damn, you stole my words straight out of my mouth
Character Tier List
A+ Tier:
Zero
A Tier:
Chun-Li, Doronjo, Ippatsuman, Jun the Swan, Ken the Eagle, Mega Man, Polimar, Ryu, Yatterman-1
A- Tier:
Alex, Batsu, Frank West, Kaijin no Soki, Karas, PTX-40A, Roll, Saki, Tekkaman Blade, Yatterman-2
B+ Tier:
Casshan, Joe the Condor, Morrigan, Tekkaman, Viewtiful Joe
Matchup Tier:
Gold Lightan
I ordered them alphabetically within each category, so don’t get misled.
I also wrote down some summaries for each character, so if you have a question of why I put a character where I did then shoot away.
By the way if Viewtiful Joe is low tier in Marvel 3 my rage will never be contained.
Yo this list is a little whack. The entire bottom tier needs to be moved up and certain characters (frank, polymar, volnutt) would need some serious explaining.
You’ll have to be more specific. But before I say anything, the characters on the bottom tier are not bad characters, in fact they’re quite good. It’s just that I think the other characters have more options, damage, or both at the same time compared to them.
In fact if you want to compress the opinions more I have no trouble just vaulting up B+ tier to A-, although I think the minor deficiencies these characters have work against that.
Frank West, Mega Man and Polimar definitely deserve their spots though. High execution is not considered in my tier list, only possibilities.
I’m not going to go into all of it, but polymar being in the same tier as yatter and Ken is just ridiculous. He has nowhere near the kind of options those characters have.
Frank west still has no approaches at all. The only thing he’s got going for him is the loops, and he’s got no way to land them.
Volnutt is debatable, so w/e. I just haven’t seen anybody impress me with him in uas.
Blade needs to be higher, he’s so scrubby.
Those are the most egregious problems, IMO.
I’m glad my list is only a little whack. If it was total whack, I would know that there was more whack than anticipated.
Frank West has a full-screen wallbounce projectile, he’s more of a zoning character than an approach character. His Rolls are also godlike for escaping traps(B Roll, Baroque, C Roll), which gives him better escape options than the B+ tier. He also has a plethora of anti-airs and he also has one of the fastest long-range aerial and ground specials in the game with Grand Slam bat and fishing with a Golf Club has never been such a successful tactic until now. No, Frank has way too much stuff going for him but he’s just so hard to play. His infinite is similar to Karas where all you have to do is touch someone anywhere on screen… this is not something that is B+ tier. Definitely A- or higher.
Volnutt can do 30k damage anywhere on the screen with one bar and no baroque. His keepaway and meter building is exemplary, but he is very difficult to play. I am very torn about whether or not his killer keepaway and damage options are A or A- tier myself.
And as for Polimar… well, I think that his only bad matchups are fast characters, not ones with a lot of range. Also for a slow character Polimar has really fast mixups (block low slide, hurricane symbol cancel into overhead punch baroque into slide again) that lead to some unbelievable damage not to mention his “dodge” move leads to some great resets that match the A tiers. Compared to other characters in his A class Polimar has the same options on damage and mixups. I hope RoyalFlush comes in here and proves me right!
T.Blade was contentious but I keep seeing him lose to A tiers constantly. Jun the Swan, Chun-Li, Doronjo, Ken the Eagle. I might move him up to A based on his deadly keepaway because of his full screen dashes but I just am not sure because it seems like his approach options are limited while his punish options are crazy.
Frank- the red cart loses to any attack. You can mash and knock the cart away. Either that or block it. It’s only use is in combos. His anti airs are crap and his rolls are extremely punishable. Bat and golf club are both extremely slow and punishable. Again, the only thing he has going for him is combos, and he has no way to hit them.
I’ll leave volnutt because again, nobody has proved his worth in this game.
As for polymar, I actually like him a lot more than a lot of people do, but his approach options and mixups are just not on par with Ken or y1, and I’m sure royal will back me up on this one.
Blade j.c or j.2c into mash are both incredibly safe approaches, and if you don’t lose your cool, it’s relatively easy to keep doing little bits of chip and fishing for a 40k mistake without leaving any worthwhile openings on yourself.
well i dont think i tier list is need, since everycharacter by itself is amazing, but i will give it a try.
to Nyoronoru
I have to agree with you, frank west is a zoning character, not a rushdown char, his zoning capabilitis are in pair with doronjo his only real flaw is that he have little range on his normal so he may have troubles landing big combos.
again agree with volnutt, i have to say, volnutt have everything, zoning, rushdown, mixups, his damage potential is amazing, with an asisst his mixups game becomes deadly, then again volnutt is one of the most dificult characters to learn, since volnutt need instant reaction and great execution also have to worry about what weapon he have at the moment that by itself is enough for people to not pick him, the mayority will think he’s not worthy to learn since all see zero as the dominate character, but seriously volnutt have everything to become a beast is just that not much people play him.
Polimar what can i say, amazing pokes, great mixup game, pair him with the right character an you fear him to death, does huge damage, have an overhead that does not look like an overhead that can be special cancel into his 3 kicks uppercut an extend with assist to make a combo that will go for 30 to 36 billion damage if not more.
on tekkaman blade, come on nyoronoru i agree with the fact that blade have limited option for aproches but you forget something crucial… blade can made any aproches safe with the weak version of Shamshir, blade mixups is only good with asisst but event with out it your in constant fear of him landing any normal cause the moment he lands a hit he drain half is not all your life.
yourmother (damm man what a name XD)
you dont need to get impressed by someone else character gameplay, look at the posibilities and what that character is capable of, then you will understand what your character can do an cant, every character to me is amazing, i play with the entire cast cause i like them all, and theres so much every character can do that make them amazing, that i would not have enough space on one post to describe their awesomeness.
Oz, I like your attitude man, but again I’ve gotta disagree with you on a few things.
Frank’s zoning game is nowhere near as good as doronjo’s. All of his projectiles can be knocked away. This means you can iad in and combo him while they’re coming out without any fear of them hitting you because your normal attacks will cancel them out, the carts take too long to come out, and the zombies are not useful for zoning at all, they’re just an annoyance, to both players.
I’m not saying polymar can’t hold his own but let’s compare him to y1. His pokes aren’t as good, his approaches aren’t as good, his mixups lead to more damage but they’re slower, his movement options are slower, and his range game us nonexistent, compared to y1 who can hit instantly from full screen, BBQ and wave dash in for a full combo. There is no reason for these characters to be in the same tier.
Frank recovers before the cart appears on screen and I have quite a lot of trouble knocking away carts, I tend to trade into wallbounce with normal attacks. I’ll try it in training mode later but from what I remember it’s really damn hard to knock away carts with normals and when you do you open yourself up for zombie assaults or Frank’s IAD attack ticks into command grab. Frank also has a copy technique of T.Blade’s Down + C safe approach, except he cancels it into an escape Roll which is a legit setup for knockdowns. I disagree with the combo statement, Frank’s combo damage can only come from insane execution and good spacing. He’s more concerned with throwing things at you and chucking you away. If you try to jump over Frank’s carts or zombies he can just Roll all day because startup and travel is invincible. Like I said, this guy is very underexplored and underused and he’s the only character with an infinite; and all he has to do it touch you once, noting the fact that he has the best launcher in the game. If there’s a flaw with Frank it’s that his Slide is awful, he has the slow moveset of a grappler, and he loses flat out to people who can zone him better than he can. Doronjo, Saki, Mega Man…
tl;dr Infinite combo, touch the opponent, build lots of meter and force them to crash. He’s the only one that can do it and the more I look at it I think Capcom gave it to him on purpose. If he didn’t have it he’d be dangling on the lowest end of B+ Tier. I also think Capcom gave us Zero as a fantastic joke to let us know that Marvel 3 was coming. No one makes that many balance mistakes twice.
I hope RoyalFlush comes in here soon and makes his case either against my placement or for it. I’ll send him a PM later. Polimar is slightly better than the characters in A- tier IMO still.
I was watching that Tekkaman Blade technique very closely. To be honest, it looks quite tough to get through. Full-screen dash on the opponent’s head, Blade Impale xx Mash Lance. The moment the technique ends Blade either jumps backwards or walks forwards; or even better, calls an assist. Looks like a doomsday technique on any character without a projectile or a really fast ground dash to catch Blade before he escapes (like Chun-Li). IAD j.C is universal and since Blade’s dash is awful in terms of surprise tactics it’s actually harder to catch people unaware with it… Crossup yo-yo blade can be blocked by any competent player. The technique is very strong, does it warrant A-tier or higher?
I read your post OZ. I agree with pretty much everything. The overhead that doesn’t look like an overhead is devastating… not to mention he steps a huge goddamn step forward before he does it. Almost impossible to block on reaction, not to mention the Slide that hits low. Just nasty, so very nasty to land such huge damage.
Attacking a disjointed projectile when someone has punish options is a bad idea. If you attack a zombie, you leave yourself open to a cart and if you attack with a cart you leave yourself open to a zombie since Frank recovers so fast (he’s like Cody in SSF4, bad startup but great recovery on “rocks”). If you try to whap away projectiles a little too close to the opponent, Frank can punish your recovery with Real Mega Buster. I have a friend who does this to me, and it’s moderately effective. TvC is his first fighting game and the first time he’s ever handled a joystick, and he can keep out my Ippatsuman/Ryu team really well on concept but can’t keep up the execution side so I eventually overwhelm him. We need someone with really high execution who has a good zoning mindset to use him… just like Volnutt. So we’ll never really get anywhere with this guy. Maybe this is an argument to make fighting games more accessible to new players?
This is the last I’m going to say about this because it’s getting ridiculous. Zombies are not a tool for zoning, and if the cart is blocked or knocked away, you have to wait for it to bounce off, fall down and blink away before you can call another one and even then, you have to go through the entire animation for the next one, recovery and all, before the next one is even on the screen, and it’s still behind you where it can get hit away while you’re being hit. There is entirely too much time between carts to keep anyone away from you. He can get shit on the screen, but it’s not strong at all, he can not zone.
And don’t even talk about building meter with the infinite. He has no reliable way to land it at all. None. His only safe and reliable approach is j.2c, and it leads to nothing. You have to roll cancel it or else you could be eating a punish.
Trust me when I say I’ve put in as much work with frank as probably anyone else on these forums, both pre and post loop, you can go check my YouTube for a backlog of videos of crap I made up for frank, but he is just not good.
What sucks is that I’ve only ever encountered good Megaman players online…
i…personally don’t like the alphabet system for tiers nowadays. can’t people just do top-bottom anymore? anyway, how close are we to a ver. 1.0 of a tier? I’m curious, since it’s been out for about half a year now.
The game’s too balanced for top to bottom though.
Oh and yourmother I watched your Frank videos, and you definitely made Frank’s case for being A- tier. Those juggle relaunches were very nice and I like the way you used 5B. so I will forward your videos to my friend later.
I will comment on Polimar: Yes, has good ground mixups off of 6B/6C/2C, but once the opponent is able to react to these, they become less useful and then Polimar is left with relying on blocking and punishing. Alone with a full combo that uses a wallbounce and good amount of Baroque damage bonus, he is able to do around 33K-35K billion damage, and w/good assist, around 42K-45K billion, so damage is definitely one his greatest assets, but landing that damage can be very tough since Polimar needs a solid close range hit and his attack speed is about average.
The reason why Frank West is not a good zoning character is because he can’t summon zombies and shopping carts while he is in the air. If Frank could do that. He would be as good as Nyoro says. Along with his slow normals. He is either a low tier or mid tier character.
Frank does have weak air versatility. Grand Slam has ridiculous range but it can’t cover the oh-so-important area in front and above Frank’s forehead.
Even if he could summon zombies while jumping, it would be equivalent to Doronjo summoning all her grounded shit while airborne. That would be nuts. Imagine summoning a full-screen wall-bouncing projectile while airborne.
Tier list that I go by
This is in no particular order within the tiers. Character’s in the same tier are at the same level.
Tier 1:
Zero
Tekkaman Blade
Tier 2:
Saki
Tekkaman
Ryu
Chun Li
Jun The Swan
Yatterman 1
Kajin no Soki
Alex
Ippatsuman
Joe the Condor
Tier 3:
Casshan
Yatterman 2
Morrigan
PTX-40A
Polymar
Ken The Eagle
Batsu
Megaman Volnutt
Roll
Doronjo
Tier 4:
Gold/Silver Lightan
Karas
Frank West
Viewtiful Joe
Caliber Champ I think you should play way more people homie. As of last night I have come to the conclusion Tekkaman Blade is a better character than Zero. Zero mainly has two threats which make him good which is his dive and ground cross over. His corner combo is good too. Tekkaman Blade can run away, rush, play defensively and has great damage output. His Auto-guard attack is probably the best attack in the game because I figured out it can trade with ryu projectile super, goes through Alex lvl 3 and just go through a lot of attacks. It is pretty hard to beat that attack but souki super armor attack can break it. Some other pressure strings can beat it but still hard to break through. If Blade is getting pressured by block strings by Zero or Polimar or anyone, certain points of all strings where you can push block twice to crash interlude which is really good. Blade has pretty good options. I would say his biggest weakness is when your cornered and trying to get out and that is when you have to play patient.
My reason for saying this is Zero is good but not top. I think people do not play patient enough against Zero which is why if you play patient against Zero he is totally beatable, Blade can make his pressure strings useless where Zero is forced to run away. I don’t want to jump ahead saying Blade is top but I would certainly say he is a better character than Zero. From playing recently and I had to pick top four characters being in a specific order, this is what it would be. Now because I am putting Zero on the bottom of the top tier it does not mean he is horrible. I personally think Zero has dropped but is still a really good character.
Top Tier:
Tekkaman Blade
Ken The Eagle
Yatterman-1
Zero