In case anyone was curious. I don’t agree with all of it (Chun’ and Juni should be higher and Dan too in my opinion), but it’s an interesting read with input from a lot of top players. They’ve got justifications for all the placement at the bottom too and match-up charts for some of the characters.
Funny how Sodom continued to move up as the game evolved. Lol at Birdie’s ground game getting 0.5/5 stars too.
Wow, Sodom’s S? Seriously? What’s changed that makes him so good? Some of those positions are surprising, I would have figured a couple characters higher up, especially Nash, but I guess it’s just one player’s opinion. Pretty accurate list though, probably more so than anything stateside. Thanks for the info.
Boxer has serious problems with anyone with decent VCs and most of his normals can be stuffed pretty easily. His TAP isn’t anything close to what it was in ST either, he lacks his headbutt in any usable form, and his mix-up isn’t particularly good. Boxer’s only as high up as he is because of Apoc in the first place.
Ver’s reasoning:
Mika has no real bread and butter and no good usable lows other than c. LK. Her slide has really fast start-up, but it’s completely unsafe at anything but MAX max distance. One blocked slide can = getting VCed and losing 50% or more. That’s a pretty big risk in trying for a single knockdown, and she needs those knockdowns to start her mix-up game. Her kick command throw has jack shit for range as well, so you have to rely on her punch throw for mix-ups, which is risky since it has a lot of start-up.
Just to clarify, it is VER’s list, but he based it on input he got from a lot of other players like Imakichi, Kayaman and NIKE.
As for Sodom, he’s just really solid all around. Great anti-air, great normals, good mix-up, one of the best slides in the game, longest VC range in the game, which can lead to guard crush, infinite or a ton of damage and at least 50% back. His punishing potential is huge too because of daikyo. His only real problems defensively are lack of a reversal (which activate sort of remedies) and vulnerability to jab pressure and other shit due to his large frame. Krusher won the last Ultimate Zero with him too, so take that for what you will.
And yeah, it’s about two years old, but I haven’t found a newer one.
As a general statement I don’t think anybody’s score for OC should be less than two stars, especially anyone with one they can use as anti-air. There are a couple of exceptions (ie Balrog, maybe Blanka and Dictator), but Dan for example is pretty solid (he can hop through fireballs with the instant air Danku Kyaku, decent midscreen etc), I would have given him at least 2.5. No way Guy should have .5 either- I know this is about practicality, range etc and not just combo potential overall, but…
As far as the actual tiers, I would probably move Cammy down to C, move Dan up to C or at the very least give him his own D+ tier, move Birdie and Mika up, and have Juli at the bottom by herself.
He’s a little off. US players thought the same thing about standing jab. The standing jab can’t be mashed because you can major counter it with a st. frc. Multi-jabs getting major countered are more of a risk than getting a fierce jabbed. It’s been awhile but that’s the deal. So sure, you can counter with jab but that jab can be major countered so, the risk reward factor was added to my assessment and in gameplay, the major counter is dominant and creates a pop-up.
I wonder how much they take the major counter into account. That’s how I was able to beat Ohnuki’s Sak. In the second round, if I had taken the fierce at the end, I would’ve been guard crushed and died. He didn’t cancel the fierce, expecting me to take it. Because I had the major counter system understood, I stuck a jab out to take the major counter to pop up and escape.
I’m just curious if they assess their risk/rewards without adding the major counter into their overall judgement.
Wow, I just spoke about A3! What year is this? It’s '98, right?