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[[Torao Onigawara]] | [[Torao Onigawara]] | ||
Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and | Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and has gobs of invincibility. | ||
Cons: on the slow side, rather linear, | Cons: on the slow side, rather linear, not especially versitile. | ||
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Pros: ABSOLUTELY CRAZY range and speed on her command throw. Can punish anything, even things in the middle of guard chains. Drop kick and running grab can be used on whiffed anything. | Pros: ABSOLUTELY CRAZY range and speed on her command throw. Can punish anything, even things in the middle of guard chains. Drop kick and running grab can be used on whiffed anything. | ||
Cons: charge motions are awkward for a grappler. | Cons: charge motions are awkward for a grappler. Supers give too little damage for too much effort. | ||
Middle tier: | |||
[[Taro]] | |||
Pros: great damage, rekka kens which does good chip damage and isn’t as unsafe as it looks. Lots of moves have high priority from a distance. Great A -> D -> D normal chain. | |||
Cons: sloooow. Most moves, even rekka kens, can be a gamble. Lack of a quick move (even his A is slow) means poor defensive game. Middling anti-air. | |||
[[Harry Ness]] | [[Harry Ness]] |
Revision as of 19:13, 22 July 2007
Daraku Tenshi
Tier list
1. Ruccio Roche
Pros: Absurd combos off of anything, quick moves, many of which are safe, fantastic anti-air, and gets in the red at a decent rate. The Zantetsu of Daraku Tenshi; he’s just way too damn solid.
Cons: His reeling hitbox is screwy and REALLY huge since he kicks his leg up, so some combos work on him and no one else. I.e. Torao’s f+HP, HP, LK, HK.
2. Haiji Mibu
Pros: very damaging combos, potential insta-kill, surprisingly nimble, can zip across the screen with most moves, Massacre Trumpet is great for messing with the opponent and eats up projectiles, crazy pressure game in the right hands. Great anti-air once you get used to it.
Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times, doesn’t hit the red until he’s got almost no health left.
Past that, nothing much is definitive, since so much depends on the matchup.
Upper tier
Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and has gobs of invincibility.
Cons: on the slow side, rather linear, not especially versitile.
Pros: ABSOLUTELY CRAZY range and speed on her command throw. Can punish anything, even things in the middle of guard chains. Drop kick and running grab can be used on whiffed anything.
Cons: charge motions are awkward for a grappler. Supers give too little damage for too much effort.
Middle tier:
Pros: great damage, rekka kens which does good chip damage and isn’t as unsafe as it looks. Lots of moves have high priority from a distance. Great A -> D -> D normal chain.
Cons: sloooow. Most moves, even rekka kens, can be a gamble. Lack of a quick move (even his A is slow) means poor defensive game. Middling anti-air.
Pros: Can do some crazy damage with rockets. One full-rocket super can turn an entire match around. Command throw with good damage and a decent anti-air.
Cons: He’s a grappler: big and clunky. Once his rockets are gone, so is his offensive game.
Pros: Fairly speedy, easy learning curve.
Cons: very, very simple. Spend five minutes with her and you’ll have seen everything she’s got. Dash punch, tiger knee, and flip kick, that’s it.
Bottom tier:
Pros: some fairly high-priority moves.
Cons: crap damage, impossible-to-perform supers which are near useless, slow, projectile is laughable.