Difference between revisions of "Kouga"

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'''j.2B:''' Trident head-hop. Bounces him upwards on hit or block. Can choose what move to do right after hit or block. Cancellable.
'''j.2B:''' Trident head-hop. Bounces him upwards on hit or block. Can choose what move to do right after hit or block. Cancellable.


'''j.8B:''' Tridentcopter. A spinning attack that doesn't end until he hits the ground. If used right after jumping, he's send high into the air, and moves much further. Can hit opponent several times, even cross up. EX Cancellable.
'''j.8B:''' Tridentcopter. A spinning attack that doesn't end until he hits the ground. If used right after jumping, he's send high into the air, and moves much further. Can hit opponent several times when airborne. Grounded opponents can be crossed up. EX Cancellable.


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

Revision as of 17:18, 27 September 2019

Sticking a fork in you and then some

Background

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Introduction

To make your opponent question their approach, or have your foe fear your own. Kouga is a complete package for any player's needs, by having many moves that can control the field, break through most plenty of opposition to his opponent, and control their situation on wake-up.

Normals

4A: Rapid-Fire, Short-Range jab. Cancellable. Chains into 2A, 5B, 6B, and 2B manually.

5A: Slow, Mid-Range Trident Swipe. Cancellable. Auto-chains into 5AA, 5AAA. Chains into 2A, 4B, 5B, 6B, and 2B manually.

  • 5AA: Follow-up swipe to the above. Moves him slightly forward. Cancellable. Auto-chains into 5AA. Chains into 2A, 5B, 6B, and 2B manually.
  • 5AAA: A lunging auto-combo finisher. Long-range, long recovery. Moves past opponent on hit, stops on block. EX and Super Cancellable.

6A: Fast Trident poke with a lot of range, at least the length of the character himself. Very safe from any range. EX and Super Cancellable.

1A: Low, quick jab. Cancellable. Auto-chains into 2A. Chains into, 4B, 5B, 6B, and 2B manually.

2A: Low sweep, fairly long. EX and Super Cancellable.

4B: Lance wheel, somewhat large. Starts up fast, recovers fast. Pushes the opponent back on hit or block. EX and Super Cancellable.

5B: Roundhouse kick. Less than body length. Move him forward a bit. Cancellable.

6B: Spinning back-fist. Solid range, and moves him forward a bit. Hit-stun allows linking into certain normals. EX and Super Cancellable.

2B: Low variation of 6A, just barely the same range. EX and Super Cancellable.

j.5A: Jumping light kick. Can cross-up. Cancellable. Auto-chains into j.(4/7/8/9/6)A, j.5B. Chains into j.(1/2/3)A, J.5B, j.2B and j.8B manually.

j.(4/7/8/9/6)A: Jumping lance poke. IS an overhead. Cancellable. Auto-chains into j.5B. Chains into j.(1/2/3)A, j.2B and j.8B manually.

j.(1/2/3)A: Dive, but not a kick. IS an overhead. Especially safe when used close to the ground. VERY active. Crosses-up. Launches opponent on hit. Slight bit of landing recovery. EX Cancellable.

j.5B: Large tail flip. Very big hit-box. Crosses-up. EX and Super Cancellable.

j.2B: Trident head-hop. Bounces him upwards on hit or block. Can choose what move to do right after hit or block. Cancellable.

j.8B: Tridentcopter. A spinning attack that doesn't end until he hits the ground. If used right after jumping, he's send high into the air, and moves much further. Can hit opponent several times when airborne. Grounded opponents can be crossed up. EX Cancellable.

Special Moves

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Super Moves

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General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto