Bloody Roar Extreme/Kohryu the Iron Mole/Moves

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Move List

Basic Moves
Strings

Punch Moves

5P
5P
Knife Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 High 7 2 18 10 17 16 16

Kohryu jabs in front of him. Tied with Bakuryu for the fastest jab in the game.

6P
6P
Flowing Knife Horizontal
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 High 19 4 21 11 22 19 21
  • Becomes a Guard Break while in Beast Form
  • Causes Turnaround on Counter Hit
  • Kohryu moves to the side on startup

Kohryu spins to the side while performing a horizontal chop.

4P
4P
Flowing Knife Vertical
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Middle 15 4 24 14 28 25 28
  • Causes Stagger on Counter Hit

Kohryu takes a step back, then performs a vertical chop while stepping forward.

2P
2P
Flowing Line
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low / Middle 10 2 21 10 16 16 16
  • High Crush for the entire move

Kohryu attacks with a crouching, open palm jab.

1P
1P
Katana Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Low 17 3 21 12 23 20 22

Kohryu turns around while swiping the opponent's feet.

3P
3P
Flowing Shadow
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Middle 22 3 29 14 28 25 28
  • High Crush between frames 15-18

Ducking for a brief moment, Kohryu attacks with both arms, which move up (front) and down (rear). Unlike Bakuryu, only the arm in front has hitboxes.

7/8/9P
7/8/9P
Reverse Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 High 5 0 34 - - - -
  • Considered backturned from frame 21 until the end of the move
  • Low Crush between frames 8-39
  • Considered airborne between frames 7-37

Kohryu performs an evasive jump forward. This jump can go over an opponent, but if Kohryu ends up in front of them, he will not switch his facing upon landing, leaving him vulnerable.

bt.P
bt.P
Crashing Eyes
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 High 11 2 14 10 20 17 19
  • Backturned Attack

Kohryu slaps the opponent while turning around.

bt.2P
bt.2P
Rolling Knife
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low / Middle 10 2 21 10 16 16 16
  • Backturned Attack

From a crouching position, Kohryu punches the opponent while turning around. Cannot High Crush despite being a crouching move.

66P
66P
Double Destruction
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 3 31 15 29 26 29
  • Causes Knockback on Counter Hit

Kohryu performs a double palm thrust while sliding forward a short distance.

Running P
wr.P
Ground Sweeping Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19 Low 14 3 27 17 33 30 34
  • Causes Trip on Counter Hit
  • High Crush between frames 1-22

While sliding forward, Kohryu swipes his opponent's feet.

22P
22P / 2[2]P
Super Arm Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 14 2 27 14 27 24 27
  • Causes Stagger on Counter Hit

Kohryu gets up and slides forward while attacking with his elbow.

JP
j.P
Flying Knife
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 High / Middle 4 6 19 10 17 16 16
  • Can chain into itself once

An aerial punch.

J4/6P
j.4/6P
Flying Dragon Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 19 5 27 17 34 31 35
  • Guard Break
  • Causes Groundbounce on hit

An airborne, double hammerfist punch. Move is the same regardless of input.

Pursuit P
Pursuit P
Merciless Stab
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 Low / Middle 12 2 49 10 17 16 16
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Kohryu stabs the downed opponent.

Kick Moves

5K
5K
Flowing Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 High 9 2 22 11 21 18 20

Kohryu performs a high kick.

6K
6K
Half Moon Drop
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 23 3 20 14 27 24 27
  • Causes Groundbounce on Counter Hit
  • Low Crush between frames 6-26
  • Considered airborne between frames 7-25

Kohryu performs an axe kick while doing a flip jump forward.

4K
4K
Shadow Knife Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 4 23 14 27 24 27
  • Causes Stagger on Counter Hit
  • Kohryu moves to the side on startup

Kohryu does a jumping sobat kick.

2K
2K
Low Stabbing Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
9 Low 12 2 21 10 18 16 16
  • High Crush for the entire move

Kohryu does a low kick.

1K
1K
Shadow Remover
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
13 Low 17 6 32 11 22 19 21
  • Causes Trip on hit
  • Low Crush between frames 1-39

Kohryu performs a sweep kick.

3K
3K
Shin Shot
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 15 2 21 11 21 18 20

Kohryu kicks his opponent's shins. A standing low.

Despite being a crouching move, this attack cannot High Crush.

7/8/9K
7/8/9K
Rolling Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 14 7 20 14 27 24 27
  • Causes Groundbounce on Counter Hit
  • Low Crush between frames 15-39
  • Considered airborne between frames 16-36

Kohryu performs a flip kick. Active frames reach slightly behind Kohryu.

bt.K
bt.K
Back Drop Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 High 12 5 15 12 23 20 22
  • Backturned Attack
  • Causes Launch on hit

Kohryu performs a roundhouse kick while turning around.

bt.2K
bt.2K
Kohryu Step
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 15 3 16 10 19 16 17
  • Backturned Attack
  • Causes Trip on hit

Kohryu turns around, then kicks his opponent's shins. Another standing low.

Cannot High Crush despite being a crouching move.

66K
66K
Explosive Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 13 3 24 11 21 18 20
  • Causes Launch on hit
  • Low Crush between frames 11-35
  • Considered airborne between frames 13-29

Kohryu kicks upwards while jumping.

Running K
wr.K
Shaky Sky Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
24 High 18 5 25 17 33 30 34
  • Causes Knockback on hit
  • Low Crush between frames 13-39
  • Considered airborne between frames 13-35

Kohryu does a flying kick.

22K
22K / 2[2]K
Kohryu Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 5 45 14 27 24 27
  • Causes Stagger on Counter Hit
  • High Crush between frames 1-17
  • Low Crush between frames 22-62
  • Considered airborne between frames 8-9, 19-60

Kohryu performs a spring jump with his hands, attacking with his legs during the ascent.

JK
j.K
Somersault Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 High / Middle 8 6 19 10 19 16 16
  • Can chain into itself once

A jumping kick.

J4/6K
j.4/6K
Flying Dragon
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 2 49 15 29 26 29
  • Guard Break
  • Causes Knockback on hit

A dropkick. The input used determines if Kohryu kicks to the front or to the back.

Pursuit K
Pursuit K
Chasing Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 Low / Middle 17 2 43 10 17 16 16
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Kohryu kicks the opponent.

Beast Moves

5B
5B
Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 High 9 2 17 11 21 18 20

Kohryu swipes the opponent's face with his claw.

6B
6B
Poisonous Claw EX
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11 Middle 13 2 22 10 20 17 19

Kohryu takes a step forward, after which he stabs the opponent with his claw.

4B
4B
Shadow Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 18 3 46 14 24 24 27
  • Guard Break
  • Causes Groundbounce on hit

Kohryu swipes downward with both arms.

2B
2B
Low Poisonous Claw Slash
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
7 Low 11 3 20 10 16 16 16
  • High Crush for the entire move

Kohryu swipes the opponent's feet with his claw.

1B
1B
Scratching Through
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 15 4 24 14 27 24 27
  • Causes Launch on hit
  • High Crush between frames 1-8, 38-End
  • Middle Crush between frames 1-8

Kohryu performs an overhead arcing slash with his claw.

3B
3B
Ground Sweeping Shot
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Low 19 4 41 12 23 20 22
  • Causes Trip on hit
  • High Crush for the entire move
  • Considered airborne between frames 43-46

Kohryu slides while lying on the ground. The move's active frames are deceptively short, only covering about half of the slide motion.

7/8/9B
7/8/9B
Super Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
17 Middle 17 3 27 13 26 23 26
  • Causes Groundbounce on hit
  • Low Crush between frames 8-42
  • Considered airborne between frames 9-23

Kohryu jumps forward while stabbing the opponent with both claws.

bt.B
bt.B
Hara-saki
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
16 Middle 12 3 23 13 25 22 25
  • Backturned Attack
  • Causes Knockdown on hit

Kohryu slashes with his claws while turning around.

bt.2B
bt.2B
Low Leg Slasher
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Low - - 22 - - - -
  • Backturned Attack
  • High Crush for the entire move
  • Does not turn Kohryu around

Kohryu crawls in the direction he's facing. This move does not have any effect on the opponent.

66B
66B
Double Poisonous Claw
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 16 5 28 15 29 26 29
  • Guard Break
  • Causes Knockback on hit

While sliding forward, Kohryu performs a double stab with his claws.

Running B
wr.B
Double Poisonous Tornado
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
22 Middle 14 8 59 19 37 34 39
  • Guard Break
  • Causes Knockback on hit

Kohryu launches himself to the front like a torpedo, damaging the opponent. At the end of the move (regardless of hit, block or whiff), he will spring himself back up; this last act leaves Kohryu backturned.

22B
22B / 2[2]B
Low Leg Slasher
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
16 Low 19 2 27 13 25 22 25
  • Causes Trip on hit
  • High Crush for the entire move

Kohryu stabs the opponent's legs while getting up.

JB
j.B
Somersault Sword
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 4 7 21 11 21 18 20
  • Causes Launch on hit
  • Can chain into itself once

Kohryu kicks upwards.

J4/6B
j.4/6B
Air Collision Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 11 12 24 17 34 31 35
  • Causes a Groundbounce on hit
  • Carries slight forward momentum

Kohryu slashes with his claws while doing a front flip.

Pursuit B
Pursuit B
Mukura-saki
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low / Middle 32 2 54 10 19 16 17
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Kohryu slashes the opponent with his claw.

Throws

Neutral Throw
Neutral Throw
6G against a standing opponent
Human
Human
Beast
Beast
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Human
Head Spinning
35 High 1 1 34 - - - -

Kohryu holds his opponent's arms, using them to swing between their legs, after which he jumps from the opponent's back. On a successful throw, Kohryu will switch sides, be left backturned and (when used midscreen) far away from the opponent.

Beast
Deadly Tornado Throw
30 High 1 1 34 - - - -

Kohryu jumps towards the opponent's head; once there, he will rotate, causing damage with his claws. Both Kohryu and his opponent will switch sides, but will end up facing each other.

Crouching Throw
Reversal Jump Throw
6G against a crouching opponent
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Reversal Jump Throw 0 High 1 1 34 - - - -

Kohryu vaults over the opponent, ending on their back. This is a multi-stage throw, its followup dependent on additional inputs. If no input is used, the throw ends here, with both Kohryu and his opponent facing the same direction.

6G > 2G 0 - - - - - - - -

Holding 2G during the throw's execution will make Kohryu teleport in front of the opponent. It takes 7 frames for Kohryu to reappear upon going invisible.

6G > 8G 30 - - - - - - - -

Holding 8G during the throw's execution will make Kohryu execute the second part of the throw, proceeding to perform a suplex against the opponent.

Back Throw
Reversal Line Drop
6G against a backturned opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
33 High 1 1 34 - - - -

Kohryu grabs the opponent, jumps and places them upside down, crashing their head against the ground.

Air Throw
Line Drop
6G against an airborne opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 High 1 1 34 - - - -

Kohryu places the opponent below him, landing on top of them upon reaching the ground.

Command Throw
Kohryu Special
236G
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
28, 3x3, 4 High 1 1 34 - - - -
  • Second portion causes Groundbounce on hit

Kohryu launches the opponent with a palm attack. Afterwards, he will teleport to attack the helpless opponent with a barrage of kicks. The opponent groundbounces just high enough for 236P to connect.

Special Moves

236P
Spiral Line Drop
236P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
1, 33 High 11 8 53 10 13 16 16
  • Hitgrab
  • Can cancel with G on frames 1-10
  • Does not catch grounded opponents

Kohryu performs a rising uppercut while jumping. If an airborne opponent is hit by it, Kohryu will perform an Izuna Drop with the opponent. Kohryu will end up in a backturned state if the initial uppercut misses.

A common combo ender for Kohryu, primarily used from his launchers to secure a knockdown. However, its rather narrow initial hitbox can lead to it missing against certain characters (particularly Long and Shenlong's Beast Forms).

Because the catch portion can only happen against airborne opponents, the move becomes wildy unsafe (on hit, even) against a grounded opponent; as Kohryu lands in a backturned state, he is left quite exposed.

214P
Kohryu Shadow Bound
214P
Rule breaker
Rule breaker
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 40 3 51 15 29 26 29
  • Guard Attack
  • Knockback
  • Light Guard on frames 1-38
  • Can cancel with G on frames 1-39

Kohryu reels back while standing on one leg, after which he takes a step forward and swipes with both arms.

This move is coded to not bring up Kohryu's throw vulnerability window until the move's active frames start; in fact, not even the throw's whiff animation will come out if attempted while in range. When combined with the fact that characters cannot be grabbed during an attack's active frames, this essentially means Kohryu cannot be thrown during this move.

28P
Mesmerism
28P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
1 Middle 33 1 45 10 13 16 16
  • Guard Break
  • Can cancel with G on frames 1-31

Kohryu emanates a red pulse wave that does not really have any special properties against grounded opponents. Against airborne opponents, however, it's another story: they will be frozen in place for 65 frames, plenty of time to allow Kohryu to convert into a combo.

Should Kohryu choose not to convert, the frozen opponent will simply drop to the ground after the freeze period passes.

236K
Smoke Bomb
236K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Middle 17 1 24 10 13 16 16
  • Can cancel with G on frames 1-17

Kohryu drops a smoke bomb, then teleports a short distance in front of him. It takes 7 frames for Kohryu to reappear upon going invisible.

If close enough to the opponent, Kohryu can teleport through them; however, should he end up in front of them (either due to being too far away or because their back is touching the wall), he will reappear with his back towards them.

214K
Smoke Spiral Kick
214K
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Smoke Spiral Kick
214K
26 Middle 27 19 39 ? ? 26 ?
  • Causes Knockdown on hit
  • Can cancel with G on frames 1-18

Kohryu drops a smoke bomb and teleports, much like 236K. However, unlike that version, Kohryu teleports above and attacks on the way down.

Kohryu has several followups after vanishing via certain inputs. Regardless of the followup used, it takes 10 frames for Kohryu to reappear upon going invisible.

214K > [6] 7x4 High, Middlex3 18 2x4 47 10x4 13, 16x3 16x4 16x4
  • Causes Groundbounce on the final hit

Kohryu reappears, attacking with a barrage of kicks while descending at an angle. The opponent groundbounces just high enough for 236P to connect.

214K > [4] 9x4, 8x5 Middlex7, Low / Middlex2 29 1x9 83 10x9 18x4, 17x5 16x9 16x9
  • First and second hits are Guard Breaks
  • Causes Groundbounce on hit
  • Can hit opponents during a Tech Roll

Tracking their position, Kohryu reappears above the opponent, proceeding to drop on top of them while spinning.

214K > [2] 20 Low 30 13 51 15 29 26 29
  • Causes Trip on hit

After reappearing, Kohryu delays the attack, turning it into a low sweep.

214K > [8] 1, 33 Middle 6 7 36 10 13 16 16

After reappearing, Kohryu simply drops to the ground in a curved descent. What happens depends on the opponent's state:

  • If Kohryu comes in contact with an airborne opponent during the fall, he will perform the catch portion of 236P.
  • Upon landing, Kohryu will attempt to use one of his Basic Throws against the opponent. This event features caveats of its own:
    • Specifically in this instance, these throws do not have whiff animations.
    • The Throw executed depends on the opponent's position (Stand / Crouch / Back), generally being identical to the originals.
      • Against backturned opponents, Kohryu performs the second, damaging portion of his Back Throw, skipping the first part entirely.
      • When using the move in Beast Form, Kohryu uses the Human Form version of his Neutral Throw when grabbing from the front.
214K > [P] 0 - - - 54 - - - -

Kohryu simply reappears, dropping to the ground straight down. This followup turns the move into a feint, lacking any damage capabilities.

236B
Inferno
236B
The one true Projectile
The one true Projectile
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
6x21 Middle 23 1x21 77 10x21 15x21 16x21 16x21
  • First 11 hits cause Knockback on hit
  • Last 10 hits cause Spinfall on hit

Kohryu fires off his rocket arm as a projectile.

214B
Rising Scrape Up
214B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 20 3 34 23 45 42 49
  • Causes Launch on hit
  • Air Cancel OK
  • Can cancel with G on frames 1-19

Kohryu uppercuts the opponent with his claw.

Beast Drives

236236B
Black Magic
236236B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
19, 73 Middle 22 5 47 14 27 24 27
  • Guard Break

Kohryu swipes the opponent's chest with his claw. If the attack hits the opponent, he will proceed to imprison the opponent in an energy cage; afterwards, he creates a mirage to assist him in beating the opponent down.

After the cinematic, Kohryu ends up right next to the opponent, guaranteeing a Pursuit Attack for some extra damage.

214214B
Reversal Flowing Arrow
214214B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
11, 77 Low 52 2 53 10 19 16 17
  • Guard Break

Kohryu digs into the earth, reappearing right where the opponent is. On a successful hit, Kohryu will fire several missiles against the helpless opponent, finishing the barrage by firing his drill.

Because this Beast Drive tracks the opponent's location, it could be used to potentially snipe an unsafe maneuver. Nevertheless, caution is to be exercised, as not only is the move very unsafe on block, it also leaves Kohryu very close to the opponent.

Navigation

General
FAQ
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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