SF3:2i Ken's kick supers probably his best one... rediculous link combos
off of pretty much any standing forward or low
forward->2in1FB->supercanceled SC. Ken's close to top tier, but lacks the
_completely_ rediculous stuff that Akky, Ibuki, Yun, and Yang have.
--
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Tired of Student Government?
Tired of Students?
Tired?
--Billy Driud
FUSON 909 wrote in message
<199805280311...@ladder03.news.aol.com>...
> As in each new SF game it is very visible that Ryu and Ken have been
>diminished in terms of dominance.I dont understand why Capcom has done this
to
>their main characters.With each upgrade, you see other characters get some
>great new moves to make them have a greater repitoire of moves but, when it
>comes to the shoto's they are weakened to such low standards its
pathetic.For
>example SF3,which was supposedly the crowning achievement in the fighting
games
>history,but look what they did to Ryu and Ken.Ken got a new kick
>super(woohoo!!!)and a "fake" out kick while Ryu only got a weak thrusting
kick
>and the Shinryuken( was cool damagewise if you didnt combo it).Other than
the
>new animations in their normal moves,they played on a lower level than how
they
>did on the previous series Heres a list of the moves in considered the best
>they had in each series;
>Champion Edition
>Ryu had the high priority DP and HK( what I mean is that with the DP you
>couldnt be knocked out even if you did it early and his HK can be used to
>counter fireballs by going right thru it at the very beggining of the
>animation)he also had a faster fireball.......Yada yada yada.
I do have some probles with Ryu, Ken might have some but I do not play
him so I cannot have a opion on him. I do not like Ryu's Shinku-hadoken
in SFA2, it is to slow. They should give him the Shinku he had in SSF2T.
He should also get his top down from that version too.
--Viscant
Well my main focus was on how SCREWED up as in lack of better technique.Just
look at them, they are very powerful,yet lack in technique.Why would you keep
these 2 fighters in,when they havent been overhauled to the level of the new
fighters in SF3??
IMO the shoto's do not have have any significant move that compliments the
parrying style of SF3.They play like SF2 and that isnt enough.Also since
parrying is such a major factor in being a successful fighter,wouldnt my plea
for the high priority DP be justified?? Its not a free hit no more when an
opponent jumps into a DP anymore so why not add it in??And also concerning
"classic" shoto strategy, a great opponent can overcome any easy DP pattern,its
not that hard,unless your a jumper and complain about falling for
patterns.Thats what seperates good from great,all patterns and strategy with
shoto's can be used against them to their disadvantage.Another thing that
bugged me is that lame super jumping in SF3, it made its have such a scrubby
,almost VS game feel to it.It doesnt take a genius to super jump over a
fireball (adding to this,the shoto's painfully long lag time after the release)
and hit the opponent.I remember when it took patience and skill to get out of
cunning projectile traps, not just a little tap of the joystick .Hey if you
fall for "classic" strategy and traps from shoto players and you claim your
good, youd better start re-evaulating your status as a SF player.One thing that
Capcom could have done is kept the low roundhouse 2in1's.Removing that strategy
is sacreligious to shoto's and im sure many would agree.If I could have had it
my way, I would have just not included ANY shoto's in SF3 and just left the
Next Generation as it is, because why include players that dont have enough
techniques in their repitoire in the game? Its just a big waste of character
design to me...the least that they could have done is made the shoto's
techniques adapt to the new system instead of being left in the dust by the
rest....
--Viscant, The Icy Rose
"Think man! A non-thinking man is a dead one!"
--Jack
DeVille