The Ongoing Tier Thread

Rugal is probably best in either C or P, with N and A close behind. C offers lots of opportunities to use his meter with easy combos; P covers up his weaknesses (invincible anti-airs, getting in to land combos, etc.); A has the threat of damage and N allows him to put on the pressure while still keeping RCs (although the RC isn’t THAT important). He’s still a mid-tier character, but whether you want to put him in the upper mid or not depends on whether or not you’ve seen good Rugals or not. He’s not a very popular character in the States (more popular here, but still not as good as the top tiers), so opinions of him vary.

Not alot of people using k blanka anymore. i would think he be better then geese

haven’t been here in a while so and I don’t intend on going through a shitload of pages to see if my question was already ansered.

I just want to know where N-Ken and N-Sagat stand? also in my team of N-Iori, Ken and Sagat, how should Ratio be best divided?

Sagat r2. It’s a good team, I use it.

team togawa, good times.

N-Iori, Ken, Sagat…

Depends on how good you are with all of them. If your mix-ups are pro like Buk, Iori as a 2 is tight. That leaves Ken and his RC funky kick and Sagat with his beastliness as very powerful ratio 1s.

If you’re good with Ken, but just use Sagat for fierces and Iori for RC rekkas, put Ken as a 2.

If you’re like most people and use Sagat as a damage whore, put him as a 2.

Basically, just put whoever your strongest character is as a 2. That way you’ll be able to take full advantage of N-groove’s meter options even if you’re down to low life on your last character.

where’s the A-todo hotness buk?

Who is better overall P or K Kyo?

Depends on your playing style, and how good you are at parrying/just defending. IMO, P-Kyo is better because he gets more time after a parry to bust a combo. Plus, stored super is always nice. His dash isn’t too great, but it makes for some funny mix-ups. They both small jump…I guess if you like attacking more, P-groove is better suited. I tend to like rushing down utilizing the run and well-timed JD, then run away and gain life by JDing everything. I think that’s the only real advantage for K, if you’re dying you can gain life. That’s forgotten by a lot of players.

I like C-Vice, she’s too dope, Yo Buk if you haven’t read Daigo, BAS, and Otaku will be attending Texas Showdown 5, make sure you’re there!

why C-vice? i like N-vice myself.

N Vice overall imo is better, chances are he just plays C Groove and prefers Vice in that. Its not always about what groove is best for the character, its what groove your comfortable playing the character in sometimes. If that makes any sense to you.

yea, i know exactly what you mean. i was just wondering what stuff he was using specific to C-vice. like chicken blocking into her grab super or something like that. i prefer N-honda to C/A, but that’s just me.

peace

Why is C Guile considered better then N Guile? I know he has lvl 2 Total Wipeout xx Flash Kick in C groove, but is that really so important? In N he retains RC booms for anti-airs / zoning and he also gains run and small jump. The only important thing guile has going for him in C is a ghetto cancel and air blocking. In my opinion N Guile > C Guile.

you don’t have instant access to lvl3 sonic hurricane, which punishes so many moves it’s not funny. Sagat make you block cr.fp? hurricane it after. bison make you block a one hit scissors? hurricane it. There’s just so many otherwise safe move that you can punish with hurricane that having to pop stock for it just isn’t worth it. You can also link sonic hurricane with cr.mk (easily), so if you randomly hit someone with cr.mk, you can super for free.

guile also has a very good dash. it can cover the same amount of distance that his run can. air block for guile can help him get out of sticky cross up situations. running and small jump doesn’t really help with guiles game. small jump mk is nice, but there’s nothing he can do afterwards. he won’t have been airborne long enough to have any kind of a charge, so you can’t cancel your recovery, meaning if you mistime your small jump, they can take the hit and punish you.

Sagat’s c.fp leaves Sagat at +2. Technically, a Sonic Hurricane would not connect. The reason it does a lot is because for some reason, lots of Sagat players like to do 2 c.fps in a row, leaving at least a 5 frame gap to get supered.

However, a better use would be if the Sagat player tried to poke with s. mk. If guile ever blocks that, he can definitely SH for guaranteed retaliation.

N-groove still has C.fierce as an anti-air. Try this…

Anti-air with c.fierce, and as they are floating with invincibility, small jump lk into wherever they’re gonna land. Pretty tricky sometimes…

Guile doesn’t really need low jump or run. And being able to sit on lvl2/lvl3 supers is nice

It’s not like it hurts him to have them either.

hmm…my bad…should’ve checked the frame data before posting examples! but i’m sure you all get the point…sonic hurricane comes out fast, and far (be a half screen instant projectile)! Blanka’s set of fp’s are better examples. most of the time would be safe, unless you have sonic hurricane around.

guardcrush: the point is that having instant lvl2/3 super is better than small jump/run for guile.

. . . :tup: