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
  • 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 4 - - -2 -

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 (10*2) Mid 6(1)1 - - -2 +2

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

  • Good height for stopping dash-jumps.
  • 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.
  • Can be used as a great stagger tool from far ranges due to its low pushback and long range.
5H
5H
JJASBR Koichi 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Mid 10 - - -10 -

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 6 - - -2 -

Koichi performs a stationary crouching kick.

  • Standard crouching jab.
  • Good for tick throws.
  • 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 8 - - -2 -

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

  • Great range for pokes and whiff punishes.
2H
2H
JJASBR Koichi 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Low 10 - - -10 HKD

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

  • Causes hard knockdown.
    • This hard knockdown is unique in that it does not override other hit effects.
  • Koichi's main normal for juggles.
  • Good for whiff punishes.
6H
6H
Stop it!
JJASBR Koichi 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid 16 - - -20 Crumple (-12 vs. Horse)

Koichi performs an advancing punch.

  • Causes crumple on hit.
  • Can be cancelled into Quick Stand On.
  • Due to how much Koichi moves forward during startup, as well as having a fairly long cancel window, it can essentially hit-confirm from any far hit.
JL
j.L
JJASBR Koichi Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Overhead 8 - - - -

Koichi performs a falling elbow attack.

  • Stubby aerial.
  • Koichi's best cross-up.
  • Good for jump-ins.
JM
j.M
JJASBR Koichi Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 (8*2, 10) Overhead 12 - - - -

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 16 - - - -

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

  • Good for jump-ins due to its range and ability 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 60 (10, 7*4, 22) Mid 18 - - -6 HKD
Medium 67 (17, 7*4, 22) Mid 18 - - -6 HKD
Heavy 74 (24, 7*4, 22) Mid 20 - - -6 HKD

Koichi sends Echoes ACT 1 out and attacks the opponent with sound effect attacks.

  • 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 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
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 15 (2*5, 5) Mid - - - - Crumple
Medium 17 (2*6, 5) Mid - - - - Crumple
Heavy 19 (2*7, 5) Mid - - - - Crumple

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

  • The version of this move to be used is determined by the version of "I'll never forgive you!" that was used prior.
  • Causes crumple on hit against grounded opponents.
    • Causes hard knockdown if the opponent has already been crumpled during the combo.
  • Can only be used if "I'll never forgive you!" hits.
    • When used in a combo, this move does not count as an input towards damage scaling.
  • Does not work well in any juggle situations.
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 18 - - - KD
Medium 0 Low 22 - - -6 KD
Heavy 0 Low 26 - - -10 KD

Koichi commands Echoes ACT 2 to place a "Boing!" sound effect on the ground, creating an air current below any who steps on it.

  • The point where the trap is placed changes depending on the version used.
  • The trap launches on hit.
  • Only one trap can be active at a time. The trap stays on the ground for ~5 seconds, but will immediately disappear if Koichi is hit.
  • Can be activated by Koichi walking over it, but it will not behave as an attack towards him.
    • The direction Koichi jumps after triggering the trap can be influenced by holding any horizontal/upward direction, with the selected direction being stored for future interactions until manually changed.
  • While it doesn't deal damage, it grants Koichi good control of the neutral due to its versatile placement points.
    • 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.

L version:

  • Places the sound effect directly below Koichi, immediately activating the trap upon use.
  • Cannot be Flash Canceled due to Koichi becoming airborne.

M version:

  • Places the sound effect in front of Koichi.

H version:

  • Places the sound effect about two characters away.
214X
Sizzle!
214L/M/H
JJASBR Koichi 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 (30, 10) Mid 22 - - 0 +4
Medium 50 (40, 10) Mid 24 - - -2 2
Heavy 60 (50, 10) Mid 26 - - -6 -2
Fire 10 Mid - - - - -

Koichi summons Echoes ACT 2, who tosses a "Sizzle!" sound effect outwards.

  • The sound effect is thrown at different arcs depending on the version used.
  • Causes burn on hit.
  • Creates an extra explosion hitbox if the projectile hits the ground.
    • This specific hitbox does not deal hitstun, but does deal blockstun (and thus Chip Damage) and can hit OTG.

L version:

  • Has the least horizontal range.

M version:

  • Moderate horizontal range.

H version:

  • Has the most horizontal range.
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) - - - - - KD
Medium 120 (10*2, 100) - - - - - KD
Heavy 140 (15*2, 110) - - - - - KD

Koichi crosses his arms, exploding outwards with a "Kaboom!" sound effect if the opponent attacks him.

  • The damage, startup, and recovery all depend on the version used.
  • Causes knockback on a successful activation.
  • Cannot be Flash Canceled.

L version:

  • Fastest startup with the least recovery.

M version:

  • Balanced startup and recovery.

H version:

  • Slowest startup with the most recovery.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Koichi Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 -

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 6 - - -2 -

Echoes ACT 3 performs a spinning backfist attack.

  • One of Koichi's best normals, being useful for both poking and whiff punishing.
  • 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 12 - - -12 -

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 6 - - -2 -

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 8 - - -2 -

Echoes ACT 3 performs a crouching hook.

  • Moves Echoes ACT 3 forward.
  • Good range for pokes and whiff punishes.
Stand 2H
2H
JJASBR Koichi Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -10 KD

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 8 - - - -

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 6 - - - KD

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 16 - - - -

Echoes ACT 3 attacks 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 18 - - +2 -
Medium 84 (7*7, 35) Mid 22 - - 0 -
Heavy 96 (7*8, 40) Mid 26 - - -2 -

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

  • The distance traveled by Echoes ACT 3 depends on 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.

L version:

  • Echoes ACT 3 stays next to Koichi.
  • A very important tool for block pressure and combos.

M version:

  • Echoes ACT 3 moves forward.

H version:

  • Echoes ACT 3 moves forward more.
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 30 - - -40 Groundbounce
Medium 79 (7*7, 30) Overhead 36 - - -44 Groundbounce
Heavy 91 (7*8, 35) Overhead 42 - - -48 Groundbounce

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

  • The distance Echoes ACT 3 moves changes depending on the version used.
  • The final hit causes a groundbounce and inflicts 3 Freeze for 1 second.
    • While all hits before the last one will inflict 3 Freeze for 2 seconds, the last hit overwrites this duration, and it is very unlikely for it to miss.
  • Stand Rush-compatible.
  • Can hit OTG.
  • Tracks the opponent's location within a certain distance.

L version:

  • Echoes ACT 3 stays next to Koichi.
  • The hitboxes do not reach far enough downwards to be able to reach downed opponents.

M version:

  • Echoes ACT 3 moves forward up to about 1/3 of the stage (unless the opponent is closer to Koichi than Echoes ACT 3's endpoint).

H version:

  • Echoes ACT 3 reaches nearly midscreen (unless the opponent is closer to Koichi than Echoes ACT 3's endpoint).
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 - - - - KD

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

  • Costs 2 HH Gauges.
  • Can only be performed while Koichi is grounded.
  • Launches the opponent away on hit, sending them too low to 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 6 3 - - -

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 midscreen, 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 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 s.623M.
Assist
Assist
S-H-I-T
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Koichi Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
91 (7*8, 35) Overhead - - - - Groundbounce

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
  • The final hit causes a groundbounce.
  • Inflicts 3 Freeze for 1 second.
  • Can hit OTG.
  • Tracks the opponent's location within a certain distance.
  • A particularly powerful assist that enables characters with Unblockable attacks (DIO, Diavolo, Pucci (Final), etc.) or Time Stop abilities (AW Diego, etc.) to set them up very easily.
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.
- - - - Total XX - -

(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 - - - - HKD

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

  • Inflicts 3 Freeze for 5 seconds.
  • Causes hard knockdown.
  • Deals roughly 50% Guard Damage on its own.
  • Can hit Kira's "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.

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 - - - - HKD

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 finishes the assault with a barrage of punches, the last of which applies increased gravity, smashing the victim harshly into the ground.

  • Inflicts 3 Freeze for 5 seconds.
  • Leaves the opponent at around mid-range.
  • Can whiff against crouching opponents.
  • Scales very poorly in long combos, making it not worth the meter cost in most situations. Mainly used for closing out rounds.

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)

Stand

Echoes (Color 1)
Echoes (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
Orb / Calla JJASBR Koichi Color 1.png Flag us.png
United States
@Orb535 Tournament Footage
YouTube Channel

Navigation

General
FAQ
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System
Esoterics
Character Data
Patch Notes
Glossary
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Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
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Old Joseph
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
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Rohan
Shigechi
Yuya
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Kosaku
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Steel Ball Run
Johnny
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AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh