KP - As you said KP is Kenpo's only angle-able move. Only option to safely use this on block is to block after KKPP, or angle the last hit. KKPPP - Kenpo's mixed combo has delays on all of its inputs, along with bad recoveries. 2nd and 3rd do not recover well at all but can be used to punish from a long distance. KKK - 1st kick recovers extremely well with godly poke range. PPK - Godly fence edger, unsafe on block. 2nd hit recovers decently and packs more stun. PPPP - 1st punch is good, it's linear but it comes out quick. Rest arent really ranked but deserve to be listed as OP Its upgrades don't live up to RE's but are amazing. Its real amazing feat is a safe kick combo launcher. Hitman has more mixup and damage on punches, Easier & more accesible advances too. It has the best combos in the game, But the 2 before it have tools that change everything. Its only competition is counters, grabs and taking advantage of user mistakes. D.Bringer has priority in close comeback and is combined with amazing engage stun+reach. It can be done under so many conditions that it can be done as a INF anywhere. SS : ZinTKD isn't the hardest reset to pull off. WingChun (1v1 Only) (Greatly hurt my its speed/range outside of 1v1)Ĭlick to expand. Has certain tools added but all are pretty punishable and can be reproduced by ZinTKD's launcher) BlackTurtoise/BlackTurtoise RE (Doesnt justify a rank up, But cleary better due to more B skill,counter and second Cz)
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December 2022
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