Bloody Roar Extreme/Kohryu the Iron Mole: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
mNo edit summary |
||
(14 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{BREX Character Intro|char=Kohryu|short=koh|content= | |||
==Introduction== | ==Introduction== | ||
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 | ||
| | | 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 = | |||
|- | * '''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. | ||
* | |cons = | ||
* | * '''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. | |||
| tablewidth = 80 | |||
}} | |||
}} | |||
| | |||
* | |||
* | |||
* | |||
==Stats== | ==Stats== | ||
{| | {{CharacterData-BREX | ||
| hm-weight = 1050 | |||
| hm-atk = 100% | |||
| hm-def = 0.80 | |||
| hm-fwalk = 23.17 | |||
|- | | hm-bwalk = 21.50 | ||
| hm-dash = - | |||
| hm-bddist = 17.88 | |||
| | | hm-bddur = 36 | ||
| hm-jump = - | |||
| bs-weight = 1600 | |||
| bs-atk = 119% | |||
| bs-def = 1.00 | |||
| | | bs-hprec = 21 | ||
| | | bs-fwalk = 25.06 | ||
|- | | bs-bwalk = 17.50 | ||
| | | bs-dash = - | ||
| | | bs-bddist = 18.00 | ||
| | | bs-bddur = 36 | ||
| bs-jump = - | |||
|- | | hb-weight = 1600 | ||
| hb-atk = 119% | |||
| hb-def = 1.00 | |||
| hb-hprec = 21 | |||
| | | hb-fwalk = 25.06 | ||
|- | | hb-bwalk = 17.50 | ||
| | | hb-dash = - | ||
| - | | hb-bddist = 18.00 | ||
| - | | hb-bddur = 36 | ||
| - | | hb-jump = - | ||
|- | }} | ||
| | |||
| - | |||
| - | |||
| - | |||
|- | |||
| - | |||
| - | |||
| - | |||
|- | |||
| - | |||
| - | |||
|- | |||
==Ability Plus== | ===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. | ||
==Moves | ==Key Moves== | ||
====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BREX_{{{char}}}_5P.png | ||
|caption= | |caption= | ||
|name=5P | |name=5P | ||
| | |subtitle={{{name}}} | ||
{{ | |||
} | |||
|data= | |data= | ||
{{AttackData-BREX | {{AttackData-BREX | ||
|damage= | |damage=- | ||
|attribute= | |attribute=- | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|lightblock= | |lightblock=- | ||
|heavyblock= | |heavyblock=- | ||
|hitstun= | |hitstun=- | ||
|chstun= | |chstun=- | ||
|description= | |description= | ||
* | *special property | ||
move description | |||
}} | }} | ||
}} | }} | ||
== | ==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 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
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]]
|
---|