I'm thinking of making a character ranking list. A lot like this (yes, I'm borrowing the format from MYK):
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=108269
Each character would get scored on the following:
Punishment: 3/3
Offense: 5/5
Post-GI:3/3
Whiff Punishing/Spacing: 5/5
Keepout/Panic: 4/4
Wakeup: 3/3
Damage: 5/5
for a grand total of 28 points.
This is in the early stages so let me know what you guys think in terms of changing the score or adding categories. Personally, I think that outside of changing the whiff punishment category to spacing (or having a combined category for both), everything else should be unchanged. I'm also going to need help with writeups on certain characters, so post up what you think your character's score is and why. Once I get permission from MYK to use the disclaimer, I'll start it off in a new thread. ALL CHARACTERS will get included eventually, so be patient!
Here's how a writeup should look (TAKEN FROM MYK'S T6 CHARACTER RANKING LIST)
Leo
Punishment: 4.5/5
Standing
-10: 1,4 (25 dmg, +5)
-13: uf1,2 (29 dmg, KND)
-14: f2,2 (35 dmg, +6)
-15: df2 (launch)_uf4 (launch, preferable for moves that leaves opponents in FC, since df2 doesn't launch FC opponents)
-17(far): f1+2 (32 dmg, KND)
FC
-11: ws4 (15 dmg)
-12: ws1+2 (22 dmg, + techable ass flop)
-13: ws31 (juggle)
-15: uf4 (launcher)
-16: ws2 (launcher)
-23: ufn4 (launcher)
Other than not having a great -12 standing punisher, in EVERY other situation she has top notch punishment that definitely make up for it. With a df2 with insane range it's easy to punish some moves at -15 with decent pushback. f22 coming in at 14f is good when you know what to punish with it, things like Zaf's ws2 from nearly any range is punishable with this move. Her ws punishers are definitely one of the best. Everything she has in this category is top notch.
Offense: 5/5
Strong mixups and pokes all around.
For standing mixups she has a very long range sweep db41 for 28 dmg that will always keep you on your toes. And for the mid mixup you have uf21 for a small juggle which is semi-safe (jab-able inbetween), or ff43 for a huge juggle and only risking -13, or just doing ff4 by itself and from certain ranges/angles characters jab punishers will whiff, or db1+2,1 at the wall while only risking -10 and getting a 44 dmg wall splat NC string X(.
From FC she has another long ranged sweep, FC df3. In the open she gets oki, while at the wall she gets another free FC df3, and it's only -14. So most characters can't even get a launcher off this sweep. With ws2 being the mid launcher mixup, and it's only -13 on block so it's not too bad. At the wall FC df3 for the low and uf3 for a safe wall splat mid is a decent mixup.
Other than the real risky stuff she still has solid pokes all around. df2+3 for a +5 high crushing low, that give a full juggle on CH. Same goes for her b1+4 high/low move, -14 on block, +2 on hit, but on CH your at +16 and it's possible to do a qcf31(same as ws31) into a juggle. Also with a plethora of quick simple mid pokes all around. She does have a very small tracking issue, but with a close range df2 that you can make track both ways not to big of a deal. Also you can dash in and then use pokes to realign yourself to compensate for her small tracking issues, and if you're too lazy for that, you can always just use her good ranged df3 mid tracking move.
Whiff Punishment: 4/5
Quick whiffs she has uf12, f22, both high though. df2 with the range of nearly Jack's DR df2 range, this move is IDEAL for whiff punishing, sadly it does not launch crouchers, but she has a quick uf4 but it has way less range. For bigger long ranged whiffs you always have your nice ff43 which leads into ridiculous damage.
Keep Out/Panic: 4/4
She's got a long ranged magic 4 into f2, d1~d into good oki. 2,2 for like a quick 10f CH hunt, -15 though. df2 for a long range mid keep out. CH d1, good CH hunting mid tool, and CH df2+4 for a good CH hunting high crushing low tool. CH db4 gives a full juggle as well, but really risky. And she also has a hopkick for those dyer panic mode situations. She even has her own little AOP type stance called, BOK. BOK2 is a safe high crushing, sometimes mid crushing launcher that leads into insane damage. She also has like a GS kinda throw, when her back is at the wall she can do her ff1+2 throw, and if you don't break it, you take full damage from the throw and she gets a wall splat into a full combo, nasty.
Wake Ups: 2/3
All her spike enders dont give any floater options. Other than that she has a solid 50/50 games, just no float into re-B! crap. Her throw oki is ok just off her 1 throw, giving her a free d4, or other stronger oki options. Rollback catches are pretty much no problem for this girl. Other than the first thing I've mentioned, she'd be a 3.
Damage: 5/5
I'll just list a couple and you'll get the idea.
Without Walls
- df2, 324~df, uf1, db22, B!, ssl, df1+2,1+2,qcf2 = 69 dmg
- uf4, f4~df, qcf1, b21, db22, B!, ssl, bbp = 72 dmg (73 dmg off df2, 74 dmg off ws2, 75 dmg off ff4)
- ff43, df1, b21, 1, db22, B!, b2,1+2 = 69 dmg
- CH d1~d, ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 72 dmg
- CH df2+3, DF n ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 73 dmg
- CH db4, b21, f4~df, uf1, b2 1+2, B!, df1+2,1+2,qcf2 = 71 dmg
- CH b1+4, qcf31, qcf n ws4, d42 = 89 dmg (extremely hard from start to finish, but possible)
With Walls
- df2, 324~df, uf1, b2 1+2, B!, f4~qcf1, W!, fc2, ws14<1 = 88 dmg
- ff43, df1, b21, 1, db22, B!, f4~qcf1, W!, uf1, uf1, f1+2 = 98 dmg
Yeah I think any can get the picture. Her weakest full launcher can do 73 dmg? Ridiculous.
________________________________________________________________________
Let me know what you think.
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=108269
Each character would get scored on the following:
Punishment: 3/3
Offense: 5/5
Post-GI:3/3
Whiff Punishing/Spacing: 5/5
Keepout/Panic: 4/4
Wakeup: 3/3
Damage: 5/5
for a grand total of 28 points.
This is in the early stages so let me know what you guys think in terms of changing the score or adding categories. Personally, I think that outside of changing the whiff punishment category to spacing (or having a combined category for both), everything else should be unchanged. I'm also going to need help with writeups on certain characters, so post up what you think your character's score is and why. Once I get permission from MYK to use the disclaimer, I'll start it off in a new thread. ALL CHARACTERS will get included eventually, so be patient!
Here's how a writeup should look (TAKEN FROM MYK'S T6 CHARACTER RANKING LIST)
Leo
Punishment: 4.5/5
Standing
-10: 1,4 (25 dmg, +5)
-13: uf1,2 (29 dmg, KND)
-14: f2,2 (35 dmg, +6)
-15: df2 (launch)_uf4 (launch, preferable for moves that leaves opponents in FC, since df2 doesn't launch FC opponents)
-17(far): f1+2 (32 dmg, KND)
FC
-11: ws4 (15 dmg)
-12: ws1+2 (22 dmg, + techable ass flop)
-13: ws31 (juggle)
-15: uf4 (launcher)
-16: ws2 (launcher)
-23: ufn4 (launcher)
Other than not having a great -12 standing punisher, in EVERY other situation she has top notch punishment that definitely make up for it. With a df2 with insane range it's easy to punish some moves at -15 with decent pushback. f22 coming in at 14f is good when you know what to punish with it, things like Zaf's ws2 from nearly any range is punishable with this move. Her ws punishers are definitely one of the best. Everything she has in this category is top notch.
Offense: 5/5
Strong mixups and pokes all around.
For standing mixups she has a very long range sweep db41 for 28 dmg that will always keep you on your toes. And for the mid mixup you have uf21 for a small juggle which is semi-safe (jab-able inbetween), or ff43 for a huge juggle and only risking -13, or just doing ff4 by itself and from certain ranges/angles characters jab punishers will whiff, or db1+2,1 at the wall while only risking -10 and getting a 44 dmg wall splat NC string X(.
From FC she has another long ranged sweep, FC df3. In the open she gets oki, while at the wall she gets another free FC df3, and it's only -14. So most characters can't even get a launcher off this sweep. With ws2 being the mid launcher mixup, and it's only -13 on block so it's not too bad. At the wall FC df3 for the low and uf3 for a safe wall splat mid is a decent mixup.
Other than the real risky stuff she still has solid pokes all around. df2+3 for a +5 high crushing low, that give a full juggle on CH. Same goes for her b1+4 high/low move, -14 on block, +2 on hit, but on CH your at +16 and it's possible to do a qcf31(same as ws31) into a juggle. Also with a plethora of quick simple mid pokes all around. She does have a very small tracking issue, but with a close range df2 that you can make track both ways not to big of a deal. Also you can dash in and then use pokes to realign yourself to compensate for her small tracking issues, and if you're too lazy for that, you can always just use her good ranged df3 mid tracking move.
Whiff Punishment: 4/5
Quick whiffs she has uf12, f22, both high though. df2 with the range of nearly Jack's DR df2 range, this move is IDEAL for whiff punishing, sadly it does not launch crouchers, but she has a quick uf4 but it has way less range. For bigger long ranged whiffs you always have your nice ff43 which leads into ridiculous damage.
Keep Out/Panic: 4/4
She's got a long ranged magic 4 into f2, d1~d into good oki. 2,2 for like a quick 10f CH hunt, -15 though. df2 for a long range mid keep out. CH d1, good CH hunting mid tool, and CH df2+4 for a good CH hunting high crushing low tool. CH db4 gives a full juggle as well, but really risky. And she also has a hopkick for those dyer panic mode situations. She even has her own little AOP type stance called, BOK. BOK2 is a safe high crushing, sometimes mid crushing launcher that leads into insane damage. She also has like a GS kinda throw, when her back is at the wall she can do her ff1+2 throw, and if you don't break it, you take full damage from the throw and she gets a wall splat into a full combo, nasty.
Wake Ups: 2/3
All her spike enders dont give any floater options. Other than that she has a solid 50/50 games, just no float into re-B! crap. Her throw oki is ok just off her 1 throw, giving her a free d4, or other stronger oki options. Rollback catches are pretty much no problem for this girl. Other than the first thing I've mentioned, she'd be a 3.
Damage: 5/5
I'll just list a couple and you'll get the idea.
Without Walls
- df2, 324~df, uf1, db22, B!, ssl, df1+2,1+2,qcf2 = 69 dmg
- uf4, f4~df, qcf1, b21, db22, B!, ssl, bbp = 72 dmg (73 dmg off df2, 74 dmg off ws2, 75 dmg off ff4)
- ff43, df1, b21, 1, db22, B!, b2,1+2 = 69 dmg
- CH d1~d, ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 72 dmg
- CH df2+3, DF n ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 73 dmg
- CH db4, b21, f4~df, uf1, b2 1+2, B!, df1+2,1+2,qcf2 = 71 dmg
- CH b1+4, qcf31, qcf n ws4, d42 = 89 dmg (extremely hard from start to finish, but possible)
With Walls
- df2, 324~df, uf1, b2 1+2, B!, f4~qcf1, W!, fc2, ws14<1 = 88 dmg
- ff43, df1, b21, 1, db22, B!, f4~qcf1, W!, uf1, uf1, f1+2 = 98 dmg
Yeah I think any can get the picture. Her weakest full launcher can do 73 dmg? Ridiculous.
________________________________________________________________________
Let me know what you think.