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[转帖]国外某T6达人做的角色分析&排名

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发表于 2008-12-3 12:04:21 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式 |          
T6 Character Ranking List

Well basically taking this idea off Slips' DR Character Rank list.

I decided to make one for T6.

* NOTE: This is still in the process of being finished. Please refrain from posting ANYTHING in this thread. If anything please post your ratings in the Tier Thread found in the GD section for T6. Also if you don't want to post it so that people cant view your ratings publicly, feel free to send me a PM.

Another thing, this thread is not here for those that have low self-confidence issues and they feel the need to brighten up their day with reading good news about their favorite character. This thread is not a "my character should be better, how can all those characters be better than mine?" Please refrain from all the whining and actually take time to read the descriptions of each category. You may have not played the game at all or played the game even long enough to know why X or Y character is better than Z character, this is why there are descriptions for every section for every character. Also keep in mind of the point system, as some characters really aren't that far apart from one another.

Though one character may be in around post 3, he or she might only be a point or two different from a character in post 2. Or even lower in the posts, but you gotta keep in mind couple characters have the same pts as the other, just because they are located lower on the list does not mean they are necessarily shittier. This is because there is a limit to how many characters (not tekken characters, but word characters) there can be in a post.

If you STRONGLY feel the need to argue about a characters points in a certain area, post in the tier thread. But a word of caution, do not come into that thread with a whiny tone, but rather come in with something like "I believe this character should be higher (or lower), because of this and this. As you can see, this character has similarities to X character, but received a higher (or lower) score in M category" This will help productivity move on smoothly within the thread, and no one wants to hear you bitch and moan about something you might not even have as much insight as others about. The example I have given will be a clean easy way to carry on discussions.

** UPDATE: 11/5 Law and Asuka added (needs some revising). 28/36 characters are done
*** Note to self: Ganny Next.
**** Once all character ranks are completed I am planning on reorganizing the list from higher to lower ranks. Keep in mind some characters might be placed lower (or higher) than they are, this is due to the on-going editing in this thread. I will also add an index as to where X character is in X post. I will make it so that you can click on a link that will redirect you to the post that the character you may be looking for is in. Until then...

Kazuya

Punishment: 5/5
Standing:
-10: 112 (25 dmg + knd)_122 (27 dmg)_24 (25 dmg,+5)_22 (30 dmg)
-11: b12 (32 dmg + knd)
-12: 1+2
-13: EWGF_df44

FC:
-11: ws44 (31 dmg)
-12: ws12 (into launch)
-16: ws2 (into launch)

Who else could launch -13s from standing and -12 from FC? Also to top it off, while everyone else has beefed up 12f punishers, Kaz has it at 11f. Being 11f, he's the only one that can nicely punish things such like Bob's uf3/cd3 which both are -11. With a bunch of good lows/moves leaving people in FC being around only -12~-13 Kaz can have fun raping them with ws12, moves such as Bob's ws22_db3, Zaf's db4, Ling's ss4, Bryan's db3_qcb3, Jin's d4, Rgr's ws22, and the list goes on and on.

Offense: 5/5
With a +5 Ewgf, a +5 f4 that leaves them in FC, and a +7 db4 on hit, Kaz is scary. Not to forget ff3 now leads into a 65+ dmg combo, and Clean HS now doing 22 dmg ties him up with DJ's full HS combo. A wall splat throw, a tripping low, and a bunch of solid mid pokes to heavy duty mids.

Whiff Punishing: 5/5
An ewgf for close/long range punishers, especially with the range ewgf has now you really gotta worry about even whiffing a jab against this guy. You also got an easy b12, if you've gotten them to whiff anything near the wall. Also a df14 for a close range punisher when opponents use a move that ends them up in FC.

Keep Out/Panic: 4/4
Ewgf for a great keep out move, and a df2 for a mid that could lead into a 90+ combo. Also add an evasive b1+2 that gives a full juggle now as well, too good.

Wake Ups: 3/3
With great oki after post B! f4, such as b24, db2 B! for quickstand/rollback. Also a stomp if they stay down/sideroll, there's no right way to guess every time. You'll find yourself staying down for stomp trying to avoid a re-B! combo, until you realize that stomp now does 25 dmg, from where it used to do 21 dmg. Even a simple juggle like ewgf, 1,2, df12, B!, ff4, d3+4 could do 50%, but if opponents start doing juggles such as e,UF4, df3, df12, B!, ff4, and guesses right on the oki afterwards your looking at losing 60+% from your life bar, fun. Not to forget a sick wall game, with db4 for a +7 and only -11 pressure low, uf3_ws3_ff3 all giving juice at the wall and safe is too much.

Damage: 5/5
All his juggles are around mid 60s to 70s. With also B! df32_31 for wall carrying into ridiculous wall juice, is just crazy. Wall combos such as b3141_314 d4/1+2_uf4444_1243 this is outrageous that he could output so much damage. Wall 1243 is insane damage, but only works for normals~bigs, but for smaller characters he could always just use 31,d2,ws4 for solid damage. And whoo boy anyone see CH df2, ewgf, to a wall carry, to wall juice?

Overall Rating: 27/27

Bob

Punishment: 4/5
For standing punishers on -10 he has 2,1 (20 dmg, +5), 1,4 (22 dmg, +4), and 112 (24 dmg). With having one of the longest jabs in the game, Bob can punish some ridiculous moves that have pushback that no other character can punish consistently, e.g. Zaf's ws2, Kaz's b12. For -12 he has to stick with his standard 10f punisher, while others have beastly 12f punishers Bob doesn't have one until -13f which then he can use f23 for 32 dmg + KND. -15 Bob has a df2 into a juggle, his df2 has so much range that it can even punish moves like Paul's demo man every time. For moves with even farther pushback (such as Hei's ff2) and at -16 Bob can do uf1+2,1 into a juggle.

Ws punishers Bob doesn't have much for -11~-13, he has a measly ws4 for 16 dmg. But having a ws21_ws22 14f ws launcher is a great +, this ties him in with DJ on his ws launcher, not to mention the range is insane on Bob's as well. -15 Bob has a ws1+2 into easy half life. For big sweeps he still has cc cd2, or uf n 4.

Offense: 5/5
With his own version of a hellsweep that leads into 49 dmg or half life with the wall, that's one major reason to start ducking. Then having only a -11 mid mixup , uf3/cd3 into half bar is just well.. retarded. Not to forget he has a cd1+2* that's safe and does 35 dmg and he gets a free wr3+4 afterwards leading to 70 dmg (56 if they move), did i mention it high crushes? To add insult onto injury, he has a 1+2 throw that leads into a juggle, a 30 dmg throw that wall splats and the input can be hidden with a cd, sick. With solid mid pokes all around and a +5, only -12, db3 low what more would you need?

Whiff Punishing: 5/5
With a 15f df2 with good range, this is an ideal move for whiff punishing. For whiffs from a farther distance uf1+2,1 and uf3 do their jobs just fine.

Keep Out/Panic: 4/4
A long range 15f df2 and a 13f magic 4 are solid moves to keep opponents out. Can never mindlessly rush Bob, df2 will eat shit up. With a mindless move like hopkick and just throwing out df2/ws22, nothing else Bob really needs, so little risk for such a big reward.

Wake Ups: 3/3
With a great oki game off post-B!, f3, such as df1 into a floater to re-B! for quickstand/rollback, f3 for a safe mid if they stay down, and a db3 if they sideroll, you can't really ask for more. Also juggles that have already used the 1 B! limit up early (e.g. ws22_uf1+2,1_cd3), he has b1+2 for the ender. b1+2 still giving oki such as b1+2<1,2 for quickstand/rollback, still having ground hitting options if they stay down too. cd4, uf3+44_d434 also gives nice oki, such as if they roll back you can dash b3_uf1+2,1, if they stay down f3_db3, if they tech it's a 50/50 situation yet again, too good.

Damage: 5/5
With everything being in the high 60s to mid 70s, Bob really knows how to hurt. He has strong combos and nice wall carries that lead to big damage wall combos such as b22 d3+4, b2244, and db4433. Also having one of the best sweeps really keeps Bob up top. Raged cd3 anyone?

Overall Rating: 26/27

Devil Jin

Punishment: 5/5
From everything he had from DR and with the addition of b1,2, DJ is one of the best punishers in the game. I don't think much else needs to be said.

Offense: 5/5
ewgf, wd, hellsweep, ff2. all well known important tools to keep people from pitbulling. df1 is a decent and 11 is also good. I don't think much else needs to be said in this department.

Whiff punishment: 5/5
dewgf for long range, dash hellsweep for long range lows and/or high crushers. b12 for general whiffs. ewgf for close whiffs.

Keep Out/Panic: 4/4
b4 is probably his best keep out move, but it got a bit slower in t6 at 17 frames. 112 is pretty decent for keep out, as well as ewgf.

Wake Ups: 2/3
Losing his df12~ff dash buffer, hurts his oki game. No real great spike ender after B! that gives even remotely decent oki, other than another standing mixup, he just does not have anything for catching quickstand. At the wall, since wall slump leaves the opponents a bit higher off the ground, b4 can come into play for a nice safe mid ground hitting move, if angled right. Also b4 hits grounded and wall splats so it covers two situations, but as for a low hit after a wall splat hs only does 12 dmg now, so for the risk it's not even worth it. Still has some decent oki after throws, but just no great spike enders.

Damage: 5/5
Damage off Ewgf_ws2 reaching from high 60s to mid 70s, really hurts. But his damage got weakened quite a bit for his hellsweep juggle, unless there's a wall around and hs4, B!, 1+4, bf212, W!, bf21<2 comes into play. Definitely still strong in this category.

Overall Rating: 26/27

Leo

Punishment: 4.5/5
Standing
-10: 1,4 (25 dmg, +5)
-13: uf1,2 (29 dmg, KND)
-14: f2,2 (35 dmg, +6)
-15: df2 (launch)_uf4 (launch, preferable for moves that leaves opponents in FC, since df2 doesn't launch FC opponents)
-17(far): f1+2 (32 dmg, KND)

FC
-11: ws4 (15 dmg)
-12: ws1+2 (22 dmg, + techable ass flop)
-13: ws31 (juggle)
-15: uf4 (launcher)
-16: ws2 (launcher)
-23: ufn4 (launcher)

Other than not having a great -12 standing punisher, in EVERY other situation she has top notch punishment that definitely make up for it. With a df2 with insane range it's easy to punish some moves at -15 with decent pushback. f22 coming in at 14f is good when you know what to punish with it, things like Zaf's ws2 from nearly any range is punishable with this move. Her ws punishers are definitely one of the best. Everything she has in this category is top notch.

Offense: 5/5
Strong mixups and pokes all around.
For standing mixups she has a very long range sweep db41 for 28 dmg that will always keep you on your toes. And for the mid mixup you have uf21 for a small juggle which is semi-safe (jab-able inbetween), or ff43 for a huge juggle and only risking -13, or just doing ff4 by itself and from certain ranges/angles characters jab punishers will whiff, or db1+2,1 at the wall while only risking -10 and getting a 44 dmg wall splat NC string X(.
From FC she has another long ranged sweep, FC df3. In the open she gets oki, while at the wall she gets another free FC df3, and it's only -14. So most characters can't even get a launcher off this sweep. With ws2 being the mid launcher mixup, and it's only -13 on block so it's not too bad. At the wall FC df3 for the low and uf3 for a safe wall splat mid is a decent mixup.
Other than the real risky stuff she still has solid pokes all around. df2+3 for a +5 high crushing low, that give a full juggle on CH. Same goes for her b1+4 high/low move, -14 on block, +2 on hit, but on CH your at +16 and it's possible to do a qcf31(same as ws31) into a juggle. Also with a plethora of quick simple mid pokes all around. She does have a very small tracking issue, but with a close range df2 that you can make track both ways not to big of a deal. Also you can dash in and then use pokes to realign yourself to compensate for her small tracking issues, and if you're too lazy for that, you can always just use her good ranged df3 mid tracking move.

Whiff Punishment: 4/5
Quick whiffs she has uf12, f22, both high though. df2 with the range of nearly Jack's DR df2 range, this move is IDEAL for whiff punishing, sadly it does not launch crouchers, but she has a quick uf4 but it has way less range. For bigger long ranged whiffs you always have your nice ff43 which leads into ridiculous damage.

Keep Out/Panic: 4/4
She's got a long ranged magic 4 into f2, d1~d into good oki. 2,2 for like a quick 10f CH hunt, -15 though. df2 for a long range mid keep out. CH d1, good CH hunting mid tool, and CH df2+4 for a good CH hunting high crushing low tool. CH db4 gives a full juggle as well, but really risky. And she also has a hopkick for those dyer panic mode situations. She even has her own little AOP type stance called, BOK. BOK2 is a safe high crushing, sometimes mid crushing launcher that leads into insane damage. She also has like a GS kinda throw, when her back is at the wall she can do her ff1+2 throw, and if you don't break it, you take full damage from the throw and she gets a wall splat into a full combo, nasty.

Wake Ups: 2/3
All her spike enders dont give any floater options. Other than that she has a solid 50/50 games, just no float into re-B! crap. Her throw oki is ok just off her 1 throw, giving her a free d4, or other stronger oki options. Rollback catches are pretty much no problem for this girl. Other than the first thing I've mentioned, she'd be a 3.

Damage: 5/5
I'll just list a couple and you'll get the idea.

Without Walls
- df2, 324~df, uf1, db22, B!, ssl, df1+2,1+2,qcf2 = 69 dmg
- uf4, f4~df, qcf1, b21, db22, B!, ssl, bbp = 72 dmg (73 dmg off df2, 74 dmg off ws2, 75 dmg off ff4)
- ff43, df1, b21, 1, db22, B!, b2,1+2 = 69 dmg
- CH d1~d, ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 72 dmg
- CH df2+3, DF n ws4, f4~df, uf1, db22, B!, df1+2,1+2,qcf2 = 73 dmg
- CH db4, b21, f4~df, uf1, b2 1+2, B!, df1+2,1+2,qcf2 = 71 dmg
- CH b1+4, qcf31, qcf n ws4, d42 = 89 dmg (extremely hard from start to finish, but possible)

With Walls
- df2, 324~df, uf1, b2 1+2, B!, f4~qcf1, W!, fc2, ws14<1 = 88 dmg
- ff43, df1, b21, 1, db22, B!, f4~qcf1, W!, uf1, uf1, f1+2 = 98 dmg

Yeah I think any can get the picture. Her weakest full launcher can do 73 dmg? Ridiculous.

Overall Rating: 24.5/27

Jin

Punishment: 4/5
-10 he has 2,4 for 25 dmg and KND with decent oki afterwards. -12 he has a 1+2 for 30 dmg, the thing about Jin's 12f punisher is that the range is actually quite bad, compared to the other characters like DJ/King/Aking/Kaz/etc, while blocking like a getup 4 Jin will have to deal with just using a f3 if he wants any guaranteed damage. -14 he has df33 for 24 dmg, ewhf for 25 dmg, 3,1 for 26 dmg, or f1+2 for 31 dmg. Would have been nice if his d3+4 was still 14f. -15 Jin has an uf4_d3+4 into a juggle, nothing else you really need. -16 with mad pushback like Hei's ff2, Jin can use f4 for a nice long range punisher.

From FC, Jin gets a ws4 on -11s for 13 dmg. A ws12 on -13s for 26 dmg. For -14s he gets a ws2, all he really needs. For sweeps again he has cc ecd1, or uf n4 that will get the job done.

Offense: 5/5
Tons of mids that give him + frames, solid mid pokes, and solid low pokes. With his lows being upgraded from DR, where they used to be -14~-15 and got him launched d4_db4 are both only -13 now. db4 gives +3 on hit and gives a full juggle on CH is crazy, Bob has a db3 which is the same speed, +5, but on CH gives +13G, Jin actually gets around 40% off his. Not to forget he has an EWHF that he could apply pressure with, or even a ff3 mid that gives him +2 and if they get hit another 45% of their life gone, or a ff4 that gives him +3~+6 (depending on range) and leaves opponents FC like a mishima f4, sick. Also not to rule out his cd4 giving a 61 dmg combo and namco boosting the speed from CDS4 to 16f makes players want to be wary of his lows. His wall game consisting of ff2 giving close to half bar, you'd wanna be careful when near the wall vs Jin, not only that cd4, db223 always gives the low wall hit on the 3 giving extra damage on the final hit really hurts.

Whiff Punishing: 5/5
With a hopkick_d3+4 for close up whiffs, and cd1 for long range whiffs, this is all he needs for solid whiff punishing. Not to mention just having b2,1 at your disposal to close distance on small whiffs is a great move, f4_ff2 can also be used, but you might as well have used cd1 into launch.

Keep Out/Panic: 3/4
He has an annoying 2,1 from close range for only chip damage. Along with his extra long ranged f4, you have to be a bit cautious when trying to rush in, but requires a CH to give a juggle. EWHF now giving a full juggle on CH is nice as well, along with CH db3 giving that same juggle. He also has a standing 13f tracking "magic?" 4 that gives him a CH 4, b21, db223 juggle as well. The thing with all his keep out moves, other than just chip damage, you really need to get a CH on these moves to do any real damage. For panic mode he has a 15f hopkick.

Wake Ups: 3/3
Jin has some good oki after B!, f3~3_ff3. For quickstand/roll back he has b21 into a floater or bf21 into a re-B! juggle. So of course opponents are going to want to stay down after realizing this, now we have a 21 dmg d2 and a 25 dmg 4~3 or a safer ff4 19 dmg mid that gives + frames if blocked anyways. Just having b21 in his arsenal is a great addition to Jin, now even oki after throws could mean they could be losing a good 30% of their life for getting up wrong. A strong low that hits grounded, strong mids that hit grounded, and a great move for pick up. Jin get's full marks here without a doubt.

Damage: 4/5
Jin's strongest staple from his weakest launch uf4(~,b3, 123, B!, dash 31, ff2) does 64 dmg, which is really good considering the previous staples didn't even break the 60s. On top of Jin's solid damage in open grounds, Jin also has some of the best wall carry thanks to his new string addition, b21. Whenever there's a wall around, Jin's going to lay down some serious hurt. Iirc uf4, bf21, 13~3, B!, bf2, b21, W!, 21, db223 does 85 dmg, insane. Also Jin gets 60 damage from cd4, cd n ws4, 13~3, B!, 31, ff2. He has been given some nice upgrades, and can deal solid damage.

Overall Rating: 24/27




Jack-6

Punishment: 3/5
Standing

-10: f2 (15 dmg, +5)
-11: 2,1 (22 dmg, +2)
-12: db1 (13 dmg, +3)_df4
-13: df3+4 (30 dmg, knd)
-14: df1 (12 dmg, +4)_f1,2 (26 dmg, +7)
-15: f1+2 (20 dmg, knd)_df2
-16: ff1 (28 dmg, knd)_df32 (42 dmg, knd)
-19: ff2
-22: b,db,d,df+2
-29: EMGF aka hcf,df1

FC
-11: ws4 (20 dmg, +5)
-15: ws2 (doesn't launch crouchers)
-16: ws32 (same as df32)_ws1

10f punisher is kinda weak, but definitely better than what Ganryu has to deal with for -10. Jack's standing 2 jabs being at 11f now, doesn't really hurt him to badly. Jack's range is still insane, for usually stuff that wouldn't seem possible to reach he can with his jabs and what not. His df3+4 punisher is pretty short on range too even though it's his best 13f punisher. Also not being able to launch moves that end up your opponents in FC when Jack's in FC as well at -15 he'll just have to deal with a ws4 to get his best damage, since ws2 does not launch crouching opponents. Other than that, Jack's range really makes up for what most characters can't do.

Offense: 5/5
Jack's lows are pretty annoying, with db1, db4, d4, fc1, and fc db1. While db1 and db4 are the only punishable ones and the rest are all safe. This causes opponents to go for low parries, while some try to crush these to try and avoid these annoying lows. Only annoying at best, but eventually a couple of these low pokes will quickly add up. For big lows he has debugger, db2, fc df1+2, and df1+2 which are all really risky and damage is only decent. Debugger_fc df1+2_db2 all gives a free ff3+4, but only useable in end of the round situations due to the free launcher opportunity it leaves him open for, due to his long recovery time after ff3+4. Debugger gives a free d3 at the wall, and cc db111, ws4 if they tried to move. Also with db2 giving another free db2 near the wall and only a free db4 anywhere else probably the best big low option, really hard to see on reaction but possible.

For mids he has a safe ff1 that has good range and gives a free db2_EMGF now on hit, which takes a good chunk of your life, and a floater if they tried to move. Shit with b2 giving +5 on block, great mid to use for his wall game as well. bdbddf2 gives a full juggle now on hit and has extremely long range, high crushes in some of it's later frames, and only punishable near the wall at certain off angles. Also has a somewhat risky df2 and ws1 that will lead into a nice big juggle as well and ff1+2 also gives a full juggle now as well, with ff1+2, DF~n ws4, ff1, B!, ffF4, f122. On top of all these big solid mid moves he also has solid mid pokes with df1 reaching a ridiculous range and safe and +4 on hit.

As if his annoying pokes and strong safe mids weren't enough. He has amazing throws as well. Df2+4 gives a free full charged db2 or ff1, B! ff1_ff2, db2+3 gives a free crouch throw or free df3+4 which could lead into 80% at the wall (5:16), dfdf2+4 gives a 55% juggle, dbf1+2 does 58 dmg, uf1+2,ddf2 does ridiculous damage and wall splats into a full combo, and possibly one of the only throws that does RAGE damage when it lands (since there's a JF block part to it, it counts as an attack). He has a ton of very strong throw options, and not to forget he has an unbreakable (but duckable) df1+3 1+2 throw, but even if you duck and avoid the throw part, you're at such negative frames, that Jack recovers before you can even get a quick ground hitting move or rollback catch on him. Sure he doesn't have something like a sweep into a combo, but after looking at all this. Does he really need it?

Whiff Punishment: 5/5
Simple 2,1_df3+4_low or whatevers for up close. df2 still has really good range which makes it ordeal for his whiff punishing game, even though some say his range got a bit smaller than DR, this move still has insane clipping properities. His df2 still launches OC as well. ff1 for a quick safe whiff punishing move and b,db,d,df2 can be done also by inputting db,df2 and this has extremely long range and practically safe on block, awesome for long ranged whiffs. Whiff punishment is pretty much one of his strongest aspects in his game.

Keep Out/Panic: 3/4
2,1 for a quick annoying long ranged jab to keep out people. f2 for a move somewhat like Feng's b1, -14 on block but if you know they're going to try to interrupt something that's not, bam. df2 for a long ranged mid, just risky, but even so at max range most characters can't even punish it. FC db1 for a safe low that high crushes to keep them out. df1 for a safe long range mid, and ff1 as well. Jack's got a ton of moves to keep opponents out, just for the most part are annoying pokes, while some can be baited and have Jack at -14s and what not. Also he doesn't really have anything for a panic low crush as well.

Wake Ups: 3/3
Tons of great moves that hit grounded with options between safe mids or safe lows, to big risky low/mids that do the job. Great oki after throws as well. Good oki after certain KND moves such as db2_ff1 which both give df1_f12_b44 as a floater into another B! combo. Even if they take ff1, EMGF then tried to rollback afterwards Jack gets a free dash df2 into launch! Though Jack may not have a great spike ender he makes up for it with enders such as f122_df1212, these both leave Jack in a good position for a free running option. If opponents tech after either of these enders, Jack gets a free unblockable headbutt tackle, if they stay grounded he gets whatever he wants to hit them there or free running ground stomp, if they roll back he still gets a free unblockable tackle. Also he can still do B! ff2 and then go into his oki he had from DR.

Damage: 5/5
His damage is retarded. Simple as that, and I'll just list a few for you to get an idea.

Open
- df2, 2, ff1, B!, df1212 (57 dmg, easiest staple ever)
- df2, 2, ff1, B!, ffF4, f122 (64 dmg)
- df2, 4, ff1, B!, ffF4, f122 (70 dmg, close range only)
- ws1, f4, ff1, B!, ffF4, f122 (78 dmg)
- ss1, DF n ws1+2,1+2, B!, ffF4, f122 (71 dmg)
- bdbddf+2, ff3, B!, ffF4, f122 (64 dmg)
- bdbddf+2, dash DF~n ws4, ff1, B!, ffF4, f122 (80 dmg)
- ff1+2, DF~n ws4, ff1, B!, ffF4, f122 (72 dmg)
- EMGF, UF4, ff1, B!, ffF4, f122 (82 dmg)
- dfdf2+4, run under, f4, ff1, B!, ffF4, f122 (90 dmg)

Walls
- Near wall bdbddf+2, b44, B! f4, db111, ws4 (82 dmg)
- f1+2, W!, f4, W!, ff1, B!, f4, db11, ws4 (88 dmg)
- Near wall uf1+2ddf2, W!, f4, W!, ff1, B!, f4, db111, ws4 (111 dmg)
- Near wall db2+3, df3+4, W!, f4, W!, ff1, B!, f4, db111, ws4 (131 dmg)

Wall Carry
- df2, 2, ff1, B!, df1212, W!, db111, ws4 (83 dmg, weakest possible after a carry)
- df2, 2,2,2, df12, W!, ff1, B!, f4, db111, ws4 (90 dmg)
- df2, 2,2, ff1, B!, ffF4, df121, W!, dash FC db1, ws4, db11, ws4 (104 dmg)
- dfdf2+4, run under f4, ff1, B!, ffF4, df121, W!, FC db1, ws4, db11, ws4 (125 dmg)

I used the weakest launcher for an example of his wall carry damage, but I think you pretty much get the picture after this list. 131 dmg off a throw at the wall, ouch.

Overall Rating: 24/27

Lei

Punishment: 3.5/5
Standing
-10: 1,2 (19 dmg, +6)_2,1 (23 dmg, +3)
-12: fn412 (38 dmg, -4)
-13: df1,1 (25 dmg, +1)
-14: f3 (30 dmg, +5)_1+2,1 (36 dmg, +6)
-15: df2_uf4
-17: ff3

FC
-10: ws3 (25 dmg, -8)
-11: ws4 (16 dmg, +6)
-15: ws2,1 (27 dmg, 0)_uf4
-17: ff3
-23: ufn4

Jab punisher is average, 15f launcher is average. 12f punisher from standing is actually quite good, but it's not easy to get that move in 12f exactly, since he has a step he does before it, and can't buffer it from a block, but 13~14f fn412 is easy to hit. ws3 for -10, makes stuff like Bryan's ff4 unsafe on block which is pretty good especially since it does 25 dmg as well. For moves that are -17 and or with good pushback, or if Lei blocks a sweep, ff3 does the job.

Offense: 5/5
Against Lei, everything is a mixup. With a bt d1 that high crushes and tracks both ways, and only -15 on a deep block, this is probably the best sweep in the game. If bt d1 hits he gets a 40% juggle and nearly 50% with a wall around. This low is also 12f, but has to come from bted, but that's no problem he can go bted manually. Not to forget he has a ton of other lows from all his grounded stances, riskier, but still scary, and he has a db4 that leads into a 40% juggle on its own. For mid mixups he has a ss4 that's safe and also launches crouchers, refer to Kimmotive's lei on how he mixes it up with ss4 and instant bt d1. Near the wall he can just use Bt d1 for the low mixup, and bt uf1 for a safe mid that wall splats, crazy. With plenty of good pokes all around and very strong unseeable mixups as well.

Whiff Punishment: 5/5
From snk he can ssr to go into pnt, if you tried any high moves it'll automatically duck under them, if you did a low move Lei will autoblock, other than a quick tracking mid, pnt 2 will eat those small whiffs. That's only for one of his stance shenanigans, he can even avoid moves by lying down into a launcher from there, but though not as effective as DR since he's isn't fully on the ground when he's in his ground stances. From just standing, df2 does a decent job for close ranged whiff, but if you whiff anything from mid to full screen ff3 will kill anything.

Keep Out/Panic: 4/4
Magic 4, df2, hopkick, razor rush, and some stances are evasive, and all his lie down shit evades quite a bit, though not as good as DR. Moving in on Lei is pretty dangerous, because 1. he's evasive and 2. he has a bunch of good keep out moves.

Wake Ups: 2/3
He has decent oki after throws. As for quickstand catches after spike enders it's pretty much nonexistent, but good strong mids that hit grounded such as ws3, 3~4, pnt 2 with lows such as db3, d4, and b4 hit grounded as well. His 50/50 after you get an opponent to tech is great, but that goes into the offense category.

Damage: 4/5
He gets 62 dmg from his df2, 63 from his uf4, 61 from his db4, 54 from his bt d1, and 72 from his ff3. Generally low 60s from most his launchers, which is pretty average in terms of damage. It's not the average damage that keeps Lei down, it's the many oppurtunities he has to land launchers, but this isn't about that, it's about damage, 61 dmg from a sweep is still pretty insane. But he gets nearly the same damage from all his launchers. With walls he can do stuff like W!, ff2, B!, fn2, db2, ws3 on everyone, and W!, ff2, B!, fn2, df11<1 on normals to bigs which does really good damage. Overall from his general launchers with no walls, other than ff3, he does average damage, with walls he does good damage, so overall he's above average with a 4.

Overall Rating: 23.5/27

Dragunov

Punishment: 3.5/5
Standing
-10: 1,2 (17 dmg,+4)_2,1 (18 dmg,+4)_1,3 (21 dmg,+1)
-12: 4,1 (29 dmg,+8)
-14: f44 (34 dmg, 0)
-15: df2_qcf1
-17(far): f1+2
-20: qcf2

FC
-11: ws4
-12: ws13 (27 dmg,+7)_ws1+2 (26 dmg+knd)
-15: ws2
-23: ufn4

Very solid in this category indeed. Other than having a solid 12f ws punisher everything else is just solid and average. Nothing like a 14f ws launcher or 12f knd standing punisher, but none-the-less super solid.

Offense: 4/5
Too really play Drag effectively you have to master iWR2s, this move alone is the best running move in the game; +4 on block, launches on normal/CH and it's even possible to get a B! juggle off of it that gives a 65+ dmg juggle. A solid low poke d2, instant high crushes, -13 on block, 0 on hit and leaves them FC, +4 on CH, AND it does more damage than it did in DR. A very hard to see db3 that now gives a 52 dmg combo very consistently, while b1+2,d3+4 gives the exact same damage. It was even said by the Koreans that this mixup is not possible to see. Strong mixups, solid pokes all around, and smaller breaks window grabs (f1+4_f2+3) that give great positioning keeps Drag up top. Only problem that could possible keep Drag from being a 5 is his tracking, even in T6 he has improved a bit but not much. His ff3 homing is too slow and high, simple pokes dont track well except d2 to one side, 4,3 tracks but only the 3 does so youre leaving yourself vulnerable to eating a whiff punisher for whiffing the 4 to get to the tracking 3. Better tracking than DR, but still not great.

Whiff Punishment: 5/5
For close to mid range he has a nice range df2_qcf1. For a long range he has a f1+2_qcf2, very solid whiff punishing moves that get the job done. If anyone needs to know how good f1+2 is for long range whiff punishing, you should check out HoleMan's Drag.

Keep Out/Panic: 4/4
Let's see what he has: A CH 121, 10f KND jab string, this ties him in with Wang/Julia's 111 Drag's is also -12. df4 12f long range mid, really good especially at the end of rounds. 4,3 12f CH hunting move that guarantees a stomp but -11. b3 14f CH hunting move that gives a 68 dmg combo but -13. qcf1 safe 15f high move that leads into a full juggle. A 16f b1 evasive high that gives a f1+2 launcher if the stun isn't avoided by pressing down. uf4 for safe low crush, d2_db3 for a high crush, not safe but it's there. And just when you think you found the answer to rushing down Drag, he has that qcb2 that evades nearly anything that gives him a full juggle. It's really a double-edged blade though, if he evaded something good for Drag, if he didn't he's most likely prone to whiffing and dying for it.

Wake Ups: 2.5/3
With so many post B! spike moves that leave him in good oki situations. Also his throws leave him open for nice oki as well. But to give an example on post B! df3 enders here it is: d413_d44 for quickstand/rollback (though not great on damage), ff2 B! for rollback, d3+4_ff4 if they lay there. Not the greatest, but still solid. It's not just that though, there's a bunch of rollback catch setups for fff2. Last thing you would ever want to do vs Drag is rollback. A good example is uf3, opponent rolls back and fff2 catches them once they recover, ow. Or post B! 3,1, they roll back fff2 catch ow. Even if you tech after these situations, you're stuck with having to block fff2 and being left at -4, if you teched and tried to ss most of the time fff2 will catch you for twitching, and that's the last thing you'd want to get hit by Drag. You then start staying down after realizing this, and start eating stomp.

Damage: 4.5/5
While everyone else got their damages reduced Drag had alot of his moves boosted up in damage. Also unlike DR Drag now has very reliable juggles that do great damage. He gets around high 60s to low 70s from all his launchers, a 54 dmg combo from db3, 75 from his qcf2, also everything leads up nicely to the wall. Even at the wall he gets some nasty combos, W!, b2, ws1+2 (hits low)_W!, b213_W!, 312_W!, 31, qcf1+2 (hits low). Bunch of his pokes got boosted in damage, and all his combos leave him open for wall combos afterwards, sick.

Overall Rating: 23.5/27




Law

Punishment: 5/5
Standing:
-10: 1,1,2 (20 dmg, +6)_2,2 (16 dmg, +7, BT)
-11: 4,3 (28 dmg, -5)
-12: 3,4 (32 dmg, KND)
-14: 3+4 (26 dmg, KND)_df2 (close range only)
-15: df2_uf4 (launch)
-17 and above, far range: ff2,3 (30 dmg, KND)
-18: UF4,3

FC:
-11: ws4
-13: ws1,2 (33 dmg, oki)
-15: ws2 (launch)
-19 and above: slide

Top notch stuff here. 12f knd punisher, and ws punishers are awesome too. At 13f you get ws1,2 for awesome damage, after which opponent ends up in FCD, and db3 is guaranteed. Of course, if for some reason they decide to backroll, b234 eats them BT. Another favorite trick is to go into DSS after ws1,2, then do a DSS 3+4. If opponent does a wake-up kick, they'll just whiff and you get a free BT d+4. Catches a lot of people for some reason, but of course, once they've seen it once, they'll never fall for it again. 15f gets a launch, standard but solid.

Offense: 4/5
You have all the tools you need to lock people down with him. Both 1 and 2 are +1 on block, which means free CH 4 if they tried to retaliate with anything slower than a jab. 4,3~DSS is also really effective, and can shut down a lot of people if they don't know how to handle it. Unfortunately, they all hit high. Still, he has some pretty solid mids that will make people reluctant to duck. 3+4 knocks down at only -11 on block, or if you want to be even safer, an easily hit-confirmable ff2,3 that also knocks down. He also has a df1 that's 0 on block, if that's more your style. f+1+2 is also a good idea to randomly throw out during your poking strings, although it's only +1 on block now (both the normal version and the ~D version), and people are probably smart enough by now to SS/block after blocking one of those. For far range pokes, b2 is all he needs. Safe, good range, pretty fast, and tracks a teeny bit.

Lows are pretty crap. You have db3 for pokes, which does 14 damage at 17f, but only gives +4 on hit and -14 (i.e. death) on block. Or you can settle for d4,3, 19 damage at 15f, but also death on block because of the whiffed high. d4 is probably a better choice, since it's only -11 on block, but it also leaves you at 0 on hit, so be careful of what you throw out after that. Then he has the big old sweep. A godsend if your opponents can't see it, useless if they can. Slide has also been nerfed a lot, what with a lot of people getting full juggles on block and its priority reduced to crap. I once did a slide, and was already sliding on the _floor_, then got hit my a Miguel hopkick for a full launch. Bullshit like this just makes you a lot more wary about throwing out random slides. At least the oki's still there after you hit one of these. Another free slide mixup if they quickstand, or a ground hit slide if they just lie down on the floor.

So you really don't have much to mixup with. Poking them a lot with d4 is probably not worth it, since a random hopkick/low parry and you're dead. You can also do a lot of slide mixup, but it's a lot more dangerous this time round. The only other way you can get them to duck is to spam a lot of 4,3~DSS 2 until they get frustrated at the constant frame lockdown and start ducking. Then you start throwing out random hopkicks, true T6 scrub style.

Thankfully, Law has awesome throws. f+2+3 is a 11f (!) throw that has a really subtle grab animation, and is a 1 break, contrary to what it looks like. ff3+4 also gives a free juggle, so your opponent really has to watch out for this one too.

Watch out for people with awesome parries/reversals, because pretty much Law's entire arsenal can be parried/reversed. I don't know if this is true for the general cast or something, but, I mean, parrying a somersault? Come on, now.

Whiff Punishing: 3.5/5
df2 has pretty crap range, so you're not going to be using it as an EWGF anytime soon. Hopkick is adequate for short range punish, while for longer ranges, you have 3+4 and ff2,3. If you feel up to it, you can also try db44, which has a pretty nice range and also hurts a lot.

Keep Out/Panic: 4/4
Magic 4 is a monster, especially since it's so easy to juggle afterwards. Or my favorite, his manual parry. I believe Law's parry is pretty much the most broken reversal in the game next to Asuka's, because he can parry a ridiculous crapload of stuff. You get a free DSS 1,f+1 after a successful parry, which gives nice damage and sends the opponent pretty far away, giving you some breathing space. Or you can just stop at DSS 1 and go for oki after that.

For a more high risk high reward alternative, there's always d2,3. Free launch if you get them CH, and free launch for them if you don't. This is actually a really useful move, since it starts with a crouch jab, which means automatic high crush. Connect with this several times and your opponent will be really reluctant to pitbull you.

If you're getting sidestepped and danced all around, d4 works quite well to stop them at their tracks. Or everyone's favorite, df2. Just a note, this move isn't actually as broken as everyone makes it sound like. I've had loads of occasions where I was clearly at +frames, and threw this out, but my opponent was still able to sidestep it. So yeah, do what works for you.

Wake Ups: 2/3
Nothing stellar here. b234 still picks up backrollers nicely, especially now that it gives you a full juggle, but not a lot of people are going to give you that freebie. If they tech, you get a free slide mixup at most. Nothing catches quickstanders. Also no good juggle spike enders. You can possibly do B! f+1+2_3+4, since you'll be at a prime position to catch backrollers with b2, but again, that's not really going to happen a lot.

Damage: 4.5/5
General juggle would be launch, 4, u+3, dash jab once or twice, f+1+2 B! ff+2,1,3. Pretty average damage without walls, but wall combos HURT. If you can hit WB! f+4,3,4 DSS3 consistently, you're golden (it's very rare to hit it on female characters though, so you'll have to stick with UF4,3 or db44). To top it off, he has excellent wall carry. 2,f+2,1+2 knocks them back really far, and if they hit the wall, it's a high wall splat, which means you can run all the way to them and still be in time to hit f+1+2. Crazy stuff.

Overall rating: 23/27

Armor King

Punishment: 4.5/5
Standing
-10: 1,2 (17 dmg,+5)_2,1 (22 dmg,+6)
-12: b12 (31 dmg, +6)
-14: f1+4 (28 dmg + knd)_DU
-15: uf4_f21[far]

FC
-11: ws4 (20 dmg,+8)
-15: uf4_ws1

Very strong in this category indeed. Having a 14f launcher from standing ties him with the fastest launcher in the game. Only thing keeping him from a perfect score is that he only has ws4 for -11~-14 from fc, still good but nothing special.

Offense: 4/5
AKing has been given a ton of buffs from DR, solid mids,lows, and throws. With a bunch of solid mid pokes such as df1,df4,b21,d2,and now df3 is a safe mid that gives a full juggle on CH. For lows he has d3 which hits grounded, -12 on block, +4~5 on hit, and his d4 is now like DR Eddy's d4, instant high crushes, insane range, and if spaced right even makes alot of ws moves whiff. It's not just that but they changed alot of his frame data for the good. 2 good examples could be that ff2 is now -12 with pushback and KNDS, similar to DJ/Jin's, from where it used to be -15 with no KND. Also ff4 used to be -17 now got changed to -14 with really good pushback as well. Already has a bunch of good throws that leaves him open for good oki and he has a couple instant 10f throws like GS or db,db1+2 that have similar arm animations. Doesn't have a real scary low, but db3 now gives a guaranteed d3+4 or he could go into oki afterwards instead. db4 he doesn't get launched anymore either, since now he lays down like King's on block. He at least gets decent oki after db4 as well, just nothing guaranteed so it's not all bad. The thing with AKing even with all his buffs his tracking is still lacking even now. His homing move is good, nice, mid and long ranged, just a bit slow. d4 has decent tracking, but that's really about it. You just have to dash to make things track or realign yourself. To put it simple he has everything he needs with great throws, nothing too overpowered.

Whiff Punishment: 5/5
A better than average hopkick for close range. Mid range he has his own take on a Mishima WGF. Long range he has a f1+4, f21, and cd1.

Keep Out/Panic: 2.5/4
A magic 4 for ok damage. A mid df2 that KNDs on CH, range is extremely short. A decent ss4 which doesn't really do anything. Other than quick simple pokes like df4, d2, d4 which are only annoying at best. For panic mode he has a better than average hopkick with a slightly lower hitbox, also f21 but risky as hell.

Wake Ups: 3/3
Without a doubt one of the most solid oki games around. After any combo into air GS, he gets great oki afterwards. Such as df1_df4 into a floater for quickstand/rollback that leads into another B! combo into re-air GS situation again, d3 for a quick low poke, d4 for a stronger low poke, f4 for a strong grounded mid, also 3+4, bt d2, cc d2 for a solid backroll catch. He has good oki after alot of his throws, just about everything you can think of he could have oki off of.

Damage: 4/5
Air GS always gives 20 dmg, also with a strong previous juggle AKing's damage really hurts. For when no wall are around he could get 65 dmg from uf4 and 75 dmg from DU. All that and if there's a wall around sacrifice the GS ender with f21, to take them to the wall to do even more nasty damage.

Overall Rating: 23/27

Heihachi

Punishment: 3.5/5
Standing:
10f: 1,1,2_1,2,2_2,2
12f: f+1+2, qcf2
13f: d/f+1<2
14f: ewgf
15f (for those that are lazy ): 1+2

FC:
11f: ws+4,4
17f: cc,1+2

DF or bf21 for long range punish. Biggest loss was TP, if he still had it, he'd definitely be a 5. Ws punishers are lacking, especially lows that leave opponent in FC Hei will have to settle with just a ws44 most of the time, which does good damage, but definitely not the best when other characters can launch a -14~-15. To get any real damage from lows, it's much better to go for the low parry.

Offense: 3.5/5
Ewgf is ewgf, the best move in the game... f+4, u/f+3,4, d/f+1<2, f+3, f,f+3 and f,f+2 are all safe ridiculous mids that KD and give oki in some cases. The problem is that Hei has no scary low to make the opponent want to duck, so he has to make do with crappy lows like d/b+3, d/b+2 and single HS. He gets a KD low with FC,d/f+4 but both that and the mid mixup (ws+2) can be sidewalked to his right. FC,d/f+4 also gives crappy reward on hit except up near the wall.

Whiff punish: 5/5
Ewgf, d/f+1<2, f+3 are pretty much all that you need... f,f+2 for those mega whiffs with ultimate lag time. ss+2,1 for a lazy option when you ss moves.

Keep out/Panic: 4/4
1,1,2, d/f+1<2, d/f+4, d+1, f,f+2, ewgf, f+3 are all ridiculous spacing tools. f+3 and d/f+1<2 are easily some of the best additions for any character in the game.

Wake ups: 2/3
d+1 being his old spike ender allows the opponent to recover quicker now, his only real re-float to allow b! is hs,n+4, d/f+1<2 and that's risky to attempt. He gets points because d+4 stomp does a chunk and f,f+2 is a mid option that launches if people try to get up and block the stomp. f,f+2 has been made less risky than DR because of getup 3 no longer giving KD on regular hit.

Damage: 5/5
Hei is a Mishima, meaning he gets good damage from just about every department. f,f+2, ewgf, d/f+1,2, b!, hs,hs,n+1, w!, hs,hs,hs,n+4<4 gives more than 60% damage from a crushing mid that's very hard to punish. With walls, Hei is a VERY scary opponent to deal with as his mids themselves are good and wallsplat (d/f+1<2, f+3, b,f+2,1, ss+2,1, f,f+2, DF), say bye to a good chunk of your life if he splats you.

Overall Rating: 23/27

Bryan

Punishment: 3.5/5
Standing
-10: 1,2 (15 dmg, +5)_1,4 (21 dmg, +4)_2,3 (24 dmg, +1)
-12: 4 (15 dmg, +6)
-13: df2,1 (22 dmg, +2)
-14: fb2 (launch [ideal for -14 on up])_ff2 (30 dmg, knd [for long range])
-15: f214 (42 dmg, knd)
-16: b4 (18 dmg, +15 [ideal at the wall])

FC
-10: ws1+2 (12 dmg, +7~8)
-11: ws4 (16 dmg, +5)
-12: ws3 (18 dmg, +4)
-15: ws1 (launch)
-19: ws2~f_b (launch)
-23: uf n 4 (launch)

Bryan no longer has a 13f jet upper, and his 12f~13f punishers are very weak substitutes since it's even weaker than his best jab punisher. None-the-less his jab punishers do average damage. Even his ws3 though being slightly stronger than his ws4 the damage is still around average damage, with average ws4 damage ranging from 16~20 dmg. So Bryan pretty much has nothing special for anything from -10~-13 from standing, or -10~-14 from FC. One area where Bryan excels over the majority of the cast is the fact that he can launch -14s from standing, other than that his punishment is very average with having nothing special for -12~13 or -12~14 from FC like some of the better punishing characters have.

Offense: 3.5/5
Bryan's poking game has improved with the addition of df21, as a quick mid high 13f string that jails on block. Along with the addition of his new qcb3 low that does 20 dmg, +4 on hit, knd on CH, and only -12 on block. Though his d3 no longer gives +1, qcb3 is a much better replacement.

Like DR to really utilize Bryan to the fullest, one has to be a master of the "taunt" (1+3+4)~into free stuff. Taunt is a mid unblockable that gives +16 on block or hit, thus giving free stuff. The two manliest of which is fb2, a launcher, and b4 that gives +15 into another free hit. fb2 would be the most ideal option to use in the open since like I said "it's a launcher." At the wall b4 would be the most ideal option since b4 gives +15 that leaves Bryan open for a free fb2 after b4 hits, or ff2 which both results into a wall splat into insane damage. Once Bryan takes someone to the wall it's pretty much over, since taunt is still an unblockable tech catch, if one can hit taunt b4 with near 90% consistency it's basically a "good game, better luck next round/game."

The only downside one can see about taunt is that it's hard to just plant it in the open, with it only having half decent range and clocking in at 28 frames. The whole 28 frames Bryan's doing the taunt to hit, it counts as an attack and leaves him open for a CH move or launcher or whatever. Though he can cancel it and bait those moves for that very purpose. It's all an intimidation factor, the cancel is great for fucking with people that mind want to hit him out of it, and since he can cancel taunt into any move is a plus.

He does have other means of moving in on opponents other than taunt, with moves like generic slash kick or b1. Even so, his tracking is somewhat lacking for this, with moves like f3 losing most of it's range and tracking it had. Also his homing move clocks in at 24 frames which is rather slow for tracking purposes, though he still has some tools to take care of it.

Only thing he doesn't really have is a decent sweep, df3 is the first sweep people learn to see on reaction, and ss23 is only going to work on inexperienced players for only a couple times.

Whiff Punishment: 5/5
fb2 without the forward notation buffered during a block, will be 15f in the open, which ties him in at 15f for his fastest launcher in the open, and the range has also been much reduced in T6. For simple close range whiffs 1,4_df21_fb2_b4, ff2 can all be used. For longer ranged whiffs Bryan has a qcb4 though a bit slow, he still has ff2 or just to be funny bb4. Also run up taunt~into stuff, ain't a bad time to use taunt.

Keep Out/Panic: 4/4
For a 10f keepout he has a CH 121_124. 12f with a CH magic 4. 3+4 for a long ranged 18f mid CH move, though 18f is a bit slow the range is insane. For a quick duck under jabs he can often score CHs with ws3 in between 1,2s. f4 on CH gives a techable ass flop, if unteched dash fb2 is free. CH f3 still gives a juggle, though range is garbage in T6. qcb4 can also be used if spaced well, since in T6 gives more pushback so some characters can't even punish it, while the range on qcb4 is still really good. Orbital heel (uf4) can still be used as a safe low crush that still clips very well on opponents limbs when doing a move.

Wake Ups: 2/3
No spike ender into a floater, good oki from throws, a mid that hits grounded, and a couple lows that hit grounded as well. Bryan can end combos with B!, uf3, db2 that leads into decent oki like if they roll back dash qcb4 launches or dash b1 catches them rolling and B!s them, while if they tech he just gets a simple poke mixup. Still that only covers 2 of the 3 points since he does not have a spike ender that can lead into great oki.

Damage: 4/5
Examples.

uf4, db2, 1, b1, B!, uf3, d32 (65 dmg)
uf4, db2, 1, b1, B!, uf3, 1, ff2 (68 dmg)
uf4, b1, B!, uf3, 1, b3~f, qcf412 (69 dmg)

fb2, f1+2, 1, b1, B!, uf3, d32 (64 dmg)
fb2, dash b3~f, ws3, 1, b1, B!, uf3, d32 (65 dmg)
fb2, dash b1, B!, uf3, 1, b3~f, qcf412 (65 dmg)
fb2, f1+2, 1, b1, B!, uf3, 1, ff2 (67 dmg)

fb2, dash b3~f, ws3, 1, b3~f, qcf412, W!, b1, B!, d1+2~f, ws34 (86 dmg)
b4, fb2, W!, b21, b3 1+2, B!, d1+2~f, ws34 (87 dmg)
b4, ff2, W!, bb, db2, W!, b3 1+2, B!, d1+2~f, ws34 (86 dmg)

Generally all mid 60s on up, and for like wall carry to wall combos around mid to upper mid 80s, nothing that reaches 70 in the open or 90s after a wall carry.

Overall Rating: 22/27




Feng

Punishment: 3/5
Standing
-10: 1,2 (15 dmg, +8)_ 2,4 (18 dmg, -1)_1,3 (22 dmg, +5)_1,2,2 [~b] (25 dmg, +3, [+7])
-12: b+4 (15 dmg, +5)
-13: b+1+2 (28 dmg, knd)
-15: uf+4 (launch)
-18: f+4 (launch)_df3 (launch)

FC
-11: ws4 (13 dmg, +5)
-15: ws1,2 (20 dmg, +1)_ws2 (launch)_ws3 (launch)
-23: uf n 4 (launch)

Average jab punishers, average launcher speed at 15f from both standing and FC. A good ranged 13f knockdown move is the only thing he has that's slightly better than a few, but his ws4 as a FC punisher is pretty shitty for only 13 dmg and it's the only thing he has for -11~-14 from FC.

Offense: 4/5
Feng always had a really good poking game. A few examples of his mids are: df1, b4, ws1, ws4, f21, etc. As for the lows: d2, d4, db3, FC df1, etc. Feng also has a ss4 low sweep that leads into a juggle, though death on block. He has a handful of safe mid options for the mixup. In the open ss~df3 could be used, near the wall ss~df22 or ss1+2 for two safe mids that wall splats. he's even gotten a way to manually go BTed with b3~4, thus opening up for Feng's BTed mixups. With bt d3 as the low, bt 22 for one of the mids, or a three way throw mixup with 1+3 (1 break), 2+4 (2 break), and 2+3_1+4 (1+2 break). So he has a strong poke game and a strong mixup game as well, if he only had an unseeable sweep from standing he'd be a 5.

Whiff Punishing: 5/5
Very good range on his shoulder clocking at 13f is very nice for a quick close to long range whiff punisher. A hopkick for close ranged whiffs, for a mid range launcher qcf3 can be used along with f4 or ff4.

Keep Out/Panic: 4/4
CH b1 no longer allows the opponent to rollback, thus giving a free hit every time. b4 and df4 for quick annoying mids with one that has good range and the other with great tracking, thus making it hard for opponents to just move into Feng's face. f21<2 is a safe CH hunting mid that does over 50+ dmg, and it's easily CHit confirmable. d2 and FC df1 are both only -11 making it a semi-safe, high crushing, low that gives a knd on CH into a free stomp, or floater into a combo if they tried to move to reduce damage. f4 even though a high, it has really good range and clips opponents trying to dash in, it already stuns on normal hit which gives a free juggle such as f4~b,B, 2~1, B!, ff3, d3+4. He also has a ss4 and db4 for risky, but high payout high crush sweeps. With a hopkick for those dyer situation, and a spamable b4 for a quick panic move.

Wake Ups: 3/3
Good oki off his 2+4 and 1+2 throws along with his new BT 2+3_1+4 throw. B!, ff3 gives the same oki as f43 ender from DR. Except now he has a safe mid option of 4~3 that hits grounded as well, and coming in at 25 dmg is nuts. This mid quick ground hitting mid options makes up for his stomp being -12 now. Along with the ton of lows that already hit grounded that he had.

Damage: 3/5

ss4, df1, df1, db1+2, B!, df1, db1+2:2 (56 dmg)
ss4, df1, 1, f43, B!, ff3, db3 (62 dmg, 56 dmg if they move)
uf4, df1, 1, f43, B!, ff3, db3 (64 dmg, 59 dmg if they move)
ff4, f4, 1, f43, B!, ff3, db3 (72 dmg, 67 dmg if they move)
ws3, df1, df1, f43, B!, ff3, db3 (70 dmg, 65 dmg if they move)
db4, cc, 2~1, B!, ff3, d3+4 (65 dmg, 56 dmg if they move)
f4~b, B, 2~1, B!, ff3, d3+4 (58 dmg , 49 dmg if they move)

uf4, df1, 1, 1, 1~1, W!, f43, B!, b2342 (86 dmg)
uf4, df1, 1, 1, df22, W!, db222, B!, f212 (85 dmg)
uf4, df1, 1, f43, B!, ff43, W!, b2342 (90 dmg)

Overall Rating: 22/27

Nina

Punishment: 3.5/5
Standing Punishment:
-10: 1,2 (17 dmg & +5 frames) or 1,4 (22 dmg & -6 frames)
-12: b+2,2 (26 dmg & +1 frames)
-13: b+2,2 (26 dmg & +1 frames) or d/f+1,2 (23 dmg & +2 frames)
-14: f+3 (30 dmg & KND)
-15: d/f+2 (short range) or 1+4 (24 dmg & +3 frames for long range)
-16: b+1+4
-19: DC

Low punishment:
-11: ws+4 (15 dmg & +7 frames)
-13: ws+1,1+2 (33 dmg & KND)
-15: ws+2 (very small range)

Offense: 3/5
Good pokes, above average throws, and still only decent lows. Her throws still give her terrific position after landing. She still has solid mids such as d/f+1,2, 1+4, ws1, d/f+4. As for her lows, nothing too scary to make people want to duck except for wtf which is still as slow and punishable as ever. But with the addition to a high crushing d2, and db3 that gives her +6, AND leaves them in FC, AND is only -13 on block, not bad. Not to forget that uf1 is now a safe low crushing launcher, slow yes, but at least it's safe and you get 68 dmg (uf1, ws1, df1, df32, 1+4, B!, ws1, ff3) from it.

Whiff Punishment: 4/5
She has b+1+4, DC, ss+2, d/f+2, 1+4 as decent whiff punishers, if only her longer ranged whiff punishers were a bit more safe, she'd probably be a 5. Also b1+4 becoming b1+(4) from certain ranges/axis gets Nina killed.

Keep out/Panic: 4/4
ss+2, ss+1, d/f+4, d/f+1,2, magic 4, CH b+4 (INSANE dmg, could lead into 90+) are all decent keep out tools.

Wake ups: 2/3
She lost u/f+1 as a hitting grounded opponents mid, but gained charged blonde bomb, u/f+3 and d+2. Charged blonde bomb hits grounded opponents for awesome damage (around 39 dmg). u/f+3 hits grounded opponents in some positions and can possibly pick up for juggles (example if the opponent rolled after 1+3). d+2 also hits grounded and can lead to juggles if the opponents moved (d+2 into d+4,1 juggle). She still has STFU and WTF as well. Still no good oki after any spike ender.

Damage: 5/5
Nina can deal GREAT damage in this game. From her staple juggle (jpn combo) she gets 69 dmg from d/f+2, 75 dmg from b+1+4, 78 dmg from DC, and 79 dmg from qcb+4. From CH b+4, she can get 96 dmg. If you're capable of landing her multiple ws+1s juggles, she gets 75 from d/f+2! With walls around she's still no joke, with B! saved up you can go for W!, df32, df1, 1+4, B!, ss1~uf3 which does a grip, or go for W!, 1+4, B!, df32, df12f1+2. Either way you look at it, with or without walls Nina does insane damage.  

Overall Rating: 21.5/27

Anna

Punishment: 2.5/5
Standing
-10: 1,2 (17 dmg, +7)_2,3 (25 dmg, +1)
-13: d/f+1,2 (23 dmg, +2)
-14: f2,3 (32 dmg, +?)_f+2+3 (25 dmg, knd)_df3,1 (23 dmg, +7)_df3,2 (25 dmg, +2)
-16: d/f+2 (launch)_ff3 (launch)
-18: uf4 (launch)

FC
-11: ws+4
-13: ws+1,2 (22 dmg, +2)
-16: ff3 (launch)
-18: FC uf4 (launch)
-19: ws+2 (launch)

overall... I could say that her punishment has improved a bit from DR with the addition of f+2,3 and f+2+3 other than that it doesn't even compare to most of the casts punishment list. Still can't launch till 16f, and from FC most just won't go for the perfect 16f ff3, especially in the heat of a match.

Offense: 4/5
Anna is good with offense, with her d/f+1,2_1,2_d/f+4_d+4 and other moves she can really rush down to an opponent and give them a hard time. Aside from that she has ff+2 although a high move can really apply the pressure on your opponent since it tracks and gives +5 on block. She also has her qcf shenanigans which add to her pressure prowess, and of course who would forget her FC game. She has a very nice FC mixup with FC df2 for the low, and ws2 for the mid, that adds to her ability to "mindfuck" her opponents. Although she has nice offense options she has some problem with tracking, but that really isn't much of a big deal with Anna with her b+4, qcf4, f2+3, df4, d4, and ff2 she pretty much can put an opponent right in front of her face, especially with ff2 giving a free iFC df41, df324 as a combo or a free db3 on hit, and b4 giving +10, gives a free 2,3 at the wall. Aside from that with the addition of d/b+3+4,3 which is somewhat similar to Lei's db44 sweep, except for the fact that it only trips from range 0~1, and 2nd hit is duckable as well. Stopping after the first db3+4, leaves her in FC, but she's still at -4 on hit, and -15 on block, not exactly a free FC mixup opportunity.

Whiff Punishment: 5/5
For something quick up close, f23 or f2+3 can do the job. Up close to semi-mid range df2 does the job, while ff3 covers everything else.

Keep out/Panic: 3/4
magic 4_u/b+3_u/f+1,(3,3+4)_b+4_d/f+1,2_d/b+2,4_d+1,4_qcf+1_d/f+2 they are all great keep out moves... but they are not as scary as only a few do launch and most of them dont track well, with the exception of b+4 which when done within a good range could really prevent your opponent from closing in, plus it tracks both ways. Aside from b+4 her u/f+1,3,3+4 is one annoying, scary, damaging move that on hit she gets a free juggle... one thing to stop from rushing down to anna

Wake ups: 3/3
Anna's wake up game is really annoying, if not scary. She has a ok options after her throws. She has tons of good ground hitting moves, with both fc df2, fc f2 both hitting grounded. Also uf3+4 spikes opponents on the ground and leaves them right in her face, also with d3+4 for a quick low stomp, and all her other ground hitting moves. Anna can still do B!, then db1 into the same oki she had in DR. Or in T6 she could totally throw away the B! ender and use d1+2 for a tech trap. Good spike enders, even though she sacrifices a lot of damage from her guaranteed combo for it, but there's always that tech catch.

Damage: 4/5
If it wasnt for walls... Anna would be a 1... Her juggles are just average. Although the upside with her non-walled juggles is that of the versatility of her juggles its either KND or set-ups or wake-ups postB!... with walls she has one of the most ridiculous wall carry game especially with her u/f+1,3,3+4 which carries to the wall quite well, plus the B! can be done when the opponent splats to the wall... she also has one of the most ridiculously easy and damaging wall combos... her infamous Treading Water from DR has been upgraded into Treading Water to Ass, with the Ass being a ground hit no wonder her wall does big... Aside from that there are instances in which after hitting Ass she goes through her opponent for more BT mix-ups or when your opponent techs she could throw her opponent on the side...

Overall Rating: 21.5/27

Paul

Punishment: 3.5/5
Standing
-10: 1,2 (19 dmg, +8)
-12: d1+2 (30 dmg, knd)
-14: b+3 (launch [close])
-15: df+2 (launch)_uf+4 (launch)_uf+3,4 (launch)_qcf2 (46 dmg_32 dmg, knd)
-16: ff2:1 (38 dmg, knd [far])

FC
-11: ws4 (18 dmg, +6)
-15: ws2 (launch)_All from above except deathfist.
-16: FC df2,1 (37 dmg, knd)
-23: uf n 4 (launch)

Pretty good 12f standing punisher and awesome that he has a 14f standing launcher. Other than that his jabs are avg and his -11f ws move is avg, overall a bit better than average.

Offense: 4/5
d4:2:1+2 aka Demolition Man is one of the fastest sweeps in the game running at 15f, sadly the dmg due to the new scaling is not too much only being at 34 dmg. The range one needs to be at for it to trip is about as close as Steve's db3 range, if the sweep doesn't trip Paul is left at -17 (-33 if the sweep itself was blocked in the first place) and it has less pushback than DR, though ss-ing the last hit is no longer possible one can still ssl then get hit with d4 and the rest of the string will whiff, leaving you with a free wakeup kick and only taking 10 dmg in the process. For his arsenal of mids Paul has a new qcb1 which guarantees another free qcb1 on hit, if opponent moves (other than sideroll) it gives a B! status into a combo. At the wall he can use qcb2 for a safe quick mid that wall splats, same goes for just b2 as well though it has been slowed down quite a bit from 16f to 22f. Also for the bigger reward, but punishable on block mids he has uf34_ff34_uf4 which would all equal a launch. Stupid d1,2 and d1,4,2 is no wa true mixup, since they both come out at the same speed, unlike in DR where the low came out much slower than the mid, but the risk reward is sooo shitty on this mixup it's too risky for hardly any damage. Deathfist as a mid mixup may just be an unnecessary risk when he has these other mids to mix it up with, but to "each his/her own."

We've covered the mixup options, but Paul also has some pretty good pokes as well. With df1, d1, ws4, etc for good mid pokes. With b4, well placed ss3, generic d4s for decent low pokes. Couple buffs are with qcb321, it's a practically a safe low. qcb3 on it's own is death on block, but if opponents try to even ws4 interrupt between the qcb3,2 part, the 2 will score a CH and the last 1 is free. Not just that, but qcb321 is l,m,h, on WHIFF the last hit is duck-able, but on BLOCK qcb(3)21 jails so the high can't be ducked and it's safe either way. So not a bad low to use when you're in range for it. Also ss3 on CH now gives a free d1+2, which is pretty nice.

For tracking he has b2 which is his homing move. b3 tracks all the way to his left, though it is -10 on block, but the payoff is that he gets a full juggle now not just a demolition man afterwards. While df2 tracks well to his right. Also he has other options as well for tracking, so he's not lacking in this department either.

Also Paul has some decent throws with b1+4 giving a wall splat behind him, ff1+2 giving a small juggle such as d142 afterwards, or even df1+3:qcf2 that gives a wall splat as well off a throw, and 2+4~f which is a 2 break throw for slightly better than average dmg.

Whiff Punishment: 5/5
d1+2 for a very quick close to mid range whiff punisher. Good ol' deathfist for longer ranged ones. With even ff34 now giving a full juggle into B! this is a great option for whiff punishing. ff2:1 can still be one of the tools for whiff punishing, but imo there are better options, since ff2: (1) happens way too often when trying to whiff punish something from a distance.

Keep Out/Panic: 2/4
He has as CH 4 but not that great of a followup combo afterwards. A better than generic df2. You're ever so lucky hopkicks. Random d1+2s that will get him killed, and a f1+4 that slightly evades stuff but also gets him killed. He could use b2 for a very slow keep out move, more risk to him. d1~d is still good, but unlike DR if he whiffs d1~d into FC ewgfs will hit him during the transition from standing to FC. qcb1 for a slightly backwards evasive move that will give a full juggle on CH which isn't bad. Overall pretty average, he has all the tools in pretty much the most basic form.

Wake Ups: 2/3
Deathfist on airborne opponents now sends them rolling instead of floating back after getting hit, thus giving free run up qcb1 and if opponent's move it'll B! them or if close enough and B! wasn't already used it will B!. Only downside to that is it wont work off a straight axis B!, will only work in pretty much one situation with that being CH b2, f1+2_qcb1, B!, DF, dash qcb1. d1 spike no longer gives anything free, well even in DR he only got fc3 for free anyways and that was only at the wall. His d1 spike is like Hei's now, where the opponent recovers faster. So no good pickup options after B!, he does have some decent tools to hit grounded with. With a handful of good lows that will hit grounded, and a qcb1 now that will do the job for a good mid hitting ground move.

Damage: 4/5

- df2, qcf1, df11, f1+2, B!, demo man (66 dmg)
- df2, 2,2,2,f1+2, B!, demo man (63 dmg)
- df2, 2, df1~b, qcb1, B!, demo man (61 dmg)
- ws2, 2, df1~b, qcb1, B!, demo man (68 dmg)
- b3, 32, f1, f1+2, B!, demo man (64 dmg)
- ff4, fc1~f, f1, ff1, f1+2, B!, demo man (56 dmg)
- CH 4, ff2:1 (37 dmg)
- CH b2, qcb1, B!, demo man (64 dmg)
- CH b2, qcb1, B!, Deathfist, dash qcb1 (66~ dmg)
- uf34, f1, f1+2, B!, demo man (62 dmg)

- df2, 2,2,2, f1+2, B!, 32, W!, df11, d1+2 (82 dmg)
- demo man, W!, f1+2, B!, df11, d1+2 (66 dmg)
- b2, W!, qcb1, B!, df11, d1+2 (70 dmg)
- CL DF, W!, qcb1, B!, df11, d1+2 (92 dmg)

With walls he can do beastly dmg. Even without them he does solid dmg, just nothing hitting over 70s in the open.

Overall Rating: 20.5/27




Lili

Punishment: 3/5
10 fr, she has 1,2 which is 19 dmg. for 12 fr, she has 1+2 for 21 dmg and knockdown. free stomp if the other person doesn't hold back. the range on this is pretty poor and only has jab-range [ie. it whiffs with mid getup kicks]. standing 4 is pretty good for distance, at 12 fr and 18 dmg. for 13 fr, she has b2,1 which is +5 and 25 dmg... again, the range is very piss poor on this. for -15, she has uf3 which has good range and a very low hitbox. for -16, she has d22 which is 28 dmg and for -18+, she has d3+4. her ws punishers are alright. from -11 to -14, she has ws4 which is 18 dmg. her ws3 launcher is 16 fr and her ws2 launcher is 18 fr.

Offense: 3/5
+1 with blocked jab. she has good advantage on her pokes if they hit and you can lock down, but she doesn't have very many moves with advantage that are mid. in general, she's a pretty slow character. a lot of her good mids are pretty slow and can be easily interrupted... but most of them are safe such as df3+4 and ff3 which would lead into a big combo anyways. there's not a lot of tools she has that can break down turtles. her ff4 stomp is unseeable, though at a slow 23 fr yet 22 dmg. her new d3 is 19 fr but only 14 dmg.

Whiff punishing: 3/5
Average whiff punisher. her uf3 is very good, but the range isn't as great as most people think it is [for example, it whiffs often after blocking dj/kaz df44]. d22 is probably her best whiff punisher at 16 fr. df3 has insane range, but it's 20 fr. ws2 has VERY good range, yet it's 18 fr. in general, most of her long range punishers are very slow. the only thing not keeping her from a 2 for whiff punishing is uf3.

Keep out/Panic: 4/4
standing 4 is a good 12 fr keepout move, yet high. 413 is NCc for 45 dmg on CH. df3 is pretty good for keepout due to its range and CH on juggle, however again, slow at 20 fr. 2,4 is a good 10 fr keep out at 36 dmg on CH. 1+2 is also good, but is -11. uf3 is good for a panic move since it's a typical hopkick with above average range. ws4 is a good panic move because it's 11 fr and on CH, you get a juggle, most of the time. Lili is one of the characters with some of the most launchers in the game, if CH is included. ss1+2 keeps opponents in check when they are too aggressive. on CH, it gives an unbreakable stun for a free d3+4 launcher. Also has a few shenanigans with df2_ws2~b, when on it's own it's -10, so opponent will try to jab punish, but if she holds back she is then -7 and can avoid jabs by holding db and if you did jab, another free ws2. Not only are all the things listed above good, but it's also her huge sidestep that makes it a big problem to move in on her. Lili and Zafina are the only characters in the game that can step moves the wrong way, and get away with it. The scariest part about Lili is 413 on the side, definitely one of her strongest tools once she gets to an opponents side, well not even to her side, she only needs about 35 degrees and 413 will KND for a full juggle. You'll be taking full damage on every hit of 413, and the last hit KNDs and realigns the character for a juggle such as 413, 32, df1, 323 which does 85 dmg, which is over HALF LIFE! Not to forget she can also get 413, 413, B!, ff3, 3+4 for about the same damage and oki, and if there's a wall around, better luck next round. Pretty much picture 5.0 Steve's b1~flk1112,db2, but instead of being 90 degrees to a persons side, you only need 35 degrees.

Wakeups: 2/3
Average oki and wakeups. she has good wakeups on people who rollback. her main ground-hitting moves are d3, db4, ff4 and df3+4. she has average oki after all of her throws [except item throw]

Damage: 5/5
Damage potential is very high with her, mostly due to wall stages. if walls are not present, her damage rating would drop, but since most stages in T6 have walls, she makes a 3/3. she has a HUGE variety of different combinations of wall carry juggles. not to mention her staple juggles have very good wall carries and she has a lot of options at the wall for wall juggles and/or slumps. Her normal juggles are lacking a bit in damage compared to other characters [ie. a maximum of 59 dmg off her hopkick at a distance].

Overall Rating: 20/27

Miguel

Punishment: 4/5
Standing
-10: 1, 2
-11: 2,1 25 dmg and can go into SAV pretty quickly from it.
-13: df12
-14: d/f+4,1 +6 on hit. 21 dmg can go into SAV quickly. Also can delay the last 1 for CH juggle. If it doesn't hit CH you're at +8
_f+1+2: 14 frame kinda short to midrange punisher that gives free d+1+2. 48 dmg total
-15: uf4
-16: df21_b+4: long range 16 frame punisher. Used to think bob's 1,3,3 was fairly safe against him but it stuffs it all the time.

Low
-11: ws4
-15: ws22_uf4

Offense: 3/5
Once people get over the quirkiness of db+1, they realize it's pretty damn slow and block on reaction. df+1, and db+4/3 serve as good mid/ low pokes. You HAVE to use SAV to win with Miguel. Once you get into a rhythm some of them are hard to see. People still go "deer in headlights" with d/b+1. I would give him 3 maybe 4 just cause of d/f+1 and the options he has from it. Overall once you know his tricks he just doesn't have the frames to mount an airtight offensive.

Whiff Punishment: 4/5
df+2, 1 is your primary tool, it's not safe by any means. Hopkick, Jabs, df+1, 2 for closer whiffs. d+1+2 goes under highs, wall splats, only punishable by SOME character's 12 frame punishers. d+1+2 a.k.a "Shove dat Nigguh"

Keep Out/Panic: 2/4
Magic 4 and d+1+2 read above. d/f+3,2: 16 frames but it has a good distance too it and gets butt stun hit on duckers. Safe. +5 on hit. If they try anything after its blocked b,f+1 knocks there ass on the ground for a free dash d/b+3 or other oki options. b+1+2: haven't really figured out how to use this in my game but its a short ranged 11frame move that stuns for juggle on CH.

Wake Up: 2/3
Judicious use of stomp and ff+2, 1 for backrollers can end a round in seconds. SAV oki from stuff like db+1 is the cherry on top. Nothing really from spike enders into refloat is what could keep Miguel from a 3.

Damage: 4/5
74 dmg off his df21, and potentially up 95 after a wall carry is really good damage. With an ok wall combo on small characters, but with a good one such as df1,df1,fc2,ws4 vs normal~bigs Miguel. Guy hits like a freight train.

Overall Rating: 19/27

Asuka

Punishment: 2/5
Standing:
-10: 1
-11: 4
-12: d/b+1 or d/f+4
-13: 2,1
-15: d/f+2 or b+2,1+2 (for long range or FC recovered)
-16: 1+2 or b+3
-17: f+2 or f+1+2
-20: u/f+4

FC:
-11: ws+4
-14: ws+2,1
-19: ws+3
-20: u/f+4

Bad in this category. -10 all she gets is 8 damage from standing 1. Though you can probably sneak in 1,3 or go for 1,1_1,2 minor mixup, she needs better guaranteed damage. -12 she gets either d/b+1 or d/f+4 for chip damage though the latter covers good range. Her new 2,1 is decent for -13 since it covers good range. From -15 and above, she has good launchers though.
FC punish is weak. No launch (except cc) until -19. ws+2,1 at -14 is decent damage but doesn't compare to most of the cast.

Offense: 3.5/5
Asuka can be played extremely safe even aggressively. She can move in with u/f+3, randomly do b+4,2 when in range which leads to juggle on CH, d/b+1+2 no escape no damage throw for free +frame (if your opponent hardcore turtles), good mid pokes, standing 1 strings, quick b+1+2 throw. f+4 high +frame on block that tracks, on hit leads to usually leads to guaranteed combo (dash 1+4, b+4,2 B!) or at least guaranteed dash f+2_3+4_d/b+3,4.
Her safe moves allow her to play aggressively. Only thing that waters down her offense, imo, is no real scary low. d/b+4 is slow and chip damage (though high crush), d/b+3 is arguably her best low though you should only throw this out on near max/max range since it's quite slow, 3~4 has short range though is better on block, has good oki, and high crush. Decent lows, but nothing game breaking.

Whiff Punishing: 4.5/5
d/f+2 for something quick that launches. What gives her a high rating is f+2 though--quick, long-ranged launcher that launches both standing and crouching opponent. f+1+2 for things that's slightly out of f+2 range, with f+2 followup if opponent doesn't backroll.
Minor drawback is that she has no quick long range whiff punisher from WS/FC (her ws+3 or u/f+4 covers good range but isn't fast).

Keep Out/Panic: 4/4
b+3 is her main keep out tool which leads to high damage and insane wall carry. Actually everything that launches will lead to good wall carry with b+2,4,3.
CH 4 leads to dash 1+4,2 (second hit whiff), b+2,4,3 or 2,1,1+2 B! Either way, Asuka has one of the best magic 4.
d/b+1 fast high crushing mid, safe with plus frame on block. Though short range, it can kill opponent's momentum in many situation.
d/f+4_1+2_d/f+1_d/f+2_b+4,2 -- all safe mids with good space on block. Asuka has some good CH moves with FC d/f+2, b+4,2 and d/f+1,2 (the latter is a bit risky since on block the 2 can be ducked and launched).
Her d/b+2, though risky, evades lots of moves into launch.

She also has the longest active frame reversal which can lead to wall combo if her back is against the wall -- b+1+3_2+4, W! b+4,2 B!

Wakeups: 3/3**
1+4 no longer hits grounded opponent hurts her oki a bit, but f+2 hitting grounded opponent for juicy damage in T6 compensates more than enough for that. Juggles that ends with either b+4,2 or 2,1,1+2 yield her good oki -- f+2 cannot be evade except get up and block, d+2 knocks back backroller into B! and if whiffed still recovers fast enough to block/parry getup kicks, d/b+3 for the low option, 3+4, etc.

Damage: 4.5/5**
She's crazy with wall. Without wall, she still does good damage with good oki option afterward.
Things like CH 4, dash 1+4,2, b+2,4,3 W! b+4,2 B! b+2,1,4 does great damage.
b+3,4, b+4,2 B! u/f+3, 2,1,1+2 or f+2, u/f+3, 2,1, 2,1,1+2 B! dash b+4,2 all easy with above average damage plus oki.
After B!, if Asuka does d/b+4,3 it also carries high which could lead her to W! WR+1,4_d+4.

Overall Rating: 21.5/27

King

Punishment: 3.5/5
Standing
-10: 1,2 (22 dmg, +6)_2,1 (22 dmg,+6)
-12: b1,2 (31 dmg, +1)
-14: df1,2 (27 dmg, +2~4)
-15: f2,2 (28 dmg, +6)_uf4
-16: b3 (23 dmg, KND [long range])
-18: 1+2,3 (43 dmg, KND)

FC
-10: ws1 (12 dmg, +8)
-11: ws4 (20 dmg, +5)
-15: FC df2

Basically as average as it can get. Average speed 15f launchers, but a good standing -12 punisher, long range punisher for moves like deathfist/hei's ff2= b3, all in all just a tiny bit better than average with a really good -12 punisher.

Offense: 3/5
Very below average on pokes, with his df12 no longer giving any pushback to make jabs whiff, one of his bread and butter mid pokes now has to be used with caution. df2 is a decent quick poke, and a decent 13f CH hunting tool, and df3 is still a good mid poke, and f3:1+2 is still very good in terms of damage from a poke. But for his lows they nerfed his df4, which used to do 15 dmg, safe on block, +2 on hit, which is now only 10 dmg, -13 on block, and -3 on hit. King pretty much has no means of a strong mixup when it comes to mid/lows, his offense is kept above a two because he has strong throw mixups. If a King player can do iSW from any range, this is when King gets scary. With GS(f,hcf1) being a 1 break and iSW(fff2+4) being a 1+2 break, and having the same animation, it's not easy to tell between the mixup if there was no obvious motion that allows the opponent to see the input. Especially with GS throwing opponents a mile towards King's back to the wall and takes a chunk of your life, it's something to look out for. None the less throws are high, but hopkick is always there for that. If King did not have a scary throw mixup, along with his multi-throws, he'd definitely be below average.

Whiff Punishment: 3/5
b12 for a quick short to long range whiff punisher. uf4 for a very close whiff punisher, since it's a knee now the range has been nerfed even more. b3 for a long range quick whiff punisher. FC df2 for a good ranged whiff punisher, only problem is that you have to be in FC to have this move ready, but if you were ducking and they whiffed anything, this shit will do. Just average in this category as well.

Keep Out/Panic: 3.5/4
A good magic 4, but he doesn't even need to use this since his b1 is even better. 12f very long ranged b1 on CH leads into a full juggle. CH df21 does a decent amount, and good king players know when it's a CH, if not you should be expecting a launch. FC df2 is risky, but definitely catches people for trying to move in, the range on this move is just ridiculous. With your occasional uf4 for a quick panic move and d1n2 for a quick high crush panic move.

Wake Ups: 2/3
Has plenty of throws that leave him for good oki situations, guess wrong a couple times and you can lose half your life in less than 5 seconds. Other than that he doesn't really have a semi safe low that hits ground, but uf3 is a nice mid hitting ground move. For oki after a launcher, King will have to sacrifice the big damage and go for such things as air crouch throw and go for oki there. Refer to Kingbaksa aka Dr. King vids for an example of King's oki.

Damage: 4/5
His iSW ender being a full 30 dmg, makes all of his juggles really strong. With his standard uf4, f22, 1, b2 1+2, B!, iSW doing 75 dmg, King's juggles can hurt. Here's a list of some of his damages.

FC df2, df43, b2 1+2, B!, iSW = 79 dmg
FC df1, cc df43, 1, iSW= 67 dmg
CH b1, f22_df21, 1, b2 1+2, B!, iSW= 75 dmg

You get the picture.
His wall damages are pretty nice, but has shitty wall B! moves to get to it. b2~W!~(1+2) happens nearly all the time, so it's best to not use b2 1+2 B! for walls, and just go for W!, 3+4,2 or risk f222 with the last part whiffing occasionally on normal characters while on small hardly ever hits. Other than that his damage outside of walls, on the wall he generally gets less than him just doing his standard juggle, but with W! combos such as df21 or df12, 1+4 is a tech catch which would hit grounded anyways, so it's actually not that bad. Here's a list of some of his damages with walls.

uf4, f22, 1, df43, W!, 3+4~2, B!, f221 = 70 dmg
uf4, f22, 1, b2 1+2 B!, df21, W!, 12, db2, ws4 = 83 dmg
uf4, f22, 1, b2 1+2, B!, df43, W!, iSW = 88 dmg
uf4, f22, 1, b2 1+2, B!, df21, W!, df43d4 = 72 dmg
uf4, f22, 1, 1, 12, W!, f222, B!, f221 = 80 dmg

There's a general idea of his damages from his weakest launcher, not too bad.

Overall Rating: 19/27




Raven

Punishment: 2/5
Standing:
-10: 1,2 (19 dmg, +6)
-12: standing 4
-13: db+2,1 (22 dmg, +5)
-14: 3,3 (26 dmg, 0)
-15: f+2,3 (27 dmg, +2)_1+2 (25 dmg, knd)
-16: df+2 (launch)_f+4 (24 dmg, knd)
-17: 4~3 (launch)
-18: ff+3 (launch)

FC:
-11: ws+4, generic
-14: ws+1 (launch)

pretty terrible, he's saved from his old 1/5 rating by the buff in range of db+2,1 and f+2,3 which makes stuff like mishima axekick less shitty for him. good WS punishment.

Offense: 4/5
Many great lows: db+3, qcf+2, db+4, spinaroonie, db+3, FC df+3 combined with decent mids like f+2>3, ff+4 and df+1. What makes him really scary is his ability to do qcf+2~b into SDW mixups, where he has qcf+2 and qcf+2~1 to scare people into not hitting him out of it, unseeable BT throws mixed up with a safe stunning mid (SDW 1+2 - feng and ling wish they had a safe juggle starter from BT), and a sweep that goes under practically everything for huge damage (SDW d+3). would be a 5 if he was a tiny bit safer.

Whiff Punishing: 5/5
strong whiff punishment with 4~3 and df+2, both of which have decent range and fat hitboxes. he also has f+2,3 and ff+4 for stuff a bit further away, and ff+3 for big whiffs. db21 for a quick simple short range whiff punisher.

Keep Out/Panic: 2/4
average. f+2,3 and iWS+1 are OK, as is the slightly safer 2,4. qcf+4 is a very decent keepout move against characters without a very fast forward moving move as it's very hard for them to punish on whiff, but overall he's just too unsafe in keepout.

Wakeups: 2/3
sweeps, a ground hitting mid that gives advantage on block (b+3), ff+4 which will hit any kind of movement, riskier stuff like random knee and of course qcf+2 mixups. As for a good spike ender, all he really has for oki usage is 3~4, and even if he does get the oki afterwards it does hardly any damage (B!, 3~4, bt d4, fc3)

Damage: 3.5/5
60~70 dmg from ws1, around 50s off qcf2, and with the addition to a nice ff4 when near the wall is nice. He does decent damage and does particularly well from sweeps etc. but struggles to do half bar like the top characters do.

Overall Rating: 18.5/27

Hwoarang

Punishment: 2.5/5
Standing:
-10: 1,2 (17 dmg, +8 on hit, can do 1,2,3_1,2,4 to go into LFS_RFS and get +13)
-11: 4,3_4,f+3 (26 or 28 damage, varies if ending in LFF or RFF afterwards too)
-12: b+4 (25 dmg, short range)_df4
-15: d/f+2 if close, f+1+2 (21 dmg) for further away, but if they're too far f+1+2 becomes i16...
-17: b+3
-18~19: jfsky

FC:
-11: ws+4,4 (25 dmg, +7 on hit, leaves Hwo RFF)
-15: ws+3 (20 dmg) with free ff+3 or f+3+4 ff+3 followup)
-20~21: cc, d/f+2
-23 (roughly): cc, b+3 and cc jfsky and U/F,n,4 delayed hopkick launch

Summary: Meh overall, his only standout point is being able to b+3 on some far range moves like Paul far range DF (but even then need to measure it properly), Asuka ws+3 (again need to measure the range).. apart from that, he's pretty average in terms of punishment. I'd like to give him 5/10 honestly (2.5/5 heh)

Offense: 3/5
If you're unfamiliar with Hwoarang, then 4/5 I guess. His stand-out point is his flexibility and sheer number of options from his various stances. He is so versatile that you've got random factor... but even then, someone with a half-decent knowledge of Hwo still knows roughly where the holes are, and can hurt him bad for the wrong move. A creative Hwo player (e.g. MDJ) can always give headaches to even other good Hwoarang players though, because it's a constant guessing game as to what he can do or what he choose deliberately NOT to do.

He lacks moves to make people duck, ss+4 is chip damage, CH combo and only -11, but range and lack of speed hold it back. d/b+3 is chip damage for -13, d/b+4 finally isn't stun on block but it's still -12, although fear of the 2nd hit usually makes people not punish properly (although 2nd hit is duckable on HIT so...) and d/b+4~f is always there, his fla sweeps are useful only as the riskiest high crush in the world out of LFS_RFS, but B! makes getting decent damage off them a bit easier. The new addition of RFS d+4,3 opens up a new level for his fla rushdown game, as being able to go from RFF d/f+4~f or d/b+4~f into RFS gives instant RFS d/f+4_RFS d+4,3 mixup... also jails on hit so you can't duck the 2nd hit. But it's still minimal chip damage for the risk of being low parried for a sizable chunk... nothing scary to force ducking.

His throws are pretty solid in terms of damage, variety and oki afterwards. But again, they're hard to land against good players who can break consistently and he doesn't have a "hard-to-break" throw like Steve PAB 1+2, King GS, etc.

Frames-wise he's generally solid. Moves like RFF 2 on block = +4, LFS_RFS jabs are i13 but +5 on block, generally allows him to keep pressing forward. ws+4,4 on hit being +5, ff+3 +5 on block and leaves him RFF, etc. RFF ff+4,3 on block is +16 for free RFF 2,b+4, but any player who's played against a decent amount of Hwoarang knows to look out for this and duck the 2nd kick.

He has a bit of trouble getting in on defensive players though. For closing distance he doesn't have too much... cd/wd into ws+4,4 is not bad, but range on it is a problem as it's pretty bad on whiff... cd into ff+3 is great, but 24 frames to come out means interrupts are common. cd+3 is safe and decent advancing range, but linear as hell.

Generally his tracking is mediocre. He has options, but they're not always reliable and generally are used to track ss in one direction only, so requires guessing right (like the rest of his offence game heh). His homing move clocking in at 27-28 frames and having to come out of RFF stance, AND is high (it's his big backlash kick) makes it pretty useless most of the time for tracking purposes... but at least it's got big range, is safe on block

Summary: Options galore, but weak lows, mediocre tracking and general lack of safety hold him back.

Whiff Punishing: 3/5
He just doesn't have anything that quick for good damage. d/f+2 at 15f, anything less than that and all he's gonna do is hit you for 15ish damage and get some frames. b+3 and jfsky are great on slower whiffs, great range, but b+3 being 17f means you gotta be on point with it, cause -15 on block = your own ass launched most of the time. jfsky at least is safe against the majority of the cast (minus King, Paul at times, etc.)

Only thing that puts him on 3/5 (I'd give him 5/10 if possible) would be his ability to long-range whiff punish. Everything else is "meh"

Keep Out/Panic: 2/4
Pretty average, he doesn't have panic buttons or too many fast, prioritised moves. d/f+4 is weak range, b+4 is good priority but bad range and high, RFF b+3 is great on CH (could lead to potentially 65-70% if they don't know how to escape the stun to avoid the launch or the ff+4 followup into mixups) but again lacking in range and high. d/f+2 is his only panic button launcher but his range is again mediocre (it's no Bob d/f+2). Doesn't have much to stop people from coming in on him...

Wakeups: 2/3
ff+3 hitting grounded now is great, lots of damage and in some situations resets oki for more. Not as effective as in DR where ff+3 on a backroller gives RFF 3 or RFF ff+3 mixup, but you'd still be stupid as hell to backroll on Hwo with him easily getting RFF 3,4,2, ff+3 B! or just d/b+4~f,2, RFF ff+3 B! RFS d+4,3 opens up another avenue for pickups... also with RFF ff+3 doing a good chunk on the ground or B! on people who twitch... good stuff.

Damage: 5/5
As always, Hwoarang does chunks of damage whenever he gets a good hit in. Off jfsky no-wall, he can do 55-60% life with relative ease. With walls, this guy is gonna be smashing you all over the place, with oki potential afterwards. Basically Hwoarang excels in areas that everyone else is pretty decent in as well (damage mainly) with his main issues still generally unresolved from DR (lows, tracking). The 2 point bonus with walls is purely to account for the GREATLY increased damage he gets with walls, as well as his great wall pressure, despite it not being on mishima level).

Overall Rating: 18/27

Lee

Punishment: /5
1,2,4 has lost some of it's punishment power considering it's now competing against 10f punishes and not 8f means it's still decent damage, but not great with no wall splat or KND others get.
f+4 has a great hitbox and clocks in at I think 11f for blocked moves that put him out of jab range, but weak damage.
b+1:1,2 has always been nice for moves that pushback for anything 15f (edit thx Axe) still NC and still KND if you can nail the JF, which most good Lees will have down consistently.
F+2,1 has some nice range, gives WS and KND for 14fr
The Knee's still around at 15f, and it's a good move, but really who doesn't launch for that much damage from that range at +15f now?

The addition of a decent WS move in WS2,3 is almost enough to beef Lee back up to his DR 4/5. About 14f and combo followups into B! are situational make this no Kaz TP but it's nothing too weak either, master the WS2,3 ff+3 and you'll pick up ~30%

Did I miss anything?

Offense: /5

Still Lee's weakest area with really no reason to duck if you can break throws, throws which are in the lower end of scaryness in regards to execution speed and break windows.
Nothing gained from DR has made much impact, the mid/low 2,1 mixup is seeable at worst and weak at best. Nothing new in terms of + frames except HMS u/f+4 and you'll be pretty hard pressed to find a spot to use it in open play.
HMS4 being sped up is a decent offensive tool but almost overcompensated for by the lack of HMS evasion, autoblock and HMS4 range.
Additionally, Lee's "throw them out there" offensive moves in HMS2 and d,d/b+4 are now unsafe in T6 giving him one safe launcher if I'm correct and that's his weak ranged/steppable d/f+2.
Oh, b+4 no longer juggles crouchers.
Some saving grace in f+2,1 and u/f+3,4 being Hit comfirmable splats, but it's not much.
The only really positive addition is WS+2,3 giving a scarier and safer alternative in the DD slide mixup.

Whiff Punishment: 3.5/5
Average again. f+2,1 is a good addition at 14f and the knee still has some good range. b+1:1,2 is again handy here or for something further away with longer recovery u/f+3,4 could come in handy, but no tools to set him apart from the pack here either. Baiting whiffs with anything to HMS sidestep HMS2 is harder now there's a slight delay in transition to movement. His punishment options don't change much to this section.

f+4 is good range, hitbox and speed but it's about 11 damage. ff+3 hurts a bit if you can consistently whiff punish without whiffing yourself.

Keep Out: /4
b+4 still glvie full juggle on CH thankfully, and is safe with a quick recovery.
d+3 still KND on CH along with the high crush for jab / EWGF happy rushdowns, along with good guaranteed follow ups in slide or HMS 4_u/f+4 if you've transitioned.
The addition of 2,2,3 being NCc is great, 10f and clocks in at 1/4 of a bar or so? Know where you're at + frames or know you can interrupt and this move will be one of your most used.
PP now gives a decent mixup at least too if you land it.
Not many moves really but the ones above are fairly comprehensive tools

Wake Ups: 3/3
In the open B!, b3_b4 gives a three way oki option just like Bob's B! f3 ender. Lee can pick between another b3 for a safe ground hitting mid, or any of the handful of lows that hits grounded. The juice is df1 picks up opponents trying to quickstand or rollback, which can then lead into a juggle into reB! oki situation again. On the wall B! ss2~f, f43 is the juice. d3 is guaranteed after it, and the player can then decide to go into HMS for further mixups or just do FC mixups or whatevers. If opponents tried to move from d3, df1 pickups again giving another free f43 into B!, then another f43 into the same oki situation again; thus making opponents want to stay grounded and just take whatever hit coming to them. His oki after throws is still the same, always had a ton of lows that hit grounded, now with the addition of HMS uf4 and b3 being the mids.

Damage: 3/5 (4/5 if we're doing the +1 for walls thing)
Average damage off of staple launches, and despite everyone having improved wall carry through B! and generally further reaching juggles learning to nail iWS2,3 from mist step sway is enough to keep him in the top tier of wall carry, and when at the wall Lee remains a little above average with 4,3,3 B! ender or the f+4,3 B series if oki is more your thing. Not lacking here at least.
Lows and punishers are also pretty decent with f+2,1 giving splat at best and a good chunk at worst. HMS4 when you land it still stings, and 3,3 remains a reliable poke.

Overall Rating: ?/27


我只能说,写的很好很强大很用心,同时很长而且完全看不懂,还没写完,到严龙为止。个人根据这位大佬的分析排了下,按顺序是:

Kazuya
Bob
Devil Jin
Leo
Jin
Jack-6
Lei
Dragunov
Law
Armor King
Heihachi
Bryan
Feng
Nina
Anna
Paul
Lili
Miguel
Asuka
King
Raven
Hwoarang
Lee
Wang
Yoshimitsu
Marduk
Zafina
Xiaoyu
Ganryu
。。。


综上所述,T6总共是36个动作不同的角色(熊和熊猫算一个,克里斯蒂和艾迪算一个,木人不算),若按综合强度分S、A、B、C四等,正好是9个人一等,每一等级又可分3个小级(比如S+、S、S-),那么,在这位大哥笔下最强的三位不是凶神恶煞就是满脸横肉或者干脆就不是人。。。S级里面比较帅的就属雷欧小弟和风间仁俩位了。NAMCO还是比较喜欢帅哥的呵呵,笔者最喜欢的LILI属于A-,还好还好可以接受。

最后还是要提醒一下,本文纯属参考,不喜欢请一笑而过,T6这种格斗游戏完全是2分角色8分技术,只要玩家技术不会差距太大都可以打打的。
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沙发
发表于 2008-12-3 12:06:56 | 只看该作者
很好的帖子, 磨练英文阅读能力很不错  [080]
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发表于 2008-12-3 12:11:21 | 只看该作者
全不认识。。。。但顶起。。。。
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