Author Topic: UNL Tiers  (Read 26125 times)

Serela

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Re: UNL Tiers
« Reply #30 on: December 13, 2009, 09:09:48 PM »
Sakuya is a really low-tier character? Really?

And although I like playing the 5 new UNL characters, they really do have a lot of flaws. Not surprised to see them in the lowest tiers. I'm sure Suwako wouldn't be so low tier though if they only counted really good Suwako players, she's simply awkward to use; but so evil in good hands.
<mauvecow> see this is how evil works in reality, it just wears you down with bureaucracy until you don't care anymore

Re: UNL Tiers
« Reply #31 on: December 13, 2009, 09:14:44 PM »
So the UNL characters make up 5 of the bottom 7? Huh.

Doesn't surprise me other than Cirno I see nothing really great about the newbies.

I mostly use yuyuko, pacthu, youmu, or remi. Not because I'm a tier whore, but they just preform better.

Re: UNL Tiers
« Reply #32 on: December 13, 2009, 09:46:07 PM »
Sakuya is a really low-tier character? Really?
Sakuya's damage is pitiful, her knives cause ridiculous amounts of proration, and she limits almost instantly.  Combine that with short-range and awkward melee and specials, and it's a miracle she isn't bottom tier.

Re: UNL Tiers
« Reply #33 on: December 13, 2009, 10:01:10 PM »
Sakuya's damage is pitiful, her knives cause ridiculous amounts of proration, and she limits almost instantly.  Combine that with short-range and awkward melee and specials, and it's a miracle she isn't bottom tier.
She was below Meiling in the old tier list so :V

Re: UNL Tiers
« Reply #34 on: December 14, 2009, 12:11:30 AM »
What really surprises me is how big of a drop Patchouli had. Ever since Soku I've felt she's high tier at least, but with this list she plummeted to to mid/low.

I also think Sanae has more potential than low/bottom tier. She's got a lot of great tools, but her projectiles can be a little awkward. Not high tier, but I think as time goes on she'll move up some.

N-Forza

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Re: UNL Tiers
« Reply #35 on: December 14, 2009, 12:18:53 AM »
Man, I had no idea Youmu was so high, nor Meiling so low.

Re: UNL Tiers
« Reply #36 on: December 14, 2009, 12:51:29 AM »
Doesn't surprise me other than Cirno I see nothing really great about the newbies.

I mostly use yuyuko, pacthu, youmu, or remi. Not because I'm a tier whore, but they just preform better.
In my experience Cirno is awful as well. She has a low damage output with little benefit from charging her moves combined with possibly the lowest-priority bullets in the game. She's a monster if you know how to use her in Diamond Dust, but outside of that, not really.

Re: UNL Tiers
« Reply #37 on: December 14, 2009, 12:53:57 AM »
What really surprises me is how big of a drop Patchouli had. Ever since Soku I've felt she's high tier at least, but with this list she plummeted to to mid/low.
She was bottom in IaMP and SWR, and she didn't get  buffed.  She shouldn't even be *that* high.

Re: UNL Tiers
« Reply #38 on: December 14, 2009, 01:15:50 AM »
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She was bottom in IaMP and SWR, and she didn't get  buffed.  She shouldn't even be *that* high.

I beg to differ.

Patchouli has great air melee, some of the best bullets in the game next to Yuyuko's, perfect flight, a kickass okizeme trap with her Spout, a dangerous free reversal with Emerald City, Fireball that blows through almost all bullets. And then you have Silent Selene (An incredibly dangerous reversal and all around high-utility super that does ridiculous damage), Royal Flare (< 3 Spirit Orbs, see ya 40% life) and Philosopher's Stone (Pretty much unrestricted pressure; even on a bad day it'll do tons of damage).

She has the tools to be top. By far. A lack of a ground mixup game isn't going to ruin her.

Re: UNL Tiers
« Reply #39 on: December 14, 2009, 01:21:39 AM »
Very different game from IaMP, so her tier placement there doesn't matter.

Any tier claims from SWR are worthless, since very few people seemed to take SWR seriously. Basically you had the IaMP players all collectively vomit for a small handful of good reasons and a lot of reasons that amounted to 'It's not IaMP.' Tiers really came down to, "Oh look, Aya's top, and so is Youmu', and everyone else were below them.

Tensoku fixed SWR's problems, and it seems to be taken more seriously, so as far as I'm concerned we're starting with a clean slate here.

Re: UNL Tiers
« Reply #40 on: December 14, 2009, 03:22:07 AM »
How about we all remember the old adage:
http://www.urbandictionary.com/define.php?term=tiers%20are%20for%20queers
Tiers are for Queers
TR4Q

Re: UNL Tiers
« Reply #41 on: December 14, 2009, 03:25:20 AM »
How about we all remember the old adage:
http://www.urbandictionary.com/define.php?term=tiers%20are%20for%20queers
Tiers are for Queers
TR4Q
Thank you for your contribution to this discussion.

Re: UNL Tiers
« Reply #42 on: December 14, 2009, 03:26:15 AM »
Yeah sarcasm is appreciated isn't it...

Re: UNL Tiers
« Reply #43 on: December 14, 2009, 03:41:48 AM »
I think Suwako should be a at least one rank higher on the tier.

Once you know how to control her, she's not that bad. And she has absolutely insane combos.

I main Suwako, and it's safe to say she's underrated.



However, by no means is she all that great either. Luckily, fans don't need to worry about her being nerfed in Touhou 1.10. And if she is, Tasofro is just trolling us

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Re: UNL Tiers
« Reply #44 on: December 14, 2009, 03:47:01 AM »
I had my first netplay match tonight against a decent Suwako. The player said he didn't really know her, and I was using one of my best characters and it was still a great match. I think it's more likely that most people don't give Suwako a chance because she's so hard to learn.

Re: UNL Tiers
« Reply #45 on: December 14, 2009, 04:25:29 AM »
I think Suwako should be a at least one rank higher on the tier.

Once you know how to control her, she's not that bad. And she has absolutely insane combos.

I main Suwako, and it's safe to say she's underrated.



However, by no means is she all that great either. Luckily, fans don't need to worry about her being nerfed in Touhou 1.10. And if she is, Tasofro is just trolling us
This tier list is based on tournament results, so yeah most likely no one can use her.

Meiling is actually bad though dammit ;_;

Re: UNL Tiers
« Reply #46 on: December 14, 2009, 04:27:52 AM »
I think Suwako should be a at least one rank higher on the tier.

Once you know how to control her, she's not that bad. And she has absolutely insane combos.

I main Suwako, and it's safe to say she's underrated.



However, by no means is she all that great either. Luckily, fans don't need to worry about her being nerfed in Touhou 1.10. And if she is, Tasofro is just trolling us
If combo damage were all that mattered, she'd be top tier instantly.  With her alt.22, she actually has 0-death combos.  The problem is, it's near-impossible to approach or even pressure if you can't get your opponent cornered, her bullets are low priority, and she has no reliable way to deal chip damage to a blocking opponent.  Sure she can do 4000+ damage cardless, but the chances you get to do combos like that are extremely rare.

Patchouli has great air melee, some of the best bullets in the game next to Yuyuko's, perfect flight, a kickass okizeme trap with her Spout, a dangerous free reversal with Emerald City, Fireball that blows through almost all bullets. And then you have Silent Selene (An incredibly dangerous reversal and all around high-utility super that does ridiculous damage), Royal Flare (< 3 Spirit Orbs, see ya 40% life) and Philosopher's Stone (Pretty much unrestricted pressure; even on a bad day it'll do tons of damage).
Her air melee's useful and has great range, but if it whiffs you're screwed.  It also does next to nothing in terms of spirit damage, but then again guard crushes in SWR/UNL aren't that great anyway.

Her bullets aren't anywhere near as dense or as powerful as they should be.  Aside from 6C and 236BC, most characters have bullets that at least trade with hers.

No comment on the flight, her flight is pretty good.

Spout can be highjumped on wakeup, and thanks to Patch's limited melee moveset you can't capitalize on that very well at all.  Of course, if they block it's pretty much a guaranteed guardcrush.

Emerald City is terrible compared to just about every other reversal.  It's grazable, and there's lots of vulnerable time afterwards if you whiff (or even if it's blocked).  And if your opponent's using a graze attack then it doesn't even matter since you just gave them a free counterhit.

Already covered fireball, but one special doesn't make a character.

Silent Selene's great, but it's not like it automatically makes her better than other characters.  Plus it has a tendency to drop the opponent, and with limit it's not as useful as in IaMP.

Royal Flare's startup is massive, and everyone except Yukari and Youmu can graze the entire thing if you don't combo into it (which drops it to about 3.5k damage, so at that point you may as well be using St. Elmo's Pillar instead anyway).

Philosopher's Stone can be fun, but opponents I usually play will just abuse graze if they see me whip it out, at which point I'll end up taking more damage than they do by the time it ends.

Let's also not forget that her lack of melee specials means that if you block during any of her combos you can simply dash forward and smash her face in after her melee ends since everything after will be grazable.

Just my two cents on the matter.
« Last Edit: December 14, 2009, 04:38:53 AM by Esoterica »

Re: UNL Tiers
« Reply #47 on: December 14, 2009, 06:14:56 AM »
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Her air melee's useful and has great range, but if it whiffs you're screwed.  It also does next to nothing in terms of spirit damage, but then again guard crushes in SWR/UNL aren't that great anyway.

I would say anyone missing with melee is going to risk being punished. Patchy is no exception.

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Her bullets aren't anywhere near as dense or as powerful as they should be.  Aside from 6C and 236BC, most characters have bullets that at least trade with hers.

Her bullets don't need to be denser. If her bullets were denser, she'd be god tier. Seriously. She covers so much with her different bullets that it's ridiculous.

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Spout can be highjumped on wakeup, and thanks to Patch's limited melee moveset you can't capitalize on that very well at all.  Of course, if they block it's pretty much a guaranteed guardcrush.

That's the point, to force them to be where I want them. It wouldn't be a wake-up game if I wasn't trying to manipulate them on wake-up. Also, it's pretty much nothing to stuff someone who's high-jumping with an 8A. And if Patchy can't stuff them, she's still pretty safe. What are they going to do to her while the spout's up?

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Emerald City is terrible compared to just about every other reversal.  It's grazable, and there's lots of vulnerable time afterwards if you whiff (or even if it's blocked).  And if your opponent's using a graze attack then it doesn't even matter since you just gave them a free counterhit.

Terrible how? It has invulnerability frames on startup. What more do you want it to do? It's not like it's a spell card; there's maybe one or two reversals in the game that aren't to begin with. And I know graze attacks are a weakness, so I'm not gonna fling it up when someone's dashing in. EC is used more to take out jump-ins and punish delays.

And even if you want to discount EC entirely, she still has the crystals to work with which are just as, if not better, than the spout is.
 
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Silent Selene's great, but it's not like it automatically makes her better than other characters.  Plus it has a tendency to drop the opponent, and with limit it's not as useful as in IaMP.

How useful it is in IaMP means nothing. And whether it drops the opponent or not, it still functions as a reversal and as a link. The threat of her invoking it makes Patchy hard to approach, which is very dangerous with her array of bullets and zoning specials.

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Royal Flare's startup is massive, and everyone except Yukari and Youmu can graze the entire thing if you don't combo into it (which drops it to about 3.5k damage, so at that point you may as well be using St. Elmo's Pillar instead anyway).

Sorry, but you're wrong here. Let me explain why.
Bullet attacks cost spirit to graze in Hisou Tensoku, even when ground dashing. If they have 3 or less spirit orbs, it is a -guaranteed- Guard Crush. There is NO way the opponent can stop it. Block, dash, fly, nothing saves them. This alone doesn't sound like a big deal; except Royal Flare is designed so that the first few times it hits delivers the brunt of the damage; REGARDLESS of when those first few hits occur in the spell card.

So it basically means they're taking about 40% life easily nomatter how many hits of the spell they manage to absorb before it hits.

That means Patchy having you in the corner is very dangerous. I'm not proficient in using it this way, but I have most certainly seen its effects on the receiving side.

If you want to just compare the damage; St Elmo's Pillar combo'D off of a spout is 2800. Royal Flare is 4500.

It's a very dangerous spellcard. Yes, this or Silent Selene alone doesn't make a great character, but Patchouli is full of this stuff.

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Philosopher's Stone can be fun, but opponents I usually play will just abuse graze if they see me whip it out, at which point I'll end up taking more damage than they do by the time it ends.

Then you need to open them up. You have the ability to fill the screen with BS. You have plenty of room to throw melee at them to open them up. Even in the worst case scenario of them running away from you endlessly; catch them once and you're gonna do at least 2500 damage from that one combo. And running away is easier said than done.

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Let's also not forget that her lack of melee specials means that if you block during any of her combos you can simply dash forward and smash her face in after her melee ends since everything after will be grazable.

Yeah, that would be what would happen if I just auto-comboed you in the corner mindlessly. But we're playing a mind-game here; what if I expected you to try dashing and 2A'd you? Or 6A'd?

It isn't really that simple.

Re: UNL Tiers
« Reply #48 on: December 14, 2009, 09:40:50 PM »
I would say anyone missing with melee is going to risk being punished. Patchy is no exception.

Patch's melee is a LOT laggier than most of the cast's, with j.6A being one of the laggiest melee attacks in the game.

Her bullets don't need to be denser. If her bullets were denser, she'd be god tier. Seriously. She covers so much with her different bullets that it's ridiculous.

By this logic, Okuu, Sakuya, and Reimu should be god tier then.  Oh wait, they aren't.

That's the point, to force them to be where I want them. It wouldn't be a wake-up game if I wasn't trying to manipulate them on wake-up. Also, it's pretty much nothing to stuff someone who's high-jumping with an 8A. And if Patchy can't stuff them, she's still pretty safe. What are they going to do to her while the spout's up?

Wakeup 6DC with most characters will deal with anything Patch tries to do, whether it be bullet or melee.  4D or hjc7 will give Patch more distance, but there isn't any good way to punish for that otherwise.  And unless you're blind or get counterhit by a random melee attack you're probably not going to blindly walk into the spout after you're out of it.

Terrible how? It has invulnerability frames on startup. What more do you want it to do? It's not like it's a spell card; there's maybe one or two reversals in the game that aren't to begin with. And I know graze attacks are a weakness, so I'm not gonna fling it up when someone's dashing in. EC is used more to take out jump-ins and punish delays.

For starters, Reimu's 623 and alt.421 counter, Marisa's 623, Sakuya's alt.22 counter, Youmu's 623BC and alt.623BC counter, Patch's default 623 and alt.623 (Green Static), both of Yuyuko's alt.623s, Remilia's 623, Yukari's alt.421, Suika's alt.421, both of Reisen's alt.22s, Iku's 623, Tenshi's alt.623, and Meiling's 623 are all reversals, and with the exception of Patch's none of them are grazable, nor do they have as much ending lag.

And even if you want to discount EC entirely, she still has the crystals to work with which are just as, if not better, than the spout is.

Agreed wholly, which is another reason to not use her alt.421s.
 
How useful it is in IaMP means nothing. And whether it drops the opponent or not, it still functions as a reversal and as a link. The threat of her invoking it makes Patchy hard to approach, which is very dangerous with her array of bullets and zoning specials.

I never said it wasn't a good card, but it's not anything special for what it does, and it has zero priority, meaning if it's blocked, grazed, or if it drops the opponent they're getting a free combo.

Sorry, but you're wrong here. Let me explain why.
Bullet attacks cost spirit to graze in Hisou Tensoku, even when ground dashing. If they have 3 or less spirit orbs, it is a -guaranteed- Guard Crush. There is NO way the opponent can stop it. Block, dash, fly, nothing saves them. This alone doesn't sound like a big deal; except Royal Flare is designed so that the first few times it hits delivers the brunt of the damage; REGARDLESS of when those first few hits occur in the spell card.

The only bullets that cost spirit to graze when not flying are type-2 bullets.  Royal Flare isn't Type-2.

So it basically means they're taking about 40% life easily nomatter how many hits of the spell they manage to absorb before it hits.

Again, due to the nature of the card (high-damage hits but massive proration), if it's comboed or guardcrushed into the resulting proration/border resist will cause it to end your combo at 3000-3500 no matter what.  Which is pitiful for a 5-card spellcard.

That means Patchy having you in the corner is very dangerous. I'm not proficient in using it this way, but I have most certainly seen its effects on the receiving side.

A good portion of Royal Flare lead-ins start midscreen, but okay.

If you want to just compare the damage; St Elmo's Pillar combo'D off of a spout is 2800. Royal Flare is 4500.

On the other hand, comboing into either off, say, 6DB 5AA 5C (card) will result in 3500 regardless.  Except with St. Elmo's Pillar, you're saving two cards which leads to getting your next Pillar that much sooner.

It's a very dangerous spellcard. Yes, this or Silent Selene alone doesn't make a great character, but Patchouli is full of this stuff.

Already covered this above.

Then you need to open them up. You have the ability to fill the screen with BS. You have plenty of room to throw melee at them to open them up. Even in the worst case scenario of them running away from you endlessly; catch them once and you're gonna do at least 2500 damage from that one combo. And running away is easier said than done.

Her standard BNBs do 2500-3200 cardless.

Yeah, that would be what would happen if I just auto-comboed you in the corner mindlessly. But we're playing a mind-game here; what if I expected you to try dashing and 2A'd you? Or 6A'd?

Problem is, 2A and 6A don't cancel from bullets or specials without a White Tower Sword.  In the range that you'd even be worrying about an opponent dashing through your blockstrings you wouldn't have anywhere near enough time to wait for the bullet lag to end and the active frames from your melee to kick in, even with 2A.  You don't even have time to highjump without getting counterhit.  The only real option you have outside of whiffing alt.623 or alt.421 (EC) into a spellcard or using her other alt.421 for superarmor, the only way to hit your opponent out of it is with her new alt.236, which means replacing either the fireball or flamethrower.

It isn't really that simple.
My responses in bold.
« Last Edit: December 14, 2009, 09:53:52 PM by Esoterica »

Re: UNL Tiers
« Reply #49 on: December 14, 2009, 11:40:37 PM »
Patchy isn't my character, so I'm not going to go point by point here, but there are a couple things I can say:

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By this logic, Okuu, Sakuya, and Reimu should be god tier then.  Oh wait, they aren't.

The point isn't "denser fireballs = god tier", it's denser fireballs with as much coverage as Patchy has would be. As it is, Patchy's standard B bullets beat Reimu's or Okuu's, and Patchy's 6C beats almost anything--the charged version will even blow through one of Okuu's C's, not that it's very practical. So, what, you want Patchy's 5C to have higher priority? That thing has enough advantages as it is.

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The only bullets that cost spirit to graze when not flying are type-2 bullets.  Royal Flare isn't Type-2.

Sorry, but there's nothing else to say here except, you're 100% wrong. Royal Flare does cost spirit to graze, just about 2 and a half orbs worth.

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Again, due to the nature of the card (high-damage hits but massive proration), if it's comboed or guardcrushed into the resulting proration/border resist will cause it to end your combo at 3000-3500 no matter what.  Which is pitiful for a 5-card spellcard.

Guard crushing from 2 orbs will do 3300. Guard crushing from 1 will do 4100. Which is pretty much par for the course, there's a lot of 5-card spellcards that barely break 4000 without even being comboed, so I'm not sure how this qualifies as pitiful.

There are of course a few exceptions, but given Royal Flare is both easy to setup and impossible to avoid, I'd say it's damage level is fine.

Re: UNL Tiers
« Reply #50 on: December 15, 2009, 12:49:23 AM »
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Patch's melee is a LOT laggier than most of the cast's, with j.6A being one of the laggiest melee attacks in the game.

6A and 8A are, sure. I'm not gonna be jumping in with either one. 5A and 2a are much safer against a ground opponent and I only risk screwing up with 2A. To make up for this, 2A has a huge hitbox, high priority, bounces Patchy backwards on block and the lag can be canceled with an hjc'd projectile. Patchy's air 2A beats Okuu's ground 2A.

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By this logic, Okuu, Sakuya, and Reimu should be god tier then.  Oh wait, they aren't.

Their bullets are not Patchouli's bullets and they don't share the same weaknesses and strengths that Patchouli does. Patchouli's bullets have enough advantages that their being denser would make them ridiculously broken. 6C has high speed and can break through some of the densest projectiles, 5C covers a large area and homes, 2C spreads downward at high speed and all of them do great damage with reasonable prorate and limit.

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Agreed wholly, which is another reason to not use her alt.421s.

Emerald City is a fine special. You have a problem with it being punishable on whiff. Unfortunately, just about anything has this problem.

It's down to preference.

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I never said it wasn't a good card, but it's not anything special for what it does, and it has zero priority, meaning if it's blocked, grazed, or if it drops the opponent they're getting a free combo.

Again, just about -anything- has that qualifier of 'It makes me vulnerable if I screw up'. what makes Silent Selene special is that it's much better AND more versatile than similar cards.

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The only bullets that cost spirit to graze when not flying are type-2 bullets.  Royal Flare isn't Type-2.

Again, due to the nature of the card (high-damage hits but massive proration), if it's comboed or guardcrushed into the resulting proration/border resist will cause it to end your combo at 3000-3500 no matter what.  Which is pitiful for a 5-card spellcard.

Honest, Royal Flare does drain spirit on graze. Actualy, trying to graze it is a much worse idea than trying to block it.

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A good portion of Royal Flare lead-ins start midscreen, but okay.

The point is that it's impossible to avoid. Whereas St. Elmo's pillar can be set up for 3300+ damage, Royal Flare is -guaranteed- -easy- 3300+ damage in a worst case scenario.

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Her standard BNBs do 2500-3200 cardless.

Again, that's a worst case scenario. Typically, it does much more; it's very difficult to escape Philsopher's Stone completely unscathed if Patchy knows what she's doing. It ain't no Royal Flare by far, but it's one of many tools she has.

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Problem is, 2A and 6A don't cancel from bullets or specials without a White Tower Sword.  In the range that you'd even be worrying about an opponent dashing through your blockstrings you wouldn't have anywhere near enough time to wait for the bullet lag to end and the active frames from your melee to kick in, even with 2A.  You don't even have time to highjump without getting counterhit.  The only real option you have outside of whiffing alt.623 or alt.421 (EC) into a spellcard or using her other alt.421 for superarmor, the only way to hit your opponent out of it is with her new alt.236, which means replacing either the fireball or flamethrower.

I wasn't talking about using bullets. I was talking about ground mixups. Her ground mixup game may be awful, but she does have the advantage in a few key instances; like 5A > 2A or 5AA > 6C > 5A/2A. Saying that she's easy to stop when mindlessly 5Aing into bullets is one thing, but she DOES have some effective mixups.

That's besides the point. Outside of melee, she is able to put more pressure on an opponent with bullets than most if not any other character in the game.

Re: UNL Tiers
« Reply #51 on: December 15, 2009, 03:14:58 AM »
Well, I concede on Royal Flare; I know for a fact it wasn't type-2 in SWR, but I just tested it in UNL, and sure enough it is now.



However, it's barely over 2 orbs and it's not going to crush you or damage you while dashing, plus it literally all recovers by the time Patch is able to move again.  So in terms of grazing you'll break even, which can make it rather negligible unless your opponent's flying around and almost out of spirit.

Re: UNL Tiers
« Reply #52 on: December 15, 2009, 04:21:43 AM »
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However, it's barely over 2 orbs and it's not going to crush you or damage you while dashing, plus it literally all recovers by the time Patch is able to move again.  So in terms of grazing you'll break even, which can make it rather negligible unless your opponent's flying around and almost out of spirit.

I honestly don't see how you can say this.

Yes, you can't just throw it out at random and expect results. But it's absolutely trivial to put the opponent in a position where they are going to take a ridiculous amount of unavoidable damage. If the opponent goes below three spirit orbs for any reason, there is nothing they can do to stop Royal Flare. Absolutely nothing.

Just having it out makes Patchy incredibly dangerous. It's an advantage that really can't be dismissed like that.

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Re: UNL Tiers
« Reply #53 on: December 16, 2009, 02:04:53 AM »
Alice being bottom tier seems rather surprising to me. I mean, I know she's a bit more of a pain to use well, but is she really as bad as bottom tier? o.o

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Serela

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Re: UNL Tiers
« Reply #54 on: December 16, 2009, 02:07:44 AM »
Alice being bottom tier seems rather surprising to me. I mean, I know she's a bit more of a pain to use well, but is she really as bad as bottom tier? o.o
In IaMP she's a pain to use well, but can be devastating in the hands of a skilled player. In UNL she's a pain to use well and generally isn't more then annoying.
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Re: UNL Tiers
« Reply #55 on: December 16, 2009, 02:11:03 AM »
Plus they nerfed her for whatever reason in UNL

Re: UNL Tiers
« Reply #56 on: December 16, 2009, 03:17:54 AM »
Alice being bottom tier seems rather surprising to me. I mean, I know she's a bit more of a pain to use well, but is she really as bad as bottom tier? o.o
Her spirit damage was nerfed heavily, to the point where it's near impossible to guardcrush with her.

And characters designed to guardcrush that can't guardcrush are usually pretty terrible. :V

Re: UNL Tiers
« Reply #57 on: December 16, 2009, 04:02:04 AM »
Alice can put out a lot of damage, but it's very difficult to get her in a position to make it work. Her melee suffers from, depending on the attack, either really short range, or long range with a huge dead zone in front of her.

Her bullets tend to have a lot of startup time, so it's hard to get a fast moving offense going with her, and it's almost impossible to stop heavy bullet spam from your opponent because she has nothing to blow through danmaku besides spellcards.

She has no reversal attacks (spellcards excluded), and while it's not as big a deal in Tensoku as it is in SWR, her only melee special is an alternate (albiet a good one). Her only abilities that work as anti-air are clumsy at best.

And yes, she was not only nerfed in Tensoku, she got crap for new abilities. The new alt skillcards are poor, the spears spellcard is alright, but Lemming Parade is just horrid.

All in all she's a character with some good tools that are just hard to use effectively. One of my favorite characters, but most battles are uphill.

Re: UNL Tiers
« Reply #58 on: December 16, 2009, 04:15:33 AM »
Also her dolls now die from one hit of pretty much anything :V

Re: UNL Tiers
« Reply #59 on: December 16, 2009, 04:17:13 AM »
Alice can put out a lot of damage, but it's very difficult to get her in a position to make it work. Her melee suffers from, depending on the attack, either really short range, or long range with a huge dead zone in front of her.
I wanted to say this, but even the 4500 damage combos I found in SWR don't work anymore.  I did find one decent corner one, but it's extremely unreliable due to the random locations the dolls in 1k Spears spawn.

She got nerfed in pretty much every way imaginable, and she didn't even need it.