User:Sunset Sullivan: Difference between revisions

1,002 editsJoined 27 July 2021
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<div style="font-weight:bold;line-height:1.6;">List Reasoning</div>
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* {{Character_Label|GGACR|Baiken}} is the only legitimately unfair character in +R. There, I said it. Call me a whiner all you want, it's true. Unlike a lot of the other members of the high tier (who are "merely" top class in their respective areas), even a mid-strength Baiken can invalidate your gameplan. Guard Cancelling is just too good, as basically any Baiken player who comes to terms with it can make a large portion of the cast much harder to play as on offense. Even if Baiken lacked her Guard Cancels, then she'd still be top class in footsies and offense. Her combos hurt like hell, she gets pretty good Okizeme off of most stuff, and she is effective at close and medium range with lots of versatility. While the other top tiers might be overall stronger, Baiken is the only one of them that feels like she's legitimately cheating.
* {{Character_Label|GGACR|Testament}} is extremely versatile, almost of the point of ridiculousness. There really isn't anything Testament can't do with style and high reward- zoning, okizeme, pressure, good combos and high damage are all available at Testament's fingertips. They can spend meter well, build it well, and play around with it well. Even though Testament's traps are irritating to deal with and often prevent you from taking meaningful action after "defusing" them, they are still able to be played around quite well. Testament's matchups also tend to be very interesting and offer a lot of variety. Yes, Test is a monster in the right hands, but they also have clear ways to be beaten depending on the matchup and make matches interesting even on offense.
* {{Character_Label|GGACR|Zappa}} is similar to Testament, but lacks the all-rounder flavor for more hyper-specialized roles. Zappa's flowing moveset makes him very difficult to deal with and play, but mastering him leads to incredible reward. All three of Zappa's main summons are incredible, with each filling a unique playstyle. Triplets zone you down and prevent approaches, Dog turns him into Diet Zato, and Sword causes him to win the game. Zappa is a character with a lot of moving parts, but understanding his unusual rhythm unlocks a character that is pretty much a master of all. Zappa's adaptability also gives him a positive matchup spread, making it difficult to counterpick him. If you put time into Zappa, he outputs some crazy high reward.
* {{Character_Label|GGACR|Dizzy}} blows you up good. ACR's Glass Cannon of choice, Dizzy is the firm pick of big red health bar enthusiasts everywhere. A single counterhit is all Dizzy needs to shred your health bar to pieces, backed up by her incredible Okizeme game with summons. Even though she's fragile, good Dizzy players just melt people left right and center. Dizzy also tends to invalidate some defensive options thanks to Fish Armor, but this just feels like an extension of her Okizeme more so than anything else. You need to learn to hold Dizzy pressure and escape intelligently, wherein she becomes a bit easier to deal with. She's also hard as balls to play in terms of execution, so if you're fighitng a Dizzy who can do more than Ice Spike FRC, '''run.''' That may be hard with her two airdashes, though.
* {{Character_Label|GGACR|Faust}} is just cool and good. Nothing major or serious to discuss here. Where all the other top tiers have some kind of crazy advantage, Faust just chills out and is generally solid. I don't really think Faust has any weaknesses that make or break him like other characters, but he lacks anything truly fucked up. He just plays his game well and has a great set of buttons to play with. You never feel like Faust is truly unfair like some of the other characters on the roster, but perhaps his insane air buttons function well enough for that.
* {{Character_Label|GGACR|Chipp}} is a theory character. In theory, he is the best mixup character in the game, maybe in the series. In theory, his powerful toolkit makes like easy for him. In practice, Chipp is a hard as balls thrill ride masquerading as a top tier. Sure, Chipp may offer a lot that other characters can only dream off, but there's a ton in the way to accessing that prowess. Aside from his memetically low Health, Chipp is just really hard to play. He's high APM and demands tight execution, making use of every trick in the book to perform his combos. Jump installs, FRC, IADs, you name it. This is genuinely a real barrier to play Chipp, because once you get around that he becomes nearly unstoppable. One day, a Chipp godlike enough to master him will rise from the primordial soup of Chipp Players and show us the Top 1 Character hiding within, but for now we can just watch the good Chipp players go to town on their opponents with insane mixups and mobility.
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* TODO LIST:
* TODO LIST:

Revision as of 20:15, 16 November 2022

Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.

I play +R, XRD and Persona Ultimax. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.


Articles

[The World of 2P: An Ode to +R Sol Pressure]

Tier Lists


  • TODO LIST:
    • Record and notate some non 5D6 combos

Combo Theory

Matchup Breakdown