JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
mNo edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
*'''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 being covered. | *'''[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|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 | ||
| intro = [[file:JJASBR_Keicho_Small_Icon.png|50px]] '''Keicho Nijimura''' is a Stand character who ambushes his opponent from all angles with calculated precision. | | intro = [[file:JJASBR_Keicho_Small_Icon.png|50px]] '''Keicho Nijimura''' is a Stand character who ambushes his opponent from all angles with calculated precision. | ||
| pros = | | pros = | ||
* '''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. His unique attack structure also allows him to challenge Stylish Evade/Stylish Guard in ways that other characters cannot. | ||
* ''' | * '''Zoning/Setplay Synergy:''' Keicho's projectiles can be deployed in several angles at once, allowing him to cover both horizontal and vertical planes with his zoning, as well as limit the opponent's escape routes while potentially remaining safe. | ||
* ''' | *'''Rulebreaker:''' Keicho's projectiles will still deploy during a Flash Cancel, and most will not disengage if another projectile is used. Furthermore, all of them can be chained into his unique "Maintain Battle Formation" ability, resulting in a neutral game that is both strange and very difficult to deal with. | ||
|cons = | |cons = | ||
* ''' | * '''Slow Start:''' While powerful, all of Keicho's projectiles possess very high startup, limiting their use in neutral and pressure situations without proper setup and awareness. | ||
* '''Difficulty:''' Many of Keicho's more optimal routes are both fairly difficult and quite unorthodox due to the way many of his combo tools work. | * '''Difficulty:''' Many of Keicho's more optimal routes are both fairly difficult and quite unorthodox due to the way many of his combo tools work. | ||
* '''Flawed Defense:''' When Keicho loses the advantage, he can struggle to regain his turn against consistent, safe pressure. While having access to an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]", it features several flaws that render it a subpar defensive option (most notably, very short range in general). | |||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
Line 126: | Line 126: | ||
Keicho commands Bad Company's infantry to fire their assault rifles upwards. | Keicho commands Bad Company's infantry to fire their assault rifles upwards. | ||
*Considered a projectile. | |||
*The shots reach roughly max jump height. | *The shots reach roughly max jump height. | ||
---- | ---- | ||
'''Helicopter/Tank:''' | '''Helicopter/Tank:''' | ||
Line 242: | Line 242: | ||
*Launches on hit. | *Launches on hit. | ||
*Causes hard knockdown. | *Causes hard knockdown. | ||
*The hitbox will extend across the move's active frames. | |||
---- | ---- | ||
'''All units, halt!:''' | '''All units, halt!:''' | ||
Line 365: | Line 366: | ||
Keicho commands Bad Company's infantry to fire their assault rifles downwards. | Keicho commands Bad Company's infantry to fire their assault rifles downwards. | ||
*Considered a projectile. | |||
*The shots disappear after about 0.5 seconds. | |||
*Keicho remains suspended in midair during this move. | *Keicho remains suspended in midair during this move. | ||
---- | ---- | ||
'''Helicopter/Tank:''' | '''Helicopter/Tank:''' | ||
Keicho commands Bad Company's helicopter to fire two missiles downwards. | Keicho commands Bad Company's helicopter to fire two missiles downwards. | ||
*Considered a projectile. | |||
*The missiles explode after about 0.5 seconds. | *The missiles explode after about 0.5 seconds. | ||
---- | ---- | ||
'''All units, halt!:''' | '''All units, halt!:''' | ||
Line 426: | Line 427: | ||
|description= | |description= | ||
Keicho leaps forward while performing an uppercut. | Keicho leaps forward while performing an uppercut. | ||
* | *Launches on hit. | ||
* | *Causes hard knockdown. | ||
*Rather poor range in general (mainly in the vertical aspect). | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Has the least range. | |||
*Does not have invul. | *Does not have invul. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Range is in between the L and H versions. | |||
*Has invul. | *Has invul. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Has the most range. | |||
*Has longer invul than the M version. | *Has longer invul than the M version. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
Line 490: | Line 494: | ||
|description= | |description= | ||
Keicho commands Bad Company's infantry to advance while firing their assault rifles. | Keicho commands Bad Company's infantry to advance while firing their assault rifles. | ||
*The infantry's damage | *The infantry's damage, as well as the distance covered, change depending on the version used. | ||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
*Very high pushback on block. | *Very high pushback on block. | ||
*Both the infantry and the shots are considered projectiles. | *Both the infantry and the shots are considered projectiles. | ||
*If Flash Canceled, the infantry's attack will continue executing. | *If Flash Canceled, the infantry's attack will continue executing. | ||
---- | |||
'''L version:''' | |||
*The infantry advances the least. | |||
---- | |||
'''M version:''' | |||
*The infantry covers a distance in between the L and H versions. | |||
---- | |||
'''H version:''' | |||
*The infantry advances the most. | |||
}} | }} | ||
}} | }} | ||
Line 540: | Line 553: | ||
|description= | |description= | ||
Keicho commands Bad Company's infantry to parachute while firing their assault rifles. | Keicho commands Bad Company's infantry to parachute while firing their assault rifles. | ||
*The infantry's damage, as well as the amount of soldiers, | *The infantry's damage, as well as the amount of soldiers, change depending on the version used. | ||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
*Both the infantry and the shots are considered projectiles. | *Both the infantry and the shots are considered projectiles. | ||
Line 602: | Line 615: | ||
*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". | ||
*The explosion launches the opponent on hit, but not Keicho. | *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. | ||
*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. | |||
*If Flash Canceled at any point, the soldier will still place the landmine. | *If Flash Canceled at any point, the soldier will still place the landmine. | ||
---- | ---- | ||
Line 613: | Line 626: | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*The landmine is placed about a character | *The landmine is placed about a character away. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
Line 663: | Line 676: | ||
|description= | |description= | ||
Keicho commands Bad Company's tank to fire an artillery round upwards, which explodes upon touching the ground. | Keicho commands Bad Company's tank to fire an artillery round upwards, which explodes upon touching the ground. | ||
*The | *The amount of rounds fired changes depending on the version used. | ||
*Can be cancelled into "Maintain Battle Formation". | *Can be cancelled into "Maintain Battle Formation". | ||
*The rounds launch on hit and cause a hard knockdown. | |||
*While the round is considered a projectile, the explosion is not. | *While the round is considered a projectile, the explosion is not. | ||
*Can only be Flash Canceled after the round is fired. | *Can only be Flash Canceled after the round is fired. | ||
---- | |||
'''L version:''' | |||
*Fires a single round. | |||
*Covers the least distance. | |||
---- | |||
'''M version:''' | |||
*Fires 2 rounds. | |||
*Covers a longer distance. | |||
---- | |||
'''H version:''' | |||
*Fires 3 rounds. | |||
*Covers the most distance. | |||
}} | }} | ||
}} | }} | ||
Line 741: | Line 765: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Helicopter | ||
|guard= | |damage=44 (11*4) | ||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Tank | |||
|header=no | |||
|damage=27 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 755: | Line 792: | ||
*Locks Keicho into Helicopter/Tank formation, granting him new Heavy normals while active. | *Locks Keicho into Helicopter/Tank 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 214X|ht.214L]], while the tanks will | *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]]. | ||
}} | }} | ||
}} | }} | ||
Line 880: | Line 917: | ||
|description= | |description= | ||
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. | 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. | ||
*The second least damaging GHA in the game. | |||
*Cannot trigger Counters. | |||
*Reaches about two characters away from Keicho. | *Reaches about two characters away from Keicho. | ||
*Has somewhat high startup post-superflash. | *Has somewhat high startup post-superflash. | ||
}} | }} |
Revision as of 17:08, 2 July 2023
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 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.
![]() |
|
Pros | Cons |
|
|
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 | 900 | Rumble | #ASBR_KEI |
Move List
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
|
---|
3H
3H
It pisses me off! |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H Infantry Infantry Helicopter/Tank Helicopter/Tank All units, halt! All units, halt!
|
---|
Special Moves
623X
Stop spacing out, you dumbass!
623L/M/H |
---|
![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 |
---|
INF 214X
A bunch of guys are falling...
214L/M/H |
---|
INF 22X
A l-landmine?!
22L/M/H |
---|
System Mechanics
Throw
Throw
We'll just have to put you in that situation! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
A l-landmine?! |
---|
5S
Bad Company 5S Switch to Helicopter/Tank Switch to Helicopter/Tank Switch to Infantry Switch to Infantry
|
---|
Heart Heat Attack
My Bad Company has unbreakable defense. 236 + Any Two Attack Buttons Commence attack! Commence attack!
|
---|
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!
|
---|