JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions

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* '''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.
* '''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.
* '''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.
*'''Rulebreaker:''' Keicho's unique Stand Rush equivalent "Maintain Battle Formation" allows him to block whilst his stand continues the attack, giving Keicho strange and very difficult to deal with neutral.
  |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 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.
* '''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.
* '''Difficulty:''' Many of Keicho's more optimal routes are fairly difficult and are quite unorthodox due to the way 22S and many of his other combo tools work
* '''Difficulty:''' Many of Keicho's more optimal routes are fairly difficult and are quite unorthodox due to the way 22S and many of his other combo tools work.
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Revision as of 14:04, 28 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.
Playstyle
JJASBR Keicho Small Icon.png Keicho Nijimura is a Stand character who ambushes his opponent from all angles with calculated precision.
Pros Cons
  • 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.
  • Self-Assist: Through "All units, halt!", Keicho can command his Stand to remain in place and attack automatically, allowing him unique pressure sequences that can discourage retaliation.
  • Rulebreaker: Keicho's unique Stand Rush equivalent "Maintain Battle Formation" allows him to block whilst his stand continues the attack, giving Keicho strange and very difficult to deal with neutral.
  • 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 "Stop spacing out, you dumbass!", its relatively short range makes it easy for the opponent to bait and outspace it.
  • Difficulty: Many of Keicho's more optimal routes are fairly difficult and are quite unorthodox due to the way 22S and many of his other combo tools work.

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)
Stand 850 Rumble #ASBR_KEI


Move List

Normal Moves

5L
5L
JJASBR Keicho 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

Keicho attacks with an underhanded jab.

  • Notes 1
  • Notes 2
5M
5M
JJASBR Keicho 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

Keicho performs a low kick.

  • Does not hit Low, despite appearances.
  • Notes 2
5H
5H
Infantry
Infantry
JJASBR Keicho HT 5H.png
Helicopter/Tank
Helicopter/Tank
JJASBR Keicho AUH 5H.png
All units, halt!
All units, halt!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Infantry 36 (3*12) Mid - - - - -
Helicopter/Tank 44 Mid - - - - -
All units, halt! 36 Mid - - - - -

Infantry:

Keicho commands Bad Company's infantry to fire their assault rifles upwards.

  • The shots reach roughly max jump height.
  • Considered a projectile.

Helicopter/Tank:

Keicho commands Bad Company's tank to fire a blast upwards.

  • Launches on hit.
  • Notes 2

All units, halt!:

Keicho attacks with a hook.

  • Moves Keicho forward.
  • Notes 2
2L
2L
JJASBR Keicho 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low - - - - -

Keicho attacks with a crouching jab.

  • Notes 1
  • Notes 2
2M
2M
JJASBR Keicho 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -

Keicho does a crouching hook.

  • Notes 1
  • Notes 2
2H
2H
Infantry
Infantry
JJASBR Keicho HT 2H.png
Helicopter/Tank
Helicopter/Tank
JJASBR Keicho AUH 2H.png
All units, halt!
All units, halt!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Infantry 37 Low - - - - -
Helicopter/Tank 42 Low - - - - -
All units, halt! 45 (25, 20) Low, Mid - - - - -

Infantry:

Keicho commands Bad Company's infantry to advance a short distance.

  • Causes hard knockdown.
  • Considered a projectile.

Helicopter/Tank:

Keicho commands Bad Company's tank to fire a blast straight ahead.

  • Launches on hit.
  • Causes hard knockdown.

All units, halt!:

Keicho attacks with an uppercut.

  • Moves Keicho forward.
  • The second hit launches.
3H
3H
It pisses me off!
JJASBR Keicho 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Low - - - - -

Keicho stomps in front of him.

  • Causes crumple on hit.
  • Can hit OTG.
JL
j.L
JJASBR Keicho Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Overhead - - - - -

Keicho attacks with his knee.

  • Notes 1
  • Notes 2
JM
j.M
JJASBR Keicho Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead - - - - -

Keicho kicks downwards.

  • Notes 1
  • Notes 2
JH
j.H
Infantry
Infantry
JJASBR Keicho HT Jump H.png
Helicopter/Tank
Helicopter/Tank
JJASBR Keicho AUH Jump H.png
All units, halt!
All units, halt!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Infantry 33 (5.5*6) Mid - - - - -
Helicopter/Tank 36 (10*2, 8*2) Mid - - - - -
All units, halt! 30 Overhead - - - - -

Infantry:

Keicho commands Bad Company's infantry to fire their assault rifles downwards.

  • Keicho remains suspended in midair during this move.
  • The shots disappear after about 0.5 seconds.
  • Considered a projectile.

Helicopter/Tank:

Keicho commands Bad Company's helicopter to fire two missiles.

  • The missiles explode after about 0.5 seconds.
  • Considered a projectile.

All units, halt!:

Keicho attacks with a midair hook.

  • Notes 1
  • Notes 2

Special Moves

623X
Stop spacing out, you dumbass!
623L/M/H
JJASBR Keicho 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 35 Mid - - - - -
Medium 45 (10, 35) Mid - - - - -
Heavy 55 (10*2, 35) Mid - - - - -

Keicho leaps forward while performing an uppercut.

  • All versions launch on hit.
  • All versions cause hard knockdown.

L version:

  • Does not have invul.
  • Notes 2

M version:

  • Has invul.
  • Cannot be Flash Canceled.

H version:

  • Has longer invul than the M version.
  • Cannot be Flash Canceled.


Infantry
Helicopter/Tank
INF 236X
All units, charge!
236L/M/H
JJASBR Keicho INF 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 Low - - - - -
Medium 56 Low - - - - -
Heavy 67 Low - - - - -

Keicho commands Bad Company's infantry to advance while firing their assault rifles.

  • The infantry's damage and distance covered increase with stronger versions.
  • Can be cancelled into "Maintain Battle Formation".
  • Very high pushback on block.
  • Both the infantry and the shots are considered projectiles.
  • If Flash Canceled, the infantry's attack will continue executing.
INF 214X
A bunch of guys are falling...
214L/M/H
JJASBR Keicho INF 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 24 (4*6) Overhead - - - - -
Medium 48 (4*12) Overhead - - - - -
Heavy 72 (4*18) Overhead - - - - -

Keicho commands Bad Company's infantry to parachute while firing their assault rifles.

  • The infantry's damage, as well as the amount of soldiers, increase with stronger versions.
  • Can be cancelled into "Maintain Battle Formation".
  • Both the infantry and the shots are considered projectiles.
  • If Flash Canceled, the infantry's attack will continue executing.

L version:

  • Keicho summons two soldiers.

M version:

  • Keicho summons four soldiers.

H version:

  • Keicho summons six soldiers.
INF 22X
A l-landmine?!
22L/M/H
JJASBR Keicho INF 22X (1).png
JJASBR Keicho INF 22X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 110 (60, 50) Mid - - - - -
Medium 110 (60, 50) Mid - - - - -
Heavy 110 (60, 50) Mid - - - - -

Keicho commands one of Bad Company's soldiers to place a landmine on the field.

  • The location where the landmine is deployed changes depending on the version used.
  • Can be cancelled into "Maintain Battle Formation".
  • Both the landmine and the explosion are considered projectiles.
  • 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.
    • The landmine will remain on the field for ~10 seconds before disengaging, but will disappear immediately if Keicho is hit.
  • If Flash Canceled at any point, the soldier will still place the landmine.

L version:

  • The landmine is placed right in front of Keicho.

M version:

  • The landmine is placed about a character's distance away from Keicho.

H version:

  • The landmine is placed around 1/3 of the screen.
HT 236X
Commence attack!
236L/M/H
JJASBR Keicho HT 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 36 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 44 Mid - - - - -

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.
  • Launches on hit.
  • Causes a hard knockdown.
  • Can be cancelled into "Maintain Battle Formation".
  • While the round is considered a projectile, the explosion is not.
  • Can only be Flash Canceled after the round is fired.
HT 214X
Fire missiles!
214L/M/H
JJASBR Keicho HT 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 44 (11*4) Mid - - - - -
Medium 44 (11*4) Mid - - - - -
Heavy 44 (11*4) Mid - - - - -

Keicho commands Bad Company's helicopters to fire four missiles.

  • The missiles' behavior changes depending on the version used.
  • Can be cancelled into "Maintain Battle Formation".
  • Considered a projectile.
  • Can only be Flash Canceled after the missiles are fired.

L version:

  • The missiles are fired immediately.

M version:

  • The missiles are fired together after a brief delay.
  • Launches on hit.

H version:

  • After a delay, the missiles are fired one after another.
  • Launches on hit.
  • Causes hard knockdown.
HT 22S
All units, halt!
22S
JJASBR Keicho HT 22S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Keicho commands Bad Company's helicopters and tanks to remain in position and attack automatically.

  • Costs 1 HH Gauge.
  • 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.
  • Locks Keicho into Helicopter/Tank formation, granting him new Heavy normals while active.
  • Prevents usage of Special Moves except for "Stop spacing out, you dumbass!".
  • The helicopters will attack by using ht.214L, while the tanks will use ht.236M instead.

System Mechanics

Throw
Throw
We'll just have to put you in that situation!
5/4 + Any Two Attack Buttons
JJASBR Keicho Throw (1).png
JJASBR Keicho Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (120, 0) Throw - - - - -

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.
  • Both Throws are identical besides direction.
Assist
Assist
A l-landmine?!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 (60, 50) Mid - - - - -

Keicho commands one of Bad Company's soldiers to place a landmine on the field.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on i.22L
  • The landmine launches on hit.
  • The landmine will remain on the field for ~10 seconds before disengaging.
  • The explosion can hurt (and kill) the point character.
5S
Bad Company
5S
JJASBR Keicho INF 5S.png
Switch to Helicopter/Tank
Switch to Helicopter/Tank
JJASBR Keicho HT 5S.png
Switch to Infantry
Switch to Infantry
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Switches between Infantry and Helicopter/Tank formations, altering Keicho's moveset and abilities.

Heart Heat Attack

My Bad Company has unbreakable defense.
236 + Any Two Attack Buttons
JJASBR Keicho HHA (1).png
JJASBR Keicho HHA (2).png
Commence attack!
Commence attack!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
148 (7*14, 50) Mid - - - - -

Keicho commands Bad Company's helicopters to fire a volley of missiles that explode at a short distance.

  • Switches into Helicopter/Tank formation upon use.
  • Considerable Chip Damage.

Great Heat Attack

Fire!
236L+M+H
JJASBR Keicho GHA (1).png
First, damage to your legs!
First, damage to your legs!
JJASBR Keicho GHA (2).png
Then, fire missiles!
Then, fire missiles!
JJASBR Keicho GHA (3).png
All units, get ready to fire at once!
All units, get ready to fire at once!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
288 (48+2*20+50*2+100) Mid - - - - -

Keicho commands Bad Company's infantry to fire their assault rifles straight ahead. If they connect, the opponent will be subject to a full-blown military ambush by Bad Company.

  • Reaches about two characters away from Keicho.
  • The second least damaging GHA in the game.
  • Has somewhat high startup post-superflash.

Colors

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh