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Posted

im perfectly calm, as a matter of fact im just scartching my balls right now, bored. shrug All i know is one min sprit juice is getting a boner about how hard something to do, doesnt matter. Then he sees something hes never seen before, so he has to make a joke about it like he is good or something. Im not suprised at all acctualy. But im still signed on in the time limit so I posted. No more.. no less.

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Posted

lol Way too easy to bait. In any case, links to said videos would be nice since not all of us read moonspeak and lurk Japanese BBS every waking hour of the day.

Posted
You know for people that nut hug the japanese so much why dont you guys try reading? And he didnt even do a full combo there. he could have gotten more. Or he could have even dust cancled to grand viper for more... But again' date=' you guys only know what you see apperently.[/quote']

Alot of the gg scene is kids nut hugging japs. I wish people stop idolizing so much and wish to surpass. (To all those worshiping the top Jap players, get off your ass and try to become better.)

Posted

I think it's good to look up to strong Japanese players as long as you still think for yourself about why something works and still try to come up with your own stuff.

Posted

I think it's good to look up to strong Japanese players as long as you still think for yourself about why something works and still try to come up with your own stuff.

Yup. Use them as a reference and a breaking point.

Posted

my guard meter was up a lot but I literally took 95% damage with anji yesterday from Sol's 2D. sol's damage is fine and dandy -_- US version btw

and yeah I shouldn't need to explain why DI sucks cause it should be obvious, and only one person doesn't seem to get it. I was just pointing out that Isa was being a retard

There's 2 obviously, you forgot to include isa. You "shouldn't need to explain why DI sucks"? Yes you do, because obviously there's something twitched in what you expect to be the sucky part, so I'm really interested on what rotten fact your opinion is based on.

Clayton: nice damage, bad setup, simple. Next to that, who's gonna waste his time storing sidewinders if he can get a hit on his opponent instead? What fool proof ways are there to store a sidewinder? If people start using it at random in matches then I'll happily say that 350-420 is his average damage but until then his average remains 250.

Posted

There's 2 obviously, you forgot to include isa. You "shouldn't need to explain why DI sucks"? Yes you do, because obviously there's something twitched in what you expect to be the sucky part, so I'm really interested on what rotten fact your opinion is based on.

hey guys Isa is doing dragon install near the end of rounds and dying, but he's Japanese so lets follow his example!

:8/:

Posted

hey guys Isa is doing dragon install near the end of rounds and dying, but he's Japanese so lets follow his example!

:8/:

That's indeed what you're supposed to be doing you newb.

Posted

Wow this thread is fucking drama. 1) It's basically what SPILL IT'S JUICE was saying earlier. Difficulty isn't really factored into where a character resides on the tier list, unless it comes to the point of imposssibility, which complicated characters don't even reach. Sol had an easy dust loop in #R and was still C tier, and Sol does ridiculous damage in AC but he is still suck between C/B whatever due to him being Sol and having the same problems he has always had. This has been discussed so many times already. 2) Clayton, uh neat stuff but if we're so ignorant, and it makes you so mad, why not do something about it other than complain? The setup looked pretty shitty cos it was 100% to setup some future hit that is not guaranteed? If Sol goes neutral at all, do you lose the stored sidewinder? Dunno...it might be game breaking maybe if sidewinder was safe on block and didn't need rc. 3) DI and 6hs with sol... It's stupid to say that they DON'T have a use at all, but doing DI is generally a stupid use and doing 6hs IS GENERALLY less beneficial than many of sol's other normals. I don't remember the last time I used 6hs except maybe as OTG to kill from far away or a random attack->grand viper... As far as Render's comment, that was totally in the right because it was doom that took the english comment the wrong way and overreacted. It was brought on himself by poking back at Spirit Juice's near perfect grammar. Just chill.

Posted

As far as Render's comment, that was totally in the right because it was doom that took the english comment the wrong way and overreacted. It was brought on himself by poking back at Spirit Juice's near perfect grammar. Just chill.

Cant you just let it go.............your acting childish.

Posted

I regret posting the English comment. I'm not sorry, but I should have just kept my mouth shut. It was a simple misinterpretation, and things are going in circles. Could you guys please get back the fux on topic? Towards that end... I wanted to add a little to the "difficulty of combos being factored into tier placings" discussion by reiterating that I think it's mostly not the case, with the exception of crap that's retardedly difficult to pull off. I was talking with a good friend that was talking about how Baiken has a really strong combo that gives her a huge advantage, but it's too hard to pull off consistently for the Japanese. (Please don't give me the "How would he know?! He doesn't know." BS, k thx) Since these tier lists and character grades are based on popular opinion and lots and lots of arcade play in Japan, I think it's valid to say that some combos/setups may be too difficult to consider (though I don't see the point). Is May's dolphin loop too difficult? No. Also, the play style point is a good one, I think. If I were using Sol, I'd much rather use 50% tension for a VV RC frame trap or mixup or whatever (ie, something more likely to open up damage directly) over Dragon Install, which just makes the damage better when you finally DO land a hit. The flipside is that DI puts the opponent in a different mindset. Which is better is debatable, and opinions will differ based on play style, experience (both first-hand and from match vids). To ARGUE about which is better isn't the point of this thread, though. While everyone seems to be trying to answer the "who's the best (and how much worse is my own character)" question, people should be considering certain characters' strengths and weaknesses to try to up their game with their own character. ...but I suppose that's not how Dust Loop works.

Posted

Yeah, now I feel dumb for bringing it up just because I don't want to perpetuate it either. That is a good point about practicality. I'm sure Johnny would be a higher tier character if whenever he got 6k counter hits and 6hs counter hits, you did the appropriate huge damage setups/good 1 hit knockdowns, but often you can't visually confirm these in time to cancel the normal into the move you need, i.e. Killer Joker transport. Just like I-no can't hit confirm 2s into anything really, she just has to know what to do cos the cancel window is so small. If there are great combos with little to no way of knowing when to do them, what good are they? Characters like eddie have plenty of time during strings to see if something hits or not and follow up appropriately.

Posted

One for the road. You're up Hellmonkey :P.

during break (after tomorrow) I'll translate everything that hasn't been (or at least give it an attempt!)

We just have to wait until he's ready to do it.

Posted

Done:

Axl, Anji, I-no, Venom, Ky, Jam, Slayer, Sol, Order Sol, Johnny, Chipp (Greed), Testament, Baiken (Hellmonkey), Potemkin, May (F.T.B.), Robo-Ky (16 done)

ABA, Eddie, Zappa, Dizzy, Faust, Bridget, Millia (7 not done).

I'll probably do Millia and Dizzy, sometime later, so I guess work on the others first.

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 ©: 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 ©: Average. Depedent on tension.

Okizeme/Wake up game ©: 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 ©: 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.]

Posted

The teacup comments were edited out and replaced long ago, actually. I'd also like to say thanks to POscrub for the huge amount of time he's spent translating all of this info, as well as the Slash and AC framedata in the past. It's a big service to the community.

Posted

[monster post]

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

(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 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, 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.]

(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.)
Posted

(30000 character posting limit)

(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.

[/monster post]

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