Originally posted by EvilCap America
That first combo is rollable thus totally useless not to mention any combo DHCed 2X can do that much and more if you have a partner like Storm.The 2nd one has the same problem all the shotos suffer from a launcher that has virtually no horizontal range[since it was meant as an AA in old school games] which limits the effectiveness of their only good combo[Except Ryu can cancel a ground HK combo into a Shinkuu Hadoken].Thing is Ken has the same thing but IIRC he does about the same damage because his HK gest an extra glitched hit so he has equivalent damage for no super meter cost
Can't roll out of first combo, if you time right the c.lk glitches and hits them as they fall. It's not a reliable combo, and I can't pull it off more than 20% of the time, but it isn't rollable.
Akuma's HK gets as many hits as Ken's, and he can do the hyper afterwards. I play both and Akuma quite frequently. As for the problem with their launchers, it's not a bad launcher at all. Akuma's priority on it is really high, if you use the right assist and cross over them with ashuura warp or a hop, you can catch them.
Whoever said Ryu's hadoken does more damage needs to go into training mode and check it out. Akuma's is stronger buddy.
Originally posted by CorderaMitchell
I personally would use gambit as a projectile character over ryu anyday, his firballs are pretty obsolete with the beam type projectiles in the game.I find Blackheart to be a decent trap character, as well as sentinel, who's arguably one of the best.
Who do you guys use for "trap characters"
Well really the concept of using projectiles for age old keep-away doesnt really work considering the mobility available in this game along with SJing.Traps came up soon after and were dominate in highlevel play but eventually even the most complete were picked apart with only Strider/Doom still working
For traps i try
Venom/Doom-Not perfect but lp Venom Fang recovers really fast and Dooms AAA can cover the tiny bit of lag while doing a bunch of chip damage
Megaman/BlackHeart/Sentinel-Rockball jump forward HP Rockball hits off the front wall jump back HP Rock ball hits off back wall early Ricochets down [since you jumped back] Call assists to cover while you set another Rockball repeat
Spiral/Sentinel-Call swords dash HP throw swords slow call Sentinels ground to cover recallign swords repeat.A HELL of alot hard to do than it sounds