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Eternal student
The larger characters as long as they're given deadly mix-ups or characteristics to let them get in. From my experiences:
Marduk(TT2): I have a friend that plays the character and does well at tournaments and on stream. As I don't play the game, I'll ask him and update when I find out.
Nightmare(SCV) : Viable due to his range, damage, and pressure. Can't say much because I never used him. I rocked Zwei, Alpha Pat, and Viola
Potemkin(GGAC+R): As you can see he is extremely slow, but given the tools he has he is certainly viable. He has:
Kanji(P4U): Go to 4:53:05. Kanji against the second best character in the game
Officially on the tier list he is "low-tier" but I play the dude, and he is certainly viable. He doesn't really have legit blockstrings (due to being able to bust out with reversals, which I will call DPs for convenience sake) and requires the ability to read enemies well, but he still shines. Kanji is all about tricking the enemy, and baiting DPs, which let you perfom massively damaging Fatal counter(FC) combos that do about 4k and can lead to resets. Once you get the other guy scared the match is cake and you can do this by using his:
I was a bit worried about the injustice grapplers, as I don't know if their normals are efficient for tick grabs. We've seen the they have good anti-airs and tools to beat projectiles and get in though. If their grabs are unblockable, and the moves we've seen work like how we imagine them, they'll do just fine.
I'll add more examples from other games later, as I'm not the fastest typer I don't enjoy having to type alot at once.
Marduk(TT2): I have a friend that plays the character and does well at tournaments and on stream. As I don't play the game, I'll ask him and update when I find out.
Nightmare(SCV) : Viable due to his range, damage, and pressure. Can't say much because I never used him. I rocked Zwei, Alpha Pat, and Viola
Potemkin(GGAC+R): As you can see he is extremely slow, but given the tools he has he is certainly viable. He has:
- A move that turns projectiles into a moving wall, allowing him to slowly proceed behind it undisturbed by potential enemy attacks.
- A fully armored dash attack that can be canceled for pressure or his deadly mix-up game of "will I command grab you, use normals for pressure, do a low or overhead, or use heat knuckle(his anti-air grab) if your bitch ass decides to jump?".
- Speaking of heat knuckle, it beats everything in the air. He also has a super that makes him lunge into the sky and grab you for massive damage for heavy damages, which scares the fuck out of the opponent and keeps them grounded.
- He can confirm his long range pokes to heat knuckle.
- He has an unblockable ground shockwave ... that can be confirmed into a combo from almost halfscreen away due to his armored dash attack cancel.
- A fuckton of resets, grab gimmicks, and tick throws
- Has the most health in the game
- He normals work great as mix-up tools.
- The Man gets meter at a fast rate from moving forward
Kanji(P4U): Go to 4:53:05. Kanji against the second best character in the game
Officially on the tier list he is "low-tier" but I play the dude, and he is certainly viable. He doesn't really have legit blockstrings (due to being able to bust out with reversals, which I will call DPs for convenience sake) and requires the ability to read enemies well, but he still shines. Kanji is all about tricking the enemy, and baiting DPs, which let you perfom massively damaging Fatal counter(FC) combos that do about 4k and can lead to resets. Once you get the other guy scared the match is cake and you can do this by using his:
- His numerous, extremely grab tick grab set-ups
- Some of his normals have ridiculous range, due to him using his persona attack. They also FC if the opponent is doing something.
- An air move that beats anti-airs and FCs if they try it. Can also be faked out by holding it so that you can land and command grab.
- A lunge from the air the homes in on opponents and has amazing corner carry in combos.
- Can call down lighting from the sky to lock down opponents at certain ranges as you run up to them. The lighting paralyzes on hit, meaning that the enemy can't move for a few seconds.
- His DP coats his entire body in lighting and paralyzes the other player.
- Has a 4k+ command grab for 50 meter in awakening mode
- His command grab leaves the enemy at the perfect distance for lighting bolt
- A great anti-air grab that has the persona lunge into the sky after enemies. The heavy version has the persona wait for a bit before lunging, and an EX version that the persona will lunge when it senses and enemy in the air. Both have great reset capabilty and Kanji can move after he sets the persona.
- His high damaging resets leads in to more resets
- Great unblockable anti-air normal with huge range, but takes a little while to get out
I was a bit worried about the injustice grapplers, as I don't know if their normals are efficient for tick grabs. We've seen the they have good anti-airs and tools to beat projectiles and get in though. If their grabs are unblockable, and the moves we've seen work like how we imagine them, they'll do just fine.
I'll add more examples from other games later, as I'm not the fastest typer I don't enjoy having to type alot at once.