you do not understand the concept of fighting game tiers, at all.
Using your logic, P groove in cvs2 would be the best groove, and win every tournament because it’s programmed to parry all moves except grabs. and that’s not the best groove due to ‘players ability’ to not be able to parry everything under the sun shown in consistent results.
I also enjoy how you skipped over that^ part of my previous post you quoted. only responding to the part that suits you best.
Stop talking theory and talk results. man that’s one of the reasons why any kof scene in the U.S. gets nowhere cause it’s all talk.
Bottom line: Tiers are guidelines, and change depending on RESULTS. cause that’s how they’re found out anyway.
oh you’re sure fund of it
putting in the tier concept a random thing as player ability
i don’t know anything on cvs2 i’m referring only to kof 'cause is the only game i play
is this the part i did not quote?
wht is not concrete?
that gato have so much speed compared to ash, great mobility in comparison plus an high priority moveset?and such easier way to land damage instead o learning custom combo that involve at elast 2 gauge stocks plus ground placement?
this is tiering, taking all of one character and comparing to other to calculate matchups
and who have the most matchups in his favour will be the highest
isn’t a good resut for me to assume that gato have the best moveset in kof xi and godly priorities and see him as the god tier of the game?
and there is plenty of same examples
first serious thing i can read from you
in my previous post i DID NOT assume for sure that an higher tier completely rape a mid one only due to his position in tier lists
'cause player ability and their strategy come in finally aside of the tiers
you can develop a strategy to handle everyone and his gameplay (we’re humans for sure we have a weak point) but it doesn’t change the fact that that almost all of gato’s normals have greater priority than the rest of the cast
i repeat myself, at the start of the match looking on tiers used you can say who starts the match in advantage
but only when the round ends you can say the winner
and this goes with your theory that tiers are only guidelines
I’m sorry man, I just dont think that you’re understanding what i’m saying to you that’s all.
You talked about Gato being better than Ash as far as things go in kofXI. I don’t know anything about kofXI as far as results go but i’ll say this:
IF Ash is the one consistently beating Gato and placing higher in tournaments of high levels when it counts, then Ash would be better than Gato until it’s proven otherwise.
Sounds to me like KOF 2002 inspires more turtling, then. In KOF '98, you can go all out and not worry that much about losing 80% just because someone landed a low B or something, so I believe rushdown is much more favored in '98 than it is in KOF 2002. In KOF 2002, when someone gets into MAX mode, it’s turtling time because you don’t wanna get hit by a weak poke which will suddenly chain into a series of repeated cancels (which tend to look like a mini-infinite combo anyway) ending in some sort of DM and voila…kiss the match goodbye. I do like huge comebacks in matches, but 2002 doesn’t seem to favor that too much.
What are you talking about? Grapplers weren’t the only ones who needed strikers to have 100% combos. Hell, you can even land a striker combo after a THROW ESCAPE. What kind of BS is that?
Slide, I see what you mean, and you’re right- unless some other factor comes along like counter-charring.
[quote=“Lantis, post:110, topic:18191”]
Sounds to me like KOF 2002 inspires more turtling, then. In KOF '98, you can go all out and not worry that much about losing 80% just because someone landed a low B or something, so I believe rushdown is much more favored in '98 than it is in KOF 2002. In KOF 2002, when someone gets into MAX mode, it’s turtling time because you don’t wanna get hit by a weak poke which will suddenly chain into a series of repeated cancels (which tend to look like a mini-infinite combo anyway) ending in some sort of DM and voila…kiss the match goodbye. I do like huge comebacks in matches, but 2002 doesn’t seem to favor that too much.
Exactly my point. Add to that the fact that some chars are tailor-made for runaway/safe moves, you get a very turtlish game. The thing about 98 is you don’t need combo damage- you can chip away. The downside is once you get a big lead in a round- you can easily head into turtle mode without a lot to worry about.
Well first off, pretty much no one enters maxmode, then attempts to chase down their opponent. THAT forces people to block. THe best players in kof2k2 enter maxmode mid-combo.
Yeah I know they aren’t the only ones, but my point was that grapplers, who usually woudln’t have huge combos, DO have huge combos in kof2000.
-Infinites
-All of his specials pretty much had high priority, minimal start-up and recovery time
-DP+A pressure and corner trap
-His QCFx2+P super was braindead easy to link into and did good damage