Bloody Roar Extreme/Kohryu the Iron Mole: Difference between revisions
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{{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 Counters and AoE-based ducking attacks for better hitboxes and improved teleports, gaining several unique followups off of them (including a divekick and homing drill kick). | 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 Counters and AoE-based ducking attacks for better hitboxes and improved teleports, gaining several unique followups off of them (including a divekick and 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 far more easily than Bakuryu. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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* '''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:''' 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. | ||
|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 | * '''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. | ||
* '''Has Trouble Accessing Damage:''' Kohryu can deal some pretty significant damage, but the majority of that will come either from his | * '''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. | ||
* '''Low Threat Beast:''' On top of his inconsistent access to high damage, Kohryu's Beast | * '''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. | ||
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Revision as of 10:02, 26 February 2024
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 Counters and AoE-based ducking attacks for better hitboxes and improved teleports, gaining several unique followups off of them (including a divekick and 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 far more easily than Bakuryu.
Playstyle
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 |
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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]]
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