CRASHiC
Smash Hero
Now man that's one of Slayer's moves, except that Slayer does it with his shoulder.
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I SELDOM play Rachel anymore. I might not even use her in CS.
fix'dI seldom play Rachel anymore. I might not even use her in CS.![]()
ugh Taokaka Looks To Be The New Most Annoying Character In The Game.
FFFFFFFFFFFFFFher Loop Looks Pretty Insanely Easy To Do And It Looks Like You Can Start It From Any Ch
Mad Nice dat new newHer loop looks pretty insanely easy to do and it looks like you can start it from any CH
Litchi looks like sex incarnate in this game. She's a powerhouse. I don't know if I like her or Ragna more at this point.From the highest highs to the lowest lows lol:
http://www.youtube.com/watch?v=rzy0wFlMQKc
10 charactersTop
Litchi, Bang
-----Insurmountable Wall-----
High
Ragna
Mid
+ Tao, Hakumen, Carl
o Hazama, Jin, Arakune
- Tsubaki, Tager, Lambda
Low
Noel
-----Insurmountable Wall-----
Bottom
Rachel
Reasons:
Arakune - potential is there; very high damage combos and strong everything when curse is active; However, due to how easy it is to stay blocking forever thanks to the guard primer system, he may have very few chances to do any damage even if the opponent does get cursed; probably the character that can fluctuate most from high to low
Bang - fast jabs; better damage; new B nail solves the running out of nails problem; stupidly fast and safe reversal super; strong mixups with command throw, double airdashes, and crossup kick
Carl - no clap loop and j.2c overhead nerf hurts; however punch loops allow him to continue pressure and have many mixup opportunities/unblockables; the overall damage nerf across all characters no longer lets him die in 2 combos; volante and CH j.c are very nice additions; definitely a contender for high tier
Hakumen - escaped the damage nerf; new 4c and j.c are great pokes for zoning; projectile bubble is helpful; high hp and auto-meter gain allows him to hold onto leads very well; still has difficulty catching opponents; poor mixups; strengths generally outweigh weaknesses enough for him to be a contender for high tier
Hazama - strong zoning and great at escaping pressure; IB > reversal super is great with high damage; fairly good mixup game that only has room to improve; flip kick reversal is a relatively safe 'DP'; low mobility without the chain and seems to have trouble dealing with characters up close; his damage has improved with time; could possibly be high tier
Lambchops - low damage, but zoning is still strong and reversal gravity well gives her good AA; new act parsers are good offensive tools for mixups and pressure; leaning toward low-tier, but specific matchup advantages may overcome that
Litchi - improved damage; long range high priority normals for any situation; combos off any hit extremely well into full BnB for knockdown and oki; staff covers all her approaches; better shishin; rc-able tsubame; all combos lead to corner; can use super meter to trap opponents in the corner and make her oki incredibly safe and damaging
Jin - seems to be more defensive now with less ability to end combos in knockdown and oki; new j.c is a great zoning tool; pretty solid but his tier placement depends on how much is discovered about the others rather than on what he can do to improve it; probably mid-high
Noel - damage isn't high enough to justify how unsafe it is to approach with her; short range (tsubaki is just as fast with better range and safer rushdown imo); no more 2d overhead; greatest strength seems to be air-to-air jabs for low damage
Rachel - R.I.P.
Ragna - high damage meterless combos let him save all of his meter for RCing unsafe moves; belial edge allows him to have good positioning after air combos now; great normals (2c greatly improved); not top because he can't cover his approach with projectiles like the other two, more predictable mixups, low health
Tager - damage is relatively high; slightly better AA; easier to magnetize opponents; throw setups are stronger/require more guessing; backdash seems to beat most of his options aside from spark bolt; still easily outranged and zoned by long-range or speedy characters with good normals (most of the cast); might still end up low-tier due to certain bad matchups but not nearly as bad as CT
Taokaka - relatively unchanged; good mixup potential and strong combos; still lacks good oki and decent AA; taunt loops make her a strong contender for high tier
Tsubaki - speedy with decent range; strong ground-to-ground and air-to-ground; ok AA options but terrible air-to-air; gains heat meter quickly; with charge meter, specials make her threatening from any range; charge cancel, fast overhead, and long kara-throw give her a strong pressure game and decent mixup potential; low average damage without charges; has average damage with charges but difficult to find chances to charge against fast opponents; may need to forego oki to build charge meter; install has a lot of potential for damage/mixups, but has yet to see widespread use; may possibly end up being low-tier
Hakumen - escaped the damage nerf; new 4c and j.c are great pokes for zoning; projectile bubble is helpful; high hp and auto-meter gain allows him to hold onto leads very well; still has difficulty catching opponents; poor mixups; strengths generally outweigh weaknesses enough for him to be a contender for high tier
I'm gonna go with the person who played the game a lot instead./personal opinion
Though you didn't cite who you were quoting so for all we know these could all just be YOUR personal opinions.I'm gonna go with the person who played the game a lot instead.
Well that was kinda rude <_<. I mearly said that Jin has no problems ending combos in knockdowns, which the video clearly demonstrates. And this isn't just an isolated incidence. A lot of Jin's knockdown combos used 214C in the first place. The knockdown combos he lost from 214B were mostly extremities. Situations where he had maybe landed a 5C or 5D poke at the absolute max range with no counter hit on a standing opponent, or an air combo where he had already used a freeze (not really needed anymore thanks to 6C comboing into 214C anyway)I'm gonna go with the person who played the game a lot instead.
Don't worry, it made sense. Don't take it personally, DC does this to everyoneWell that was kinda rude <_<. I mearly said that Jin has no problems ending combos in knockdowns, which the video clearly demonstrates. And this isn't just an isolated incidence. A lot of Jin's knockdown combos used 214C in the first place. The knockdown combos he lost from 214B were mostly extremities. Situations where he had maybe landed a 5C or 5D poke at the absolute max range with no counter hit on a standing opponent, or an air combo where he had already used a freeze (not really needed anymore thanks to 6C comboing into 214C anyway)
If I was wrong you could've at least told me WHAT I was wrong about. Afaik my post made a lot of sense.
And your first born son?lol I wasn't intending to be rude don't sand up your **** about it.
And I'm naming my first born daughter Noel.
Nah, it's cool I guess.lol I wasn't intending to be rude don't sand up your **** about it.
Someone please answer this man's question or I'll Destroy this thread!What is Seithr, and what is Azure? I've watched the story modes for all characters on Youtube, and they never CLEARLY explain it. Can anyone shed some light as to what the Azure and the Seithr are? Also, if anyone could explain to me how Arakune became...Arakune...that would be helpful.
Someone please answer this man's question or I'll Destroy this thread!![]()