Hellmonkey
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You're getting to one of the main reasons general tier lists will never be fully accurate and, in this game's case, won't accomplish anything by being made. It's impossible to rank the characters played ideally because there is no way to test it, so we have to rank them at the level that we can play them at. One could argue that Bridget is high tier because Ruu, even if he has to work harder, can beat a large majority of the players of all characters. Having to work harder doesn't relate to the character's strength though- only the difficulty of playing them. Due to these things the only tier lists we can make are based on what it feels like they are. Eddie has amazing offense, with unblockables, great poking, great damage, although one could argue that at ideal level play he wouldn't be nearly as good because people would always escape his strings that can be IB->backdashed, would always reversal perfectly to minimize damage from unblockables, and would always poke to get rid of little eddie as safely as possible- once successfully getting rid of little eddie, Eddie is clearly one of the weakest characters. Despite this, at the level the game is actually played it is MUCH easier to use his offense close to it's maximum potential than it is to deal with it, so it is very easy to say that he is high tier at the level the game is played. This, of course, may not be accurate when considering higher-level play where the opponent can deal with eddie's offense. Part of the reason the tiers in this game are extremely close at top-level play because every character in this game has aspects that can allow them to completely dominate even their worst matchups, whether it be zoning/pressure/defense/etc. There are simply too many factors to combine everything to make accurate overall tier lists, especially due to that fact that they are so close together, but what we can do is rank the characters in seperate categories of strengths fairly accurately. We can see how much average damage characters do off their pokes, how many options they have for poking, how their movement is, options for escaping pressure, options for okizeme, tension gain/dependance, etc. To combine all of these aspects accurately is impossible, though, party due to the problem i described earlier where we can't specify the level of play, which doesn't allow us to quantitate the importance of the different categories of strengths we rate the characters by. That's not to say that the tier lists made aren't somewhat accurate, chances are that if we could make a perfect tier list at the top-level play in Japan it would be somewhat similar to what we have, but with I-no winning DF2 and Anji winning a-cho 3v3.. what's the point?
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Ogawa is a much better player...
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I have no way to record so I can't do it. If I ever get a hold of a capture card or something I'll make a video showing basic stuff. For now I can just answer questions, Baiken doesn't have too much that isn't obvious from the way it's written.
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Yeah, not sure why I typed it that way.
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It's fine. Some time I'll work on reorganizing the guide. I might just remake it completely, I haven't decided yet. Anyone have any input on this?
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http://www.dustloop.com/forums/showpost.php?p=156080&postcount=7
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The tiers in this game are too controvertial and close to really benefit from it
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Good matchup vs Johnny Bad matchup vs Millia for the obvious reasons
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If you've been reading the other ones, there is no real insight here, they more or less state the obvious. Even the things that they do say don't seem to be from the perspective of someone who knows the character well.
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the top players are pretty evenly split, I think it wil lbe good matches.
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nakamura is on zero and mugen's team.. strong team.
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i fixed a few things and didn't want it to get pruned D:
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Huh? Easiest way is just to negative edge specials by letting go of the button for it that was used in the FRC.. assuming the special can come out fast enough (depends on hit stop). Tapping it again for an extra 2 inputs is common. I was going to say that this is useless but it might be nice for finding exact differences in timing for the same combos/whatever between different heights/weights etc.
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Did you read the guide? I'm pretty sure I talked about buffering your tatami motion with your air dash, so you do j.D FRC 23656K, similar to regular iad tatami which is 236956k.
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Which part do you drop?
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Go to Japan?
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baiken ftw
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I'll look, but is there anything in particular you are having trouble with?
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I think all of the videos were created with programmable controllers.
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Generally I won't summon if he has ghost out because it's too easy for him to make you block. If you can get him into pressure when he has it out, chances are you're going to get in with any decent mixup game due to his lack of options.
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It's really not fast enough to count as a mixup, and even if you do land hits comboing on it isn't great (especially with the added ground recovery from your youzansen) As for using it low in the air to mix up, I think it can be used most often off of a low j.P. After a low j.P they will only expect you to land or do another air move immediately, so the added time they need to block high will throw them off. It also makes you way more safe against characters like pot who might try to IB your j.P and pot buster you as you land, or IB backdash potbuster.
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It looks cool but I don't think it's worth the tension loss and penalty.
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The only really useful (and really hard) use for it would be crossup j.K imo. Running TK yzn frc gives you superjump so you cross up and turn around as you go over them. Hard to both time it and hit the FRC so good luck applying it though.
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Especially when zappa has ghost there is almost nothing he can do under pressure but backdash