Bloody Roar Extreme/Bakuryu the Mole: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 8: | Line 8: | ||
* '''Highly Mobile:''' With an array of teleports and command movement options at his disposal, Bakuryu is able to run circles around most other characters, setting up whiffs and other errors for him to capitalise on. | * '''Highly Mobile:''' With an array of teleports and command movement options at his disposal, Bakuryu is able to run circles around most other characters, setting up whiffs and other errors for him to capitalise on. | ||
* '''Strong Defense:''' Bakuryu has access to several evasive attacks and catch counters, as well as the fastest jab in the game, which makes pressuring him a very difficult prospect for a large portion of the cast. | * '''Strong Defense:''' Bakuryu has access to several evasive attacks and catch counters, as well as the fastest jab in the game, which makes pressuring him a very difficult prospect for a large portion of the cast. | ||
* '''Powerful Space Control:''' Bakuryu is able to control lateral space surprisingly well with his 2[2]P and 2[2]B, and his 236P gives him a strong anti-air tool | * '''Powerful Space Control:''' Bakuryu is able to control lateral space surprisingly well with his 2[2]P and 2[2]B, and his 236P gives him a strong anti-air tool. This all means opponents will need to be careful in how they move towards and around him. | ||
|cons = | |cons = | ||
* '''Poor Offense:''' Thanks to short strings and a lack of strong mixup tools, Bakuryu can have a hard time breaking down defenses, which can make it difficult to gain an advantage | * '''Poor Offense:''' Thanks to short strings and a lack of strong mixup tools, Bakuryu can have a hard time breaking down defenses, which can make it difficult to gain an advantage — especially when he's behind in life. | ||
* '''Frail:''' Sporting one of the lower defense modifiers in the game, Bakuryu takes hits a lot harder than he can dish them out, meaning one wrong move can cost him dearly. | * '''Frail:''' Sporting one of the lower defense modifiers in the game, Bakuryu takes hits a lot harder than he can dish them out, meaning one wrong move can cost him dearly. | ||
* '''Low Beast Damage:''' Bakuryu's Beast Form, the Mole, only grants him a meager 20% bonus damage, which further hurts his ability to deal meaningful damage from his limited mixup options. | * '''Low Beast Damage:''' Bakuryu's Beast Form, the Mole, only grants him a meager 20% bonus damage, which further hurts his ability to deal meaningful damage from his limited mixup options. |
Revision as of 16:39, 29 May 2024
Introduction
Bakuryu is a fast, tricky, hit-and-run style character designed to frustrate his opponents and then capitalize on their mistakes; he has many teleports, evades and command runs to help him achieve this goal. His unique AoE-based ducking attacks (22P and 22B) let him set up for air combos, with his 236P Izuna Drop working as both a great anti-air and combo ender. His strings are short, meaning they are best used for poking or utilizing his hit-and-run tactics; this also means he can have trouble opening people up if they remain calm and focused. Bakuryu has one of the fastest jabs in the game along with 2 counters, which can let him interrupt an opponent when being pressured, helping offset his low health rating.
Playstyle
File:BREX icon bakuryu.png Bakuryu is a nimble character who uses his myriad movement options and defensive tools to frustrate opponents into making mistakes. | |
Pros | Cons |
|
|
Stats
Human
Weight | Attack | Defense | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|
500 | 100% | 0.74 | 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 |
---|---|---|---|---|---|---|---|---|---|
500 | 120% | 0.91 | 18 | 25.06 | 17.50 | - | 17.88 | 36 | - |
Hyperbeast
Weight | Attack | Defense | HP Recovery | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|---|
500 | 120% | 0.91 | 18 | 25.06 | 17.50 | - | 17.88 | 36 | - |
Ability Plus
- Kezuri A: All attacks deal full damage through Guard as Chip Damage.
- Any Cancel A: All normals become special-cancelable.
Key Moves
5P
5P {{{name}}} [[File:BREX_{{{char}}}_5P.png | 175x250px | center|class=lazyimg]]
|
---|