PlayStation All-Stars Battle Royale: Balance discussion and theory

I think Tooth is great. His mine game frustrates virtually every character and will be even more important once people start realizing items have set spawn areas. His oki game is also fantastic and helps lead into his already highly comboable lv1 super, so I would say he is doing quite well particularly in duels and teams. He may not have much of the “cheap” stuff much of the cast has, but someone with strong fundamentals and knowledge can do A LOT of damage with Sweet Tooth.

And I will say this against Kratos. In a match where everyone knows what they are doing, if you are able to get somewhat far away from Kratos during his Level 3 he has a HARD time landing kills on you, no matter which character you are. His mobility means he can really only dedicate to one side of the screen or risk not catching as many people, and now that I realize his projectiles have tracking and are hard to dodge by juking, I see it is INCREDIBLY easy to simply air dodge them and stay safe.

It’s almost like Kratos was given high AP gain because overall, his Supers are actually pretty bad. It is just hard to recognize this when playing with a bunch of randoms for the most part.
…I still think Kratos’ normal options are insane.

yea exactly kratos’ advantage is that he builds meter quick and has long range/priority on his moves but his specials aren’t really great. same thing with drake, at least 1v1 goes his specials aren’t THAT great. okay i’m probably wrong, let me put this way, 1v1 is very skewed to characters who have a lvl 1 guaranteed set up. raiden and ratchet come to mind, but mostly raiden lol.

1v1 i think raiden is the best character in the game, he’s just waay too cheap, you get grabbed? 155 ap or death, you got countered? same fate.

the ONLY thing that i’ve come across as tough is a good zoning game with somebody that jumps a lot or has a good tech rolling game. because if you jump it negates the grab and the counter into 155ap (if you counter somebody in the air you just hit them really far so you can’t do the 155 ap combo or set up to lvl 1, and even then it’s harder to hit somebody with the counter when they’re in the air vs the ground).

although jumping doesn’t totally negate raiden from gaining ap it does limit him a lot because then he has to do his air combo for only 65 ap or w/e it is vs 155 ap or guaranteed lvl 1. so with that being said, if you fight a raiden that knows what they’re doing…JUMP…and jump a lot! assuming you’re a keep away character (looking at you drake). if you’re melee, good luck not getting countered and thrown :slight_smile:

with all of the mixup options that Raiden has on wakeup, I think it actually makes more sense for him to just go for 95 AP and knockdown into oki. (hehe and since I just got my capture card up and working, I should have a Raiden vid all about this up soon~ :smiley: )

I think raiden is a lot easier to keep out than other characters since his approach methods (although fast/far reaching) hit at angles that are either very counterable (f+3/j. f+3, f+1) or are unsafe (j.f+2). he is a monster when he gets in, no doubt. maybe I have not fought enough competent Raidens (although I main him myself) while I’ve been using a zoning character.

The reason why Kratos is building so much meter is because the hitboxes on his moves are designed to hit multiple attackers so he gets that AP bonus. In 1v1 he has a much harder time building meter.
Only nerf I want to see is removal of armor on S1 and possibly slight nerf on some of his aerial hitboxes that hit on all sides. Other than that I think Kratos is pretty balanced.

Ok, I don’t know if this was posted before but yesterday I found a bug with Sir Daniel’s f + 3. If the opponent is moving forward, the hand won’t hit him, it just passes by. it only hits them in the air(which is really hard), when they are just standing/attacking or when they are within the explosion range.

That is really dumb, I used it before to set up zoning patterns and know my friends just walk past it, it clearly touches them but apparently their legs aren’t affected by the hand’s hitbox. This must be fixed as soon as possible as it is vital to his gameplan, I tested with Sweet Tooth and Ratchet.

Now, speaking about needed buffs, his shield charge takes a lot of time just to start and has a long recovery as well, it should have a faster start up like the one from Kratos or add a hitbox to his legs so that he can hit with them when he starts doing the run animation (kinda like Yoshi’s air d. A in Smash bros).

His **d + 3 **is almost useless, it’s damage over time (or meter over time) and it doesn’t feel rewarding at all as it comes out really slow. The opponent should be punished for standing on fire, but as it currently is, throwing fire seems like a risk for Sir Daniel which is really bad. Make it faster and more rewarding or at least increase its hitbox.

d3 is one of Dan’s best moves imo. It’s basically free to just hop and throw it out there and fall with a button on the way down. The opponent IS punished for standing on the fire, you are giving your opponent meter. It makes you force the fight into where you want it, and if they fight on your terms, you are getting meter over time for them just attempting to mount an offense in between drumstick/axe/ j.s1 poking.

I don’t see why you would ever NOT do d3.

The green hand thing is bad, and I personally think it should be a proximity explosion instead. It happens to suck. Tough.

I don’t think he needs buffs just yet, he seems perfectly fine in 1v1 with his normals and zoning to consistently get 2 bars for his kill. (Or level 3 even) and he seems to be a great character with teamwork since you just have to coordinate doing level 1 in the middle of their combos. Not to mention your partner can confirm off your axe and run up and super during your 11u1u1 combo.

SB devs said on a stream that they don’t think Sir Dan is a bad character at all. Rather, people haven’t discovered his full potential yet. I’ve seen some good SD’s online, but not many.

I agree with Heroic_Legacy up there. I love using D3 and find it very useful/helpful. Especially on smaller maps if the opponents are clustered.

Oh I don’t believe that Sir Dan is bad at all, I was just pointing out a bug in addition to some of his weak moves.

I play with him a lot and he is one of my favorites (Evil Cole and Big Daddy being the others). The concept of the green hand is awesome, however the problem is that it was poorly executed, there is no reason for it to explode when an opponent is standing but pass by when the opponent is running, it’s just one of those things that I can’t believe nobody noticed (or cared).

D+3 is something that I use a lot but that is what made me realize that the penalty for standing on the fire is too low, do you gain meter? Yes, but will the opponent miss a chance to open you up by standing over there for a few moments? Definitely not, you’re really not forcing your opponent to play your game with that move, it just adds something. Maybe we just have different opinions on that matter but after playing some friends the match-ups start to become familiar and the fire seems to become less of a threat to them, as I said, the penalty for standing on fire isn’t big enough when they can score a kill or when they can gain a full meter out of it.

The shield charge just plain sucks, the start up is far too long.

Now this is an important piece of information and it is gamebreaking tech against several projectile based characters like Ratchet and Radec. I didn’t see this mentioned anywhere else and even if I love it, it needs fixing… I found out that if Sir Dan gets to Lvl 3 when his shield is active and he triggers the super, the shield effects will remain active when the super ends even if he doesn’t have it (which is even better because it won’t break). However there’s more to it, if you get hit by projectiles where the shield’s hurtbux is meant to be, you will absorb them but the meter gain will be ridiculous, Ratched used his triple shot which gave me around 120 points on the last shot. I was getting to lvl 3 in less than 20 seconds. Apparently, the conditions for the “invisible shield” to activate are the same as before, you need to stand or run forward without attacking, it works in the air as well and it will remain active during the rest of the match (this is awesome in stock limit matches)

So, until it gets fixed, you can abuse it against characters with ranged attacks to limit their options and play Sir Daniel’s melee and zoning games.

My friend has actually been able to replicate this at the start of the match, no super needed. I have no clue how hes doing it, and he wont tell us, but hes abusing it to hell and back. The meter gain is crazy, and he will have his level 3 in seconds. Will look into this more.

Something tells me that is not what SB meant by people not seeing Dan’s full potential, I hope.

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Am I the only one here who thinks Fat Princess is secret top tier?(In other words, really good, but no one bothers to use her.)

Well she has likely the most comboable level 1 in the game, great combo potential to get there, and a very usable super armor attack. I dunno much else but that’s enough for her to indeed be very good.

I have done it as well, however, the only method that I’m 100% sure is the one that I mentioned. Sometimes the glitch triggers between shield activations and throws, but I didn’t keep record of it until we started noticing that I was hitting several lvl 3 supers in a row.

I’ll test it today but it may have something to do with animations that make your shield disappear for a few moments.

Drake is the best, i play Fat Princess shes gdlk but drake lvl 3 in 1v1 is just too retarded. He gets meter so fast.

We got infinites!
[media=youtube]sHkLmxZyzfo[/media]

Here is my tier list for 1v1 matches on neutral stages (small-ish, few to no platforms, no hazards, and no items)

A+:
Dante
Evil cole
Raiden
Kratos

A:
Radec
Good cole
Heihachi
Nariko
Ratchet
Drake

B+:
Parrapa
Toro
Sly
Sweet tooth

B:
Big daddy
Fat princess
Jak

C:
Sackboy
Spike

D:
Sir Dan

Go ahead and let me know what you think!!!

Oh and there not in any particular order within there respective tier!!!

Why is radec so high and sweet tooth so low?

Lol. Silly Ian.

Ratchet should be S tier with the lvl1 setup and throw infinite…