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

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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 Helicopters/Tanks formations, altering his abilities.
  • All units, halt!: While in Helicopters/Tanks 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. 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.
  • 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.
  • 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 "Stop spacing out, you dumbass!", it features several flaws that render it a subpar defensive option (most notably, very short range in general).

Bad Company

Unlike other Stand characters, Keicho's Stand, Bad Company, is always active, resulting in unique interactions with his moveset.

Keicho can switch between Infantry and Helicopters/Tanks, two formations that change some of his attacks. In addition to changing his Heavy normals (with the exception of 3H), most of Keicho's Special Moves (the sole exception being "Stop spacing out, you dumbass!") change based on his currently active formation:

As part of this unique distinction, some of Keicho's Special Moves can be chained into "Maintain Battle Formation", a variant of Stand Rush exclusive to him. He is allowed to use this ability in both formations, switching from one 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 it, Keicho is allowed to block and use other moves involving his Stand while it attacks.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_KEI

Move List

Normal Moves

5L
5L
JJASBR Keicho 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -6 -

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 6 - - -10 -

Keicho performs a low kick.

  • Does not hit Low, despite appearances.
  • Notes 2
5H
5H
JJASBR Keicho INF 5H.png
Infantry
Infantry
JJASBR Keicho HT 5H.png
Helicopters/Tanks
Helicopters/Tanks
JJASBR Keicho AUH 5H.png
All units, halt!
All units, halt!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Infantry 48 (12, 3*12) Low, Mid 10 - - -10 -
Helicopters/Tanks 44 Mid 10 - - -22 KD
All units, halt! 36 Mid - - - - -

Infantry:

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

  • Hits 2-13 are considered projectiles.
  • The shots reach roughly max jump height.

Helicopters/Tanks:

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 6 - - -2 -

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 6 - - -4 -

Keicho does a crouching hook.

  • Notes 1
  • Notes 2
2H
2H
JJASBR Keicho INF 2H.png
Infantry
Infantry
JJASBR Keicho HT 2H.png
Helicopters/Tanks
Helicopters/Tanks
JJASBR Keicho AUH 2H.png
All units, halt!
All units, halt!
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Infantry 37 Low 14 - - -18 HKD
Helicopters/Tanks 42 Low 10 - - -10 HKD
All units, halt! 45 (25, 20) Low, Mid - - - - KD

Infantry:

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

  • Causes hard knockdown.

Helicopters/Tanks:

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

  • Launches on hit and causes hard knockdown.
  • The hitbox extends across the move's active frames.

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 18 - - -8 Crumple

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 8 - - - -

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 8 - - - -

Keicho kicks downwards.

  • Notes 1
  • Notes 2
JH
j.H
JJASBR Keicho INF Jump H.png
Infantry
Infantry
JJASBR Keicho HT Jump H.png
Helicopters/Tanks
Helicopters/Tanks
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 18 - - - -
Helicopters/Tanks 36 (10*2, 8*2) Mid 18 - - - -
All units, halt! 30 Overhead - - - - -

Infantry:

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.

Helicopters/Tanks:

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

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

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 10 - - -16 HKD
Medium 45 (10, 35) Mid 12 - - -24 HKD
Heavy 55 (10*2, 35) Mid 16 - - -30 HKD

Keicho leaps forward while performing an uppercut.

  • The version used determines how far Keicho leaps.
  • Launches on hit and causes hard knockdown.
  • Rather poor range in general (mainly in the vertical aspect).

L version:

  • Has the least range.
  • Does not have invul.
  • The only version that can be canceled into HHA.

M version:

  • Range is in between the L and H versions.
  • Has invul.
  • Cannot be Flash Canceled.

H version:

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


JJASBR Infantry Icon (2).png
JJASBR Helicopter Icon (2).png
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 22 - - +14 -
Medium 56 Low 28 - - +10 -
Heavy 67 Low 38 - - +10 -

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

  • The infantry's damage, as well as the distance covered, change depending on the version used.
  • 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.

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.
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 48 - - +18 -
Medium 48 (4*12) Overhead 50 - - +26 -
Heavy 72 (4*18) Overhead 52 - - +38 -

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

  • The infantry's damage, as well as the amount of soldiers, change depending on the version used.
  • 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 42 - - +16 KD
Medium 110 (60, 50) Mid 42 - - +16 KD
Heavy 110 (60, 50) Mid 52 - - +26 KD

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

  • The location where the landmine is deployed depends on the version used.
  • Can be cancelled into "Maintain Battle Formation".
  • The second hit launches.
  • Both the landmine and the explosion are considered projectiles.
  • 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 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.

L version:

  • The landmine is placed right in front of Keicho.

M version:

  • The landmine is placed about a character away.

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 30 - - -4 HKD
Medium 54 (27*2) Mid 34 - - +4 HKD
Heavy 72 (24*3) Mid 38 - - +12 HKD

Keicho commands Bad Company's tank to fire artillery rounds upwards, which explode upon touching the ground.

  • The amount of rounds fired changes depending on the version used.
  • Launches on hit and causes a hard knockdown.
  • Can be cancelled into "Maintain Battle Formation".
  • While the rounds are considered to be projectiles, their explosions are not.
  • Can only be Flash Canceled after the rounds are 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.
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 24 - - -4 -
Medium 44 (11*4) Mid 58 - - - -
Heavy 44 (11*4) Mid 88 - - - -

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 and causes hard knockdown.
HT 22S
All units, halt!
22S
JJASBR Keicho HT 22S.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Helicopter 44 (11*4) Mid - - - - -
Tank 27 Mid - - - - -

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 Helicopters/Tanks 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 missiles based on those from ht.214L, while the tanks will fire a single round with a trajectory reminiscent of ht.236M.

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?!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Keicho Assist (1).png
JJASBR Keicho Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 (60, 50) Mid - - - - KD

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 second hit launches.
  • The landmine will remain on the field for ~10 seconds before disengaging.
  • The landmine cannot be triggered by the point character stepping on it, but the explosion can hurt (and kill) them.
5S
Bad Company
5S
JJASBR Keicho INF 5S.png
Switch to Helicopters/Tanks
Switch to Helicopters/Tanks
JJASBR Keicho HT 5S.png
Switch to Infantry
Switch to Infantry
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Switches between Infantry and Helicopters/Tanks 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 Helicopters/Tanks 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.

  • The second least damaging GHA in the game.
  • Cannot trigger Counters.
  • Reaches about two characters away from Keicho.
  • Has somewhat high startup post-superflash.

Colors

Normal

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

Stand

Bad Company (Color 1)
Bad Company (Color 2)

Navigation

General
FAQ
Controls
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HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
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DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
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JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
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AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh