Very good List, but personally I’d switch Lili, Ling, Chreddy to A with Kazuya, Heihachi for B
Lili is a beast with the damage she can deal, Ling has some pretty damn good evasive tools and cancels which can lead to good damage, and Chreddy can really be cheap with safe d/f+2, u/f+3~d RLX cancel among others. Heihachi and Kazuya have far too much human effort needed to be as good as they seem on paper, especially Kazuya.
I’m personally more convinced with what the pros make the tier list. Though I’ll still stick to my Xiaoyu. In reality, I’m more convinced that every character has a way around another character. You can make a low tier character seem like a top tier if played properly.
I have to agree I play as a Steve and seem quite a few “Low Tier” Characters Just blow through me. Maybe that’s a testament to my skill but I swear It feels like tiers really don’t matter in this game at all. Pick your player, learn with them and fight with them. At least that’s my logic
I’ve said that 1st sentence to myself 1000000 times and it still baffles me. Like I have a real hard time fighting Zafina because of her stances, especially her crouching one because Steve doesn’t have either a mid or low good enough to counter whatever she does down there. I have come up with solutions though.
To keep opponents from ducking during pressure df1, or df1,2 are decent and safe on hit and on block. His shoulder attacks also come in handy if you feel hopkicks coming. From what I’ve seen against hop kick, 3, 1, 2 makes people flip, 4, 2,1 starts a b! combo.
When pressuring with Steve you have to watch out for those quick hop kick launchers. If you block against those and work with high/mid mix-ups and spacing w/ ALB 2 (also hits mid) ducking opponents really aren’t that bad. Except Bryan and his bullshit ass ws+2 launcher (SOOOO MUCH BULLSHIT).
Also, against opponents who duck a lot d2, 1 comes in handy as the second attack hits mid. Most people who are ducking don’t block the mid. It’s also safe on block. And my favorite thing against people who duck too much: uf+3… Hell yeah… (or is it uf+4? Whatever Steve’s BS ass hop kick is.
You can definitely sonic fang (df1+2) or ff2 her out of both her crouching stances, if she is in her tarantula stance ff2 will also cause her to B! and you can follow up with a sonic fang post bind.
Tiers do matter to some degree in this game, otherwise there wouldn’t be a tier debate. But I usually stick to the mentality of wiping my butts with tier lists. Generally speaking for Tekken 6: BR (Or just BR), you can make a tier list like this:
S: Lars Bob Steve Bryan Law
A: Everyone else
B: Yoshi Zaf Bears
And that’s pretty much as accurate as you need to be. Worry about the matchups for the characters at the bottom and top the most. The characters at the top can stick a penis in your ass with only a few amazing tools, while the bottom tiers can gimmick you out with a ton of undorthodox (albeit crappy) tools.
Except Bears. Bears are downright ass. You have to play BEYOND SOLID with them.
db+3, 2 is very situational and has a very small hit box. It’s application is only useful when you know your opponent is not going to duck. It’s also got a strange hit range. It’ll crush sweeps but it just doesn’t have good range. It’s best used as a mix-up option. Also, the move gets killed by everything mid-to-high. Again, only useful when opponent is blocking and stuck in your pressure.
db+2 is ASS… I love the move, it’s just too slow and very visible to be reliable. It’s very easy to parry and can really only be used against scrubs. It’s great if your opponent isn’t that great at reacting, but against good opponents the move is just parry-bait… If it wasn’t so slow it’d be one of the best lows in the game, but the fact that it is, kills it’s full potential. It’s also -15 on block so yeah… Block=launch. It also tends to miss tech rolls alot even though it’s supposed to track. You’re better off using ALB d+2, or ALB down (or up) (2nd spin), d+1 from a distance once or twice. It’s less predictable and tracks tech rolls far better since you can control the way you spin.
I actually LOVE d+1. I forgot about that move. But again, killed by hop kicks. It’s great when you have frame advantage and it beats out high and some mids. I like this low, but I wouldn’t use this move to beat out another character’s low. It’s got a slower start-up than most characters low. It does leave you @ advantage for a WS+1 though (which, if your opponent was in the air, starts a launch combo). It’s safe on block too.
Yeah, I know that. The trouble is catching her with it. I’ve played some good Zaf’s and they tend to approach very slowly so getting her in range safely is a bit difficult… Side note: Will have to try just sidestepping until I close range… It seems like a silly tatic, but I’m not sure how well Zafina tracks out of her stances. I have a feeling, “not well.”
Actually I only mentioned sonic fang and ff2 instead of the couple castaway named because those two moves have good range on them. Good for catching her, just try not to get too scared, she can only poke you out of those stances, her launchers out of those stances are either extremely slow or punishable. IMO They will be more scared to throw a high reward move than you will be for getting hit by it if you know what I’m saying.
I really think you’re just theory-fighting yourself out of using great tools. I spam f,f+4,3 with Lars, and that shit is -27 on block AND slow. It still hits. What up.
I know Lars’ frame data. And if the first hit of f,f+4 is blocked, Lars staggers, and that’s actually about -30 on block; the second hit doesn’t go through. If the first hit whiffs and the second is blocked, then it’s -16.
However, still an awesome move. 40 damage for a low-mid NC. Land two of them, and that’s half their health. Tbh, frame data only means so much to me. Generic d+4s and d/b+4s are -3 on hit, and -12 on block, but they’re quick as shit, and great for poking, so why wouldn’t I use them?
You can’t just think about the paper aspects for moves in this game. Theory-fighting gets you nowhere.
I just don’t trust a lot of Steve’s lows anymore, so I’ve traded them for mids. Like 4, 1 (shoulder) to PAB d+1, to PAB df+1, 1—> PAB 1+2 throw. That sequence works a lot and is a far safer and more damaging option than db+2 of db+3, 2… db+3, 2 is the FLYEST move in the game though. I wouldn’t really on those lows while playing in tournies though.
Also, one not about Lars: His hop kick (that kung-fu power ranger flip shit) is the only hop kick Steve can punish on block with uf+2. Small window, but it’s definitely launch punishable by Steve.
It’s not playing scared. It’s playing smart and knowing what my opponent is looking for and being wary of abusing those moves. If I play against another Steve I know to watch for that sweep because it starts okizeme mind games…
I’m actually have a very bulldog style of play when the opportunity opens…
Have no idea where you’d get the idea of “scared,” from.
True, but then again, if somebody blocks ONE of those, they can uf n 4 you and take half your life, more than half if you include walls. It’s all preference to me, that’s just not a move I prefer to spam.
Exactly, they’re quick as shit …and not launch punishable.