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* Lacks reliable customs outside of the corner, instead relying on tricky strings and corner push strats | |||
* Customs do relatively mediocre damage mid-screen and require Ken to be close to start them. | * Customs do relatively mediocre damage mid-screen and require Ken to be close to start them. | ||
* Hadou rave is more difficult to setup/execute (requires constant kara cancels) and does less guard damage than Ryu's | * Hadou rave is more difficult to setup/execute (requires constant kara cancels) and does less guard damage than Ryu's | ||
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* Fireball doesn't knock down like Ryu or Akuma's | * Fireball doesn't knock down like Ryu or Akuma's | ||
* Ground tatsu is unsafe on hit against many characters | * Ground tatsu is unsafe on hit against many characters | ||
* Cannot | * Cannot cancel into roll like he could in A2 | ||
* One of the hardest infinites to execute consistently | * One of the hardest infinites to execute consistently | ||
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Latest revision as of 01:02, 22 May 2024
Introduction
Ken now travels the world again in the hopes that Ryu can challenge him again for another fight, but wonders if he's now making the right choices in life by doing so.
Pros | Cons |
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