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GG:AC Official Tier List Thread

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In an effort to make GOOD knowledge easier to access, I'm creating this thread. The goal is for the first post to have all the information. Also, for kicks, I've decided that if we can find older tier posts, an archive of previous tiers through the games life would be interesting.

Generally, top players use an S++ - F ranking system to determine who are the strongest characters. The reasons for higher rankings than other characters tends to be one or more of the following:

- The ability for a character to deal damage from random hits effectively.

- The average combo damage of a character.

- A characters' ability to control space.

- "Risk vs. Reward" being in rewards' favor heavily for mix-ups, or damage dealing.

- A glitch, or property that gives them an advantage over other characters.

- Having a Potemkin Buster.

As a general disclaimer, tiers are not the end all of skill. The person playing the character and their ability with that character generally plays a greater role than tiers alone.

Posted Image

Combining numerous lists with each other, and averaging top player opinions into a group, here are the most recent tiers. Previous lists will be slightly greyed out so they can still be read, but not prominent.

Arcadia Pre-SBO Issue (April) 05/06/10

S: ED, TE

A: MI

B: MA, PO, JA, SL

C: SO, KY, CH, FA, BA, AX, AN, VE, DI, IN, ZA, RO, AB, OS

D: JO, BR

Ogawa's Opinion; 11/01/08

S: Eddie

A+: Testament, Jam, Slayer

A: Millia, May, Baiken

A-: Potemkin, Aba, Chipp, Sol, Venom, Robo-Ky, Order Sol

B+: Axl, Anji, Dizzy, Faust, Ky, I-No, Zappa, Bridget

B-: Johnny

As originally printed in the May 2008 issue of Tougeki Damashi magazine:

S:Eddie, Testament

A: Potemkin, Baiken, Jam, Slayer

B: May, Axl, Venom

C: Sol, Ky, Millia, Faust, Anji, Dizzy, Zappa, Robo-Ky, ABA, Order-Sol

D: Chipp, Johnny, I-No, Buri

**Note: Horizontal ordering does not indicate higher or lower rankings within each tier.

6/01/07~7/22/07

S: Testament, Eddie, Slayer

A: Baiken, Potemkin, Jam, May, Millia

B: Axl, A.B.A, Zappa, Robo-Ky, Order-Sol, Faust, Venom

C: Sol, Ky, Dizzy, Chipp, I-no

D: Anji, Bridget, Johnny

- CURRENT TIERS AS OF 6/25/07 as listed by top Japanese players.

[credit to Zakuta Asura]

Woshige's list:

S. Testament, Eddie, Baiken, Potemkin

A. Slayer, Jam, May

B. Millia, Axl, Zappa, Robo-Ky

C. Sol, Ky, Chipp, Order Sol, ABA, Faust, Venom, Dizzy, I-No

D. Bridget, Johnny, Anji

N-Otoko's list:

S: Eddie > Testament >>> Baiken >> Slayer >>> Millia > Potemkin

A: Jam >> Axl > ABA > Faust

B: May, Robo-Ky, Zappa > Venom, Order Sol, Dizzy

C: Sol, Ky, I-No, Chipp

D: Bridget > Johnny >> Anji

Koichi's list:

Strong Characters: Eddie, Testament

Stupid Characters: Potemkin, May, Slayer, ABA, Jam

Good Characters: Baiken, Ky, Sol, Millia, Axl, Venom, Order Sol, Zappa

Lesser Characters: Faust, Chipp, Dizzy, Robo-Ky, Anji

CRAP CHARACTERS: I-No, Johnny, Bridget

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Compilation of translations (so far) from http://jbbs.livedoor.jp/bbs/read.cgi/game/34745/1195436162/

(Needs details)

A.B.A: [Normal, Moroha]

* Average damage E,S:

* Max damage D,S:

* Pokes D,A:

* Pressure E,A:

* Mixup D,B:

* Okizeme C,A:

* Against ground D,S:

* Against air A,B:

* Breaking out of pressure B,B:

* Defense A,D:

* In general situations E,S:

* Combined rank: E in Normal mode, S in Moroha; averages to A-.

* Good matchups: Sol, May

* Bad matchups: Eddie, Potemkin

(thanks to POscrub, page 31)

Anji Mito:

* Average Damage B+: 25% tension for 40% damage regardless of position on screen.

* Max Damage C+: Pretty much the same as his average damage. Putting in more tension doesn't raise damage much.

* Pokes C-: Pokes aren't safe (recovery), but have good payoff on CH. Average range on his pokes.

* Pressure/Lockdown B-: Butterfly gives him good lockdown capabilities. Surprisingly good, despite lacking of moves with positive SD (frame advantage)

* Mixup B: Anji has lots of mixup shenanigans.

* Okizeme B+: Lots of options that loop, and not easy to interrupt [by counter attacking]

* Against Ground B: Nothing really noteworthy, j. D to throw off AA timing, j. S has good priority

* Against Air B+: Weakened greatly since Slash, but 5P is easy to use AA, GP (autoguard), and his most damaging option, air throw, is as strong as ever.

* Breaking out of Pressure A: GP (autoguards), HS Fuujin is invincible from frame 1, Anji is blessed with a lot of options in this category

* Defense B: Normal defense modifier, but Anji has GUTS! GUTS! [Guts 5, best in the game]

* In general C: Doesn't control space that well, not very mobile either, a bit reliant on the threat of HS Fuujin here

* Overall Rank: C

* Good matchup(s): Personally, I'd say I-no

* Bad matchups Axl, May: Axl because he zones too well, May because she just flat out outdamages Anji

(thanks to POscrub, page 42)

Axl Low:

* Average Damage A: Eating one of his long range pokes easily results in 30%, combos off his throw does decent damage too.

* Max Damage A+: Corner Baku combo [Axl Bomber loop] makes the lifebar drop drop drop.

* Pokes S+: Axl's pokes have longest reach in the game, and compared to certain stretchy limbed Indian, are fast and have a small hitbox

* Pressure/Lockdown C: Axl pressure is pretty decent if he corners with meter, but his pressure tends to be predictable and reliant on meter.

* Mixup C-: Well, if you average things out, his mixups aren't completely hopeless, if you count his corner stuff

* Okizeme C+: At any rate, Axl does big damage if he hits, in the corner, meaty j. S into mixup is difficult to block on reaction. [Ed. note: I don't play Axl, probably either Bomber, or land and low?]

* Against ground D: j. S has long reach but has weak priority, isn't very fast either, Axl isn't a character who should rely on jump ins much.

* Antiair S: Rivals Faust and Ky for best turtle/defensive AA in the game. Nothing beats 2S, because you get AA'd well before you even start your jump attack.

* Breaking out of Pressure B+: 2F startup Housoubako (counter) [2-16 anything you can block standing gets countered] and 4F startup Bentengari (DP) [s benten listed in mook as 5F startup, invincible above the feet, H benten is way slower]. Easy to get these attacks out, but are weak to low profile lows attacks.

* Defense C-: Lousy hitbox, Axl is pretty easy to combo

* In general S: Axl is extremely good at controlling space, his moves altogether covers about 70% of the screen.

* Overall Rank A-

* Good matchup Anji: Matchup is laughably bad for Anji.

* Bad matchup Venom: Feels even worse than Slayer.

(thanks to Hellmonkey, page 34)

Baiken:

* Average damage C: General combo does about 30% of the opponents life. More importantly than the damage, her combos give her knockdowns and momentum in the match.

* Max damage D: Her best damage she actually gets is off standing dust, which does up to 50% of the opponents life. This is fairly low maximum damage for AC.

* Pokes B: 2S, j.S, and tatami are abnormally good pokes, but generally she doesn't get much off of them.

* Escaping Pressure S: She is strongest in this by a large margin. She has many options to escape with her guard cancels.

* Mixup options B-: TK youzansen is very hard to react to, but she has to spend 50% for it. Youzansen FRC is strong but very difficult, either one is good at keeping pressure on.

* Pressure/Lockdown B-: From midscreen it is impossible. Using tatami FRC has many problems. In the corner, though, her pressure is quite good.

* Okizeme B: The changes to j.D make it much better in Okizeme than before. Starting from the corner her Oki is very strong.

* Against ground S: j.S, tatami FRC, j.HS all have great priority against ground. Similar to ABA's, her moves are strong against characters on the ground.

* Against air A+: An early S is good but there isn't usually much you can do with it. 6P is simply good.

* Defense E+: 5 guts but has one of the worst 3 defense modifiers.

* General situations S: With the addition of Ouren covering 70% of the screen and her other counter options, she can turn the match easily if the player can read the opponent well.

* Overall Rank S (lol)

* Good matchups: Generally she is good against characters that can't deal a ton of damage.

* Bad matchups: Potemkin, Sol, Slayer

(thanks to Greed, post 717)

Bridget:

* Max Damage C: Far-slash -> pullback combo. If you include his unblockable, it could be an A. There is nowhere to aim your FB within your combos.

* Average Damage D: Your air-air, poke damage is basically shit and doesn't have knockdown, so it's more shit.

* Pokes B+: Good range, but it's easy to confuse yourself trying to follow the opponent on pullback.

* Pressure/Lockdown B-: You can kinda stick to your opponent with 2P and Starship. Pretty much useless on high-mobility characters, though.

* Mixup C: Yo-yo's pretty vicious, but difficult to set up just right. Pretty much worthless mid-screen.

* Okizeme B: Unblockable, Ore to kill machine are awesome. Rushdown is still good. Set up your yo-yo for mixups.

* Against Ground C+: Messing up their timings with your rolling is awesome, but it's common to be able to follow up properly on air-to-air (or alternatively, if they're off the ground. Or if they're NOT off the ground )

* Against Air A: One of Bridget's few boasting points. Her anti-air pwns almost every character.

* Breaking out of Pressure A: Still topclass, even after being nerfed.

* Defense D-: Bridget is a delicate flower.

* In general B+: With Bridget's mobility and spacing, you can control the battlefield. Losing on gauge efficiency sucks.

* Overall Rank: D (A whole bunch of slang I don't really understand, but he basically says Bridget's a fruit with no attack or defense).

* Good matchup(s): Pot. If you spend more than 5 minutes winning this matchup, you suck.

* Bad matchups Millia, Testament. Millia just owns you all around, the only logical explanation is she's just superior. Let's not even mention Testament.

(thanks to POscrub, page 40; also see Greed's post, page 33)

Chipp Zanuff:

* Average Damage D: Triple jump makes his air combos long, but not much damage despite that. CH antiair 6HS is the best combo starter.

* Max Damage D: Even if you blow all your tension for RC into gatlings [Ed note: RC sushi -> run up combo], it still only does 50%. Get the feeling you might be better off going for overdrives.

* Pokes A: Invisibility, Best mobility in the game, excellent priority on many of his close attacks, a far-reaching dust, and alpha/gamma blades are great at mid-distance.

* Pressure/Lockdown A: Take advantage of his speed and strong pokes.

* Mixup B: Genrouzan, Teleports are good for resetting pressure, 6K, j.HS, keep the pressure on, eventually something will get through.

* Okizeme B+: j. HS has good priority, and if you drop it right on top of them, it's hard to see which way to block.

* Against Ground A: j. HS has good priority, j. D. j. 2K can be used to alter his jump trajectory. Shuriken.

* Against Air B: Beta blade, 6p, and good returns, good priority 6HS.

* Breaking out of Pressure B: Teleports, Beta blade FRC, Triple jump, use Chipp's speed to create distance.

* Defense E--: Dies very quickly. Don't relax until your opponent's HP is 0.

* In general A: Use his unmatched mobility, great pokes, and pressure to win without taking any damage. ...actually, if you don't do that, you lose.

* Overall Rank: C-

* Good matchup(s): There are no opponents with a 6:4 matchup in Chipp's favor.

* Bad matchups: Slayer, Potemkin, Jam. Anyone who deals high damage.

(thanks to POscrub, post 565)

Dizzy:

* Max damage B: Bubble combo is her strongest. Damage ranges between 50% and somewhere between 70 and 80%. Doesn't get the opportunity to land this combo much though.

* Average Damage C: A hit -> ground gatling typically results in about 30% damage.

* Pokes B: Dizzy has lots of options here, the variety makes up for the particular weaknesses of the individual pokes, Grade reflects the overall ability of all her pokes taken together.

* Pressure/Lockdown B+: Rather than pressure, you should be thinking more about mixups. She can't do the ??? special anymore, plus she doesn't raise the guard bar much. Nothing really special here. [??? I hate names, so I won't bother guessing. Setup for Slash Dizzy was Ice Spike, P Fish, Scythe, Spear, K Bubble -> Followup. Follow up being

1) air dash j.P,j.P, j.H (high),

2) (land) 2D xx Ice Spike FRC -> combo (low hit),

3) (land) dash up throw]

[by nothing really special here, I think it's compared to what it used to be. http://www.youtube.com/watch?v=dx43R86GnTw, see round 4, starts at 2:27 or so]

* Mixups A: Throw range [Longer than usual], Double airdash can setup 50/50's, lots of options and [renkei] is strong.

* Okizeme A: Loopability, Damage, difficulty for opponent to block properly. Dizzy's oki is strong in all of these categories.

* Against ground C: Not good. j.K has a crazy hitbox, but not much downwards coverage, j. 2S, Dizzy's hitbox is a lot bigger than her attack's hitbox.

* Anti-air B: 2S is pretty good. But that alone isn't what makes her AA strong. j. P, Ice Spear, and Air throw should all be used liberally.

* Breaking out of Pressure D: Given rating reflects the fact that although Dizzy's counterattack options are poor, it's easy for her to run away. In terms of actual counter attack options, her best are the unreliable Imperial Ray [disappears if Dizzy gets hit, trades poorly], Necro Coffin Super, and close S.

* Defense E: Takes extra damage, easy to dizzy, no guts, and has a big hitbox.

* In general B: Bubble makes for a great deterrent. Add to that her double air dash which gives her good mobility, and Imperial Ray can be used if she wants to create some distance.

* Overall Rank D: Weaker character, hard to win with

* Good matchups: Probably Potemkin. Dizzy should do well against Testament too. [Guess] Anyone else she can get set up on easily.

* Bad matchups: Chipp, Ky, Faust, + characters who specialize in mid range combat.

(thanks to Hellmonkey, post 614)

Eddie:

* Average Damage S: Rank drops if Eddie can't dizzy.

* Max Damage S: Not much different than his average damage, overwhelmingly S+

* Pokes C(S): Drills and skull together are very strong. If you don't stick out 2S early it will lose. 2K is strong in AC but it is a bit weak.

* Pressure/Lockdown B(S): It is very tension dependant but the advantage frames of drill special is too good. Mawaru is good for locking down, making his lockdown A rank.

* Mixup S+: Unblockables, lol.

* Okizeme S+: ^

* Against ground B: Flying early j.K and his air game in general is strong if used well.

* Anti air C(A): Slow 6P and early little eddie slash. If it lands, the return is huge but it's not especially strong.

* Breaking out of pressure C: Throwing out 2P can be annoying, but that's it.

* Defense D: This is his weakness.

* In general C+(S): There are no complaints?

* Overall rank S+: ^

* Good matchups: From okizeme unblockables into unblockables.

* Bad matchups: People say Baiken but it's 50/50. Really only himself.

(Needs details)

Faust:

* Average damage C:

* Max damage C:

* Pokes A+:

* Pressure B:

* Mixup B+:

* Okizeme B:

* Against ground A:

* Against air A:

* Breaking out of pressure D:

* Defense C:

* In general situations A:

* Overall rank B:

* Good matchups:

* Bad matchups:

(thanks to POscrub, page 39)

I-no:

* Average Damage B-: Combos that end with guaranteed knockdowns give up a fair amount of damage.

* Max damage A: Genkai Fortissimo (air super) > full combo does a fair chunk.

* Pokes D+: Pretty much all have lousy recovery. Besides the green note, pokes aren't all that easy to use (function specific).

* Breaking out of pressure D: Super Ha(guessing it's Madogawa Desperate?) is great, but lacks throw invincibility, so her ability to break out of pressure ranks among the worst in the game.

* Mixup S: She lost falling Chemical Love, but a connected note gives you time for so many options. Definitely one of the best mixups.

* Pressure/Lockdown D: Weak, moves aren't great at stuffing mashers nor good for lockdown, and if she has no meter, she has NO pressure/lockdown options.

* Okizeme S: Easily S tier, one of the top 3 Oki characters in GG.

* Against ground C-: Because Dives (Sultry performance) have weak priority, j. HS is her mainstay. Nothing really worth special mention.

* Against air D: 5P is nothing special, and 6P has large recovery + followups are hard/not reliable. Definitely weak here.

* Defense D: Takes more damage than usual, and to add insult to injury, I-no has a big hitbox when hit.

* In general D+: Her Hover Dash (dash goes airborne) limits her mobility somewhat plus she's not good at controlling space.

* Overall rank: D

* Good matchup Dizzy: Dizzy is horrible at escaping I-no's pressure, and Dizzy is easy to combo. Next best matchup would probably be Johnny.

* Bad matchup May: Somewhere between "I hate this matchup" and "IMPOSSIBLE"

(thanks to POscrub, page 39)

Jam:

* Max damage S: FB Puffball, 6HS + followup H loop, powered up Ryuujin, her main combos are full of moves that have high dizzy multipliers.

* Average damage A: Grounded 6H loop is a life drainer, wall combos don't require meter.

* Pokes C: Her pokes do their job well, but they still lack reach. Perhaps the fact FB puffball makes opponents scared to do stuff should be taken into account as well?.

* Pressure/Lockdown B: 2P, 5K, 2S, 6H, and more are really good, but are weak to FD because of their short range

* Mixup C: 5D, j. 2K RC, 5K, Choujin hijinks are all really effective, but again hampered by low reach. Jam doesn't get that much damage off her throw, except in the corner

* Okizeme B: Kenroukaku crossup [Falling air DP], Choujin hijinks, The Gacho special [1 hit 2HS in the corner -> Bakushuu -> Choujin 50/50 crossup, see Jam forum], 2P and j. HS fake outs aren't bad either, as the previous two options [Choujin/Gacho] are weak to reversals that cover a lot of area (won't whiff), and the Gacho special requires a special setup, so these [2P/j.H] are useful too.

* Against ground D: Pretty much air Gekirin and j. 2K. Jam doesn't really have many jumping moves with good downwards priority.

* Against air: Hochifu (parry) alone would probably be enough to rate an A, she also has an invincible DP to boot.

* Breaking out of pressure: IB -> Parry is a powerful tool, but is both difficult to input correctly, plus situation specific.

* Defense: Worse than average.

* In general B: Jam is really quick and mobile, plus the opponent must always be wary of the threat of Puffball. If they try to run away, charging up (Asanagi no Kokyuu) is always an option, but again, Jam loses points for low reach here.

* Overall Rank A: Jam's lack of reach is what keeps her out of the S category, she's a lot less stable compared to the other S tier characters, so she doesn't make the cut.

* Good matchups Dizzy: Hey Dizzy, why are you dizzy already? It's not easy for Jam to work her way in through Dizzy's zoning, so once you're in, make it count.

* Bad Matchup Slayer: ...Make the bad man stop...

(thanks to POscrub, page 22)

Johnny:

* Average damage C: Does crap damage if he hasn't landed a coin yet. Lvl 2 Low Mist finer is his combo mainstay.

* Max damage A: Air combos that involve Killer Joker FRC can deal up to 60% damage. [but I thought Sol does 60%... tensionless!!]

* Pokes B+: 5K, 5H is even decent against air, good reach + good priority 6H, MF, Ensenga

* Pressure B+: Good reach and decent priority both on the ground and in the air. At his best when the opponent is at midrange.

* Mixup (options) C: Couple measly low hits, TK ensenga, Throw, High in the air DB FRC (bait AA)

* Okizeme C: Lots you can do after Enkasu (1 hit Ensenga), but you probably only have level 1 Mistfiner [so lots of options but they're all equally lousy]

* Against ground C: j. HS, Divine Blade FRC, TK (low air) Ensenga

* Against air B: 6P, HS, Upper Mistfiner

* Ability to break out [of pressure] D: If they're close to you, not much you can do. 2HS is favoured. [if you're gonna try]

* Defense (physically) B: Good defense modifier (takes slightly less than average). Tends to be hard to air combo.

* In general B: Good at zoning/taking up space、Dash makes it easy to throw, not easy to get a combo in (on Johnny? guess).

* Overall rank: C

* Best matchup Order Sol: 5K,HS shutdown a lot of Order Sol's options。 Order Sol has a low jump, so 5H can pull double duty easily (doubles as an antiair). Can be beaten by Order Sol's 2D, but it's slower than regular Sol's, so it's not particularly fearsome。

* Worst Matchup Potemkin: No way out of the Giganter Trap.

(thanks to POscrub, page 34)

Ky Kiske:

* Average Damage D: Worst class. Two of his best combo starters [connect often], Throw FRC and Greed Sever suffer from forced prorate, and on top of that, a lot of his moves lower the guard bar a lot on hit.

* Max Damage D: 25% meter for less than 40% damage. You can get a decent combo off of a connected 2D, and HS stun edge FRC into ground gatling does decent damage.

* Pokes A: f.S, 2S, 5H, 2D, Ky has lots of effective pokes, plus he's got lots of projectiles. However, gets only low damage off connected pokes.

* Pressure/Lockdown B+: HS Stun Edge FRC, Stun Dipper FRC, FB Lightning Sphere, while all these options are require tension, Ky is pretty efficient at using his tension, so it's not so much of an issue.

* Mixup C: Ky's overheads are a little easy to block on reaction, so crossup/noncrossup 50/50 mixed with Throw forms the basis of Ky's mixups. Dust has decent startup and good reach.

* Okizeme B+: Stun Rays controls a lot of valuable real estate. From there, you can either mixup or go for pressure/lockdown as you please.

* Against ground B: Hitting with the tip of j. HS is low risk, but also has low payoff. If you use meter, laying down an air Stun Edge FRC and coming in right behind it is pretty effective.

* Anti air S: Up there competing with Faust and Axl for best AA in the game. Many different AA options, all with their own weaknesses, but all having a specific use. Ky can generate knockdowns pretty easily off his AA's, which counts in his favour.

* Breaking out of pressure B: 2P is quick and effective for mashing out pressure. Vapour Thrust is pretty easy to dodge with low profile moves, but Rising Javelin FRC helps to mitigate the risk somewhat.

* Defense B: Normal defensive modifier, but thanks to his weird hitbox, can be difficult to combo

* In general A: Plenty of safe effective attacks and options, but the returns are also low.

* Overall rank B: Mid to upper mid tier. very stable character, but is quite reliant on having tension.

* Good matchups: Anji, Johnny, Bridget, Dizzy

* Bad matchups: Baiken, Venom

(thanks to POscrub, page 53)

May:

* Average Damage/Power S: OHK, CH from any of her HS's (5H, 2H, etc.), 6P, Dust, Great Yamada Attack, etc. all result in monster damage. The only thing she can't convert into big damage is her pokes.

* Maximum Damage/Power A: Average Power = Maximum Power. I guess it means no real burst damage but steady damage that nets a crap ton in the end (eg: lame loop)

* Poking C: Well, she's got lots of moves with good priority but short range, but very few with actual reach.

* Pressure/Lockdown D: May doesn't really have a way to keep up momentum. Expect to get pushed out and lose momentum fairly quickly.

* Mix up C: Average. Depedent on tension.

* Okizeme/Wake up game C: Oki from the air that uses meter [FRC Restive rolling tricks] is hard to block on reaction.

* Anti-Air D: Has no moves with good vertical priority. Reliant on either getting her own attack out first, or air throw.

* Against Ground A: Crossup, can change up the timing of her jump [j. D, FDC j. 2H].

* Breaking out of Pressure D: You count the number of good options she has on one hand.

* Defense C-: A little worse than average. However, she does have one of the widest hitboxes [air reel] in the game.

* In general C: She can go for all out high risk / high return offense, or low risk / low return turtling. [Hoops / runaway]

* Overall Rank A: Top ~ Upper mid character. Incredibly annoying [voice / sound effects], she was designed to be annoying. [Lit. She's a "Chuu", from the dictionary 厨【ちゅう】 (n) (abbr) (sl) someone who makes childish posts (on a BBS, etc.); ]

* Good Matchup: I-no (See the previous thread for explanation, search for "Characters that hate May".)

* Bad Matchup: ABA, Zappa (Take a look at the previous thread.) [i lol'd. Explanation for Zappa: May is annoying (voice and all), but Zappa is even MORE annoying. Wahahaha.]

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(thanks to POscrub, post 583)

Millia:

* Max Damage D: If they block a Pretty Maze and you mix them up successfully, you can do about 50% damage.Although they're her most damaging option, her jump attacks reduce the guard balance way too much so matter how hard you try, you can't really up her damage that much.

* Average Damage D: Because Millia oftens starts combos off 6K, Bad Moon, Iron Saber, 2K, and Throw, forced prorate is always present. Also, her air to air options just aren't that damaging. (Although it's possible sometimes to drag your opponent to the corner with an on the fly air combo (Ed note: and give them a proper beating), in many/most cases, it's simply not possible.)

* Pokes B: f.S, 6H, 2D, general speed. Pretty good, but f.S needs to be backed up by Emerald Rain, generally speaking, her pokes just don't lead to that much damage, so can she really be considered to be in the same A class as Axl and Faust? That is the determining question.

* Pressure/Lockdown C: Well, she has S Tandem Top FRC, but personally, I don't see in much value in using it. At least not for the purpose of trying to lockdown the opponent.

* Mixup A: Impossible to see overheads, plus her throw -> \(^o^)/, this is what Millia is all about.

* Okizeme A+: Although she more tricks available at midscreen, her Oki in the corner is reversal safe and a perfect 50-50 [Ed. note opponent has to guess, impossible to react to]. On hit, her setups loop back into themselves, and on block, Millia can keep attacking. For every successful rep of her Oki, no matter what she hit with, Millia deals about 30% damage.

* Against ground A: Pin is synonymous with jumping Millia, Double Air Dash, good mobility

* Antiair A: 6P, 2HS, Millia can go air to air, Roll, if Millia makes proper use of all her options, she can deal with pretty much any jumpin. 5P has been nerfed [startup slowed down from 5F to 7F], so it sees less use now.

* Breaking out of Pressure B+: Good backdash, fast jump speed (it's easy for Millia to jump to a position where her opponent's AA can't reach, then simply run away), Millia has a good small hitbox when hit, Roll, Pretty Maze [Guaranteed after frame 4, good for trades], Winger (now with FRC), Millia's got lots of good defensive options.

* Defense E-: 2nd worst defensive modifier in the game.

* In general A: See the explanation in the "In General" ratings above. [To be continued...?]

* Overall Rank B: Anywhere from high mid, to strictly midtier. If you wish to take into account her combos have to be done on the fly [easy to messup], and ask whether it's possible for someone to play flawlessly (consider stability), her rank might drop.

* Good matchups: Anji, Bridget. In both cases, both characters are simply outclassed by Millia in general and wakeup situations.

* Bad matchups: Baiken, Slayer, Chipp

Bacon is impossible for a number of reasons.

Slayer, does this even need explanation? [Well as bad as it seems, at least it's better than in #R and Slash, hahaha]

Chipp is tough because he takes away the speed advantage that Millia normally enjoys.

(thanks to POscrub, page 26)

Order Sol:

* Average damage B: Varies depending on charge level and CH's, in the corner, you can combo off his throw.

* Max damage B: Level 3 moves, Fafnir CH combos

* Pokes D: 2S, S, j.P, j.HS. HOS, by hook or crook, needs to get close somehow, or he can't start anything.

* Pressure/Lockdown B: Generally fast, has a low jump, Charge Cancel lockdown. Sadly though, Order Sol lacks reach, so it's hard to lockdown. [Ed note: Hard to keep it going, once Order Sol has pushed himself out to midrange]

* Mixup B: Actual followups are dependent on tension, Charge level, and/or CH, but in terms of number of mixup options, he has a lot.

* Okizeme B: Gunblaze FRC, crossup Gunblaze, Fuzzy guard mixups, 6K, 2HS, and more. However, a lot of these options can be reacted to.

* Breaking out of pressure B: Storm Viper, Gunblaze, etc. If HOS has lvl 3, the opponent will likely be on the look out for SV, so watch out for fake meaties and distance tricks. [safe meaties that due to hitbox/spacing, SV won't hit]

* Against ground A: j.P for stuff from the side, j. H is strong against stuff from below

* Against air B: j.P. Usual grounded AA options are pre-emptive 5HS, Storm Viper, Gunblaze. Note: people in the know can CH you for trying to SV, which puts HOS in deep trouble.

* Defense: B+: Takes noticeably less damage than regular Sol. [Ed note: Sol is 1.00 with guts 1, HOS is 0.96. with guts 2.]

* In general C: Has poor reach. Without charge levels or tension, mixups are unreliable. Focusing on charging up, means missed Okizeme opportunities, but you can't really afford to play without charge. At charge level 1, Order Sol's opponent has little to fear.

* Overall: B

* Good matchups unknown: Don't think he has any particularly good matchups that stand out.

* Bad matchups: Slayer, Axl. Slayer has range, and lots of other stuff on Order Sol. Axl is a bad matchup because Order Sol's low jump often ends up in him getting hit anyways and eating a combo.

(thanks to POscrub, page 28)

Potemkin:

* Average damage S: The difference in damage on CH is like the difference between heaven and earth. Tensionless options deal a little less than Slayer.

* Max damage S: Depending on tension available + situation, Potemkin can deal up to 80% damage. Potemkin also builds tension easily.

* Pokes B+: Long reach, excellent priority. Slide Head and Flick are great here as well.

* Breaking out of Pressure B-: Instant block, reversal backdash are the mainstays here. Big payoffs if Pot guesses right.

* Mixup options B: Tick throw, Hammerfall FRC, 2S's vacuum property is useful, but can be negated by FD. And new to AC, Slide Head. [new]

* Pressure/Lockdown B: 2S, Hammerfall FRC

* Okizeme S: Tick throw, straight up Buster, 6K, straight up Slide Head, 6H FRC Buster, meaty j. S, jumping crossup shenanigans, Giganter Trap

* Against ground B: j. S has good downwards priority and staggers on CH, j. HS with it's good wide hitbox, and j. D with probably the best downwards priority in the game.

* Against air B+: 6P, 2HS, j. P, Air throw, etc. Options give good damage plus a mixup.

* Defense S: Best defensive modifier in the game.

* In general C: Slide Head plus his normals long reach and priority make up somewhat for having the worst mobility in the game.

* Overall Rank: A+

* Good matchups: Slayer, in general, Potemkin has the advantage against any character that likes to fight up close

* Bad matchups: Dizzy, Bridget, Eddie, Testament, Venom

Pretty much, projectile based, those with good midrange pressure/traps, and long range type characters. Although, honestly speaking, Potemkin probably doesn't even have any 4-6 matchups. They're probably closer to 4.5-5.5.

(thanks to POscrub, page 30)

Robo-Ky:

* Average damage B: 2K forced prorate hurts, but the damage Robo gets off lvl 3 Horse is what puts him in the B-tier. The damage Robo gets off of 5H FRC mashing out of pressure plus combos only available to nearly overheated Robo-Ky mean his damage varies greatly depending on the situation.

* Max damage A: Robo-Ky can deal up to 80% even with forced proration + possible dizzy off missile combo in the corner, although the opportunities to land said combo are quite rare.

* Pokes B+: f.S, 2K, Air missiles, j.S, j.HS. Good use of IB and the like gives meter for lvl 3 moves, which are pretty boss.

* Pressure/Lockdown C: 5P, Bazooka, and Horsie, are by nature weak to FD. And so is the 6HS (guess, unverified nickname). Robo's goal is to crush any counterattack attempts to break out of his pressure, and then pick them apart when they block.

* Mixups B-: Robo-Ky has the fastest Dust in the game. His command throw was nerfed though, so outside of Dust, he doesn't really have any good mixup options.

* Okizeme C: Bazooka -> followup is pretty buff, but there are ways around it. Or rather, Robo-Ky doesn't get that many knockdowns anyways, most of his combos don't end in knockdowns.

* Against ground C-: Fully extended j. S, and air missiles have good payouts. In general though, most characters have answers.

* Against air B: j.P, j.HS, early 2HS (kneerocket), Air missiles, lvl 3 DP, and j.D if Robo's opponent is above. Deals lots of damage off his AA's.

* Breaking out of pressure A: IB, 5H, or DP. This area is where Robo excels. Good IBing can quickly get Robo Lvl 3. Also has optional delayed wakeup.

* Defense A: 2nd best defense in the game + he's heavy, so a lot of combos don't work. The fact that Robo builds heat while IBing is not a disadvantage, it's an advantage.

* In general B: Air missiles, f. S, 2K, j. H, lay Mats to gain meter.

* Overall rank: B-

* Good matchups Anji, May, Johnny, etc.: Characters that Robo-Ky can zone/control, he's good at fighting.

* Bad matchups A.B.A., Zappa, Sol: Conversely, against those he can't, he's pretty screwed.

(thanks to POscrub, page 27)

Slayer:

* Max damage S: Combos starting with DOT or BBU CH can deal 60-80% damage

* Average damage A: Could probably be ranked S, but debatable. At any rate, buff.

* Pokes B: 5K, 6P, 2H and the like are all excellent at zoning/controlling space.

* Pressure/Lockdown C: Lots of stuff leaves Slayer at frame advantage, but a lot of the time, it's easy for his opponent to escape by jumping out.

* Mixup B: 3 way It's Late, low hit or throw mixup from Dandy step, 50/50's off of 5K or 2S, everyone's favourite cheezy 6K

* Okizeme B+: Fake meaties, safe against some [slower] reversals, Oki options loop back into themselves, Slash Dandy Step and (dash) crossup options are buff. Successful mixups have great payoff. Okizeme options are not easy to defend on reaction, same as his normal mixups.

* Against ground B-: j. HS is buff, but can be air thrown. Factoring in DHD makes it even stronger.

* Against air A: 5P, 6P, 2S and the like make for a fairly complete air defense. Opponent must also be wary of the threat of straight up BBU.

* Breaking out of pressure A: Really good backdash, and reversal backdash is really effective. BDC Mappa is decent too. Reversal Eien no Tsubasa (qcfx2 H) probably shouldn't see much use. On top of that, 2P has 4F startup.

* Defense B+: Good defensive modifier, but tends to be somewhat easy to combo.

* In general D~C: Usually Slayer's opponent is in control in these situations, generally it's not easy for Slayer to work his way in. Countering attacks, Mappas, and jumping in are pretty much Slayer's only options.

* Overall Rank: A~A+. Slayer's one weakness is how he handles in neutral situations, but he's great at pretty much everything else.

* Good matchups: Order Sol, Venom. Order Sol, comparing moves used at similar ranges, Slayer's tend to beat out Order Sol's, and besides Fafnir and 5S, Order Sol has crap reach. Venom: It's hard for Slayer to get in, but once he's in...

* Bad matchups: May, Potemkin, A.B.A., Testament. IMO, May is a tougher fight than even Potemkin and Testament. But that's just my personal opinion.

(thanks to POscrub, page 24)

Sol:

* Average damage B: Combos involving CL Sidewinders can do around 40-50%, Grand Viper leads into an air combo for no tension. More opportunities to land air combos.

* Max damage C: Not even taking into account forced proration, CL Sidewinder loop does about 60%.

* Pokes C: 2D, K, j.P, j. HS, and lots of good stuff up close. Gunflame nerfed. (less active frames, startup slower by 1F).

* Breaking out of pressure A: Volcanic Viper, Grand Viper, Riot Stomp (is airborne, flies faster?, can lead into CL Sidewinder followup)

* Mixup C: Wild Throw. Gunflame startup/active frames nerfed.

* Pressure D: I think Sol as a character is better suited going for the mixup as soon as possible.

* Okizeme C: Gunflame nerf hurts. FB Fafnir being invincible throws is useful from time to time.

* Against ground B: j. HS is all around excellent. Against shorter/low profile opponents, use j.S which has a better downwards hitbox.

* Against air S: Volcanic Viper, j.P, 5K. Nothing controls as much vertical space as Sol's HS VV. Although there is a large gap. [goes up forwards, can get around it]

* Defense C: Average, middle of the road. Damage modifier x1.0. Gravity/Weight x1.0

* In general situations C: Doesn't have much reach, but 2D is fast and gets down low, 5K, and random grand viper for biiiig damage.

* Overall B: Damage has improved in general, but VV lost some power with increased recovery, Gunflame has been nerfed, and no tension Fafnir is gone. [People actually used that move?] Sol is no longer the all rounded character he was in Slash。Not as noob friendly, Sol is more specialized now。

* Good matchups: I-no (Sol is good at AA, bad matchup)、Anji(weak to Sol's fast and low 2D)

* Bad matchups: Potemkin (although based on [slash] experience, Sol has trouble with early Pot 5H, and a lot of his moves are PB bait.)

(thanks to POscrub, page 40)

Testament:

* Average damage B: A hit from anywhere with 25% ends up in a 30-40% Badlands loop. Actual damage from Badlands loop varies widely in different situations over different characters, average rating = B.

* Max damage B: Badlands loop starting from Nightmare Circular CH -> Master of Puppet is 70% damage + the knockdown.

* Pokes A: Nets, Trees, Skull (phantom Soul), Forward/back EXE Beast, f. S, 6K, 6H, are all really effective, but have enough recovery to be less than safe. Traps require good placement as well.

* Breaking out of pressure B: forward EXE Beast is guaranteed after frame 2, on trade or if FRC'd, Testament can followup with a combo. And there's nothing 2HS can't do.

* Mixups A+: Fast and gatling cancelable overhead 6P, even harder to see behind a net or tree.

* Pressure/Lockdown B+: In the corner, Testament has an absolutely brutal lockdown. Midscreen however, they can IB Testament's gatlings, and jump out of the EXE Beast.

* Okizeme S: Net + 6P or low hit is easy and effective. Any hit ends up in a Badlands Loop. Although it uses tension, Back EXE Beast FRC -> Tree results in a meaty Tree hit which is quite difficult to counter.

* Against ground C: Other than laying nets for extra hang time, Testament doesn't really have anything special. j. HS is probably his best.

* Against air C: 6K, 6H. Random Badlands is also worthy of mention.

* Defense C: Normal defensive modifier, but seems to be somewhat easy to combo.

* In general S+: Strongest zoning/control, effective at all ranges, close, mid and far. Extremely stable. [Ed note: Best lead holder in the game]

* Overall Rank: S

* Good matchups: Testament goes even or better against pretty much everyone.

* Bad matchups: NONE [Ed note: Because they took out his Daddy, Kliff]

(thanks to POscrub, page 40)

Venom:

* Average Damage D: Because his good stuff depends on having Balls set, situation specific.

* Max Damage B+: Gatlings containing 5S, 6P, etc. can get the guard gauge flashing in a hurry, so big potential.

* Pokes A-: f.S, 2S, Ball, Stinger Aim and Carcass Ride are all effective. Payoff for connected pokes is low though.

* Pressure/Lockdown S: Although you could argue that Venom pressure/lockdown is a bit reliant on meter and that there's many opportunities to Slash Back, it's still the best in the game.

* Mixup B+: Although he has no overheads you can't react to, it does leave you at frame advantage, so you can hit confirm -> combo off it. [Ed. note I think they're referring to Mad struggle, 5D is -12 on block]. Fuzzy guard mixups off Renkei are really useful.

* Okizeme A: The different ball patterns alone already give a lot of options, the fact that the order the balls are placed in [order of Ball Seisei] also changes their position only adds to that.

* Against ground C: j. HS is the mainstay, Mad struggle (dive) has poor priority. Pretty much average in this category.

* Against air A: 6P, Carcass, 2H, 6H, rising j. D (jump and immediately D) all have their uses at depending on the range and particular situation.

* Breaking out of Pressure E: Well, at least Venom has a good DAA but... you guessed it, Venom is worst in the game at this.

* Defense C: Absolutely average

* In general A: See Spirit juice's post below, and you decide .

* Overall Rank: B. Definitely not midtier. [Ed note: guess, I read it as meaning Venom is definitely above average]

* Good matchup Johnny: Venom owns Johnny in general.

* Bad matchup Slayer: Matchup is better in AC than it was in Slash, but Slayer still tops the list of characters you don't want to fight.

(Needs details; Oiboi presents his interpretation here)

Zappa:

Naked:

* Average damage E:

* Max damage E:

* Pokes C:

* Pressure D:

* Mixup C:

* Okizeme C:

* Against ground D:

* Against air C:

* Breaking out of pressure C:

* Defense C:

* In general situations C:

Dog:

* Average damage C:

* Max damage A:

* Pokes B:

* Pressure C:

* Mixup B:

* Okizeme B:

* Against ground D:

* Against air B:

* Breaking out of pressure B:

* Defense C:

* In general situations B:

Sword:

* Average damage C:

* Max damage B:

* Pokes B:

* Pressure C:

* Mixup C:

* Okizeme D:

* Against ground C:

* Against air B:

* Breaking out of pressure A:

* Defense C:

* In general situations C:

Ghost:

* Average damage E:

* Max damage D:

* Pokes B:

* Pressure B:

* Mixup C:

* Okizeme C:

* Against ground C:

* Against air C:

* Breaking out of pressure D:

* Defense C:

* In general situations B:

Raou:

* Average damage S:

* Max damage S+:

* Pokes B:

* Pressure C:

* Mixup C:

* Okizeme B:

* Against ground B:

* Against air A:

* Breaking out of pressure A:

* Defense C:

* In general situations B:

* Overall rank C+:

* Good matchups: Jam

* Bad matchups: Axl

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How long of an explanation are you looking for? Guess I'll write up a bit and I'll condense it if you want it smaller.. Eddie: The changes to little eddie's moves, allowing unblockables that knockdown into more unblockables as well as incredible pokes have made him top tier. Eddie kick leaves the opponent in a huge amount of block stun allowing for relative easy mixing up, and after hitting he can combo into knockdown unblockable for tons and tons of damage. Eddie punch is now (fully?) invincible so it's great for getting through and around projectiles and moves which before would have killed little eddie. The move is not as great as before for pressure strings, but eddie kick easily takes the place of it. Eddie slash is an incredibly good poke, and can be used 2-4 times in combos. Hitbox is huge and is a great antiair. The new puddle is also incredibly good, allowing eddie to combo off his grabs and also allowing for unblockables that deal decent damage and give eddie tons of meter and a knockdown. Eddie has very very few weaknesses in this game, and while he doesn't have that many insanely good matchups, he has virtually no bad ones. Eddie is most certainly at least tied with Testament for the highest tier in AC. Baiken: The properties of many of Baiken's moves have changed since Slash, making her a better character. One of the most notable of these changes is the untechable time and faster startup of j.D. It knocks down from almost anywhere on the screen, especially against medium and heavy weight characters. You can also now combo j.P, 5S, and even 2D into j.D now. These changes allow for more combo opportunities often resulting in a knockdown. The properties of tatami mat were changed, giving ground tatami a pull in effect but only being able to combo with j.P afterwards, and making the air tatami wallbounce. The change to ground tatami made it better, as you can tensionless combo from a ground tatami easier now, finishing with a j.D for a knockdown, but the air tatami wallbounce makes it much harder to combo afterwards unless it is a counterhit. Her two new moves also aid her a lot in this game. Ouren, her new guard cancel is a crossup, overhead counter which allows her to get out of pressure much better than previously. Her new baku system also helps her somewhat, although it is much harder to apply and arguably not worth the tension. Baiken has a few gaping flaws which keep her from being S tier. Her combo -> knockdown allows for many opportunities to okizeme, which is always good. However, with nerfs to youzansen, giving it much more recovery, making it much easier to punish, a nerf to the techable time of the first hit of tetsuzansen, a huge nerf to the Sakura counter, making it stagger and not allow any decent combo afterwards without spending tension along with proration that has almost rendered this move useless, and a nerf to combo damage by upping the GB- on her 6HS have hurt her a bit. A far more important factor, though, is the fact that every character is stronger in AC with added ways to get in and deal consistent and higher damage. As Baiken takes the 3rd most damage in the game, just slightly better than Millia, this affects her greatly, so if she takes hits she is in big trouble. Baiken has some decent matchups, mostly even matchups and a few bad ones. Potemkin, as always, has been her worst, with Jam following close behind. Both of those characters deal with guard cancels extremely well and can kill baiken very easily. HOS and Slayer are as well, as they too can deal with counters fairly easily and if they get hits in Baiken dies quickly. Overall Baiken is good though, although I think that people overrated her in earlier tier lists because of not being used to her new counter and properties to her moves. I would place her at low A/high B. Also, Ruu agreed with Koichi's list so you should make that one count as two, or something. I remember he said it was extremely accurate, or something along those lines. Assuming you list the tiers in order of best character to worst (first in the tier being the best character of that tier), I think you should put Eddie above Testament and Baiken below Jam and Potemkin.

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I think, for simplicity's sake, we keep the reasons of why a character is top tier or why they're not to small, brief bullets in a list. I've been thinking of starting a thread similar to this but more of a pro/con list of each character. I'll try to contribute in a little bit.

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Seriously does anyone else realize that Koichi's list is almost nothing like the first two lists? that has been bugging me for a while now oh well I'll try to put some Anji stuff since no one else will I assume Anji: Pros: + new force break Rin gives good combos from lows against most characters, is much faster than normal Rin and hits overhead + new autoguard special with K has lower body invincibilty and good horizontal range, new D autoguard force break not that useful but has sick priority, buffs post autoguard options + good okizeme pressure, possible unblockables with new Shitsu force break + pretty nice corner pressure + FRC point added to 236S/H-S for safety and possible combos + very good normals in general both on the ground and in the air + excellent spacing ability while airborne partly thanks to his great jD (which now causes untechable wallstick on counterhit) + does better against Eddie than most if that counts for anything Cons: - needs 25% meter minimum to do decent damage most of the time, damage not spectacular by any means - overly reliant on corner imo - air combos don't usually yield knockdown because air 214P was nerfed, he generally has to choose either dmg or knockdown for combos now, can't get both like in slash - autoguarding moves horribly nerfed. no anti crossup 5H...6H was wrecked. 6K is still very usable for autoguarding though - various moves nerfed such as normal Rin (no bounce on normal hit now), autoguard P (less range, damage, no knockdown on normal hit), CH 6K stagger instead of untechable launch, 6S hitbox doesn't hit as close up as before, 5S does not raise guard meter on block at all (wtf), his DAA is HORRIBLE now and almost always trades with attacks when used mid blockstring - generally weak spacing game, trouble getting in against several characters - cannot make you dizzy to save his life (nothing new there) - zero (?) advantageous matchups...some matchups such as Axl are heavily against him. he may have advantage against potemkin though... - he's a lot more character specific than he used to be as far as combos are concerned That being said I think Anji is still a good character despite being ranked very low in most tier lists. He is well rounded for the most part and has good anti-pressure/okizeme with autoguard and 236H. He's just not as strong as most of the other characters because he suffered a lot of downgrades along with his upgrades, while others got nearly no downgrades and a lot of nice upgrades.

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Eddie: +great new little eddie pokes/pressure strings +multiple unblockables which go into each other +excellent mixups +high damage off random hits +has an answer to almost everything, making him have virtually no bad matchups -doesn't do too well under pressure but his awesome offense makes up for this Baiken: +Many more opportunities for knockdowns and therefore okizeme +Changed properties to moves allow for more options in combos and okizeme +New moves help her under pressure +Improved air pokes +Can counter out of suzuran -Low damage off random hits, especially without tension -Hard to punish with -Slow normals -Best throw bait loses throw invincibility before the hit is active -Suzuran has longer recovery at the end, making it even harder to use in pressure -Strongest ground pokes lose to new moves (hos' force break, etc) -Subpar anti-airs -Nerfed moves: sakura, tetsuzansen, youzansen, 6HS -Somewhat nerfed damage in combos -Takes high damage

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As much as I'd like to write an essay, (thanks for setting precedence Hellmonkey :v: ), I'm going to do what Spirit Juice just described. Copied directly from the AC guide I've been working on, slightly expanded on.

Robo-Ky:

Pros:

+ Pretty good damage when he has meter.

+ Decent poking and lockdown game using 5HS FRC, Bazooka, Missiles etc.

+ Ability to generate tension in a variety of ways.

+ Awesome Instant-Block rate of 0.8 blocks of tension per IB!

Cons:

- Lack of tension = lack of damage. (Since many of his specials take tension even on block/whiff)

- Limited high/low game outside of 5D and TK'd Force Break.

- Lack of reliable anti airs. (2HS can be good but...)

- Slow jump and ground acceleration speed.

- Hard to stay in 80% heat mode to take advantage of the buffs.

- Overheating can be a pain. (but not nearly as bad as Slash)

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Hm. I think the best method for describing the lists would be between Hellmonkey's level of description and bullet lists. Tiamat hit it pretty much how I imagine it, aswell. I'll be working on Slayer, I-No, and Zappa lists while at work tonight, so I should (hopefully) have some more things to add here. Keep up all the good work, everyone. :D

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Hmm, list is too sloppy looking and not direct enough from what I see above, I'll have to make it more concise later...

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Millia Pros: + Throw into combo is back, so now opponents have a reason to fear getting thrown again. + Her FB's are extremely good in this game (FB Disc shenanigans, Air FB Disc combos and crossups, maybe Longinus in certain situations). + The addition of air-dash cancels means her high-low-throw game improves greatly. + Not to mention her improved comboability compared to Slash (she now doesn't need a corner to do her damaging combos). + Oki game is arguably better than #Reload now with the addition of FB Disc (FB Disc makes her HS Disc FRC almost useless now). + Has a 25% Tension Roman Cancel in the form of S Disc FRC. + Her speed and evasive ability means slower characters will have a tough time against her. + FB Disc is a good defensive tool, since it comes out in 4 frames, and cannot be interrupted during the duration of the move. + Risk vs. Rewards game tilts highly in Millia's favor on opponent oki sequences. + Improved comboability means she can do combos that end in knockdowns off of random hits. + Can control space decently with FB/HS Disc, Pin, and Secret Garden sequences if done right. Cons: - Has "I can die in 1 combo without getting my Guard Bar jacked up" syndrome. - Needs to get up close to the opponent to even have a chance of winning (aka Good luck trying to win doing nothing but run away and spam Secret Garden...). - Relies a lot on yomi more than other characters. - Has problems comboing some characters without the use of her Pin or FB Disc (damn you Johnny!!). - Still can only fire one Pin in the air, plus still needs to pick it up after firing it. - Throws are now techable. - Has problems dealing with pressure without meter. - The above point plus the first and second point in the Con list = Millia is a hella high risk character with high rewards. - Does not have a Potemkin Buster :(

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This is my opinion on Slayer. Pros : + REALLY stupid normal moves. + Dangerous command grab. + Powerful Force Breaks. + Really safe block strings. + 632146S (Dead on Time) is like the ultimate BS. + Higher damage output. + 'Abare' potential is stupider. + BDC is still keeping his ass safe, one way or another. + Tension gain is still stupid. Cons : - Characters with good space-controlling ability still give him trouble.

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ABA: Pros: (Most of these apply to Moroha mode) +Just about all of her normals are solid and useful, with decent range, priority, and power +Great abare, can get high-damage combos off successful random pokes +Can combo from a throw +Good defense rating, heavy, but not a huge hitbox +Powerful forcebreaks that can help her break out of pressure in moroha or normal mode +It is now easier to go/stay in Moroha mode thanks to OTG keygrabbing Cons: -Normal mode is terrible and easily pressured -Lack of a great high/low mixup game -Extremely vulnerable to knockdowns, if her bar is depleted your opponent gets a free combo or even an IK, in addition to the fact that much of her damage in moroha mode is self-inflicted, she requires smart meter-management to keep her health and meter from reaching zero.

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Axl Pros: + has quite even matchups against all charas (even top tiers) + can interrupt player on long range (which forces them to do something) + 2K is a low profile move that allows to start pressure / combos but evades lots of stuff + quite safe offence; doesn't need to count on high risk setups + pressure / mixup / damage is not too tension dependant (even that it helps^^) + fastest counters in the game (1-3 frames startup) + his long range anti air pokes all need to be blocked with FD + can go into pressure / mixup sequences from quite a range + good abare potential against airborne charas + can combo directly from nearly all of his pressure options + can combo in nearly every situation (anti air, counters, throw, pressure, jump ins, even in some air to air constellations [but needs FB Bomber therefore]) + most standard midscreen combos are quite burst safe Cons: - takes slightly more damage than standard and has a bad guts rating - has only very situational defence mechanism (including his DAA) - no fast short range pokes (fastest move 6 frames startuo [5K]) - no good standalone mixup, everything he has is easy to be blocked on reaction - needs to be played very different depending on the match up (this counts as well for offence as for defence) - it's nearly impossible for him to fill the enemies guard gauge - has a hard time dealing with DAAs as he has no fast moves to bait them or good throw setups to avoid them - has priority problem with his long range moves - useless OD (or lets say very situational) - even that he may combo from many situations, the damage is always average (except against cornered opponents) - Bomber Loops are in no way Burst safe

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One basic thing I see across the board is that the higher tier characters tend to have less reliance on meter, while lower tier characters seem to need it more to carry out their gameplan/do big damage effectively. Just a small generalization. And Slayer's basic normal blockstrings are incredibly effective, and if any of those pokes happen to hit you, you eat huge damage and/or a knockdown, all verifiable. He's so dumb.

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lol @ RedBeard getting credit for tier lists I posted! =p

fixed. sorry about that! x_x

A special request. If you decide to use a move's name, please add the input also. This will allow someone not familiar with the character to understand wtf you are saying. thanx

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Briget Pros + Great Throw. You can get a small set-up after a throw, or RC for 100 damage if you want to give up set-up + B&B's end in yo-yo mix-up + Amazing movement + Amazing zoning capabilities + Has a shoryu + Delayed Wake up + Has low crush w/ 3P + Opponent must FD grounded zoning pokes + Controls space using yo yo/ buffer/ bears/ bug incredibly.Arguably, best in the game. Cons - Had a shoryu - Defense is real bad. - Being a "girl" means she's floaty and eats bigger damaging combo's - Toning the invincibility way down on Starship. - 6K, 2P, 6P, j.P, 2K, All scale damage - Extremely weak set-up-less combo damage. - No HS pressure builds guard bar. - moderate risk for minimal reward (damage). - Doesn't have a Potempkin Buster - Doesn't have a spammable air normal that gives her a free way to get in (Johnny j.HS, Baiken j.HS, etc.) -limited backdash invincibility -Worst stunner in teh gamez

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Johnny Pros: +Overall high defensive ratings +Great corner pressure/corner mixups +Air to air/air to ground game is exceptional. +Decent reach +One of the best anti-airs in the game. +Assuming he has tension/coin landed, his comboability off of random hits is excellent. +Gains tension quickly +Throw has a decent variety of options and setups +Gained some fairly easy mid-screen knockdown combos. Unfortunately, many of these require 25% tension. Cons: -0 advantageous matchups -Gets killed by characters who run away/zone effectively and can't let them back off. -No real mid-screen pressure to speak of. -0 zoning capability -Pokes have slow startup, and generally have horrible recovery when whiffed. -No shoryu means the opponent doesn't need to fear much of anything from Johnny during pressure unless he has 50% tension. -Damage caps around 190-240 tops. Most characters in AC do comparable damage and many can far exceed what he's capable of now. -Requirements for his higher end damage don't match up to the damage they do. -More tension/coin dependant in AC. NEEDS Level 2 to do almost anything. -Tension/Coinless options are somewhat limited. -Tensionless/Coinless options non existant due to DB and Jackhound nerfs. -Mist(214P) nerfed badly. So slow that you generally need to FRC it or land an air throw to successfully do the unblockable. -Divine Blade(Air 236S) and Jackhound(214D) nerfed to all hell. Two of his main combo starting moves no longer work properly. -Since he NEEDS tension to be a threat in general, he can no longer toss out defensive manuevers without thinking because it's a big sacrafice. -Since his defensive options are so expensive and/or unsafe, there are many times where characters will essentially run all over Johnny and there is little he can do about it.

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With Axl, I would also like to add some minuses: - No truly reliable reversal. His backdash is arguably the worst in the game, 623S loses to lows, and 623H is so slow that most characters' 2K will recover before it hits. - Because of this, he probably has a harder time dealing with tick throws than any other character. Backdash works fine to punish command grabs, but against normal throws you're going to eat a 4H/6H. And his fastest normals are 6 frames, so you'll often get thrown out of them. FD jump is about all he has there, really. - Because of all of the above, he really needs tension to survive on defense. Unfortunately, he also really needs tension for a lot of things on offense: Good damage from ground combos, continuous pressure on block, and landing bomber loops from outside the corner. He's definitely not as bad as, say, Johnny in this regard, but it still presents him with some very tough decisions in certain matchups. And here's a few more pluses: + His high/low becomes awesome in the corner. Late airdash j.P-j.K and deep j.HS are overheads, and even if they're blocked you get another mixup: Land and go low/throw, or cancel to Axl Bomber (air 623H). And don't forget, the Bomber also gives you frame advantage if they don't instant block, so you may still be able to pressure even if they survive that whole sequence! All this, AND you get huge damage + knockdown from one successful guess. + One of the easier characters in terms of execution. [4]6S FRC is about the only difficult thing he has, and even that's not as hard as Slayer or Millia's combos. In theory fighter this shouldn't be a factor, but it helps when dealing with tournament pressure. If this is too long-winded, I apologize! Thanks, Josh.

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Testament: pros: + Has "ultimate space control". Trees, nets, skulls, EXEs, the crow and his very long range pokes makes him able to keep practially anyone at a distance until a chance opens up. + Easy mixups with 6P/2K that both have the same combo-potential + He can now get a good combo from any hit with 25% tension, regardless of position, mainly due to HS EXE FRC. + Badlands (214P) has enormous untechable time, giving him knockdown (often in the corner) from almost all combos. + Badlands allows him to combo an airborne opponent without the need for either tension or corner. + Gravedigger (214D) allows you to trade 25% tension for better and easy positioning in a combo, but you can usually get the same result without the tension, though more difficult. + Gravedigger also works well as a decently safe surprise distance attack with high reward options. This makes it much easier to get in on other characters with good zoning. + HS EXE fills an old gap in his defence. It doesn't disappear when he's hit, and knocks down on counter hit. This makes trades when doing a HS EXE while being pressured common and very profitable. HS EXE also beats pretty much any ground poke, making it much riskier to try and outpoke Testament. + HS EXE lifts from OTG state, meaning you can get an extended combo from almost all situations if you have tension, and gives much larger leeway in combo-planning. Gives tension-free combos in the corner. + HS EXE (yes, again :v:) has big frame advantage (+9), making it easier to synch attacks with the crow, chip away your opponents last health or just annoy him to death. =p + Has a fast reversal move that eats both high and low attacks. A landed warrant(214K) can turn a match around completely for 25% tension, even from midscreen. Risky move, but it's presence makes sloppy pressure dangerous and it renders a few, slower, moves almost useless against Testament. + Nightmare Circular is a very safe OD that covers almost full screen. Works well both as a reversal and as a punish for obvious long range moves. + He can reset his pressure for 25% tension with an EXE FRC, giving him a new chance to break the opponents guard, all the while raising their guard gauge. + Can curse in more situations than previously (usually possible but very difficult from throw). With the right combo and 25% tension, you can get knockdown in the corner and curse from almost any hit. + With a curse he gets incredibly strong both on offense and defense, but any combos done during this time must be very well though out or the crow will ruin it (since badlands knocks them over such a big area.) + High damage possible from an unprorated starter... cons: - But only decent damage from 6P and kinda crap from 2K, regardless of amount of tension spent, not couting guard gauge. (Only a small minus, since his combos are easy to get and gives such good positioning now.) - Very basic mixups. Both 6P and 5D are very slow, so an experienced player can block them on reaction almost every time. - Lowest guts rating - Limited anti air options. Most of them, like 6K or 6HS, must be done in anticipation. 5P wins over many air normals but when it doesn't, he really has no options left. 6P hits too low, starts too slowly and has too long recovery to be useful except in very specific circumstances. - No good air to ground game. Very easy to anti-air. Sorry for probably being way more wordy than you wanted, but I've never learned to be brief. I can probably make an effort to fix it up if it's required. In summary, he's got good offense and defense and exceptional space control. He can combo from anything and more often than not gets corner knockdown from them. A bit tension reliant, but not overly so. HS EXE is a boss move :v:

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Zappa

General/Unsummon Pro:

-Best character ever.

-One of the best 6P's in the game.

-Can run under many attacks and projectiles; lowest running stance in the game.

-Small hitbox, in general.

-Gains Tension quickly.

-Second-best backdash in the game, having only one frame of vulnerability and being very fast.

-Very versatile, having five different modes of play: Unsummon, Dog, Sword, Triplet, Raou.

-Excellent poke with f.5S.

-5K's complete lower invincibility is good for avoiding obvious low-hitting attacks, as well as Slide Head.

-Dog, Triplet, and Raou require little Tension and risk for moderate-to-large rewards.

-Great okizeme with Triplet, Raou, and Dog.

-Throw-invincible Overdrive with good priority.

-Can cancel Dust attack into specials.

General/Unsummon Con:

-Limited okizeme, outside of basic pressure with normals and f.5S.

-Awkward combos; doesn't combo well, in general.

-Limited wake-up options, aside from Overdrive and being lucky with 236P.

-Poor at increasing guard gauge.

-No Shoryuken-esque move.

-Decent-to-bad normals that have little priority and can be easily stuffed, aside from 6P.

-Poor anti-air without specific Summons, aside from 6P.

-Reliant on Summons.

-Summons are random and can often be non-beneficial, or even hindering, to the situation.

Dog Pro:

-Bastardized Eddie puppet.

-Unblockable Dog Traps that require no Tension or are practically risk-free.

-Dog is invincible when not attacking, unless asleep.

-Long combo strings, especially in corner, that provide a lot of Tension and cost little to no Tension to use.

-Great against huge targets, like Potemkin.

Dog Con:

-Falls asleep when not used.

-Very dependent on layout of the screen.

-Can be difficult to position.

-Hard to pin down fast and agile opponents, due to lack of maneuverability.

Sword Pro:

-Great at poking, especially with f.5S and 2S.

-2HS is an excellent anti-air.

-Can combo much better than before, thanks for FRC's and data changes.

Sword Con:

-Fairly dependent on FRC's.

-Average damage.

-High lag on whiffed attacks.

Ghost Pro:

-Mamamamamamamama.

-f.5S is a decent poke.

-Allows for projectile "spamming" with five to six different paths for projectiles to travel.

-FRC for each Ghost-throwing attack.

-Exploding Kool-Aid Ghosts [a.HS] make for good okizeme.

-Random pebbles and flower pots can actually be very helpful at interrupting opponents.

Ghost Con:

-Horrible at building guard meter.

-Limited options outside of barfing Ghosts everywhere.

-Poor damage.

-Ghosts can only be used again after "recollecting" them.

Raou Pro:

-Last Edguy.

-a.HS.

-Raou is extremely powerful, typically dealing 50%+ combos for 50% Tension or less.

-Great pokes, such as 2S and low-hitting, sweeping 5HS.

-Darnkess Anthem can go in three directions, absorb projectiles, and launch from knockdown.

-Bastardized Dark Angel-esque Overdrive that can deals nice chip damage.

-Can cancel Dust attack into specials.

-"Raou touches you and you fucking die."

Raou Con:

-Raou requires eight Souls and only lasts 15 seconds.

-Can be predictable.

-Darkness Anthem is slow.

-Raou timer still active while being attacked by long Overdrive animations and combo strings.

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Zappa

General/Unsummon Pro:

-Best character ever.

-One of the best 6P's in the game.

-Can run under many attacks and projectiles; lowest running stance in the game.

-Small hitbox, in general.

-Gains Tension quickly.

-Very versatile, having five different modes of play: Unsummon, Dog, Sword, Triplet, Raou.

-Excellent poke with f.5S.

-Dog, Triplet, and Raou require little Tension and risk for moderate-to-large rewards.

-Great okizeme with Triplet, Raou, and Dog.

-Unblockable Dog Traps that require no Tension or are practically risk-free.

-Throw-invincible Overdrive with good priority.

-Can cancel Dust attack into specials.

-2nd best back dash in the game.

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A few more things for Axl:

+Completely fucks up several characters' zoning games, making for good matchups against Dizzy and Testament especially, but also makes his range advantage more pronounced.

+Has several tools for getting a knockdown, and decent enough oki options for this to matter.

-Can get stuffed by a lot of things even at optimal range, due to hittable chains, which can mean getting knocked down, and then having to deal with Oki (Any close-range defensive situation is hard for Axl) (Shoto already mentioned this as "Priority problem on long range attacks, but I felt the need to elaborate a bit.)

Also: Contrary to something Shoto said:

- even that he may combo from many situations, the damage is always average (except against cornered opponents)

This is comparing only to characters like Testament, Jam, and May, who can get something like 1/2 life tensionless midscreen. Axl does fairly decent midscreen damage compared to the majority of the cast, and the ability to do this off of nearly anything one would typically use more than makes up for the tiny disparity with top abare characters. His only real problem in this area is the fact that he needs meter to do it.

For the most part, everything else has already been said.

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-2nd best back dash in the game.

Dustloop is being an ass and not allowing editing of the fuck-giant Zappa post, so if a mod can somehow add this, that'd be nice.

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