JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
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Keicho commands Bad Company's infantry to fire their assault rifles upwards. | Keicho commands Bad Company's infantry to fire their assault rifles upwards. | ||
* | *Hits 2-13 are considered projectiles. | ||
*The shots reach roughly max jump height. | *The shots reach roughly max jump height. | ||
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Keicho commands Bad Company's tank to fire a blast straight ahead. | Keicho commands Bad Company's tank to fire a blast straight ahead. | ||
*Launches on hit | *Launches on hit and causes hard knockdown. | ||
*The hitbox extends across the move's active frames. | |||
*The hitbox | |||
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'''All units, halt!:''' | '''All units, halt!:''' | ||
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|description= | |description= | ||
Keicho leaps forward while performing an uppercut. | Keicho leaps forward while performing an uppercut. | ||
*Launches on hit | *Launches on hit and causes hard knockdown. | ||
*Rather poor range in general (mainly in the vertical aspect). | *Rather poor range in general (mainly in the vertical aspect). | ||
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|description= | |description= | ||
Keicho commands one of Bad Company's soldiers to place a landmine on the field. | Keicho commands one of Bad Company's soldiers to place a landmine on the field. | ||
*The location where the landmine is deployed | *The location where the landmine is deployed depends on the version used. | ||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
*The explosion launches the opponent on hit, but not Keicho. | *The explosion launches the opponent on hit, but not Keicho. | ||
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'''H version:''' | '''H version:''' | ||
*After a delay, the missiles are fired one after another. | *After a delay, the missiles are fired one after another. | ||
*Launches on hit | *Launches on hit and causes hard knockdown. | ||
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Revision as of 21:54, 11 September 2023
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 Helicopter/Tank formations, altering his abilities.
- All units, halt!: While in Helicopter/Tank formation, Keicho can command his Stand to remain in place and attack automatically, granting him free movement while being covered.
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Pros | Cons |
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Bad Company
Unlike other Stand characters, Keicho's Stand, Bad Company, is always active. However, unlike fellow Stand characters in a similar predicament, he can switch between Infantry and Helicopter/Tank, two formations that change some of his moves.
As part of this unique distinction, some of his Special Moves can be chained into "Maintain Battle Formation", a variant of Stand Rush exclusive to Keicho. He is allowed to use this ability in both Infantry and Helicopter/Tank formations, and will switch from one formation 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 Stand Rush, Keicho is allowed to block while his Stand attacks.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Stand | 900 | Rumble | #ASBR_KEI |
Move List
Normal Moves
5L
5L
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5M
5M
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5H
5H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
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2L
2L
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2M
2M
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2H
2H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
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3H
3H
It pisses me off! |
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JL
j.L
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JM
j.M
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JH
j.H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
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Special Moves
623X
Stop spacing out, you dumbass!
623L/M/H |
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![JJASBR Infantry Icon (2).png](/images/8/80/JJASBR_Infantry_Icon_%282%29.png)
![JJASBR Helicopter Icon (2).png](/images/6/6e/JJASBR_Helicopter_Icon_%282%29.png)
INF 236X
All units, charge!
236L/M/H |
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INF 214X
A bunch of guys are falling...
214L/M/H |
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INF 22X
A l-landmine?!
22L/M/H |
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System Mechanics
Throw
Throw
We'll just have to put you in that situation! 5/4 + Any Two Attack Buttons |
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Assist
5S
Bad Company 5S Switch to Helicopter/Tank Switch to Helicopter/Tank Switch to Infantry Switch to Infantry
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Heart Heat Attack
My Bad Company has unbreakable defense. 236 + Any Two Attack Buttons Commence attack! Commence attack!
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Great Heat Attack
Fire! 236L+M+H First, damage to your legs! First, damage to your legs! Then, fire missiles! Then, fire missiles! All units, get ready to fire at once! All units, get ready to fire at once!
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