SCV Tier List

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Yoshimitsu is rly turned out to be a big dissapointment.. they wrecked him... hes not even B....
hes down at C or worst cause senario D.... NAMCO WTF
 
SCV Tier in my opinion:

AutoWin: NM, aPat, oPyrrha, Maxi

High: Natsu, Astaroth, Voldo, Pyrrha, Cervantes

Mid: Pat, Mitsurugi, Xiba, Tira, Leixia, Ezio, Raphael

Low: Siegfried, Yoshi, Algol, Aeon, Hilde, ZWEI

AutoLose: Ivy, Dampiere, Viola
 
It's still too early to make anything meaningful like that.
Not really. It's not hard to see what makes characters good.

Where's that post I made 2 weeks ago...
K, here we go:
1. Neutral game - This is comprised of how well a character operates when both characters are standing. Frame data and the safety thereof is implicit/infused in every subsection of this category, so I don't have it listed as a separate subsection, nor should I have to in order to state its importance.
-Pokes/Throws
-Setups/Mixups
-Block/Whiff Punishment
-Movement
-Zoning - Note: this is not the same as keep-away. This is about how a character controls the "zone", or space, of the game. A character's reach and tracking abilities are the core of this criteria.
-Ring-Out
2. Okizeme - How well is a character able to take advantage of a knockdown?
3. Damage output - This is mainly overall, but the focus is on combo damage. Essentially how well a character is rewarded for landing a hit.
4. Meter management - What does having meter for BE or CE add to the above categories in a character's gameplan?
 
Yoshimitsu is rly turned out to be a big dissapointment.. they wrecked him... hes not even B....
hes down at C or worst cause senario D.... NAMCO WTF
Hell yeah. Awful. I dont know why they nerfed him so bad. Taking away <-- <--- A+B was the biggest nerf EVER. He has no decent long range counter options. The pogo stick is harder to control. And his range seems shorter.
 
Hell yeah. Awful. I dont know why they nerfed him so bad. Taking away <-- <--- A+B was the biggest nerf EVER. He has no decent long range counter options. The pogo stick is harder to control. And his range seems shorter.

He still has that move, you just have to input it as 66A+B or -> -> A+B to use your notation. Diagonally forward directions work too.
 
He still has that move, you just have to input it as 66A+B or -> -> A+B to use your notation. Diagonally forward directions work too.
I know, but it was WAY more effective as a counter when you could step straight back and do it after a whiff. This was especially useful against characters like Asteroth, nightmare, and anyone that relies on range attacks.
 
I know, but it was WAY more effective as a counter when you could step straight back and do it after a whiff. This was especially useful against characters like Asteroth, nightmare, and anyone that relies on range attacks.

Still works exactly the same. Range and all. You need to hit the lab more.
 
I know, but it was WAY more effective as a counter when you could step straight back and do it after a whiff. This was especially useful against characters like Asteroth, nightmare, and anyone that relies on range attacks.
Just double tap forward and hit A+B when you see a whiff, it shouldn't be all that different unless you're super slow
 
Still works exactly the same. Range and all. You need to hit the lab more.
Exactly?? no way. Ive been using that move since SC I. its not as useful. And they also took away his stun attack -->B ( i dont the number lingo). Dont forget about that move.
 
Just double tap forward and hit A+B when you see a whiff, it shouldn't be all that different unless you're super slow
I dont want to dash forward with that move...i want to dash BACK and then come over top of a whiff. Trust me people...it makes a huge difference.
 
I dont want to dash forward with that move...i want to dash BACK and then come over top of a whiff. Trust me people...it makes a huge difference.

Then just tap 44 like the old days and buffer 66A+B out of your back dash and it will work exactly like that. Also, if you were ever using 6B (which was a shakeable CH stun in IV to make it even worse) instead of iMCF you were doing it mad wrong.
 
Look at your numpad. 5 is neutral. All directions assuming you are facing right.
 
I don't know what the fuck you are talking about.

You say defense is getting trolled? I assume you think defense is useless? Better evade system, GI's stopping all hit levels, JG's, high/low crushers, and when all else fails block.

And then you say something which I also assumes references a silly party game, which I don't know why you would do that, you don't see me talking about DDR, but if you think everyone does so much damage, I think that would be a good reason to work on your defense.

Defense isn't getting trolled, but I feel like I am.
Ok...to answer the first part. I like Smash. Plain and simple. And if defense is "good". Then why are you getting guard crush super fast. And let's not get to the damage output of some characters. Hell, people like Warui told me it's not the best idea to play with a defensive mindset for this game. Also Gi cost meter. Why do I need to pay for making effort to counter a attack? I mean every game with a meter or some type of offensive thing( X factor, ultras, and etc.) cost you something. Also...I can understand you hate Smash, but I think you're getting a little mad at my reference to a solid Smash game. The only thing I'll give is that quick steps are cool. But I still think defense is getting trolled.
 
did you not see all the other defensive options I listed? I know you had to since you quoted my post. side stepping, backdashing, ducking, jumping all have their place now. You need to have a more active defense instead of just hold down the block button.

Don't forget Just guard, not only does it make moves easier to punish with push back, it heals your guard bar and gives you free meter too! if that is not an amazing defensive option for free than I don't know what is.

This game is going to have two different types of players playing two extremely different games, the people that can JG and the people who can't.

And since you decided to bring in other games, yes other games require you to use meter for defense, alpha counters require an entire bar, games with a burst/combo breaker like GG and MK all take meter. If you want a game with mindless easy to throw out counters, go play DOA, hell, you can even counter out of hit stun too.
 
Then again if you mess up a JF Umbrella and get normal one, you can be punished for that. 75 DMG with Omgea or free CEs...
.

Not everyone is playing pyrrha omega.

In fact it's interesting how people justify alpha pat's power level by complaining about pyrrha omega. This situation obviously occurs the other way around, and somehow these two horses think they keep each other in check.

Didn't realize how many more pages there were before i felt compelled to reply.. argh
 
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