Yes, with this alternating method she is super good against half the cast or more I would venture. Definitely A tier, just not A+ tier.
I don’t know if you know this, but if you throw a grenade in the air with Saki and someone dashes underneath you Saki will not autocorrect towards the opponent. Big weakness.
Also it’s never worth burning a meter constantly to protect a zone; Kurasa already proved what I thought originally that there’s almost nothing more important than Mega Crash in this game. Characters that have to rely on meter and assists to stay alive are not top tier.
I agree with you on that. She definitely isn’t the top, but she’s more of a supportish/secondary type. Meant to do damage, but your other character is in there for the direct fighting.
I don’t know if you still want to know this, but I was fucking around with ken in training mode and I found out you can relaunch in the corner if you baroque the last hit of his stomps since it leaves them in an untechable state. You actualy land first so you can pick them back up with 5a 5a 5b 3c. Sorry if I’m a little late with this. I’m still figuring things out.
on another note… my wii bricked, so i never really got to test the limits of those loops (how many reps max you can get). can someone with better execution than me see if he has a death combo off those setups?
yeah, hes the only character in the game with decent damage off a normal throw. and if it gets teched, he keeps advantage because the opponent has to block the assist.
Anyone who watched Karas in the original TvC knows why. You can’t have a character that can gain back lots of meter from a Mega Crash combo, and you can’t have a character who is immune to Advance Guard because all of his attacks move him forward.
Projectiles, anti-airs, blockstring length(best assist recovery)… blind resets, big damage.
yatterman is the same tier as zero, and i think #1 is the better point character. If zero dominates within his sword range, yatter dominates everything beyond that distance with his air spins and whip, and anything below that distance with his jabs. zero is mostly a pure rushdown character and as such is alot simpler than a zoning spacing character with relatively high execution and hit confirming skills required for top levels. Yatters the one who abuses the mobility in this game the most, zero’s the one who abuses mega-crash system the most with a dumb pressure game. Up close yatter and zero’s mixup abilities are very close, yatterman doesn’t keep them in block stun as long but the priority and mixup are there.
Both are very capable of dominating alot of match-ups because of their ability to take advantage of the engine, but as the more versatile character with a superior neutral game i think Yatterman is overall the best.
however, zero is the best charactor bar none as far as value to team goes. AAA assist type and a great super to dhc into, with meter building that is slightly better than yatters, compared to yatters worst assist in the game and no good dhc supers. he’s not a big value to whoever your other character is outside of like Roll.