Martial Champion/Zen: Difference between revisions
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*The best anti-airs: quick to startup, with huge range and good angles. | *The best anti-airs: quick to startup, with huge range and good angles. | ||
*A very solid set of specials to keep opponents either pressured or at bay. | *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 | *j.L is a great normal, it's active for a while, and can be used to jump in, air-to-air, or even as an instant overhead sometimes. | ||
|cons= | |cons= |
Revision as of 19:34, 8 June 2024
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Introduction
Lorem Ipsum.
Gameplay
Zen is a rather unusual shoto-like fighter that excels at pressuring with specials and anti-airing with normals. Having arguably the greatest H attacks in the game makes the opponents afraid to jump, while the quickly recovering specials demand they act, or receive chip damage. The slow movement speed and slower normals means proper spacing is very important for him.
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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