Raidou has better spacing options than Ryu? Could you elaborate? Pretty curious.
Not at all. Powerful, but nowhere near broken.Oh..... I thought it was a move so powerful that it was broken.
A post in this thread I don't find blatantly ridiculous. Huh.236P, 66P, 2P and 66T (OH) allow Raidou to control more forward spacing than most considered great at spacing (along with some other tools obviously). 236P being unseeable at i14 with so much range means you have to respect it, and if you don't learn which amount of space(s) you need to be at in the match up. You will lose faster than necessary. He is a true contender at it with Ayane, Momiji and is better at it than Hayabusa and Hayate because of it. I would actually go as far as to say his match ups with Ayane and Momiji are mostly even.
1P+K K with Ayane becomes a little risky at any time it is misplaced at all, while Raidou's 236P or his lows (except for 2P) become risky at any time they are misplaced at all.
Top 5;
1) Leifang
2) Genfu
3) Ayane
4) Christie
5) Zack
Top 10;
6) Momiji
7) Pai
8) Sarah
9) Hayate
10) Mila
This is a from a discussion that has happened about twice now among Corposant, Prince Adon and myself. That top 5 is basically a standard agreement between the three, although personally I believe Leifang is the best, and not Genfu. Corposant is one of the most prominent Helena players in North America alongside Xcalibur Bladez and Emann, and does not believe Helena is a top 10 character in Last Round.
Momiji is almost just as good as Ayane in terms of footsies, spacing, the ability to dictate rounds/matches really well when you learn how to control her, a great i12 2P, and generally not having issues in CQC against anyone. But what sets her back is lacking in tools as much as Ayane actually has in everything. Her movement ability is not on par with Ayane, and while she does have excellent tools to fight in CQC and at footsies. Ayane has more in both areas and her reward is simply better at all of it. And Ayane actually wins their match up. Ayane also literally has the best counter hit jab in the game.
However, both characters are very tough to approach and do not allow you to simply run in with buttons so mindlessly.
A post in this thread I don't find blatantly ridiculous. Huh.
Okay, Hajin. You can have my "like."
Top 5;
1) Leifang
2) Genfu
3) Ayane
4) Christie
5) Zack
Top 10;
6) Momiji
7) Pai
8) Sarah
9) Hayate
10) Mila
.
I don't agree with his neutral game being better, or hayabusa playing the stun game better.Ryu advantages over Raidou:
i10 jab
Hold damage
Environment damage
Crushes
Raidou advantages over Ryu:
Damage
Mixups
Safety
Frame advantage
Spacing
OHs
Lows
Weight Class
Now, if for some reason you still disagree with the assertion that Raidou is stronger than Ryu, it would be for one of two reasons.
1. You think something I just stated is untrue (ie: Ryu's OHs are actually better than Raidou's). You'd be wrong, but whatever.
2. You believe the listed advantages for Ryu outweigh those of Raidou (ie: It's better to have higher hold/environment damage than a strong neutral game). If this were true, Leon would be considered a stronger character generally speaking than Christie, since his hold/environment damage easily outweighs hers. However, that's absurd, and no one makes that argument. This is because what makes characters strong in this game is having a threatening neutral.
As far as positing you "wouldn't go as far as saying he's worse than Raidou" goes, that's quite a silly statement, as Raidou is really fucking strong. So that's not saying anything inherently bad about Ryu aside from the fact that he's not as strong as an incredibly powerful character.
Actually, Raidou's neutral is far better than Ryu's, and Ryu's stuns are better than Raidou's.
Raidou has more useful frame advantage, more safety, better lows and more openers than Ryu in neutral, in addition to having useful OHs.
Ryu has three exploitable CH lift-stuns all on different hit-levels, and has a SDS that guarantees a CB. Raidou has one lift stun and numerous gut-stuns.
I find it interesting that so many people feel Kasumi isn't top 10 material. Zack being so high is also something I find odd, though I can't say much for his potential because the last time I saw a high level match with him in it was at TFC.
Good thing there are literally no i10 mids in the entire game, then.Raidou can't deal with 10i mids.
Well, you're still wrong, since he can.Meant 11
Fair enough, Kasumi really isn't my area of expertise so I'm not really in a position to argue with you on that.Because Kasumi simply isn't top 10.
I would like to hear your opinion on this revised list.Ryu advantages over Raidou:
i10 jab
Hold damage
Environment damage
Crushes
Faster Throws
Guaranteed damage
Tracking
Faster overall speed
Raidou advantages over Ryu:
Damage
i13 low
Mixups -> Not at all true. A lot of his strings are static. Meaning he has a fixed follow-up every time he starts the string (e.g. KK, 6PP, 1PP, 6KK, 3KP, 1KK, 33KP).
Safety -> Raidou is just as unsafe as Hayabusa.
Frame advantage -> Ultra-reactable. You're going to get held every time you attempt doing these moves. The kick of PP4PK is i30, the last punch of PP6PP full charge is i39 and 214K is i40.
Spacing
OHs -> 61234T is reactable.
Lows -> 2H+K is i24 and 66K is i25 (albeit hard to see coming due to the animation). His lows are indeed better than Ryu's, but they are nothing special.
Weight Class
Why? Will it magically invalidate logic or are you one of those guys that thinks two non-top-level players can duke it out between two characters online and whoever wins more matches allegedly has the stronger character?Let's play, brute.
Yes. Doesn't invalidate everything else, but that is true.Faster Throws
Think about this functionally. "Guaranteed damage" is essentially the same as generic damage, since launch damage is all guaranteed and a 2-in-1 is the same functionally as a single strike that nets the damage of both strikes combined.Guaranteed damage
His basic tracking moves are the same as Raidou's (4P, 2H+K) with the exception of 1P changing functionality (not a game changer though).Tracking
Not really. The jab is notable. The rest won't factor in, much.Faster overall speed
And a lot of Ryu's strings are useless. What of it? The mixups Raidou does have, not all involving strings, mind you, are superior to Ryu's.Mixups -> Not at all true. A lot of his strings are static. Meaning he has a fixed follow-up every time he starts the string (e.g. KK, 6PP, 1PP, 6KK, 3KP, 1KK, 33KP).
Raidou 6PP = -3Safety -> Raidou is just as unsafe as Hayabusa.
None of Ryu's Frame advantage is useful in high level play, either. At best, you're looking at a tie. At worst, you're looking at who has the better PB GB.Frame advantage -> Ultra-reactable. You're going to get held every time you attempt doing these moves. The kick of PP4PK is i30, the last punch of PP6PP full charge is i39 and 214K is i40.
And? He has a 3T and 66T. RYu is stuck with his laughable 8Ts and WR4T (speak about reactable).OHs -> 61234T is reactable.
His 2H+K doesn't have the same weird properties as Ryu's does, as far as I've encountered.Lows -> 2H+K is i24 and 66K is i25 (albeit hard to see coming due to the animation). His lows are indeed better than Ryu's, but they are nothing special.
My bad, I was talking about guaranteed follow-ups. For example, Ryu's SDS (4H+K) at least guarantees follow-ups, Raidou's SDS (8P) doesn't guarantee anything. Ryu gets more guaranteed follow-ups from the environment as well (e.g. from a breakable object or ceiling hit).Think about this functionally. "Guaranteed damage" is essentially the same as generic damage, since launch damage is all guaranteed and a 2-in-1 is the same functionally as a single strike that nets the damage of both strikes combined.
So instead of doing a bound with Ryu (CH 9K) you could do a bounce with Raidou (CH4K).
Instead of a SDS into launch with Ryu (214P into 33P) you could go for an immediate launch with Raidou.
You can debate little points and things, but generally Raidou is outclassing Ryu in damage output, so I don't find this objection compelling.
Ryu still has 6PK (safe), Ongyoin PP (safe) and 44P (semi-safe) which are quite useful.His basic tracking moves are the same as Raidou's (4P, 2H+K) with the exception of 1P changing functionality (not a game changer though).
Main difference here is that Raidou's 4PK is safe, whereas to be safe Ryu resorts to a high (and then there's that lovely low that is so typical of Ryu lows).
I agree. I was wrong on this point.Not really. The jab is notable. The rest won't factor in, much.
Both cover distance incredibly quickly, have slow 2Ps and i13 mids. Both have jab strings that can be delayed (Raidou's moreso) or mashed quickly. IIRC Raidou's 6P nets more damage than Ryu's, too, giving him an edge in certain i13 mid MUs.
And a lot of Ryu's strings are useless. What of it? The mixups Raidou does have, not all involving strings, mind you, are superior to Ryu's.
Looking at their overall moveset, their ratio of the amount of safe:unsafe moves is about the same.Raidou 6PP = -3
Ryu 6PP = Unsafe
Raidou 4PK = -4
Ryu 4PK = Unsafe
Raidou PP4PK = Advantage
Ryu PP4PK = Unsafe
I would say it is pretty much a tie. None of those guard breaks are really useful in high level play, afaik.None of Ryu's Frame advantage is useful in high level play, either. At best, you're looking at a tie. At worst, you're looking at who has the better PB GB.
I never claimed Ryu's OH's are better than Raidou's. I just commented that Raidou's 61234T is reactable, especially when you're anticipating it.And? He has a 3T and 66T. RYu is stuck with his laughable 8Ts and WR4T (speak about reactable).
Which weird properties of 2H+K are you talking about? Why is 66K incredibly useful?His 2H+K doesn't have the same weird properties as Ryu's does, as far as I've encountered.
66K is incredibly useful, and is certainly "something special."
My point remains. "Guarantees" deal with uninterrupted strike/throw-to-damage. A SDS->launch->juggle is functionally the same as a mere launch->juggle provided the latter nets comparable damage to the former. And since Raidou has instant access to launchers with good damage juggles on any threshold, the argument essentially boils down to: "Who gets more damage from their options?" And that goes back and forth, as I already addressed.My bad, I was talking about guaranteed follow-ups. For example, Ryu's SDS (4H+K) at least guarantees follow-ups, Raidou's SDS (8P) doesn't guarantee anything. Ryu gets more guaranteed follow-ups from the environment as well (e.g. from a breakable object or ceiling hit).
Not really relevant, since many of those moves aren't intended to be used for poking. Both have deep enough stuns that generally speaking, you don't have a pressing concern for a stagger escape->guard mid-combo, so you're mainly looking at the primary poke strings' safety that prove to be game-changers in neutral.Looking at their overall moveset, their ratio of the amount of safe:unsafe moves is about the same.
Right, but so are all of Ryu's, whereas the same can't be said for Raidou's. Thus, Raidou has better OH capacity, and I don't see why there would be an objection to my original statement indicating such.I never claimed Ryu's OH's are better than Raidou's. I just commented that Raidou's 61234T is reactable, especially when you're anticipating it.
Which weird properties of 2H+K are you talking about? Why is 66K incredibly useful?
As for Raidou's 66K, it's rather intuitive.Hayabusa's 2H+K trip (has) such strange properties when compared to the rest of the cast. For example, most of these types of sweeps cause a light stagger on NH, a SDS trip on CH and a full KND trip on HiC. Hayabusa's, however, will vary between the latter two trip types on CH and HiC. This does not appear to be dependent on open/close stance or purely on distance from the target (though that does factor in). From my investigation, it seems to depend on which active frame connects (and what frame winds up activating, obviously, is slightly affected by distance). All in all, this becomes very confusing and difficult to manage in actual fights when knowing what stun the opponent will enter is critical to selecting your following strategy. As a result, I don't often use it, as I'm not fond of the unpredictability (others have mentioned similar issues and difficulty). As one of Hayabusa's few lows that gives him +frames on NH, this inconvenience limits his low game in certain MUs where it's crucial that he develop one (Helena, for example).
It's easier for me to buy an Xbox to play with you internationally and account for discrepancies provided by online play and both of our skill levels than it is to merely list some stuns Raidou has that are comparable to a CB-guaranteeing SDS and 3-level hit stuns, all of which are functionally as good as the game allows regarding stuns?Because it's much easier to show you.
1 frame on a jab is pretty game changing.
Because it's much easier to show you.
1 frame on a jab is pretty game changing.