I think you might be right about Shanoa being higher.
Not sure about the others.
Maria is definitely the top, though.
I think you might be right about Shanoa being higher.
Not sure about the others.
Maria is definitely the top, though.
Bloody Roar 4.
How was the balance in Rumble Fish? And Rumble Fish 2?
I hear Meta Knight is good in Brawl.
From my experience playing RF and from these jp battles of RF2 - http://www.youtube.com/user/nLFDB
The games are pretty balanced⦠But I never played it competitively, soā¦
My boy Lud in action - [media=youtube]BFj7saeHQZ0[/media]
waaaaah
uhhhh, why wonāt they release this on console!?:sad:
Bloody Roar 4 Tiers IMO
God Tier: Uranus , Reiji, Nagi, Ryoho and Mana, Ryoho the dragon (This tier could be further divided but, they are all too damn good so w/e. I honestly think Reiji and Nagi are better then Uranus.)
Top Tier: Yugo, Shina, Xion, Uriko
High Tier: Shenlong, Long, Stun, Kohryu (Shenlong could be in top tier and Stun could be lower or higher. Both are debatable IMO. Not too sure on Kohryu, but it felt like a good place to put him.)
Mid Tier: Alice, Bakaryu, Jenny
Bottom: Gado (He sucks ass. Slow, and predictable. Very little mix-ups.)
I donāt know much about the two versions of Ryoho, but i have heard good thingd about him so I put them up there. Uranus is obvious. Reiji and Nagi are just ridiculous. Reiji with his great mix-ups, good speed, reach, very safe kick chains, and insane Magneto-esq aerial raves. Nagi is nuts , but you donāt have to dig as deep to see her faggotry. She has what I think is the fastest safest poke in the game. Her guard attack is a lighting fast front kick. She has great speed, great juggles, and a solid mix-up game. She is very safe and has good mix-up/mindgame potential in her command run. Her command throw can be comboed afterwards. With that she can do some great juggles for big damage that is garuanteed. But if youāre lazy she can just do a beast drive after her command throw or her beast command throw for big damage as well. Reiji can also go into his aerial raves after using his command throw. He just has to use a move that launches or can combo into his air combos. Thatās what BR is all about IMO. Solid, reliable ways to net big damage combined with good speed and mix-ups. But comboability is the biggest factor in this series. You have to be able to land those super damaging combos. Reiji and Nagi can do that with ease. They can also auto dodge, and they have other tricks up thier sleeves. Nagiās beast drive when activated will chase down her oppenent and if they block she will immediately do an unblockable slash. Reiji can charge one of his beast drives to be unblockable. Nagi has a second guard command attack that she can charge up to be unblockable. Nagi has a command run attack that she can use to slide kick her opponent and then attack or grab. Very good mix-up potential and great for tick throws. Reiji can fly in the air indefinately by dashing back in forth in the air or side-stepping while in Crow form. With this he could nail one huge combo and then let the time run out.
Reiji and Nagi can do sooooooooooooo much. I really think they are = to Uranus. If not better.
This was from about two years ago. I posted this in the Bloody roar thread back then.
YU YU HAKUSHO DARK TOURNAMENT:
Genkai:
Triple God Tier:
The most broken character in any fighting game ever. Everything about her is ridiculous.
Up R2- Broke Ball- Affectionately nicknamed the Bwamphf after the sound effect it makes.
Uses:
Rushdown- Bwamphf is completely safe, counters pokes, works as the only real mid in the game, can be held for an additional 2 seconds after activation, instant activation and is unblockable in addition to being a guard crush. The offensive minded masked fighter/genkai player can run across the battlefield, immediately canceling into this move. This move stops all her momentum and there is nothing that the opponent can do to stop it. The only choice the opponent has is to run backwards, at which she can pursue with no penalty.
Defense- The move is better than blocking and will stop all retaliation. On counter hit, the opponent will be pushed away farther, allowing you to press the offense if you so choose. The player can literally sit in the middle of the ring and use this move to make the match an automatic stalemate.
Anti-air: The Bwamph has a hitbox that extends far above Genkaiās head, and retains the same absolute priority as the ball portion of the move that extends from her hands. When the opponent attempts to jump in on her, she can throw this out on reflex and stop everything. If the opponent is hit by the move during this, the opponent is knocked down, which sets up for her Spirit Gun Loop (see āAdvancedā Options at the bottom of the description).
Projectile reflection: The Bwamph also has the unique property of reflecting all projectile attacks, making the rebounding projectile almost impossible for the opponent to block, due to block lag. If the opponent has a beam projectile in the air, the Bwamph will simply absorb the attack with Genkaiās invincibility armor.
Invincibility Armor: If the opponent is behind Genkai or in another position where the wide sweeping hitbox wonāt hit, the Bwamph will give Genkai invincibility instead as the attack will pass through her. This also applies to beam projectiles done in the air.
Anti side step: The Bwamphās wide hitbox does not allow the opponent to sidestep Genkai.
Mix up: The Bwamph allows Genkai to have a completely safe 50/50 that leads to free damage. Though the Bwamph itself doesnāt do damage, Genkai can choose to randomly jump in the air and kick the opponent, allowing her to regain the life lead or establish a life lead as need be.
Spirit Gun- 6+R1- A fast moving projectile. Can be done in the air as well, but the ground version is used mostly in Spirit Gun Loop after a knockdown.
All other meter attacks are a moot point.
NORMALS:
6+Kick- Mr. Myagi Kick- Named after the widely loved Karate Kid sensei of the same name, the kick low crushes, beats throws at certain ranges, has quick start up, is safe, and works as a good interrupt. Genkaiās is most noteworthy, as a MMK can be immediately followed up with a Bwamph to continue the pressure.
j. Any button- BROKEN WARNING: This is the most ambiguous cross up in the game, is completely safe, unbelievably fast for a jump in, and deals a great deal of damage for a move of its type. Due to the broken blocking mechanics that are rampart in the game, the move has a random chance of becoming completely unblockable, allowing Genkai to easily get through defenses. This move can be thrown out as a poke and cannot be punished in any way, even on start up.
All other normals are a moot point.
ADVANCED OPTION: SPIRIT GUN LOOP:
In addition to being unbelievably broken, a Genkai with decent execution and a lot of luck can fire a Spirit Gun over a waking up opponent and score an additional knockdown. If timed correctly, after one knockdown, Genkai can continue this pattern until she runs out of meter or until the opponent dies. This happens because of a latency in the input of the block. As the opponent is getting up, they are placed into a kip up/standing still period where all inputs are ignored. This state lasts for about 1-2 frames, rendering all attacks inflicted on the victim during this period as UNBLOCKABLE.
The Spirit Gun Loop is utilized most effectively at about 2/3 screen length, as the general speed of the move in addition to the awful camera angles can otherwise mess up the timing of the technique. This is most easily used against big characters, such as Makentaro, Dr. Ichigaki, and Bui. Characters such as Kurama, Kuwabara, and Yusuke are the most difficult to perform the loop on.
ELDER TOGURO:
GOD TIER
Not as broken as Genkai, but a monster in his own right, Elder Toguro has the one of the few truly safe attack strings and the easiest unblockable oki in the game.
NOTEWORTHY METER ATTACKS:
Finger Spine- 6+R2- Toguroās fingers extend across the entire screen to hit the opponent. Really fast, really safe, great long distance poke.
Finger Spine Floor- 2+R2- Toguro kneels down and shoots his finger through the ground and hits the opponent from behind. Great way to stop side step happy opponents. Knocks down on hit.
Regenerate- You gain health. Always good.
j. R1- KoH- Knife of Hell. The strange thing about the move is the nature of the hitbox. The hitbox extends all the way across the blade that is formed from his hand and far below the actual graphic. The beauty of the hitbox is how it overlaps the opponent from both sides of block when executed directly above the opponentās head. Upon hit, the opponent is knocked down, but goes into a double over animation, during which Elder Toguro recovers, allowing him to jump once more. The floaty nature of his jump and the hover animation that occurs when performed late in the jump allows Elder Toguro to position himself for the next KoH unblockable knock down. Rinse, lather, repeat to win the match.
NOTEWORTHY NORMALS/COMMAND STRINGS
46 Triangle Triangle Triangle Square- All you need to be a pro Elder Toguro. Toguro does three clawing motion and then bends his head down, extending his freakish index fingers. Despite the incredible amount of lag the move has on block, the combo is completely safe. On hit, the command is a natural combo that leads to knockdown, which can be followed up with KoH Loop for the win. Also, once the combo is activated, you can move Toguro back and forth to anticipate retaliation.
Throw- Triangle+Circle- Toguro throws the opponent backwards. If you are quick enough, you can start a KoH loop.
The most broken character in any fighting game ever is Ivan Ooze.
This.
Invincibility at will 4tw.
all I have to say is Ballz 3Dā¦were you literally could taunt the whole battle then run up in the last seconds and kill the opponent.
I would give this and Cardinal Syn a tie for 1st as the shitiest fighting games ever, period.
Why Cardinal Syn? Itās not like itās the only fighting game with 100% combos⦠What else is wrong with it? I would hardly place it as āworstā for that.
Iāve only played it a little though, so please enlighten me.
I just remember hating it, no real justification.
I could bring up several mugen characters.
Also, Rainbow Edition Guile is on the same level I feel.
10 heat seeking sonic booms that auto stun/kill if they hit is too good.
Plus they are so close together that they put you in block stun until the chip kills you.
To add to the RF2 hype: after years of searching, Iāve finally found it - a video showing all of the Critical Supers from RF2: [media=youtube]gDPuDJigkyQ&feature=related[/media]
Lol why do you say that?
Ivan Ooze doesnāt know what block or hit stun even means.
Listen to this man.
Read through the entire thread from beginning to end out of boredom.
I saw that the Ranma 1/2 game for SNES that only came out in Japan got a tier list.
However, Ranma 1/2 Hard Battle did not, and that one actually came out in the US. I played it when I was a kid.
Going off of memory, Ryoga and Female Ranma seem pretty top tier.
Also, I disagree with the tiering for Battle Arena Toshinden 2. Vermillion (I believe thatās his name) wielded two guns and was braindead easy to dominate the entire cast with. I nominate him for top tier.