could someone please explain to me why Eliot, Christie and Ein are bad? I think i know why but i would like an explanation. :s
Elliot: His juggle damage is mediocre, only on HCH does he do any real damage with his juggles. He also struggles with juggling the heavier the characters get.
His mid holds give him nothing because it leaves his opponent back turned. So you have to look for high and low attacks to get good damage from his holds. His parries guarantee nothing as well.
His punish throw is also a breakable throw. His low throw is also bad because it leaves his opponent back turned and does not do any real damage.
Christie: Her damage is mediocre, she also needs HCH to dish out good damage. She struggles with juggles as well the heavier characters get.
Her holds do not deal a good amount of damage. Her low punch hold is the only hold where she can get a good source of damage from.
Her punish throw is weak and guarantees her nothing.
Ein: He is not bad, he is a mid tier character. He is very unsafe but, he makes up for that with his holds, juggle damage, and throws. You just can't play an aggressive game with him.
This is just scratching the surface with these characters. These are main reasons why they are where they are on the tier list. A deeper explanation can be given based on their specific attacks and how they work against players. I can explain Elliot a little more but, not Christie all that well. Ein is ok.
Elliot and his launching capabilities are extremely limited. Since he needs CH or HCH to get good damage from a move that launches for a juggle, this limits him to which launcher he does in situations.
is his best crush/launcher but most people know that and in any given stun situation they will hold it. This leaves him to mixing up with
mid kick launcher and.....
high kick launcher. Low holds will beat
as well as high holds. So you can't rely on the kick..... So that leaves
but this kick only gives a good launching height on HCH.
He has other launchers as well:
has launch properties but, it is a high and falls victim to low and high holds.......
this move is a high and mid launching attack which increases the percentage of you getting held from 33.33% to 49.99%. The mid kick is usually held.
this is another crush/launcher he has but, it's a mid punch just like his other crush/launching punch.
These are just about all of his good to decent crushing/launching moves. If I missed one of them, it's probably not worth mentioning as tool to help rise up the tier list.
Though If you want to know those moves I can name a few:
is crush move,
is decent at closing space and it is safe,
this causes a crumple stun on CH and it's -6 on block, only punishable by neutral throws which are breakable.
is also good for closing in space, it is safe at max range, it's -7 on block, it also causes a sit-down stun on hit. Since it can be buffered and disguised as his OH throw motion it works well for tricking players from time to time.
is safe and it causes a sit-down stun on CH. None of this really helps him to strive with the better characters at the end of the day.
After a few matches against him all of his crushes and launching moves are easily telegraphed. So now you are left to playing a poking game with him and, he lacks the speed to do that solidly.
Being back turned in DOA4 means nothing because of how quickly characters can recover from it. His mid punch and kick hold leaves his opponents BT. With the game having the lot of its good attacks in the mid area he lacks at getting damage when he holds mid. The holds themselves are weak and he gets nothing from the BT situation.
I already gave a explanation on his punish throws.