Even when cornered, its amazing how much wakeup backdash can get you out of. the cpu doesnt do it, so its easy to think something is guarenteed or works when you havent played vs real backdasing people yet.
the cpu can show you some neat tricks, but it just isnt programmed to use a large portion of the features of the game (guardbreaks, backdashingn etc)
I wish Ryoko had more options after her guardbreak. I thought of a new combo with her, but I’m ot sure if it works since I’m at school. In theory it should though.
Jack is at least as good as Muscle Power IMO. Muscle just has way too hard of a time against high tier - I would put him at 3:7 against Rasp and Kidd, and Ryofu might be just as bad. Yes, Muscle does have the infinite in that matchup, but it’s extremely difficult to land since none of Ryofu’s main pokes are crouching. Hanzo has a very solid advantage over him as well, and probably Erick too.
Jack handles projectile characters better since his best normal is also his projectile breaker. His jump is also good, and there’s qcf+P. He should not be B tier, by any means.
I’m still not convinced Carn belongs in A, and I am very sure that J.Max should not be in A. Carn is frustrating, but we have yet to figure out all his gimmicks, and I’m not sure how he’ll hold up once we do. J.Max has a lot of hard matches, and mastering the backdash ruins his high/low game outside the corner.
I think Fuuma has a better case for A to be honest - he’s got a completely unique offense thanks to the mid-air command grab (which also helps him in the damage department), and can even keep himself safe from DPs with the double jump and wall jump. With his well-rounded tools, I think he may not have any 3:7 type matches. I’m not exactly sure where he belongs, but I do suspect that in a matchup chart he will come out above Carn & J.Max.
And THANKYOU THANKYOU THANKYOU for finally realizing Shura kinda sucks. I’ll say it again - he might be B tier if someone can land his dash straight -> super link consistently, but FWIW I find that harder than Kidd’s roundhouse infinite. And remember people, you can punish his tiger knee with ranged attacks since he can’t air block!
One last question - what infinite are you using with Hanzo? I haven’t found anything I can execute consistently, but I haven’t practiced much with him.
Notable reason Rasputin’s not top tier anymore: His super just went from one of the best to useless. We tested this, and found out that you can jump out of every setup.
His ABC also might be the worst, or close to it. It shrinks the opponent, and you can combo into it…but they can just turtle for free during that time, since you can’t throw them when they’re small.
Kidd is even nastier now. No, really! Specifically, he just kills big characters now:
On Muscle and J.Max, he can land s.HK infinite even when they’re crouching. It makes the combo much easier, and s.HK is an awesome normal if they can’t duck under it.
vs. Ryofu, Erick, & Mudman, he can land s.HK -> hop when they’re crouching and switch to c.HP loop. Their hit animation when crouching makes them shorter, so you can’t use s.HK infinite, but this is still very helpful. In addition, s.HK -> hop makes a nice rushdown pattern on these characters.
Finally, against Carn and Jack, he can land c.HP -> hop and then switch to s.HK infinite even if they’re crouching. These guys are the opposite of the above group - their crouching hit animation makes them a bit taller, so s.HK whiffs if they crouch but will hit if you connect something else first.
great notes josh. you may be right on all your tier guesses… mine were just guesses too. realistically, there isnt a huge difference between a and b tier imho.
this game, outside of some matchup wackiness, seems really damn balanced.
i dont care. just post them however you can. the people interested will watch, for sure.
did a mudman vs goukisans jmax set last night. though we went 50 50, im willing to call that match a 7-3 for mudman, maybe a 6-4 though. What do you think goukisan?
I’d certainly say 6-4 at least. I did alot of awesomely goofy stuff last night. I think close blockstrings into hurricane can probably be cr.lp-ed out of, and can most definitely be dp-ed out of, but it’s risky. J.Max is ugly in the corner though, jump cancel off of lk tackle means you are relatively stuck… BUT I think you can just run under it, or at the very least jump up with me, force some guess work. Wakeup dp just gets blocked and eats the HK.
Anti-air fb can nailed with command slide on reaction from some pretty ugly range and is a knockdown. I couldn’t catch worth a good goddamn last night, but I did find out you can backdash Mudman hero super setups save the corner of course. The thing with J.Max’s Hero super trading with it on wakeup was a freak accident, but I wonder if I were any closer, would I have actually won out on it.
Still looking for a way to punish hurricane, it can be beat if I can learn to smell it. But I would like a dandy way of punishing her. I saw in the Xig vids that cr.HP can do, so by god Max can do it too
you cannot dp out of s.mp xx monster copter. it combos on hit, so unles im too far away or cancel late, you are not dping out.
the corner stuff was freezing me up last night, but im usually much more attentive and patient. i wanted to dash under like 30 times but my hands would not cooperate (i was feeling sick last night). im not trying to make excuses for my poor gameplay, i just want to solidify why i think that match is harder for jmax than it seemed last night.
see how dangeous mud is though? one round you had me down to 20 percent in seconds, then i threw you into hero super and ended up winning.
I finally decided to make playlists for all my stuff:
This is also the new link in my sig, much more convenient than just my main vids page.
And I think I’ll stick to recording each match individually - won’t have to use VirtualDub at all, which saves a nice chunk of time, and there won’t be audio lag.
This game has a lot of that ST feeling. I wont say that its more fun though. (At this point, however, I feel that it is, but that could be because i’ve been playing it for a month or two, and been playing ST for 10 years or something).
I do love the game.
Fuuma is a lot more viable that we though, and I’d suggest you watch me play him in any of the vids that josh has posted to get a feel for things. I’m not perfect, by any means, but here are some tips (some that I need to work on too)…
1.) You are the most mobile character in the game. Virtually every match should move at your pace. Double jump, wall jump (SOOO good) and weave in and out of people’s space.
2.) learn how to use the air-to-ground throw move, to create some guessing games vs opponents with no DP.
3.) Learn to option select with his close standing hp so you can keep the fear of a throw around during EVERY pressure string
4.) learn to play your health advantage up to zone with weak fireballs and run the clock.
S.HK is excellent and works as normal antiair. Close mp guardbreaks, but its hard to tack on damage afterward. Jumping MK crosses up and stays out a while. Learn when its okay to toss out the super fire wheel for chip or against some of the big slow characters. Learn to get the dive super’s motion out more consistantly than I can (i get it like 1 out of 10 time… god damn), because it chips and its pretty safe.
You need to ask Josh about Shura, but I can tell you right now that he is looking like the 2nd worst character in the game. He can win, for sure, but its going to be an uphill battle a lot of the time.