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Quick Spin Kick
From Tekkenpedia
Quick Spin Kick | |||
Command | Stand alone move/Chain starter 3,3 Chain ender <3,3 | ||
Stance | |||
Damage | Bruce Irvin 18,22 (TTT) Bryan Fury 18,14 (T3) 18,16 (TTT) 18,18 (T4) 16,14 (T5 onwards) | ||
Hit Range | mh | ||
Properties | Bruce Irvin KND | ||
Move Frames | Hit Advantage | ||
Bruce Irvin 16 (TTT) 13 (T5) Bryan Fury 16 | Bruce Irvin +7,KD (TTT) +3,KD (T5) Bryan Fury +6,+5 (TTT) +7,+5(T4) +7,+6(T5 onwards) | ||
Block Advantage | CH Advantage | ||
Bruce Irvin -4,-12 (TTT) -8,-6 (T5) Bryan Fury -5,-6 (TTT) -4,-6 (T4 onwards) | Bruce Irvin +7,KD (TTT) +3,KD (T5) Bryan Fury +6,+5 (TTT) +7,+5 (T4) +7,+6 (T5 onwards) | ||
Chains from | Chains to | ||
Bryan Fury 1~4 | Bryan Fury ,2 ,4 |
Quick Spin Kick, called Quick Sobat (クイックソバット kuikku sobatto) in the Japanese version, was introduced in Tekken 2 as part of Bruce Irvin's moveset, then moved to Bryan Fury's moveset in Tekken 3 due to Bruce's absence. However, while Bruce's second kick would launch the opponent, Bryan's could not.
In Tekken Tag Tournament, the two character would share the move, but with Bruce's canonical return in Tekken 5, he had lost his Quick Spin Kick in favor of Shut Out Kick.
[edit] When to use (Bryan Fury)
Quick Spin Kick may be okay to use by itself occasionally. It's real value is in the moves it can chain to and from.
[edit] When to use (Bruce Irvin)
Quick Spin Kick's chain moves aren't as diverse as those of Bryan Fury's, so it has more use in juggles.
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