Center of Gravity is the English translation for Todo’s command grab…
I don’t think tier lists are necessary, as they distract from the interesting conversation.

So, I’ll try to make it interesting…
What about Terry’s Rising Tackle as an anti-air? Sure, it trades more often than you would like, and a lot of times, it doesn’t connect with all hits, and needs a charge, but when put into context a la roll, Rising Tackle, it becomes dangerous. Am I right? Sure, in theory fighter, you’re always blocking the right way (and also mashing for a tech throw just in case they mix it up with roll, throw), but does this always happen? No way! People still get hit by that! Am I right people? (pleasdon’tkillme)

i know i get hit by it, but i have trouble punishing rolls because i suck, i’m sure that shit wouldn’t fly with someone better. roll rising tackle only seems to work when you get predictable and get rolled through a poke or just out of pure randomness. it also sets up a CC which makes getting hit by it extra shitty

i would say top 3 are rc elec, rc sonic boom and gief spd

… but we should really just leave it at best/worst

how are we qualifying best/worst though. I mean with rc electricity you can’t airblock it, safe from jd, safe on block, and you can basically hit confirm into cc anywhere on the screen, making it all that much more dangerous.

are we grading moves based on their damage potentail vs risk?

All this shit is highly situational anyway.
You have Anti-air/reversal, Okizeme, Space control.

Guile’s Booms are good anti-air. good meaty. and good for constant background pressure, it recovers fairly fast, so forward moving RC’s and this will generally miss each other. If done against someone in a wakeup situation, it’s a good meaty.

Reversal wise he’s hurting in the specials department, for the same reasons mentioned earlier with his Flash Kick, and the Boom’s 13 frame startup.

Moral of the story?
I dunno, keep your space about you?

Blanka’s Elec is anti-air, reversal, okizeme, and I’ve watched people do this to catch people who are trying to control the screen with their normals, though it (the elec itself) would have issues with the Boom, Blanka himself as a character really wouldn’t.
Thing with reversals is if that’s all you do you can be easily thrown with proper spacing, whereas Guile’s you can option select that shit against him.

RC Geif is a monster, if he had the same sorta power from earlier or even in CFJ he’d be a common beast here.

if you’re talking about a wakeup situation ambiguous crossup roll to like RC jab rising tackle, sure that’ll work once or twice. Then it’ll work once, and that’s it.
Terry is a walking anti-air platform anyway. Check him out in RB2.

It’s alright as a meaty at about backdash distance following a sweep, and you can still combo into it if it hits. Aside from that of course, really shouldn’t ever throw one from anything other than full screen.
He’d be better if his RC Burn Knuckles didn’t leave him hurting so badly.

lol roll uppercut can’t be stopped.

I don’t get why people say RC boom is a good AA. it’s decent at best. It gets owned by P, blocked by C, not sure if K groove can punish. The only one it’s good for is vs A-groove as AA.

Don’t get me wrong, RC boom is still good, but it’s not that great of an AA imo.

it takes a lot of factors to judge how “good” a move is, but i would have to say overall utility is the biggest factor

also, we should only be judging special moves purely based on their own merits

blanka elec is a meter builder, anti air, combos off of low jump cross ups, has great set up afterwards, gives +10 on block, chip damage, low risk, etc. etc. etc. etc.

you give blanka elec to any char, and they move up a lot in the rankings

sonic boom is pretty self explanatory

gief may not be that good by himself, but 1 frame spd with huge range is one of the best tools ever. imagine if like blanka had that shit

EDIT: late rc boom as AA against kgroove, so they have to block it on the ground. they then have to block a million things and get pushed out again with way less guard bar, same as if cgroove airblocks it

Well, Guile’s recovery alone makes airblocking in C about even, K about even, those are both tight for both sides on the "Should I stay or should I go."
P at least C-Guile can fight based on his merits and having the roll to move around with.
I think two button activation though > RC Boom anti-air.

edit: Beaten by Buktooth.

I had a brain fart, sorry about that. almost all of the good RC AA moves can be airblocked haha.

Buktooth beat me to it :frowning:

rc dust is really really good too. if jd’ed, cancel into snake arm and delay it incase they try to jd that.

dude im sorry to hear that, you should move to California and get hitched hahaha

Maybe this works in Korea but not in the good ol U.S.A. (yes it does)

I dont think projectiles can be rated the same, cause while some suck as far as controlling and pressuring, they can be very good to pressure after a knockdown, getting very good frame advantage. Not to mention some projectiles are very good when close. Ex in the corner, rock shift, grab, break, c.mp xx double reppuken. Hell you can even combo after Morrigans air fireball in the corner.

If we’re keeping it to just best and worst, what are the worst? Off the top of my head:
-Sakura short hop overhead thing with no use (mentioned)
-Cammy’s horrible electric slide
-Mai’s flame pillar (mentioned)
-Morrigan’s fly off the screen into oblivion super
-Eagle’s overhead is really close to being completely useless but there are occasional rc applications or CC reset applications
-Ryo’s jumping overhead karate chop
-Rolento’s steel rain (honestly, wtf were they thinking?)

There aren’t that many completely useless specials in this game now that I think about it. Some are seriously flawed like burn knuckle, power dunk (follow ups on his supers) and Haomaru’s fireball but they have some use.

Morrigan’s teleport super is probably the best evasive move in the game, she is barely vunerable at the end, and you can control where she goes and have the option of attacking with frame advantage hit or blocked (Ive actually seen Buk hit someone with it and combo c.lk xx c.hk). Eagle’s overhead is good in his AA cc, and you can do it after a kick throw to be pushed far away (which I guess isnt that useful but still). Burn knuckle if blocked from some certain ranges can be hard to hit back. I don’t know if it’s been mentioned but dan’s tigerknee lk gale is good, sim’s teleport too.

Are you sure about that? I have never ever seen it used effectively and have never seen a single youtube vid where it connects. It seemed to me just looking at it that she was fully vulnerable to counter-hits on her return back as long as you’re fast enough to react to it. I don’t see any invulnerability frames in the guidebook on her return either but I do see the +11 frame advantage (if it hits).

It’s nice to get out of the corner and for some other situational stuff. The goal isn’t to hit with it, just to reposition yourself. If she DOESN’T throw out the drill follow up, then she’s invincible till she lands. It’s really hard (impossible?) to punish her when she lands. It’s not the most useful move in the world, but it DOES have it’s uses.

Ah makes sense. Guess it does have its uses to escape corner. Thanks for the info, didn’t realize.

She is like at -4, really hard to hit, but I believe an example I read awhile back was have her teleport into blanka’s electricity and she gets hit. Like I said I’ve seen Buk use it.

Funny that you mention it…Poongko in Korea does that crap. It’s insulting in a funny way and of course he activates afterwards to make that (roll —> tackle) worth the risk. That guy has fancy setups/combos all over the place but he’ll still do that crap! :arazz: Anyway I was just attempting comedy…how are you man. I’m in KL now. :encore:

good, still living in socal. you? whats KL?