JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
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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. | 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 | *'''Bad Company''': Keicho can switch between Infantry and Helicopters/Tanks formations, altering his abilities. | ||
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|All units, halt!]]''': While in | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|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. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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Unlike other Stand characters, Keicho's Stand, Bad Company, is always active, resulting in unique interactions with his moveset. | Unlike other Stand characters, Keicho's Stand, Bad Company, is always active, resulting in unique interactions with his moveset. | ||
Keicho can switch between '''Infantry''' and ''' | 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#3H|3H]]), most of Keicho's Special Moves (the sole exception being "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]") change based on his currently active formation: | ||
*'''Infantry''' grants access to "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 236X|All units, charge!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 214X|A bunch of guys are falling...]]", and "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 22X|A l-landmine?!]]". | *'''Infantry''' grants access to "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 236X|All units, charge!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 214X|A bunch of guys are falling...]]", and "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#INF 22X|A l-landmine?!]]". | ||
*''' | *'''Helicopters/Tanks''' grants access to "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 236X|Commence attack!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 214X|Fire missiles!]]", and "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|All units, halt!]]". | ||
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. He 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. | 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. He 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. | ||
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|caption=Infantry | |caption=Infantry | ||
|image2=JJASBR_Keicho_HT_5H.png | |image2=JJASBR_Keicho_HT_5H.png | ||
|caption2= | |caption2=Helicopters/Tanks | ||
|image3=JJASBR_Keicho_AUH_5H.png | |image3=JJASBR_Keicho_AUH_5H.png | ||
|caption3=All units, halt! | |caption3=All units, halt! | ||
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}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Helicopters/Tanks | ||
|header=no | |header=no | ||
|damage=44 | |damage=44 | ||
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*The shots reach roughly max jump height. | *The shots reach roughly max jump height. | ||
---- | ---- | ||
''' | '''Helicopters/Tanks:''' | ||
Keicho commands Bad Company's tank to fire a blast upwards. | Keicho commands Bad Company's tank to fire a blast upwards. | ||
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|caption=Infantry | |caption=Infantry | ||
|image2=JJASBR_Keicho_HT_2H.png | |image2=JJASBR_Keicho_HT_2H.png | ||
|caption2= | |caption2=Helicopters/Tanks | ||
|image3=JJASBR_Keicho_AUH_2H.png | |image3=JJASBR_Keicho_AUH_2H.png | ||
|caption3=All units, halt! | |caption3=All units, halt! | ||
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}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Helicopters/Tanks | ||
|header=no | |header=no | ||
|damage=42 | |damage=42 | ||
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*Causes hard knockdown. | *Causes hard knockdown. | ||
---- | ---- | ||
''' | '''Helicopters/Tanks:''' | ||
Keicho commands Bad Company's tank to fire a blast straight ahead. | Keicho commands Bad Company's tank to fire a blast straight ahead. | ||
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|caption=Infantry | |caption=Infantry | ||
|image2=JJASBR_Keicho_HT_Jump_H.png | |image2=JJASBR_Keicho_HT_Jump_H.png | ||
|caption2= | |caption2=Helicopters/Tanks | ||
|image3=JJASBR_Keicho_AUH_Jump_H.png | |image3=JJASBR_Keicho_AUH_Jump_H.png | ||
|caption3=All units, halt! | |caption3=All units, halt! | ||
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}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Helicopters/Tanks | ||
|header=no | |header=no | ||
|damage=36 (10*2, 8*2) | |damage=36 (10*2, 8*2) | ||
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*Keicho remains suspended in midair during this move. | *Keicho remains suspended in midair during this move. | ||
---- | ---- | ||
''' | '''Helicopters/Tanks:''' | ||
Keicho commands Bad Company's helicopter to fire two missiles downwards. | Keicho commands Bad Company's helicopter to fire two missiles downwards. | ||
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*The move ends once the vehicles attack 3 times or if Keicho gets hit during it. | *The move ends once the vehicles attack 3 times or if Keicho gets hit during it. | ||
*The vehicles will track the opponent's Dodge, autocorrecting before firing. | *The vehicles will track the opponent's Dodge, autocorrecting before firing. | ||
*Locks Keicho into | *Locks Keicho into Helicopters/Tanks formation, granting him new Heavy normals while active. | ||
*Prevents usage of Special Moves except for "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]". | *Prevents usage of Special Moves except for "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]". | ||
*The helicopters will attack by using missiles based on those from [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 214X|ht.214L]], while the tanks will fire a single round with a trajectory reminiscent of [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 236X|ht.236M]]. | *The helicopters will attack by using missiles based on those from [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 214X|ht.214L]], while the tanks will fire a single round with a trajectory reminiscent of [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 236X|ht.236M]]. | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Keicho_INF_5S.png | |image=JJASBR_Keicho_INF_5S.png | ||
|caption=Switch to | |caption=Switch to Helicopters/Tanks | ||
|image2=JJASBR_Keicho_HT_5S.png | |image2=JJASBR_Keicho_HT_5S.png | ||
|caption2=Switch to Infantry | |caption2=Switch to Infantry | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Switches between Infantry and | Switches between Infantry and Helicopters/Tanks formations, altering Keicho's moveset and abilities. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Keicho commands Bad Company's helicopters to fire a volley of missiles that explode at a short distance. | Keicho commands Bad Company's helicopters to fire a volley of missiles that explode at a short distance. | ||
*Switches into | *Switches into Helicopters/Tanks formation upon use. | ||
*Considerable Chip Damage. | *Considerable Chip Damage. | ||
}} | }} |
Revision as of 21:17, 9 March 2024
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.
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Pros | Cons |
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Bad Company
Unlike other Stand characters, Keicho's Stand, Bad Company, is always active, 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:
- Infantry grants access to "All units, charge!", "A bunch of guys are falling...", and "A l-landmine?!".
- Helicopters/Tanks grants access to "Commence attack!", "Fire missiles!", and "All units, halt!".
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. He 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 | 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 Helicopters/Tanks Helicopters/Tanks 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 Helicopters/Tanks Helicopters/Tanks 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 Helicopters/Tanks Helicopters/Tanks 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
Assist
A l-landmine?! ![]() ![]() ![]() ![]() |
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5S
Bad Company 5S Switch to Helicopters/Tanks Switch to Helicopters/Tanks 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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