KenJu/Tairon: Difference between revisions
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|data= | |data= | ||
{{AttackData-KJ | {{AttackData-KJ | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| description = Tairon shows off his sick breakdancing skills, 2 hits, massive gap in-between both hits, first hit is minus on block and hit, however you can special cancel out of it, unlike his cr.SK . }} | | description = Tairon shows off his sick breakdancing skills, 2 hits, massive gap in-between both hits, first hit is minus on block and hit, however you can special cancel out of it, unlike his cr.SK . }} | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| parry = High/Air | | parry = High/Air | ||
| description = ::*Does a butterfly kick, but this time it's just one | | description = ::*Does a butterfly kick, but this time it's just slower, an actual overhead, and one hit | ||
}} | }} | ||
{{AttackData-KJ | {{AttackData-KJ | ||
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{{AttackData-KJ | {{AttackData-KJ | ||
| header = no | | header = no | ||
| description = Tairon shows off his tapdancing moves with this DP (he's out of practice). | | description = No start up invul, Tairon shows off his tapdancing moves with this DP (he's out of practice). | ||
}} | }} | ||
{{AttackData-KJ | {{AttackData-KJ | ||
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| parry = High/Low/Air | | parry = High/Low/Air | ||
| description = ::*DP, rise straight up, hits 6 times, second hit is a vacuum effect that pull people in, for the rest of the move, | | description = ::*DP, rise straight up, hits 6 times, second hit is a vacuum effect that pull people in, for the rest of the move, | ||
::* they will fall out of it, at max range only the first hit registers, KK triggers on the 2nd hit, which causes a weird vacuum effect, the full hits doesn't happen in KK because of the boosted vacuum, unless you hit them out of the air. | ::* they will fall out of it if, you do it at max range only the first hit registers, if KK triggers on the 2nd hit, which causes a weird vacuum effect, the full hits doesn't happen in KK because of the boosted vacuum, unless you hit them out of the air. | ||
}} | }} | ||
{{AttackData-KJ | {{AttackData-KJ | ||
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| description = ::*Slower startup, minus on block but the high pushback can make it fairly hard to punish, on hit does a quick cutscene showing them getting blown away half a screen | | description = ::*Slower startup, minus on block but the high pushback can make it fairly hard to punish, on hit does a quick cutscene showing them getting blown away half a screen | ||
::*in corner you can combo out of it during KK }} | ::*in corner you can combo out of it during KK }} | ||
}} | |||
{{MoveData | |||
|name= 屠龍刀 - '''Dragon Slaying Sword''' | |||
|input = 63214+P | |||
|image= | |||
|data= | |||
{{AttackData-KJ | |||
| header = no | |||
| description = Overhead palm strike (not an overhead) that plays a command grab animation(not a command grab) (Subterfuge is in Sun Tzu's Art of War) }} | |||
{{AttackData-KJ | |||
| version = LP | |||
| guard = High/Low | |||
| parry = High/Low/Air | |||
| description = ::* Swift start up, blows them away to midscreen on hit, does good damage, extremely minus on block, does no chip, doesn't trigger KK, can't combo into it or out of it anywhere, even in KK | |||
::* you can do a throw loop if you sweep , walk up to them and use it when you get near them, they will get hit by it, unless they jump, or block. | |||
}} | |||
{{AttackData-KJ | |||
| version = SP | |||
| header = no | |||
| guard = High/Low | |||
| parry = High/Low/Air | |||
| description = ::*same as LP }} | |||
}} | }} | ||
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== Dramatic Strikes == | == Dramatic Strikes == | ||
{{MoveData | {{MoveData | ||
|name= | |name= 連携梁山泊 ''' RenkeiRyozanpaku''' | ||
|input = 236236+ | |input = 236236+K | ||
|image= | |image= | ||
|caption= | |caption= | ||
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| guard = High/Low | | guard = High/Low | ||
| parry = High/Low/Air | | parry = High/Low/Air | ||
| description = | | description = Quick start up kick, into a cutscene second kick that does 60% damage, invincible on start up, pretty good super, can combo into it. | ||
::*Additional point. | ::*Additional point. | ||
::*Further additional points if necessary. | ::*Further additional points if necessary. | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|name= | |name= 秦龍演義 '''Taironengi''' | ||
|input = 236236+P | |input = 236236+P | ||
|image= | |image= |
Latest revision as of 03:34, 6 December 2023
Background
TaiRon (秦龍) Liu Age: 53 Job: Faust Executive Nationality: China Favorite: Tochukaso
Old Chinese executive villain. He gets the multihit moves because he's a chinese kung-fu master, and he's minus on hit a lot because he's 53
Introduction
Brief introduction to the character gameplay wise and some other stuff.
Pros
- Aren't needed but can be added.
Cons
- Aren't needed but can be added.
Normal Moves
5LP
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5SP
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5LK
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5SK
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2LP
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2SP
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2LK
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2SK
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j.LP
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j.SP
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j.LK
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j.SK
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Command Normals
3HK
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Special moves
四門 - Four Gates
236+P |
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Ali Express Bandit Revolver - Funny Butterfly kick
214+K |
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無影脚 - Shadowless Foot
623+K |
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佛山無影脚 - Foshan Shadowless Foot
j.236K |
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獅子王十字拳 - Lion King Cross Punch
623+P |
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屠龍刀 - Dragon Slaying Sword
63214+P |
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Universal Mechanics
Throws
Forward Throw
5/6+LP+LK |
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Back Throw
4+LP+LK |
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Guard Counter
Guard Counter
6+SP+SK in blockstun |
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Air Dash
Air Dash
66 in air |
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Air Drive
Air Drive
SP+SK |
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Dramatic Strikes
連携梁山泊 RenkeiRyozanpaku
236236+K |
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秦龍演義 Taironengi
236236+P |
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Japanese Name English Name
236236+P |
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General Strategy
Neutral
Section every character should have. How to play them in neutral and such.
Offense and Okizeme
Section every character should have. How to play them once you're pressuring the opponent and any oki options.
Anti-Air
Optional section talking about anti-airs.
Air Game
Optional section talking about air game, can be combined with anti-air to make one section.
Defensive Options
Section every character should have. How to play them on defense. If a character has minimal defensive options then you can talk about their other ways of dealing with pressure along with using universal options.
Miscellaneous
Any optional sections unique to a character, i.e. a section on Rina and Mina describing how to use swap.
Overview
Section every character should have. Summary of the strategy and overall strengths and weaknesses.
Combos
Midscreen Combos
- 5LP > 5LK > 5SP > 2SK
- Sample combo.
Corner Combos
- 5LP > 5LK > 5SP > 2SK
- Sample combo.
- 3HK > 623LP > 623LP > SA1
- Really high damage corner combo, I think you can do 623LP three times, I'm not sure I got filtered, just 3HK, 623 LP into super does 60%, if any of the 623lp triggers Kenju Kakusei, it's pretty much a high damage semi infinite until you drop / KK ends, then, you can finish it with the super.
Trivia
Put something here