JoJo's Bizarre Adventure: All-Star Battle R/Koichi Hirose

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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.
Playstyle
JJASBR Koichi Small Icon.png Koichi Hirose is a Stand character who limits the opponent's mobility and options while controlling the neutral.
Pros Cons
  • 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 long-range harassment tool in "I'll never forgive you!", a projectile in "Sizzle!", and a trap in "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 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.
  • 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 "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.

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:

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
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Koichi 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid - - - - -

Koichi performs a jab outwards.

  • Standard jab.
  • Due to Koichi's short height, this is not as good at stopping dash-jumps.
5M
5M
JJASBR Koichi 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Mid - - - - -

Koichi summons Echoes ACT 1, who performs a tail whip upwards.

  • Good height for stopping dash-jumps.
5H
5H
JJASBR Koichi 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid - - - - -

Koichi summons Echoes ACT 2, who performs a tail whip outwards.

  • Mostly combo filler and for pressure on block.
2L
2L
JJASBR Koichi 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

Koichi performs a stationary crouching kick.

  • Standard crouching jab.
  • Due to Koichi's short height, this is not as good for pokes.
2M
2M
JJASBR Koichi 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Koichi summons Echoes ACT 1, who performs a low tail whip.

  • Good range for pokes.
2H
2H
JJASBR Koichi 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low - - - - -

Koichi summons Echoes ACT 2, who performs a low tail whip upwards.

  • Causes hard knockdown.
  • Good for juggles.
6H
6H
Stop it!
JJASBR Koichi 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid - - - - -

Koichi performs an advancing overhead punch.

  • Causes crumple on hit.
  • 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.
JL
j.L
JJASBR Koichi Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead - - - - -

Koichi performs a falling elbow attack.

  • Stubby aerial.
  • Good for jump-ins.
JM
j.M
JJASBR Koichi Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Overhead - - - - -

Koichi summons Echoes ACT 1, who performs an aerial tail whip outwards.

  • Good for air-to-airs.
JH
j.H
JJASBR Koichi Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead - - - - -

Koichi summons Echoes ACT 2, who performs an aerial tail whip outwards.

  • Good for jump-ins due to its range and abiity to catch backdashes.
  • Not particularly useful for juggles unless Koichi is facing the wall.

Special Moves

236X
I'll never forgive you!
236L/M/H
JJASBR Koichi 236X (1).png
JJASBR Koichi 236X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 59 (17, 7*3, 22) Mid - - - - -
Medium 67 (24, 7*3, 22) Mid - - - - -
Heavy 74 (24, 7*4, 22) Mid - - - - -

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:

  • Echoes ACT 1 travels a bit further than 1/3 of the screen.

M version:

  • Echoes ACT 1 travels past halfscreen.

H version:

  • Echoes ACT 1 travels nearly fullscreen.
236X-X
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
236L/M/H>L/M/H
JJASBR Koichi 236X-X.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 (2*5, 5) Mid - - - - -

Echoes ACT 1 continues to attack the opponent by surrounding them with different sound effect attacks.

  • Move performance is identical across all versions.
  • Causes crumple on hit against grounded opponents.
    • Cannot be used if the opponent has already been crumpled during the combo.
623X
Boing!
623L/M/H
JJASBR Koichi 623X (1).png
Start
Start
JJASBR Koichi 623X (3).png
Trap
Trap
JJASBR Koichi 623X (2).png
Effect
Effect
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 Low - - - - -
Medium 0 Low - - - - -
Heavy 0 Low - - - - -

Koichi commands Echoes ACT 2 to place a "Boing!" on the ground that generates a bounce upon contact.

  • Launches on hit.
  • 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 the button pressed.
  • 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.
214X
Sizzle!
214L/M/H
JJASBR Koichi 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 40 Mid - - - - -
Heavy 50 Mid - - - - -

Koichi summons Echoes ACT 2, who tosses a "Sizzle!" outwards, igniting on contact.

  • Causes burn on hit.
  • The projectile is thrown at different arcs based on the button pressed, increasing in horizontal distance in proportion to the version used.
421X
Kaboom!
421L/M/H
JJASBR Koichi 421X (1).png
JJASBR Koichi 421X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 (5*2, 90) - - - - - -
Medium 120 (10*2, 100) - - - - - -
Heavy 140 (15*2, 110) - - - - - -

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.

Stand On

Normal Moves

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

Echoes ACT 3 performs a jab.

  • Standard yet stubby jab.
  • Due to Koichi's height, this is not as good for stopping dash-jumps.
Stand 5M
5M
JJASBR Koichi Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 (10, 16) Mid - - - - -

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.
Stand 5H
5H
JJASBR Koichi Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
31 Mid - - - - -

Echoes ACT 3 performs an advancing punch forward.

  • Good range for pokes.
Stand 2L
2L
JJASBR Koichi Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

Echoes ACT 3 performs a crouching jab.

  • Standard crouching jab.
Stand 2M
2M
JJASBR Koichi Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Echoes ACT 3 performs a crouching hook.

  • Moves Echoes ACT 3 forward.
  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR Koichi Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -

Echoes ACT 3 performs a sliding kick.

  • Launches on hit.
  • Good range for pokes.
Stand JL
j.L
JJASBR Koichi Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead - - - - -

Echoes ACT 3 performs an aerial jab.

  • Stubby aerial.
  • Good for air-to-airs.
Stand JM
j.M
JJASBR Koichi Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 (10, 18) Overhead - - - - -

Echoes ACT 3 performs an uppercut.

  • Launches on hit.
  • Can hit grounded opponents.
  • Good for jump-ins and combo filler.
Stand JH
j.H
JJASBR Koichi Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead - - - - -

Echoes ACT 3 attack with a downwards punch.

  • 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.

Special Moves

Stand 236X
Hit them, ACT 3!
236L/M/H
JJASBR Koichi Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 72 (7*6, 30) Mid - - - - -
Medium 84 (7*7, 35) - - - - - -
Heavy 96 (7*8, 40) - - - - - -

Echoes ACT 3 goes forward and performs a barrage of punches.

  • 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.
Stand 623X
S-H-I-T
623L/M/H
JJASBR Koichi Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 67 (7*6, 25) Overhead - - - - -
Medium 79 (7*7, 30) Overhead - - - - -
Heavy 91 (7*8, 35) Overhead - - - - -

Echoes ACT 3 performs a barrage of punches downwards as it travels towards the ground.

  • Echoes Act 3 moves further out in proportion to the strength of the button pressed.
  • Inflicts 3 Freeze for 2 seconds.
  • Can hit OTG.
Stand 421S
Wh-What is this wind?!
421S while taking damage or Guarding
JJASBR Koichi Stand 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 Unblockable - - - - -

Echoes ACT 3 creates a gust around Koichi that launches the opponent away.

  • Costs 2 HH Gauges.
  • 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.

System Mechanics

Throw
Throw
Fwoosh!
5/4 + Any Two Attack Buttons
JJASBR Koichi Throw (1).png
JJASBR Koichi Throw (2).png
Permit to apply 3 Freeze
Permit to apply 3 Freeze
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
100 Throw - - - - -

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 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 s.623M.
Assist
Assist
S-H-I-T
JJASBR Koichi Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
84 (7*7, 35) - - - - - -

Koichi summons Echoes ACT 3 and commands it to perform a barrage of punches downwards as it travels towards the ground.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.623H
  • Tracks the opponent's location within a certain distance.
  • Inflicts 3 Freeze for 2 seconds.
  • Can hit OTG.
5S
Stand On/Off
5S
JJASBR Koichi Stand On.png
Stand On
Stand On
JJASBR Koichi Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Echoes ACT 3, altering Koichi's moveset and abilities.

Heart Heat Attack

Echoes ACT 3: Freeze!
236 + Any Two Attack Buttons
JJASBR Koichi HHA (1).png
JJASBR Koichi HHA (2).png
JJASBR Koichi HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
190 (5*14, 120) Mid - - - - -

Echoes ACT 3 flies forward and barrages the opponent with punches.

  • Inflicts 3 Freeze for 5 seconds.
  • Deals roughly 50% Guard Damage on its own.

Great Heat Attack

Does this mean I've gotten stronger?!
236L+M+H
JJASBR Koichi GHA (1).png
Come on, Echoes!
Come on, Echoes!
JJASBR Koichi GHA (2).png
I got ya!
I got ya!
JJASBR Koichi GHA (3).png
Echoes! 3 Freeze!
Echoes! 3 Freeze!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
318 (50+24+4*40+84) Mid - - - - -

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.

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)

Navigation

General
FAQ
Controls
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HUD
System
Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
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Wonder of U
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