Naw. Fio’s a lot of fun and my personal favorite, but Ralf can survive two hits and destroy a lot of dangerous enemies very quickly with his Vulcan Punch.
Actually truth-be-told all of the characters have their uses except for Clark really. Earning S ranks on all the Combat School stuff will require everyone at some point (again, except Clark… really what was the point behind him?).
doin the back breaker on guys in metal slug = to much awesome. of course, this is assuming you dont need to take 2 hits with ralph to win in the first place =P
For the actual main game, I use only Fio. I recognize Ralf’s potential, but he’s not my thing. Besides, Fio’s been one of my holy trinity of SNK females for a long time. Shares that pedestal with Akari and Athena.
Yeah for the main game I would say Ralf and Fio are about even, and Fio is definitely my personal favorite character as well. One thing to consider in tiering though is that in Combat School, you get infinite ammo on weapons. This removes one of Fio’s two advantages while at the same time renders Ralf’s disadvantage moot. Not to mention that some Combat School scenarios are handgun-only.
As a player who was a top realistic mode player in the 1.3.1 days back in 2006, I must object. Though the spas was good it’s certainly not top tier… I was a SPAS/MP5 mainer, leader of ICE team. Though the patch may have changed it, this is how it used to be:
PRIMARY WEAPONS S Tier:
Ruger - Most teams made a POINT of having a good ruger player, hence the A rank. fast, clean, accurate 1-hit kills. good fire rate for what it is, basically a significantly better barret without the zoom. No other weapon had such status. Many top players used Ruger and another weapon. I remembered fearing {WG} clan’s ruger players
Steyr - highly accurate and probably the most direct counterpick to the ruger (and coincidentally barret). fast projectiles. very little gravity arc. good damage. EXCELLENT for zoning. many projectiles means good bink (when you get hit by a projectile your crosshair gets bigger and it gets harder to aim) properties against ruger and barret players.
A Tier:
3) AK47 - Many top players used AK47 (<DN>Kasto), as it has a relatively good reload time and good accuracy and good damage per shot.
4) HK MP5 - good fire rate, very underrated accuracy. the recoil is very low if used correctly. unlike other weapons if you tap the mouse as fast as the gun can fire it’ll still fire at maximum speed but the recoil will be much less. small clip but very fast reload time. versatile, has no bad situations, just has no particularly GREAT situations either except maximum close range but SPAS and Deagles do that slightly better. Much like Ken in third strike would be without SA3, not top tier but a definite contender just because how well rounded he is.
5) Spas - faster fire rate than the ruger, but less damage and significantly less accuracy and gets much worse over range. advantages are the fast reload of a 1-shot per reload nature. disadvantages include the bug where if you are reloading and you fire the shot is highly inaccurate because your character holds the gun differently. a major advantage is its zoning abilities because of its large projectiles. disadvantage fighting uphill. a major major major advantage is the movement speed bonus gained by a good spas player, spas players will fire the gun behind him them while moving and the recoil combined with good bunny hopping techniques will make a good spas player go much much much faster than other weapon users (making the range issue less of an issue). SPAS has a “blind spot” directly under the weapon where you can only fire a little to the right or a little to the left of directly below you, but not EXACTLY directly below you. Controlling the vertical is key to good SPAS12 use. THEORETICAL advantage that was never replicated in a real clanwar that would push the SPAS up to top rank: The flag is propelled by projectiles when hit, and the velocity is determined by the number of projectiles hitting it. All other guns propel it not very far due to the 1 projectile per shot but the spas12 being a shotgun fires many pellets and does a large amount of momentum transfer to the flag, propelling it often all the way across a map at very high velocities if a shot is fired after throwing it at a certain angle. Before I quit I tried training this but the major problem was that it was very lag-dependent so if i practiced it on one server the MILLISECOND timing required was DIFFERENT on a different ping server. I was never able to master this technique well enough to use in a cw, but if I would’ve it would’ve been ridiculous. I HAVE heard that 1.4.2 has less lag issues so if this is true then it may now be possible. the gun has inherently worse risk/reward than most guns though.
B Tier:
6) Deagles - high risk in my opinion. good players used it, but not many. I honestly don’t know enough about this gun. I tried using it and sure i could go 3.0 k/d rate on random public servers but that doesn’t mean shit against good players…
7) Minimi - reload time is much too high. bad at zoning due to high projectile speed. sure, it’s EASY to use at low levels, but you might as well use a ruger if you’re going to use this. It’s like picking sean, why the fuck would you do that when you could pick ryu or ken and have basically the same shit but better???
C Tier:
8) Barret - Only 2 good players I knew used the Barret, and neither were the BEST players, though VERY good. Nazgul (the only good clanless player, though was a former <DN> member) used a Barret/Pistol because pistol complemented the barret’s reload time. <{NuC}>Deathdancer used Barret/Knife due to the thrown knife being a good secondary instant kill and generally unpredictable. Barret is hard to use because good sniper spots are known, barret makes a sound when you zoom, a single stray shot makes you unable to fire accurately for a long time due to bink, if you overuse it people will counterpick with steyr quickly or just predict you. it’s inherently high risk. you also can’t use it while running because it’s highly inaccurate so good players have to master a certain movement pattern that involves jumping and then stopping all controlled movement and only gliding on momentum and firing at the same time. very easy to zone barret players. camping in a single place is a predictable instant death strategy. good players didn’t need zoom to know where you are, they could just predict and listen.
9) M79 - terrible weapon, completely useless offensively. People who used M79s in clan wars didn’t use them offensively but rather used a socom as their primary weapon and then were flag runners who used m79 jumps to propel themselves with the flag across the map. this wasn’t very common either, and not that effective due to the high self-damage
F- Tier:
10) Minigun - i agree. terrible weapon, inaccurate, low damage. mostly used in humiliation much like Dan.
SECONDARY WEAPONS S Tier:
Knife - nearly all top level players used Knife as it’s a reliable and accurate 1-hit kill and very good for zoning and unpredictable. very low risk as there’s no recovery time on throwing one and even if it doesn’t hit it lets grenades and bullets zone you further.
B Tier:
Socom - Basically a weaker mp5… a good complement to the slower firing weapons like barret and spas. I used the Socom. Sometimes to catch fleeing flag carriers using the socom is prefered over the spas since firing the spas forwards repeatedly slows down your movement.
C Tier:
M79 LAW - very very few players used it, primarily used as a predictive sniper weapon (Also good for killing flag carriers fleeing your base from several screens away). again, good players didn’t need zoom to know where you are, they could just predict and listen.
F Tier:
Chainsaw - i agree. terrible weapon, inaccurate, low damage. mostly used in humiliation much like Dan.
Sonic Rivals Tiers:
Nobody really sucks in this game fortunately. Not true of the sequel though.
Special Metal Sonic: Metal Sonic is a unique case with a special that puts him outside the tiering. His Copycat duplicates whatever opponent he is facing, effectively turning any race into a mirror match.
Top Sonic: His Sonic Boom special is a great way to increase your lead while in first, or close the gap when behind. The fact that it also provides invulnerability just cements the deal. Silver: As much as I hate the character, I have to admit his Psychokinesis special is pretty good. It scrambles his opponent’s controls, and not just the typical left = right of most platforming games. One time, it could make the jump button become move right temporarily, the next time it might be down to move right. Can be completely debilitating at times.
High Shadow: Chaos Control slows your opponent down, basically meaning it’s the opposite of Sonic’s Sonic Boom. Shadow doesn’t get invulnerability from his skill though, so he’s in a lower tier.
Mid Knuckles: Hammer Punch sends out a tremor that stuns the opponent (even if they are in the air at the moment). It’s really not a bad special at all, just slightly less useful than the others.
Sonic Rivals 2 Tiers:
While most of the characters kept the same specials from the previous game, a few modifications to the manner in which specials are earned and executed coupled with the new characters has caused somewhat of a shifting in the tiers.
Special Metal Sonic: Metal Sonic still uses Copycat to turn the race into a mirror match, placing him in a unique position outside the rest of the tiering.
Top Sonic: Sonic Boom is still good, but you do have to be a little more careful about where you use it this time around. Silver: I still hate Silver, but Psychokinesis is still a good special. Shadow: With the changes to how specials are performed, Shadow and his Chaos Control are pretty much on-par with Sonic and Silver now.
Mid Tails: As expected, Tails can use Tail-copter to fly. While this isn’t a massive speed boost or an enemy-destroying special, it can still be used to skip certain sections of racetracks when used at the right time. Decent but not great. Tail-copter also makes Tails the best choice for collecting Chao in free play mode. Rouge: Bat Shield summons four bat-shaped bombs to circle Rouge like a protective barrier. They will destroy enemies, damage the opponent, and absorb thrown power-ups for the few seconds that they last, or if Rouge is behind they can be hurled forward as homing explosives. The limited number and duration keep them from being more useful in races, though in battle mode they can be completely devastating if you can manage to charge the meter before winning/losing the match through other means.
Low Knuckles: The only character to get a new special, and it’s actually worse than before. Knuckle Slam creates a barrier of fire around Knuckles, granting temporary immunity to most things and damaging opponents and obstacles if they are nearby. Rarely will you be in a position where this can help take the lead, though the brief invulnerability can be useful if you are already leading. Still pretty suck tier.
Bottom Espio: Chroma Camo makes Espio invisible. Yep, that’s it. He will disappear from his opponent’s radar and screen, and homing attacks won’t work on him for a few seconds. Entirely worthless in race mode. Somewhat useful in battle mode, but how often do you get a special before the battle is over anyway?
I just realized that Remy Saotome missed a detail about Fio in Metal Slug 7. Not only does she have twice as much ammunition, but she’s also the weapons expert. The way that this reflects on gameplay is that she can take out armored enemies in half the time because her weapon shots actually do more damage. In the same way that Marco does double damage with the handgun, Fio does double damage with everything else.
It says in the manual that she has that, but test it out. I don’t actually see it in-game. You can test it out in some of the timed Combat School scenarios where a special weapon can be grabbed almost immediately. I didn’t notice a lick of difference in Fio’s damage output vs any other character’s.
I posted tiers for the characters a few pages back, but how would one tier the Personas? Doing it by each individual persona would be too much work, but tiering them by their arcana would be more manageable.
The difference is in her damage versus armored opponents. It takes Fio a little bit less time to destroy shields with any given weapon than it would for, say, Tarma. Her rate of fire is also greater, which means that yes, Fio burns through ammunition, but it makes her fucking deadly with a weapon like the heavy machine gun or the super grenades.
I’m dead serious: Test it out in a timed mission in Combat School. Pick a timed scenario, say Mission 1 boss. Instead of turning on her HMG immediately, use grenades to get the one that drops from the boss. Then do the same with a different character and compare completion times. I know what the instruction manual says, I don’t see it in-game.
I did do that. I completed that mission with Fio, then did it with Tarma, then did it with Eri, then did it with Ralf. My time with Fio was faster than my time with anyone else.
Yes. I think that the difference is really slight, but it’s noticeable enough to make Fio the character of choice for a lot of levels. I just don’t see how Ralf outdoes her with a melee attack, given how anti-melee Metal Slug has always been.
I just noticed that the difference in firepower is more apparent when you have Fio using ballistics weaponry, especially the super grenades or the shotgun. Also, why the fuck does the rocket launcher have to be so fucking bad?