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  1. PRESIDENTS SS5SP CHARACTER TL;DR
  2.  
  3. NOTES
  4. *WFT = Weapon Flipping Technique. The rage-based supers in this game which disarm the opponent.
  5. *UOH = Universal Overhead. 5BC for every character.
  6. *IOH = Instant Overhead. Usually refering to a deep-hitting aerial done on the way up or from a backdash.
  7. *"high health" means a character takes less damage from scaling hits. Everyone has the same amount of health.
  8.  
  9.  
  10. KYOSHIRO
  11. Pro: About the best longrange normals in the game, strong air defense in nj.AB, lots of (somewhat safe) chipping in certain matchups.
  12. 2F IOH gives him the potential to clutch comebacks, frog can punish a lot of stuff on reaction for big damage. Lots of health.
  13. Con: Slow movement all around, bad WFT.
  14.  
  15. JUBEI
  16. Pro: Strong projectile game, high damaging anti-air options. Counters take away strong options from other characters. Excellent mid-range poking game.
  17. Easily adds up tons of chip damage over the course of a match.
  18. Con: No mixups outside of lousy UOH and dash-in throw.
  19.  
  20. HANZO
  21. Pro: Fastest dashes in the game allow him to evade or capitalize specific situations. 22S invulnerability can enable whiffpunishes. Amazing set of commandgrabs with different properties for different situations.
  22. Strong mixups start at rolling range. 4-way vortex once he gets going.
  23. Bakuenryuu is arguably the best projectile in the game with different uses, from winning projectile battles to forcing his mixup.
  24. One of the best WFT in the game.
  25. Con: Weak punishment game, no long-range punishes at all. Terrible normals for neutral. No worthwhile anti-air moves.
  26.  
  27. ENJA
  28. Pro: Very high damage. Low jumping arc.
  29. Con: No ways to land said very high damage. Terrible movement outside of his jump, but the jump comes with bad aerials. Rekka is extremely difficult to do. Everything he does is punishable.
  30. Low range on all his normals.
  31.  
  32. AMAKUSA
  33. Pro: 2AB is an amazing long-range punisher. Unique mobility options with teleports. Strong mixups against characters with slower movement. Strong long-range poking.
  34. Cons: Bad mobility overall, teleports are telegraphed and can always be grabbed by someone on-point with their reactions.
  35. High/low portals can be universally avoided by movement and are extremely punishable.
  36.  
  37. SUIJA
  38. Pro: Bubbles will power through everything your opponent does if you read them correctly, making him difficult to pressure or defend against.
  39. Second longest rage duration in the game. High damage from his tendency to land deep-hit jumpins.
  40. Cons: Lacking in low threats, making it hard to open people up that are just blocking high and look out for throws.
  41.  
  42. GALFORD
  43. Pro: Unreactable Puppy high/lows. Can apply pressure from anywhere on the screen. Extremely good walking speed.
  44. Con: Very low damage. Lacking in direct anti-air moves. Useless WFT.
  45.  
  46. CHARLOTTE
  47. Pro: Very high health. Amazing mid-range normals. One of the best projectiles in the game. Strong poking at all ranges. Both a low jumping arc and strong aerials.
  48. Access to quick "get off me"-moves which also come with throw invulnerability.
  49. Con: Slow ground movement, no mixup outside of UOH and dash-in grab.
  50.  
  51. KUSARAGEDO
  52. Pro: Very high health. Best commandgrab in the game. Insane normals and zoning.
  53. Very difficult to cross up because of how big he is. His framedata breaks the rules of the game.
  54. Con: Abyssmal movement outside of rolling. His commandgrab requires good execution.
  55.  
  56. SOGETSU
  57. Pro: Very strong 2AB allowing for nearly fullscreen high-damage punishes. Pillars make for guaranteed anti-airing.
  58. If allowed to set up, bubble can prevent punishes on otherwise unsafe moves. Easy frametrapping.
  59. Con: No mixup outside of an extremely unsafe overhead telegraphed by a dash. Horrendous framedata on all of his specials.
  60. Dedicated zoner, yet his zoning tools can't prevent people from just walking forward on him.
  61.  
  62. GAIRA
  63. Pro: Lots of health. Strong 3-way mixups including a decently damaging standing overhead. Very high damaging commandgrab. Solid anti-air grab.
  64. Con: Slooooow. Slow movement, slow normals, slow delivery on your stick replacement parts after you broke them whirling his commandgrab.
  65.  
  66. UKYO
  67. Pro: Insane dashing speed in both directions. The fastest long-range moves in the game. Can punish a LOT of stuff even ON HIT. The single best anti-air in the game.
  68. 6f low/3f high/dashgrab mixup allows him to run vortex and straight up steal rounds. 214C (kara)cancels cut recovery on pokes.
  69. Long rage duration combined with unreactable mixups is ridiculous.
  70. Con: Useless WFT. Low health.
  71.  
  72. YOSHITORA
  73. Pro: Lots of health. Big moveset with very specific uses alllow him to have concrete answers to all kinds of situations. Punishes allowing him to unlock 7th sword hurt in more ways than just damage.
  74. Solid anti-air options. j.AB is the best jump-in in the game. Has one of the few true DP moves in the game and a decent WFT. Lots of gimmicks.
  75. Con: The most screwed character when disarmed. Overall lacking in damage.
  76. Backroll can't be canceled, leaving him with less spacing options. Lacking in pokes.
  77.  
  78. GAOH
  79. Pro: Lots of health. Good long-range pokes. Strong punishes at all ranges. Easy hitconfirms.
  80. Con: No mixup. No safe ways of landing chip harass. Bad WFT.
  81.  
  82. HAOHMARU
  83. Pro: High damage on punishes, potentially the highest damaging hits in the game. Outstanding 5AB properties. 623AB and WFT are extremely fast and enable rare punishes.
  84. Con: Overall bad normals outside of 5AB. Specials are very lackluster for their purpose.
  85.  
  86. GENJURO
  87. Pro: 5C is the best standing overhead in the game, combined with a 3F commandgrab and a 3C low that leads into damage this results in very threatening mixups at close range.
  88. f.2B is one of the best pokes in the game, being unique in that it can't be deflected at all. WFT is fast, has upper-body invulnerability and combos easily from different moves.
  89. 214S forces the opponent to act or will lead into high+low unblockables. Lots of health.
  90. Con: No long-range presence.
  91.  
  92. SHIZUMARU
  93. Pro: Solid mobility on the ground and unique air mobility thanks to umbrella floating. Very strong aerials that can also cross up easily.
  94. Unlocking Kyourakuzan Godan, a fully invincible fullscreen rush, in the second round makes him the best character in the game and allows him to straight up kill the opponent on reaction to anything.
  95. Has access to umbrella-cancel instant overheads, allowing him to force mixup in clutch moments.
  96. Umbrella toss is a solid projectile and disarms Shizu for a short duration, allowing him to fish for unarmed deflects.
  97. Con: No long-range presence. Juggling buttons properly to fluently access multi-button moves or perform combos comes with a steep learning curve.
  98.  
  99. KAZUKI
  100. Pro: "Charging up" type of character forces the opponent to constantly pressure him. Unlocks explosive damage and punishment tools when given opportunities to charge.
  101. Strong anti-airs. Good fireball game. Hard to pressure because of various DP type moves. Very damaging WFT that can also punish laggy moves.
  102. Can spend charges to create a homing projectile when knocked down.
  103. Con: Lacks good poking normals. No mixups outside of UOH and dash-throw, but the threat of his explosive damage can enable throws easily.
  104.  
  105. TAMTAM
  106. Pro: Fast and damaging high/low mixups at mid-range with j.AB and 2AB.
  107. Con: Horrible mobility can make it difficult for Tamtam to get into proper ranges to apply his game.
  108. Extremely unsafe nature of said mixup allows a lot of characters to punish the j.AB on hit, efficiently trading with Tamtam.
  109. This turns any successful block or matchup where the opponent simply does more damage than Tamtam into a real struggle.
  110.  
  111. RASETSUMARU
  112. Pro: Arguably the best WFT in the game; fully invincible, super fast at 5F, comboes from/punishes everything.
  113. 623C is an amazing all-purpose tool; safe poking, goes over lows, combotool. 236C is an amazing chipping tool in certain matchups.
  114. Con: Doesn't have Haohmarus 5AB, overall bad normals, lack of threats outside of WFT combined with a short rage duration makes it hard to utilize it on zoners.
  115.  
  116. RIMURURU
  117. Pro: Great toolset of different projectiles both used for running away and doing strong okizeme mixups.
  118. Abundance of anti-airs. Extremely small crouch can duck under some overheads.
  119. Con: Bad normals starting mid-range, low health, short rage duration.
  120.  
  121. MINA
  122. Pro: High damage from fast j.AB mixups. Easy unblockables. Strong anti-airs. Constant full-screen presence.
  123. Really starts to shine when given time to charge 421A. j.2C is extremely annoying to deal with.
  124. Con: Lowest health in the game turns risk:reward against her favour in many matchups. Mixup options for higher damage become increasingly unsafe.
  125. Normal projectiles don't chip and won't prevent the opponent from moving forward on her. Has to perform a laggy special so Chanpuru shuts up.
  126.  
  127. ZANKURO
  128. Pro: 2AB is an amazing anti-air. 236C is a very fast gapcloser and can punish things at long range decently.
  129. Shockwave is strong in certain matchups where it can low-profile the opponents projectiles. Good amount of health.
  130. Con: Big target, has a hard time moving around without the help of 236C. Pretty lackluster in all regards to what makes a character good in this game.
  131.  
  132. NAKORURU
  133. Pro: There is nothing good about this character. Her extremely unsafe and throwable slide has some strike invulnerability, I guess.
  134. Con: Everything. This character sucks. Low health, low damage, no mixup, bird is a bad projectile, flight is useless. Short rage duration.
  135.  
  136. RERA
  137. Pro: Riding on her wolf Shikuru gives her amazing advantages. Every attack can be dashcancelled in both directions, and Rera can block from the first frame of her forward dash.
  138. Dashes on the wolf can also pass through the opponent, allowing her to cross the opponent up at will.
  139. 412S rushes come with invulnerability and can even be positive on block at the right ranges. j.236S divekicks are very fast and damaging overheads.
  140. Walking speed on the wolf becomes the fastest in the game.
  141. Low jumping arc and with j.AB one of the best aerials in the game.
  142. Con: Actually getting on the wolf safely can be chore in certain situations and matchups. No access to specials when not riding the wolf.
  143. Riding the wolf removes her D button for anything that's not WFT or timeslow; she can't access throws, lying down, deflect, meditation, rolls, hops.
  144. Riding the wolf disables regeneration on her sword gauge, forcing her to dismount eventually.
  145. Short range, weak mixup and punishing game when off the wolf.
  146.  
  147. YUNFEI
  148. Pro: Extreme air mobility due to his set of airdash-specials. This allows him to special-cancel into various movement options and makes him very difficult to predict.
  149. His commandgrab doesn't do damage, instead empties the opponents rage meter and gives Yunfei a charge for 236AB, a massive shockwave that does ridiculous damage and is relatively safe on block.
  150. The longest rage duration in the game, an insane 60 seconds.
  151. Con: Pretty low damage output overall. Can't utilize his mobility in matchups where the opponent can control a lot of aerial space.
  152. Despite having such a long rage duration, actually getting to rage requires more damage than he has health during a single round.
  153.  
  154. BASARA
  155. Pro: PUFFBALL is a very strong projectile with various uses. Strong mixup with a solid damage commandgrab, several overheads and movement feints. Solid anti-airs for all kinds of situations.
  156. Good WFT for trapping and actual setups to make it less likely to get punished. Long rage duration.
  157. Con: Super squishy health. Normals are bad for poking due to very long total durations.
  158.  
  159. MIZUKI:
  160. Pro: Good damage, solid commandgrab.
  161. Cons: Several moves are just straight up bad. Overhead dog does no damage and is punishable on hit. The teleports are slow and very punishable.
  162. Her unblockable is impossible to land outside of timeslow. Has terrible hitboxes all around.
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