EDIT: The mechanics are detailed here, but the tiers are outdated. Read further on for a clearer analysis.
So now Iâm working on some tiers for Cosmic Carnage. This game is fascinating. From the weird pre-Rumble Fish animations, to crouch-walking, to the armour system, itâs shockingly intricate. Plays pretty well, too, if you can deal with its trademark slowdown. Standard mixups, throws, juggles, fireball/DP and cancels are here in full force (though they must be done rather lateâitâs a strange sensation).
Characters come in two flavours: Soldier, or Fugitive. Soldiers can select different pieces of armour to mix up normals/specials and reduce chipâbut if damaged enough, lose the armour (and their specials with them). Fugitives have no armour, so they always take chip, but canât lose any moves.
A word on mechanics: there are no overheads, but there is a way to hit crouchers with standing normals. When you crouch in this game, thereâs a brief pre-crouch period (and while-standing); this applies to crouch-walking as well. During this period, you canât blockâif you were blocking low and stay blocking low, youâll recover from blockstun immediately into pre-crouch and become momentarily vulnerable. This, in effect, allows any high attack to operate as an overhead. One can avoid this by switching to high guard during blockstun, but this of course leaves you open to lows. Pretty swank stuff for the time.
EDIT: This quirk applies to standing guard as well, but the timing for this vulerable gap changes slightly depending on the normal and the characters in question. Itâs not 100% guaranteed, as far as I can tell, but it sure does make corner pressure scarier.
EDIT II: This quirk also applies to landing from an air reset. Anti-airs hurt a lot.
EDIT III: This game has âstickyâ recovery: trying to attack too fast when switching from crouching to standing (or vice-versa) will cause a normal of your current elevation to come out instead. This can affect punishes, and is probably a side effect of the quirk mentioned above.
Cosmic Carnage Tiers
A-Naruto, Cylic, Zena-Lan
B-Deamon, Tyr
C-Yug, Talmac, Naja
For the sake of notation, Iâll define Arm/Body/Leg options with Light/Heavy shorthand, like HHL or LLH.
[details=Spoiler]Naruto: If every character were like Naruto this game would be wild. Heâs the only character who can dash, but it operates in an unorthodox manner: he can do it forward and backward, in the air and diagonally upward. He canât do it into normals, but it recovers instantly if he reaches the opponent. It also counts as a special move! This means he can pressure with normals, cancel them into the instant dash for more pressure, the upward dash for sorta-instant overheads, or extend combos by dashing out of recovery. It gives him outrageous corner potential, huge mobility, and all sorts of nasty stuff. Heâs a blast. Currently, I find his best configuration to be HHLâHeavy Arm DP rounds him out more nicely than Light Bodyâs spin kick, and more armour is a plus. Light Legs give him good ground combo potential. LHL is okay, too, as 6326P fills out his otherwise-vacant zoning options.
EDIT: Heavy Body gives him 646C/Z, which is essentially an unblockable that knocks the opponent fullscreen. If you use Light Arms he can go back to zoning, or you can just dash in and maintain pressure. Light Arms also has an easier time doing combos thanks to his longer jabsâI suspect many possible infinites exist with this character. Naruto is also among the lightweightsâhe air resets unusually slowly, giving opponents lots of potential juggles against him.
EDIT II: His 646C murders characters on wakeup if they donât have a decent reversal. RIP Naja.
Cylic: A Ryu clone with an ant head? Word. Like Zena-Lan, LLL seems like the best bet, both for normals and for projectile options. Cylic has good speed and painful combos with his 628K wheel kick. HLL isnât badâany combo ending in 623P is bound to be devastatingâbut you donât really need the DP when Cylic already has an anti-air projectile and the wheel kick. Might prove a decent zoner, but heâs held back slightly without fireball/DP at the same time.
EDIT: His fireball/wheel kick arrangement is pretty strong. His aa fireball doesnât cover the best of angles, so the DP helps against attacks located higher above him. Cylic is a lightweight and can get juggled badly against certain characters.
EDIT II: Heavy Legs are really cool against Deamon. cl.LK knocks down, and small midscreen juggles are possible, as well as some possible corner infinites (cl.LK, far HK, repeat & cl.LKxxLegs, [far HKxxLegs]). cl.LK is also unblockable when in close range (I guess it crosses through their hurtbox?)âso if you get a knockdown you donât even really need combos since you can loop it over and over. The tradeoff is that the Heavy Legs have worse buttons, but thatâs a small price to pay. Iâve moved Cylic up to reflect this. For now I consider him slightly weaker than Naruto since he only has one way to land this âinfiniteââNaruto may have many more. There may also be wakeup reversalsâIâm having difficulty determining whether or not itâs possible, but if it is Cylic has enough good points to stay above Zena-Lan.
EDIT III: Reversals are present, with invuln frames aplentyâbut Cylis stays here thanks to another discovery. You can land air throws on grounded opponents, and his does nearly 25% damage. You can also combo into it. His mixup game between Heavy Leg st.LK and iaThrow is brutal.
Zena-Lan: Right now this character is here for two reasons only: her bonkers corner pressure and her footspeed. For all I know it may be all she needs. Her fast speed helps in playing footsies and bullying people to the corner (and stages are quite small in this game), and Light Arms give her the dumbest Hands youâve ever seen in your life, bar none. Mashing Hands makes a projectile, the speed and power of which increases as you mash. By pressuring with LPxxHands, mashing until the small projectile spawns, and walking forward as it fires, you can blockstring into LPxxHands again. The chip is unreal, and if the opponent eats a ghetto overhead the combo is painful too. I need to check the frames on thisâbut even if itâs escapable, the potential high/low scenario looks highly unpleasant. Her normals arenât bad, either, assuming you stick to LLLâher Heavy options seem crappy.
EDIT: LHL is decentâthe shoulder block special is great for combosâbut she loses her speed advantage with the armour. Sheâs a lightweight, as well, allowing some characters to juggle her for serious damage. Her Hands stuff is a painful combo, but looks like it can be jumped out of, so sheâll probably go down in future revisions.
EDIT II: Her Heavy options arenât âcrappyâ, but they are awkward. Heavy Bodyâs tackle leads to big damage on Deamon and Cylic, and Heavy Arms give her much more options for anti-air at the loss of Hands. Trick is, she gets crazy slow with them on unless you also take Heavy Legs. If you go for Heavy Body, go all in, otherwise stick to LLL.
EDIT III: Light Body is worth keeping because it gives her a throwâitâs an air throw, but it opens up her options against blockers. In matchups where IOHs arenât likely, the throw option will net more damage than Heavy Body 66C.
Deamon: Of the Fugitives, Deamon seems the most dangerous thanks to his speed. His normals are really fast and/or long, so he can pressure you into the corner and stop you from jumping really fast. He seems to struggle with crouchers due to his hitboxesâghetto overheads donât work well with himâbut I think this is a character who thrives on buttons.
EDIT: Deamonâs best features are his speed and throw game. His heavy buttons are kind of ass, but his walkspeed and long throw range equate to ridiculous damage when mashed. Tick throws are really good, and his 66PK can be used as weird sort of poke/aa as well as a combo tool. He crouches very low, so his crouch-walk is more useful than most. His big problems are size and weight: Deamon is probably the easiest character to combo in the game, to the point that a knockdown in the corner can potentially launch him. Corner conversions against him are a lot easier than against anybody else thanks to his size, so heâs relatively frail. He may go up in future revisions to these tiers.
Tyr: Not sure what to say. Tyr has Zangiefâs Lariat to breeze through zoning, good anti-airs on his chest bumps, and decent normalsâthough LLL comes highly recommended. His damage is pretty good, actually, but I canât help but feel like somethingâs missing here.
EDIT: Hereâs what was âmissingââhis armour choices are pretty solid. Heavy Arms give him very strong juggles against the lightweights and a decent aa in cr.HP (plus an air throw), and both Body options have their uses. His Light Legs are by far superior to Heavy, however, as his Light cr.LK is an infinite in the corner, and he has a few ways to combo into it. Once he gets a dizzy, he can repeat the procedure for the kill. Heâs very slow, however, and without cr.LK and Heavy Arms his range isnât all that great, so bullying an opponent into the corner with him takes some work.
Yug: My favoriteâIâve always wanted to play a gorilla. Yug is a character of extremesâheâs excruciatingly slow, but his claim to fame is 236P (an incredibly long, fast, low command grab). It has several followups, but the only one that matters is 89632Kâeveryone has 100 HP, and this throw does 31. Painful combos into it are possible. Yugâs lumbering and unsafe, but his anti-air is great. Convince the opponent to stay grounded long enough to land 236P and youâre golden. Yugâs biggest issue is probably characters like Zena-Lan, since he lacks GTFO moves and has a gap in 236P right in front of him where it wonât connect.
EDIT: Being able to âreversalâ with normals helps Yug quite a bit, since his cr.LK is a very fast sweep. He can combo into it against an air reset opponent, giving him time to move in. He has good rangeâcancels into 236P can be hard to punish at his good ranges, and the speed of pre-jump can let him snag people who try to jump away instead. Combos against the lightweight are only âokayâ, but his combos into 236P can be devastating.
EDIT II: Yug, if he corners you, can switch gears into a risky 50/50 machine. His IOH j.LP is difficult to punish, while his cr.LK sweep knocks down. Both are risky, but he can drive you insane (kind of calls to mind SSVS Tam-Tam). He can also try a nj.LP, which hits twice and knocks down, to test for abare. Against Cylis and Deamon he becomes WAY scarier because the sweep starts a ToD combo. Yugâs a high risk/reward monster, and so Iâve decided to put him above Talmac.
Talmac: On paper, Talmac seems pretty good, but for how graceful he looks his normals sure are slow. They also donât hit especially hard for their sluggish pace. Heâs got a complete stable of specials, thoughâhe has an actual fireball/DP combo, though I canât say for sure if this character is a very solid zoner. His range is okay, and his anti-airs are many, so he might be in a similar boat to Deamon.
EDIT: Talmacâs jabs are pretty good. His midscreen juggle/combo game with them is strong, especially against Naruto. He doesnât have throws, though, and his chip game is weak. Without that scary option, heâs not really in the same league as Deamon, so Iâve moved him down a touch to reflect this.
EDIT: Talmacâs DP really helps him out compared to the other Fugitives on wakeup. Itâs got some generous invincibility, so he can avoid nonsense like Narutoâs 646C more easily. Nothing is really âsafeâ in this game, so cancelling jab pressure into his DP will keep opponents honest. His IOH game seems like it would be decent, but he jumps too fast and opponents duck too low for it to work at all. Opening up opponents with Talmac seems like a very tall order.
Naja: This character is probably fine, but she fights like a bigger, slower Dhalsim. Najaâs a huge target, and lacks the explosive damage potential of Yug or the buttons of Deamon or the pressure from Naruto. Iâll need to put some more work in here.
EDIT: Her specials are pants and her normals are generally really slowâvery few combo possibilities. Her throw is pretty great, but at that point you may as well pick Deamon.[/details]
EDIT: You can âreversalâ out of blockstun with normalsâsort ofâalongside specials. Good spacing will be required to avoid eating jabs after stuff. This also weakens Zena-Lan a bit, but Iâll need to see how easy it is to escape Hands in the corner. Naruto is really small and can avoid the chip quite easily, it seems.
EDIT II: Hands can be jumped out of, though it can still combo. Zena-Lan canât throw, either, so thisâll hurt her in the long run.
EDIT III: You can airthrow grounded opponents, so Zena-Lan can choose between painful corner combos or an instant-air throw option. Not bad.