Bloody Roar Extreme/Kohryu the Iron Mole: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
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 {{NotationIcon-BREX|BakuryuMini}}'s, '''Kohryu''' is primarily a hit-and-run character. However, | 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 Kohryu Icon.png|32px]] '''Kohryu''' is a | | 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, 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. | * '''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. |
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]]
|
---|