Bloody Roar Extreme/Kohryu the Iron Mole

From Mizuumi Wiki
Jump to navigation Jump to search

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
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
  • Great Defense: Much like his counterpart, Bakuryu, Kohryu has access to great mobility and a very fast jab, which when combined with his exceptionally strong Guard Attack, 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: 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.
  • 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 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 Form sports the lowest Beast attack modifier in the entire game, which further compounds the difficulty he faces in making comebacks.


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]]
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
- - - - - - - - -
  • special property

move description

Navigation

General
FAQ
Controls
Stages
HUD
System
Glossary
Debug Menu
Characters
Alice the Rabbit
Bakuryu the Mole
Busuzima the Chameleon
Cronos the Phoenix
Fang the Wolf
Gado the Lion
Ganesha the Elephant
Jenny the Bat
Kohryu the Iron Mole
Long the Tiger
Marvel the Leopard
Shenlong the Tiger
Stun the Insect
Uranus the Chimera
Uriko the Half-Beast
Xion the Unborn
Yugo the Wolf