Compare JoJo's Bizarre Adventure: All-Star Battle R prices across trusted key stores and find the best deal. Developed by CyberConnect2 Co. Ltd.. Published by BANDAI NAMCO Entertainment. Released on 9/1/2022. Available on PC, Xbox. Genres: Action.

Fifty characters, eight story arcs, one fighting game that is almost embarrassingly generous to JoJo fans - and politely honest about its limitations for everyone else.

My first few hours with All-Star Battle R felt less like booting up a fighting game and more like watching someone flip through a lovingly curated JoJo scrapbook at high speed. Every menu is plastered with halftone manga art, every pre-fight cutscene fires off a character quote, and the taunt mechanic freezes the camera for a full cinematic close-up. CyberConnect2 clearly understands the assignment: this is a celebration first, a competitive fighter second. The fighting system itself is built around a three-button light-medium-heavy setup plus a dodge-slash-sidestep button that lets you shift the lateral plane of combat, giving it a texture somewhere between classic 2D fighters and something like Tekken. Quarter-circle inputs handle special moves, and two tiers of super attacks - the Heart Heat Attack costing one meter bar and the Great Heat Attack burning two or three - give every character a reliable flashy finishing option. An Easy Beat auto-combo mode means newcomers can mash light attacks into something that at least looks impressive. The roster spans all eight parts of the franchise plus a bonus character from Hirohiko Araki's older work, and all 50-plus fighters are unlocked from the start. Each character family has a distinct fighting style: Hamon users from the early arcs play very differently from Stand users, Mounted fighters add a horseback dimension, and the Mode stance characters shift their moveset mid-fight. That variety is what keeps match-up exploration genuinely interesting. The main single-player draw is All-Star Battle Mode, a restructured version of the original game's campaign that strings together over 100 fights across all the story arcs, mixing canon clashes with what-if matchups and sprinkling in per-battle modifiers - things like self-refilling health bars to simulate the power gap between early-arc and late-arc characters. Stages also carry environmental hazards tied to caution markers on the ground: stumble into a marked zone and you may eat a galloping horse or a falling chandelier. It is arcade-mode energy with a light rewards loop attached, unlocking costumes, alternate colors, and gallery content as you go. For offline players, this mode alone delivers solid value. There are real criticisms that deserve airtime, though. The netcode lacks rollback, and fighting game communities have grown to expect it as a baseline. Online play can be inconsistent as a result, and the ranked pool thins out for players climbing the ladder. The practice mode is functional but thin on tools - no transparent frame data, limited tutorial depth for advanced techniques - which will frustrate players who want to grind seriously. Some of the re-recorded voice work is noticeably uneven in energy compared to the anime, and audio mixing buries character lines under music and SFX at default settings. None of this breaks the experience, but it does cap the ceiling for anyone hoping this is their next long-term competitive game. The honest pitch is this: if you know who Dio Brando is and why Jonathan Joestar matters, All-Star Battle R is an extremely satisfying way to spend time with the franchise on PC. The style commitment is total, the roster is generous, and the offline content is more than most anime fighters bother to include. If you are coming in cold with no JoJo context, the game will not explain itself to you, and without that fan-service glue holding things together, what remains is a serviceable but not exceptional fighter that sits comfortably below the Guilty Gear Strives and Tekken 8s of its era. Alex, Scout Team

JoJo's Bizarre Adventure: All-Star Battle R

JoJo's Bizarre Adventure: All-Star Battle R

Sep 1, 2022CyberConnect2 Co. Ltd.BANDAI NAMCO Entertainment
GamerScout Says

Fifty characters, eight story arcs, one fighting game that is almost embarrassingly generous to JoJo fans - and politely honest about its limitations for everyone else.

PCXbox
Steam Deck PlayableProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €7.11

GamerScout Verdict

A generous fan-service fighter packed with offline content - essential for JoJo devotees, optional for everyone else.

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Price History

Historical low
€7.1118 Jul 2026
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€7.03€7.30€7.58€7.855 Jun16 Jun27 Jun7 Jul18 Jul
5 Jun — 18 Jul
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About JoJo's Bizarre Adventure: All-Star Battle R

My first few hours with All-Star Battle R felt less like booting up a fighting game and more like watching someone flip through a lovingly curated JoJo scrapbook at high speed. Every menu is plastered with halftone manga art, every pre-fight cutscene fires off a character quote, and the taunt mechanic freezes the camera for a full cinematic close-up. CyberConnect2 clearly understands the assignment: this is a celebration first, a competitive fighter second. The fighting system itself is built around a three-button light-medium-heavy setup plus a dodge-slash-sidestep button that lets you shift the lateral plane of combat, giving it a texture somewhere between classic 2D fighters and something like Tekken. Quarter-circle inputs handle special moves, and two tiers of super attacks - the Heart Heat Attack costing one meter bar and the Great Heat Attack burning two or three - give every character a reliable flashy finishing option. An Easy Beat auto-combo mode means newcomers can mash light attacks into something that at least looks impressive. The roster spans all eight parts of the franchise plus a bonus character from Hirohiko Araki's older work, and all 50-plus fighters are unlocked from the start. Each character family has a distinct fighting style: Hamon users from the early arcs play very differently from Stand users, Mounted fighters add a horseback dimension, and the Mode stance characters shift their moveset mid-fight. That variety is what keeps match-up exploration genuinely interesting. The main single-player draw is All-Star Battle Mode, a restructured version of the original game's campaign that strings together over 100 fights across all the story arcs, mixing canon clashes with what-if matchups and sprinkling in per-battle modifiers - things like self-refilling health bars to simulate the power gap between early-arc and late-arc characters. Stages also carry environmental hazards tied to caution markers on the ground: stumble into a marked zone and you may eat a galloping horse or a falling chandelier. It is arcade-mode energy with a light rewards loop attached, unlocking costumes, alternate colors, and gallery content as you go. For offline players, this mode alone delivers solid value. There are real criticisms that deserve airtime, though. The netcode lacks rollback, and fighting game communities have grown to expect it as a baseline. Online play can be inconsistent as a result, and the ranked pool thins out for players climbing the ladder. The practice mode is functional but thin on tools - no transparent frame data, limited tutorial depth for advanced techniques - which will frustrate players who want to grind seriously. Some of the re-recorded voice work is noticeably uneven in energy compared to the anime, and audio mixing buries character lines under music and SFX at default settings. None of this breaks the experience, but it does cap the ceiling for anyone hoping this is their next long-term competitive game. The honest pitch is this: if you know who Dio Brando is and why Jonathan Joestar matters, All-Star Battle R is an extremely satisfying way to spend time with the franchise on PC. The style commitment is total, the roster is generous, and the offline content is more than most anime fighters bother to include. If you are coming in cold with no JoJo context, the game will not explain itself to you, and without that fan-service glue holding things together, what remains is a serviceable but not exceptional fighter that sits comfortably below the Guilty Gear Strives and Tekken 8s of its era.

Alex
Alex · Scout Team

Catch-all

Tags

steamAnime FighterStand MechanicsEnvironmental HazardsOffline-FirstFan ServiceManga FaithfulAuto-Combo Option50-Plus RosterHeart Heat AttackLobby Customization

System Requirements

Minimum

Processor
AMD FX-4350 or Intel Core i3-6300
Memory
8 GB RAM
Graphics
Nvidia GeForce GTX 770 or AMD Radeon HD 7950
DirectX
Version 11
Storage
6 GB available space
Sound Card
DirectSound Supported

Recommended

OS
Windows 10
Processor
AMD FX-9590 or Intel Core i5-5675C
Memory
16 GB RAM
Graphics
Nvidia GeForce GTX 1060 or AMD Radeon R9 390
DirectX
Version 1…

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Reviews & Ratings

Steam
91%(16,426)

Game Info

Developer
CyberConnect2 Co. Ltd.
Publisher
BANDAI NAMCO Entertainment
Release Date
Sep 1, 2022

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What platforms is JoJo's Bizarre Adventure: All-Star Battle R available on?

JoJo's Bizarre Adventure: All-Star Battle R is available on PC, Xbox.

When was JoJo's Bizarre Adventure: All-Star Battle R released?

JoJo's Bizarre Adventure: All-Star Battle R was released on 1 September 2022.

Who developed JoJo's Bizarre Adventure: All-Star Battle R?

JoJo's Bizarre Adventure: All-Star Battle R was developed by CyberConnect2 Co. Ltd. and published by BANDAI NAMCO Entertainment.