  202. ●Expanded the hitbox of the second hit.
  203. - Improves usability in neutral (Makes the attack usable as anti-air.)
  204. ●Increased speed of hitbox spawning.
  205. - Improves usability in neutral (Makes the attack usable as anti-air.)
  206. ●Adjusted the lifting force of each hit to make it more reliable to land multiple hits.
  207. - Improves usability in neutral (Makes the attack usable as anti-air.)
  208. ●Shortened recovery period.
  209. - Improves usability in neutral (Makes the attack usable as anti-air.)
  210. ●Adjusted so the attack doesn't Clash with normal attacks.
  211. - Improves usability in neutral (Makes the attack usable as anti-air.)
  212. ●Fixed so the attack would correctly chip the opponent's health when guarded.
  213. - Improves usability in neutral (Makes the attack usable as anti-air.)
  214. "Nice try!" skill
  215. ●Adjusted so the attack doesn't Clash with normal attacks.
  216. - Improves usability in neutral (Makes the attack usable as anti-air.)
  217. ●Fixed so the attack would correctly chip the opponent's health when guarded.
  218. - Improves usability in neutral (Makes the attack usable as anti-air.)
  219.  
  220. Ghiaccio
  221. "Will you lay off?" special
  222. ●Disabled Flash Cancel.
  223. - Increases punishment for failing to land a hit or get guarded.
  224. "You won't escape..." special
  225. ●Disabled Flash Cancel.
  226. - Increases punishment for failing to land a hit or get guarded.
  227. "Are you friggin' mocking me?!" skill
  228. ●Added a darkening visual effect.
  229. - Makes it easier for the opponent to tell when this is activated by Guard Cancel.
  230.  
  231. Risotto Nero
  232. "Control iron within 5-10 meters" skill
  233. ●Fixed an issue preventing sustaining of the skill if activated at the same time as Diego Brando's HHA.
  234. -This was unintended and has been fixed.
  235.  
  236. Jolyne Cujoh
  237. "Whatever it takes to win!" special
  238. ●Changed recoil animation from the first hit to a launching animation.
  239. - Improves usability in neutral. (This change allows the skill to combo from "So you're the enemy, huh?" into Stand Rush.)
  240. "Sweet dreams, creep!" skill
  241. ●Adjusted launch force of the multiple hits.
  242. - Ensures that the opponent isn't dropped in the middle of the hits.
  243. "String Barrier" skill
  244. ●Changed recoil animation of the final part.
  245. - Improves usability in neutral and in combos.
  246. ●Improved Clash ability against the opponent's projectiles.
  247. - Improves usability in neutral.
  248. ●Increased time from deploying the skill until it vanishes. (In exchange, the barrier will vanish a few frames after Jolyne Cujoh enters it herself.)
  249. - Improves the skill as a barrier while making it harder to turtle inside it. (This also makes it more reliable to combo with in combination with taunting.)
  250. "So you're the enemy, huh?" skill (aerial)
  251. ●Decreased speed of hitbox spawning on medium attack version.
  252. - Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
  253. ●Increased speed of hitbox spawning on strong attack version.
  254. - Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
  255. ●Shortened recovery period.
  256. - Improves usability in neutral.
  257.  
  258. Ermes Costello
  259. User Mode crouching medium normal attack
  260. ●Reduced knockback on hit.
  261. - Improves usability in neutral.
  262. "It's quite useful..." skill
  263. ●Increased speed of hitbox spawning.
  264. - Improves usability in neutral.
  265. ●Shortened recovery period.
  266. - Improves usability in neutral.
  267. ●Changed voice clips.
  268. - Uses the same voice clip for the feint and non-feint versions, making it easier to actually use the former as a feint.
  269.  
  270. Narciso Anastasia
  271. Stand Mode standing strong normal attack
  272. ●Reduced knockback on hit.
  273. - Improves usability in combos. (Makes it easier for the skill to land multiple hits.)
  274. Stand Mode crouching medium normal attack
  275. ●Reduced knockback on hit.
  276. - Improves usability in combos. (Makes it easier for the standing strong attack and crouching strong attack to land multiple hits.)
  277. "Dive!" skill
  278. ●Increased number of hits of strong version. (This also increases the total damage.)
  279. - Ensures that the opponent isn't dropped in the middle of the hits.
  280. ●Expanded the hitbox of the later additional hits on the strong version.
  281. - Ensures that the opponent isn't dropped in the middle of the hits.
  282. ●Adjusted so you won't go through the opponent if you dash while the opponent is guarding the strong version.
  283. - This was unintended and has been fixed.
  284.  
  285. Weather Forecast
  286. "Weather Forecast" special
  287. ●Increased effect duration.
  288. - Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)
  289. ●Reduced damage from burned condition.
  290. - Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)
  291. "Got you pinned!" special
  292. ●Made it able to lift and pull downed opponents.
  293. - Makes the attack's utility commensurate with the cost of an HH Gauge.
  294. "I'm blowing in!" skill
  295. ●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
  296. - This was unintended and has been fixed.
  297. ●On hit with crouching strong attack while the opponent is ground-bouncing from the aerial medium or strong versions of this attack, the opponent would be forced down. Adjusted the recoil animation so they would remain in ground-bounce.
  298. - Improves usability in combos.
  299. "Don't you dare touch me! I'll kill you!" skill
  300. ●Added an upper body Guard effect just after activation.
  301. - Improves usability in neutral.
  302. Snail
  303. ●Changed so that opponents turned into snails no longer get damage reduction modifiers.
  304. - Ensures the HHA has appropriate value.
  305.  
  306. Father Pucchi (Final)
  307. Normal attacks from User (Father Pucchi (Final))
  308. ●Changes to attack motions in Patch 1.5 affected attacks generally. This has been fixed.
  309. - This was unintended and has been fixed.
  310. "Die!" special *Full Moon only
  311. ●Activating in some Stand positions would face away from the opponent. Now activates facing based on the user's position.
  312. - This was unintended and has been fixed.
  313. "Maiden Heaven" GHA
  314. ●Added a hitbox to the activation.
  315. - Makes the GHA more reliable.
  316. ●Added an invincible period to the activation.
  317. - Makes the GHA more reliable.
  318. Stepping in Maiden Heaven Mode
  319. ●Removed collision with the opponent (can now move through the opponent).
  320. User and Stand Mode jumping strong normal attack *Maiden Heaven Mode
  321. - Improves reliability of getting behind the opponent.
  322. ●Changed recoil animation to a ground-bounce animation.
  323. - Improves usability in combos.
  324. ●Increased duration of attack hitbox.
  325. - Improves usability in neutral.
  326. User Mode standing strong normal attack *Maiden Heaven Mode
  327. ●Expanded area of the second hit.
  328. - Improves usability in neutral.
  329. User Mode crouching strong normal attack *Maiden Heaven Mode
  330. ●Changed recoil animation to a launching animation.
  331. - Improves usability in combos.
  332. "Where is he?!" skill *During Maiden Heaven
  333. ●Enabled use in User Mode. Added to the Command List as well.
  334. - Expands options for gaining distance when standing up from being downed.
  335.  
  336. Johnny Joestar
  337. "I've got to get there!" special
  338. ●Fixed so all versions of the skill count toward the Same Move Limit.
  339. - Applies universal rules that other characters follow.
  340. "The hole will attack you." skill
  341. ●Fixed an issue where the effect would vanish if it hit a wall before touching the ground (before the homing takes effect).
  342. - This was unintended and has been fixed.
  343. ●Fixed an issue where the effect would stop in place and not home when it hits the ground if activated at the very edge of the arena.
  344. - This was unintended and has been fixed.
  345. "I can make it!" skill
  346. ●Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
  347. - This was unintended and has been fixed.
  348. "Golden Spin Nail Bullets" skill
  349. ●Fixed so all versions of the skill count toward the Same Move Limit.
  350. - Applies universal rules that other characters follow.
  351. "Even if my Spin falters, I will never die!" HHA in Tusk ACT 1
  352. ●Fixed an issue where the action chain modifier wasn't applying to the second hit's damage.
  353. - This was unintended and has been fixed.
  354.  
  355. Gyro Zeppeli
  356. User Mode crouching medium normal attack
  357. ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
  358. - Applies universal rules that other characters follow.
  359. "Raaaaugh!" skill
  360. ●Fixed an issue where the Steel Balls would still have a hitbox when returning to Gyro's hand even if he was recoiling or guarding.
  361. - This was unintended and has been fixed.
  362.  
  363. Funny Valentine
  364. "He's gone?!" skill
  365. ●Increased speed of hitbox spawning.
  366. - Improves usability in neutral.
  367. "A gift from the other side." skill
  368. ●Enabled use in midair.
  369. - Improves usability in neutral.
  370. "Tah dah!" skill
  371. ●Allowed to hit downed opponents.
  372. - Improves usability in combos.
  373.  
  374. Diego Brando
  375. Easy Beat
  376. ●Changed to trigger weak version of "Gouge" skill.
  377. - Applies universal rules that other characters follow.
  378. "You flinched!" special
  379. ●Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
  380. - This was unintended and has been fixed.
  381. ●Fixed an issue causing the move to chip at the opponent's health when guarded as skills do.
  382. - This was unintended and has been fixed.
  383. ●Changed hurtbox to match how the character appeared at the start of the attack animation.
  384. - Ensures that hurtbox and visuals match.
  385. ●Reduced duration of attack hitbox.
  386. - Ensures that hurtbox and visuals match.
  387. "Useless, useless!" skill
  388. ●Fixed an issue where the invincibility wouldn't apply under some circumstances.
  389. - This was unintended and has been fixed.
  390. Dinosaur Form
  391. ●The dinosaur form's normal attacks (weak, medium, and strong) were being counted as the same moves as the user form's respective attacks. This has been fixed.
  392. - Applies universal rules that other characters follow.
  393. ●Shortened animation of the mode ending.
  394. - Reduces risk of using the HHA.
  395. ●Shortened throw recovery so that the character is not completely open to counterattack during the mode end animation after a throw.
  396. - Reduces risk of using the HHA.
  397. ●Reduced jump height.
  398. - Improves usability in neutral.
  399. ●Increased forward dash speed.
  400. - Improves usability in neutral.
  401.  
  402. Josuke Higashikata 8
  403. Backstepping
  404. ●Fixed an unintentional timing where the recovery could not be canceled into a normal attack.
  405. - Applies universal rules that other characters follow.
  406. Stand Mode jumping weak normal attack
  407. ●Increased speed of hitbox spawning.
  408. - Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.)
  409. ●Shortened the entire animation sequence.
  410. - Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it's now possible to use a weak or medium attack on the way back down.)
  411. Stand Mode jumping medium normal attack
  412. ●Changed recoil animation to a launching animation.
  413. - Improves usability in neutral.
  414. Stand Mode standing medium normal attack
  415. ●Changed the attack's type to low attack.
  416. - Improves usability in neutral.
  417. Stand Mode standing strong normal attack
  418. ●Increased recovery time.
  419. - Prevents the attack hitting from comboing into a standing weak attack or crouching medium attack.
  420. "Let me take that from you." skill
  421. ●Shortened recovery period.
  422. - Improves usability in neutral.
  423.  
  424. Ikuro Hashizawa
  425. "Baoh Break Dark Thunder Phenomenon" skill
  426. ●Made it so the character faces toward the opponent.
  427. - Makes the skill more reliable to hit with.
  428. ●Added a pull effect to the initial hit's hitbox.
  429. - Makes the skill more reliable to hit with.
  430.  
  431. Assists
  432. Adjusted uses of Assault Assists and Reversal Assists
  433. ●- Jonathan Joestar (1/2): -1 Assault Assist
  434. - Rudol von Stroheim (2/1): -1 Reversal Assist
  435. - Jotaro Kujo (Part 4) (2/1): -1 Reversal Assist
  436. - F.F. (1/2): -1 Assault Assist
  437. - Brings these more in line with other characters
  438. Reversal Assists
  439. ●Fixed an issue where a use of the Assist would not be spent, but would still go on cooldown if used as a Reversal Assist just before entering a follow-up skill’s special animation.
  440. - This was unintended and has been fixed.
  441. Assault Assists
  442. ●Fixed an issue where an Assault Assist would lose its hitbox under some circumstances if the controlled character was hit by an attack.
  443. - This was unintended and has been fixed.
  444.  
  445. Customize Mode
  446. Change SFX Position
  447. ●Fixed an issue where the SFX position wouldn't be saved after editing if the user then goes to change SFX position or preview another character.
  448. - This was a bug and has been fixed.
  449.  
  450. DLC Characters
  451. Character Select
  452. ●Added Paid DLC Character: Alternate World Diego
  453. - Update to go with the release of the Alternate World Diego playable character paid DLC.
  454. Gallery Items
  455. ●Added new gallery items.
  456. - Update to go with the release of the Alternate World Diego playable character paid DLC.
  457. JoJo Glossary
  458. ●Added entries to JoJo Glossary.
  459. - Update to go with the release of the Alternate World Diego playable character paid DLC.
  460. Customization
  461. ●Added customize options.
  462. - Update to go with the release of the Alternate World Diego playable character paid DLC.
  463.  
  464. Credits
  465. Credits
  466. ●Added cast credits for the new character.
  467. - Update to go with the release of new playable character paid DLC.
  468.