Doronjo.
Frank is just bad. I don’t think he’s hard to master…just hard to win with because he isn’t very good.
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Doronjo.
Frank is just bad. I don’t think he’s hard to master…just hard to win with because he isn’t very good.
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I was going more for execution there.
Batsu has no problem with Execution lol.
I disagree with the first part. When you do master Frank, he does become very good, but he’s very hard to master. He has a very distinctive playstyle that’s different from the other characters. That’s why wiimote brats stay away from him. With Doronjo you can still play basic rushdown, even without the henchman. her J.C has a good hitbox and her normals are quick and chain nicely when compared to Frank’s. Frank does has amazing combo potential, but his combos are complicated and have strict timing, especially those OTG shopping cart shenanigans. Some other characters at least have an effective strategy pattern of offense, but with Frank, if you’re not guessing correctly or making the right choices, you simply cannot be effective at all with him.
Yeah the overall point is that Frank has no “go-to” to encompass lots of situations. He’s totally freeform. Not bad, but very hard to master.
I disagree with that. When people get in, I find its easier to fight close range with Frank than with Doronjo. Also I don’t see his zombies as needing much set-up as henchmen.
Finally Frank may be low overall, but he has probably the fastest super in the game (yes I have beaten the feared Interlude crash with that shit…and right before he was about to touch me!)…the all powerful REAL MEGABUSTER. Its also boss for DHCs and THCs, it combos from nearly anything. And if its blocked it pushes the opponent back - Frank is safe. His Grab super isn’t instant but can have some nasty tick throw set-ups and course you can combo after that shit. His Lvl. 3 is good too, and like Darkness Illusion doesn’t seem to suffer much from damage scaling.
Also this is sorta random, but I’ve gotten away many a time with a blocked launcher…the recovery is deceiving. People attack, thinking they have you, only to cancel into the command grab or a regular one.
Anyway, Frank is not that deep…I’m not seeing it.
This.
Shopping cart combos are easy. His infinite is easy. RMB punishes everything. His drawbacks are his 2B hitting all funkilly and his lack of an easy to time anti-air.
And saying that Doronjo rushes down more easily than Frank is plain wrong. They both have high priority jumping attacks and deceptive ground chains, but ANY hit from Frank leads to an infinte.
AA baseball bat = infinte
AA 5A = infinte
Air combo = infinte
“Mastering” these and a few other setups is much easier than playing Doronjo correctly.
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I hear you man. No use arguing with a pro. I just tend to have a harder time with Frank than I do with doronjo, no matter how I play him.
Don’t view it as an argument bro. That makes it sound so hostile. I just think people aren’t focussing on Frank’s strengths when they play him. If u do, then I think he’s rather easy…still bad though…like sakura.
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Sakura lol.
Yeah I should have used a better word.
doronjo seems far and away the hardest character, only crazy people play her.
yatterman-1 is fairly hard, mostly because playing him right requires alot of speed and neutral game skills, also some of his high level tricks involve alot of very specific imputs and timings and hit confirming skills in some cases, his big damage combos are kinda difficult. he is easy to be decent with at low levels though because everything he has is so good though. He is ridiculously fun to play as and top tier though.
im voting saki and soki, and doronjo. the first 2 seem easy, but with saki, lots of options and avoiding spam is tough. and soki mastery is elusive because understanding his move construction, for me, is the ultimate goal. doranjo, because there are lots of variables in her move choice and combos
I second yatter-1, I was looking into his corner loop and getting hits off a 6C and while I ended up getting the hang of it, the timing is just really difficult.
Toughest to learn who have big learning curves to be played at high level I think are Volnutt, TBlade, Doronjo and Polimar. Below them I would say Yatter-1 cause of his loops.
Seriously people saying Soki haha, if you want to get better with soki be more patient that is how you play better with him.
all of you are missing the point, it says “hardest character to M-A-S-T-E-R” not the character with the best matchups this is purely about execution or about how hard is to do certain thing in a real match, this include the amoung of links combos of certain things let put it mixups on how hard is to actualiy get use to this, anyway, i get to the point i use everycharacter, an to be completely honest i didnt have a hard time at all getting down advanced combos or getting use to certain links and mixups with pretty much all the characters, however, the only character that was a real deal to actually get down all his timing, links, mixups and advanced combos was zero.
so yes hands down in my opinion zero is by far the hardest character to master, his links, combos, mixups, an all-time charge combos are way harder than any other character on the roster of tvc, but this is still my opinion, which i will support XD
Nah, I dont agree with zero. Combo timing and execution isnt difficult, especially when his normals have range, long hit stun, fast startup, hardly any recovery. That paired with zeros okay ground speed makes execution pretty straightforward. I’d say that Zeros charge combo is just awkward, not really difficult. Sure you have to make adjustments between Juggled/standing, large/small opponents, but the adjustments in timing arent very strict. Once you understand them, they should be pretty easy.
The one combo which actually requires some sense of timing are the shoryuken loops. Oh and to add, the combos don’t really require complex inputs(in fact the inputs are much easier when compared to something like joe’s charge combos, I mean come on, the majority of his combos have the player holding either forward or down forward, holding down 1 button, while you press 2 others, which you don’t even need to time very much.)
Combos and execution are just one part of mastering a character IMO. In regards to zero’s gameplay in match, I still don’t think hes difficult to master. Especially considering almost every attack is safe on block, standing.a is his best option for 90% of scenarios ( it hits small characters, characters coming dashing in, airdashing in, jumping in. Retardedly quick startup, huge priority, huge hitbox, fast recovery making it unpunishable).
Well then again, I don’t think there are any combos in this game that should be considered hard. Leniency for inputs is way too high. The fact that when i was playing against big daddy chris today I found multiple openings WITHIN a combo (not within a super btw) that allow me to take my hands off the stick, grab my plate holding a ham and cheese sandwhich, take a bite, then take a moment to savor, return to the game, and still continue the combo is reason enough to consider the timing very lenient.
Yatter-1 is free.
I’m not even joking. Literally anything into the loops (the one I use, at least). I still think he’s the best character. I don’t think anyone else has such a good combination of speed and damage with bullshit amazing normals like he does.
Most difficult character I think . . . hmm. I’m going to have to say karas. I do not even know how anyone is supposed to
Definitely Karas as hardest to master, possibly Volnutt as well.