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| |cons= | | |cons= |
| * Slow, even his SJ and jump have some kind of short delay. | | *Huge target |
| * Weak comboability compared to the rest of the cast, especially off of throws (few exceptions, more detail below) | | *Long recovery on normals that are not super jump cancelled |
| * ALL of his attacks can be blocked high, including the 2nd hit of s.HP and his c.HK
| | *Vulnerable to hit grabs |
| * Size and weight make him a combo dummy, the dumbest things work on him | | *Being thrown breaks armor |
| * Start up time for element swords is too long, though ice sword combos and resets (if they're bad at mashing) can be worth trying for | | *Super has incredibly slow start up |
| * Doesn't gain meter during element swords or shadows
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| * Doesn't really build meter all that easily unless you're touching them
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| * RaiMeiKen has a bit of startup, and begins using X-Power/meter before the attack comes out. If you're hit out of this, you'll lose about 1/4 of meter
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| * Since you'll likely be leading with lights, that means your damage will be scaled harsher. Damage on single hard pokes isn't really all that good either.
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| }} | | }} |