It really only affects the characters in the first two slots at the beginning of the match (barring order changes that could happen in game to use the trick), but overall being able to access the trick after a slight order change has more pros than cons.
At the least you need 2 bars to do the trick and if by good damage you mean a dead character that’s a bargain I won’t pass up. As people experiment more to yield better results this will probably be the best way to spend your meter.
Coming close won’t cut it if you have a guaranteed kill every time for the same price, or less if you’re talking Lvl.3. And saying you’re using hyper that deals no damage is moot because that’s how you activate the trick.
You don’t have to use the trick if you don’t want to, and most characters can take advantage of it.
It won’t cause other options to go extinct, but it’ll likely rise to prominence over time as it’s so cost efficient.
Looks like a true unblockable to me. If the CPU is blocking it, your timing is just ass because hitting both moves on the exact frame cannot be blocked as there is no way to block a low and high at once. Also, my “confirmation” is not Keits, it’s the guide book which even states unblockables are created by a low and an overhead hitting simultaneously. The guide book even gives numerous guaranteed unblockable setups for certain characters and when to time them. No point in you arguing semantics, since they’re more than likely gonna get hit even if you mistime it by a couple of frames.
This seems like something that will just eventually be patched out. It does not appear to an intentional effect, and as was seen with the Sentinel patch (with its Akuma tatsu fix), we’re no longer in the era where glitches are simply accepted as “part of the competitive game” by the developer.
True, I forgot shulk’s anti-air can set it up, but he rarely ever does it and it can’t be used in any ordinary combo.
You need exact numbers. My Wolverine/Akuma can DHC into each other for over 800,000. That will outright kill a lot of the cast. Against the 1,095,000 hp chars, 1 reset ending in level 3 will kill them. Everyone except for the 1.2 mill life chars die in pretty much one touch.
I played around with a Deadpool/Thor DHC trick combo, and it did 1,018,000. That’s not a whole lot better than the 800,000 combo. It gets the awkward chars who have ~950,000 life, but it doesn’t turn it into a 1-touch kill on the 1,095,000 chars.
In both cases you build the meter to get the DHC, so I don’t see that as being an advantage.
This is just wrong. You’ve lost track of what you’ve spent for what you’ve gained. You get +500,000 damage or so if you spend the meter to DHC and spend the meter to end in a super. That’s a total expenditure of 3 bars (one for the initial super, one for the DHC to start the combo, and one to end the combo). If you did 600,000 with the initial combo (and that’s a fairly highly damaging combo, and I’m giving it the benefit of the doubt that the initial super could hit, which isn’t the case for magneto or dante), plus 500,000 with the combo after the DHC (again, which takes 2 bars of meter - one to get in, the other to end the combo), you end up with 1,100,000 for 3 meters. That sounds about right tbh.
I never meant to imply it. It’s a great trick with obvious benefits. I’m just responding to someone saying that it’ll be on each and every competitive team from here on in if it doesn’t get patched. I don’t think that’s true.
Yep, that confirms it.
I never said that it proves that it’s not unblockable. I said it means we should test to make sure it actually is. Apparently, that’s been done.
I think you guys are way overstating Viper’s meter usage… Sure, EX thunder and Emergency are cool moves to throw out randomly, but she doesn’t need a lot of meter for her combos if your execution is up to par ( most of her good combos are 1-2 bar… ), and she generates tons of meter with those combos anyways. Seismo chaining is insane pressure against rushdown characters.
Looking at your bottom tier, Arthur too high. Decent keepaway, but he can’t do anything once someone gets in on him, virtually no mobility… even with his solid keepaway he has gaps that he can’t cover unless he’s in gold armor or spamming assists.
They are all fucking good and we need to STOP talking about them. There was about two pages of us talking about Wesker. I mean seriously? Wesker is top fucking tier. Cut the nonsense people and let’s talk about chars that are actually debatable.
She’s one of my favorite characters, but I don’t see her as a Top10 character. If the list was more detailed (something like Top, High, Mid, Low) then she’d be High.
What are the bases for most of these tier list creations? The concept itself is laughable given the game is still relatively fresh, and there are still many things to be discovered.
Characters we consider ass-tier right now merely may have not been explored enough by the right people to make their ascendancy into Godhood, while other characters are merely victim of design flaw, something Capcom has announced isn’t set in stone.
If there was a character I thought needed a buff or re-designing, it would be Chris. His mobility is far too shitty to get in and do any decent damage. Any time I try to use him, I just find myself doing :d::df::f::uf::atk: until they get past the spam and actually get in.
Ok, I think it’s time we construct this conversation a little better, since we’re at a hiatus for specific characters.
Check out the list below, and we can start from wherever. We reach a general consensus, place, and move on.
I say we start with Trish.
Generally agreed tier thus far
[details=Spoiler]Top:
[A (?) indicates that this seems true with minor discussion, but thorough research/ more tournament play might be needed, or a more obvious agreement reached]
Akuma
Amaterasu
Dante
Magneto
Phoenix
Wesker
Storm (lack of ‘stage time’ if you will, not totally certain, but high at the lowest)
High (generally agreed as upper, but not top):
Taskmaster
C. Viper(?)
Doctor Doom(?)
Dormammu
Sentinel (Top assist, not top overall, seemed to be the general consensus)
She Hulk
Spencer
Zero
Wolverine
Trish (I’m not personally sure, could see as top, but haven’t seen a whole lot of discussion)
Mid:
Chun-Li
Deadpool (same situation as IM)
Haggar (or maybe low?)
Iron Man (high at best I feel like, could fluctuate between here and there)
Tron (Top assist, take this how you want. Probably mid as standalone, probably high taking assist into account)
Low:
Arthur
Captain America
Chris
M.O.D.O.K. (?)
Ryu (?)
To be discussed:
Trish (maybe? one thorough post could put this to rest I feel like)
Felicia
X-23
Super-Skrull
Morrigan
Viewtiful Joe (has been brought up frequently, but I’ve seen nothing in the ways of general agreement)
Spider-Man (interesting combos coming out recently, I feel he should be rediscussed)
Thor
Hsien Ko
Hulk
[/details]