V. Character ParametersAll character parameters will eventually have descriptions to help people discuss stuff as well as help newcomers to the thread, but it will be a day or two before I finish it. If people post on it, I will make those my priority to fill out. A lot of the current parameters are decided on my whims, so they will be updated accordingly.
By examining character parameters, we will likely be able to find things to talk about, and we will likely be able to move characters around with greater ease if we can compare individual parameters on a regular basis versus the overall strength of a character. You will likely find yourself discussing individual parameters for a worthy length of time before characters can actually be moved from one Rank to ano
Character Parameters: Will be rated from C- to S+. Each parameter is weighed in its own category, so please take a look at each description to fully understand how the assessment was made.
Reward Assessment: A general outlook on a character’s average damage and heat gain, taking into account how often maximum or minimum damage situations can occur. Also assess other potential rewards.
Neutral Viability: A review of how well the character fairs in neutral situations, especially in respect to how the character can shift into an offensive or damage dealing state, as well as avoid being put into a defensive or receiving damage state.
Offensive Viability: An overview of the character’s ability to create damage opportunities when they have the advantage, as well as prevent the opponent from escaping or safely retaliating.
Defensive Viability: An evaluation of the character’s ability to escape from situations where they are at a disadvantage or create opportunities to retaliate.
Versatility: A flavorful descriptor with little impact on tier placing, a brief assessment of how many options the character has at any given time. Ranks: Very Specialized > Specialized > Well Rounded > Very Well Rounded
One-Chance: A flavorful descriptor with little impact on tier placing, an assessment of how well the character can make a comeback in a one-chance situation. Takes into account meter availability, potential mixups, useful reversals, and damage.
Current Assessment: General assessment of all factors. Current placement on the list
S+ Rank - Ragna can deal consistently very high damage in many situations, such as during mixups, anti-air, and in general spacing battles. His ability to adjust combos and improve random damage output by using heat is also among the strongest in the game.Neutral Viability:
A+ Rank - Ragna is largely a mid-close range type character with very dominating screen presence, especially against other mid-close or close type characters. Between Jump A, Jump C, Jump D, 5B, 5C, and 6A, he can excel in any standard spacing situation, often winning outright or forcing the opponent to block.Offensive Viability:
A- Rank - Ragna has access to multiple multi-ranged high and low attacks, as well as multiple options to continue offense and prevent an opponent’s escape. His combos often end in forced emergency tech, low air tech, or forced stagger state, allowing him to continue his offense with fewer guessing games than most other characters. Furthermore, escaping opponents are often forced back into his powerful mid range game.Defensive Viability:
S+ Rank - Ragna currently possesses the most useful DP type attack in the game, Inferno Divider, which is strictly a level above other DP type attacks in terms of speed, hitbox, reward, and availability. The very existence of the attack passively weakens an opponent’s offensive viability, especially when Ragna has 50 heat to Rapid Cancel. Combined with system defensive options (jumping, barrier, ib, normals, and backstep), Ragna has one of the best defensive plans in the game, and is complemented by his ability to go back into offense or neutral immediately if he succeeds. Versatility:
Well RoundedOne Chance:
S RankCurrent Assessment: S Rank - Ragna is a superior spacing character with few flaws.
S+ Rank - Extremely high damage output and heat gain on many confirms. Many combos often leave the opponent in the corner, which often can lead to another high damage combo on the next hit.Neutral Viability:
S+ Rank - Human mode has some fairly usable normals at mid-long range, but as a Wolf, many opponents have difficulty performing even basic movement options safely when being watched by Valkenhayn. Extremely high mobility and proper anti-airs in both forms greatly aids Valkenhayn's neutral game. A mistake in neutral will immediately allow Valkenhayn to land a hit or force an opponent to block an extremely fast mixup.Offensive Viability:
A+ Rank - Extremely powerful mixup options and good knockdown setups in the corner, but limited blockstring potential stifles the character's ability to have overwhelming offense at all times. All mixup options also force Valkenhayn to guess somewhat, though the guess is largely in his favor.Defensive Viability:
B+ Rank - Possess one of the most powerful backsteps in the game. While not normally good enough to receive a B+ Rank on its own, the addition of instant barrier allows Valkenhayn to escape back to neutral (where he is excellent) easier than other characters. His guard point is not very strong, but allows him to beat certain offensive tools on reaction.Versatility:
Very SpecializedOne Chance:
A RankCurrent Assessment: S Rank - Valkenhayn is a technical, high damage character that takes good situation recognition to play.
S Rank - Damage output and meter gain are both very high from many traditional starters, especially in terms of meter spent in this version. Combos often carry full screen, which can often lead to economical corner combos or extremely high damage metered mixup combos. His combos have the added bonus of having only one or two viable burst points, which adds to his offense.Neutral Viability:
A+ Rank - Hakumen can gain the advantage by waiting in a neutral defensive state and without committing (by passively increasing his potential reward by building meter), something most characters cannot do. He has access to many powerful Neutral tools that strong deter an opponent's approach, whether it be from ground or air. Jump B's improvement lets him also go on the offensive if the opponent does not quickly respond to an IAD.Offensive Viability:
B- Rank - Hakumen does not have many mixups and many of the ones he does have require meter to perform. Because of this, opponents are often able to return to neutral fairly easily compared to other characters, but this situation is still somewhat favorable for Hakumen, who is powerful in Neutral.Defensive Viability:
S Rank - Hakumen does not have an invincible Backstep, but instead uses his Drive as his primary defensive option. Though not strictly favorable to a backstep in some situations, there are many situations where the presence of his Drive completely nullifies some character's offensive options. The presence of his Drive also passively weakens an opponent's defensive viability simply by existing - opponents may not be able to afford to take the damage and positioning trade that may occur from a successful Drive attempt. Fear of the drive also gives Hakumen the ability to reversal with the invincible Hotaru, which is not invincible due to the jump startup, but is completely safe on block and difficult for most to punish on whiff.Versatility:
B RankCurrent Assessment: S Rank - Hakumen is an extremely powerful defensive spacing character with an extremely safe game plan.
S Rank - A complicated assessment. This is largely interpreted as the average damage dealt by an Arakune based on the number of openings per round and how curse meter is technically a reward for combo completion. It is possible for Arakune to kill with two corner combos or four midscreen combos, which actually makes him extremely very powerful. Once Arakune has 50 meter stocked, F of G can make it extremely difficult for an opponent to make a comeback if Arakune is not pressured to use it on defense.Neutral Viability:
A+ Rank - Another complicated assessment. Arakune does not play the neutral game like most characters, but does control space in certain ways. He can create projectiles to take up space and can safely move around by canceling his airdash into a barrier very quickly. While he has a lot of trouble against very mobile or characters with lots of projectiles, he is completely overwhelming when the opponent is cursed.Offensive Viability:
S+ Rank - Does not have very good forward mobility, but at close range, he has a very complex mixup using rising j.B into IAD j.B, which is extremely powerful when executed properly. Outside of j.B, he has a high reward overhead and numerous jump cancelable attacks, which allow him back off anytime if necessary. While curse is active, he can essentially do anything he wants and the opponent has extremely few options but to guard successfully against very difficult to see mixups.Defensive Viability:
C+ Rank - Perhaps among the worst defensive options in the game, Arakune does not have access to a meterless reversal of any sort and has fairly weak applications of even system defense mechanics. Though in some matchups his backstep may come in handy, it is one of the most unsafe in the game if the opponent is prepared to deal with it. However, his high resource/risk manuvers (Gold Burst, Counter Assault + Super, Wakeup Spider) are all very extremely high reward, and force the opponent to be very wary of overcomitting, which can sometimes allow Arakune to escape.Versatility:
Very SpecializedOne Chance
S RankCurrent Assessment: S Rank - Arakune is an unconventional character with many explosive strengths accompanied by particular weaknesses.
*All values are an average of curse and non curse situations
S- Rank - Taokaka's damage from her neutral game and hit/throw mixups is fairly high, but she cannot combo standing opponents unless they are somewhat close. She can perform AB2 combos form many situations, all of which lead to a devastatingly high amount of damage and also leave her with some extra AB2 meter for another oncoming mixup for even more damage.Neutral Viability:
S+ Rank - Taokaka's mobility is completely unparalleled in BlazBlue. Combine this with a fairly strong ground based anti-air and a very large tool-kit of different normals, Taokaka has every tool to defeat any character in a standard neutral battle.Offensive Viability:
A- Rank - Taokaka's mixup game relies mostly on the speed of her mobility to create unpredictable throws and cross-ups. She lacks traditional okizeme, but the air tech situations she places her opponents in often gives her an advantageous position that can be seen somewhat like an oncoming mixup from a blockstring.Defensive Viability:
B- Rank - Taokaka relies mostly on system defenses combined with her mobility to escape from pressure. She can also take advantage of low profile attacks such as 2b and low invulnerable attacks like 6b as highrisk escape tools, but largely lacks reliable defensive options as her Counter Assault is also extremely weak. Her backstep is above average, but Taokaka's low health can also mean that she can die in but 2 or 3 mistakes, whereas other characters would often get maybe 1 or 2 more attempts.Versatility:
A RankCurrent Assessment: S Rank - Taokaka is the most powerful mobility oriented character in the game.
A+ Rank - Damage is extremely low without meter or certain specific situational starters. However, once 50 meter is obtained, Hazama can deal huge damage and rebuild large amounts of heat from many different starters.Neutral Viability:
S Rank - Hazama can control large amount of space with his projectiles. has access to good movement options, and even to fairly strong anti-air attacks, making it difficult for characters to approach Hazama to begin with. Hazama can even use these combined tools to shift into an offensive situation just by controlling spacing correctly.Offensive Viability:
A- Rank - Hazama has numerous blockstring and mixup options, though many are low reward without any heat to back him up. Once an opponent is spooked by his more basic options, he can start doing some more complex movement options with his chains which are virtually unseeable unless one is also a Hazama player.Defensive Viability:
B Rank - Though the risk/reward nature of Houtenjin as a reversal has been greatly altered by his character design, it remains a viable and fearsome reversal attack that can instantly change the flow of an entire round.Versatility:
Well RoundedOne Chance:
A RankCurrent Assessment: A Rank - Extremely versatile projectile character that is slow starting at first, but quickly turns into a very deadly foe.
S- Rank - With magnetism, Tager's average damage output and heat gain far outclasses many other characters in Extend. From a single hit, he can build over 50 heat and turn his next combo or mixup attempt into an extremely painful one. Without magnetism, he will need to spend resources to deal big damage from everything, but is still far from a weak character in terms of reward and due to overal meter availability.Neutral Viability:
C- Rank - Tager lacks mobility options and possess very few methods of pinning down very mobile or long-ranged opponents. He has options to allow him to fight mid-close and mid-far ranged opponents with defensive spacing tools, but is completely lacking in safe or effective offensive spacing tools. Spark Bolt is a very powerful one chance spacing tool, but because everyone is prepared for it, it is less effective.Offensive Viability:
S Rank - All of Tager's combos can now end in Gadget Finger, a point blank forced Emergency Tech, or some kind of air reset. These are all situations that heavily favor Tager in terms of mixup potential and a moment of hesitation or fear can cause an opponent to take a huge amount of damage, often putting them back into another really bad situation. Because some of the mixups are strictly 1 shot guesses however, they can allow the opponent to escape back to neutral, where he is the weakest.Defensive Viability:
B- Rank - While Tager has high health and access to powerful defensive options that allow often him to go straight from defense to offense, they are somewhat high risk and often cause him to take big damage if they fail. He also is vulnerable to rising overheads and forced to block blockstrings and mixups that otherwise do not work on other characters. Versatility:
Very SpecializedOne Chance:
* RankCurrent Assessment: B Rank - Tager has lots of trouble getting in, but once in, he can win by forcing an opponent to make only a few mistakes.
A Rank - Bang has very respectable damage in many situations and but can spend heat and nails to increase his reward in very meaningful ways. He can also carry opponent's very far with his combos and can perform corner combos from a fairly long distance from the corner. During FRKZ, average damage greatly increases, but taken into account that 50 meter was already spent to create the opportunity and a combo was used as a seal combo instead of damage combo, it cannot always be strictly seen as an increase.Neutral Viability:
A+ Rank - Bang possess a wide variety of tools for neutral game play. He has good movement and a fair assortment of good spacing normals, but lacks a strong anti-air and often comes out as the underdog in mid-long range ground battles. He has a very powerful limited resource in nails which can use to overcome differences in spacing strength, but because it is a limited resource, there is additional risk of running out each time it is used. However, the very existence of nails renders certain options that opponents possess into unsafe actions, so certain players may find themselves unable to use certain options, despite nails having not yet been thrown. Guard points can be used in specific situations to create one chance momentum swings, and their existence increases Bang's neutral viability in certain cases. Using nail bumpers, he can match the timing of a very mobile foe, but it takes openings and resources to do so. During FRKZ, netural gameplay becomes much more unsafe, but has the potential to overwhelm opponents with its increased mobility power.Offensive Viability:
A Rank - Bang has numerous offensive tools, with multiple relatively safe overheads and a fairly good damage command throw that can be Rapid Canceled for high damage. Nails can also be spent to increase his offensive abilities on tools such as D nails or on bumper arrangements. During FRKZ, he trades his normal mixup abilities for FRKZ specific mixups, which are very fast, but very unsafe compared to his normal offensive tool set.Defensive Viability:
A Rank - Bang does not strictly have any powerful reversal options without meter, but the existence of Guard Points makes certain offensive options from opponents seem far less attractive, especially when faced with the possibility of the big damage a successful hit will cause. Furthermore, once he reaches 50 meter he has access a variety of different defensive options with varying effectiveness and risk. FRKZ activation as a reversal is likely the most powerful reversal in the game, allowing him to deal huge damage against otherwise relatively safe offensive options. During FRKZ, he cannot normal block, which greatly lowers his defense against many different types of mixups, such as ambiguous crossups, but can potentially allow him to escape from pressure more easily.Versatility:
Very Well RoundedOne Chance:
A RankCurrent Assessment: A Rank - Bang is a versatile character with a toolbox of special ninja tricks.
*FRKZ is taken into account for all assessments.
S Rank - Carl is a very damaging character in many situations regardless of screen positioning and starting even in solo situations. Though largely not necessary, he can spend heat set up guaranteed unblockable setups for extra damage or beef up the damage of his normal combos. Neutral Viability:
B- Rank - While Carl possess very powerful defensive spacing tools, his ability to chase down characters is relatively weak. He also possess limited movement in this version having lost his kara fastfall, so he is reliant on his sister to help him move safely. Because constantly attacking with the sister consumes her gauge, there are moments where not using her is the correct course of action, which gives him a huge drop in neutral power for those moments.Offensive Viability:
S Rank - Carl possesses powerful repeating pressure at the expenditure of sister meter, and can set up extremely difficult to block high/low or left/right mixups in the middle of blockstrings and during okizeme situations. He can also spend meter to create a variety of extremely difficult to see high/low mixups or unblockables. Defensive Viability:
B- Rank - His backstep and Vivace are both decent tools for escaping back to neutral, but are both somewhat unsafe against a well prepared opponent. Carl has low health and no real reversal option what so ever, so he is very reliant on successful Counter Assaults to escape very strong pressure. Luckily, he is not reliant on meter to deal good damage, so he can make use of Counter Assaults quite often.Versatility:
Very SpecializedOne Chance:
B RankCurrent Assessment: A Rank - Carl is a character with difficult means of capturing opponents, but a very powerful offense if he can force an opponent to block.
A Rank - Mu's damage output is fairly high in many situations. Her ability to carry from midscreen into a corner combo is also very high compared to most characters.Neutral Viability:
A+ Rank - Mu has among the strongest Mid-long range normals in the game, combined with multiple anti-air options and good projectiles. If an opponent hesitates too much in confronting Mu, she can forcibly enter the fray with good stein formations and protect herself in guaranteed ways.Offensive Viability:
B+ Rank - Mu lacks particularly strong mixups and blockstrings in a vacuum, but coming from okizeme or a good Totsuka setup, she can create traps and mask her overhead attempts. Her overhead 6B is relatively fast for a standing overhead, and is also largely safe. Her ability to remove primers is also fairly strong.Defensive Viability:
A+ Rank - Mu's DP, Tsunugui, is extremely strong as it is not a normal invincible move, but a Super Autoguard that cannot be thrown. This allows Mu to beat safe jumps and clip attacks that would otherwise be safe to DP attacks. Combined with Mu's long backdash and other system defense mechanics, she can make it difficult to pressure her safely.Versatility:
Very Well RoundedOne Chance
B RankCurrent Assessment: A Rank - Mu is a setup oriented character that also packs good neutral, defensive, and offensive tools.
Edited by Xie, 22 May 2012 - 11:19 PM.