LOL.

Curious to hear others opinions on this, from a matchup perspective who do you think gives Cammy the most trouble?

Shoutouts to whoever designed Rolento’s frame data,
Seriously though Rolento has…
-a 4 frame start up close :lp:, that’s +5 on block, +9 on hit.
-a 5 frame start up crouching :lp:, that’s +4 on block, +8 on hit.
-a 9 frame start up crouching :mp:, that’s +5 on block, 9 on hit.
-a rekka that’s only -1 on block.
[spoiler=…]

http://i3.kym-cdn.com/entries/icons/original/000/004/592/my-brain-is-full-of-fuck.jpg

pretty much because he still kinda has a vortex regardless of the fact rolls are in the game, he can turtle pretty well, plus he does good damage.

[media=youtube]MRk10zQqPaA[/media]

At first I thought the same thing as you but now I’m beginning to see why the Japanese ranked Ken so high. I think Ken has a lot of positives about him that aren’t glaringly obvious compared to some other characters like Ryu. Firstly his Fierce DP is safe to tag cancel, whereas a lot of people right now tag cancel stuff and it’s not actually safe to do so, people just aren’t punishing it yet (Ryu DP, Guile flashkick ect.) Another thing that’s pretty good about him is his Alpha counter is combo-able midscreen from a tag cancel, this is actually a really big deal and it does a solid 120 damage, he easily has one of the best alpha counters in the game. His super is 2 frame startup I think, it’s very fast and can punish a ton of stuff most characters can’t. Finally his air tatsu is absurdly good and his air to airs and anti airs are some of the best in the game.

I don’t know yet but I can see why he could be really good, I still have a hard time getting past his terrible ground normals with very little/no frame advantage.

As far as Hugo goes, I feel he has one of the best Anti Airs in the game and his super armor lariat is great. I definitely like how he’s transferred over from 3s.

Is he the best? Nah, Hugo getting locked down is really hard to deal with but it balances out what he’s able to deal out. One clean hit can complete change the tide of battle and if the person’s method of getting in on Hugo involves jumping and Hugo guesses right, then they’re in for a world of hurt.

Jacky Chan’s brain being full of fuck will always be funny.

You know he has no hurtbox during Jumping LP. You will win alot more air to air if you use J.LP instead of J,HP

Hahahah at least they found a use for pandora.

It’s going to be a while before Tekken characters get dissected. Not because of untapped potential, but because of how stupid gimmicky they are. Chaining into overheads, unsafe strings, command grabs that only hit standing/crouching people etc. There are some exceptions where Capcom just seemed bias, but for the most part I see a lot of them only as a 2nd. It doesn’t help that a lot of them essentially do the same things, while having the same flaws.

Long blockstrings are mostly only good for meter and to stall. Its also much easier to work with these characters when the opponent must come to you and you have the lead already. Hopefully Capcom will keep the timer the way it is, simply because a lead means a lot in this game right now.

Also some of the frame data on jabs in this game are retarded. But what can you expect, it doesn’t seem like they even gave them a second look. See: Pac-man infinite.

Although I agree with most of your points, Hugo is A-Tier at worst in my opinion. He completely dominates every character without a good anti-air and crushes even more of they don’t have a reversal either. Body Splash is arguably the best move in the game; 100% safe, active until he lands, leads to 400 damage meterless on every air-to-air (no counter hit necessary), 517 meterless against grounded, and over 650 for a Super Art combo. That’s so ridiculous that it one-hit-kills one of the cats.

His grabs may not be the best, but he has every tool you could ask for. Get through pokes and fireballs with Lariat, grab block-heavy people with his command grab, Body Splash any time he’s in the same zip code as the opponent, and hit like a truck. My Super Art Bnb with a gem does over 780, and the worst link is a 5 framer.

I think 'm going to give up online play, Its been difficult trying to adjust to each match.

Hm, you guys might not have identified Hugo’s biggest weaknesses. Imo Hugo basically wants to be at the range where cr lk, lk lariat, splash, and meatsquasher all work, it’s more or less the same range for all of those options. If Hugo’s opponent is outside of those ranges putting up a good projectile defense or inside those ranges pressing lots of buttons, Hugo just doesn’t have good options. Imo Jin v Hugo and Gief v Hugo are both something like 7-3/8-2 matchups but for totally different reasons: Jin plays really good keepaway and hit and run, while Gief plays up close st lk~st mp chains + lp spd. Don’t jump at him from a react-to-able range, don’t try to play footsies with him if your character’s footsies are un-cancelable. Play keepaway or play rushdown, he has a real tough time dealing with either.

yea i kinda feel like giving up on the tekken characters until they fix the sound issue at least. i can do all of raven’s stuff fine offline. the minute i play online i can’t hit any of his harder stuff. same goes for kazuya. i can play debatably lower execution characters like ryu, rolento and guile online fine though.

i feel some characters have links that are weird too. ken and juri spring to mind. they aren’t the hardest links in the world, but they are so fucking slow. sometimes you end up doing them too fast and you fuck up your combo and end up getting punished. so you go to do them slower, then you end up doing them too slow and get jabbed out of them. i understand they wanted to differentiate between chains and links, but i still feel links are too slow in general.

hugo is nowhere near as scary to me as gief in this game. gief has got to be one of the best characters to have on a team
edit: i LOVE your new avatar wikum

Start him second :wink:

Yeah man! Like I said I’m thinking of him as an assist. Bring him in for a reset/guaranteed combo, hope your reset works or continue your combo so you can tag your main back in immediately. That’s the main way I see him maintaining a role as this game evolves.

thanks and yes i’ve been moaning about geif in the guile forums. his spd range is so big that when you block his light/medium chain combo, you’ve then got to guess between him pressing nothing, more buttons, or spd. i’m not even sure how to deal with this situation right now. hold up back during block stun? couldn’t seem to punish his chain on block with a low forward, but that doesn’t mean there isn’t a punish…there probably is a solution. but yea, first time i played a good geif i was mind fucked. at the time, i forgot that you can jab him out of green hand. i never play grapplers, but even i have had a mess around with geif, just to see if i could learn some stuff.

I’ve been running Hugo second for a while now (go 3S!), but he still has problems.

  1. I have yet to come up with a good response to back dashing that doesn’t involve roll prediction. Maybe I’m dumb here and someone can enlighten me.

  2. His slow as sin normals have real problems punishing DP>Tag like most characters ca.

You can;t punish dp xx tag and as far as beating backdashes…you have to read them, or random melon squasher.