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* Kara Throw (cl.MK) allows him to throw opponents at ranges that would otherwise be inaccessible to him | * Kara Throw (cl.MK) allows him to throw opponents at ranges that would otherwise be inaccessible to him | ||
|cons= | |cons= | ||
* His most dangerous throw requires him to be in neutral, preventing him from utilizing it while | * His most dangerous throw requires him to be in neutral, preventing him from utilizing it while walking forward | ||
walking forward | |||
* Both overheads are unsafe on block, necessitating him to space them. | * Both overheads are unsafe on block, necessitating him to space them. | ||
* Has difficulty opening the opponent up without a counter hit stored and lacks setups for | * Has difficulty opening the opponent up without a counter hit stored and lacks setups for charging counter hit | ||
charging counter hit | * Has trouble fighting out of life deficits due to low damage output and lack of tools to pressure opponents into making mistakes | ||
* Has trouble fighting out of life deficits due to low damage output and lack of tools to pressure | |||
opponents into making mistakes | |||
* Fireball recovers slower than other fireball characters | * Fireball recovers slower than other fireball characters | ||
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Latest revision as of 02:21, 27 September 2022
Introduction
Ideal Team Position: Point
While lacking the consistent damage of Ryu and the lockdown ability of Akuma, Ken’s superior buttons and generous frame advantages make him a force to be reckoned with...so long as you have a partner that can cover up his weaknesses. Although he has a Hadoken of his own, he recovers slower from its execution than Ryu and Akuma, which makes it difficult to use at mid-range where the opponent could react to it with enough time to punish Ken before he can recover. Instead, his mid-range is focused on using his excellent movement options to close in on the opponent where he can pressure them with his buttons or close in for a throw. To make up for his negligible solo damage, Ken has numerous ways he can safely tag in his partner who could deal the damage in his stead, which along with his footsie options, movement, and reset capabilities with his partner tagging in from a tag canceled HK or EX Tatsu make him an ideal point character.
Strengths | Weaknesses |
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