PJ Anyone?

WOOT! I finally got a tier list that I feel pretty strongly on…

Divided into tiers of 5. In no particular order…

TOP: Roberto, Roy, Daigo, Momo, W. Daigo
HIGH: Kurow, Kyoko, Kyosuke, Hayato, Hinata
HI-MID: Natsu, Gan, P. Akira, Nagare, Yurika
MID: B. Batsu, Vatsu, Hyo, D. Hyo, Hideo
LOW-MID: Tiffany, Zaki, Akira, Batsu, Shoma
BOTTOM: Incho, Ran, Boman, Edge

Pacific High School is ass. Even their Party-Up technique is awful, doing only 55pts of damage.

Feel free to discuss… I’m at work, otherwise I’da gone in depth on my thoughts :slight_smile:

Just some questions on the tier list (I can only play against the computer, so I don’t know how a lot of these guys stack up in human vs human match-ups)

  1. What puts Daigo and Hinata so high? I like Hinata for her energy meter assist, but the only thing that really stood out with her on point was that hellacious hurricane kick (and maybe the hurricane kick super as an AC finisher). The shoe move is funny though…
  2. What puts Zaki, Shoma and Hyo in the lower tiers? Shoma gets a lot of damage as a double-team character and has one of the better projectiles in the game. I only recently unlocked Hyo, but he seems to have what it takes to win. I can see Zaki being annoying for a human opponent to play against-Her specials may to be a bit risky though.

Honestly, the game does seem pretty balanced overall…

what ??

ok , what the party-up damage is low ???

With the Daigos, they’re one of the few characters that can go toe-to-toe with Roberto in terms of damage. Even though they have to use a super just like everybody else to get close to doing it, Daigos are the only one’s that can do damage equal to Roberto’s. Couple that with the fact that they’ve got better defense than a majority of the class along with decent ranged moves that can hit sidesteppers, and you’ve got something quite close to anti-Roberto. I’d say Daigo is better than W. Daigo personally, because Daigo can do more damage, but it’s a tiny bit. But yea, the main reason Roberto is top tier is his 50% no-super combo. That and great normals, and the fact that once you get knocked down it turns into a 50/50 guessing game where if you guess wrong, you die. Both Daigos, though big, can keep up the pace with Roberto in terms of dishing out the damage.

I’ve got Hinata up as high since she’s actually a VERY solid point character. Her d/f+hk is an EXCELLENT tardy counter with deceptive range, her hurricane kick can only be punished by a few characters and even then they can’t do much with it (ie: Kyosuke c.hk), she does decent damage, and her dash super is an awesome move to use against tardy counter happy players. Throw out a high risk move to bait the tardy counter and follow-up with a super. When she does the dash forward, she’s completely invicible.

I have had the experience of playing some good Hinatas. That bitch can lock Roberto down with the hurricane kick alone. I’ve been chipped to half life trying to sneak in a tardy counter d/f+hk between the 2nd and 3rd hit of it to get her off me. It’s like CvS2 Sakura, but 3D without roll cancelling.

Shoma does have one of the better projectiles, but if you can’t tell, projectiles don’t really mean much in ProJus. Especially when you can sidestep it. Shoma’s fastball also has a decent bit of wind-up to it. His combos are limited, and not as damaging as say, Momo who can still dish out the pain with a simple combo. His team-up attack is nice. But he can’t hold his own on point as well as other characters.

I’ve played against some good Hyo’s. I’d actually put him at the top of the Mid tiers. The only reason he’s there is because the other charactes in the Hi-Mid, High, and Top tiers all are simply better. Hyo is definitely pretty strong though, don’t be fooled.

Zaki, though I’ve been told is actually really good, I’ve yet to see truly played well. Her specials, unless charged, do little to no damage. Her regular and super combos aren’t as damaging as say, Nagare. Her normals also don’t seem to great either. If somebody can prove me wrong though, please do. I’d love to see her end up actually being a solid character.

I should really really upload some vids from the PJ scene here.

Zaki gets whored by people here… Anyways, Back when I still play this game, People(who uses Zaki) just jumps straight up(not super jump) and just whores on that chain special.

It doesn’t do anything, but it’s relatively safe. Most guys who uses Zaki I could beat by anticipating the chain and just throw them… then run away like a wild boar.

But the only player who owns me with Zaki… mixes that strat with her own throws or c. lp(not sure if it is lp). His strat totally messes my Roy…

But I think Zaki is High Tier.

But for the record: I get owned by a guy here who uses Iincho… He is the only guy who can beat me(almost perfect) with Iincho. I don’t know if he is that good or not… Hey, he gets a 13 winning streak with Iincho(I only challenged once)

My tier:

Top Tier: Roberto, Momo
High Tier: Roy, Zaki, Kurow, Kyosuke
Mid Tier: Edge(debatable), Nagare,
Low Tier: Shoma, Iincho, Natsu, Ran
Bottom Tier: Tiffany, Boman

As for the other characters, I have not seen enough play from them to base my review for.

Jew and I will make a tier list when I go home next time. This I promise. If we have to seclude ourselves away for a weekend to do it, fine.

-R

Heh, honestly wish I could play someone other than the stupid computer-even on level 8, it doesn’t put up much of a fight (well, depending on character-CPU Tiffany is a real head-ache).

I kinda see what people mean with Shoma, as to his limits compared to some others, but if I started playing against other people, he’d be the first guy I go to (Zaki would be back-up, mostly because she has the occasional game where she can’t hit the broadside of a building, even against the CPU). His standard 10-14 hit (jump in HK, jab, jab, HP, HP mini-launch, basic 4-hit air combo, end with swing or fastball super) gets the job done because you only have to chain the two HP’s to get a good amount of damage (so you can do LK, HP, HP…). Sliding moves are always good to have and the HK jump-in seems to have a good bit of priority. Haven’t tested the home-steal super as anti-air and the swing super is probably the worst one in the game, but the fastball super works as a combo finisher or as a an answer/follow-up to TC’s. As I said before, he seems to get really good damage as a back-up. Plus, there’s something cool about beating people up with a baseball bat…

Just the same, if you do the two HP’s and they’re blocked, you’ve got problems, because if the opponet doesn’t TC and destroy you, he can still do a regular counter because of the lag and destroy you. I have to see if the cleat stomp after the first HP is a good follow-up…

I use Zaki more as a combo character with the hurricane kicks, while mixing in air chains and slides.

MOMO 4 LIFE, she is the best and always will be, does better damage that roberto, FUCK FOOLS UP!

hey

kyoko or momo !? is on top ?? between this 2

Momo I think would be better than Kyoko. She’s a solid point character, and with 5 meters, after a hit is guaranteed to do over half life.

Without the meter, I think she does a teensy bit more than Kyoko. I’m going to have to just break down and buy a new VMU and re-unlock everybody.

momo has weakness her jumping HP …is unrecoverable …so , i would punish momo easily with kyoko’s body-cracker super , momo-user tend to jump alot

edit : kyoko’s lp is the fastest ! her rushing lp lp pokes annoys you more than momo’s rushdown

Momo definitely.

momo’s damage

how’s this …

lp.c.lp x 3 , lp lp , hp, f.hk , f.hk ,* ran’s team-up * then quick-jump , lk , hp,hk , qcf-hphphphphp

A little off topic

This game is they way Capcom should have handled the Street Fighter EX series IMO. The art style especially.

I was hoping that this was what Capcom Fighting Allstars was going to be all about. Boo Hoo:(

Wee… have to play through Story Mode to re-unlock everybody since I broke down and bought a used Dreamcast VMU for $0.99. Couple of things that I’ve remembered/found out so far:

  1. With Batsu/Burning Batsu, if somebody blocks a lp, DO NOT throw out a s.hp. No matter what you do afterwards, be it cancel into DP, continue the chain, etc. any Tardy Counter will hit you. Well, at least any. The only real thing you can do is try to bait out a laggy tardy counter by cancelling into his dash uppercut super since it has invincibility until it reaches them.

  2. Ending a Batsu/B. Batsu with qcb+K seems like it can set up some type of mix-up game. That’s if the opponent stands there. However, you’re actually at the disadvantage on hit. If you attempt to throw after they’re hit and they attempt to throw as well, there’s will connect first. Doh.

  3. I forgot all about Kyosuke being able to do qcf+k after qcf+p in the air. Doh!

this is bad ! hideo has an easy air infinite

What are Roy and Hideo’s infinites? The only real infinites I’ve seen in this game are the stupid-ass ones when safe fall’s off.

edge infinite was posted by an idiot … which does not work …

hideo’s infinited is ridiculous … like sol’s dust loop in GGXX

roy infinite is OTG infinite …

hideo’s 1 is easier … lp,lk,c.hp , hold , jump+quick-lk HOLD lk ,qcf-hk , jump+quicky lk HOLD lk , qcf-hk …then again

PJ For Noobs

I just started dicking around w/ PJ at my local arcade (it’s on free play)

Can anyone fill me in on the basics of the sytems, characters, etc?

PJ For Noobs

chain combosssss guard counter aircombo enhance-aircombo