JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose: Difference between revisions
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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 | *Range, damage and recovery all change depending on the version used. | ||
*The final hit launches the opponent away, and causes hard knockdown. | *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. | **The final hit has difficulty connecting against airborne opponents in some cases, such as if the opponent is too high. | ||
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*Move performance is identical across all versions. | *Move performance is identical across all versions. | ||
*Causes crumple on hit against grounded opponents. | *Causes crumple on hit against grounded opponents. | ||
** | **Causes hard knockdown if the opponent has already been crumpled during the combo. | ||
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Koichi commands Echoes ACT 2 to place a "Boing!" on the ground | Koichi commands Echoes ACT 2 to place a "Boing!" sound effect on the ground, creating an air current below any who steps on it. | ||
*Different versions place the trap at different distances. | |||
*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. | ||
*While it doesn't deal damage, its nature as a trap and versatile placements grant Koichi good control of the neutral. | *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 | **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:''' | |||
*Places the sound effect directly below Koichi. | |||
---- | |||
'''M version:''' | |||
*Places the sound effect in front of Koichi. | |||
---- | |||
'''H version:''' | |||
*Places the sound effect about two characters away. | |||
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Koichi summons Echoes ACT 2, who tosses a "Sizzle!" outwards | Koichi summons Echoes ACT 2, who tosses a "Sizzle!" sound effect outwards. | ||
*The projectile is thrown at different arcs depending on the version used. | |||
*Causes burn on hit. | *Causes burn on hit. | ||
* | ---- | ||
'''L version:''' | |||
*Has the least horizontal range. | |||
---- | |||
'''M version:''' | |||
*Moderate horizontal range. | |||
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'''H version:''' | |||
*Has the most horizontal range. | |||
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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!" sound effect upon activation. | ||
*Causes knockback on a successful activation. | *Causes knockback on a successful activation. | ||
*Cannot be Flash Canceled. | *Cannot be Flash Canceled. | ||
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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 | *The distance traveled by Echoes ACT 3 depends on the version used. | ||
*Leaves grounded opponents standing. | *Leaves grounded opponents standing. | ||
*Deals noticeable Guard Damage on its own. | *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. | *Can stuff out some approaches coming from straight ahead, although repeated use for this purpose is not recommended. | ||
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'''L version:''' | |||
*Echoes ACT 3 stays next to Koichi. | |||
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'''M version:''' | |||
*Echoes ACT 3 moves forward. | |||
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'''H version:''' | |||
*Echoes ACT 3 moves forward more. | |||
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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. | ||
*Echoes | *The distances Echoes ACT 3 moves changes depending on the version used. | ||
*Tracks the opponent's location within a certain distance. | |||
*Inflicts 3 Freeze for 2 seconds. | *Inflicts 3 Freeze for 2 seconds. | ||
*Can hit OTG. | *Can hit OTG. | ||
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'''L version:''' | |||
*Echoes ACT 3 stays next to Koichi. | |||
*Has the least horizontal displacement. | |||
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'''M version:''' | |||
*Echoes ACT 3 moves forward. | |||
*Has much more horizontal displacement than the L version. | |||
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'''H version:''' | |||
*Echoes ACT 3 reaches close to halfscreen. | |||
*Has the most horizontal displacement. | |||
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Echoes ACT 3 creates a gust around Koichi that launches the opponent away. | Echoes ACT 3 creates a gust around Koichi that launches the opponent away. | ||
*Costs 2 HH Gauges. | *Costs 2 HH Gauges. | ||
*Can only be performed while Koichi is grounded. | |||
*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. | *Tends to clash with multi-hit moves (punch rushes in particular), making it unsafe in these cases. | ||
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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!" sound effect attached to its tail. | ||
*Forward Throw leaves the opponent at halfscreen. | *Forward Throw leaves the opponent at halfscreen, with Back Throw leaving them much closer to Koichi. | ||
** | *Koichi can Flash Cancel during the recovery of a successful Throw. | ||
**After a Forward Throw in Stand On and while in midscreen, Flash Canceling, then microdashing into [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623H]] can hit the opponent OTG. | |||
**Regardless of his current mode, after a Back Throw, Koichi can Flash Cancel and hit the opponent OTG with [[JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose#Stand 623X|s.623M]]. | |||
**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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*Tracks the opponent's location within a certain distance. | *Tracks the opponent's location within a certain distance. | ||
*Inflicts 3 Freeze for 2 seconds. | *Inflicts 3 Freeze for 2 seconds. | ||
* | *A particularly powerful assist that can hit OTG, enabling characters with Unblockable attacks ([[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], [[JoJo's Bizarre Adventure: All-Star Battle R/Diavolo|Diavolo]], [[JoJo's Bizarre Adventure: All-Star Battle R/Enrico Pucci (Final)|Pucci (Final)]], etc.) or Time Stop abilities ([[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|Jotaro (Part 4)]], [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]], etc.) to set them up very easily. | ||
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*Inflicts 3 Freeze for 5 seconds. | *Inflicts 3 Freeze for 5 seconds. | ||
*Deals roughly 50% Guard Damage on its own. | *Deals roughly 50% Guard Damage on its own. | ||
*Can hit Kira's "[[JoJo's Bizarre Adventure: All-Star Battle R/Yoshikage Kira#Great Heat Attack|Sheer Heart Attack]]" to reduce its movement speed. | |||
**Invokes an Easter Egg if this happens, with Kira also being affected by 3 Freeze and Sheer Heart Attack using a unique voiceline. | |||
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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!" sound effect towards the opponent, surrounding them with more of them on hit. Echoes ACT 2 then hits them upwards with a "KaPOW!" sound effect 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. | ||
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Revision as of 19:57, 5 July 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
- Dodge
- 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) |
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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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