We have to remember that there is a difference between most scrubby and hardest to master.
Remember that there is a big difference between “Best” “Easiest to Learn” and “Hardest to Master”. Easiest is what takes the least skill, effort and time. Hardest is what takes the most. Best is just stupid as it depends on the character in question and matchups. It is becasue of these confusions that many of these threads wind up as flaming wars ;).
Most Scrubby:
K is the most Scrubby hands down. I don’t think anyone will disagree with this. You get given Run and Small Jump and JD. You have the ultimate rushdown. If anything goes awry you will have Rage mode to back you up or to pull a lvl3 out of your ass like off a JD. You can turtle as well and easily control the momentum of the match.
Next is S because it is not at all hard to sit there and Dodge xx Fierce or Dodge xx Super all day. Again with Run and Small Jump for great rusdown and Dodge to save you out of anything. You can easily out Prioritize many things that you shouldn’t with Dodge xx Fierce and when you’re in the Red you can just keep chucking out safe supers (e.g Ryu rushdown Shinkuu Hadoukens.)
Then comes C as you can easily sit on meter. It builds fast so you can pretty much always use it, you are given air block to keep your jumps safe and also have roll to save you against a lot of things. Many people are also familiar with it as it has appeared nore or less in various games. It only has a few modifications.
Following is N as again you have great offense in Run and Small Jump. You also have Roll and often super but not quite as often as C. You have no air block and it takes a bit of timing to get Stock Break into Super right.
Now comes P as you do have Run and Small Jump for great offense. You also have Parry for great momentum control but lack consistent super. You also don’t have anything to really save yourself if you make a mistake except Parry which I don’t think a Scrub can rely on to much. Even when you have Super it isn’t to scary, but you can sit on it.
Finally comes A. Learning good CC’s is hard enough for a scrub and you also are stuck with no Run or Small Jump. You only have Lvl1 supers that are of average consistency and never have a level 3 when your down. You really have to get good at CC’s and your whole game pretty much has to be based on that and Roll. Roll is the only real saviour a scrub has here.
Hardest to Master:
N is the hardest to master as there are very few people that have got it downpat as it is. It does offer a lot in Run a small jump, as well as the most frequent lvl3’s in the game bar K. Counter Movement is what makes this groove so good yet hard to master as it’s really the entire reason to play it. You also have to master RC’s in conjuction with counter movents and Stock Break into supers.
P is the next hardest because you have to get really good at incorperating Parry into your game. To be able to Parry well only takes practice, but knowing what and WHEN to Parry requires an absurd amount of skill. Perfecting rushdown with Parry to keep momentum is harder to incorperate than it may seem. You also have to know how to not rely on super and perfect the rest of your game, whilst still being able to use it properly.
Following is C. C requires the patience to know how to play footsies very well as rushdown is hard to apply without Run and Small Jump. Learning to time late Air Block sparingly is also difficult against the variety of AA in the game. You have to know when to use Alpha Counter and getting RC downpat requires time and effort. Also perfecting situational juggles is a must. Learning how to cancel every super against different characters in different situations is harder than many people give it credit for. I have seen some cancels that really shouldn’t juggle that Choi has done purely on what seems instinct. It requires a deep understanding of the juggle sytem and hitboxes.
A is not that hard to master. Getting great at CC’s just requires a significant amount of training and practice. As does RC’ing. You have to learn to apply pressure properly without Run and Small Jump and have to be very reliable in your use of Meter. You must also know when to Alpha Counter.
K is not very hard compared to the rest to master as it is very all round tight and user friendly. You have an answer for every situation.
S is not as hard as others to master as it does not offer much to begin with. NOTE THAT I AM NOT SAYING IT IS NOT HARD TO WIN WITH. That’s entirely different. To be a great S user requires quite some skill, more than many people have, but to master the groove is not that hard compared to the rest of the field. With S you have to do more than master your groove to win.