Koichi Hirose (広瀬 康一, Hirose Kōichi) was confirmed to return for All-Star Battle R during the game's initial announcement trailer.[1]
His moveset is fundamentally the same as his from All-Star Battle, with a few tweaks being made to both balance the character and fit him into the overall gameplay tweaks that All-Star Battle R brought.
In the English localization of the game, Koichi's Stand, Echoes, is localized as "Reverb", carried on from its All-Star Battle debut.
Replacing Koichi's previous voice actor, Romi Park, is Yuki Kaji, who has voiced him since the Diamond is Unbreakable anime adaptation. Because of this, and like the majority of the game's roster, voicelines for Koichi were either added or re-recorded.
Koichi has 900 health and uses the Stand (スタンド, Sutando) Battle Style, fighting foes with Echoes. During a fight, he can use various moves from his appearance in Diamond is Unbreakable.
Koichi briefly summons Echoes ACT1 to whip its tail upward in a two-hitting attack.
Attack type: High Damage: 10 + 10 (20)
Standing Heavy Attack
ON GROUND
Koichi briefly summons Echoes ACT2 to whip its tail outward.
Attack type: High Damage: 30
Crouching Light Attack
+ ON GROUND
Koichi performs a crouching kick straight out.
Attack type: Low Damage: 11
Crouching Medium Attack
+ ON GROUND
Koichi briefly summons Echoes ACT1 to whip its tail outward along the ground.
Attack type: Low Damage: 20
Crouching Heavy Attack
+ ON GROUND
Koichi briefly summons Echoes ACT2 to whip its tail upward. If it hits the opponent, they'll be knocked to the ground in a hard knockdown.
Attack type: Low Damage: 30
Jumping Light Attack
IN AIR OK
Koichi performs an elbow drop.
Attack type: Middle Damage: 14
Jumping Medium Attack
IN AIR OK
Koichi briefly summons Echoes ACT1 to spin, whipping it's tail out, while they're in the air in a multi-hitting attack.
Attack type: Middle Damage: 8 + 8 +10 (26)
Jumping Heavy Attack
IN AIR OK
Koichi briefly summons Echoes ACT2 to whip it's tail out while airborne.
Attack type: Middle Damage: 30
Style/Specials/Etc. [Stand Off] (スタイル/特殊技/その他)
Stand On/Off (スタンドON/OFF, Sutando ON/OFF)
ON GROUND
Switches between User Mode and Stand Mode. Doing so summons or dismisses Echoes ACT3, changing the skills Koichi has access to.
Stop it!
+ ON GROUND
Koichi lunges forward and swings a fist with all his might. If the punch connects, the opponent crumples to the ground. A command normal that can chain into Koichi's skills. (Comboable)
Attack type: High Damage: 35
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Koichi falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Stand Off] (コマンド技)
I'll never forgive you!
+ // ON GROUND
Koichi summons ACT1 to fly forward a moderate distance and assault the opponent with loud and disruptive SFX. The distance ACT1 travels and the damage dealt increases in order, but the greater the increase, the more vulnerable Koichi becomes. This move has a follow-up. (Flash Cancel comboable)
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
(When "I'll never forgive you!" hits) // ON GROUND
ACT1 increases the number and volume of its SFX, causing the opponent to take damage multiple times and crumple from the noise. (Comboable)
Attack type: High Damage: 2 × 5 + 5 (15)
Sizzle!
+ // ON GROUND WHEN DOWNED
ACT2 throws its tail end as an arcing projectile SFX. If it hits the opponent, they will take damage and catch fire, causing them to gradually lose health over time for a few seconds. If it misses, it will leave flames on the ground for a short period of time instead. The opponent will then catch fire if they touch these flames. The distance the projectile is thrown and the damage dealt by the initial hit increases in order, but the greater the increase, the more vulnerable Koichi becomes. The height the projectile is tossed also decreases in this order. This move functions as an anti-air and can hit downed opponents, dealing a small amount of damage to them and setting them on fire. (Flash Cancel comboable)
Attack type: High Damage: 30 / 40 / 50 + 10 (60)
Kaboom!
+ // ON GROUND
A counter. Koichi boldly crosses his arms and side-glares at the opponent. If they strike him during that moment, SFX by ACT2 will reveal itself on Koichi and produce a forceful explosion, blowing them back. The damage dealt when activated increases in order, but the greater the increase, the more vulnerable Koichi becomes.
Attack type: Counter Damage: 100 / 120 / 140
Boing!
+ // ON GROUND TRAP
ACT2 slaps an SFX on the ground in front of Koichi as a trap. If the opponent comes in contact with it, they'll be blown upward into the air and land in a soft knockdown. The distance forward that ACT2 places the SFX increases in order, but the greater the increase, the more vulnerable Koichi becomes. If Koichi himself steps on it, he will be sprung high into the air akin to a Super Jump ability, allowing him to evade many of the opponent's attacks or set up his own attacks from the air. (Comboable)
Attack type: Low
Normals [Stand On] (通常技)
Standing Light Attack
ON GROUND
Echoes ACT3 jabs straight out.
Attack type: High Damage: 13
Standing Medium Attack
ON GROUND
Echoes ACT3 moves forward and swings the back of its fist out in a two-hitting attack.
Attack type: High Damage: 10 + 16 (26)
Standing Heavy Attack
ON GROUND
Echoes ACT3 flies forward while punching forward.
Attack type: High Damage: 31
Crouching Light Attack
+ ON GROUND
Echoes ACT3 performs a crouching jab.
Attack type: Low Damage: 12
Crouching Medium Attack
+ ON GROUND
Echoes ACT3 moves forward and punches straight out.
Attack type: Low Damage: 20
Crouching Heavy Attack
+ ON GROUND
Echoes ACT3 performs a slide kick. If it hits the opponent, they'll be knocked into the air.
Attack type: Low Damage: 32
Jumping Light Attack
IN AIR OK
Echoes ACT3 performs an aerial jab.
Attack type: Middle Damage: 16
Jumping Medium Attack
IN AIR OK
Echoes ACT3 performs an aerial uppercut, launching the opponent into the air on hit.
Attack type: Middle Damage: 10 + 18 (28)
Jumping Heavy Attack
IN AIR OK
Echoes ACT3 leans forward and performs a downward punch while airborne.
Attack type: Middle Damage: 36
Style/Specials/Etc. [Stand On] (スタイル/特殊技/その他)
Stand On/Off (スタンドON/OFF, Sutando ON/OFF)
ON GROUND
Switches between User Mode and Stand Mode. Doing so summons or dismisses Echoes ACT3, changing the skills Koichi has access to.
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Koichi falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Stand On] (コマンド技)
Hit them, ACT 3!
+ // ON GROUND
ACT3 flies forward a moderate distance while rapidly punching, pushing the opponent away. The distance ACT3 travels and the damage dealt increases in order, but the greater the increase, the more vulnerable Koichi becomes. (Flash Cancel comboable)
ACT3 rises upward and comes down, punching with the power of 3 Freeze active, knocking the opponent down. The distance forward ACT3 travels before delivering its downward barrage increases in order, but the greater the increase, the more vulnerable Koichi becomes. This skill functions as an anti-air, can strike a downed opponent, and inflicts 3 Freeze for a short duration. While under the effect of 3 Freeze, the opponent will be put in a gravitated state, preventing them from dashing in either direction, running, jumping, dodging, stylish guarding or dodging, Flash Canceling, or using skills, command normals, or Style actions (excluding Stand On/Off and Mounting). A Stand Rush skill that Koichi can disconnect from to freely act while it is executing. (Flash Cancel comboable)
Of note is that this skill will not lose its Middle-hitting property when Stand-Rushed, allowing Koichi himself to assail a defending opponent with crouching normals while ACT3 simultaneously attacks from above, resulting a high-low offense that is difficult to defend against.
(While taking damage or guarding) + for 2 HH ON GROUND
While being hit or guarding against attacks, ACT3 suddenly releases a potent burst of air that launches the opponent back. If the opponent is in the air when this skill is activated, instead of being pushed away, the opponent will instead be knocked to the ground. This is a combo-breaking skill that costs 2 stocks of the Heart Heat Gauge to use.
Attack type: Unblockable
Throw (投げ技)
Fwoosh!
2 ATK buttons near opponent or ( to back-throw) ON GROUND
Koichi shoves the opponent off-balance while ACT2 whips them with a "Whooosh!" SFX from its tail, sending them flying in the desired direction.
Attack type: Throw Damage: 100
Heart Heat Attack / Great Heat Attack (HHA / GHA)
Echoes ACT3: Freeze!
+ 2 ATK Buttons
ON GROUND
Koichi sends ACT3 flying forward a considerable distance, rapidly punching with the power of 3 Freeze active for an extended period of time. The opponent is pushed away, and the final hit will knock them down. Successfully landing the attack inflicts the 3 Freeze effect for about 5 seconds, preventing the opponent from dashing in either direction, running, jumping, dodging, stylish guarding or dodging, Flash Canceling, or using skills, command normals, or Style actions (excluding Stand On/Off and Mounting). This HHA does not require an initial hit to connect in order to work, and will not stop until it finishes or Koichi is interrupted. This HHA deals considerable Guard Gauge damage, dealing about half the Gauge, making it very easy for Koichi to get guard breaks if he so desires.
If this HHA hits Yoshikage Kira's GHA, Sheer Heart Attack, it will cause both it and Kira to be affected by 3 Freeze, causing SHA to slow down, use a unique voiceline, and Kira to perform a special animation where he holds his hand while crouching.
Attack type: High Damage: 5 × 14 + 120 (190)
Does this mean I've gotten stronger?!
+ 3 ATK Buttons or
ON GROUND
Koichi first summons Echoes ACT1 to throw a "BAM!" SFX projectile forward. If it connects, the opponent is assaulted by booming SFX loudly repeating itself, forcing them to cover their ears. ACT2 opportunistically flies in and slaps a "KaBOOM!" SFX on the floor under them, blasting them skyward. Finally, ACT3 suddenly appears above the airborne opponent and charges up 3 Freeze, before assaulting them with an intense barrage of punches. The final strike causes ACT3 to pass through the opponent, before they fall with increased gravity, smashing harshly into the ground.
This GHA inflicts the 3 Freeze effect for 5 seconds.
Due to how high ACT1 is when it throws the SFX, this GHA will miss against crouching and short opponents when used pointblank.
Attack type: High Damage: 318 / 381 / 477 (depending on HH gauge)
Assist System (アシストシステム)
Assault Assist (アサルトアシスト, Asaruto Ashisuto)
ON GROUND
A two-stock assist. Koichi lands in and summons Echoes ACT3 to rise into the air and come down, punching with the power of 3 Freeze active, knocking the opponent down and afflicting them with 3 Freeze, preventing them from dashing in either direction, running, jumping, dodging, stylish guarding or dodging, Flash Canceling, or using skills, command normals, or Style actions (excluding Stand On/Off and Mounting). Koichi then dismisses his Stand and poses before jumping back off-screen.
Attack type: Middle Damage: 91
Reversal Assist (リバーサルアシスト, Ribāsaru Ashisuto)
ON GROUND
A one-stock assist. Koichi jumps into the opponent while Echoes ACT3 punches them away. He then dismisses his Stand and poses before jumping back off-screen.
When hitting an aerial opponent, this attack no longer causes a soft knockdown, instead causing basic hitstun.
Style/Specials/Etc. [Stand Off] (スタイル/特殊技/その他)
Stop it!
+ ON GROUND
This command normal now causes a crumple instead of launching the opponent away. It is also now a High rather than a Middle. Furthermore, it executes faster now, making it slightly less reactable. It can also be canceled with Quick Stand on now.
Skills [Stand Off] (コマンド技)
I'll never forgive you!
+ // ON GROUND
Echoes ACT1 now travels much farther than it did in All-Star Battle for the and variants. Also, on hit, it now launches the opponent. It also does significantly more damage. Additionally, the translation for the name of this skill is slightly different. Formally, it was "I won't forgive you!" in place of "I'll never forgive you!".
"Ah, tranquility, seeping into a rocky crag, a cicada's trill"
(When "I'll never forgive you!" hits) // ON GROUND
The input for this follow-up has changed. Previously it was + // in place of //. The translation for the name of this skill is also different. Formally, it was "Cicada's cry etched in stone" in place of ""Ah, tranquility, seeping into a rocky crag, a cicada's trill"".
Sizzle!
+ // ON GROUND WHEN DOWNED
When ACT2 tosses its tail end, it's arc is now different based on what variant is inputted, with the and variants tossing the projectile a farther distance forward but at a lower angle. It also travels faster. The flames that the projectile leave on the ground now have a hitbox. If the opponent touches it, they will not take damage like they would if there were hit by the projectile, but they will catch fire and take damage because of that. The projectile can also hit downed opponents now. Additionally, the amount of damage it deals is much greater now and increases as the strength of the attack button does instead of staying the same across variants.
Kaboom!
+ // ON GROUND
When this counter is successfully activated, the opponent is not flung nearly as far as they were in All-Star Battle. The damage dealt when successfully activated is significantly higher now though.
Boing!
+ // ON GROUND TRAP
Where ACT2 places the "boing" SFX now changes based on the attack button inputted instead of being placed at the same distance, no matter the variant.
Normals [Stand On] (通常技)
Standing Light Attack
ON GROUND
This attack now causes a soft knockdown when hitting jumping opponents.
Standing Medium Attack
ON GROUND
Echoes ACT3 moves out a significant distance now when it attacks. This attack also hits twice now instead of only once.
Standing Heavy Attack
ON GROUND
Echoes ACT3 flies forward a greater distance than it did in All-Star Battle.
Crouching Medium Attack
+ ON GROUND
Echoes ACT3 moves forward a greater distance than it did in All-Star Battle.
Crouching Heavy Attack
+ ON GROUND
Instead of causing a hard knockdown on hit, the opponent is now launched into the air, suffering a soft knockdown when they hit the ground. This allows Koichi to extend his combos naturally without any special conditions or costs.
Jumping Medium Attack
IN AIR OK
The hitbox of this attack has been extended outward, allowing for this attack to now hit grounded opponents. It also now launches opponents on hit and hits twice instead of only once.
Skills [Stand On] (コマンド技)
Hit them, ACT 3!
+ // ON GROUND
While ACT3's travel distance still increases with the strength of the attack button, ACT 3 travels a significantly shorter distance than it did in All-Star Battle for all variants. This results in the opponent not getting pushed as far away from Koichi now. All the variants also deal less hits, resulting in them also dealing less damage.
S-H-I-T
+ // ON GROUND WHEN DOWNED
Instead of pausing before barraging the opponent, ACT3 now continues its movement immediately once it rises into position. However, to keep the duration of the skill similar, ACT3 now punches and travels downward slower than it did in All-Star Battle. The variants also deal more hits now, with the number of hits increasing as the strength of the attack button inputted does. Additionally, Echoes does not travel all the way to the ground when it attacks, and while this doesn't affect typical gameplay, this means that this skill is no longer able to hit and slow down Yoshikage Kira's GHA, Sheer Heart Attack.
Wh-What is this wind?!
(While taking damage or guarding) + for 2 HH ON GROUND
The input for this skill has changed. Previously it was + // in place of + . This skill will no longer knock Koichi back, meaning it also no longer damages him. It also no longer damages the opponent either though. Furthermore, it now costs two stocks of Heart Heat rather than only a portion of a single stock. Additionally, the translation of the name of this skill has changed. Formally, it was "This air pressure!?" in place of "Wh-What is this wind?!".
Heart Heat Attack / Great Heat Attack (HHA / GHA)
Echoes ACT3: Freeze!
+ 2 ATK Buttons
ON GROUND
ACT3 delivers its barrage slower than it did in All-Star Battle.
Does this mean I've gotten stronger?!
+ 3 ATK Buttons or
ON GROUND
The translation for the name of this GHA has changed. Previously it was "I'm really getting stronger?!" in place of "Does this mean I've gotten stronger?!".
General Changes
Koichi's run speed in User Mode has been reduced.
Medal List
Costumes & Tints
Costumes
Normal
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The player's health is decreased. The opponent's health continuously refills.
Secret Missions
1. Down your opponent: 1000 G 2. Land a Stylish Evade: Iggy Publicity Artwork 3. Land the "A 'nasty' habit" skill: Iggy's Theme 4. Win with a Great Heat Attack: Iggy Special Outfit A
Entrance Dialogue
Koichi: That's a Stand! Are you telling me a dog can be a Stand user?! Iggy: I'm on walkies, so get lost or I'll rip your leg off!
Victory Dialogue
Iggy: I can tell you're a dog lover, so I went easy on you.
Defeat Dialogue
Koichi: Wow, that was quite a shock! Maybe Police will develop a Stand next?
Koichi's theme is Does This Mean I've Gotten Stronger?! (ひょっとして成長したんですかァ!?, Hyottoshite Seichō shitan desu ka!?), and can be unlocked in-game by winning with a Dramatic Finish in All-Star Battle Mode's Koichi vs Yukako Yamagishi Normal Battle.
Its name is in reference to Koichi saying the line "Does that mean I got stronger again?" in Chapter 93 of Diamond is Unbreakable in response to Echoes ACT 2 evolving into Echoes ACT 3.
An ally from Part 4: Diamond is Unbreakable. He is the user of the StandEchoes, and one of Josuke Higashikata's classmates. Timid and unreliable at first, he slowly earns the trust of his friends, and even some enemy Stand users form a one-sided friendship with him. Although initially annoyed at Yukako Yamagishi's love for him, he eventually reciprocates her feelings.
User of the Stand Reverb and one of Josuke Higashikata 4's classmates. Weak and unreliable at first, he slowly earns the trust of his friends, and even some enemy Stand users. Yukako Yamagishi's affections for him are eventually reciprocated.
Koichi Hirose's Stand. At first, it appears in the form of an egg, but while fighting Tamami Kobayashi, it breaks its shell to be born.[3] Echoes evolves with Koichi, initially taking an insectoid form and gradually becoming more human. ACT1 and ACT2's skills are sound-based, while ACT3 has the ability to make matter heavier. The different ACTs can be utilized depending on the situation.
Koichi Hirose's Stand, first revealing itself fighting Tamami. Reverb evolves with Koichi, initially taking an insectoid form and gradually becoming more human. Acts 1 and 2's skills are sound-based, while Act 3 makes the opponent heavier.
The cliffside where Koichi and Yukako fought. It became infamous due to an urban legend about a young woman who was bounced gently along the rocks with a "boyoyoing" while attempting suicide. Located in the northeastern part of Morioh.
The cliffside where Koichi and Yukako fought. It's famous for the urban legend about a young woman who jumped to her death, only to be bounced gently along the rocks below with a boing. Located in the northeastern part of Morioh Town.
Increased number of hits so it is easier to use in combos. (2 hits)
Crouching Heavy Attack [Stand On]
Increased duration of hitbox.
This move now knocks the opponent into the air instead of knocking them to the ground.
Increased amount of float.
Decreased recovery time.
Jumping Medium Attack [Stand On]
Increased number of hits so it is easier to use in combos. (2 hits)
Increased damage.
Jumping Heavy Attack [Stand On]
Increased duration of hitbox.
Increased damage.
"S-H-I-T" skill ( and versions)
Added ability to hit downed opponents.
1.6.0
Crouching Heavy Attack [Stand On]
Increased recovery time.
2.0.0
3 Freeze
When affected by 3 Freeze (put in a gravitated state), the opponent can no longer Dodge.
Backdash
Fixed Koichi's hurtbox so that it matches the animation rather than extending above where he visually is.
Throw
Increased recovery time.
Added ability to Flash Cancel the recovery when successful.
This makes it so while it is still possible to connect "S-H-I-T" after a throw, it can only be done at the cost of Heart Heat.
"Boing!" skill
Fixed a bug where if Koichi used this skill and then activated this trap himself while in Stand Mode, it would prevent him from dismissing Echoes.
"S-H-I-T" skill
Decreased the total duration of 3 Freeze applied by the last hit.
This change applies to the Assault Assist as well as this is the skill it uses.
"Echoes ACT 3: Freeze!" HHA
Fixed a bug where, if Echoes triggered a trap previously placed by the "Boing!" skill while Koichi was in Stand Mode, Koichi would continue performing this HHA.
2.1.0
3 Freeze (Gravitated state)
Fixed a bug where the opponent would not be able to Dodge when affected by 3 Freeze.
Added ability to Stylish Guard and Stylish Evade while affected by 3 Freeze.
Standing Medium Attack [Stand Off]
Increased number of hits.
Decreased pushback to improve usability.
Jumping Medium Attack [Stand Off]
Increased number of hits.
Increased damage.
"Stop it!" special
Added the ability to cancel this command normal with Quick Stand on.
Increased the distance Koichi moves forward while attacking.
"Sizzle" skill
Added a hitbox to the flames the SFX projectile leaves on the ground.
Added the ability for the SFX projectile to hit downed opponents.
Decreased the time it takes for the SFX projectile to spawn for the and variants.
Adjusted the trajectory of the SFX projectile for the and variants.
2.2.0
"Sizzle!" skill
Increased the number of hits for the and variants.