**Split the reversal and AA categories, changed the ratings for health and changed “health” to “endurance”, added description for viability, split characters into U1 and U2 ratings. **
Just a little something I threw together. The data is very suspect as I am a casual player; or a scrub if you like.
I plan on requesting in each character forum for input on ratings in each categories, ideally a single representative from each forum will present me with the general consensus.
Discussion of each characters ranking should be limited to the post I make in each forum. Discussion on categories and their precise definition will remain here.
As it sits now I have the following measured on a scale of 0-5:
Each character will have separate ratings for each Ultra, as far as the charting process is concerned they will be handled as separate and unique characters. This will allow for direct comparison between a character with both Ultras but keep the data legible.
Endurance- Stamina + Stun / 2
0.0 = 800
0.5 = 850
1.0 = 900
1.5 = 925
2.0 = 950
2.5 = 975
3.0 = 1000
3.5 = 1025
4.0 = 1050
4.5 = 1075
5.0 = 1100
**Note the following breakdown section was written when the reversal and AA ratings were grouped together, use as a rough guideline. **
0 = Normals are less than ideal as AAs and are highly situational. No real escape options. Reversal is EX dependent, and is likely the best AA as well.
1 = Same as above but with one area greatly improved or two areas slightly improved.
2 = Same as 0 but two areas greatly improved to average but one still flawed.
3 = Average in all three areas, or slightly above in two but lacking in one.
4 = You see the progression here. May lack an escape option but has very reliable normal AAs, better than average reversal that can be used in many situations, EX improves options.
5 = Pretty much all bases covered. AAs for most all situations, reversal limits options for opponents, EX adds combo or Ultra possibilities to AA and or reversals.
Zoning - More than just chucking plasma at people. Also the ability to deal with counters to the above. Controlling the opponent at mid range with pokes and dealing damage from mid to long range with specials or normals.Thoughts?
0 = Crap. Think Dan with no EX.
1 = Limited high risk options, likely EX dependent.
2 = Lacking in at least two of the 4 above mentioned scenarios, decent in the rest, or one glaring weak area.
3 = Average in all areas, or a balance of faults and strengths.
4 = Excels on one or two, not quite balanced to average by the others.
5 = All areas above average, excels in one or two.
**Rush down **- The ability to get in from mid distance and deal damage up close. Hard knockdowns, keeping the opponent close while still dealing damage, countering or neutralizing reversals are all important.
0 = Not many options.
1 = Poor risk reward.
2 = Some 50/50 or high low mix up but has trouble getting in.
3 = Same as 2 but no troubles getting in, or excels in one area but can’t get in easily.
4 = Excels in all areas, significant part of game plan.
5 = Offensive options cut down many options from significant part of the cast. Generally dictates the flow of the match.
Mix up - Similar to above but not so dependent on closing the gap. Think long range characters that combine projectiles with fast long range normals or special, such as Dhalsim and Seth, or hit and run characters such as Ibuki or Elf.
0 = Predictable or no real viable options.
1 = Poor options that require glaring mistakes of the opponent.
2 = Reliable but limited options.
3 = AVERAGE.
4 = REALLY DAMN GOOD!
5 = HOLY SHIT!
**Damage potential **- The ability to deal damage. Not just total numbers but in varied scenarios, off of lights, AAs, trades, close, mid, far. The ability to maintain the idea distance, punish whiffs from any distance, and stun output.
0 = Crap tier.
1 = Still crappy.
2 = Decent damage output but under limited conditions, or low output with the ability to create opportunities.
3 = Average.
4 = A fucking powerhouse.
5 = Vanilla Sagat!
Viability - I simply assigned a number value to each rating given by Mago, Daigo, Tokido then averaged. Not the best thing in the world but it is what I have at the moment.
Obviously none of the fighting game vernacular has been centrally defined so there will be contention over the usage of phrases and the like, so let us not waste time splitting hairs over that bullshit.
Instead lets focus on descriptive phrases to define the various categories. I’m open to suggestions so long as there is a concise argument, and it maximizes the usefulness of these charts.
You will notice the lack of “footsies”, my thought being that they are rolled into the various categories. I’m a bit on the fence though. It might be useful to add that…
A few other categories I am considering:
**Noob friendly/ Ease of use/ Complexity **- Pretty self explanatory. All characters require complex strategies to be competitive but some require them, and or high execution, just to compete against other beginners.
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