Martial Champion/Zen: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *The best anti-airs, quick to startup, with huge range at good angles. | ||
* | *A very solid set of specials to keep opponents either pressured or at bay. | ||
*j.L is active for a while, and can be used to jump in or even air-to-air sometimes. | |||
|cons= | |cons= | ||
* | *He's tall and wide, and barely crouches when holding down, leaving his hurtbox still quite exposed. | ||
* | *He's slow, and in fact walks faster backwards than forwards. | ||
*While his throw does a little more damage than usual, it can never knock down, he struggles the most with knocking down out of the entire cast, needing to land 4 hits to do so. | |||
}} | }} | ||
}} | }} |
Revision as of 18:04, 12 February 2024
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Introduction
Lorem Ipsum.
Gameplay
Lorem Ipsum
Strengths | Weaknesses |
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Normal Moves
Far Attacks
5H
5H
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5M
5M
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5L
5L
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2H
2H
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2M
2M
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2L
2L
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Near Attacks
n5H
n.5H
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n5M
n.5M
|
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n5L
n.5L
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n2H
n.2H
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n2M
n.2M
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n2L
n.2L
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Jumping
j5H
j.H
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j5M
j.M
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j5L
j.L
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Throw
Throw
Throw
6M |
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Special Moves
Savannah Tornado
Kumo No Himo
236M |
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Panther Claw
Koma No Mai
[4]6M |
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