JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose: Difference between revisions

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Revision as of 12:26, 5 December 2022

Introduction

Insert character introduction here.

  • 3 Freeze: Koichi can reduce his opponent's mobility and options after landing certain moves, limiting their toolset.
Playstyle
JJASBR Koichi Small Icon.png Koichi Hirose is a Stand character who limits the opponent's mobility while controlling the neutral.
Pros Cons
  • Pro 1: TBD
  • Pro 2: TBD
  • Pro 3: TBD
  • Con 1: TBD
  • Con 2: TBD

3 Freeze

Whenever Koichi hits the opponent with "S-H-I-T", "Echoes ACT 3: Freeze!" or "Does this mean I've gotten stronger?!", the opponent becomes Gravitated, a status visualized by black lines surrounding the opponent. While under the effects of 3 Freeze, the opponent is prevented from executing the following actions:

  • Dash / Run
  • Backdash
  • Jump
  • Command Normals
  • Special Moves
  • HHA / GHA
  • Stylish Dodge / Stylish Guard
  • Flash Cancel

In addition to this, the victim is forced into a crouching state instead of their neutral stance. However, they can still block high against jumping normals.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_KOI

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Koichi 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid - - - - -

Koichi performs a jab outwards.

  • Standard jab.
  • Due to Koichi's short height, this is not as good at stopping dash jumps.
5M
5M
JJASBR Koichi 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid - - - - -

Koichi summons Echoes ACT 1, who performs a tail whip upwards.

  • Good height for stopping dash jumps.
5H
5H
JJASBR Koichi 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid - - - - -

Koichi summons Echoes ACT 2, who performs a tail whip outwards.

  • Good range for pokes.
2L
2L
JJASBR Koichi 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

Koichi performs a stationary crouching kick.

  • Standard crouching jab.
  • Due to Koichi's short height, this is not as good for pokes.
2M
2M
JJASBR Koichi 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Koichi summons Echoes ACT 1, who performs a low tail whip.

  • Good range for pokes.
2H
2H
JJASBR Koichi 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low - - - - -

Koichi summons Echoes ACT 2, who performs a low tail whip upwards.

  • Provides hard knockdown.
  • Good for juggles.
6H
6H
Stop it!
JJASBR Koichi 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid - - - - -

Koichi performs an advancing overhead punch.

  • Causes crumple on hit.
  • Good for hit-confirms.
JL
j.L
JJASBR Koichi Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead - - - - -

Koichi performs a falling elbow attack.

  • Stubby aerial.
  • Good for jump-ins.
JM
j.M
JJASBR Koichi Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

Koichi summons Echoes ACT 1, who performs an aerial tail whip outwards.

  • Good for air-to-airs.
JH
j.H
JJASBR Koichi Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Koichi summons Echoes ACT 2, who performs an aerial tail whip outwards.

  • Good for jump-ins and juggles.

Special Moves

236X
I'll never forgive you!
236L/M/H
JJASBR Koichi 236X (1).png
JJASBR Koichi 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 59 (17, 7*3, 22) Mid - - - - -
Medium 67 (24, 7*3, 22) Mid - - - - -
Heavy 74 (24, 7*4, 22) Mid - - - - -

Koichi sends Echoes ACT 1 out and attacks the opponent with sound effect attacks.

  • Launches the opponent on hit.

L version:

  • Sends Echoes Act 1 away from Koichi

M version:

  • Sends Echoes ACT 1 further from Koichi.

H version:

  • Sends Echoes ACT 1 the furthest from Koichi.
236X-X
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
236L/M/H>L/M/H
JJASBR Koichi 236X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 (2*5, 5) Mid - - - - -

Echoes ACT 1 continues to attack the opponent by surrounding them with different sound effect attacks.

  • Move performance is identical across all versions.
  • Causes crumple on hit.
623X
Boing!
623L/M/H
JJASBR Koichi 623X (1).png
Start
Start
JJASBR Koichi 623X (3).png
Trap
Trap
JJASBR Koichi 623X (2).png
Effect
Effect
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 Low - - - - -
Medium 0 Low - - - - -
Heavy 0 Low - - - - -

Koichi commands Echoes ACT 2 to place a "Boing!" on the ground that generates a bounce upon contact.

  • Launches on hit.
  • Can be activated by Koichi walking over it, but does not behhve as an attack towards him.
  • Different versions place the trap farther in proportion to the strength of button pressed.
214X
Sizzle!
214L/M/H
JJASBR Koichi 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 50 Mid - - - - -

Koichi summons Echoes ACT 2, who tosses a "Sizzle!" outwards, igniting on contact.

  • Causes burn on hit.
  • The projectile is thrown at different arcs based on the button pressed, increasing in horizontal distance in proportion to the button pressed.
421X
Kaboom!
421L/M/H
JJASBR Koichi 421X (1).png
JJASBR Koichi 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 (5*2, 90) - - - - - -
Medium 120 (10*2, 100) - - - - - -
Heavy 140 (15*2, 110) - - - - - -

Koichi crosses his arms in a counter stance, exploding outwards with a "Kaboom!" upon activation

  • Launches on hit.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Koichi Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

Echoes ACT 3 performs a jab.

  • Standard yet stubby jab.
  • Due to Koichi's height, this is not as good for stopping dash jumps.
Stand 5M
5M
JJASBR Koichi Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 16 Mid - - - - -

Echoes ACT 3 performs a spinning backfist attack.

  • Good range for counter-pokes.
Stand 5H
5H
JJASBR Koichi Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Mid - - - - -

Echoes ACT 3 performs an advancing punch forward.

  • Good range for pokes.
Stand 2L
2L
JJASBR Koichi Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Echoes ACT 3 performs a crouching jab.

  • Standard crouching jab.
  • Can chain into itself 3 times.
Stand 2M
2M
JJASBR Koichi Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Echoes ACT 3 performs a crouching hook.

  • Moves Echoes ACT 3 forward.
  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR Koichi Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

Echoes ACT 3 performs a sliding kick.

  • Provides hard knockdown.
  • Launches the opponent on hit.
  • Good range for pokes.
Stand JL
j.L
JJASBR Koichi Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Echoes ACT 3 performs an aerial jab.

  • Stubby aerial.
  • Good for air-to-airs.
Stand JM
j.M
JJASBR Koichi Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10, 18 Overhead - - - - -

Echoes ACT 3 performs an uppercut.

  • Launches on hit.
  • Good for jump-ins and combo filler.
Stand JH
j.H
JJASBR Koichi Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead - - - - -

Echoes ACT 3 performs a punch downwards.

  • Good for jump-ins and combo filler.

Special Moves

Stand 236X
Hit them, ACT 3!
236L/M/H
JJASBR Koichi Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 72 (7*6, 30) Mid - - - - -
Medium 84 (7*7, 35) - - - - - -
Heavy 96 (7*8, 40) - - - - - -

Echoes ACT 3 goes forward and performs a barrage of punches.

  • Echoes ACT 3 travels further in proportion to the strength of button pressed.
Stand 623X
S-H-I-T
623L/M/H
JJASBR Koichi Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 67 (7*6, 25) Overhead - - - - -
Medium 79 (7*7, 30) Overhead - - - - -
Heavy 91 (7*8, 35) Overhead - - - - -

Echoes ACT 3 performs a barrage of punches downwards as it travels towards the ground.

  • Inflicts 3 Freeze on hit.
  • Can hit OTG.
  • Echoes Act 3 moves further out in proportion to the strength of the button pressed.
Stand 421S
Wh-What is this wind?!
421S while being hit or blocking
JJASBR Koichi Stand 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Unblockable - - - - -

Echoes ACT 3 creates a gust around Koichi that launches the opponent away.

  • Costs 2 HH Gauges.
  • Launches the opponent away and does not allow for a combo.

System Mechanics

Throw
Throw
Fwoosh!
5/4 + Any Two Attack Buttons
JJASBR Koichi Throw (1).png
JJASBR Koichi Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
100 Throw - - - - -

Koichi grabs the opponent and Echoes ACT 2 launches them away with a "Fwoosh!" attached to its tail.

  • Leaves the opponent far away from Koichi.
  • Both Throws are identical besides direction.
Assist
Assist
S-H-I-T
JJASBR Koichi Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
84 (7*7, 35) - - - - - -

Koichi commands Echoes ACT 3 to perform a barrage of punches downwards as it travels towards the ground.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.623H
  • Tracks the opponent's location within a certain distance.
  • Inflicts 3 Freeze on hit.
  • Can hit OTG.
5S
Stand On/Off
5S
JJASBR Koichi Stand On.png
Stand On
Stand On
JJASBR Koichi Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Summons Echoes ACT 3, altering Koichi's moveset and abilities.

Heart Heat Attack

Echoes ACT 3: Freeze!
236 + Any Two Attack Buttons
JJASBR Koichi HHA (1).png
JJASBR Koichi HHA (2).png
JJASBR Koichi HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (5*14, 120) Mid - - - - -

Echoes ACT 3 flies forward and barrages the opponent with punches.

  • Inflicts 3 Freeze on hit.

Great Heat Attack

Does this mean I've gotten stronger?!
236L+M+H
JJASBR Koichi GHA (1).png
Come on, Echoes!
Come on, Echoes!
JJASBR Koichi GHA (2).png
I got ya!
I got ya!
JJASBR Koichi GHA (3).png
Echoes! 3 Freeze!
Echoes! 3 Freeze!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
318 (50+24+4*40+84) Mid - - - - -

Echoes ACT 1 throws a "Bam!" towards the opponent, surrounding them with more of them on hit. Echoes ACT 2 then hits them upwards with a "KaPOW!" attached to its tail and Echoes ACT 3 barrages them with punches before punching through them and applying increased gravity and smashing them harshly into the ground.

  • Inflicts 3 Freeze on hit.
  • Just make sure it hits.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh