KyokujiFGC (talk | contribs) |
KyokujiFGC (talk | contribs) m (→Introduction) |
||
(25 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
| intro = | | intro = | ||
| pros = | | pros = | ||
* Has great options for every possible situation | * Has great options for every possible situation. Tons of great buttons. | ||
* | * Stance switching is usually instant and can be buffered ahead of time during moves. | ||
* Can do big meterless damage with target combos | * Different jump arc in each stance with high priority jump-ins in both | ||
* Ouga is a great mobility tool that also makes it nearly impossible to keep him cornered | |||
* Having at least 2 bars of super gives him access to massive damage off a variety of confirms | * Can do big meterless damage with target combos starting from just about any button | ||
* Having at least 2 bars of super gives him access to massive damage off a variety of confirms from very far away. | |||
* Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster | * Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster | ||
* Air super can be used to escape the transition into CC infinites | |||
* One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner | * One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner | ||
* Upkicks are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner. | * Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner. | ||
* Hands have incredibly fast startup and great damage/safety | * Hands have incredibly fast startup and great damage/safety | ||
* Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH | * Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH | ||
Line 18: | Line 20: | ||
* Roll special goes under fireballs | * Roll special goes under fireballs | ||
* Long range overhead in crane stance | * Long range overhead in crane stance | ||
* c. LK in Crane puts the opponent in a juggle state and can be chained into | |||
* ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time | * ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time | ||
* Counter hit c. FP in Crane stance does an insane amount of damage for some reason. Up to | * Counter hit c. FP in Crane stance does an insane amount of damage/stun for some reason. Up to 30% or more on some characters. | ||
| cons = | | cons = | ||
* Lacks reliable custom combos | * Lacks reliable custom combos unless point blank and in the right stance | ||
* Grounded hurtbox is fatter than it appears | * Grounded hurtbox is fatter than it appears, making cross-ups easy on him | ||
* Stance switching is not always instant after most jump-ins besides crane j. RH | |||
* Upkicks aren't fully invincible | |||
* Air super forces you to do the second kick follow-up, which can sometimes get you killed | |||
* High execution/knowledge requirement to reach his full potential | * High execution/knowledge requirement to reach his full potential | ||
* Would be a top 3 character without V-ISM making neutral more dangerous | * Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game | ||
}} | }} |
Latest revision as of 15:03, 19 September 2022
Introduction
Gen has continued seeking other fighters in the hopes that the worthiest ones may participate in a "Death Match". Among those he deemed worthy, Akuma is one of them and Gen now wishes to encounter him again.
Pros | Cons |
|
|