JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose: Difference between revisions
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:JJASBR_Koichi_Small_Icon.png|50px]] '''Koichi Hirose''' is a Stand character who limits the opponent's mobility while controlling the neutral. | | intro = [[file:JJASBR_Koichi_Small_Icon.png|50px]] '''Koichi Hirose''' is a Stand character who limits the opponent's mobility and options while controlling the neutral. | ||
| pros = | | pros = | ||
* '''Large Normals:''' Many of Koichi's normals call forth the different versions of his Stand, giving him more range than he would normally have with his stature, allowing him to poke from long distances. | * '''Large Normals:''' Many of Koichi's normals call forth the different versions of his Stand, giving him more range than he would normally have with his stature, allowing him to poke from long distances. | ||
* '''Anti-Zoning:''' Koichi's aforementioned normals, in addition to a | * '''Anti-Zoning:''' Koichi's aforementioned normals, in addition to a long-range harassment tool in "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#236X|I'll never forgive you!]]", a projectile in "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#214X|Sizzle!]]", and a trap in "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#623X|Boing!]]", allow him to safely disrupt zoning employed against him. | ||
* ''' | * '''Meter Gain:''' Koichi's common combo routes build significant amounts of meter, which can always be cashed out on [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Heart Heat Attack|HHA]] for damage or to apply his 3 Freeze debuff. | ||
* '''3 Freeze:''' Through this unique ability, Koichi can deprive the opponent out of common options against his offense. Combined with the fact that it can be applied very easily within his combos, the opponent is put in a very tough situation whevener Koichi manages to land a hit. | |||
|cons = | |cons = | ||
* ''' | * '''Anti-Airs:''' While Koichi can control air space well, he tends to struggle against dash-jumps, as he does not have many grounded attacks that can cover that specific zone. | ||
* ''' | * '''Meterless Defense:''' While having access to a counter in "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#421X|Kaboom!]]", Koichi's only reliable reversal option is his HHA, leaving him open to setups that other characters could potentially escape should he be unable to use it. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
===3 Freeze=== | ===3 Freeze=== | ||
Whenever Koichi hits the opponent with "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|S-H-I-T]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Heart Heat Attack|Echoes ACT 3: Freeze!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Great Heat Attack|Does this mean I've gotten stronger?!]]", the opponent becomes '''Gravitated''', a status effect visualized by black lines surrounding the opponent. While under the effects of 3 Freeze, the opponent is prevented from executing the following actions: | Whenever Koichi hits the opponent with "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|S-H-I-T]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Heart Heat Attack|Echoes ACT 3: Freeze!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Great Heat Attack|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: | |||
*"[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|S-H-I-T]]" applies the debuff for 2 seconds. | |||
*"[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Heart Heat Attack|Echoes ACT 3: Freeze!]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Great Heat Attack|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 | *Dash / Run | ||
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*Command Normals | *Command Normals | ||
*Special Moves | *Special Moves | ||
*Style Actions (except for Stand On/Off and Mounting) | |||
*HHA / GHA | *HHA / GHA | ||
*Stylish Dodge / Stylish Guard | *Stylish Dodge / Stylish Guard | ||
*Flash Cancel | *Flash Cancel | ||
===Stats=== | ===Stats=== | ||
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Koichi performs a jab outwards. | Koichi performs a jab outwards. | ||
*Standard jab. | *Standard jab. | ||
*Due to Koichi's short height, this is not as good at stopping dash jumps. | *Due to Koichi's short height, this is not as good at stopping dash-jumps. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi summons Echoes ACT 1, who performs a tail whip upwards. | Koichi summons Echoes ACT 1, who performs a tail whip upwards. | ||
*Good height for stopping dash jumps. | *Good height for stopping dash-jumps. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi summons Echoes ACT 2, who performs a tail whip outwards. | Koichi summons Echoes ACT 2, who performs a tail whip outwards. | ||
* | *Mostly combo filler and for pressure on block. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi summons Echoes ACT 2, who performs a low tail whip upwards. | Koichi summons Echoes ACT 2, who performs a low tail whip upwards. | ||
* | *Causes hard knockdown. | ||
*Good for juggles. | *Good for juggles. | ||
}} | }} | ||
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*Causes crumple on hit. | *Causes crumple on hit. | ||
*Good for hit-confirms. | *Good for hit-confirms. | ||
*Although Koichi moves forward during startup, it can whiff if the opponent is not close enough. In particular, canceling 5M into 5H can push them far enough for 6H to whiff. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi summons Echoes ACT 2, who performs an aerial tail whip outwards. | Koichi summons Echoes ACT 2, who performs an aerial tail whip outwards. | ||
*Good for jump-ins and juggles. | *Good for jump-ins due to its range and abiity to catch backdashes. | ||
*Not particularly useful for juggles unless Koichi is facing the wall. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi sends Echoes ACT 1 out and attacks the opponent with sound effect attacks. | Koichi sends Echoes ACT 1 out and attacks the opponent with sound effect attacks. | ||
* | *Range, damage and recovery all increase in proportion to the strength of the button pressed. | ||
*The final hit launches the opponent away, and causes hard knockdown. | |||
**The final hit has difficulty connecting against airborne opponents in some cases, such as if the opponent is too high. | |||
*Can catch grounded opponents off-guard due to its long range, especially the H version. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Echoes ACT 1 travels a bit further than 1/3 of the screen. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Echoes ACT 1 travels past halfscreen. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Echoes ACT 1 travels nearly fullscreen. | ||
}} | }} | ||
}} | }} | ||
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Echoes ACT 1 continues to attack the opponent by surrounding them with different sound effect attacks. | Echoes ACT 1 continues to attack the opponent by surrounding them with different sound effect attacks. | ||
*Move performance is identical across all versions. | *Move performance is identical across all versions. | ||
*Causes crumple on hit. | *Causes crumple on hit against grounded opponents. | ||
**Cannot be used if the opponent has already been crumpled during the combo. | |||
}} | }} | ||
}} | }} | ||
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*Launches on hit. | *Launches on hit. | ||
*Can be activated by Koichi walking over it, but does not behave as an attack towards him. | *Can be activated by Koichi walking over it, but does not behave as an attack towards him. | ||
*Different versions place the trap farther in proportion to the strength of button pressed. | *Different versions place the trap farther in proportion to the strength of the button pressed. | ||
*Hitting with this special move adds to the combo's damage scaling formula despite dealing 0 damage, use sparingly. | *While it doesn't deal damage, its nature as a trap and versatile placements grant Koichi good control of the neutral. | ||
**Hitting with this special move adds to the combo's damage scaling formula despite dealing 0 damage, so use it sparingly when it comes to combos. | |||
}} | }} | ||
}} | }} | ||
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Koichi summons Echoes ACT 2, who tosses a "Sizzle!" outwards, igniting on contact. | Koichi summons Echoes ACT 2, who tosses a "Sizzle!" outwards, igniting on contact. | ||
*Causes burn on hit. | *Causes burn on hit. | ||
*The projectile is thrown at different arcs based on the button pressed, increasing in horizontal distance in proportion to the | *The projectile is thrown at different arcs based on the button pressed, increasing in horizontal distance in proportion to the version used. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Koichi crosses his arms in a counter stance, exploding outwards with a "Kaboom!" upon activation. | Koichi crosses his arms in a counter stance, exploding outwards with a "Kaboom!" upon activation. | ||
* | *Causes knockback on a successful activation. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
}} | }} | ||
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Echoes ACT 3 performs a jab. | Echoes ACT 3 performs a jab. | ||
*Standard yet stubby jab. | *Standard yet stubby jab. | ||
*Due to Koichi's height, this is not as good for stopping dash jumps. | *Due to Koichi's height, this is not as good for stopping dash-jumps. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 3 performs a spinning backfist attack. | Echoes ACT 3 performs a spinning backfist attack. | ||
* | *One of Koichi's best normals, being useful for both poking and counter-poking. | ||
*Its multi-hit nature allows it to beat a lot of other characters' normals, as the first hit can clash with their attack while the second hits them. | |||
}} | }} | ||
}} | }} | ||
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Echoes ACT 3 performs a crouching jab. | Echoes ACT 3 performs a crouching jab. | ||
*Standard crouching jab. | *Standard crouching jab. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 3 performs a sliding kick. | Echoes ACT 3 performs a sliding kick. | ||
*Launches on hit. | |||
*Launches | |||
*Good range for pokes. | *Good range for pokes. | ||
}} | }} | ||
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Echoes ACT 3 performs an uppercut. | Echoes ACT 3 performs an uppercut. | ||
*Launches on hit. | *Launches on hit. | ||
*Can hit grounded opponents. | |||
*Good for jump-ins and combo filler. | *Good for jump-ins and combo filler. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Echoes ACT 3 | Echoes ACT 3 attack with a downwards punch. | ||
*Good | *Good as a jump-in, although a bit slow. Often has to be used preemptively. | ||
*Relegated to Assist combo filler, not seeing much use otherwise. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 3 goes forward and performs a barrage of punches. | Echoes ACT 3 goes forward and performs a barrage of punches. | ||
*Echoes ACT 3 travels further in proportion to the | *Echoes ACT 3 travels further in proportion to the version used. | ||
*Leaves grounded opponents standing. | |||
*Deals noticeable Guard Damage on its own. | |||
*Can stuff out some approaches coming from straight ahead, although repeated use for this purpose is not recommended. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 3 performs a barrage of punches downwards as it travels towards the ground. | Echoes ACT 3 performs a barrage of punches downwards as it travels towards the ground. | ||
*Inflicts 3 Freeze for 2 seconds | *Echoes Act 3 moves further out in proportion to the strength of the button pressed. | ||
*Inflicts 3 Freeze for 2 seconds. | |||
*Can hit OTG. | *Can hit OTG. | ||
}} | }} | ||
}} | }} | ||
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*Costs 2 HH Gauges. | *Costs 2 HH Gauges. | ||
*Launches the opponent away and does not allow for a combo. | *Launches the opponent away and does not allow for a combo. | ||
*Tends to clash with multi-hit moves (punch rushes in particular), making it unsafe in these cases. | |||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|image2=JJASBR_Koichi_Throw_(2).png | |image2=JJASBR_Koichi_Throw_(2).png | ||
|caption2= | |caption2=Permit to apply 3 Freeze | ||
|name=Throw | |name=Throw | ||
|subtitle=Fwoosh! | |subtitle=Fwoosh! | ||
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|description= | |description= | ||
Koichi grabs the opponent and Echoes ACT 2 launches them away with a "Fwoosh!" attached to its tail. | Koichi grabs the opponent and Echoes ACT 2 launches them away with a "Fwoosh!" attached to its tail. | ||
* | *Forward Throw leaves the opponent at halfscreen. | ||
* | **In Stand On and while in midscreen, microdashing into [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623H]] can hit the opponent OTG. | ||
***The microdash is not needed if Koichi is closer to the wall. | |||
*Back Throw leaves them much closer to Koichi. | |||
**Regardless of his current mode, Koichi can hit the opponent OTG with [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623M]]. | |||
}} | }} | ||
}} | }} | ||
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*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623H]] | *Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623H]] | ||
*Tracks the opponent's location within a certain distance. | *Tracks the opponent's location within a certain distance. | ||
*Inflicts 3 Freeze | *Inflicts 3 Freeze for 2 seconds. | ||
*Can hit OTG. | *Can hit OTG. | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 3 flies forward and barrages the opponent with punches. | Echoes ACT 3 flies forward and barrages the opponent with punches. | ||
*Inflicts 3 Freeze for 5 seconds on | *Inflicts 3 Freeze for 5 seconds. | ||
*Deals roughly 50% Guard Damage on its own. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Echoes ACT 1 throws a "Bam!" towards the opponent, surrounding them with more of them on hit. Echoes ACT 2 then hits them upwards with a "KaPOW!" attached to its tail and Echoes ACT 3 barrages them with punches before punching through them, applying increased gravity and smashing the victim harshly into the ground. | Echoes ACT 1 throws a "Bam!" towards the opponent, surrounding them with more of them on hit. Echoes ACT 2 then hits them upwards with a "KaPOW!" attached to its tail and Echoes ACT 3 barrages them with punches before punching through them, applying increased gravity and smashing the victim harshly into the ground. | ||
*Inflicts 3 Freeze for 5 seconds | *Inflicts 3 Freeze for 5 seconds. | ||
}} | }} | ||
}} | }} |
Revision as of 21:20, 9 April 2023
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.
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Pros | Cons |
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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 2 seconds.
- "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
- Stylish Dodge / Stylish Guard
- Flash Cancel
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 900 | Rumble | #ASBR_KOI |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
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5M
5M
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5H
5H
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2L
2L
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2M
2M
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2H
2H
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6H
6H
Stop it! |
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
I'll never forgive you!
236L/M/H |
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236X-X
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
236L/M/H>L/M/H |
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623X
Boing! 623L/M/H Start Start Trap Trap Effect Effect
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214X
Sizzle!
214L/M/H |
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421X
Kaboom!
421L/M/H |
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Special Moves
Stand 236X
Hit them, ACT 3!
236L/M/H |
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Stand 623X
S-H-I-T
623L/M/H |
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Stand 421S
Wh-What is this wind?!
421S while taking damage or Guarding |
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System Mechanics
Throw
Throw Fwoosh! 5/4 + Any Two Attack Buttons Permit to apply 3 Freeze Permit to apply 3 Freeze
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Assist
Assist
S-H-I-T |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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Heart Heat Attack
Echoes ACT 3: Freeze!
236 + Any Two Attack Buttons |
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Great Heat Attack
Does this mean I've gotten stronger?! 236L+M+H Come on, Echoes! Come on, Echoes! I got ya! I got ya! Echoes! 3 Freeze! Echoes! 3 Freeze!
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