Its basically a ranking of who is easiest to learn and be competitive in a Tournament.
It ranks Aran as Easiest to learn.
Kaya,Boyd, Zen as easy ot learn
Garnet, Hikari, Viren as somewhat difficult to learn
Greed, and Typhon as very hard to learn
and Orville as You’re shit out of luck.
Cause do you honestly think Greed is Bottom Tier?
On another note, there are discussions on Japanese forums that Hazama should be banned, IMO in the hands of a good player, Hazama is shit broke, however he takes thought to learn.
Sheryl is also moving up the tier chart I’ve been finding more crap with her and she can lockdown, runaway, and pressure very well. All she is missing is string into knockdown. The Japs say if she had a string into knockdown she’d be straight up broken.
Yeah Greed and Garnet being that low and Viren being that high really tipped off that it’s not a tier list.
Jason why is Hazama potentially broken?
Also, there may be a potential Hazama infinite. If you hit with d,d+K~SK in a juggle, it remains untechable. The hard part is hitting with more than 2 or 3 because of the pushback. I’ve tried dashing in before it, but the dash has to be active for a certain amount of time, and it’s not fast enough to dash forward and still be able to catch them with another d,d+K~SK. Maybe walking forward a tiny bit before it? You can get like 3~4 in the corner without dashing.
Basically the tier chart says its hard for Greed to contsantly Compete because he is so simple (like Sol) he has easy damage, but his setups are all the same, and at high level play it becomes harder and harder for him to land hits. His real only potential comes from guardbreaking from 2 strings.
Hikari can really mess up Greed’s game since most of greeds pressure game can come from c.LK,c.SK. Counters = good.
I will continually push for the fact Greed’s offense is not good at all,
Kevin finally today started using Impact Break, which OWNS greed. So Greed can’t just throw out strings endlessly.
One thing that happened today, People started saying my Sheryl is worse than Greed, basically if you play a REALLY good Keepaway game with Sheryl you can run the match. Mixed with a good defense, Sheryl is amazing. Her Guard Break Pokes are really sick, you kind of have to see it to know what im talking about.
Some of her setups can lead to around 50~80% damage.
Jason: (i know this might become ambigous calling you Jason (cygnus) on a forum, and my name is jason too) Hazama is broken because of these reasons:
His string is cancel into his “Mist finer” stance and can cancel right back into another string. his d,d+K SK Launcher can be done from the stance where they are untechable. Yes you can do it again, however i believe pushback will cause you to eventually have to end with something else.
His invincible dash A’la Violent Ken from SVC, his SK version of invincible dash leaves him in his “Mist Stance” (ddK), you can use the LK version of the dash to be gay during strings as well. since his SK dash leaves him in Mist Stance, you can SK launcher from it, which basically makes the move a roll cancelled DP (even though the move has enough priority that it doesn’t need to be invincible dashed)
Fireball Reflect. and his ddK SK launcher is a virtually unpunishable DP.
I’m really sorry about screwing that up. It did seem really odd in some parts. As for Hazama, is he vulnerable after the invincible dash. V. Ken’s was, and that’s why it wasn’t that good. Is canceling into Mist Finer stance so bad, I mean, Garnet can cancel into hers as well and then do a string after it, and she isn’t broken. He doesn’t seem that bad.
Things I’ve noticed from watching the vids on Romancancel:
No Critical Attacks
No Jolt Attacks
Not much use of the dodge button.
I would expect 1), considering people seem to spam advanced attacks in the hopes of a guard crush (at least that’s the current state of the game), but I wouldn’t have expected 2) and 3). Are Jolt and Dodge just not proving to be useful, or are people forgetting they exist?
I don’t use Jolt because its not in TRF2 (according to this thread?). its casual matches. If it was a tournament play I would probably abuse Jolt Attacks. ( I think its a dirty thing that shouldn’t be used and will be glad if its not in TRF2)
Forward Dodge isn’t too useful IMO since lows beat it. I put up a kr(SH) vs kevin(ZE) and it shows Kevin’s use of Forward Dodge to get out of Sheryl Pressure String.
also, sometimes i use down+dodge for a quick overhead with Greed, except in these vids i kinda was tired and forgot about greeds only overhead lol. (besides his crackshoot) I need to use it more though in my game instead of just going for sweep guard crush.
thanks for the comments. I will try to utilize down dodge more in my game. In some other games i have used it. o_O
after some testing hazama can’t get infinite off his untechable launcher because of too much pushback. You can’t loop it that much either.
Yeah, after watching a few match videos, I was a little dissapointed with a few missed opportunities with Critical guage. Just as an FYI, Jolt Attack is still in TRF2. It’s changed to an attack that causes an untechable launcher, that’s unblockable; so you can follow up with an air combo. I also thought that the dodge (high at least) should’ve been used a bit more. btw, could someone post a Hazama movelist in their spare time? Thanks for the matches, j1n. (Or do you prefer kr?)
Oh, when I said missed opportunities with CA’s, I meant a few times when skuldnoshippu had Critical guage and didn’t take advantage of it after a jump in SP SK… or something like that. I can understand if you were tired and such. I’m glad that someone is focusing on some Rumble Fish action.
Oh yeah. Everyone that supports/likes/is curious about the Rumble Fish (Or 2), BE SURE TO POST IN THE EVOLUTION THREAD. Let the TRF community be known!! The primary reason that people dismiss the game is because of the small character roster. We need to represent and show the people that each of the characters is diverse in their own ways, and that the game caries quite an intricate and deep battle system. While we may not have much success, we need to support TRF to break the preconceived notions that everyone has about the game. VOTE RUMBLE FISH FOR EVOLUTION 2005!!! :tup:
Thanks for that, I own the Atomiswave cartridge and on the moves list it doesnt mention anything about that. I used to sometimes accidently pull that move out and never knew how I did it.
Zen is my favorite character, he has alot cancellable moves to trick your opponent.
Also some questions about the PS2 version
Has the slowdown been fixed from the Atomiswave version?
How long does it take to load? (Atomiswave takes 1 - 4 sec, depending on the level)
Here some combos from Edward Chang TRF FAQ wich you can find on www.gamefaqs.com.
Zen:
c.LK -> c.SP -> SK -> weak Kaijingeki
Kakonhou -> Gasaikyaku -> Ragou
Jolt Attack -> Dash -> c.SP -> c.SK -> weak Gasaikyaku -> c.SP -> c.SK -> weak Kaijingeki or weak Kakonhou
Longest combo I could find with Zen: c.LK, c.LP, c.SK, c.SP, Advanced Attack, lk, lp, sp, sk. The first 4 attacks cause a jiggle, so (I ofcourse haven’t tested this yet) maybe you can put behind another advanced attack and do the lk,lp,sp,sk combo again.
Remember that long does not necessarily mean good in this game.
The damage reduction from having certain normals in combos is intense:
e.g.
LP, SP, SK xx AA, SP, SK xx QCB+LP = 114 dmg
d+LK, SP, SK xx AA, SP, SK xx QCB+LP = 114 dmg
LK, SP, SK xx AA, SP, SK xx QCB+LP = 147 dmg
SP, SK xx AA, SP, SK xx QCB+LP = 149 dmg
LK, SP, SK xx AA, LK, SP, SK xx QCB+LP = 146 dmg
Note the difference between starting the combo with LP over LK, the fact that NOT starting the combo with a light attack gives the most damage, and that starting with d+LK (or stadning LP) results in the loss of a BIG chunk of damage. Also note that the most damaging combo of this bunch is the one that contains no light attacks and has the least hits, even though all of the combos contain the same number of strong attacks and the same combo ender. Lastly, I would advise against doing the last one (identical to the one you had suggested), since Zen’s AA has such short range; unless you’re point blank, most of the time you will whiff part of the combo if you’re trying to land both of those LKs. You are better off doing just one LK, or none, damage-wise. That said, I have no idea how much stun any of these do, or if there’s any difference.
However, for most characters, starting with a d.LK is a good idea since they’re easier to land. I’d say so for Zen, too, except for his crappy short range AA. Actually landing the combo counts!
If you just want hits, a long and simple combo is:
chain xx QCB+LP xx OA
But that does less damage than:
SP, SK xx AA, SP, SK, QCB+LP
That said, the OA brings them to the corner, and you get a pretty much free DP+SP, SP “juggle” (in quotes because they can quick recovery from the last hit of the OA, but the DP will hit them anyway).
However,
SP, SK xx QCB+LP xx CA
does hefty damage.
Unlike almost every other character in the game, Zen can combo into his DA. If it hits them OTG, it counts for like 1 point of dmg. Seriously. If it is a normal ground hit or juggle, it does like… 10? Not much, but it looks cool. If you counter hit them straight off with DA, you can easily juggle them with OA, but then, you could also probably just do walk up juggle SP, SK xx QCB+LP.