As with the Ralf kicks mentioned abve, no player in his right mind gets hit by those moves out of the blue. At least not random GP’s. You must have not played '98 that much- Ralf has some of the best normals/pokes in that game. Far C and far D, for example, have good range and priority and damage. Also mentioned earlier, his jumping normals are good too.
Can somebody (like Emil, he seems to know what he’s talking about) say more about chizuru? I mean, I know her c.fp is great, her dp too, and spaming ilusions is hard to react and punish accordingly, but what’s so great about her supers?. I know that in the corner, you can combo her sealing dm with c.C->f+A->hcb+A->DM, or something like that… but is this enough to make her top tier?
Ralf Kick can be used to counter some things on reactions, like full-screen haohshokens and other stupid moves. Otherwise it’s just another poke. It is fairly hard to punish for some characters- but not others.
mixup
illusion mind game+tons of damage (followup midsscreen or seal DM in corner)
crC with high priority
good air priority overall
not punishable slide from far (it can go also under fireballs)
ex terry (terry 95) don’t have his power charge that is enough for ex version to be in a lower position
The fire kick is just as good as the power charge- both are juggleable. I’d rate Regular terry higher due to the easier rising tackle, and 2nd DM which is easier to combo. There’s not that much separating the two though powerwise.
fire kick won’t allow a power dunk juggle that is waaaay more damage compared to rising tackle
plus power charge have a better recover
and the high angle geyser land ton of damage too
also, ex terry have the charge rising takle while normal terry can abuse RT autoguard with a simplified input (dpA/C)
It isn’t that much more and the Power Dunk is easier to miss in certain areas of the field. Also the Fire Kick needs to be blocked low, which can become a factor sometimes. The recovery on both moves if blocked is nearly the same.
Doesn’t matter for Terry, because he doesn’t need meter and is usually a meter builder. Also in generel only few Chars actually use their DM’s regulary (for example Chang to have a real anti air), most often it is better using CD counters.
The charge motion is maybe the only drawback for EX Terry and only if you must react fast. Well another thing is, that the charge RT is easier comboable out of certain situations like c.B, c.A, d/f+C, RT. But overall I also think the dp motion one is better for the faster usage in most situations …
I think EX Terry is a little more usefull then the normal one, but not by much (mainly if he goes first in your team).
power dunk don’t allow an AB safe roll
the chara is on the floor open to any wakeup game or corner bug if he face the wall
also, fire kick is a 2 hit move, they can roll in between even wasting a stock, but once open ex terry will eat a combo for free
rt in combo isn’t useful 'cause you can crB crA dfC into power charge/fire kick or the always green burn knucke
remember also that power charge isn’t only for damage
once in air you can kick opponent then make him land for a 50/50 (backjump D for a quick overhead or low combo or crossup attempt)
B+B combo (D->T+A-> Fire Kick-> Rising Tackle) is a damaging combo which allows Terry to punish mistakes without using his meter – including rolls – much better than '98 Terry
can play keep-away/turtle with his full-screen Power Wave, which can lead into traps with his Fire Kick. T+A-> A Power Wave is also a decent poking tool.
Fire Kick can be used as mid-distance anti-air
Fire Kick has bad recovery. There’s a few more frames of recovery than the Power Charge, so this cannot be used as a “safe” combo
As some one has already pointed out, having to charge for his most reliable/consistent anti-air hurts him a little
98’ Terry:
B+B combo set cannot be ground-recovered from, giving him real okizeme
Non-charge anti-air. His Rising Tackle is also slightly quicker.
B Power Charge can be used as a safe combo, and is a good [media=youtube]exVHGTZ4F9o&mode=related&search=[/media] tool. Also, builds meter faster and can guard crush opponents slightly better because of this.
A spaced standing-> D-> B Power Dunk can not only be used as a semi-safe tactic, it also gives Terry a Guard Cancel reversal.
Generally more tools at his disposal, which allows for more variety in his game
cannot score as much damage with his B+B as RB2 Terry without meter
I mainly play RB2 Terry, but recently I’ve moved towards the '98 version. They’re both great characters, and it’s really difficult to distinguish which one is clearly better.
I’ve always thought 98 Terry was better. Comboed power charge into rising tackle doesn’t do that much less than RB2 Terry’s combo, and power charge, the non-projectile fireball, and no charge dp are all better than RB2 Terry’s counterparts. The only thing the full screen wave has over 98 Terry is it can reach from 100% full screen, which…doesn’t really mean much to me. For the distance it covers, 98 Terry’s fb is a shit ton faster and keeps people in place better than the full screener. And of course power dunk for the reasons Rengoku stated.
My opinion on the tier list (as if it matters :rolleyes:); it’s okay, kinda weird. I’d say Chizuru should be 1 rank lower. Benimaru, Robert, Ralf, Chang should switch places with Kyo (95), Terry, Takuma. Terry (Alt.), Athena, Saisyu should be 2 ranks higher. Shingo should be 1 rank higher. Rugal should be 1 rank lower, Heidern should be 1 rank higher at least. Brian should be higher maybe because of his EX version. O. Shermie maybe as well but I have little exp. with her.
Yeah, we all know that’s her BnB combo, but there’s so much more to a character’s ranking than their trademark BnB combo. It also involves things like positioning, foot games, ways to get in, anti-airs, etc…, things in which Mature is essentially lacking IMO.