Shieldlesscap
Smash Apprentice
- Joined
- May 28, 2015
- Messages
- 139
I think at this point it's fair to say that Ken is definitely better than Ryu overall. I play Ken, but personally I feel like both of them should be around equally viable.
I think in Ultimate, Sakurai's goal was to make Ryu better in defensive play, while Ken is more aggressive, but I also think Ryu's tools aren't good enough defensively for him to be equal to Ken. As such, I'd buff some of Ryu's options to allow him defensive while still having ways to approach.
1. Hadoken:
- For Ryu, I feel like Hadokens should be stronger and should trade with projectiles and attacks. The projectile trading should also apply to Ken, but not the buff to damage.
- Ken's fireballs can be made to come out slightly faster than Ryu's just to be more accurate to SF2, but both should have a speed buff, particularly to endlag.
- I feel like you should be able to shoot multiple fireballs, or at the very least shouldn't perform the animation and be stuck in the endlag if another one isn't going to come out.
2. Shakunetsu Hadoken:
- This move should have more shield damage, one hit of it should trade with weaker projectiles while it keeps going, and it should be more than .5% stronger than the normal Hadoken if every hit connects.
3. Tatsumaki Senpukyaku
- For Ryu, the projectile invincibility should be longer. It already has a small window but it's limited.
- For Ken, there should be less endlag on the aerial version and possibly the grounded one.
4. Shoryuken
- In Smash 4, Shoryuken made you invincible on frame 1 and killed super early. In Ultimate, this was nerfed to be frame 3 and killed much later. Imo Ken's can stay frame 3, and the kill % doesn't need to be buffed by that much, but Ryu's should go back to being frame 1 just so that Ryu's has something that Ken's doesn't. Right now, Ken's works better as an aa, kills earlier when used in the air, and doesn't kill that much later on the ground.
5. Joudan Sokutogeri (FSmash)
- Increase the distance Ryu moves as he performs this move, giving it a range increase
6. Aerial Light Punch (Nair)
- Buff the frame data to be the same as Ken's
Effectively what this does is it buffs Ryu's defensive options (Hadokens and Shoryuken), while giving him slightly better approach options (Nair and Tatsu).
I think in Ultimate, Sakurai's goal was to make Ryu better in defensive play, while Ken is more aggressive, but I also think Ryu's tools aren't good enough defensively for him to be equal to Ken. As such, I'd buff some of Ryu's options to allow him defensive while still having ways to approach.
1. Hadoken:
- For Ryu, I feel like Hadokens should be stronger and should trade with projectiles and attacks. The projectile trading should also apply to Ken, but not the buff to damage.
- Ken's fireballs can be made to come out slightly faster than Ryu's just to be more accurate to SF2, but both should have a speed buff, particularly to endlag.
- I feel like you should be able to shoot multiple fireballs, or at the very least shouldn't perform the animation and be stuck in the endlag if another one isn't going to come out.
2. Shakunetsu Hadoken:
- This move should have more shield damage, one hit of it should trade with weaker projectiles while it keeps going, and it should be more than .5% stronger than the normal Hadoken if every hit connects.
3. Tatsumaki Senpukyaku
- For Ryu, the projectile invincibility should be longer. It already has a small window but it's limited.
- For Ken, there should be less endlag on the aerial version and possibly the grounded one.
4. Shoryuken
- In Smash 4, Shoryuken made you invincible on frame 1 and killed super early. In Ultimate, this was nerfed to be frame 3 and killed much later. Imo Ken's can stay frame 3, and the kill % doesn't need to be buffed by that much, but Ryu's should go back to being frame 1 just so that Ryu's has something that Ken's doesn't. Right now, Ken's works better as an aa, kills earlier when used in the air, and doesn't kill that much later on the ground.
5. Joudan Sokutogeri (FSmash)
- Increase the distance Ryu moves as he performs this move, giving it a range increase
6. Aerial Light Punch (Nair)
- Buff the frame data to be the same as Ken's
Effectively what this does is it buffs Ryu's defensive options (Hadokens and Shoryuken), while giving him slightly better approach options (Nair and Tatsu).