JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
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Keicho leaps forward while performing an uppercut. | Keicho leaps forward while performing an uppercut. | ||
*The version used determines how far Keicho leaps. | |||
*Launches on hit and causes hard knockdown. | *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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*Has the least range. | *Has the least range. | ||
*Does not have invul. | *Does not have invul. | ||
*The only version that can be canceled into HHA. | |||
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'''M version:''' | '''M version:''' | ||
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*The location where the landmine is deployed depends on the version used. | *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 | *The second hit launches. | ||
*Both the landmine and the explosion are considered projectiles. | |||
*Only one landmine can be active at a time. | *Only one landmine can be active at a time. | ||
**The landmine will remain on the field for ~10 seconds before disengaging, but will disappear immediately if Keicho is hit. | **The landmine will remain on the field for ~10 seconds before disengaging, but will disappear immediately if Keicho is hit. | ||
*The landmine cannot be triggered by Keicho stepping on it, but the explosion can harm (and kill) him. | *The landmine cannot be triggered by Keicho stepping on it, but the explosion can harm (and kill) him. | ||
*If Flash Canceled at any point, the soldier will still place the landmine. | *If Flash Canceled at any point, the soldier will still place the landmine. | ||
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Keicho commands Bad Company's tank to fire an artillery round upwards, which explodes upon touching the ground. | Keicho commands Bad Company's tank to fire an artillery round upwards, which explodes upon touching the ground. | ||
*The amount of rounds fired changes depending on the version used. | *The amount of rounds fired changes depending on the version used. | ||
*Launches on hit and causes a hard knockdown. | |||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
*While the rounds are considered projectile, their explosions are not. | |||
*While the | *Can only be Flash Canceled after the rounds are fired. | ||
*Can only be Flash Canceled after the | |||
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'''L version:''' | '''L version:''' | ||
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*Reversal Assist Stocks: 2 | *Reversal Assist Stocks: 2 | ||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 22X|i.22L]] | *Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 22X|i.22L]] | ||
*The | *The second hit launches. | ||
*The landmine will remain on the field for ~10 seconds before disengaging. | *The landmine will remain on the field for ~10 seconds before disengaging. | ||
*The landmine cannot be triggered by the point character stepping on it, but the explosion can hurt (and kill) them. | *The landmine cannot be triggered by the point character stepping on it, but the explosion can hurt (and kill) them. | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= |
Revision as of 20:19, 11 November 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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