1,049
edits
(→Moveset: Precise values, slight format changes, removed line from Tatsu (it is 1.2x regardless, heavy doesn't get special treatment), Shoryu has a param called command_landing_frame_mul which is 0.66, verified) |
SacredFire37 (talk | contribs) m (→Attributes) Tag: Mobile edit |
||
Line 40: | Line 40: | ||
Despite his abundant strengths, Ken has his weaknesses as well, most of them shared with Ryu. Though his recovery travels a long distance, it becomes very short if extendable elements, such as Tatsumaki Senpukyaku, cannot be utilized. Focus Attack requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration and low damage makes it vulnerable to being interrupted by long-ranged attacks, and he can only use it once without landing or suffering hitstun. Ken's falling speed, low jumps and poor air acceleration make it difficult to recover from below the stage, as Shoryuken's recovery is almost strictly vertical and has high endlag, making Ken's vertical recovery easy to predict and interrupt. While Ken excels at shield pressure, his [[grab]] game is sorely lacking; his throws have high damage, but none of them have effective follow-up or KO potential. Down throw is his only combo throw at very low percents, and the extra utility of his throws (down throw instantly breaking shields, and up throw's kick KOing bystanders) does not apply in a 1-on-1 setting, making them situational. | Despite his abundant strengths, Ken has his weaknesses as well, most of them shared with Ryu. Though his recovery travels a long distance, it becomes very short if extendable elements, such as Tatsumaki Senpukyaku, cannot be utilized. Focus Attack requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration and low damage makes it vulnerable to being interrupted by long-ranged attacks, and he can only use it once without landing or suffering hitstun. Ken's falling speed, low jumps and poor air acceleration make it difficult to recover from below the stage, as Shoryuken's recovery is almost strictly vertical and has high endlag, making Ken's vertical recovery easy to predict and interrupt. While Ken excels at shield pressure, his [[grab]] game is sorely lacking; his throws have high damage, but none of them have effective follow-up or KO potential. Down throw is his only combo throw at very low percents, and the extra utility of his throws (down throw instantly breaking shields, and up throw's kick KOing bystanders) does not apply in a 1-on-1 setting, making them situational. | ||
Although Ken | Although Ken has an overall good [[neutral game]], it does suffer from noticeable flaws. Despite his good frame data (especially for his tapped tilts and neutral aerial) and decent running speed, his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess [[Hitbox|disjointed hitboxes]], especially when combined with his tall stature. Ken's only projectile, [[Hadoken]], is punishable if used carelessly due to its long endlag, weak damage and low [[priority]]. Aside from the advantages granted his neutral aerial and Focus Attack, Ken's fixed arc jumps make his aerial approach highly committal and thus very predictable. These issues force Ken to play patiently and take advantage of any opening, as he has trouble against opposing [[camping]]. Focus Attack's utility is also match-up dependent, as it becomes much less effective against fast or multi-hitting moves (such as Roy's forward aerial or Cloud's [[Cross Slash]], respectively). Because Focus Attack is also Ken's main method of escaping combos, this makes him susceptible to certain combos and juggles due to his high weight and quick falling speed, and his slower fast-fall compared to most other characters occasionally makes it difficult to land safely. | ||
Finally, Ken struggles to "force" early KOs, as his KO potential relies heavily on executing combos. While Ken does possess some powerful moves, like back aerial and sweetspotted forward smash, these usually require hard reads to land, and most of his other moves have low knockback scaling due to being tailored for combos. Ken's superb combo ability does largely compensate for this, but without accounting for opposing [[Smash directional influence|SDI]], or without full knowledge of Ken's moveset, setups and combos, he can have a difficult time taking stocks. Ken's multihit special moves can be fallen out of if not used properly, leading to him being unsafe, or even punishable if he is not careful. Finally, the emphasis on Ken's unique inputs means that his non-input special moves have lower power, and a mere slip of the hand can be more detrimental than usual, at worst even causing a [[self-destruct]] while recovering. | Finally, Ken struggles to "force" early KOs, as his KO potential relies heavily on executing combos. While Ken does possess some powerful moves, like back aerial and sweetspotted forward smash, these usually require hard reads to land, and most of his other moves have low knockback scaling due to being tailored for combos. Ken's superb combo ability does largely compensate for this, but without accounting for opposing [[Smash directional influence|SDI]], or without full knowledge of Ken's moveset, setups and combos, he can have a difficult time taking stocks. Ken's multihit special moves can be fallen out of if not used properly, leading to him being unsafe, or even punishable if he is not careful. Finally, the emphasis on Ken's unique inputs means that his non-input special moves have lower power, and a mere slip of the hand can be more detrimental than usual, at worst even causing a [[self-destruct]] while recovering. |
edits