Syo me the money.
I am so damned tired right now. Getting raped on (still) subpar sticks by Kyo and company does not help this.
Whoever was asking about Kim. I know that a couple of people talked about it already, but Kim has horribly nasty jumping Es. His are debatably even nastier than Clark, who I surprisingly beat a lot today with Kensou. That, and as I’m sure someone else mentioned, he has invincible anti-airs (which seem to have all-around invinciblity, unlike Kyo’s low vulnerablity) and he can link two supers together, only needing “spirit stock” for one due to that damned launcher.
Besides my usual opponent (who rapes me), the only notable characters that I fought that were different than the usual Iori, Kyo, Clark, Oswald, and Leader Benimaru were a great Gai (heh) and an even better Shingo. Too bad he left after about three matches.
Oh, and fought Vanessa a lot today. Damn she’s annoying. Even though Kensou owned her for the most part via HCF+B, she did manage to KO him once.
Anyway, I guess I want to get to the main part of my post:
I like Sho. He’s quite interesting. I can see why he’s low, but damn if he isn’t fun. I swear, knocking people on their asses with the fastest special projectile in the game is loads of fun in and of itself.
He’s rather easy to get into, but there’s still a lot to using what (perhaps comparatively little) potential he has. Like realizing that his boomerangs may not hit on the way back, but they have active hitboxes until the apogee (or nadir, for the jumping ones) of their arc. (Unless, of course, they hit something before then.)
Kyouretsu Kiri (qcb+C) seems to have a quite a bit of priority, it’s just slow as hell, though it seems to always hit if cancelled into and the sluggishness can be helpful at time. It’s relatively safe, but can apparently be punished by Iori’s Deadly Flowers and probably a lot more.
Hiten Shou Ou Kyaku (dp+K) also has a quite a bit priority, though like most SNK special anti-airs, it mainly hits in front of him. Still, I haven’t seen it trade yet IIRC, meaning that it’s possibly second to Ryo’s priority.
Reppu Satsu is odd and should be used merely when it seems right (and you’re above someone). It seems to make a better air-to-air unless you’re trying to chip someone to death. Still, it seems hard to punish if only because it’s so odd and, at times, like with Kensou’s aerial qcb+P, can cross you up at times.
Asoka Kyaku (qcb+K) seems to have little other use than randomly bouncing people off walls and pressuring people with Kuuchuu Asoka Kyaku (air qcb+K), which seems to be able to done at like hop level. Regardless of what level it’s done at, it seems to also have priority and you can usually follow up if you hit people with it.
Nendou Hitsue (qcfx2+P) would probably make Sho a half a tier, if not an entire tier, if that damned charge wasn’t mandatory. That thing does a ton of damage and you cannot roll past it. Instant homing projectile from Hell? Yes please.
Gen’ei Hitsue (qcbx2+P) is kind of overrated, if only because the boomerangs seems to be “stopped” (read: keep going but losing their hit box) if they hit normal projectiles and that person can then run up and smack you since you don’t recover until the bommerangs come back. Still, it does some nice damage, you’ll probably be cancelling to it super-wise unless Nendou Hitsue becomes instant when super-cancelled, and I’m not sure where or not it can negate DMs as well.
His LDM seems rather mediocre, but it did half-damage when someone was at full health and it hits low, so… shrug
Now if only the boomerang hit on the way back or at least had two hits.
dreamy sigh