JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose: Difference between revisions
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|hitadv=Crumple (-12 vs. Horse) | |hitadv=Crumple (-12 vs. Horse) | ||
|description= | |description= | ||
Koichi performs an advancing | Koichi performs an advancing punch. | ||
*Causes crumple on hit. | *Causes crumple on hit. | ||
*Can be cancelled into Quick Stand On. | *Can be cancelled into Quick Stand On. | ||
* | *Due to how much Koichi moves forward during startup, as well as having a fairly long cancel window, it can essentially hit-confirm from any far hit. | ||
}} | }} | ||
}} | }} | ||
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*The point where the trap is placed changes depending on the version used. | *The point where the trap is placed changes depending on the version used. | ||
*The trap launches on hit. | *The trap launches on hit. | ||
*Only one trap can be active at a time. | *Only one trap can be active at a time. The trap stays on the ground for ~5 seconds, but will immediately disappear if Koichi is hit. | ||
*Can be activated by Koichi walking over it, but it will not behave as an attack towards him. | *Can be activated by Koichi walking over it, but it will not behave as an attack towards him. | ||
**The direction Koichi jumps after triggering the trap can be influenced by holding any horizontal/ | **The direction Koichi jumps after triggering the trap can be influenced by holding any horizontal/upward direction, with the selected direction being stored for future interactions until manually changed. | ||
*While it doesn't deal damage, | *While it doesn't deal damage, it grants Koichi good control of the neutral due to its versatile placement points. | ||
**Hitting with this special move adds to the combo's damage scaling formula despite not dealing damage, so use it sparingly when it comes to combos. | **Hitting with this special move adds to the combo's damage scaling formula despite not dealing damage, so use it sparingly when it comes to combos. | ||
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'''L version:''' | '''L version:''' | ||
*Places the sound effect directly below Koichi, immediately activating the trap | *Places the sound effect directly below Koichi, immediately activating the trap upon use. | ||
*Cannot be Flash Canceled due to Koichi becoming airborne | *Cannot be Flash Canceled due to Koichi becoming airborne. | ||
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'''M version:''' | '''M version:''' |
Revision as of 13:31, 29 February 2024
Introduction
Insert character introduction here.
- Burn: Koichi has access to Burn damage through "Sizzle!", making the opponent take damage over time.
- 3 Freeze: Koichi can reduce his opponent's mobility and options after landing certain moves, limiting their toolset.
Koichi Hirose is a Stand character who limits the opponent's mobility and options while controlling the neutral. | |
Pros | Cons |
|
|
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 effect visualized by black lines surrounding the opponent.
The exact duration for 3 Freeze depends on the move used to apply it:
- "S-H-I-T" applies the debuff for 1 second.
- "Echoes ACT 3: Freeze!" and "Does this mean I've gotten stronger?!" both apply the debuff for 5 seconds.
While the moves that apply 3 Freeze all knock down, its duration will not start running out until the victim goes back to a neutral state, or executes a Down Evade; subsequent knockdowns do not pause 3 Freeze's duration. Hitting an already Gravitated opponent with a move that applies 3 Freeze (even if only a single hit connects) will overwrite the existing 3 Freeze timer.
While under the effects of 3 Freeze, the victim is forced into a crouching state instead of their neutral stance (they can still block high against Overheads, however). In addition to this, the opponent's walk speed is reduced, and are further prevented from executing the following actions:
- Dash / Run
- Backdash
- Jump
- Command Normals
- Special Moves
- Style Actions (except for Stand On/Off and Mounting)
- HHA / GHA
- Flash Cancel
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 900 | Rumble | #ASBR_KOI |
Move List
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6H
6H
Stop it! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
I'll never forgive you!
236L/M/H |
---|
236X-X
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
236L/M/H > L/M/H |
---|
623X
Boing!
623L/M/H |
---|
214X
Sizzle!
214L/M/H |
---|
421X
Kaboom!
421L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
Hit them, ACT 3!
236L/M/H |
---|
Stand 623X
S-H-I-T
623L/M/H |
---|
Stand 421S
Wh-What is this wind?!
421S while taking damage or Guarding |
---|
System Mechanics
Throw
Throw
Fwoosh! 5/4 + Any Two Attack Buttons |
---|
Assist
5S
Stand On/Off
5S |
---|
Heart Heat Attack
Echoes ACT 3: Freeze!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Does this mean I've gotten stronger?!
236L+M+H |
---|
Costumes
Normal
Special
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Orb / Calla | United States |
@Orb535 | Tournament Footage YouTube Channel |