Bloody Roar Extreme/Kohryu the Iron Mole: Difference between revisions
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| hm-atk = 100% | | hm-atk = 100% | ||
| hm-def = 0.80 | | hm-def = 0.80 | ||
| hm-fwalk = | | hm-fwalk = 23.17 | ||
| hm-bwalk = - | | hm-bwalk = - | ||
| hm-dash = - | | hm-dash = - | ||
| hm-bddist = | | hm-bddist = 17.88 | ||
| hm-bddur = | | hm-bddur = 36 | ||
| hm-jump = - | | hm-jump = - | ||
| bs-weight = 1600 | | bs-weight = 1600 | ||
Line 31: | Line 31: | ||
| bs-def = 1.00 | | bs-def = 1.00 | ||
| bs-hprec = 21 | | bs-hprec = 21 | ||
| bs-fwalk = | | bs-fwalk = 25.06 | ||
| bs-bwalk = - | | bs-bwalk = - | ||
| bs-dash = - | | bs-dash = - | ||
| bs-bddist = | | bs-bddist = 18.00 | ||
| bs-bddur = | | bs-bddur = 36 | ||
| bs-jump = - | | bs-jump = - | ||
| hb-weight = 1600 | | hb-weight = 1600 | ||
Line 41: | Line 41: | ||
| hb-def = 1.00 | | hb-def = 1.00 | ||
| hb-hprec = 21 | | hb-hprec = 21 | ||
| hb-fwalk = | | hb-fwalk = 25.06 | ||
| hb-bwalk = - | | hb-bwalk = - | ||
| hb-dash = - | | hb-dash = - | ||
| hb-bddist = | | hb-bddist = 18.00 | ||
| hb-bddur = | | hb-bddur = 36 | ||
| hb-jump = - | | hb-jump = - | ||
}} | }} | ||
===Ability Plus=== | ===Ability Plus=== | ||
'''Any Cancel B:''' All normals and specials become special-cancelable; a special cannot cancel into itself, but can cancel into other specials. | *'''Any Cancel B:''' All normals and specials become special-cancelable; a special cannot cancel into itself, but can cancel into other specials. | ||
*'''Power Launcher:''' All launching attacks disable the opponent's ability to Air Tech. | |||
'''Power Launcher:''' All launching attacks disable the opponent's ability to Air Tech. | |||
==Key Moves== | ==Key Moves== |
Revision as of 07:51, 23 July 2022
Introduction
With a moveset and gameplan similar to Bakuryu's, Kohryu is primarily a hit-and-run character. However, Kohryu is able to play more of a defensive game thanks to his Inferno projectile, Mesmerism air freeze and a better Guard Attack which, uniquely, protects him from throws. Kohryu trades in Bakuryu's Counter attacks for better teleports, and gains several unique followups off of them (including a divekick and homing drill kick). Many of Kohryu's attacks also have better hitboxes than his fleshy counterpart, though at the cost of not having Bakuryu's AoE-based ducking attacks. Unlike Bakuryu, Kohryu is also a heavyweight character, making him much harder to combo; this, combined with his higher defense rating, gives him much more staying power, letting him go toe-to-toe with his opponent far more easily than Bakuryu.
File:BREX icon kohryu.png Kohryu is a hardy defense-focused character whose array of teleports and projectiles allow him to play a hit-and-run style that holds life leads well. | |
Pros | Cons |
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Stats
Human
Weight | Attack | Defense | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|
1050 | 100% | 0.80 | 23.17 | - | - | 17.88 | 36 | - |
Beast
Weight | Attack | Defense | HP Recovery | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|---|
1600 | 119% | 1.00 | 21 | 25.06 | - | - | 18.00 | 36 | - |
Hyperbeast
Weight | Attack | Defense | HP Recovery | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|---|
1600 | 119% | 1.00 | 21 | 25.06 | - | - | 18.00 | 36 | - |
Ability Plus
- Any Cancel B: All normals and specials become special-cancelable; a special cannot cancel into itself, but can cancel into other specials.
- Power Launcher: All launching attacks disable the opponent's ability to Air Tech.
Key Moves
5P
5P {{{name}}} [[File:BREX_{{{char}}}_5P.png | 175x250px | center|class=lazyimg]]
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