God Tier:
Long Jump
Mid/Low tier:
Everything else.
God Tier:
Long Jump
Mid/Low tier:
Everything else.
Youâd think so, but itâs harder than that. The Long Jump is definitely the best tech, but there are other really badass ones like Instant Jump Kick and Running Tackle.
Everything else is situational in use though, the only time youâre going to be using attacks is if you stop and attack something, which isnât really necessary.
If youâre navigating a level, long jumping is all youâre going to be doing. Although Wall Kick should get high tier for the amount of short cuts you can get with it.
Hereâs the list.
Top Tier
Long Jump: This is the most useful and beneficial technique in the game. The speed boost you get when performing this move, as well as the glitches that abuse that speed, are invaluable, as are the incredible amount of ground you cover with just one jump and the amount of control over the jump that the player has.
Running Tackle: There is rarely an excuse to use any other attack, but the need does arise sometimes. That said, the Running Tackle is the best attack in the game because itâs quick and can be canceled into a flip that returns Mario to a standing or running position. Deadly, deadly stuff.
High Tier
Side Somersault: This is the reason that the Triple Jump is nigh-useless. The Side Somersault can be performed in the tightest of spaces and you can cancel it into a Jump Tackle for what I call the Body Splash, which is an amazing combination technique. Learn to use this. It will save your life.
Jumping Tackle: The best attack to use from the air, this can cause a dramatic speed increase and destroy multiple enemies at once. It lacks the âhit the ground runningâ appeal of the Running Tackle, but while its jump cancel is slower, itâs still there. Overall, this is the most destructive attack in the game, but not necessarily the most useful.
Ground Pound: This is a fucking life-saver. No matter how far you fall, just hit Z before you touch down and youâll take no damage at all. As an attack, itâs not particularly useful, but a lot of the puzzles and some boss fights are centered around it. Good shit all in all.
Mid Tier
Double Jump: This jump scales with momentum, and it gets Marioâs feet higher than the Long Jump and standard jump do. Also, it can be height-controlled by the pressure-sensitive buttons, which is great for the Instant Jump Kick.
Instant Jump Kick: This is a combination technique, and I donât have any others on here because this is just that damn essential. Hit jump and attack at the same time and Mario will perform his jump kick two inches above the ground. Itâs broken as shit because you can use it while losing almost no momentum, which made it even better than the Running Tackle in many situations.
Wall Kick: The novelty of this tech is everywhere, but do you catch yourself using it that often? It has its uses, donât get me wrong, but I get the distinct feeling nine times out of ten that when I use it, Miyamoto wanted me to. I hate doing what that bastard wants.
Slide Tackle: Except on speedruns of slide-oriented levels, I never use this, and neither should you. Granted, itâs cool to see Mario do it, but itâs only really good when youâre doing slide levels. The thing is, in those levels, itâs fucking unbeatable, which lands it at a solid mid-tier.
Low Tier
Single Jump: It has its uses. Short hops are fun and tend to keep momentum goingâŚenough. Still, it seems like itâs an all-too-basic technique, and I donât really find myself using it often. Long Jump more, single jump less.
Triple Jump: Yes, itâs cool, but the Side Somersault is so much more effective. The Triple Jump needs a fucking air strip to be activated and while you can cancel it, you can cancel the Side Somersault better, and itâs easier to do from standing. It has limited use, though, in levels like Shifting Sand Land. Iâve gotten some mileage out of this tech, but not much.
Punch Combo: The only use this shit has is to time it so that only the first punch comes out, then tech chase enemies that you have to grab, such as the bunny, the monkey, or those purple dipshits that you have to pick up and throw. The second punch and the kick at the endâŚnot really. Donât use them. Ever.
Bottom Tier
Sweep: This shit is completely worthless. LikeâŚcompletely. Yes, you can attack enemies and decrease the size of your hitbox, but itâs so goddamn slow! This game is all about momentum, and any tech that requires you to be at a full fucking stop to use is probably ass.
Crawl: This is a great newbie technique, but the better you get at the game, the less youâll need this shit. 'Nuff said.
Endgame Triple Jump: The absolute worst technique in the game, this is a sparkly gay pride parade that canât be canceled into jack shit and has no benefit other than absorbing fall damage. The Ground Pound already does that shit, so why bother? Donât visit Yoshi once you get all the stars. Just farm for lives in Lethal Lava Land. Itâs better that way.
You trade Running Tackle and Side Somersault and you nailed it. And Wall Kick is used to get plenty of stars that would otherwise result in pointless navigation, so that should be higher too.
Yeah, true. Let me revise itâŚshorter this time.
Top Tier: Long Jump, Side Somersault, Running Tackle
High Tier: Jumping Tackle, Ground Pound, Wall Kick
Mid Tier: Double Jump, Instant Jump Kick, Slide Tackle, Single Jump
Low Tier: Triple Jump, Punch Combo, Backflip
Bottom Tier: Sweep, Crawl, Endgame Triple Jump
I put Single Jump in mid because itâs actually a really versatile move and leads into Instant Jump Kick, Jumping Tackle, and Ground Pound, so itâs a means to an end. Also, I forgot Backflip. I put it in low because you should really just be using Side Somersault anyway, but itâs good versus Whomp and Whomp Juniors.
Yeah but again nobody will spend that much on a Ocean Seal because it can be found. 50,000 is A LOT of gold without AA. Matter fact I donât think itâs possible, hell getting Farina is pushing it at 20k (and I donât think nobody is gonna do that in HHM with no AA). The funds rating is stupid anyway, I remember I had like 200k/g or something off AA and it only gave me 3 stars at the end. Dart > Farina of course, but still the pegagus knights are very good in FE7 (better than the wyverns at least).
Solid points over Canas. I donât know why I just canât trust Lucius in HHM - the RNG screws you over so many times in this game (but not more than FE6 though). With bad luck growth his only asset when it comes to dodging is his speed cap. I once got hit by a 36% Basilikos, and that OHKOâd him
Since Paladins are so versatile I wouldnât think Kent would drop down to a low in general. But Sain/Lowen combination would work better than say Kent/Sain or Kent/Lowen, using all 3 would be a preference of course but in the end it really isnât required for you to do so.
In that case I question why Rebecca isnât the same tier as Wil. Her base stats are pretty bad, though her potential is excellent. But in HHM, itâs even more tougher to get her going than say Wil if you wanted an sniper on your team. And since thereâs no AA, there will be little chances for her to defeat enemies without having her exposed to Cavaliers.
Eliwoodâs mid game performance is solid at best. He needs promotion asap though, the use of lance vs lance will nullify his hindrance of being just a sword user. Depending on his RNG strength growth he could still have his troubles though, since upon promotion he gets like a âEâ or âDâ in lances. Use of the Iron Lance and Steel Lance at that stage of the game is troublesome, since the damage wonât be all that great.
Matthew isnât what I would like to think as a fighter that can make an impact, so being close to Guy all the time is risky in HHM (and he too is exclusive to swords, so that doesnât help). Pris is also risky because without AA healing is the only way she could level, sheâll have to heal like 10 times per level to achieve a level up. Thatâs difficult to do without AA as to where she can get say 20 heals for 2 levels.
Same for Serra. If you want to promote her at Lv10 then sheâll lose her maximum potential - youâll have to do A LOT of healing if you want her at Lv20 unpromoted. Luckily guys will be getting injured left and right, so healing will be need anyway. But if you have two healers out there then which one do you want to get at Lv20 then becomes the question.
Enough to top them though? They cannot attack and are just liability on the field as some of the other weaker characters. The problem is that their supporting options require them to be close to a character at all times. Thereâs not too many good maps you can utilize them well in HHM, especially on the maps filled with Wyverns/Paladin movement stats.
LOL ok you win on the silver card, forgot about that damn thing. Itâs a blessing. But other than that, Matthew would be a sure low tier.
You donât need much space, really. Just enough to give yourself some forward momentum before the third jump.
Still pretty useless, though.
What is this a tier list for? Fruit Bazooka makes me think of DK64, but Speed Shoes makes me think Sonic.
Crash.
You need more space to activate the Triple Jump than any other tech in the game, so itâs more of an air strip when you compare it to the space you need for a Side Somersault.
@Fir:
Funds rank depends on your Gold plus the value of all the items you have (prorated based on durability, of course) from what I hear. Using the Ocean Seal does lower your effective Funds by 50,000.
As for Rebecca, what saves her are her awesome speed and luck along with better support options (Lowen is the best option of course. Raven is a possibility, and is better than Wil/Raven since Ice/Fire > Ice/Wind; you get full evade out of it. I guess you could go with Sain, too, since Wind/Fire isnât too bad.). Her attack problems are more easily fixed than Wilâs potential speed and evasion problems Iâd say.
Serra gets to Level 20 easily, due to coming out of Lyn mode around Level 7 or so, and being around earlier than all of Lynâs troops (sans Matthew). Combat experience is harder to acquire in the Hard difficulties (EXP scales down vs. level at a very large amount in Hard mode). Your healers do level up pretty quickly. In fact, I usually have Serra at 20/1 by the end of Hector Chapter 21.
Canât really argue much more on the Nils/Ninian thing. I guess youâd use the extra turn to kill whateverâs going to kill Ninian. shrugs
Matthew probably would end up somewhere near Legault (probably above him) without the Silver Card. Heâs still a thief, and heâs there early on. You can always drop Matthew once you get Legault.
V will probably correct me here, but from what Iâve heard and read, the general agreement is something like:
GOD:
Cleric
Druid
HIGH:
Wizard
Sorcerer
MID:
Paladin
Ranger
Barbarian
Bard
LOW:
Monk
Fighter
Something like that.
These are correct.
Sorcerer belongs in a tier by itself, under Wizard but still ahead of the non-full-spellcasters. Call it âUpper Mid,â probably.
Paladin should be in low tier with Monk and Fighter, but other than that it looks right. Except you forgot Rogue (which would be in mid-tier).
I would do a tier list for 4e, but that oneâs still very much in flux. Only the Martial classes even have their dedicated source book out right now.
Iâll agree on everything except maybe the speed shoes, primarily because when youâre gunning for % at the end of the game, they become a necessity. The only real reason why I can see you put Speed Shoes as low-tier is that, if you become too impetuous, itâs pretty easy to kill yourself.
Iâm on break after tomorrow, so maybe Iâll work out a tier list for Kongai, aka Sirlinâs other card game. Iâm not the best player (but rank points mean jack), but I think I have enough experience with the characters to work something out.
I personally think the Ground Pound is better then the Side Somersault. Just me though.
Musourenka:
Oh it also depends on weapon durability? I remember using up all my stat boosting items and that also lowered my funds rating. Most secret shops have expensive items in them so without that silver card my rating takes a noise dive also.
Gah supports. I keep forgetting about them, but how do you figure out who goes well with who? Since Iâve been playing a long time I already know who goes well, but I donât know exactly why.
Ugh another good point, it takes me a little longer because I always want to train Pris also.
I mean even FE7 veterans will be tested in HHM. Nin/Nils isnât a bad idea at all, and theyâll probably survive and a steel/silver lance blow (unlike FE6 Lalum), but since they cannot directly attack - tops is pushing it for me. They could more trouble than theyâre worth.
Not to mention the only thief, and chest will require unlocking for the funds rating also. Keeping him alive is still troublesome at best, youâll have to do some major planning since the enemies are positioned different in Hectorâs tale (and the thing is, itâs not to matthewâs liking)
Canât believe I forgot about the Rogue. I didnât think Paladin was low-tier, though. Thought they were actually good damage dealers and had okay abilities? Honestly, I thought that Bards were considered the third-worst class (arguments mainly rested on their weak fighting abilities, fairly weak magic, and only âokayâ support ability), though certain builds (Diplomancer or Sublime Chord, off the top of my head) rock.
4e is definitely in flux. However, it doesnât (as of yet) look like any class is truly weak (ala Monk and Fighter); balance is so far better than 3.5 and massively better than 3.0 and 2. Iâd put Warlord as the top right now (seems to be the most effective and most versatile leader at the moment). Fighters are, to my knowledge, the best defenders right now, so theyâre near the top too. As for a low tier, Paladins are lopsided in that they donât really have an effective STR build â they need to go CHA. I hear Avengers have some problems as well (havenât read through the class though).
Thatâs really all I know. Havenât really run through the PHB2 to make any judgments on the classes there.
@Fir:
Affinity determines what bonuses you get from supports. Itâs like this:
Anima = +0.5 Attack and defense, +2.5 Avoid and Dodge (Critical evade)
Fire = +0.5 Attack, +2.5 Hit, Avoid, Critical
Thunder = +0.5 Defense, +2.5 Avoid, Critical, Dodge
Ice = +0.5 Defense, +2.5 Avoid, Hit, Dodge
Light = +0.5 Attack and Defense, +2.5 Hit and Critical
Darkness = +2.5 Hit, Avoid, Critical, Dodge
Wind = +0.5 Attack, +2.5 Hit, Critical, Dodge
Decimals are rounded down. When you have a C support with two characters, add the bonuses from each characterâs affinity and thatâs their total support bonus. B rank doubles this, and A triples it.
Each character also has a certain ârateâ at which their support levels increase. Serra has slow-ass support with anyone thatâs not Sain and Lucius, for example.
Generally, stat preference is Avoid > +Attack > +Defense > Critical > Hit > Dodge
Hence why Anima and Fire are the best affinities and Wind is crap.
3.5 Paladins were hamstrung by their lousy spellcasting progression and the simple fact that Clerics could do everything Paladins could do and do it about 10x better. As for Bards, they were definitely considered weak except for a couple builds, but then again, compared to the full spellcasters, everything was weak in 3.5.
Definitely so.
In Street Fighter terms, 3.5 is like Second Impact only worse, with Clerics and Druids being Ibuki and Akuma, Wizards and Sorcerers being Sean and Ryu, and everyone else being, like, Hugo or Urien.
4e, on the other hand, is like Super Turbo. Nobody is Akuma. Rangers (which Iâd place top-tier at the moment, actually) are Old Sagat. Paladins and Warlocks are Cammy or T. Hawk ⌠someone has to be the lowest, but theyâre still viable. Unlike in 3.x, suboptimal in 4e doesnât mean youâre worthless.
Pretty much, although Iâd put Rangers at top-tier as well. But as I said, with Martial classes being the only ones that have their source book out right now, of course theyâre going to be top. As for Avengers, while they are the lowest-damage Striker and require more party coordination than usual to shine, they also have potentially the highest defenses in the game, even higher than Paladins. Iâd probably place them at low-tier myself, but again, that doesnât make them suck.
Barbarians and Bards are looking good, too.
Late Night informercials:
S-tier: Magic Bullet, Freedom Auto Depot (a Chicago car dealership)
A-tier: any kind of fast-roasting/grilling device (especially the Flavor-wave, which has Mr. T talking in front of a crowd of housewives)
A minus-tier: regular food infomercials (such as ones for knives or specialty foods)
B-tier: sex devices (they sound interesting, but each one is really variations of the same device over and over again and they donât show anything interesting)
C-tier: workout ads, because they remind you of how unhealthy you are
Bottom-tier: education ads; any variation of âmake more moneyâ ads; real estate
Fire Emblem Shadow Dragon Tiers
God:
Nobody
Top:
Abel
Frey
Cain
Marth
Barst
Merric
Sedgar
Xane
Wolf
High:
Ogma
Nabarl
Hardin
Julian
Nagi
Catria
Up Mid:
Athena
Lena
Cord
Vyland
Caesar
Palla
Jake
Beck
Shiida
Gordin
Low Mid:
Castor
Matthis
Radd
Horace
Minerva
Jeorge
Tiki
Rickard
Draug
Roger
Gotoh
Low:
Wendell
Jagen
Wyrs
Maria
Boah
Etzel
Darros
Bord
Dolph
Ymir
Linde
Elice
Bantu
Est
Bottom:
Norne
Lorenz
Astram
Samson
Macellan
Midia
Arran
Roshea
Tomas
Notes: Pretty much the same as Serenes Forest, which I feel is the most accurate on the net. But still I made some changes, this is not considering class swapping or AA.
C1: Nobody is god in this game. Not even Wolf or Sedgar, whoâs base stats are bad and are premotes.
C2: Nobody is shit/fail. Even Est.
C3: Nerfed Manketes. Batu and Tiki shouldnât be ranked high for usage of the dragon stones.
C4: Catria and Palla should not be in the same tier. Palla has speed issues, an important statistaic.
C5: Athena and Narbal should not be in the same tier. Unless Athena CS into a pegasus knight Narbal should top her in the long run.
C6: Gordin is an ok unit. Snipers are a good class in this game, so he deserves more credit.
I think I wanna nerf Julian also, since Marth has to carry the Fire Emblem. Also edited some mistakes on characters :x