Bloody Roar Extreme/Bakuryu the Mole/Moves

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String List

Punch Strings

  • PunchPunchPunchPunchForwardPunch

Move List

Basic Moves
Strings

Punch Moves

5P
5P
Knife Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 High 7 2 18 10 17 16 16

Bakuryu jabs in front of him. Tied with Kohryu for the fastest jab in the game.

6P
6P
Flowing Knife Horizontal
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 High 19 4 21 11 22 19 21
  • Causes Turnaround on Counter Hit
  • Bakuryu moves to the side on startup

Bakuryu spins to the side while performing a horizontal chop.

4P
4P
Flowing Knife Vertical
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Middle 15 4 24 14 28 25 28
  • Causes Stagger on Counter Hit

Bakuryu takes a step back, then performs a vertical chop while stepping forward.

2P
2P
Flowing Line
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low / Middle 10 2 21 10 16 16 16
  • High Crush for the entire move

Crouching, open palm jab.

1P
1P
Katana Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Low 17 3 21 12 23 20 22

Bakuryu turns around while swiping the opponent's feet.

3P
3P
Flowing Shadow
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Middle 22 3 29 14 28 25 28
  • High Crush between frames 15-18

Ducking for a brief moment, Bakuryu attacks with both arms, which move up (front) and down (rear). Both of Bakuryu's arms have hitboxes.

7/8/9P
7/8/9P
Reverse Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 High 5 0 34 - - - -
  • Considered backturned from frame 26 until the end of the move
  • Low Crush between frames 8-38
  • Considered airborne between frames 8-36

Bakuryu performs an evasive jump forward. This jump can go over an opponent, but if Bakuryu ends up in front of them, he will not switch his facing upon landing, leaving him vulnerable.

bt.P
bt.P
Crashing Eyes
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 High 11 2 14 10 20 17 19
  • Backturned Attack

Bakuryu slaps the opponent while turning around.

bt.2P
bt.2P
Rolling Knife
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low / Middle 10 2 21 10 16 16 16
  • Backturned Attack

From a crouching position, Bakuryu punches the opponent while turning around. Cannot High Crush despite being a crouching move.

66P
66P
Double Destruction
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 3 31 15 29 26 29
  • Causes Knockback on Counter Hit

Bakuryu performs a double palm thrust while sliding forward a short distance.

Running P
wr.P
Ground Sweeping Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Low 14 3 27 17 33 30 34
  • Causes Trip on Counter Hit
  • High Crush between frames 1-22

While sliding forward, Bakuryu swipes his opponent's feet.

22P
22P / 2[2]P
Shadow Bound
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
4 Low 32 4 38 10 13 16 16
  • Can hit opponents during a Tech Roll

Bakuryu steps back, then strikes the ground, creating an electric shockwave around him. This move paralyzes the opponent on hit, leaving them in an airborne state; if the paralysis ends naturally, they will be knocked down.

Despite Bakuryu's low stance during the move, this attack cannot High Crush.

JP
j.P
Flying Knife
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 High / Middle 4 6 19 10 17 16 16
  • Can chain into itself once

An aerial punch.

J4/6P
j.4/6P
Flying Dragon Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 19 5 27 17 34 31 35
  • Guard Break
  • Causes Groundbounce on hit

An airborne, double hammerfist punch. Move is the same regardless of input.

Pursuit P
Pursuit P
Merciless Stab
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 Low / Middle 12 2 49 10 17 16 16
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Bakuryu stabs the downed opponent.

Kick Moves

5K
5K
Flowing Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 High 9 2 22 11 21 18 20

Bakuryu performs a high kick.

6K
6K
Half Moon Drop
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 23 3 20 14 27 24 27
  • Causes Groundbounce on Counter Hit
  • Low Crush between frames 6-26
  • Considered airborne between frames 7-25

Bakuryu performs an axe kick while doing a flip jump forward.

4K
4K
Shadow Knife Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 4 23 14 27 24 27
  • Causes Stagger on Counter Hit
  • Bakuryu moves to the side on startup

Bakuryu does a jumping sobat kick.

2K
2K
Low Stabbing Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
9 Low 12 2 21 10 18 16 16
  • High Crush for the entire move

Bakuryu does a low kick.

1K
1K
Shadow Remover
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
13 Low 17 6 32 11 22 19 21
  • Causes Trip on hit
  • Low Crush between frames 1-39

Bakuryu performs a sweep kick.

3K
3K
Shin Shot
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 15 2 21 11 21 18 20

Bakuryu kicks his opponent's shins. A standing low.

Despite being a crouching move, this attack cannot High Crush.

7/8/9K
7/8/9K
Rolling Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 14 7 20 14 27 24 27
  • Causes Launch on Counter Hit
  • Low Crush between frames 15-39
  • Considered airborne between frames 16-36

Bakuryu performs a flip kick. Active frames reach slightly behind Bakuryu.

bt.K
bt.K
Back Drop Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 High 12 5 15 12 23 20 22
  • Backturned Attack
  • Causes Launch on hit

Bakuryu performs a roundhouse kick while turning around.

bt.2K
bt.2K
Bakuryu Step
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 15 3 16 10 19 16 17
  • Backturned Attack
  • Causes Trip on hit

Bakuryu turns around, then kicks his opponent's shins. Another standing low.

Despite being a crouching move, this attack cannot High Crush.

66K
66K
Explosive Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 13 3 24 11 21 18 20
  • Causes Launch on hit
  • Low Crush between frames 11-35
  • Considered airborne between frames 13-30

Bakuryu kicks upwards while jumping.

Running K
wr.K
Shaky Sky Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
24 High 18 5 25 17 33 30 34
  • Causes Knockback on hit
  • Low Crush between frames 13-39
  • Considered airborne between frames 13-35

Bakuryu does a flying kick.

22K
22K / 2[2]K
Bakuryu Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 5 45 14 27 24 27
  • Causes Stagger on Counter Hit
  • High Crush between frames 1-17
  • Low Crush between frames 22-62
  • Considered airborne between frames 8-9, 19-60

Bakuryu performs a spring jump with his hands, attacking with his legs during the ascent.

JK
j.K
Somersault Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 High / Middle 8 6 19 10 19 16 16
  • Can chain into itself once

A jumping kick.

J4/6K
j.4/6K
Flying Dragon
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 2 49 15 29 26 29
  • Guard Break
  • Causes Knockback on hit

A dropkick. The input used determines if Bakuryu kicks to the front or to the back.

Pursuit K
Pursuit K
Chasing Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 Low / Middle 17 2 43 10 17 16 16
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Bakuryu kicks the opponent.

Beast Moves

5B
5B
Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 High 9 2 17 11 21 18 20

Bakuryu swipes the opponent's face with his claw.

6B
6B
Poisonous Claw EX
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 Middle 13 2 22 10 20 17 19

Bakuryu takes a step forward, after which he'll stab the opponent with his claw.

4B
4B
Shadow Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 3 46 14 24 24 27
  • Guard Break
  • Causes Groundbounce on hit

Bakuryu swipes downward with both arms.

2B
2B
Low Poisonous Claw Slash
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low 11 3 20 10 16 16 16

Bakuryu swipes the opponent's feet with his claw.

1B
1B
Running Through
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 15 4 24 14 27 24 27
  • Causes Launch on hit
  • High Crush between frames 1-8, 39-End
  • Middle Crush between frames 1-8

Bakuryu performs an overhead arcing slash with his claw.

3B
3B
Ground Sweeping Shot
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Low 19 4 41 12 23 20 22
  • Causes Trip on hit
  • High Crush for the entire move
  • Considered airborne between frames 43-46

Bakuryu slides while lying on the ground. The move's active frames are deceptively short, only covering about half of the slide motion.

7/8/9B
7/8/9B
Super Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
17 Middle 17 3 27 13 26 23 26
  • Causes Groundbounce on hit
  • Low Crush between frames 9-43
  • Considered airborne between frames 11-23

Bakuryu jumps forward while stabbing the opponent with both claws.

bt.B
bt.B
Hara-saki
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
16 Middle 12 3 23 13 25 22 25
  • Backturned Attack
  • Causes Knockdown on hit

Bakuryu slashes with his claws while turning around.

bt.2B
bt.2B
Low Leg Slasher
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Low - - 22 - - - -
  • Backturned Attack
  • Does not turn Bakuryu around

Bakuryu crawls in the direction he's facing. This move does not have any effect on the opponent.

66B
66B
Double Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 16 5 28 15 29 26 29
  • Guard Break
  • Causes Knockback on hit

While sliding forward, Bakuryu performs a double stab with his claws.

Running B
wr.B
Double Poisonous Tornado
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
22 Middle 14 8 59 19 37 34 39
  • Guard Break
  • Causes Knockback on hit

Bakuryu launches himself to the front like a torpedo, damaging the opponent. At the end of the move (regardless of hit, block or whiff), he will spring himself back up; this last act leaves Bakuryu backturned.

22B
22B / 2[2]B
Dragon Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 28 4 45 10 19 16 17
  • Causes Launch on hit
  • Cancel Point OK
  • Air Cancel OK
  • Can hit opponents during a Tech Roll

Bakuryu strikes the ground, creating a shockwave around him. Because it launches the opponent, Bakuryu can jump to chain into an air combo. As it can be canceled into specials, 2[2]B xx 236P tends to be a quick source of damage.

JB
j.B
Somersault Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 4 7 21 11 21 18 20
  • Causes Launch on hit
  • Can chain into itself once

Bakuryu kicks upwards.

J4/6B
j.4/6B
Air Collision Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 11 12 24 17 34 31 35
  • Causes a Groundbounce on hit
  • Carries slight forward momentum

Bakuryu slashes with his claws while doing a front flip.

Pursuit B
Pursuit B
Mukura-saki
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low / Middle 32 2 54 10 19 16 17
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Bakuryu slashes the opponent with his claw.

Throws

Neutral Throw
Neutral Throw
6G against a standing opponent
Human
Human
Beast
Beast
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Human
Head Spinning
35 High 1 1 34 - - - -

Bakuryu holds his opponent's arms, using them to swing between their legs, after which he jumps from the opponent's back. On a successful throw, Bakuryu will switch sides, be left backturned and (when used midscreen) far away from the opponent.

Beast
Deadly Tornado Throw
30 High 1 1 34 - - - -

Bakuryu jumps towards the opponent's head; once there, he will rotate, causing damage with his claws. Both Bakuryu and his opponent will switch sides, but will end up facing each other.

Crouching Throw
Tearing Shadow
6G against a crouching opponent
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Tearing Shadow 0 High 1 1 34 - - - -

Bakuryu vaults over the opponent, ending on their back. This is a multi-stage throw, its followup dependent on additional inputs. If no input is used, the throw ends here, with both Bakuryu and his opponent facing the same direction.

6G > 2G 0 - - - - - - - -

Holding 2G during the throw's execution will make Bakuryu teleport in front of the opponent. It takes 7 frames for Bakuryu to reappear upon going invisible.

6G > 8G 30 - - - - - - - -

Holding 8G during the throw's execution will make Bakuryu execute the second part of the throw, proceeding to perform a suplex against the opponent.

Back Throw
Reversal Line Drop
6G against a backturned opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
33 High 1 1 34 - - - -

Bakuryu grabs the opponent, jumps and places them upside down, crashing their head against the ground.

Air Throw
Line Drop
6G against an airborne opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 High 1 1 34 - - - -

Bakuryu places the opponent below him, landing on top of them upon reaching the ground.

Command Throw
Super Snow Light Line Drop
236G
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15, 18 High 1 1 34 - - - -
  • Second portion causes Knockback on hit
  • Can cancel the second portion with G
    • Cancel window denoted by Guard Break VFX/SFX

Bakuryu launches the opponent with a palm attack. Afterwards, he will teleport to attack the helpless opponent with an elbow.

Generally, when used midscreen, Bakuryu and the opponent will land on opposite ends of the stage. However, depending on the distance between Bakuryu and the wall, it's possible for the opponent to fall between the wall and Bakuryu; in this instance, Bakuryu will autocorrect himself in the second portion of the throw.

Special Moves

236P
Snow Light Line Drop
236P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
1, 33 High 11 8 53 10 13 16 16
  • Hitgrab
  • Can cancel with G on frames 1-10
  • Does not catch grounded opponents

Bakuryu performs a rising uppercut while jumping. If an airborne opponent is hit by it, Bakuryu will grab them in order to slam them against the ground. Bakuryu will end up in a backturned state if the initial uppercut misses.

A common combo ender for Bakuryu, primarily used from his launchers to secure a knockdown. However, its rather narrow initial hitbox can lead to it missing against certain characters (particularly Long and Shenlong's Beast Forms).

Because the catch portion can only happen against airborne opponents, the move becomes wildy unsafe (on hit, even) against a grounded opponent; as Bakuryu lands in a backturned state, he is left quite exposed.

214P
Air Current Attack
214P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7x9 Middle 40 1x9 35 10x9 16x9 16x9 16x9
  • Guard Attack
  • Hits 4-9 cause Knockback on hit
  • Light Guard on upper body between frames 1-34
  • Can cancel with G on frames 1-39

Bakuryu accumulates energy, which he discharges through his palm.

64P
Flying Line Drop
64P
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Counter 0 - 2 33 - - - - -
Catch 18 Middle 43 13 36 ? ? 12 ?
  • Counter
  • Counter frames 2-34
  • Causes Groundbounce on hit
  • Does not work against Low-attribute attacks

Bakuryu assumes a ninja pose. If hit by a High or Middle attack, he will teleport to the top of the screen and drop down to attack.

Unfortunately, the attack itself is just too slow to be practical, despite how fast the Counter portion comes into effect.

28P
Heavenly Line Drop
28P
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Run - - - - - - - - -
  • Hitgrab
  • Switches sides
  • Can cancel with G on frames 1-12

Upon use, Bakuryu runs along an invisible surface, from which he jumps. At this point, two outcomes will happen on hit.

Air 1, 30 Middle 30 18 43 10 13 16 16

If Bakuryu comes in contact with an airborne opponent during the jump, he will perform the catch portion of 236P (although with reduced damage).

Ground - - - - - - - - -

On the other hand, upon landing, Bakuryu will attempt to use one of his Basic Throws against the opponent. Of note is that specifically in this instance, these throws do not have whiff animations.

The Throw executed depends on the opponent's state (Stand / Crouch / Back), generally being identical to the originals. However, there are some unique scenarios:

  • Against backturned opponents, Bakuryu performs the second, damaging portion of his Back Throw, skipping the first part entirely.
  • When using the move in Beast Form, Bakuryu uses the Human Form version of his Neutral Throw when grabbing from the front.
236K
Smoke Bomb
236K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Middle 17 1 24 10 13 16 16
  • Can cancel with G on frames 1-17

Bakuryu drops a smoke bomb, then teleports a short distance in front of him. It takes 7 frames for Bakuryu to reappear upon going invisible.

If close enough to the opponent, Bakuryu can teleport through them; however, should he end up in front of them (either due to being too far away or because their back is touching the wall), he will reappear with his back towards them.

Bakuryu has a Bomberman easter egg with his smoke bomb: when canceled, it has a small chance of exploding in a large cross shape, just like in Bomberman. This effect is merely cosmetic, however.

214K
Smoke Spiral Kick
214K
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Smoke Spiral Kick 26 Middle 27 19 39 ? ? 26 ?
  • Causes Knockdown on hit
  • Can cancel with G on frames 1-18

Bakuryu drops a smoke bomb and teleports, much like 236K. However, unlike that version, Bakuryu teleports above and attacks on the way down.

The attacks changes a bit depending on certain inputs. Regardless of the version used, it takes 10 frames for Bakuryu to reappear upon going invisible.

214K > [2] 20 Low 30 13 51 15 29 26 29
  • Causes Trip on hit

Holding 2 during 214K makes Bakuryu delay the attack, turning it into a low sweep.

214K > [P] 0 - - - 54 - - - -

On the other hand, holding P during 214K turns the move into a feint, lacking any damage capabilities.

64K
Ground Line Drop
64K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Middle 2 1 26 - - - -
  • Counter
  • Counter frames 2-34
  • Does not work against High- or Middle-attribute attacks

Bakuryu assumes a ninja pose while crouching. If hit by a Low attack, he will teleport behind the opponent.

28K
Heavenly Lighting
28K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 44 10 17 15 29 26 29
  • Causes Groundbounce on hit
  • Can cancel with G on frames 1-12

Similar to 28P, Bakuryu runs along an invisible surface. Unlike 28P, however, Bakuryu will attack with a divekick.

236B
Bakuryu Heading
236B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10, 28 Middle 21 3 35 10 19 16 17
  • Guard Break
  • Hitgrab

Bakuryu runs a short distance with his claw extended. On a successful hit, Bakuryu will stab the opponent, then forcefully remove his claw.

214B
Rising Scrape Up
214B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 20 3 34 23 45 42 49
  • Causes Launch on hit
  • Air Cancel OK
  • Can cancel with G on frames 1-19

Bakuryu uppercuts the opponent with his claw.

Beast Drives

Double Inferno
Double Inferno
236236B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
16, 60 Middle 22 5 47 14 27 24 27
  • Guard Break

Bakuryu swipes the opponent's chest with his claw. If he scores a hit, he will proceed to create a mirage to assist him in engulfing the opponent on fire; afterwards, both Bakuryu and the mirage strike the opponent.

Magic Spear
Magic Spear
214214B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
9, 49 Low 37 2 84 10 19 16 17
  • Guard Break

Bakuryu digs into the earth, reappearing right where the opponent is. If he hits the opponent, he will performs a series of attacks in his human form to finish with an Izuna Drop.

Because this Beast Drive tracks the opponent's location, it could be used to potentially snipe an unsafe maneuver. Nevertheless, caution is to be exercised, as not only is the move very unsafe on block, it also leaves Bakuryu very close to the opponent.

Navigation

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Characters
Alice the Rabbit
Bakuryu the Mole
Busuzima the Chameleon
Cronos the Phoenix
Fang the Wolf
Gado the Lion
Ganesha the Elephant
Jenny the Bat
Kohryu the Iron Mole
Long the Tiger
Marvel the Leopard
Shenlong the Tiger
Stun the Insect
Uranus the Chimera
Uriko the Half-Beast
Xion the Unborn
Yugo the Wolf