Tiers for non-fighting games?

I’m not very far in Sonic Chronicles but from what I can tell Sonic is pretty well-rounded (yeah who didn’t see that coming :D)

He’s got nice POW moves if you get them down right. Amy has a nice ATK stat, but kinda less speed. Might wanna invest in there, her POWs aren’t the best out there, but they work. Tails is pretty supportive, but that’s it really. And Rogue seems like Amy only more defense, less attack. But Amy appears to have better HP growth.

Anybody that got farther take a shot. Too early :stuck_out_tongue:

ok. but i still don’t see how he’s better than pred warrior. you can do all kinds of snazzy shit with dutch, but pred warrior would get similar if not better results with less effort

also, dutch’s infinite would only work in a perfect world where enemies don’t spawn during boss fights (which they DO). oh and lmao @ the damage. the bosses that dutch’s “infinite” works on can be pipe/knife glitched with the other three characters for RIDICULOUS damage (being able to kill them in a quarter of the time that it takes for dutch). dutch can’t do that

furthermore, you do NOT have to take damage to set up lynn’s gun… just because you do, doesn’t mean others do too

Feel free to make tiers for doubles or triples, but we’re tiering individual characters. IF a certain character cannot do something without another character being involved, then it shouldn’t count towards what HE can do. do you see the logic there? like i said make tiers for groups if ya want

okay, that’s where we differ. you SUPPORT TOOL-ASSISTED play, while I don’t. if you can’t do something on an arcade machine, then it shouldn’t count towards legitimate playing - that’s how i view it. by your logic, you might as well use gameshark for every single non-competitive game that was listed in this thread. as a matter of fact, why bother tiering when i can enable invincibility and 255 damage per hit.:rock:

anyway, that doesn’t change the fact that the cleric can infinite the same bosses as the fighter and dwarf. so how are the F and D better than the cleric, again?

also, you said “infinites” w/out tools. pray tell what they are (besides the fighter’s rising against harpy and dark warriors that everyone already knows about).

Tiers for Super Mario Bros. on the NES:

God tier: Shrunken Fireball Mario

Mid tier: Mario and Luigi

Since someone mentioned X-Men on GBA, how about Capcom’s Marvel beat-em ups/ Platformers for the SNES?

MSH: War of the Gems:

  1. Spider-Man: Best movemnt speed, small target, very little lag on his attacks coupled with excellent range for a small character. His jump kick and combo finisher stand out. Also, his wall-climbing and web-swinging gives him access to more areas than the others.

  2. Wolverine: Speedy attacks and takes out single enemies very quickly. Some of his attacks leave him open in crowds, though, which is Spidey’s edge over him. He’s pretty much Spidey with some more attack options and riskier attacks. He’s also got wall-climbing, another plus.

  3. Iron Man: Awesome projectile as well as a double jump gives him excellent ability to creat breathing room for himself. His air combo is great as well. His ground combo is very lacking, though, and will leave him open. He’s the best for the aerial battles against the evil Visions.

  4. Captain America: A nerfed Iron Man. Has a good air combo that isn’t as good as IM. Compensates with a slightly better ground approach, but he doesn’t have IM’s amazing laser beams. He’s just average overall.

  5. Hulk: Slow and leaves himself wide open all the time. His range isn’t as long as you’d imagine for someone that huge, and his attacks don’t have that much priority, either. His jump attack is a bit of a saving grace, as is his shoulder charge, but he doesn’t stack up to the rest.

La Pucelle (SRPG for PS2) tiers:

Top Tier
Priere - High damage and great multi-target skills.
Dark Elcair - Same reasons that Priere is good.
Homard - Same reasons as the other top tier, and he tears up demon overlords with that special move that he gets late-game.

High Tier
Salade - Very strong skills and attacks, but lack of multi-target skills makes him harder to level up, and therefore less useful.

Mid Tier
Croix - Decent attack skills, but leaves too early.
Regular Eclair - Nothing really spectacular, and Dark Eclair is just better.

Lower Tier
Alouette and Culotte - Mediocre attack power. Magic is useful early on, but IMO becomes obsolete when you get to the post-game stuff.
Papillon - Crap stats from what I remember, but was good for being a distraction for enemy units if she’s a low level.
Those cat guys - Except for that one that learns spells super fast, those cats weren’t that good.

-I didn’t list monsters because I didn’t get all of them, so I couldn’t judge them. All I know is that Baal> Overlords/Succubus > Higher Demons (lobster thing/hekatons) > Everything else.

Continuing on Capcom’s Marvel SNES beat-em-ups, X-men: Mutant Apocalypse:

  1. Wolverine: The same as his appearance in MVS: WotG, but here he’s unopposed by Spider-Man. His ability to disperse enemies is amazing, especially in tight spaces.

  2. Gambit: Great range and speed on attacks, and kinetic cards can be fired in many directions from the ground. The only downside is the fact that he needs good space to operate, considering his scissor kick moves him forward and the kinetic cards are thrown slightly ahead of his body, making them a little awkward to use at times.

  3. Cyclops: Optic blasts are amazing. They’re almost enough to offset his slow movement (slowest character in the game) and lackluster ground combo. He can cancel his crouch attack into optic blasts, and his slide kick is also useful for a quick knockdown. He’s solid, but his lack of speed makes him plain unsuitable to some levels.

  4. Beast: Damage and good jumps offset his laggy moves. His ability to cling to certain cielings can come in handy. If it weren’t for his damage and reach, he would proabably be last.

  5. Psylocke: She’s fast and her slide kick and qcf attack are decent. Her combo and dp suck and leave here wide open. She’s really hard to use in tight spaces, because the slide kick is her only option, and it’s inevitable that you’ll miss at some point and get destroyed.

Guy, I sort of agree with the top, but the rest is pretty off I think.

Top:

Rockets - Huge radius and damage, minimal self damage. Pretty brainless most of the time.
Beam Rifle - Much like the Sniper. Personally I favour this. Not having to reload is a big plus, and the capacity to fire faster in specific situations (close flag stopping, for example, where it’s not important to be able to fire afterwards straight away) cannot be overlooked.
Sniper Rifle - 1 ~ 2 shot kill from large ranges. Pretty self explanatory.
Shotgun - Huge damage (and lunge) range. Up close this gun is like a fucking train. Highly stupid weapon.
Spartan Laser - Instantly kills anything on contact. Has a huge splash AND kill radius. Infinite range and no travel time. Slow charge stops it from being as good as the sniper.

High:

Missile - Like a shotgun and rocket launcher all rolled into one. Molests vehicles.
Mauler - A worse shotgun. Weaker and smaller range. Still has a quick beat down kill though.
Needler - Hold Butan, get point.
MGT - Kills extremely quickly up close, and comparably as quick as the BR from further away.
Gravity Hammer - Like the sword, but can damage from further away, and through walls.
Sword - Just not as strong as it once was. Up close if the opponent has no shotgun/mauler equivalent, they are going to die, surely. But this is not an effective way to play. Takes much too long to draw for it to really be used effectively.
Battle Rifle - 4 ~ 5 shot kills, high accuracy, large clip. Very versatile weapon.
Covenant Carbine - A poor man’s BR. It potentially kills faster, but requires more shots, and is thus statistically less reliable.
Plasma Grenades - Very high damage, and the capacity to stick.
Frag Grenades - Very versatile, and does sufficient damage to lower shields. Large radius.

Mid:

Spike Grenades - Highly unreliable damage, but can stick.
Brute shot - Can be effective at close range, but is unwieldy over longer distances. Extremely effective against vehicles.
Plasma Pistol - Not as effective as in Halo 2, but maintains the same features. Quick beat downs, medium range shield stripping and vehicle stunning.
Assault Rifle - Very strong with a melee, and overall fairly effective range for a gun of this type.
Magnum - 5 ~ 6 shot kills. Like a slower carbine.

Bottom:

Plasma Rifle - Plasma travels too slowly and does too little damage to be any good.
Spiker - Outside of burst melees this weapon is very unimpressive.
SMG - " "


Equipment

God:

Power Drainer - Rapes shields and vehicles, homes in, is constantly draining at the same strong rate until it EXPLODES. Absurdly strong.

Top:

Regenerator - Not as strong as the PD, but still renders every gun except power weapons, sticks and the needler a complete waste of time.

Mid:

Bubble Shield - Forgives running out into the open against all but the sniper. Very effective in objective games as cover, pseudo-choke points and base defence. Coupled with the sword, it CAN be pretty silly.
Trip Mine - Very powerful defence tool.

Bottom:

Grav Lift - Uh, I guess it lifts you to places.

Metroid Prime 2: Echoes
Weapon Tiers(at Emblem Lord’s request)

Top Tier
Annihilator: The only downside to this weapon is it burns ammo quickly. Other than that, it’s fucking absurd. Its rate of fire is second only to the Power Beam, its damage is through the roof, the straight shots home in on the nearest target, and it does double damage to both light- and dark-based enemies.

High Tier
Light Beam: It’s a weaker, more situational version of the Plasma Beam from Prime 1, but the quick rate of fire and long, reliable range make this weapon very useful. Mowing down enemies on Dark Aether is never easier than with this…well, until you get the Annihilator. But this is still a solid weapon.
Power Beam: This fucker got buffed so hard it’s crazy. It’s almost the new MP1 missile launcher. Being able to use a fully charged shot in about two seconds is much more potent than the time-dependent system from the first Prime, and it helps to take care of those fucking annoying War Wasps.
Power Bomb: MUCH more useful this time around what with the excessive use of Morph Ball-only puzzles. It also makes the final battle with the Emperor Ing that much easier when destroying its hardy chrysalis.
Super Missile: I found myself using this much, much more than standard missiles. It OHKOs a lot of things, and it’s very potent when dealing with irritating mechs in the Sanctuary Fortress among other things.

Mid Tier
Missile Launcher: It’s still good…sort of…right? Meh. This weapon is the most nerfed between MP1 and MP2. I still used it, especially when dealing with swarms of War Wasps and didn’t want to use the Light Beam, but it isn’t the haymaker it used to be. It’s kinda sad really.
Dark Beam: This will surprise Emblem Lord I’m sure. The Dark Beam is similar to the Ice Beam from MP1, but the rate of fire, along with the speed of the shots, is MUCH faster. I tend to use the Dark Beam exclusively against Rezbits, the most irritating enemies in the game IMO. Single shots were ideal at close range, making this one of the closest things to a melee attack I’ve ever seen in the Prime series.

Low Tier
Sunburst: The Charge Combos were hit(Super Missile) or miss(everything else) in MP2. Sunburst is no exception. The shot is inaccurate and very slow, and it doesn’t fulfill its desired effect as well as it should. I found myself preferring to fire the Annihilator at a crystal and watch the fireworks. Better.
Darkburst: This is arguably worse, but the same effect. I suspect it was designed with Rezbits in mind, but it just doesn’t add up to shit. Twenty Dark Beam shots or so take them out just fine.

Bottom Tier:
Morph Ball Bomb: Some things never change. I don’t get it. This weapon was godly for retreating in not only the 2-D Metroids, but Hunters as well. What happened? Oh yeah…no contact release. -_-
Sonic Boom: What, again, is the use of this thing? A shorter-than-short-range blast that takes five missiles, thirty of each ammo, and doesn’t even IK anything? Fuck that shit. That’s retarded. Worst weapon in the game to balance out the best, I guess.

MP2 tier looks good. I never even thought to use the Dark Beam on Rezbits haha.

You forgot to mention the Seeker Missile. Kinda pointless add-on IMO. I hardly ever see a reason to use it outside of random puzzles.

The Seeker Missile goes hand-in-hand with the Missile Launcher, and it was only really useful in certain boss fights and dealing with swarms of War Wasps(that was when I used it).
I was thinking of judging the Screw Attack as a weapon, but if I did, I’d put it at low tier which wouldn’t do the thing justice. It’s not good as an attack, but as a movement augmentation it’s obscenely useful.

Woooooooooooooooooooooooooot!!!

Don’t forget the usefulness of a Charged Dark Beam + Missile combo against Dark Pirates.

Light Beam owns their souls for free soooo much easier.

Not that I’ve found, at least not on Hard mode. Hard to get a bead on them without the Dark Visor, so the best way I’ve found to kill them is to Dark Freeze them and missile them before they can warp.

I avoided the Dark Pirates until I had the Dark Visor. When I had that I just Light Beamed them to death, or better yet, used the Annihilator.

Enemies in the dark world are toast once you get the A-beam near a crystal or beacon.

Screw Attack is lame as an offensive move but it can do some serious damage if you DO manage to land a hit with it. I say put in the list with a footnote about its movement capabilities.

Dragon Quest IV “Chosen Ones” tiers:

S Tier

Alena: She’s basically the “Queen of Crits.” On top of that, she’s fast and matches Ragnar in terms of power. If you want to kill those metal monsters, you have to have her in the party. Alena doesn’t learn any skills, but she doesn’t need to. Ragnar, on the other hand, could use a skill or two to make up for his shortcomings.

Kiryl/Cristo: Healers are usually top tier in RPGs, and Kiryl is no exception. But the real reason to use Kiryl is for his support skills, especially Kabuff. That spell will save your life mid-late game.

Hero (you): Of course, the hero has to have a great skill set and have good stats. The hero is the only other character besides Ragnar who can equip a lot of gear, and if you choose to be a female, you have even more options. You have access to some unique skills, mainly the Zap family of spells.

A Tier
Torneko: He has very useful field skills, and no MP is required. His battle skills also require no MP. The tradeoff to this is that you have no control over when he performs these skills. I’m not sure if they’re dependent on his luck. Torneko also has the Appraise skill, which is handy to have. Some of his comments are amusing, particularly his coments about some of the ladies’ gear. The only problem with Torneko are his average stats…not really someone to put in the front line, more like second or third.

Borya/Bray: The typical magic user with good offensive magic but low HP. Sap, Kasap, Acceleratle and Oomph are handy skills. He has some decent field magic, including one you can use to find hidden items. Not really needed though if you rotate the camera often, and also if you use Torneko’s “Nose for Treasure.”

B Tier

Meena: She’s an average fighter with the added benefit of healing and support. She also has access to tarot cards, but you’re literally playing with your life if you use them too often. Do not use the cards during major boss battles!

Maya: The opposite of Meena, she uses offensive magic. The only reason she’s B tier is because Borya has better skills overall.

C Tier
Ragnar: Sure, he’s a powerhouse and a tank, but he’s also slow and has no skills whatsoever. He has low luck, which means you’ll rarely get criticals out of him. In other words, you don’t need to use him when you have Alena. Alena has the attack, defense, and HP, plus high luck so the crits keep coming. Ragnar is already obsolete by the time you get Alena, and you get him last.

Guess I’ll do tiers for Saturn’s first US-released RPG: Mystara/Blazing Heroes.

I’m leaving out a specific character on purpose.

-TOP-

SAURA - One of only two healers in the game and she’s with you from start until end. Also a fantastic offensive spellcaster with the highest INT in the game. Her MP is a bit low compared to Vargas, but she’s got better HP, Defense, evasion (higher Luck, and I think higher speed), and her weakness (Dark magic) really doesn’t matter much since her Resistance is very high. Pretty much a critical character, at least until you get Vargas.

ASHE - In dragon form, he is a terror. His offense and defense abilities are through the roof and gets flight. That’s enough to put him as the #2 character. His human form isn’t bad either, although his defense could be better. High Energy (that’s movement, folks, but is also required for most multi-hitting weapon skills) and a high critical rate (high speed growth) makes him a better spear user than Ferral, and he also gets access to Special (assist) magic, too. Versatile AND powerful.

-HIGH-

VARGAS - The other healer in the game. He joins a little after half-way through the game, which is why he’s not top with Saura. He’s more versatile, having all magic types (ATK, HOLY, SPC) and noticably more MP than Saura. He’s more frail, though, especially since Hand-to-Hand skills can kill him easily. His spell damage is also slightly behind Saura’s.

RAIKO - Best fighter that’s not named Dragon Ashe. He’s great in every stat except Resistance, and he has extremely versatile movelists (Ninjutsu and Hand-to-Hand). Really not much else to say, except that he’s forced into nearly every battle.

-MID-

ARAGON - Not really overpowering, but he’s reliable. He’s a fighter/mage, having both Sword skills and Attack magic, though his offense can’t compare to Ferral’s or Raiko’s, and he has less MP and INT than Saura and Vargas. He does get a neat trick: Magic Sword techniques. Basically, they’re concentrated spells on a single target. Good for ranged magic attacks where you don’t want to blow away all your MP. He’s got good defenses, though, along with the highest luck in the game and 7 Energy. His mind magic vulnerability is irritating, though. Like Raiko, he’s with you in nearly every battle.

GALFORD - The best bow user by far. He’s the only archer with 7 Energy and his attack and defense are higher than Aletha’s and Hector’s (not great, but decent enough that you don’t have to worry about him). His evasion and critical rate are high, and he gets the unique and fairly useful Steal line of techs.

FERRAL - I used to underrate him, due to his having 6 Energy and Spear skills (which are energy-intensive), but I realized that he shines with Hand-to-Hand. Better attack and HP than Raiko; if he had 7 Energy, he’d be above him.

-LOW-

FEONA - She’s pretty much on par with Aragon as far as fighting goes, except she has overall worse defenses and only has 6 Energy. She does get Hand-to-Hand, which is good, but so do two other (and better) characters.

ALETHA - She’s extremely frail, and does low damage with bows. 6 Energy, too. Special magic is good, but you’ve got other characters who can use this without being a burden.

KATZHAI - Flight and 7 Energy are his only good points. His attack is average and he has low defenses (especially against arrows and spears!). He doesn’t even have a high critical or evade rate. Only has Ninjitsu techniques, but at least it’s a versatile line.

-BOTTOM-

KORD - The issue with him is that he’s all defense and no offense. His HP and Defense are superb, even though he doesn’t wear armor. His attack is very high, too, but… he only has Hammer techniques. There are very, very few techniques in this group and most of them are energy intensive. Guess what? He has 6 energy. He’s stuck using the basic Hammer attacks and thus can’t even take advantage of his high Attack score. Oh, and he gets frozen a lot by Water spells.

HECTOR - Ugh. Pathetic attack, pathetic defense, pathetic energy, pathetic… everything, really. Well, at least he has Archer skills, so perhaps he doesn’t have to stand too close to anything that can kill him.

Class tiers for Bahamut Lagoon?

I’m gonna post tiers for the form change system in Megaman Zero 2 for the GBA.

Top Tier - *** Ultimate Form* - Obvious. It has above average stats in all areas, defense, attack and speed. Its essentially an upgrade of the default form, making it obsolete. You can also use commands to use charged attacks instantly. Too bad raising and using all the elves in the game will take most people more than one playthrough. Still given the zen-like/master-it gameplay of Zero, this isn’t that much of a problem.

  • X-Form - Anyone who says they don’t use the buster in this game is fooling themselves. Anyway, this keeps your default stats, but supercharges your buster attack and makes clearing stages and picking off that last bit of health on bosses all the easier. Still, Ultimate form has it beat by way of it improving everything.

*** Mid tier** - *** Defense Form** - Yes, it rapes your attack power, but your buster is unaffected at least. Still, you can basically turtle your way through the game with this. In tandem with energy form you can be nigh unkillable. The reason it doesn’t get tops is because by the very nature of the game, you’re not supposed to take damage anyway - keeping that zen state, clearing stages fast as possible, etc. is the whole point of excelling in a MM game.

*** Active form** - that rolling slash is fun and can kill lower grunt enemies like me going through biscuit sandwiches in the morning. Plus it maxes out speed rating and keeps your other stats the same.

*** Power, erase, rise** - power lets you do powerful single hit stuff in exchange for your regular combo, rise is nothing special but not bad, and erase is good for getting rid of stuff you weren’t able to evade in time, as well as a slight boost in defense.

*** Low tier - ** - *** Proto form** - this is your default form on hard mode; its what makes hard mode, well hard! You take damage like a bitch, no combo, can’t charge…its a suckier version of power and that form isn’t great in the first place.

*** Energy form** - well, it raises your attack power slighty, but other than that not great. Still a must have for going back to stages and getting enough energy tanks and stuff. For practical use, combine with defense form.