KenJu/Tairon

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KJ Tairon Portrait.png

Background

TaiRon (秦龍) Liu Age: 53 Job: Faust Executive Nationality: China Favorite: Tochukaso

Old Chinese executive villain. He gets the multihit moves because he's a chinese kung-fu master, and he's minus on hit a lot because he's 53

Introduction

Brief introduction to the character gameplay wise and some other stuff.

Pros

  • Aren't needed but can be added.

Cons

  • Aren't needed but can be added.

Normal Moves

5LP
Guard Parry
N/A N/A

Description of the move and what it does.

5SP
Guard Parry
N/A N/A

Description of the move and what it does.

5LK
Guard Parry
N/A N/A

Description of the move and what it does.

5SK
Guard Parry
N/A N/A

Description of the move and what it does.

2LP
Guard Parry
N/A N/A

Description of the move and what it does.

2SP
Guard Parry
N/A N/A

Description of the move and what it does.

2LK
Guard Parry
N/A N/A

Description of the move and what it does.

2SK
Guard Parry
N/A N/A

Description of the move and what it does.

j.LP
Guard Parry
N/A N/A

Description of the move and what it does.

j.SP
Guard Parry
N/A N/A

Description of the move and what it does.

j.LK
Guard Parry
N/A N/A

Description of the move and what it does.

j.SK
Guard Parry
N/A N/A

Description of the move and what it does.

Command Normals

3HK
Guard Parry
Low Low

Tairon shows off his sick breakdancing skills, 2 hits, massive gap in-between both hits, first hit is minus on block and hit, however you can special cancel out of it, unlike his cr.SK .

Special moves

四門 - Four Gates
236+P
- -

Weird multi hitting palm move, where he does multiple quick stubby attacks with his palms before one last finishing palm strike, both are minus on hit, unless it activates KK, and are also hard to combo into, and nigh impossible to combo out unless in a KK juggle.

Version Guard Parry
LP High/Low High/Low/Air
  • 2 quick palm strike before the big one
  • Any additional description if needed
SP High/Low High/Low/Air
  • longer start-up and 3 quick palm strikes before the big attack
  • Any additional description if needed
LP+SP High/Low High/Low/Air
  • 5 quick strikes before the big strike, the last strike knocks them away, they're in a juggle state, but the move ends too slowly for you to combo off of it outside of KK, cranks the pressure gauge real high.
  • Any additional description if needed
Ali Express Bandit Revolver - Funny Butterfly kick
214+K
- -

Tairon shows off his Peking opera training he had as a kid.

Version Guard Parry
LK High/Low High/Low/Air
  • Leaps forward in a butterfly kick motion, for two hits, either -1 or 0 on hit
  • anyone outside of Guarde can walk forward to cross under unharmed, Hanuman and Slayman only gets clipped by the first part of the move
SK High High/Air
  • Does a butterfly kick, but this time it's just slower, an actual overhead, and one hit
LK+SK High/ High/Air
  • SK, but faster
  • Any additional description if needed
無影脚 - Shadowless Foot
623+K
- -

No start up invul, Tairon shows off his tapdancing moves with this DP (he's out of practice).

Version Guard Parry
LK High/Low High/Low/Air
  • DP, rise straight up, hits 6 times, second hit is a vacuum effect that pull people in, for the rest of the move,
  • they will fall out of it if, you do it at max range only the first hit registers, if KK triggers on the 2nd hit, which causes a weird vacuum effect, the full hits doesn't happen in KK because of the boosted vacuum, unless you hit them out of the air.
SK High/Low High/Low/Air
  • Does a short hop before doing 5 kicks at an diagonal angle, cranking up the pressure gauge on hit and block, it whiffs on crouchers, it also partially whiffs on anti-air.
  • everyone can walk under it, not Guarde
LK+SK High/Low High/Low/Air
  • LK except it has one extra kick, still whiffs on KK activation / KK on the ground.
  • Any additional description if needed
佛山無影脚 - Foshan Shadowless Foot
j.236K
- -

divekick with a multi-hit that starts after the initial dive, has no minimum height before the dive kick, but it cannot be TK'd , Tairon shows off his bicycling with this dive kick (he's out of practice).

Version Guard Parry
LK High High/Air
  • Dive kick at a steep angle, can be done as soon as you leave the ground, but you need to do 8236,how plus or minus depends of how close you are to the ground when the follow-up kicks starts
  • the follow up can randomy whiff depending on the character's height (smaller than Tairon) in that case you're boned,
SK High High/Air
  • same as LK, but with a more horizontal angle
  • the follo-wup whiff might be more frequent there
獅子王十字拳 - Lion King Cross Punch
623+P
- -

One-hit force palm, the pinnacle of his martial arts training, a bit stubby though.(he has 30+ years of practice)

Version Guard Parry
LP High/Low High/Low/Air
  • small start-up, then forcepalm, on block you're 0 or +1, on hit it blows them away close to half a screen, can be combo'd into, early into a combo / off of 3SK
  • singlehandedly the best KK starter in the corner, high juggle, loops into itself, almost no damage scaling, if you hit it, you can easily get a 60%+ KK combo
SP High/Low High/Low/Air
  • Slower startup, minus on block but the high pushback can make it fairly hard to punish, on hit does a quick cutscene showing them getting blown away half a screen
  • in corner you can combo out of it during KK
屠龍刀 - Dragon Slaying Sword
63214+P
- -

Overhead palm strike (not an overhead) that plays a command grab animation(not a command grab) (Subterfuge is in Sun Tzu's Art of War)

Version Guard Parry
LP High/Low High/Low/Air
  • Swift start up, blows them away to midscreen on hit, does good damage, extremely minus on block, does no chip, doesn't trigger KK, can't combo into it or out of it anywhere, even in KK
  • you can do a throw loop if you sweep , walk up to them and use it when you get near them, they will get hit by it, unless they jump, or block.
SP High/Low High/Low/Air
  • same as LP

Universal Mechanics

Throws

Forward Throw
5/6+LP+LK
Guard Parry
N/A N/A

Description of the move and what it does.

Back Throw
4+LP+LK
Guard Parry
N/A N/A

Description of the move and what it does.

Guard Counter

Guard Counter
6+SP+SK in blockstun
Guard Parry
N/A N/A

Description of the move and what it does.

Air Dash

Air Dash
66 in air
Guard Parry
N/A N/A

Description of the move and what it does.

Air Drive

Air Drive
SP+SK
Guard Parry
N/A N/A

Description of the move and what it does.

Dramatic Strikes

連携梁山泊 RenkeiRyozanpaku
236236+K
Guard Parry
High/Low High/Low/Air

Quick start up kick, into a cutscene second kick that does 60% damage, invincible on start up, pretty good super, can combo into it.

  • Additional point.
  • Further additional points if necessary.
秦龍演義 Taironengi
236236+P
Guard Parry
High/Low High/Low/Air

Description of the move and what it does.

  • Additional point.
  • Further additional points if necessary.
Japanese Name English Name
236236+P
Guard Parry
High/Low High/Low/Air

Description of the move and what it does.

  • Additional point.
  • Further additional points if necessary.

General Strategy

Neutral

Section every character should have. How to play them in neutral and such.

Offense and Okizeme

Section every character should have. How to play them once you're pressuring the opponent and any oki options.

Anti-Air

Optional section talking about anti-airs.

Air Game

Optional section talking about air game, can be combined with anti-air to make one section.

Defensive Options

Section every character should have. How to play them on defense. If a character has minimal defensive options then you can talk about their other ways of dealing with pressure along with using universal options.

Miscellaneous

Any optional sections unique to a character, i.e. a section on Rina and Mina describing how to use swap.

Overview

Section every character should have. Summary of the strategy and overall strengths and weaknesses.

Combos

Midscreen Combos

  • 5LP > 5LK > 5SP > 2SK
Sample combo.

Corner Combos

  • 5LP > 5LK > 5SP > 2SK
Sample combo.
  • 3HK > 623LP > 623LP > SA1
Really high damage corner combo, I think you can do 623LP three times, I'm not sure I got filtered, just 3HK, 623 LP into super does 60%, if any of the 623lp triggers Kenju Kakusei, it's pretty much a high damage semi infinite until you drop / KK ends, then, you can finish it with the super.

Trivia

Put something here


General
System Specifics
FAQ
Controls
HUD
Stages
Netplay
Glossary
Links
Characters
Eiji
Roger
Nanoha
Jongha
Shihua
Tairon
De-rake
Rina and Mina
Guarde
Gale
Hanuman
Slayman
Sekisyusai
Zine