Okay, just going to throw down a few basic concepts for people arguing about this or that character being top tier and why. Before I get too into it, I’m going to say now I won’t bother putting smaller or more specific mechanical considerations (e.g. megacrush, air throw) into my metagame analysis because most if not all of them are readily understood and can be applied to the broader analysis. In other words, you can figure out on your own how they play in with the rest of what I’ll have written here.
Anyways…
The absolute most valuable trait for any character is speed. Speed alone cannot make a character good, but it is the most important quality when considered “in a vacuum.” Speed works both offensively and defensively, as speed can allow you to both break in easier as well as punish easier. It allows you to chase your opponent down, or keep distance from them. It allows you to perform the next step of your strategy that much sooner and makes it that much less likely to be foreseen or punished. Because of this, speed affects virtually all other mechanics, if not all, in a significant way; influential enough in some cases to “make or break” a character based on how other mechanics are implemented.
The other two major traits are health and damage. These I rank below speed in terms of importance because they are more “dependent” mechanics. Health is a purely defensive mechanic that determines how much damage you can take. Damage is a purely offensive mechanic that determines how effectively you can reduce your opponent’s health. In isolation, health and damage are much less influential than is typically supposed. This is due to the fact speed plays such a large role in determining how effectively a character can leverage its health and damage. There isn’t much of an advantage to be gained from high damage if all of your moves come out slowly; likewise, high health won’t give you any edge over your opponent if you aren’t capable of fighting on your own terms.
Examples of how this works in actual game play will better highlight what I have described above. Let’s take a few characters and apply this metagame analysis to them and their supposed position on the speculative tier-lists.
Tekkaman Blade is one character a lot of people seem to over-value. He can be a strong character, no doubt, but S-tier and “top 3” predictions and the like are exaggerated. People point out his high damage, relatively high health and long combos as evidence, but do these really prove anything? The simple answer is “no.” In addition to high damage and long combos, he also has a lot of start-up frames on his moves. Once he gets going he may be dangerous, but the odds of him actually breaking in and getting off his moves are much smaller than a character whose moves lack start-up frames. His quicker moves lack range and power, so his ability to start combos relies on being up-close, but being up-close would make his more powerful moves much riskier.
Roll is a character that I often see under-valued, and a lot of people are arguing that she is low-tier because her damage and health are low. Her health and damage may be low, but she also has quick moves, a lot of combo potential and a million ways to use meter effectively, whether it be to regain health, extend combos or chain supers. She also is a very small character, thus much harder to hit depending on the opposing character. Since she’s much more likely to land and counter moves, her raw damage and health become much less of liabilities.
Abrupt finish.