Bloody Roar Extreme/Kohryu the Iron Mole: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{BREX Character Intro|char=kohryu|short=koh|content=
{{BREX Character Intro|char=Kohryu|short=koh|content=
==Introduction==
==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.
With a moveset and gameplan similar to {{NotationIcon-BREX|BakuryuMini}}'s, '''Kohryu''' is primarily a hit-and-run character. However, he places greater emphasis on 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 Counters and AoE-based ducking attacks for better hitboxes and improved teleports, gaining several unique follow-ups off of them (including a divekick and a homing drill kick). His status as a heavyweight character, combined with a higher defense rating, grant Kohryu much more staying power, letting him go toe-to-toe with his opponent more easily.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[File:BREX icon kohryu.png|32px]] '''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.
| intro = [[File:BREX Kohryu Icon.png|32px]] '''Kohryu''' is a defense-focused character whose array of teleports and projectiles allow him to play a hit-and-run style that holds life leads well.
| pros =
| pros =
* '''Great Defense:''' Much like his counterpart, Bakuryu, Kohryu has access to great mobility and a very fast jab, which when combined with his exceptionally strong Guard Attack, gives him a lot of options for stopping the opponent's offense in its tracks.
* '''Great Defense:''' Much like his counterpart, Kohryu has access to great mobility and a very fast jab. When combined with his exceptionally strong Guard Attack, this gives him a lot of options for stopping the opponent's offense in its tracks.
* '''Powerful Space Control:''' On top of the excellent anti-air that is the Izuna Drop, Kohryu also has access to a powerful projectile attack and several teleports, which allow him to control and hold space in whatever way he chooses.
* '''Powerful Space Control:''' On top of the excellent anti-air that is the Izuna Drop, Kohryu also has access to a powerful projectile attack and several teleports, which allow him to control and hold space in whatever way he chooses.
* '''Hardy:''' One major advantage that Kohryu has over Bakuryu is much better defensive stats. Sporting a naturally high defense modifier and a high weight class, Kohryu gets a lot of second chances when he makes mistakes in neutral or on defense.
* '''Hardy:''' Sporting a naturally high defense modifier and a high weight class, Kohryu gets a lot of second chances when he makes mistakes in neutral or on defense.
  |cons =
  |cons =
* '''Poor Mixup:''' Being a defensively-focused character means that Kohryu's means of opening up his opponents are few and far between. While he does have access to a very strong command throw, he doesn't have much else to convince opponents to think very hard about how they want to block.
* '''Poor Mixup:''' Being a defensive character means that Kohryu's means of opening up his opponents are few and far between. While he does have access to a very strong Command Throw, he doesn't have much else to convince opponents to think very hard about how they want to block.
* '''Has Trouble Accessing Damage:''' Kohryu can deal some pretty significant damage, but the majority of that will come either from his command throw, or from his Hyperbeast form. This means that while his kit gives him a lot of ways to hold a life lead, it doesn't give him much in the way of making up a life deficit.
* '''Has Trouble Accessing Damage:''' Kohryu can deal some pretty significant damage, but the majority of that will come either from his Command Throw, or from his Hyperbeast Form. As a result, while his kit gives him a lot of ways to hold a life lead, it doesn't give him much in the way of making up a life deficit.
* '''Low Threat Beast:''' On top of his inconsistent access to high damage, Kohryu's Beast form sports the lowest Beast attack modifier in the entire game, which further compounds the difficulty he faces in making comebacks.
* '''Low Threat Beast:''' On top of his inconsistent access to high damage, Kohryu's Beast Form sports the lowest Beast damage modifier in the entire game, which further compounds the difficulty he faces in making comebacks.
| tablewidth = 80
| tablewidth = 80
}}
}}
}}


Line 22: Line 23:
| hm-def            = 0.80
| hm-def            = 0.80
| hm-fwalk          = 23.17
| hm-fwalk          = 23.17
| hm-bwalk          = -
| hm-bwalk          = 21.50
| hm-dash          = -
| hm-dash          = -
| hm-bddist        = 17.88
| hm-bddist        = 17.88
Line 32: Line 33:
| bs-hprec          = 21
| bs-hprec          = 21
| bs-fwalk          = 25.06
| bs-fwalk          = 25.06
| bs-bwalk          = -
| bs-bwalk          = 17.50
| bs-dash          = -
| bs-dash          = -
| bs-bddist        = 18.00
| bs-bddist        = 18.00
Line 42: Line 43:
| hb-hprec          = 21
| hb-hprec          = 21
| hb-fwalk          = 25.06
| hb-fwalk          = 25.06
| hb-bwalk          = -
| hb-bwalk          = 17.50
| hb-dash          = -
| hb-dash          = -
| hb-bddist        = 18.00
| hb-bddist        = 18.00
Line 50: Line 51:


===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 be canceled 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 use Air Recovery.


==Key Moves==
==Key Moves==
Line 78: Line 79:
}}
}}


}}
==Navigation==
 
{{Navbox-BloodyRoarEX}}
{{Navbox-BloodyRoarEX}}
[[category:Kohryu the Iron Mole]]
[[Category:Bloody Roar Extreme]]
[[Category:Bloody Roar Extreme]]

Latest revision as of 11:55, 10 June 2024

Introduction

With a moveset and gameplan similar to BREX Bakuryu Small Icon.png Bakuryu's, Kohryu is primarily a hit-and-run character. However, he places greater emphasis on 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 Counters and AoE-based ducking attacks for better hitboxes and improved teleports, gaining several unique follow-ups off of them (including a divekick and a homing drill kick). His status as a heavyweight character, combined with a higher defense rating, grant Kohryu much more staying power, letting him go toe-to-toe with his opponent more easily.

Playstyle
BREX Kohryu Icon.png Kohryu is a 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
  • Great Defense: Much like his counterpart, Kohryu has access to great mobility and a very fast jab. When combined with his exceptionally strong Guard Attack, this gives him a lot of options for stopping the opponent's offense in its tracks.
  • Powerful Space Control: On top of the excellent anti-air that is the Izuna Drop, Kohryu also has access to a powerful projectile attack and several teleports, which allow him to control and hold space in whatever way he chooses.
  • Hardy: Sporting a naturally high defense modifier and a high weight class, Kohryu gets a lot of second chances when he makes mistakes in neutral or on defense.
  • Poor Mixup: Being a defensive character means that Kohryu's means of opening up his opponents are few and far between. While he does have access to a very strong Command Throw, he doesn't have much else to convince opponents to think very hard about how they want to block.
  • Has Trouble Accessing Damage: Kohryu can deal some pretty significant damage, but the majority of that will come either from his Command Throw, or from his Hyperbeast Form. As a result, while his kit gives him a lot of ways to hold a life lead, it doesn't give him much in the way of making up a life deficit.
  • Low Threat Beast: On top of his inconsistent access to high damage, Kohryu's Beast Form sports the lowest Beast damage modifier in the entire game, which further compounds the difficulty he faces in making comebacks.


Stats

Human

Weight Attack Defense Walk (Forward) Walk (Backward) Dash/Run Backdash (Distance) Backdash (Duration) Jump Height
1050 100% 0.80 23.17 21.50 - 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 17.50 - 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 17.50 - 18.00 36 -

Ability Plus

  • Any Cancel B: All normals and specials become special-cancelable; a special cannot cancel into itself, but can be canceled into other specials.
  • Power Launcher: All launching attacks disable the opponent's ability to use Air Recovery.

Key Moves

5P
5P
{{{name}}}
[[File:BREX_{{{char}}}_5P.png | 175x250px | center|class=lazyimg]]
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
- - - - - - - - -
  • special property

move description

Navigation

General
FAQ
Controls
Stages
HUD
System
Advanced Mechanics
Character Data
Glossary
Debug Menu
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