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Posted

revised tier list (according to #akatsuki):

Top: Mycale

High: Fritz, Marilyn, Sai

Mid: Akatsuki, Wei, Soldat

Low: Kanae, Adler, Murakumo

Crap: Blitztank, Anonym

Posted

Damn, what dropped Akatsuki so much down the list?

after a huge set with aya i can tell you exactly why:

he absolutely fails at punishing the top characters ESPECIALLY Sai.

his 6C range is terrible, fireballs are terrible, hurricane kicks except 214A are terrible

all he can do is wait, none of his mixup is free like those above him and his biggest damage arguably comes from the corner.

which, given the momentum of the match, is a really tough place to force the top four into with aka now.

Mycale zones him for free, Fritz runs circles around him and punishes him HARD, marilyn can superarmor through his poking game, and Sai can do elbow to backdash and remain COMPLETELY safe against him. hell, in the corner Sai can abuse safe 5C and there isn't much Aka can do.

he's still very solid but requires a LOT of patience ( which makes me wonder why i dropped marilyn for him :sweatdrop: )

Posted

I fucking told people Sai was damn good, but noone felt like listening to me early on.

Bastards.

i remember you saying that too.

wasn't Arturo playing Sai at the first tourney you guys had?

he always seemed pretty insane to me, but the way the game is right now, Sai is so sick that i'm pretty sure i'm going to start playing Mycale just to see how she's supposedly better because i'm not seeing it right now.

Posted

This is still based on v.1.1.2 right? If Aka's mid now, I should have no qualms about using him.

Bellreisa and Myself had a discussion about Aka this morning and here is why he is considered midtier.

Aka is a damage machine, off of one hitconfirm he is able to do massive ammounts of damage. while this is true, aka doesnt have the things alot of characters have.

*Aka has to work a good deal to get out of pressure against the upper tier characters. DP is rather useless against characters such as marilyn Sai fritz and mycale as they can hit him right out of the DP and they can space ALL DAY so that aka using the DP will whiff and so he cannot cancel into 236b+c.

*Aka has good corner pressure, but his midscreen game isnt too great. after he cancels into 214a he cant really follow up with anything. He has to go backwards and that hinders his ability to push his opponent to the corner.

*Aka's fireballs are pretty much crap. They dont do anything for him and your opponent can parry after any poke of aka canceling into a fireball on reaction. Not to mention the fireball has retarded ammounts of recovery on them meaning he will only be using them at a distance, Not upclose like soldat and adler, who could litterally sit there and shoot fireballs all day and block because of their quick recovery. So this means aka cannot rely on fireballs to help pressure the opponent this makes it really hard for him to force damage with out scoring a knockdown.

Its because of these things that aka have been dropped down to midtier. After a discussion with the majority of IRC. Thats the general understanding that we have come to.

Now dont get me wrong, That by no means says that Akatsuki is a bad character, because he isnt. Akatsuki is a really strong character to play as. He has alot of things going for him.

*22a on whiff can actually be used similiar to ken's Srk Tricks in Super turbo.(You can follow up with another one because the whiff recovery is that good)

*If your opponent blocks any 22 move from aka you can cancel into super fireball to make it safe. midscreen is better than corner for this because if you are in the corner and you perform this, You can still be punished.

*Aka also has decent air to air, Not great, but passable. 7c is pretty good to knock your opponent out of the air if they are clearly jumping in at you.

Kinda tired of typing but hope this gives a decent explanation of why he was dropped down.

Posted

Thanks for the explanation. I just got kinda tired of people complaining about Aka being so overpowered and easy to use. So hopefully this will shed some light on what he can and can't do.

Posted

The young doctor yawned deeply, outstretched in her chair, eyes going blank observing the dull brilliance of the green text layed out upon the computer monitor's surface. The code scrolling across it wasn't telling her anything new or interesting that she couldn't already guess. Reactionary, calculated clicks sent file after file blazing across the system, yet she seemed intensely bored. She was thinking about the "pinhead" ideal, the ability to hit the head of a pin 100 percent of the time, and how little it applied in this situation. As brilliant as she was, she just wasn't finding out what she really wanted to know from the gargantuan mass of electronic data in front of her. "Who are you? Who are you really, young man?" "....and why does he still look the same even though he's been stuck in the Arctic for over 50 years, yadda yadda yadda. That's what you're wondering, right?" The doctor didn't even look; she already knew her supervisor was standing behind her. "When did you get here?" "Look, as smart as you are, I know how you really think. You're a hacker at heart, sweetie. If we hadn't have taken you in when we did, you'd have been sent up for the works. Infiltrating top secret information databases, illegal data manipulation, virus planting and implementation with malicious intent......should I keep going, miss genius?" "Oh my god. I think I found it." The clicks of her hands came to a dead stop. "Found what?" "Look at this. This is amazing. This is information so encoded that it has to be from them. This was written by someone deep inside the Gessellschaft network, years ago." "What is it?" "I'm not sure but....I think it's instructions. A mission of some sorts." "A mission for this kid? Instructions? Instructions to do what?" "We won't know unless we reactivate him. But...that's too dangerous. His Blitz engine could overload, we don't know how long that thing's been inactive~" "Do it." ".....what!?" She almost had a heart attack, her blood rushed up to her face so fast, as she whirled around in her swivel with the look of an insane woman. "Has the committee completely lost it? Do they know what this will mean?" "I said do it. This is a direct order from the top. This is why you're here, this is why I'm here, and this will happen." "......" Fingers clicked over tabs. Dull, thick wires hummed to life. Neuralchips clicked into place. Artificial flesh recoils from intense shock. "........Look at this. He's downloading it." sys.cryogen replenish entryplug okay 1st connection okay main power supply circuits online 2nd connection okay internal recombinant oxygen supply init a10-nerve operational fundamental language op.sys active language: Japanese / Nihonjin mutual neuromind synchro 100% harmonic rate 41%- normal / rising physical containment locks disengaged safety control restrictions disengaged int / ext power supply all green unit "blitzkampf": MISSION STATUS? op. 82killingarts.rtf: 1. throw into the corner, walk up 2a whiff, overhead 2. whiff normal from just outside range, reflector, 2B 6C or super 3. blocked 2A,2A dash up throw 4. meaty blocked 2A in corner, close 5C,6C, loop 5. meaty blocked 2A whiff 5A. 2B 6. far fireball dash up 2B 7. jump over them on wakeup, 2C 8. fireball against jumper, 2C tripguard 9. blocked 6B overhead, backdash, 6C their whiff 10. blocked 2A 5B, 2A counterpoke 11. throw escape, far B xx ABC 12. 2C knockdown, dash, whiff overhead, backdash wakeup attempt, far B xx ABC 13. far B, 214A, 2C counter sweep, dash up throw their tech 14. 2C knockdown, whiff overhead, reflector wakeup, 22C xx super 15. blocked close 5C, 214A, DP counter 16. 2A, walk forward 2A, 2B 6C into air combo or 2B xx super 17. crossup B, 2A, walk up throw 18. crossup B, 2A, wait, 2B counterpoke into whatever 19. 2A 2A, overhead, if no confirm, 2C for knockdown 20. far B, dash up 2B into whatever 21. empty jump in on their wakeup ( timed landing to avoid instant wakeup attempts ), 5B 6C 22. throw into corner gets teched, whiff 5B, throw or jump above them 2C 23. 2A, stand, again 2A, 2C knockdown, fireball 214A ( -2 on block, so guard or backdash ) 24. on your wakeup, 2A ( if nothing better, +1 on block , cr.B is -3 on hit, don't do it on wakeup ) 25. latest possible crossup meaty j.B, reaction 22+A xx super? 26. in corner, meaty blocked 5C, overhead into whatever 27. start of the round - far B, 6C counterpoke to launch into aircombo, end with 214C to get them close to the corner 28. 236A, 214A zoning tools 29. 214A, 22A their wakeup, 236 B+C if blocked ( you lose meter but you're somewhat safe +0 frames on block, probably best to backdash after ) 30. 2B, then watch the reaction - a lot of specials can be punished with 214C as it is 11f. 31. close 5C, 214A, walk up throw or DP 32. crossup B, cr.B, 214A, step forward 2C 33. throw into the corner, backdash 2B, j.a,b, land throw 34. 2A 5B, pause, far B, ABC 35: 2B 214A 2b walk in throw 36: 2A 2B reflector 37. 2A 2B, wait, 6C 38. 2B 214A,far B 214A 39. ex fireball their wakeup ( +0 on block, ), 22B reaction or throw 40. light fireball their wakeup, walk in close C, 6C, loop 41. anti air j.a, j.b, land 2B 6C/super/214C 42. far B dash in 5c 6c 43. 2a 5b 214a, far B 6C 44. 2a 2b overhead wait, reflector, followup 45. 2c knockdown, dashup, close 5C 46. j.b crossup, reflector, light fireball, 47. j.a, air reflector ( hey it works sometimes :/ ) 48. throw gets teched, whiff 2a, 22a xx super 49. 2a 2b xx ex fireball blocked ( +0f dead even ) , 6C or DP or 2C to knock down 50. 2b 5b 214A 5b - opponent jumps- 22C xx ex fireball or just ex fireball into backdash to remain safe 51. crossup j.b, 2AA 2B, pause, 5B, 214A 52. j.c close C 6C, j.a, j.b 214C 2 hits, super, backdash and wait for a tech, 6C 53. walk up throw, throw is teched, crossup j.b 2b 214a throw 54. j.a into neutral j.c beats attempts to jump out of the corner, juggle followup 55. blocked anti air j.a j.b landing throw 56. 1/4th screen knockdown, j.a j.c on wakeup ( if air c connects it will wallslam ) 57. 2c knockdown, 214a whiff on wake, throw or meaty 2b xx 22c xx super 58. throw, throw unteched, dash, 214a, throw 59. throw, throw unteched, buffer dash hop over downed opponent 60. throw, 6C to get close, immediate j.c if you think they'll jump away, will net a wallsmal 61. anti air 5b, 236B 62. anti air j.a, airthrow 63. opponent in corner farb xx 236a frametrap, 22b if they jump 64. on hit when properly spaced a 236a will combo to 236b+c, use this in conjunction with far b 65. overhead on hit, walk up throw 66. overhead on hit, walk up throw, while throw is tech rolled do insta jump 2C whiff, land and throw or 22B 67. 236A their wakeup, pause, 6C ( best when spaced with them in corner ) 68. meaty corner 2Ax4 5B 214A throw 69. 2C knockdown, dash up whiff 5A meaty 5C 6C 70. can do j.A, j.A, late LATE cancel to 2C or j.A, pause, deep deep j.B j.2C 71. when anti air 5A is blocked in the air 2C low sweep guard breaks / becomes unblockable and knocks down (??? needs more testing ) 72. anti air fireball to 6C 73. spaced anti air 5B 214A whiff throw 74. deep j.C 2C, 2B 214A for positioning 75. close C, pause, far b 6C 76. 5a 5a, step forward, close C 6C 77. reflector attack, ABC, 214C to hop over downed opp 78. opp cornered, j.B 2A 5AA (all blocked) j.2C their reversal attempt 79. opp blocks wakeup 236a crouched, overhead ( or 214C - third hit is an overhead but they probably know that ) 80. 2A 5BB 214A, reflector 81. their wakeup, low j.2C, reflector or throw, or block antiair attempt and punish 82. knockdown 22a whiff, 2a whiff 22a wakeup attempt Ice cracked and splintered, fracturing into chunks as bursts of steam chewed their way through. Muscles having laid dormant for ages whirred to life driven by unseen force. The two assistants stood mouth agape as the android channeled his body to a standing position, a fiery, intelligent gaze arising from an otherwise cold and calculating frame. "Ninmu.....kanryou! Ore wa RAIJIN!"

Posted

Man did they actually change anything to make Sai better? Because I still don't think he's very good at all. Even if I do play him, he was only good until people figured it out.

Posted

Um, Where to begin. Sai is Insanely good. You cant just "figure sai out" It doesnt work that way. Right now, I personally am the Sai expert so ill explain a few things. *Sai is safe: Sai is the only character in this game who can pressure FOREVER and be completely safe. His normals and special moves are so completely safe that you arent going to just "figure him out" *Sai has 2 overheads, one of which is pretty deceptive. 214a and 6b are his over heads. his 214's actually are very deceptive to his opponents because of their range. They are also save on block. *Sai has the one of the best poking games in the game. He will out zone you at midrange and he WILL beat you out up close. He has insanely fast pokes to complement his retarded mix up game *236b/236c Are both really good. Safe on block and force your opponent to deal with it. On hit it gives sai a free juggle In short, Sai is stupid good. That is why i placed him as a top tier character cause VERY few characters give Sai any problems. Not too sure where you base your information on though. I dont think anyone can just "figure sai out".

Posted

Man did they actually change anything to make Sai better? Because I still don't think he's very good at all. Even if I do play him, he was only good until people figured it out.

I figured that shit out months ago, but noone bothered to listen.

Infact I got shit for it too.

OH HOW THE TABLES HAVE TURNED

:8/:

Posted

Were those made safe in the latest update or something, or did I forget to block or some shit when I actually had anyone to play with?

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