Isn't that what "high level" matches mostly consist of in 1
I remember being linked to the finals of a tournament and that's pretty much most of what they did the entire match
Just seems incredibly boring to me.
Yea, thus it was banned in competitive play because of hits properties, it's just broke.
I really feel like these need to be responded to even though its been a long time since they were originally posted. I've watched those 'high level' tournament videos and they really aren't that great. The dive kick is not the end all be all of power stone and doesnt need to be banned. Its very punishable and not only by good position but there are a wide variety of moves that out prioritize it. Most airgrabs will go right through the jump kick, some characters the timing is a bit strict when other characters the timing is easy *cough*falcon*cough*.
I'd rather play a game with infinites than a game with supers that are unsafe on hit. Maybe it's just me.
Personally Im glad someone else noticed this. Most people think the opposite. They believe that gathering the power stones is what the game is all about when often times they put you at a disadvantage. However, a lot of the supers are actually safe when used in the right situtations. Ryoma's supers are a great example of this. When you first start using him it seems like getting the stones mean guaranteed punishment for him after his super. However if you combo into them correctly they will cause the opponent to go into the dizzy state and you will be safe. A lot more of the supers you might think are unsafe can be made safe as long as you just dont throw them out in random situtations.
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I dont agree with the tier list for Power Stone 1 in the first post. For mine I am going to leave out the boss characters and just focus on the ones available in the arcade version.
Tier A
Galuda: His damage is amazing. His pokes and jump punch have AMAZING priority. He can literally ground kick through a jump kick. Airgrab has good range so he can easily punish people for trying to get away from his dizzy set ups. His normals have some of the highest damage and best powerstone position trajectories. As long as you know what combo to pull out you should always be the one getting the stone even if they wall tech. His grab super does massive damage while being hard to avoid and somewhat safe. Heck on some levels his super even automatically returns a powerstone to him. He is a dizzy causing master with amazing grabs. Sure he is a little bit slower in movement speed than the other characters but his range, attack speed, versatility and damage more than make up for it.
Rouge: I always thought she was bad until recently. Her damage output is low outside of her transformation and she isn't as fast as Ayame. So why do I think she is better? Her air movement and jump punch are better for approaching than Ayame's. Her dodge is better for counter attacking than Ayame's. Her stone trajectory off combos are better than Ayame's. She has an easier time causing dizzies on opponents than most characters (bar Galuda). Having powerful control over stone positioning while still being amazingly fast and having decent priority gives her quite the edge. Not to mention her super form is extremely safe when used right and has massive damage potential at the same time. She often even gets a free stone back after her transformation end.
Ayame: God-like speed, long strings (though not nearly as long as Rouge's), amazing counter attacks off wall techs, large air grab. This alone makes her scary. Oh and there is more! She has one of the safest supers in the game and it does massive amounts of damage when done right. She has an easy time dizzying people compared to most of the cast (see a pattern with the top tiers?). So what makes her not as good as Rouge and Galuda in my mind? Her powerstone trajectory isn't that great. It usually leaves her opponent and her both close to the powerstone. Normally this wouldn't be too much of a problem thanks to her amazing speed. However there is a reverse synergy with her other problem. Though her transformation is amazing when the opponent is far away it can actually be easily countered if the opponent is close. The shurikens toss is actually easy to dodge and can be countered by a grab by many characters if they were close to you when you did it. The exactly same problem exists with her so-called teleport (though much less punishable if she uses it in the air). If they stay close they can easily stop her from being able to use her Hundred Flower Bloom with a grab and then they get to punish her again because her power form is now over. Even with all these problems her is still amazing due to her speeds and ability to counerattack. She has AMAZING stone control that should never be underestimated.
Tier B
Jack: I don't know how to play this guy properly but I've seen him played in amazing ways. He is high risk, high reward. His transformation at first appears lackluster but it is actually among the safest and most damaging in the game. Beyond all this he has some of the best wall/pole attacks. His turn around kick is the best in the game hands down, I don't know why but it seems to make it so just two more attacks will cause the opponent to go into the dizzy state. Speaking of dizzy states, Jack does not put his opponent into a different dizzy state than every other normal character in the game (final Valgas has it too). His dizzy can not be shaken out of so fast and I believe it also does damage over time [I have not tested this directly]. This allows Jack to have more time to set up ways to punish his dazed opponent. He might be higher but I haven't seen enough of him to know for sure.
Falcon: I'm just gonna start out by saying I think his transformation sucks. So why is her still this far up? His damage in his normal form is WAY above average. He seems to have the largest aerial grab range of any character as well. He is the only character I know of that can grab Gunrock out of his airpunch. That is some INSANE range. Beyond that the grab does amazing damage. His ground combos are surprisingly high damage with good trajectories for stone control (even if you don't want to get them most of the time). Double jump gives him good movement which makes his huge air grab range and decent priority air punch even more scary. So far I haven't found him to be good at causing dizzies on opponents and that holds him back.
Gunrock: Dat air punch has high priority. It knocks people out of their air kicks without trading if timed right. It stays out forever and combos into his ground combos if it hits grounded opponents... and often opponents hit in the air as well. His combo and throw damage is amazing. His stone control leaves much to be desired but when he transforms the game usually ends with him being the victor.
Tier C
Wangtang: I used to think he was the best in the game. Many people tend to. His movement is great and his transformation gives massive and pretty much free damage on the vast majority of the cast. So why isn't he higher? Bad stone trajectories. After using a combo stones are usually closer to the opponent than Wangtang. Wangtang also has a much harder time approaching than people like Falcon, Gunrock and Galuda. I have seen him be able to cancel his air pounce after the first stomp (deals 2 hits) then land on the ground and combo from it. So far nobody I play with has been able to figure out how to do it consistently but if someone can figure it out he would probably be much better because it allows him to have more dizziest.
Ryoma: His pokes are almost as good as Galuda's. The range on his grabs however aren't very great. His damage is only average and his approach doesn't compare to many other characters. He is alright at causing dizzies but its nothing special. His transformation form is hard to use and if a single mistake is made during it he will be punished hardcore for it. He just doesn't seem to have anything special going for him. He is just meh, big ol' sack of meh. He does however have some badass range.