Difference between revisions of "Kurogane"
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== Normals == | == Normals == | ||
'''5A:''' Standard quick slash. Cancellable. Auto-chains into 5AA - 5AAA. Chains into 2A, 5B, 4B, 3B and 2B manually. | '''5A:''' Standard quick slash. Cancellable. Auto-chains into 5AA - 5AAA. Chains into 2A, 5B, 4B, 3B and ac/2B manually. | ||
:'''5AA:''' Follow-up slash to 5A with the same speed and slightly more range. Cancellable. Auto-chains into 5AAA. | :'''5AA:''' Follow-up slash to 5A with the same speed and slightly more range. Cancellable. Auto-chains into 5AAA. | ||
:'''5AAA:''' Final slash of auto-combo, with | :'''5AAA:''' Final slash of auto-combo, with slightly more range than 5AA. EX and Super Cancellable. | ||
'''6A:''' Wide, forward-stepping slash with spacious horizontal range. Can hit behind him. Cancellable. | |||
'''3A:''' Overhead swing. Somewhat slow start-up, but active enough for meaty set-ups. Low invul. EX and Super Cancellable. | |||
'''1A:''' Standard, crouching low. Cancellable. Auto-chains into 2A - 2B. Cancellable. Chains into 5B, 4B, 3B and ac/2B manually. | |||
'''2A:''' Low crouching forward kick. More range and damage than 1A, but slightly less safe. Cancellable. Auto-chains into ac/2B. Chains into 5B, 4B, 3B manually. | |||
:'''ac/2B:''' The auto-combo version of 2B. While the same move, it loses its knock-down and cancellable property. It can also juggle. | |||
'''5B:''' Overhead heavy axe slam. Likely the HIGHEST chip dealing move in the game, made more insane by proration. Launches on hit. Can reset the juggle rate. Cancellable. | |||
'''6B:''' Forward-stepping 2-hit slash. Slightly wider than 6A. Can hit behind him. Launches on hit. EX and Super Cancellable. | |||
'''4B:''' Axe shove. Large verticle hit-box with quick start-up and notable active frames. Pushes opponent away, further on-block. | |||
'''3B:''' A slow, launching strike that moves vertically and around him, hitting forward and behind. Cancellable. | |||
'''2B:''' Low, large and quick slash that knocks the opponent down. Can juggle. Cancellable. | |||
'''j.A:''' Jumping light punch, quick and a little active. | |||
'''j.?A:''' Jumping axe slash. | |||
'''j.B:''' Helm Breaker. Flips a bit higher before bringing it down onto the opponent. Can cross-up in the corner. | |||
== Command Normals == | == Command Normals == |
Revision as of 17:49, 1 November 2019
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Introduction
If you want to hit hard and defend well, Kurogane's might could be your choice. He comes with large normals to play at a variety of distances, with a pillar projectile for set-play and spacing. His chip damage is also naturally the highest in the game, so guarding against him too much can be dangerous. All this combined with his counter moves makes him a major threat.
Normals
5A: Standard quick slash. Cancellable. Auto-chains into 5AA - 5AAA. Chains into 2A, 5B, 4B, 3B and ac/2B manually.
- 5AA: Follow-up slash to 5A with the same speed and slightly more range. Cancellable. Auto-chains into 5AAA.
- 5AAA: Final slash of auto-combo, with slightly more range than 5AA. EX and Super Cancellable.
6A: Wide, forward-stepping slash with spacious horizontal range. Can hit behind him. Cancellable.
3A: Overhead swing. Somewhat slow start-up, but active enough for meaty set-ups. Low invul. EX and Super Cancellable.
1A: Standard, crouching low. Cancellable. Auto-chains into 2A - 2B. Cancellable. Chains into 5B, 4B, 3B and ac/2B manually.
2A: Low crouching forward kick. More range and damage than 1A, but slightly less safe. Cancellable. Auto-chains into ac/2B. Chains into 5B, 4B, 3B manually.
- ac/2B: The auto-combo version of 2B. While the same move, it loses its knock-down and cancellable property. It can also juggle.
5B: Overhead heavy axe slam. Likely the HIGHEST chip dealing move in the game, made more insane by proration. Launches on hit. Can reset the juggle rate. Cancellable.
6B: Forward-stepping 2-hit slash. Slightly wider than 6A. Can hit behind him. Launches on hit. EX and Super Cancellable.
4B: Axe shove. Large verticle hit-box with quick start-up and notable active frames. Pushes opponent away, further on-block.
3B: A slow, launching strike that moves vertically and around him, hitting forward and behind. Cancellable.
2B: Low, large and quick slash that knocks the opponent down. Can juggle. Cancellable.
j.A: Jumping light punch, quick and a little active.
j.?A: Jumping axe slash.
j.B: Helm Breaker. Flips a bit higher before bringing it down onto the opponent. Can cross-up in the corner.
Command Normals
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Special Moves
236A:placeholder
Super Moves
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