Introduction
Making his debut in Diamond is Unbreakable, the fourth part of JoJo's Bizarre Adventure, Keicho Nijimura is one of the few dedicated setplay characters in All-Star Battle R, using projectiles and traps to lock down his opponent for big damage.
- Bad Company: Keicho can switch between Infantry and Helicopters/Tanks formations, altering his abilities.
- All units, halt!: While in Helicopters/Tanks formation, Keicho can command his Stand to remain in place and attack automatically, granting him free movement while being covered.
Playstyle
Keicho Nijimura is a Stand character who ambushes his opponent from all angles with calculated precision. |
Pros |
Cons |
- Disjointed Offense: Several of Keicho's attacks are either disjointed or considered projectiles, granting him very good priority on his attacks. His unique attack structure also allows him to challenge Stylish Evade/Stylish Guard in ways that other characters cannot.
- Zoning/Setplay Synergy: Keicho's projectiles can be deployed in several angles at once, allowing him to cover both horizontal and vertical planes with his zoning, as well as limit the opponent's escape routes while potentially remaining safe.
- Rulebreaker: Keicho's projectiles will still deploy during a Flash Cancel, and most will not disengage if another projectile is used. Furthermore, all of them can be chained into his unique "Maintain Battle Formation" ability, resulting in a neutral game that is both strange and very difficult to deal with.
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- Slow Start: While powerful, all of Keicho's projectiles possess very high startup, limiting their use in neutral and pressure situations without proper setup and awareness.
- Difficulty: Many of Keicho's more optimal routes are both fairly difficult and quite unorthodox due to the way many of his combo tools work.
- Flawed Defense: When Keicho loses the advantage, he can struggle to regain his turn against consistent, safe pressure. While having access to an invincible reversal in "Stop spacing out, you dumbass!", it features several flaws that render it a subpar defensive option (most notably, very short range in general).
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Bad Company
Keicho's Stand, Bad Company, is always active, separating him from other Stand characters and resulting in unique interactions with his moveset.
Keicho can switch between Infantry and Helicopters/Tanks, two formations that change some of his attacks. In addition to changing his Heavy normals (with the exception of 3H), most of Keicho's Special Moves (the sole exception being "Stop spacing out, you dumbass!") change based on his currently active formation:
As part of this unique distinction, some of Keicho's Special Moves can be chained into "Maintain Battle Formation", a variant of Stand Rush exclusive to him. Keicho is allowed to use this ability in both formations, switching from one to the other upon use. However, if moves from both formations are present on the screen at the same time, it cannot be used until one of the moves ends. Just like Stand Rush, this ability costs Keicho 0.5 HH Gauge to use, but unlike it, Keicho is allowed to block and use other moves involving his Stand while it attacks.
Stats
Style
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Health
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Low Health Mode
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Hashtag(s)
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Stand
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900
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Rumble
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#ASBR_KEI
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