The Ongoing Tier Thread

Joe is the most underutilized character in CvS2. He has the tools just people dont use him. Just my opinion

No his crossup j.mk is NOT good. It’s ok at best. In fact it’s sometimes not even worth using against normal size characters or smaller, becuase if you miss you’ll get hit by c.fwdxxsuper

I like joe in P groove :tup:

Where does K-Haohmaru stand in all of this? Or am I just that much of a scrub that it doesn’t matter? :sad:

But IMO I think he fairs rather well against some top tier( or the people I play just suck really badly ) his c.lp is really good and even a risky j.hp seems safe because I land and can immediately go back into the poking offensive before they can even get a move out. :: shrugs :: but that’s what I am seeing from my side, just wondering what others think and how can i improve.

Hao is shit tier in general to most people. The only good Hao’s I’ve seen are in P groove. I guess since he’s a strong character strength wise K would benefit him for guard crushing etc. I’d say his grooves from best to worst is something like P/K/C/N/A/S. To answer your question I’d place K-Hao in low-mid tier, but remember any character can be top-tier dependng on how you use them :tup: .

haohmaru is toptier.

I’ve been meaning to ask you Buk, Why A-Terry over C-Terry and why low-mid instead of mid?

lets play theory fighter, if hao’s :hp: was a special move (meaning you can RC it), how far up would he move in terms of tiers?

I mean that would be some wicked anti-air (though you can already use it as one at the right distances. But that would be some damaging punisher move. Since it’ most likely be a counterhit as well…

i’m not playing theory fighter with canadians… haohmaru is toptier and thats all there is to it.

:party:

if only that were true. hao is just there for the guard crush. smash it to bits j.hs[guard crush] into the slowest super in the world. unless they mash like whoa and get out of their guard break stun and you just die. :xeye:

man i’m really curious to see how you play hoah.

Haohmaru is good!
Period!

keepaway. people get hurt trying to hit you. 2 frame jab with plenty of reach. people get cut.

LJ RH, still has dash, still has rc, decent CC. Builds bar effectively.

Terry gets killed by alot of the top tier to mid top tier characters, lack of quality AA. Does average damage overall and takes average damage. Just doesnt have the tools alot of the characters above him have. Lack of quality AA hurts alot. Lack of a good priority poke outside cr rh, at least against most characters above him. Although cr strong is a bit underrated. Relies alot on cr short to get super damage in.

A over C Terry because his damaging and easy to land CC’s outweigh anything C has to offer. N is his best groove though.

N is certainely not Terry’s best groove.

yea also he doesn’t seem to have any bnb comboes that don’t involve a super.

at least that’s how it seemed like to me.

in s groove this changes though, when he’s in the red he has a great (if not one of the greatest) bread and butters but that’s the only time, and s is considered one of (if not the worst) grooves in the game…

that hurts him, his crack shoot is good to abuse although i think if you hit before it is fully extended it is punishable not sure though

he also lacks a cross up if i’m not mistaken and i hear his roll was toned down alot.

i can’t think of anything too abuseable with him and i’m a big terry fan.

Even kyosuke and dan have good bread and butters (jab jab fireball for dan, jab jab jab shadow kick for kyosuke) i don’t think terry has any of this and doesn’t have anything abuseable outside of it either.

What this means is that if he tries to cancel off of any of his jabs it’s completely suseptiple to a roll or a super and unlike other characters that don’t have good bnb’s (vega comes to mind) he doesn’t have anything that great to make him playable anyways.

Terry seems to be a meter whore, he needs it to do damage otherwise… what kinda damage will you get off of his jabs? (unless u can link a c. mp on counter hit or something)

also c. lp, c. lp rising tackle seems real unreliable to me and i think his power wave is uncomboable outside of a cc or something of that nature and is meant for zoning only.

Despite all this, i think terry has pretty great normals, maybe not SUPREME normals but alot of them have uses, i personally use meaty mks into buster wolfs on wake up in s groove when in the red and c. mp gives great frame advantage, c. hp is supopsedly a good anti air and a good poke , c. hk is a good poke, standing rh goes over low attacks, df hp is a good anti air,

he may not have a tiger uppercut but rising tackle has invul frames if i’m not mistaken.

Also i just posted in the terry thread of what i thought MIGHT be the reason for the misconception on his crack shoot. Which i mentioned earlier in this post.

Crack Shot is NOT GOOD, outside the short version its unusable pretty much. Even a connected version on the rh or sometimes foward version leaves your opponent with a free hit.

His roll isnt toned down, he has one of the better rolls in the game, people just look for it, because its well Terry. Also its not so much his cr jab that you use as much as his cr short.

And Terry doesnt have alot of BnB combos, unless your going to magically hit standing fierce alot.

The crack shoot *i think can be used very effectively but i think it’s better used from far away cuz the only reason you can get punished is if you hit them with the anti air animation i’m almost positive that the fully extended crack shoot is unpunishable.

does anyone know where rugal stands in tiers?

i heard people don’t use him (probably because he lacks some great pokes)

and yea he needs meter to do big damage but i think he’s great even outside of c groove, he has level 2 comboes in n groove ( level 1 press into genocide super) that does like half life.

Anybody with a decently fast, far reaching move should be able to punish Crack Shoot at the ranges where they couldn’t just DP it more or less on reaction…