JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
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*'''Bad Company''': Keicho can switch between Infantry and Helicopter/Tank formations, altering his abilities. | *'''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 covered. | *'''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. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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* '''Disjointed Offense:''' Several of Keicho's attacks are either disjointed or considered projectiles, granting him very good priority on his attacks. | * '''Disjointed Offense:''' Several of Keicho's attacks are either disjointed or considered projectiles, granting him very good priority on his attacks. | ||
* '''Flash Cancel Synergy:''' All of Keicho's projectile-based Special Moves will still deploy during a Flash Cancel, in addition to not disengaging if another move is used. This grants Keicho the ability to cover several angles at once while potentially remaining safe. | * '''Flash Cancel Synergy:''' All of Keicho's projectile-based Special Moves will still deploy during a Flash Cancel, in addition to not disengaging if another move is used. This grants Keicho the ability to cover several angles at once while potentially remaining safe. | ||
* '''All units, halt! | * '''Self-Assist:''' Through "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|All units, halt!]]", Keicho can command his Stand to remain in place and attack automatically, allowing him unique pressure sequences that can discourage retaliation. | ||
|cons = | |cons = | ||
* '''Flawed Defense:''' Keicho possesses some of the lowest health values in the game, meaning any mistakes on defense will cost him dearly. While he | * '''Flawed Defense:''' Keicho possesses some of the lowest health values in the game, meaning any mistakes on defense will cost him dearly. While he does have access to an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]", its relatively short range makes it easy for the opponent to bait and outspace it. | ||
* '''Con 2:''' TBD | * '''Con 2:''' TBD | ||
| tablewidth = 80 | | tablewidth = 80 | ||
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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. | 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, | 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=== | ===Stats=== | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Does not have invul. | ||
*Notes 2 | *Notes 2 | ||
---- | ---- | ||
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---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Has invul. | *Has longer invul than the M version. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
}} | }} | ||
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---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Keicho summons two soldiers. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Keicho summons four soldiers. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Keicho summons six soldiers. | ||
}} | }} | ||
}} | }} | ||
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*The location where the landmine is deployed changes depending on the version used. | *The location where the landmine is deployed changes depending on the version used. | ||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
* | *Both the landmine and the explosion are considered projectiles. | ||
*The landmine launches on hit. | *The landmine cannot be triggered by Keicho stepping on it, but the explosion can harm (and kill) him. | ||
*The explosion launches the opponent on hit, but not Keicho. | |||
*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. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Keicho commands Bad Company's tank to fire an artillery round upwards. | Keicho commands Bad Company's tank to fire an artillery round upwards, which explodes upon touching the ground. | ||
*The damage and distance covered by the round increases with stronger versions. | *The damage and distance covered by the round increases with stronger versions. | ||
*Launches on hit. | *Launches on hit. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Keicho pushes the | Keicho pushes the opponent, after which two of Bad Company's soldiers descend with a rope and stab the opponent's face. | ||
*Leaves the opponent very far away from Keicho. | *Leaves the opponent very far away from Keicho. | ||
*Both Throws are identical besides direction. | *Both Throws are identical besides direction. | ||
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*The landmine launches on hit. | *The landmine launches on hit. | ||
*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 explosion can hurt (and kill) the point character. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Keicho_GHA_(1).png | |image=JJASBR_Keicho_GHA_(1).png | ||
|caption= | |caption=''First, damage to your legs!'' | ||
| | |image2=JJASBR_Keicho_GHA_(2).png | ||
|caption2= | |caption2=''Then, fire missiles!'' | ||
|image3=JJASBR_Keicho_GHA_(3).png | |image3=JJASBR_Keicho_GHA_(3).png | ||
|caption3= | |caption3=''All units, get ready to fire at once!'' | ||
|name=Fire! | |name=Fire! | ||
|input=236L+M+H | |input=236L+M+H |
Revision as of 21:33, 24 March 2023
Introduction
Insert character introduction here.
- 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 | 850 | 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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![Infantry Infantry](/images/thumb/d/d2/JJASBR_Infantry_Icon.png/80px-JJASBR_Infantry_Icon.png)
![Helicopter/Tank Helicopter/Tank](/images/thumb/8/81/JJASBR_Helicopter_Icon.png/80px-JJASBR_Helicopter_Icon.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 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 |
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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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