Difference between revisions of "Kurama"

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== Special Moves ==
== Special Moves ==


'''236A:'''placeholder
'''236A:''' Tengu Upper A
 
::*Stationary tornado projectile.
::*Juggles opponent slightly.
::*Pushes opponent back when blocked.
::*Pushes player back when blocked.
::*Difficult to string into.
 
'''236B:''' Tengu Upper B
 
::*Distanced variation of the above.
::*Tornado spawns further away.
::*Inital hit knocks the opponent into tornado.
::*Pushes opponent back on block, but not as far.
 
'''236C:''' EX Tengu Upper
 
::*Projectile variation.
::*Fast start-up.
::*Notably low Recovery.
::*Travels quickly at first before slowing down.
::*Performs multiple hits that keep opponent in place.
::*Moves past opponent on block.
:::*Lands most blocked hits near the end of the move when slow.
 
'''214A/B:''' Wind Barrier
 
::*Reversal move.
::*Has invincibility on start-up.
::*Can be used in the air.
::*Leaves him in the air.
 
'''214C:''' EX Wind Barrier
 
::*Extra strike invincibility.
::*Blows opponent back at the end of the animation.
::*Even MORE unsafe.


== Super Moves ==
== Super Moves ==

Revision as of 15:30, 26 September 2019

Zonin'

Background

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Introduction

Kurama has an arsenal of tools to keep your opponent at a distance for a variety of situations, and combined with his aerial movements, it can be difficult to get in against him. He's one of the few characters in the game with an instant air-dash, and unlike Yata, doesn't require awakening to access it.

Normals

5A: Fast, tall jab. Can be crouched under. Cancellable. Auto-chains into 5AA, 5AAA. Chains into 2A, 6A, 5B, 6B, and 2B manually.

  • 5AA: Follow-up specifically to 5A, larger range. Cancellable. Auto-chains into 5AAA. Chains into 6A, 5B, 6B, and 2B manually.
  • 5AAA: Follow-up specifically to 5AA, larger range, and launches. EX and Super Cancellable.

6A: A lunging kick, large horizontal hitbox. Good for spacing. EX and Super Cancellable.

1A: Low crouching Light kick. Cancellable. Auto-chains into 2A. 6A, 5B and 2B manually.

2A: Low medium punch. Cancellable. Auto-chains into 2B. 6A, 5B and 2B manually.

3A: Overhead diving kick. The lower the position on hit or block, the safer the move. EX and Super Cancellable.

5B: Standing wide strike. Cancellable.

6B: A standard, long-range projectile. Cannot use again until the first is gone. EX and Super Cancellable.

2B: Low, slow-moving, active projectile. Rides along the ground. EX and Super Cancellable.

j.A: Downward-pointing, jumping jab. Auto-chains into j.?A, j.B. Special and Dash Cancellable.

j.?A: AA medium punch. Auto-chains into j.B. Special and Dash Cancellable.

j.B: Down-waving fan strike. Special and Dash Cancellable.

j.2B: Downwards diagonal projectile. EX Cancellable.

Special Moves

236A: Tengu Upper A

  • Stationary tornado projectile.
  • Juggles opponent slightly.
  • Pushes opponent back when blocked.
  • Pushes player back when blocked.
  • Difficult to string into.

236B: Tengu Upper B

  • Distanced variation of the above.
  • Tornado spawns further away.
  • Inital hit knocks the opponent into tornado.
  • Pushes opponent back on block, but not as far.

236C: EX Tengu Upper

  • Projectile variation.
  • Fast start-up.
  • Notably low Recovery.
  • Travels quickly at first before slowing down.
  • Performs multiple hits that keep opponent in place.
  • Moves past opponent on block.
  • Lands most blocked hits near the end of the move when slow.

214A/B: Wind Barrier

  • Reversal move.
  • Has invincibility on start-up.
  • Can be used in the air.
  • Leaves him in the air.

214C: EX Wind Barrier

  • Extra strike invincibility.
  • Blows opponent back at the end of the animation.
  • Even MORE unsafe.

Super Moves

236236Aplaceholder

General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto