Kurow Kirishimaedit

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Kurow

Kurow, as he appears in Project Justice.
Profile
Full Name Kurow Kirishima
Birthdate September 9
Birthplace Japan
Height 177cm (5'9")
Weight 68kg (149 lbs.)
Blood Type AB
Likes Power, underlings, dogs
Dislikes Yurika, the Imawano clan, people who give him orders
Measurements (Bust, Waist, Hip) 97cm (38"), 72cm (28"), 84cm (33")
Fighting Style Unknown

Kurow Kirishima (霧嶋 九郎 Kirishima Kurō) is the primary villain in Project Justice, the second of the Rival Schools games, but this is not revealed until later in the story.

Contents

[edit] About Kurow

He makes various appearances throughout different stories early on in the game's story mode, either as himself or as "Vatsu", a doppelgänger of series hero Batsu. His actions include either attacking various groups of students with his his lackeys - either his sister Yurika, Momo, or a brainwashed Daigo - or having them do his dirty work for him.


At a certain point, Kurow Kirishima unveils himself as the mastermind behind the recent upheaval among the schools. He explains that he was sent by the Darkside Student Organization in which the Imawano family was a part of to assassinate Batsu, Raizo, Kyosuke and Hyo. After being defeated by the group of students selected by the player, he attempts to send a brainwashed Hyo after the players, only to be betrayed and defeated by Hyo. The sequence following the final fight in story mode reveals Kurow is hospitalized after the attack, but escapes after a few days.

[edit] Arsenal, fighting style, and combat strategy

For veteran players of Project Justice, Kurow is rated as the best character in the game due to his fast and powerful skills. This, however, does not mean that Kurow has his share of weaknesses, as will be elaborated later in this section of the article. The key to winning matches using this character is to know how to utilize his skills to their fullest extent.

As Batsu's fake version, Vatsu, he basically combines his own fighting techniques with some of Batsu's.

[edit] Special moves

[edit] Both as himself and "Vatsu"

Yamikagura (闇神楽)

Kurow does a scratch-like swipe that can be done up to three times. As himself, the swipes become claw slashes. In either guise, this move can be made to aim high or low, depending on the punch button pressed for this move's button combination.

Roppu Zuki (六腑突き)

Kurow does a dashing semi-uppercut aimed towards the opponent's midsection. It can be charged to deal more hits. As himself, this can be chained into a Burning Vigor Attack that will be explained later in this section of the article.

Yasha Guruma (夜叉車)

Kurow encases himself in a black orb and flies towards the opponent, dealing damage by means of vacuum-like slashes. This is also usable in the air, and can be made to go up or down while going forward.

[edit] As "Vatsu"

Guts Bullet (Japanese: 気合弾 Kiaidan)

Exactly the same as Batsu's Guts Bullet. See Batsu's article for more details.

[edit] As himself

Kuukan Saki (空間裂き)

Kurow slashes the air, leaving a trail of clawmarks for a few seconds that can damage the opponent on contact. It can slash high or low, depending on the punch button pressed for this move's button combination. The low version is good for stopping dash-in opponents; while the high version is a good anti-air counter.

Yamikake (闇駆け)

Kurow stands on one leg. If attacked while in this stance, he will teleport behind the opponent, and is effective even against Party-Up techniques from the opponent. It, however, is not effective against crouching attacks and multiple-hit attacks.

[edit] Burning Vigor Attacks

[edit] As "Vatsu"

Ankoku Kiaidan (暗黒気合弾)

Exactly the same as Batsu's Super Guts Bullet.

Ankoku Yamikagura (暗黒闇神楽)

Powered version of the Yamikagura. Kurow does five Yamikagura swipes and finishes with a reverse flip-kick. This attack's range is deceptively long, and only the last hit can be successfully Tardy Countered.

[edit] As himself

Kinki Chirasui (禁忌 力吸い)

This can be done only if chained from the Roppu Zuki. Kurow saps his impaled opponent of health to restore some of his own.

Kirishima-ryuu Shinkuu Anran (霧嶋流 真空闇嵐)

A vortex of wind arises a step in front of Kurow. If the player has another level of Guts, he can make Kurow summon another while the first one is still active. Good against jump-in opponents. Used once, this also makes a good launcher.

Kirishima-ryuu Kyoujuu Reppa (霧嶋流 狂獣裂破)

Kurow dashes across the screen, leaving a trail of spinning clawmarks. Landing opponents will have a very hard time blocking this attack, and if all hits of this attack connect, this attack does massive damage. If blocked, however, the opponent will end up directly behind Kurow. If the player is not fast enough, the opponent can take advantage of the recovery counterattack.

[edit] Team-Up techniques

Ankoku Double Kiaidan (暗黒W気合弾)

Exactly the same as Batsu's Double Guts Bullet Team-Up assist.

Kirishima-ryuu Juumonji Sappou (霧嶋流 十文字殺法)

The active character sends the opponent high into the air, where Kurow does a barrage of blows to the latter. From the ground, Kurow and the active character then slash the still airborne opponent, leaving a pair of clawmarks that intersect where the opponent is.

[edit] Party-Up techniques

As Vatsu, he does the Final Symphony; but as himself, he does the Kirishima-ryuu Ichimonji Rensatsu, which is exclusive to him.

[edit] Notes

A bonus storyline available in Project Justice, the Darkside Student Congress, tells an alternate story in which Kurow's plans to take over the various schools succeeds. The ending for this story has him at the head of Justice High School, shown with the various characters of the series as his brainwashed servants, including his sister, Yurika. Not all of the characters appear in the ending, as Kurow's mission to exterminate the Imawano clan was a success; therefore, aside from Hyo, it can be assumed that Batsu, Kyosuke, and Raizo are all dead in this ending.

[edit] References

Nguyen, John. Project Justice FAQ/Move List by Puar. GameFAQs.com. Published 2001. Last accessed 8 February 2010. http://www.gamefaqs.com/console/dreamcast/file/377885/10032

Tsai, Peter. FAQ/Movelist for Project Justice (Moero! Justice Gakuen) for Dreamcast/Arcade. Version 1.07. GameFAQs.com. Published 17 July 2002; last updated 13 March 2003. Last accessed 8 February 2010. http://www.gamefaqs.com/console/dreamcast/file/377885/18282

Cheshire, Sophie. Project Justice: FAQ/Move List by falsehead. Final version. GameFAQs.com. Published 5 November 2001; final update 7 December 2002. Last accessed 8 February 2010. http://www.gamefaqs.com/console/dreamcast/file/377885/11671