This thread needs more strategy talk in it
guess I’ll start it off with some of my characters that I use
Ryo:
Well to me, Ryo is a well-balanced character with good offence and defense with his F+B and D/F parries. These two moves are very good but you have to have a very good mind-reading ability in order to get much use out of them. IMO I think they’re best used for projectiles and they completely nullify them, normal and super ones (as in one of the latest Reg. A vids, Ryo vs. Mr. Karate). His f,b,f+C move sucks people in and the A version of the move can be used to launch his opponent in the air for a combo, plus it’s super-cancelable. A basic combo involving this move is: F+C, C, C, QCF+D, F,B,F+A (SC into LVL 2 DM, if u have it that is)
Luise Meyrink:
Luise is mainly a rushdown type of character who mainly tries to confuse her opponent and punishes mistakes. A mastery of her flying cancel techiniques is required for her to survive against alot of characters because most of her stylish arts which launch are unsafe and leave her vulnerable, but with a good use of her flying, she can bait her opponent into whiffing and punish. Example: F+C, C is a two hit stylish move which launches the opponent but is also unsafe on block, when it gets blocked, you can press back twice to cancel out of the recovery of the move and fly backwards to avoid a potential counterattack and punish the opponent. When F+C, C hits, you can press forward twice to float forward and press B to hit them to reset. You can do the same thing with a lot of stylish arts which involves her going in the air to make them safe. Also instead for pressing back twice, you can press Up or down twice to fly to the sides to get to someones back to do pretty much guaranteed damage to them. Hyper Hop C knocks ur opponent down for an oki game.
Nightmare Geese
Geese is nothing like his previous forms in the 2D games. He doesn’t have alot to work with in terms of stylish arts and flashiness is not his strong suit, but power and defensive abilities is. His Raging Storm and Rashoumon DMs take off a good amount of damage off his opponent and can easily be comboed into. A good combo into both supers which won’t scale much of their damage is F+C, C, then use Raging Storm, Rashomon or even Deadly Rave, if ur good enough with the inputs. His upper body and mid level counters can lead to his ground shockwave throw if your opponent doesn’t tech in time. Hyper Hop C into Shippuken is a good way to jump in.
Maxima
Maxima is a very deadly character in the right hands. His Vapor Cannon is a good move and if you hold the either button, he’ll do a feint which can be super-cancelled into the Maxima Revenger for a good 1/3 of your opponents life gone. His HCF+D throw launches your opponent so you can follow up with Hyper Hop B, Down+B, B, D, dp+P. Bunker Buster and Final Cannon can be used as anti-airs from the right distance.
Jivatma
The boss of the game, Jivatma, is the master of the long-mid range game, when your playing with him, those two ranges are most likely where you’ll want your opponent to be at, but then again, his close range game isn’t too bad neither. His knockback attack is pretty good and can be used as an anti-air, perfect move to give you the range you need to completely destroy them. His Lvl 2 DM is does a little less than half of your opponents life and it doesn’t scale when you use it after F+C. I’m sure if you face the A.I. version of him, you’ve seen this little half-life combo, if not something worse.
I’ll write more as I find out more about some characters, sorry if I wrote some notation wrong, I’m still kinda learning it myself 