PKM TheFury
Noob
I'm gonna make a list with all the character's pros and cons, so the new players can make a wisely choise, based on
their style.
You can help me by writing about your main pros and cons
PS2: If you disagree with some of the infos, please enlight me and the person that wrote it, cause I'm just
transcribing
things here.
their style.
You can help me by writing about your main pros and cons
PS2: If you disagree with some of the infos, please enlight me and the person that wrote it, cause I'm just
transcribing
things here.
Pros:
+ Can cancel almost any normal into special.
+ Difficult to zone effectively if he has meter.
+ Low and Overhead combo starters.
+ Good corner game.
+ Great special attacks with large hitboxes.
+ Solid air control.
+ Solid footsies.
+ One of fastest backdash in the entire game. (maybe Kano can compete with him, only Somberness can tell us)
Cons:
- Easily zoned without meter.
- Average damage output.
- Mostly slow normals.
- Very few attacks safe on block.
By: DragonPick
+ Can cancel almost any normal into special.
+ Difficult to zone effectively if he has meter.
+ Low and Overhead combo starters.
+ Good corner game.
+ Great special attacks with large hitboxes.
+ Solid air control.
+ Solid footsies.
+ One of fastest backdash in the entire game. (maybe Kano can compete with him, only Somberness can tell us)
Cons:
- Easily zoned without meter.
- Average damage output.
- Mostly slow normals.
- Very few attacks safe on block.
By: DragonPick
Pros:
- Excellent mix-up game.
- Very fast movement.
- Great pressure game.
- Parry grants pressure escape.
- Solid anti-zoning tactics.
- Great corner pressure.
Cons:
- Mostly average damage output.
- Weak footsies.
- Mostly slow normals.
- Poor zoning.
- Teleport is very unsafe.
By: DragonPick
- Excellent mix-up game.
- Very fast movement.
- Great pressure game.
- Parry grants pressure escape.
- Solid anti-zoning tactics.
- Great corner pressure.
Cons:
- Mostly average damage output.
- Weak footsies.
- Mostly slow normals.
- Poor zoning.
- Teleport is very unsafe.
By: DragonPick
Pros:
+ Most damaging combos/resets in the game.
+ Long, elaborate combos which force breaker use.
+ Command throw leading to safe jump.
+ Largest capture hitbox in the entire game.
+ Unblockable bombs.
+ Meter draining special.
+ Solid footsies.
+ Great corner pressure.
Cons:
- Weak against zoning.
- Weak wake-up options.
- Lacks a low hitting combo starter.
- Teleport is very unsafe.
By: DragonPick
+ Most damaging combos/resets in the game.
+ Long, elaborate combos which force breaker use.
+ Command throw leading to safe jump.
+ Largest capture hitbox in the entire game.
+ Unblockable bombs.
+ Meter draining special.
+ Solid footsies.
+ Great corner pressure.
Cons:
- Weak against zoning.
- Weak wake-up options.
- Lacks a low hitting combo starter.
- Teleport is very unsafe.
By: DragonPick
Pros:
+ Very good zoning.
+ Easy to punish specials.
+ Good meterless damage output.
+ Great set of pokes.
Cons:
- Poor mixup game.
- Poor wakeup game.
- All his specials are unsafe.
By: PKM TheFury
+ Very good zoning.
+ Easy to punish specials.
+ Good meterless damage output.
+ Great set of pokes.
Cons:
- Poor mixup game.
- Poor wakeup game.
- All his specials are unsafe.
By: PKM TheFury
Pros:
+ One of the very best zoning strategies.
+ Strong anti-zoning tools.
+ Great escape tool via EX teleport.
+ Solid 50/50 mix ups.
+ Good footsies thanks to NMS.
Cons:
- Requires very good fundamentals (unlike someone else in the game).
- Huge hitbox and lack of low pokes to lower hitbox.
- Needs meter to do big damage.
By: m2dave
+ One of the very best zoning strategies.
+ Strong anti-zoning tools.
+ Great escape tool via EX teleport.
+ Solid 50/50 mix ups.
+ Good footsies thanks to NMS.
Cons:
- Requires very good fundamentals (unlike someone else in the game).
- Huge hitbox and lack of low pokes to lower hitbox.
- Needs meter to do big damage.
By: m2dave
Pros:
+ Flash grants projectile immunity.
+ Wakeup mobility (Standard flash costs no meter and you wake up with armor and freedom to do as you will for the
iFrame
duration)
+ EN Glow grants super armor to any attack while removing blockstun and knockdown.
+ Great control of spacing.
+ Many strings are safe on block.
+ Strong corner game.
+ Best set of armored specials, both of which launch for at least 20% damage.
Cons:
- Steep learning curve/Technically challenging.
- Specials have a good deal of cooldown.
- Slow normals.
- Slow projectiles.
- Mediocre damage.
By: DragonPick & GLoRToR
+ Flash grants projectile immunity.
+ Wakeup mobility (Standard flash costs no meter and you wake up with armor and freedom to do as you will for the
iFrame
duration)
+ EN Glow grants super armor to any attack while removing blockstun and knockdown.
+ Great control of spacing.
+ Many strings are safe on block.
+ Strong corner game.
+ Best set of armored specials, both of which launch for at least 20% damage.
Cons:
- Steep learning curve/Technically challenging.
- Specials have a good deal of cooldown.
- Slow normals.
- Slow projectiles.
- Mediocre damage.
By: DragonPick & GLoRToR
Pros:
+ Devastating corner game (Top 5 imho - By: PKM TheFury)
+ Excellent mix-up game.
+ Great enhanced specials.
+ Highest damage X-Ray in the game.
+ Builds meter quickly.
+ Fast uppercut in the game
+ Difficult to zone effectively if he has meter.
+ 6 frames d1 poke.
+ Low hitbox character.
Cons:
- Easily zoned without meter
- Terrible midscreen damage output.
By: DragonPick
+ Devastating corner game (Top 5 imho - By: PKM TheFury)
+ Excellent mix-up game.
+ Great enhanced specials.
+ Highest damage X-Ray in the game.
+ Builds meter quickly.
+ Fast uppercut in the game
+ Difficult to zone effectively if he has meter.
+ 6 frames d1 poke.
+ Low hitbox character.
Cons:
- Easily zoned without meter
- Terrible midscreen damage output.
By: DragonPick
Pros:
+ Always either neutral or positive in pressure strings
+ Builds meter from his crazy pressure game
+ f3; a normal thats a special mid and is neutral on block: links to either 1, Frame trap with ex fb, 2, an
overhead that has a lot of advantage, 3, a nut punch which f33nutpunch does %20
+ All combo enders ending with nut punch can get a free jump punch
+ Ex nut punch has invulnerability frames
+ High Damage Xray
+ High Damage Combos (bnb is just under %40 without counting chip damage)
+ Dash is fast and covers a good amount of distance
+ 7 Frame uppercut
Cons:
- Forceball is garbage, Cage is pretty much useless if he is far away.
- Some normals can be done on accident, like f2 which puts Cage at a serious disadvantage.
- Ex Shadow Kick doesn't have full armor.
- Zoners will destroy you, mainly Kenshi, Kabal, and Freddy Krueger.
*If your sunglasses break during the fight, you will not get the *ding* sound when you win.
By: Mikemetroid
+ Always either neutral or positive in pressure strings
+ Builds meter from his crazy pressure game
+ f3; a normal thats a special mid and is neutral on block: links to either 1, Frame trap with ex fb, 2, an
overhead that has a lot of advantage, 3, a nut punch which f33nutpunch does %20
+ All combo enders ending with nut punch can get a free jump punch
+ Ex nut punch has invulnerability frames
+ High Damage Xray
+ High Damage Combos (bnb is just under %40 without counting chip damage)
+ Dash is fast and covers a good amount of distance
+ 7 Frame uppercut
Cons:
- Forceball is garbage, Cage is pretty much useless if he is far away.
- Some normals can be done on accident, like f2 which puts Cage at a serious disadvantage.
- Ex Shadow Kick doesn't have full armor.
- Zoners will destroy you, mainly Kenshi, Kabal, and Freddy Krueger.
*If your sunglasses break during the fight, you will not get the *ding* sound when you win.
By: Mikemetroid
Pros:
+ Top 5 best pressure in the game.
+ Top 5 best zoning in the game.
+ Great air-control.
+ Great mix-up game.
+ EN. Dash helps him to get out of pressure and zoning as well.
+ Very good metter building, while pressuring.
Cons:
- Very high learning curve.
- People that knows how his pressure works, and use non-large hitbox characters, can easily poke him out.
By: PKM TheFury
+ Top 5 best pressure in the game.
+ Top 5 best zoning in the game.
+ Great air-control.
+ Great mix-up game.
+ EN. Dash helps him to get out of pressure and zoning as well.
+ Very good metter building, while pressuring.
Cons:
- Very high learning curve.
- People that knows how his pressure works, and use non-large hitbox characters, can easily poke him out.
By: PKM TheFury
Pros:
+ High Damage combos;
+ Great footsie game (2,1, f2+1 long reaching attacks)
+ All of her shit is safe on block
+ Good Zoning (the hitbox of the fans are a bitch to deal with, especially if you do NOT have the life lead)
+ Cutter on hit grants a free jump in which deals pressure, either builds a lot of metter and chip, or continues
into a
combo/throw.
+ Unbreakable Damage.
+ Builds Meter Fast.
+ Great Anti-Airs.
+ Has one of the deadliest Jump Kick, as she can combo into Jump Kick Fan.
+ She has 7 Special Mid normals (Standing 3, Standing 4, B2, B1, B3, F+2, F+3)
+ Forward Throw is great, can OTG with standing 2, or play dead (bait wake up attack from enemy), basically forward
throws puts the opponent in a pressured state
+ Small-Medium Hitbox.
+ 6 frames d1 poke with the best range in the game.
Cons:
- No descent armor move.
- Weak Wake-up Game.
- Can be zoned out.
- Can be outfootsied if enemy understands her spacing.
By: Mr. Mileena
+ High Damage combos;
+ Great footsie game (2,1, f2+1 long reaching attacks)
+ All of her shit is safe on block
+ Good Zoning (the hitbox of the fans are a bitch to deal with, especially if you do NOT have the life lead)
+ Cutter on hit grants a free jump in which deals pressure, either builds a lot of metter and chip, or continues
into a
combo/throw.
+ Unbreakable Damage.
+ Builds Meter Fast.
+ Great Anti-Airs.
+ Has one of the deadliest Jump Kick, as she can combo into Jump Kick Fan.
+ She has 7 Special Mid normals (Standing 3, Standing 4, B2, B1, B3, F+2, F+3)
+ Forward Throw is great, can OTG with standing 2, or play dead (bait wake up attack from enemy), basically forward
throws puts the opponent in a pressured state
+ Small-Medium Hitbox.
+ 6 frames d1 poke with the best range in the game.
Cons:
- No descent armor move.
- Weak Wake-up Game.
- Can be zoned out.
- Can be outfootsied if enemy understands her spacing.
By: Mr. Mileena
Pros:
+ Best mobility in the game.
+ Solidly deals with other top tier characters in the game, even Kuh-Bawl.
+ Fastest and longest reaching standing poke in the game.
+ Great pressure/mix-up game.
+ One of the best corner pressure in the game.
+ Fastest wakeup in the game. (along with reptile's ED)
+ Best AA in the game.
+ Good metter build, while pressuring
Cons:
- All his specials are unsafe.
- Mids/Overheads are slow.
- Can be easily zoned sometimes, by characters like Kabal and Kitana.
By: xInfra Deadx & Red Son
+ Best mobility in the game.
+ Solidly deals with other top tier characters in the game, even Kuh-Bawl.
+ Fastest and longest reaching standing poke in the game.
+ Great pressure/mix-up game.
+ One of the best corner pressure in the game.
+ Fastest wakeup in the game. (along with reptile's ED)
+ Best AA in the game.
+ Good metter build, while pressuring
Cons:
- All his specials are unsafe.
- Mids/Overheads are slow.
- Can be easily zoned sometimes, by characters like Kabal and Kitana.
By: xInfra Deadx & Red Son
Pros:
+ Many strings are either neutral or unpunishable on block.
+ Good mixup game.
+ Simple combos that deal acceptable damage.
+ Good projectiles, and has aerial control with iaFireballs.
+ Ability to play both zoning and rushdown.
+ Uppercut has long vertical range.
+ Has a Parry.
+ Easy to pick up.
+ If played right, Liu Kang vs Kabal can be an almost even game.
Cons:
- If rendered either unable to zone or rushdown, half of Liu's game is thrown out the window.
- Wakeup game is not so good.
- His hitbox includes the headband.
- Uppercut lacks horizontal range.
- Parry has an 8-frame startup, where Liu can be attacked before it activates.
- Hard to master.
By: Alien Substance
+ Many strings are either neutral or unpunishable on block.
+ Good mixup game.
+ Simple combos that deal acceptable damage.
+ Good projectiles, and has aerial control with iaFireballs.
+ Ability to play both zoning and rushdown.
+ Uppercut has long vertical range.
+ Has a Parry.
+ Easy to pick up.
+ If played right, Liu Kang vs Kabal can be an almost even game.
Cons:
- If rendered either unable to zone or rushdown, half of Liu's game is thrown out the window.
- Wakeup game is not so good.
- His hitbox includes the headband.
- Uppercut lacks horizontal range.
- Parry has an 8-frame startup, where Liu can be attacked before it activates.
- Hard to master.
By: Alien Substance
Pros:
+ Second Best anti-air in the game (next to KL's Spin).
+ Lowest hitbox in the game.
+ Good d3, d4 pokes, with good range, that also lowers her hitbox.
+ U3 is +9 on block. =D
+ Good footsies.
+ Have a good time zoning with her Iafs.
+ Most part of her normals are safe on block.
Cons:
- All her specials are unsafe.
- Crap d1 poke.
- Average damage.
- Don't have to much tools to keep the pressure going.
By: Red Son
+ Second Best anti-air in the game (next to KL's Spin).
+ Lowest hitbox in the game.
+ Good d3, d4 pokes, with good range, that also lowers her hitbox.
+ U3 is +9 on block. =D
+ Good footsies.
+ Have a good time zoning with her Iafs.
+ Most part of her normals are safe on block.
Cons:
- All her specials are unsafe.
- Crap d1 poke.
- Average damage.
- Don't have to much tools to keep the pressure going.
By: Red Son
Pros:
-Safe 50/50 fullscreen
-Decent mindgames with Portal
-Very potent corner game with numerous resets
-Upknee's block advantage ranges from +4 to +10, at max range you are all but guaranteed a free tackle(11 frames)
-Safe string cancels to give him a decent neutral game
-One of the best defensive/AA tools in the game
-Very easy execution-wise
-Great throw that lets him start zoning again
Cons:
-50/50 is dangerously unsafe up close
-Horrible recovery time, probably his biggest setback
-Lowest damage output in the game
-Relatively slow combos outside of 12/212
-Portal mind games aren't the best of gimmicks, and Ghostball is pretty much useless
-Mediocre pokes
-Requires more thought than most, if not all of the cast, NO room for mistakes
By: RYX
-Safe 50/50 fullscreen
-Decent mindgames with Portal
-Very potent corner game with numerous resets
-Upknee's block advantage ranges from +4 to +10, at max range you are all but guaranteed a free tackle(11 frames)
-Safe string cancels to give him a decent neutral game
-One of the best defensive/AA tools in the game
-Very easy execution-wise
-Great throw that lets him start zoning again
Cons:
-50/50 is dangerously unsafe up close
-Horrible recovery time, probably his biggest setback
-Lowest damage output in the game
-Relatively slow combos outside of 12/212
-Portal mind games aren't the best of gimmicks, and Ghostball is pretty much useless
-Mediocre pokes
-Requires more thought than most, if not all of the cast, NO room for mistakes
By: RYX
Pros:
+ Top 5 best armor in the game.
+ Good meterless damage.
+ Great footsies.
+ Good mixups.
+ Best corner reversal game.
+ RH Cancels
+ Armored dash
Cons:
- Big hitbox.
- Weak antizoning tools.
- Mediocre pokes.
- Holes in his RH cancel pressure exploitable by some characters (Raiden's teleport)
- Teleport is very unsafe
By: Enenra
+ Top 5 best armor in the game.
+ Good meterless damage.
+ Great footsies.
+ Good mixups.
+ Best corner reversal game.
+ RH Cancels
+ Armored dash
Cons:
- Big hitbox.
- Weak antizoning tools.
- Mediocre pokes.
- Holes in his RH cancel pressure exploitable by some characters (Raiden's teleport)
- Teleport is very unsafe
By: Enenra
Pros
+ Good mobility option.
+ Can punish a number of things most characters cannot.
+ Good ground control.
+ Great wakeup pressure.
+ Good range on normals.
+ Good walkspeed.
+ Versatile meter game.
Cons
- Slow universal movement.
- Walk takes a long time to reach max speed.
- Sluggish normals.
- Bad air control.
- Otherwise mediocre offense.
- Excessively reliant on meter.
- D1 is crap.
By: THTB
+ Good mobility option.
+ Can punish a number of things most characters cannot.
+ Good ground control.
+ Great wakeup pressure.
+ Good range on normals.
+ Good walkspeed.
+ Versatile meter game.
Cons
- Slow universal movement.
- Walk takes a long time to reach max speed.
- Sluggish normals.
- Bad air control.
- Otherwise mediocre offense.
- Excessively reliant on meter.
- D1 is crap.
By: THTB
Pros:
+ A lot of anti-air options
+ Best meterless anti-air damage in the game.
+ Best air-to-air damage in the game
+ Has one of the deadliest jump kick, as he can combo into Vortex.
+ Good 50/50 setups
+ Decent armor that can parry projectiles on reaction
+ Good tools to condition and create mindgames
+ An anti-corner game
+ Community thinks online randoms using this character is sufficient matchup experience, handing you a free win.
Lol
Cons :
- Pokes do not give advantage on hit.
- Inconsistent footsies.
- Extremely risky.
- Difficult to use at his fullest potential at the highest level.
- Almost a non-existent corner game. (not that's its necessarily bad, but most of what you will end up doing also
works
midscreen)
- Unreliable mids.
By: STRYKIE
+ A lot of anti-air options
+ Best meterless anti-air damage in the game.
+ Best air-to-air damage in the game
+ Has one of the deadliest jump kick, as he can combo into Vortex.
+ Good 50/50 setups
+ Decent armor that can parry projectiles on reaction
+ Good tools to condition and create mindgames
+ An anti-corner game
+ Community thinks online randoms using this character is sufficient matchup experience, handing you a free win.
Lol
Cons :
- Pokes do not give advantage on hit.
- Inconsistent footsies.
- Extremely risky.
- Difficult to use at his fullest potential at the highest level.
- Almost a non-existent corner game. (not that's its necessarily bad, but most of what you will end up doing also
works
midscreen)
- Unreliable mids.
By: STRYKIE
Pros:
+ Fastest standing normal in the game that leads to full combo.- One of the best counter zoning moves in the game
that
leads to 30-40%.
+ Great control of the opponent with various combo enders (continued pressure, full-screen, reset).
+ Great Footsies.
+ Good Space Control/decent zoning.
+ High damage.
+ Low hitbox character.
+ Fast and safe low starter.
+ Throw is very advantageous.
Cons:
- Needs meter.
- Virtually impossible to pressure with due to normals whiffing against crouch
- Both mids are easily interrupted
- No armor specials.
- Specials are unsafe.
- His fast normals can be neutral ducked.
- Crappy wakeup game.
By: xInfra Deadx & RomeoBravoDelta
+ Fastest standing normal in the game that leads to full combo.- One of the best counter zoning moves in the game
that
leads to 30-40%.
+ Great control of the opponent with various combo enders (continued pressure, full-screen, reset).
+ Great Footsies.
+ Good Space Control/decent zoning.
+ High damage.
+ Low hitbox character.
+ Fast and safe low starter.
+ Throw is very advantageous.
Cons:
- Needs meter.
- Virtually impossible to pressure with due to normals whiffing against crouch
- Both mids are easily interrupted
- No armor specials.
- Specials are unsafe.
- His fast normals can be neutral ducked.
- Crappy wakeup game.
By: xInfra Deadx & RomeoBravoDelta
Pros:
+ Top 5 best wallgame.
+ Good pressure game.
+ Good 50/50's.
+ Very good Zoning.
+ Very good pokes.
+ Almost every combo is unbreakable.
Cons:
- Vulnerable when opponent is waking him up.
- Slowest uppercut in the game. (Kratos doesn't count)
- Only one descent wakeup option.
- Big hitbox.
- Very high learning curve.
By: PKM TheFury
+ Top 5 best wallgame.
+ Good pressure game.
+ Good 50/50's.
+ Very good Zoning.
+ Very good pokes.
+ Almost every combo is unbreakable.
Cons:
- Vulnerable when opponent is waking him up.
- Slowest uppercut in the game. (Kratos doesn't count)
- Only one descent wakeup option.
- Big hitbox.
- Very high learning curve.
By: PKM TheFury
Pros:
+ Plenty of armor on enhanced specials
+ Only throw in the game that does 14%
+ Great anti-air grab
+ Minimum hits required for big damage.
+ Fireball cannot be ducked, enhanced fireball is an overhead
+ 22% damage enhanced grab and punch with armor that goes through a good deal of annoying rushdown strategies
+ Telestomp, low grab and ground stomp are unblockable
+ Unblockable X-ray that needs to be jumped
+ Some long range melee attacks. B2, F4
+ Good chip damage
Cons:
- Slow normals
- Biggest hitbox in the game
- Grabs are all specialized for standing, air or low if you guess wrong you can be punished.
- All low starter moves are really slow
- Very meter dependant.
By: Lumpymoomilk & Sindelia
+ Plenty of armor on enhanced specials
+ Only throw in the game that does 14%
+ Great anti-air grab
+ Minimum hits required for big damage.
+ Fireball cannot be ducked, enhanced fireball is an overhead
+ 22% damage enhanced grab and punch with armor that goes through a good deal of annoying rushdown strategies
+ Telestomp, low grab and ground stomp are unblockable
+ Unblockable X-ray that needs to be jumped
+ Some long range melee attacks. B2, F4
+ Good chip damage
Cons:
- Slow normals
- Biggest hitbox in the game
- Grabs are all specialized for standing, air or low if you guess wrong you can be punished.
- All low starter moves are really slow
- Very meter dependant.
By: Lumpymoomilk & Sindelia
Pros:
+ Great zoning. (which leads to constant chip and meter gaining)
+ Levitate Cancels apply pressure, and lead to guessing games. (whether or not to poke out, and if when)
+ She have the only x-ray in the game that's blocked low and aa's as well
+ Good Mixup Game.
+ Standing 4 is a great footsie tool.
+ Resets due to staggering.
+ Good Damage. (44% Midscreen meterless, 52% wall meterless)
+ The only x-ray in the game that needs to be blocked low and aa's as well
Cons:
- No armor.
- Bad Pokes.
- Big Hitbox.
- Slow Normals.
- Has trouble with rushdown, as it is hard for her to poke out with her horrible pokes.
- AA's are not reliable.
By: Mr. Mileena & Sindelia
+ Great zoning. (which leads to constant chip and meter gaining)
+ Levitate Cancels apply pressure, and lead to guessing games. (whether or not to poke out, and if when)
+ She have the only x-ray in the game that's blocked low and aa's as well
+ Good Mixup Game.
+ Standing 4 is a great footsie tool.
+ Resets due to staggering.
+ Good Damage. (44% Midscreen meterless, 52% wall meterless)
+ The only x-ray in the game that needs to be blocked low and aa's as well
Cons:
- No armor.
- Bad Pokes.
- Big Hitbox.
- Slow Normals.
- Has trouble with rushdown, as it is hard for her to poke out with her horrible pokes.
- AA's are not reliable.
By: Mr. Mileena & Sindelia
Pros
+Safe advancing special
+A variety of mixups, while on ground or air
+High Damage Output
+ Normals with a good range
+ one of the best armors in the game (Skarlet's armor last 25 frames, and can be used to create pressure)
+ One of the best footsie tools in the game (F4 puts her crouching, and avoid high attacks and high advancing
specials)
+ fast recovery air projectiles
+ Excelent mobility
+ Very strong Fundamentals
+ Best slide of the game
+ 10 Frames uppercut
+ Can Escape Frame Traps
+ Reset creates pressure
Cons
-Slow startup normals
- Almost everything she does from specials to strings always takes longer to recover
- Red dash is not cancelable
- Overhead is fuzzy guardable on reaction
- Mediocre Anti-Air options
- Up slash and down slash highly punishable on block
- Slow and punishable teleport on block
- Requires a strong execution level to make her game work
- Meter Dependant
- interruptible strings
- one of the worst 50/50 of the game
- Lacks low starter
By: Eddy Wang
+Safe advancing special
+A variety of mixups, while on ground or air
+High Damage Output
+ Normals with a good range
+ one of the best armors in the game (Skarlet's armor last 25 frames, and can be used to create pressure)
+ One of the best footsie tools in the game (F4 puts her crouching, and avoid high attacks and high advancing
specials)
+ fast recovery air projectiles
+ Excelent mobility
+ Very strong Fundamentals
+ Best slide of the game
+ 10 Frames uppercut
+ Can Escape Frame Traps
+ Reset creates pressure
Cons
-Slow startup normals
- Almost everything she does from specials to strings always takes longer to recover
- Red dash is not cancelable
- Overhead is fuzzy guardable on reaction
- Mediocre Anti-Air options
- Up slash and down slash highly punishable on block
- Slow and punishable teleport on block
- Requires a strong execution level to make her game work
- Meter Dependant
- interruptible strings
- one of the worst 50/50 of the game
- Lacks low starter
By: Eddy Wang
Pros:
+ Easy to use, at the start level. (you do not need any fundamentals)
+ Best anti-zoning special moves in the game. (smoke bomb, teleport punch, proj. parry)
+ Very good footsies and pokes. (fastest overhead in the game, d+4 spam, 2 for AA, bomb for whiff punishment, etc.)
+ Resets.
+ Lots of options to build meter quickly (smoke away, towards, sb, whiffed air throw)
+ Can charge / dash cancel his xray
Cons:
- Use of strategies that many in the community deem "cowardly" and "immoral".
- Poor ground control outside of footsie range, so he gets bullied by some rush down characters.
- Reset is very difficult to do consistently.
- No armor. (thank God).
By: m2dave
+ Easy to use, at the start level. (you do not need any fundamentals)
+ Best anti-zoning special moves in the game. (smoke bomb, teleport punch, proj. parry)
+ Very good footsies and pokes. (fastest overhead in the game, d+4 spam, 2 for AA, bomb for whiff punishment, etc.)
+ Resets.
+ Lots of options to build meter quickly (smoke away, towards, sb, whiffed air throw)
+ Can charge / dash cancel his xray
Cons:
- Use of strategies that many in the community deem "cowardly" and "immoral".
- Poor ground control outside of footsie range, so he gets bullied by some rush down characters.
- Reset is very difficult to do consistently.
- No armor. (thank God).
By: m2dave
Pros:
+ Best D+4 in the game
+ 7 frame jab and uppercut
+ Cancel into Military stance after any string for many mix up opportunities
+ 1,1,2~Military stance is great for continued pressure after combos
+ 40%+ meterless midscreen BnBs
+ EX Kartwheel is a safe launcher with armor
+ Xray has full armor and can chip an opponent out
+ Projectile is fast with superb recovery, especially good for a rush down character
+ Dive Kick is a dangerous whiff punisher
+ Big boobs (haha)
Cons:
- Tough going against zoning characters such as Kabal and Kenshi, who happen to be popular tournament characters.
- BnBs aren't the easiest in the game.
- Xray can sometimes whiff even after first hit connects.
- High learning curve.
By: RiverHB
+ Best D+4 in the game
+ 7 frame jab and uppercut
+ Cancel into Military stance after any string for many mix up opportunities
+ 1,1,2~Military stance is great for continued pressure after combos
+ 40%+ meterless midscreen BnBs
+ EX Kartwheel is a safe launcher with armor
+ Xray has full armor and can chip an opponent out
+ Projectile is fast with superb recovery, especially good for a rush down character
+ Dive Kick is a dangerous whiff punisher
+ Big boobs (haha)
Cons:
- Tough going against zoning characters such as Kabal and Kenshi, who happen to be popular tournament characters.
- BnBs aren't the easiest in the game.
- Xray can sometimes whiff even after first hit connects.
- High learning curve.
By: RiverHB
Pros:
+ By far the best wallgame.
+ Best/fastest D4 in the game at 8 frames.
+ One of the better specials in the game. (Ice Clone)
+ One of the better Xray's in the game.
+ Good Zoning / Defensive style character.
+ B121 Resets.
+ B2 and Ice puddle Shenanigans.
Cons:
- Terrible anti-zoning mechanics.
- No mobility.
- No projectile that can chip damage the opponent.
- Problems with low hitbox characters.
- 212 string is interruptable.
- Standing 2 sometimes whiffs on crouch blocking opponents.
- Terrible wake-up game.
- Mediocre damage.
By: STB Sgt Reed
+ By far the best wallgame.
+ Best/fastest D4 in the game at 8 frames.
+ One of the better specials in the game. (Ice Clone)
+ One of the better Xray's in the game.
+ Good Zoning / Defensive style character.
+ B121 Resets.
+ B2 and Ice puddle Shenanigans.
Cons:
- Terrible anti-zoning mechanics.
- No mobility.
- No projectile that can chip damage the opponent.
- Problems with low hitbox characters.
- 212 string is interruptable.
- Standing 2 sometimes whiffs on crouch blocking opponents.
- Terrible wake-up game.
- Mediocre damage.
By: STB Sgt Reed
Pros:
+ High-damage output. Capable of damage ranges from 38% to 65% midscreen.
+ 40% AA BnB.
+ Golden Fleece is a very good parry. Can parry projectiles and melee attacks, like Smoke's EX Shake.
Ranged parry launches an unblockable projectile, melee parry is dash-cancelable into any of Kratos' combos, but with damage scaling.
+ Apollo's Bow does 12% damage, same as an uppercut. Bow of Apollo is unpunishable at point-blank.
+ Head of Helios can work as a reset during a juggle combo.
+ Enhanced Hermes Dash grants Kratos a Flash Parry, similar to Kabal.
+ Zeus' Rage has a long-reaching hitbox.
+ Kratos vs Kabal match-up is 5-5.
Cons:
- Very slow attacks and specials compared to most of the roster.
- Many of Kratos' attacks and specials are unsafe on block.
- Golden Fleece cannot parry pokes and most low-hitting attacks.
- Bad pokes.
- Higher learning-curve than most of the roster.
- Kenshi is Kratos' hardest match-up.
- Kratos is banned in all tournaments, due to being a PS3-exclusive fighter. This is his greatest downfall.
By Alien Substance
+ High-damage output. Capable of damage ranges from 38% to 65% midscreen.
+ 40% AA BnB.
+ Golden Fleece is a very good parry. Can parry projectiles and melee attacks, like Smoke's EX Shake.
Ranged parry launches an unblockable projectile, melee parry is dash-cancelable into any of Kratos' combos, but with damage scaling.
+ Apollo's Bow does 12% damage, same as an uppercut. Bow of Apollo is unpunishable at point-blank.
+ Head of Helios can work as a reset during a juggle combo.
+ Enhanced Hermes Dash grants Kratos a Flash Parry, similar to Kabal.
+ Zeus' Rage has a long-reaching hitbox.
+ Kratos vs Kabal match-up is 5-5.
Cons:
- Very slow attacks and specials compared to most of the roster.
- Many of Kratos' attacks and specials are unsafe on block.
- Golden Fleece cannot parry pokes and most low-hitting attacks.
- Bad pokes.
- Higher learning-curve than most of the roster.
- Kenshi is Kratos' hardest match-up.
- Kratos is banned in all tournaments, due to being a PS3-exclusive fighter. This is his greatest downfall.
By Alien Substance