Roll also makes a good assist, as her bucket move either a) staggers, b) creates a “mine” or c) acts like an anti-air. She teams up well with OTG-using characters or Rock.
I’m not going to argue against PTX being bottom tier, but he’s starting to look a bit better than we all originally thought now that some people have figured out how he works.
Before, everyone was trying to go for his grabs and other seemingly good moves, but it turns out these moves actually suck. You should never try to use his grab since it can be easily escaped and leaves him so open.
PTX requires a lot more care to play than Lightan at least, however, he has some very interesting tools. While his guns are random, they need to be used more. His machine guns really hurt and if you have 2 at once, they can be fired one after the other to deal a lot of damage to mid-screen opponents. His rockets are unblockable, and on their own are an excellent way for him to land his level 3 super, or he can save them to help make his level 1 super a lot better.
Speaking of the level 1 super, it may look like it sucks, but this is only because everyone tries to use it when they have 2 machine guns. With rocket support, this move is a lot better. Since PTX starts the match with 1 rocket and 1 machine gun, it’s always best to save the rocket.
He does deal a lot of damage if he can land his hits and has slightly better mobility compared to lightan.
I think the giants can win, but they have to be played very specifically. At the moment, most people playing them make horrible mistakes and don’t use baroque enough.
I think Karas is alone at the top. His infinite is really strong and can be comboed out of pretty much anything.
He also has great zoning and a good assist.
His only problem is he doesn’t have a very reliable anit-air, but that’s okay.
PTX’s rockets ARE blockable. However, in his lv1 super, during the “RARG I BLAST YOU WITH MY SHOULDER WEAPONS” part, the rocket barrage is unblockable. After that however, the explosive rockets are blockable.
the weapons you start with are random
Really? I’ve always started with a Gun and a Missile.
Pretty much this. Baroque is there main key to actually being worth more than 2 shits.
i’ll give this a shot
(not in any particular order within tiers)
S class
ryu
chun
karas
A class
morrigan
megaman
saki
polymer
B class
batsu
casshern
daimao
doronjo
jun
ippatsuman
ken
roll
joe
yatterman
C class
souki
alex
tekkaman
D class
PTX
lightan
i can see morrigan moving up to top tier pretty easily due to up-cancelled dashes. that shit is faster than magneto triangle jump short and eats up pushblock defense. she doesn’t have a midscreen rom infinite or 1 frame low short or dash-under nonsense… but it’s still really strong. reason i’m not putting her top tier for now is because her midscreen combos without level 3 currently suck, her DHC combo potential seems crap right now, and her assist is a little hard to use
saki + ryu is nuts. 50% unblockable shots anywhere on the screen, easy guaranteed unblockable damage whenever you have 3 levels to do a duo
polymer might drop because he has lots of trouble getting in, but that midscreen damage and mix up is insane
i can see batsu moving up to A
doronjo seems to have a lot of hidden potential, but currently her midscreen combos suck
Can you elaborate on this? or it’s in the saki forum?
so you can use 3 bars to do 50% damage with saki and ryu gauranteed?
I made an in-depth post about it weeks ago in the Saki forum. Find it there.
http://mx.youtube.com/watch?v=CMx-QRagDPg <This
+
http://mx.youtube.com/watch?v=n9rsn-a_Hw8&feature=channel_page<This
+
Godish zoning and great characters overall, should make megaman+saki S class IMO.
Alex and tekkaman should be merged with B class (and maybe souki too) because they do insane damage, and have lot of stamina, enough to be there.
But i think that God class and low-high can’t be predicted at all right now, and gaps between God-Top and Med-Low-med will be very small anyway… so overall is something like this by now.
Top
ryu
chun
karas
megaman
saki
morrigan
polymer
batsu
Medium
casshern
daimao
doronjo
jun
ippatsuman
ken
roll
joe
yatterman
souki
alex
tekkaman
Low
PTX
lightan
Good list really, only thing I’m confused about is Tekkaman at the bottom. I know his ground strings are really bad, but as long as you stay in the air with him and only hit confirm into ground stuff, he seems pretty strong. Maybe you’ve seen some stuff I haven’t?
Morrigan’s midscreen infinite is no ROM in terms of versatility (if Magneto hits a short almost anywhere in the air, he’s getting an infinite), but I’d say it’s fairly practical and makes her incredibly dangerous. It’s somewhat difficult (personally I’ve never got more than 8-9 reps), but all you have to do is get them to the corner and go in to the easy corner infinite. She is a beast. Glad to see at least some people agree!
Somebody hasn’t been playing Roll long enough to know what he’s talking about.
? i swear i’ve gone through the single player mode and have ended up with different random weapons. one time i got two shotguns and thought that was the worst luck ever
Yeah, you always start with a rocket and a machine gun, which just happen to be his two most useful guns (IMO)
It’s best to conserve the rocket since it’s very important. A rocket that lands can be comboed into a level 3 super for example, which could very well allow you to take out one of your opponent’s characters once they’re on half health.
Once your first set of guns drops off, then you start getting guns at random every time you reload.
Two rockets are the best of course, because then you get an unblockable level 1 super that homes in and deals a lot of damage.
Also, the explosion of the rockets is blockable, the actual rockets themselves are not.
For example, if the rocket tracks you and you take a step back so that it explodes on the ground in front of you, it can be blocked, but if it hits you full on, it can’t be blocked.
You can actually evade the rockets by going behind PTX, but it is hard to do.
Depends on the character. Roll, Chun, Megaman, Morrigan and the other characters with nice aerial mobility can easily get around the giants. Daimioh, Alex, Tekkman, and others cant do so well.
The missiles at the end of PTX’s level 1 barrage super are not all that important really. You want to get at least one rocket and then deal a lot with the first part of the attack.
Take a look at this: [media=youtube]_o7Hxi3ZN3Y&feature=related[/media]
this PTX is not very good, but a barrage super with 1 missile and 1 shotgun does a hell of a lot of damage to Morrigan at 1:50
consider the scenario if she survived, I don’t think she’d have all that much time to jump over the missiles after being juggled that high by the rockets.
More like I’ve fought enough Roll to get around the gimmicks and see how easy she is to beat, lol.
Like I said before though, I play Karas so I might be a bit skewed on how I think she’s easy to beat since he zones her for free and can infinite her on either side, so basically I just push block any attempt to pressure, poke at her afterwards and if she happened to press a button, here goes an infinite. I know people were all SHE HAS A FAST DASH, but really, it’s got a start up animation, so it’s pretty obvious. Not to mention less safe than a regular dash.
I was referring to the part before the explosive twin rockets. PTX has a short pause before executing the barrage. As densetsu said, you can avoid it if the characters can be fast enough.