Just a note, this game is played competitively on damage level 1.
Fighting against Sai is a chore for most of the cast. His back B is absolutely insane, starts a combo, and can even be used to combo into super with b.BBBBB BBX. His d.Y is unsubstitutable, so he can get a free super after it. Let’s not forget his u.A while in Latent Ninja Power. He’s high tier.
Sasuke would be middle tier if it weren’t for two things. These being his unblockable b.X, and his j.B requiring no chakra. He can run away pretty much all day with j.B and the occasional j.A. His sword is fast enough that you cannot sidestep or run out of back turned hitstun. His jabs are good too, so that’s always nice. Yet another high tier.
Chiyo is insane, especially her d.A. She has lots of 7-3 matchups (if you don’t have a good teleport or projectile, you’re done), but lots of 3-7 matchups (have reliable pressure and projectiles? easy guard breaks). She’s counterpicked so easily, she’s mid tier, but still very playable once you get used to the camera shenanigans.
Hidan… low damage combined with the most unsafe attacks in the game makes putting him in low tier a no brainer. Not a lot to say about him.
Kakuzu may have low damage only rivaled by Tenten, but dayum do his moves make up for it. He’s got tick throws with firestyle or d.A (but time it so the fist hits them on the way down, not on the way up) on wakeup, a b.B that you have almost no hope of beating, and combos that end in those nasty tick throw setups. He’s on the upper end of mid tier.
Sasori is also on the upper end of mid tier, thanks to his poison and the hyper armor on his walking forward, b.A, and b.B.
I am curious about your placement of some characters.
Kuina: You think Kuina is the worst in the game? How? She has one of the best rushdowns. She has some of the longest combos with every attack having big disjointed hitboxes that knockback assists so the combo isn’t easily avoided once it starts. Most of her normals are safe on block, often giving her a frame advantage. Air combos that can’t be recovered out of, and has some of the best air recovery punishing moves in the game. Her damage is extremely high for how safe she is. Her assist sucks, yes, but she doesn’t need him. Her white gear mode is extremely strong due her amazingly fast attacks, good combos and the ability to start said combos off of the burst. I find it hard to think of her as anything but one of the best in the entire cast. There is NO way she is below the slow and almost unplayable Tashigi.
Ace: I don’t understand why you have him so high. I know he does good damage and has decent combos, but his attacks have long start ups. His supers are extremely situational. His gear forms aren’t that strong and he gets pressure pretty hard.
Robin: Why so low? Her garden of arms are probably the best move in the game. Fast, extremely safe, and is versatile. She makes an unblockable trap that is set down pretty much instantly and stays out until it is activated or she lays another down. Her pressure is insane since her unblockable strike always hits right below the position of the opponent when it was activated. Sure its easily to avoid if she uses it randomly, but if she uses it when her assist is near you or after a string it can be extremely frustrating. In some situations you have to jump to avoid her unblockable strike, and then your options are very limited because of her air traps and her garden of arms.
BTW, I do not mix and match assists when I take into the tier list into consideration. Everyone I have played with have only fought using the assists that are automatically available to the character.
Updating my last tier list, I am simply omitting Ohm this time since his glitch breaks him.
A tier:
Robin, Kuina, Bon Clay, Kuro
B tier:
Shanks, Mihawk, Smoker, Crocodile, Don Krieg, Luffy
C tier:
Zoro,** Zeff**, Chopper, Usopp, Wapol, Ace, Arlong
D tier: Eneru, Buggy, Nami, Sanji, Vivi
F tier:
Tashigi
Kuro: I have to say I mistook how safe this guy can be. His punch has huge range and is safe on block without too much spacing. He has great mobility which I didn’t notice at first. After messing around with abusing his invincibility frames on a number of his moves I know not how good he is at getting out of some dangerous situations and how good he is at punishing predictable attack patterns. His damage is more insane than I previously though. Proper usage of his assist (usually Jango) can give him shockingly powerful combos and set ups. He is truly a terror.
Smoker: Safer than I thought. I figured out how to use his moves in better orders which makes him be able pressure the opponent a lot more and makes it so he can kill assists easier. His wall combos are still intense. His white gear mode is extremely strong and gives him combos that will take out more than half of anyone’s health.
Crocodile: Figured out a lot of his attacks were safer than I thought. I underestimated his damage and set ups for his unblockable super. His guard pressure is intense. He has good anti-airs and punish moves. You have to always be afraid of both him and his assist (assuming its Mr. 1). Remember, Crocodile can always teleport behind you if his assist hits you. After that Crocodile can make you his bitch with a combo that does insane damage. He would be even higher if certain assists didn’t stop him from extending this combo to its extremes.
Luffy: Balloon! I misunderstood this move. It is a lot more useful than I originally thought. Counter-attacking, clashing, can be used to get your assists close to the opponent (assuming you are using the Jugons), does massive damage and can actually combo (<- I didn’t know it could combo before). Luffy does a ton of damage and can pressure the hell outta anyone. High health too.
Zeff: Normal ‘punch’ is amazing, safe on hit, gives him good distance. If it gets bingo guarded, he can use a safe wind kick. He has strong anti-airs. He is strong in the air and on the ground. If he catches you after you do an air move you are going to take a lot of damage, this combine with the fact that his air punch goes through almost everyone’s dive kick makes him strong. So he gets to be moved up.
Arlong: Figured out some more tricks with his assists. He is very mobile and good at punishing. Damage and range are still completely insane. I still can’t find good times to use his anchor jaw though. If I found a way to use it in a way to use it safely than he would be higher.
Wapol: Moving down from tier A to tier C. I was just wrong about having him there. Sure, his health is insane but he isn’t that safe and he is pretty slow. A lot of what I thought made him good is actually quite avoidable and punishable. He is still good and pretty scary against some characters but he definitely doesn’t deserve to be as high as he was.
Eneru: I used to think he was tier A material, than I dropped him to tier B after discovering that he has some bad match ups against some of the tier A and B fighters. Now I am dropping him to tier D. What happened? I realized a lot of his moves could be punished and avoided all together. His gear projectile combos aren’t nearly as damaging as they are worth, it is much harder to set up for against most character than I previously believed. Sure, if the opponent get caught in a bad spot Eneru can slam him with a ton of damage, but then again so can Vivi. He stomps anyone who is new to the game but once people start to learn their characters more and start to understand the mechanics of the game better then he becomes far less terrifying.
Anybody ever tiered Turtles Tournament Fighters for NES?
The only thing I’m pretty much certain of is that Shredder is definitely top. His Zanretsuken beats pretty much every other move in the game.
Casey Jones would be high too, what with his special being a pretty fast moving tornado about as high as half the screen which dizzies when it hits. Too bad you can’t hit your opponent when they’re dizzied though…
Also, this game might be extra hard to tier which the random factor of the projectile drop when the end of the round nears. Some undefinable thing(it might be Krang*) drops a red ball in the middle of the screen. First to pick it up gains a projectile move. After the projectile is fired, it can be picked up again. Hothead’s version bounces up and down the screen, that might make him pretty good…
God, I hate this game.
Well, They banned assists in the Ultimate Ninja 5 tournaments because they were deemed OP (There’s an unblockable with Orochimaru and Kabuto assist along with some other stuff). Here’s a video of that orochimaru example.
[media=youtube]wHfhxgNX_mw[/media]
“But Kakashi was blocking. How’d he end up like this?”
That’s easy. He was standing there blocking when he should have been evading or on the offensive. The best way to avoid one-hits kills is not to get caught in one.
Apparently, assists turn the game into mvc2, with only a handful of viable characters, abusable assist spam and touch of death combos. Ninja Storm 2 also has a bunch of techniques banned for being too good. Now I read above that Kiba and Kankuro are banned in competitive Revolution 3. They’re a cut above (or should I say below) the Smash community when it comes to banning stuff. It’s stupid. No one have really played the games to the point where they can ban stuff because it’s broken like ST Akuma. It’s more like “It’s really overpowered; keeps many characters from being viable. Pretty cheap and lame too. Takes away from the enjoyment. We should probably ban it.” That’s the arguments I’ve been hearing for every ban made in competitive anime-based fighters.
If I had a tier list of competitive fight-related game communities that ban stuff, it would be:
The community I played One piece grand adventure with banned Ohm after a few weeks because he could just turtle the whole game due to a glitch that made it so he was always blocking even when moving. He could attack you and would be invincible to anything but unblockables. It wasn’t something we could continue to play out.
Fist of the North Star: Ken’s Rage tiers? The only characters I used extensively thus far were Ken, Shin, and Jagi. Ken has crazy good guard breaks which lead to infinite juggles (even though some bosses can escape), and Jagi has slow but highly effective projectile attacks. Shin just doesn’t seem that great unless I am missing something. I’ve used Toki a bit and he seems really strong as well.
Well, I know that Jump Ultimate Stars had some bans that were pretty much required due to how overpowered certain Supports (Assists) were.
The game has no banned Battle Characters (your actual fighters) or Help Characters (think of them like Gems, little boosts equipped to your Battle Characters) aside from the hacked beta Help Characters (one of which grants infinite meter), but pretty early on in the game’s life, 3 Support characters (henceforth the “Big 3”, as the community called them) were banned and several others were soft-banned due to being very overpowered, but not quite on the level of the Big 3.
The Big 3 in JUS were Trunks 3 (The character sets are made up like a deck of sorts, so the “3” refers to how many spaces he takes up in the deck, there is also a Trunks 2 Support, for example, which does something else entirely different and is not banned (and kind of sucks)), Seiya 3 and Sena 3. Here’s the rundown on what made them so damn broken.
**Trunks 3 **
Comes out pretty much instantly. It’s like 2 frames to startup or something like that.
Slashes at the enemy for about 2 seconds before blasting them away with an energy blast. Deals decent, but not great damage.
Godlike priority. Literally one of the highest in the game. Beats almost everything.
Can be used in the air. Very few Supports in JUS can.
Like all other Supports in JUS, can be used while being attacked (hitstun or blockstun).
If it’s not obvious yet, this means that Trunks 3 is the god of combo breaking in JUS. There are maybe 3 or 4 moves in the entire game that cannot be broken by Trunks 3. This means that he can break your combo, and while you’re being slashed at, the opponent can lead into their own combo. If you’re in Battle Character hitstun when Trunks 3 tries to blast you away, you won’t go flying and their combo against you will continue.
He costs 1 meter, just like all Supports in JUS. The catch? In JUS, you start each match with max meter, and depending on the construction of your “Deck”, you can have as few as 3 meter or as high as 10 meter. That means, with an optimal setup, you get 10 free combo breaks from the start of the match. To add to that, meter builds very quickly in JUS - you get about 3/4 meter for an average B&B combo.
And no, there is no universal combo breaking mechanic (ala Bursts) in JUS.
Seiya 3
He’s basically the mini-Trunks. He does the same thing Trunks 3 does, but not as good, so there’s never any reason to use him over Trunks 3… but if he wasn’t banned and Trunks 3 was, he would just replace Trunks 3 in everyone’s decks.
The disadvantage with Seiya 3 is that he takes a few more frames to startup (still very quick) and he knocks you down after attacking you, so the user cannot followup with their own combo.
Sena 3
Comes out very quickly, but not as quick as Trunks or Seiya.
Can only be used when standing on the ground (thank god).
If he connects, he does 4 things to the opponent. The first is that he drains 2 meter from them. The second is that he traps you inside a little tornado for about 1 second (which can be used for setups). The third is that he turns you backwards, facing away from your opponent, which prevents them from retaliating against you because of… 4. It inflicts Movement Seal status. This status effect prevents you from walking, dashing, jumping, turning (including in air) or fast falling, and lasts a good 10 seconds or so. This all comes together to make Sena 3…
The ultimate ringout tool. He can punish almost anything, he holds you in place long enough for the opponent to setup pretty much any ringout attack they want and then once you’re over the edge, you’re screwed (unless your name is Kazuki or Tsuna, who have attacks which allow them to move in the air in any direction they want, which isn’t counted under Movement Seal, though Tsuna’s is slow and low priority, so he can usually be edge-guarded), you’re pretty much guaranteed a ringout.
Like I said, there’s many other soft-banned supports, but none of them are even close to being as broken and game-changing as those 3.
Sorry if I overlooked this while going through the thread but does anyone have input for Bleach Blade Battlers 2nd? A friend of mine and I agree that Aizen seems to blow everyone else away with Byakuya, Ichigo, Yamamoto, Hitsugaya, and Kenpachi being really good too.
Cool, just read it.
Only thing though, I tried to see if I could find some stupid combos in that game for a video, but as far as I can tell, combos are impossible in that game. Hitstun gives you invincibility and even when you’re dizzy you can’t be hit. I don’t think it’ll affect your tier list, but some of the descriptions and strats might change a bit.
Yo I remember playing this game, it was like a Marvel players dream/worst nightmare. Those assists were god tier in a game were everyone above mid tier could easily infinite or auto ring out you to death. I think a lot of characters that ran Seiya 3 could just do a combo ending in Seiya over the ledge and killing you btw.
Weren’t there a lot of characters that had tod from the start of the match then? I mean when you start with like 6 meter I am sure it’s easy to get TOD’d. I know Taikoubou could easily just super you off the stage and you died.