Tekken 5 Tiers?

I like playing Steve.

Bruce is good but Top 5 I dont know about that. Most of his good launchers arent that safe on block and he completely relies upon counterhits.

I will say he is slept upon but top 5 might be streaching it.

bruce is good. but then again, most characters are good. it is an extremely balanced game.

soo is right, jop is good just because hes jop, not because of jack or whatnot. nina has more tools, sure, but people form mindgames and strats to fit their character. some people are going to be better with low tiers than high ones.

Law is the truth.

steve is fun!
you can’t tell me you did flk 1112 on the wall and didn’t think it was fun. =P

i don’t like steve’s lack of fast lows, though…

Steve doesnt need them

The last thing Steve needs is alot of fast lows, that would be unfair.

Down 1 and db 3 are good enough.

Death to all Steve users! Damn him and his FLK 1112 wall crap and other shenanigans! I’d rather eat a Raven juggle into f+3+4,4,2 than a Steve juggle consisted of random 21212121212’s (I’m hella exaggerating right now).

On a serious note, anyone see anything useful with Baek (aside for insta-throw from FLA mixups) that Killa6 did at nats or FR8? I’m surprised that there was a Baek at nats rather than a Bob, and people agree that Bob > Baek…

LEI!! Low tier hero?

damn I need a new character. Although apparently due to his new wall stuff he is now mid.

someone is complaining about steve because he doesnt have enough fast lows? haha sorry dood thats retarded.

baek isnt as bad as alot of people think he is. he is in a way like bruce, just slept on.

A few Asuka questions…

  1. when canceling a f+2 (hitting down right before it hits) how bad is the lag until you can input anything else. I did it a few times today and caught people just waiting for the big hit then threw them. I dont know if it’s just because they hadn’t seen it before, or if it’s a fairly safe thing do to in general. If not throw, then something else, just the act of canceling it in general. Safe or not?

Also in regards to this, is it possible to buffer falling rain while canceling f+1…I guess have the down cancel be the first command of the throw. I dont see why not but just wondering.

  1. b+4. If this works as a counter, they tumble over and you can pick em up with 1+4 etc. However if it hits them while they’re just standing, can you connect a 1+2 safely every time? Doesn’t seem like it, but it might just be that I’m not hitting 1+2 soon enough. I usually hit 1+2 right after b+4 regardless of if it’s counter or not, because after b+4, if it does act as a counter and they crumble over, you have time to throw out 1+2, have it whiff, and still pick them up with white heron. Probably should stop if standing 1+2 doesn’t always connect.

f+2~d is a good way to get the opponent scared, but they can smack you out of it. not really safe. what i usually do if i do cancel is mix it up with fc,d/f+2_ws+3_fr. i use it more as a way to get in somewhat close so that the dash just ends outside of the standard d/f+2 range.

after b+4 on hit, you have 19frames advantage, but NOTHING is free. practice mode will show that b+4, b+4, b+4, b+4 etc etc but it isnt. dig?

baek is hella good. i think that all characters are good. im afraid of all of them. steve against kuma can still be lost.

Damn, nobody likes Marduk? He’s got crushes!

listen to insomnotek for asuka stuff. he has alot of ish with her that is scary.

It sounds corny but on a B+4 on a hit, its a good time to try a throw. Whether it be the wrist chuck, B 1+2 or the regular throws. Most of her throws lead the opponent in a nice position for some Oki.

F+2 seems to work fairly well on people who like to backroll or sideroll. The move seems to track fairly well.

Also u/f 3 is a fairly good attack to mix in with Asuka. Alot of times you can get a throw if it hits, its not guaranteed but its a good fast throw setup.

Asuka’s throw game is underrated really, like I said earlier in this post, her throws leave her in a good position for some oki.

I have so much trouble with the launching / bouncing throw. Just the execution needed for it.

>_<

i was just mad because i couldn’t beat christie, haha…

oh well, i can beat christie now… =P

So is it true that some characters fall at different speeds and juggling is different when juggling different characters? It sure seems that way to me. If so, are there any general categories, like the small girls fall a certain way, big characters fall a certain way, etc?

And how about taking damage differently? In the arcade I had my friend do some big-damage unblockable move on me (I forget which one, he might have been using Asuka at the time) once when I was using Jack-5 and once when I had Julia. It seemed like Jack took less damage from the same move, but when I did a test in training to see if characters took damage differently, different characters took the same “number” of damage. So what’s the deal with this? If they do take damage differently, who takes it the best and who’s the weakest?

While we are on the subject, how much damage does a character have to take to be KO’ed(numerically)? It might be that different characters have different amounts of hit points.

From testing done over at TZ, it’s about 145 pts. for all the characters across the board.

I agree with you for the most part that T5 is based more on the player than the chars as opposed to other fighting games. But I still believe to a degree alot of JOP’s success w/ Jack is cuz of his crazy reflexes, spacing, and all around defense. Now apply these to a char that is much safer than Jack… like Steve… and I think JOP would do crazy well w/ him too. Chars don’t make too much a difference in T5 but they do make enough when people are all on the same level of play. Like Nin is what 90% win percentage w/ Steve? I’m sure some of those wins come off the fact that it is alot easier to win consistently with a lower risk char than say Kazuya a high risk char like Leedy uses.