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** Frieza. While his zoning/far-range arsenal is arguably even more hard-hitting than Vegeta's, his playstyle is rather linear. It doesn't help in that he can snipe you from almost anywhere for a solid amount of damage from the backlines.

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** Frieza. While his zoning/far-range arsenal is arguably even more hard-hitting better than Vegeta's, it makes his playstyle quite linear while his damage overall is rather linear.a bit lackluster. It doesn't help in that he can snipe you from almost anywhere for a solid amount of damage from the backlines.
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* TheScrappy: Mostly detailed up in AmericansHateTingle, but Tarou Yamada has earned a lot of players hatred, for everything from his gonk looks, to his [[DirtyCoward cowardly]] and self centered comments in story mode.

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* TheScrappy: Mostly detailed up in AmericansHateTingle, but Tarou Yamada has earned a lot of players hatred, for everything from his gonk looks, looks and very annoying voice, to his [[DirtyCoward cowardly]] and self centered self-centered comments in story mode.
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** EVERYONE has VERY punishable moves; nearly all of their default attack strings have some sizeable recovery afterwards, making this more of a bait-and-punish type of fighting game, and discouraging reckless combat. Even recovering from a jump, dash and/or sidestep has massive recovery. Basically, mistiming almost anything can easily get your ass kicked. If you also happen to be deprived of stamina, then for sure your landing lag will be increased.

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** EVERYONE has VERY punishable moves; nearly all of their default attack strings have some sizeable recovery afterwards, making this more of a bait-and-punish type of fighting game, and discouraging reckless combat. Even recovering from a jump, dash and/or sidestep has massive recovery. Basically, mistiming almost anything can easily get your ass kicked. If you also happen to be kicked (especially if you're deprived of stamina, then for sure your expect the said lag mainly from landing lag will to be increased.doubled).
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*** While Kumagawa is rare, having him paralyze you at close range is bad enough, but at far range, you'll have your stamina permanently locked-out for a set amount of time (hopefully before his own assist attack is off cooldown).

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*** While Kumagawa is rare, having him paralyze you at close range is bad enough, but at far range, you'll have your stamina permanently locked-out for a set amount of time (hopefully before his own assist attack is off cooldown). The main problem is that terrain and/or certain obstacles can easily block his assist, and it has crap accuracy if targets are being thrown around the place.
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*** Speaking of Jaguar, he too is just as annoying; his assist is unblockable for free combos, and will chase down the target as far as possible, so there's no escaping him. If there's anything with invincibility frames that won't last for a while be it certain supers, you can bet your ass that Jaguar will run up to you full ham just to interrupt you.

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*** Speaking of Jaguar, he too is just as annoying; his assist is unblockable for free combos, and will chase down the target as far as possible, so there's no escaping him. If there's anything with invincibility frames that won't last for a while be it certain supers, you can bet your ass that Jaguar will run up to you full ham just to interrupt you. The only problem shares with Kagura is that he's useless when his target stays at a higher-level of terrain apart from his.
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** Luffy, due to his ability to ''always'' reach 100% stamina with he charging action being his Gear Second as opposed to a normal stamina charge, and this is barring the fact that he cannot exceed 100% stamina due to how his charging works so differently compared to everyone else in the game. Not to mention in just a simple auto-combo into his Gatling Gun special (which also can power him up into Gear Second [[ButtonMashing if you keep up the assault]]) can net him almost half of one HP bar on anyone he hits fully with it; that's not also accounting for the fact he can increase his strength further by performing and powering up a special while in Gear Second to lace himself in Haki. Aside from his brain-dead damage from his combos, he also has a 100% damage combo as well (before getting patched in the + version). On the other hand, he's a bit difficult to use because despite having free 100% stamina at almost anytime, reckless players can deplete it very fast as well as Gear Second's activation with R1+X not being as spammable as one thinks (since it can't be used even when laced with Haki).

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** Luffy, due to his ability to ''always'' reach 100% stamina with he charging action being his Gear Second as opposed to a normal stamina charge, and this is barring the fact that he cannot exceed 100% stamina due to how his charging works so differently compared to everyone else in the game. Not to mention in just a simple auto-combo into his Gum-Gum Gatling Gun special (which also can power him up into Gear Second [[ButtonMashing if you keep up the assault]]) can net him almost half of one HP bar on anyone he hits fully with it; that's not also accounting for the fact he can increase his strength further by performing and powering up a special while in Gear Second to lace himself in Haki. Aside from his brain-dead damage from his combos, he also has a 100% damage combo as well (before getting patched in the + version). On the other hand, he's a bit difficult to use because despite having free 100% stamina at almost anytime, reckless players can deplete it very fast as well as Gear Second's activation with R1+X not being as spammable as one thinks (since it can't be used even when laced with Haki).
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** Speaking of Gon, he himself is a subpar far-ranged melee-fighter who happens to be able to dish out A LOT of damage if he gets in close. One fully charged Janjanken Guu punch can take out a bit extra HP compared to other moves in one go, and just think about what happens if the rest of the damage from his other moves add up....

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** Speaking of Gon, he himself is a subpar far-ranged melee-fighter who happens to be able to dish out A LOT of damage if he gets in close. One fully charged Janjanken Guu punch can take out a bit extra HP compared to other moves in one go, and just think about what happens if the rest of the damage from his other moves add up....however, that is if his Paa doesn't have non-damaging friendly fire that can mess up your ally's actions, as well as the fact that his Nen Control: Kou can easily lower his defense which makes him easy to pick on if he's not careful; not to mention both of his buffs cannot be stacked on top of each other as it's one or the other.
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** Akainu's Bakuretsu Kazan (R1+Circle) is pure cheese, as it locks on from any distance, just like Sasuke's Amaterasu. That, and he can hit like a truck as well. Some people also consider his Super to be cheese. However, his Super is easy to avoid by standing right in front of him while all of his other attacks are a bit sluggish with notable stamina costs.

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** Akainu's Bakuretsu Kazan (R1+Circle) is pure cheese, as it locks on from any distance, just like Sasuke's Amaterasu. That, and he can hit like a truck as well. Some people also consider his Super to be cheese.cheese (ESPECIALLY if you're up against a wall, which causes the attack to inflict more damage due to wallbounce abuse). However, his Super is easy to avoid by standing right in front of him while all of his other attacks are a bit sluggish with notable stamina costs.
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** Vegeta's Big Bang Attack assist was also too good at times. That is, until it got nerfed in the Plus version (less damage and tracking ability; it also has a long cooldown). That, and his Final Flash super was somewhat nerfed into taking off less stamina on block and also doing a bit less damage, making him much more trivial than before. However, Vegeta himself is still far from playable on the other hand since he's considered a decent character despite some of his oddities (like his R1+Square not being a real "invincible area attack", meaning is close-range combat game isn't as good). Thus, right now he's considered decent.

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** Vegeta's Big Bang Attack assist was also too good at times. That is, until it got nerfed in the Plus version (less damage and tracking ability; it also has a long cooldown). That, and his Final Flash super was somewhat nerfed into taking off less stamina on block and also doing a bit less damage, making him much more trivial than before. However, Vegeta himself is still far from playable on the other hand since he's considered a decent character despite some of his oddities (like his R1+Square not being a real "invincible area attack", attack" like Frieza's, meaning is close-range combat game isn't as good). Thus, right now he's considered decent.
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** Kenshirou. He has a "Qi/Ki" gauge for his stamina/resource, meaning he charges stamina just as fast as a ''Dragon Ball Z'' character, his links have solid pick-up potential to prevent the tumbling hit state (right into Hyakuretsu Ken no less), Hyakuretsu Ken itself has its signature annoying after-effect (which can spell either death or interrupts you at a bad moment), and has several moves with solid hit-confirms. Not to mention, his Hyakuretsu Ken assist, when used in the middle of combos can easily create 100% combos for characters like Gon.

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** Kenshirou. He has a "Qi/Ki" gauge for his stamina/resource, meaning he charges stamina just as fast as a ''Dragon Ball Z'' character, his links have solid pick-up potential to prevent the tumbling hit state (right into Hyakuretsu Ken no less), Hyakuretsu Ken itself has its signature annoying after-effect (which can spell either death or interrupts you at a bad moment), moment, and can also cancel out all your projectile attacks before that), and has several moves with solid hit-confirms. Not to mention, his Hyakuretsu Ken assist, when used in the middle of combos can easily create 100% combos for characters like Gon.
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** Ace's main combo is to use his weak-strong combo into his R1 + Circle (Flame Commandment -> Fire Pillar) to launch them, then into Fire Gun when they're falling then combo into Fire Fist...if only the Fire Gun wasn't dropped for one blast fired only. That way, Ace can land a free combo on them by letting his target fall to the ground with lag, allowing him to loop the same combo (weak-strong, Flame Commandment -> Fire Pillar -> single shot Fire Gun -> let them land) for around four times before the Mercy Invincibility against infinites/loops kicks in. While it's not that much damage per hit, the overall damage from this loop is massive in the long run (provided nearby walls don't mess it up). However, Ace himself tends to be lacking in utility as an upside, but should a skilled Ace player land this loop on you with enough stamina to spare....

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** Ace's main combo is to use his weak-strong combo into his R1 + Circle (Flame Commandment -> Fire Pillar) to launch them, then into Fire Gun when they're falling then combo into Fire Fist...if only the Fire Gun wasn't dropped for one blast fired only. That way, Ace can land a free combo on them by letting his target fall to the ground with lag, allowing him to loop the same combo (weak-strong, Flame Commandment -> Fire Pillar -> single shot Fire Gun -> let them land) for around four times before the Mercy Invincibility against infinites/loops kicks in. While it's not that much damage per hit, the overall damage from this loop is massive in the long run (provided nearby walls don't mess it up). up); not to mention Ace's other moves also have some solid damage in other forms of combos. However, Ace himself tends to be lacking in utility as an upside, a weakness (his Fire Fist is really lacking in range and desired startup), but should a skilled Ace player land this loop on you with enough stamina to spare....

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** EVERYONE has VERY punishable moves; nearly all of their default attack strings have some sizeable recovery afterwards, making this more of a bait-and-punish type of fighting game, and discouraging reckless combat. Even recovering from a jump, dash and/or sidestep has massive recovery. Basically, mistiming almost anything can easily get your ass kicked.

to:

** EVERYONE has VERY punishable moves; nearly all of their default attack strings have some sizeable recovery afterwards, making this more of a bait-and-punish type of fighting game, and discouraging reckless combat. Even recovering from a jump, dash and/or sidestep has massive recovery. Basically, mistiming almost anything can easily get your ass kicked. If you also happen to be deprived of stamina, then for sure your landing lag will be increased.


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*** While Kumagawa is rare, having him paralyze you at close range is bad enough, but at far range, you'll have your stamina permanently locked-out for a set amount of time (hopefully before his own assist attack is off cooldown).


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** Ace's main combo is to use his weak-strong combo into his R1 + Circle (Flame Commandment -> Fire Pillar) to launch them, then into Fire Gun when they're falling then combo into Fire Fist...if only the Fire Gun wasn't dropped for one blast fired only. That way, Ace can land a free combo on them by letting his target fall to the ground with lag, allowing him to loop the same combo (weak-strong, Flame Commandment -> Fire Pillar -> single shot Fire Gun -> let them land) for around four times before the Mercy Invincibility against infinites/loops kicks in. While it's not that much damage per hit, the overall damage from this loop is massive in the long run (provided nearby walls don't mess it up). However, Ace himself tends to be lacking in utility as an upside, but should a skilled Ace player land this loop on you with enough stamina to spare....
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** Nuubee. While his damage isn't as high as the others, his massive utility and forms of stamina drain really get on people's nerves and really allow his partner to go ham whenever they want. He also has a solid damaging ultimate too, so that's something to be aware of.

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* TierInducedScrappy: Inevitable, since this is a non-traditional FreeFloorFighting game with a ton of over-the-top anime/manga characters (with their tendencies to be annoying being milked to death by higher levels of AI):

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* TierInducedScrappy: Inevitable, since this is a non-traditional FreeFloorFighting game with a ton of over-the-top anime/manga characters (with ([[DemonicSpiders with their tendencies to be annoying being milked to death by higher levels of AI):AI]]):



** Vegeta's Big Bang Attack assist was also too good at times. That is, until it got nerfed in the Plus version (less damage and tracking ability; it also has a long cooldown). That, and his Final Flash super was somewhat nerfed into taking off less stamina on block and also doing a bit less damage, making him much more trivial than before. However, Vegeta himself is still far from playable on the other hand since he's considered a decent character despite some of his oddities (like his R1+Square not being a real "invincible area attack"). Thus, right now he's considered decent.

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** Vegeta's Big Bang Attack assist was also too good at times. That is, until it got nerfed in the Plus version (less damage and tracking ability; it also has a long cooldown). That, and his Final Flash super was somewhat nerfed into taking off less stamina on block and also doing a bit less damage, making him much more trivial than before. However, Vegeta himself is still far from playable on the other hand since he's considered a decent character despite some of his oddities (like his R1+Square not being a real "invincible area attack").attack", meaning is close-range combat game isn't as good). Thus, right now he's considered decent.


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** Frieza. While his zoning/far-range arsenal is arguably even more hard-hitting than Vegeta's, his playstyle is rather linear. It doesn't help in that he can snipe you from almost anywhere for a solid amount of damage from the backlines.
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*** Speaking of Jaguar, he too is just as annoying; his assist is unblockable for free combos, and will chase down the target as far as possible, so there's no escaping him. If there's anything with invincibility frames that won't last for a while be it certain supers, you can bet your ass that Jaguar will run up to you full ham just to interrupt you.
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* TheScrappy: Mostly detailed up in American'sHateTingle, but Tarou Yamada has earned a lot of players hatred, for everything from his gonk looks, to his [[DirtyCoward cowardly]] and self centered comments in story mode.

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* TheScrappy: Mostly detailed up in American'sHateTingle, AmericansHateTingle, but Tarou Yamada has earned a lot of players hatred, for everything from his gonk looks, to his [[DirtyCoward cowardly]] and self centered comments in story mode.
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* TheScrappy: Mostly detailed up in American'sHateTingle, but Tarou Yamada has earned a lot of players hatred, for everything from his gonk looks, to his [[DirtyCoward cowardly]] and self centered comments in story mode.
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** Kenshin. He is hands down the best close-range fighter in the game, and his Kuzuryuu Sen is VERY HARD to avoid (AND unblockable). His Amakakeru Ryuu no Hirameki counter is also the fastest one of [[CounterAttack its kind]] in the game. The only thing that sucks about him is his somewhat lackluster aerial combat (his only aerial attack is his Ryuutsuisen that goes straight down), his normals don't often cover much range and his battoujutsu stance can be hard to control (as well as lacking a Guard Break).

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** Kenshin. He is hands down the best close-range fighter in the game, and his Kuzuryuu Sen is VERY HARD to avoid (AND unblockable). His Amakakeru Ryuu no Hirameki counter R1+Circle special is also the fastest AND strongest one of [[CounterAttack its kind]] in the game. The only thing that sucks about him is his somewhat lackluster aerial combat (his only aerial attack is his Ryuutsuisen that goes straight down), his normals don't often cover much range and his battoujutsu stance can be hard to control (as well as lacking a Guard Break).
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** Oga. His main ranged special isn't the same as Tsuna's while also being a bit lack-luster, but trying to attack him recklessly is a pain since he'll use Baby Beel to paralyze you for a free attack as either a Just Guard, Area Attack or Guard Break. Should we also mention his emblems can explode upon him comboing you (while powered up by Super Milk Time) that can inflict a ton of extra damage?

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* TierInducedScrappy: Inevitable, since this is a non-traditional FreeFloorFighting game with a ton of over-the-top anime/manga characters:

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* TierInducedScrappy: Inevitable, since this is a non-traditional FreeFloorFighting game with a ton of over-the-top anime/manga characters:characters (with their tendencies to be annoying being milked to death by higher levels of AI):



*** However, Sasuke still has his weaknesses. The way his stamina gauge works as a ''Naruto'' character, he still has punishable attack strings like everyone else (save for his weak-to-strong combo arguably), he can't combo from his jumping weak attack, his Amaterasu drains his own stamina just as quick and always has a recovery animation, jumping strong sucks at close range, as well as his Susano'o mode not being able to protect him during certain moments from attacks through a slight bug. His Susano'o's attacks (save for the Super) can also all be blocked, and the stamina they take off isn't as impressive.
** Ichigo comes into a close second, since his combo game is very good to the point where it extends to very solid air combos, AND his Getsuga Tenshou is a very fast projectile to use for interruptions due to the 2 v 2 nature of the game (even if it does low damage, it takes off plenty of stamina on block). The only bad thing about him is his DeathOrGlory Victory Burst Super (which can be easy to sidestep if seen coming, and forfeits a K.O. to his opposition's Victory Gauge), some of his damage alone isn't easy to access in the hands of a beginner, and his Tenshou Ranbu special having slow on start-up and being way too easy to punish out in the open. That, and his sidestep has a lot of delay.

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*** However, Sasuke still has his weaknesses. The way his stamina gauge works as a ''Naruto'' character, he still has punishable attack strings like everyone else (save for his weak-to-strong combo arguably), he can't combo from his jumping weak attack, his Amaterasu drains his own stamina just as quick and always has a recovery animation, jumping strong sucks at close range, as well as his Susano'o mode not being able to protect him during certain moments from attacks through a slight bug. His Susano'o's attacks (save for the Super) can also all be blocked, and the stamina they take off on block isn't as impressive.
** Ichigo comes into a close second, since his combo game is very good to the point where it extends to very solid air combos, AND his Getsuga Tenshou is a very fast projectile to use for interruptions due to the 2 v 2 nature of the game (even if it does low damage, it takes off plenty of stamina on block). The only bad thing about him is his DeathOrGlory Victory Burst Super (which can be easy to sidestep if seen coming, and forfeits a K.O. to his opposition's Victory Gauge), some of his damage alone isn't easy to access in the hands of a beginner, and his Tenshou Ranbu special having slow on start-up and being way too easy to punish out in the open. That, and his sidestep has a lot of delay.delay like a few other characters.
** Naruto like Sasuke, can also be annoying; the AI will lock you down with a ton of Shadow Clone loops which lead to free damage (and will also chase you down a far distance), and his Rasengan sucks you in if you're close enough to it (allowing it to hit OTG). Not only does his Guard Break travel far, but his weak-to-strong combo also tends to be unblockable, and god help you if you fight a good Naruto player who knows how to use his Shadow Clones properly.
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** [[TheComputerIsACheatingBastard Not helping matters is whenever an AI character scores a knockdown on you and when you get back up while they walk to your partner; once they do so, they'll always react to you properly almost no matter what]]. Guard breaks? They'll either sidestep (with mixed success and/or utter failure) or if they feel like it, they'll take the non-invincible delay on it as a sign for a free combo on you. Area Attacks? Forget the invincibility, the enemy AI seems to time theirs right a lot more than you could. Normal attacks and/or any blockable attack? They'll just end up blocking it, and punishing you right afterward. Trying to sidestep, perfect guard and/or jump attack punish any of their incoming attack strings is one of the few best hopes for any free combos on them.

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** [[TheComputerIsACheatingBastard Not helping matters is whenever an AI character scores a knockdown on you and when you get back up while they walk to your partner; once they do so, they'll always react to you properly almost no matter what]]. Guard breaks? They'll either sidestep (with mixed success and/or utter failure) or if they feel like it, they'll take the non-invincible delay on it as a sign for a free combo on you. Area Attacks? Forget the invincibility, the enemy AI seems to time theirs right a lot more than you could. Normal attacks and/or any blockable attack? They'll just end up blocking it, and punishing you right afterward. Trying to sidestep, perfect guard and/or jump attack punish any of their incoming attack strings is one of the few best hopes for any free combos on them.them, as well as intercepting their dash with any attack as well.
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*** Also on the subject of assists, SKET-dan is also VERY DAMN annoying; Bossun either fires his slingshot at long range to keep you locked in hitstun, while Himeko just beats you up with her crowbar up close; the former case is often VERY LIKELY to give you a stamina debuff. Have fun.

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*** Also on the subject of assists, SKET-dan is also VERY DAMN quite utterly annoying; Bossun either fires his slingshot at long range to keep you locked in hitstun, while Himeko just beats you up with her crowbar up close; the former case is often VERY LIKELY to give you a stamina debuff. [[SarcasmMode Have fun.fun]].



** Momotarou on the other hand, has attacks that do A LOT of damage, even with his basic combos. His Shingan Ken has solid range and takes off a sizeable amount of stamina on block for free guard-crushes, and his Rin Senpuu is a very annoying move that moves him a far distance away making you have to catch him.

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** Momotarou on the other hand, has attacks that do A LOT of damage, even with his basic combos. His Shingan Ken has solid range and takes off a sizeable amount of stamina on block for free guard-crushes, and his Rin Senpuu is a very annoying move that moves him a far distance away making you have to catch him.him (or be able to rack up a ton of hits with near a dead-end).
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*** Also on the subject of assists, SKET-dan is also VERY DAMN annoying; Bossun either fires his slingshot at long range to keep you locked in hitstun, while Himeko just beats you up with her crowbar up close; the former case is often VERY LIKELY to give you a stamina debuff. Have fun.
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** It's a common running gag for comic relief-series characters to be annoying, and Gintoki like each of the aforementioned ones takes the cake. His Justaway bombs are a free launcher with very hard-to-grasp projectile flights, his Soy Sauce Sword move is unblockable for free combos ([[TheAllSeeingAI and doesn't work against the AI]] [[TheComputerIsACheatingBastard of course]]) and his Area Attack has a projectile hitbox that is bound to push you into it when you wail at Gintoki whilst moving yourself into him. His Guard Break is also very delayed if you're on the defensive, so it's very hard to sidestep in comparison to everyone else's.

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** It's a common running gag for comic relief-series characters to be annoying, and Gintoki like each of the aforementioned ones takes the cake. His Justaway bombs are a free launcher with very hard-to-grasp projectile flights, his Soy Sauce Sword move is unblockable for free combos ([[TheAllSeeingAI and doesn't work against the AI]] [[TheComputerIsACheatingBastard of course]]) and his Area Attack has a projectile hitbox that is bound to push hit you into it since when you wail at Gintoki whilst moving you also may move yourself into him.the hitbox. His Guard Break is also very delayed if you're on the defensive, so it's very hard to sidestep in comparison to everyone else's.
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** Not helping matters is whenever an AI character scores a knockdown on you and when you get back up while they walk to your partner; once they do so, they'll always react to you properly almost no matter what. Guard breaks? They'll either sidestep (with mixed success and/or utter failure) or if they feel like it, they'll take the non-invincible delay on it as a sign for a free combo on you. Area Attacks? Forget the invincibility, the enemy AI seems to time theirs right a lot more than you could. Normal attacks and/or any blockable attack? They'll just end up blocking it, and punishing you right afterward. Trying to sidestep, perfect guard and/or jump attack punish any of their incoming attack strings is one of the few best hopes for any free combos on them.

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** [[TheComputerIsACheatingBastard Not helping matters is whenever an AI character scores a knockdown on you and when you get back up while they walk to your partner; once they do so, they'll always react to you properly almost no matter what.what]]. Guard breaks? They'll either sidestep (with mixed success and/or utter failure) or if they feel like it, they'll take the non-invincible delay on it as a sign for a free combo on you. Area Attacks? Forget the invincibility, the enemy AI seems to time theirs right a lot more than you could. Normal attacks and/or any blockable attack? They'll just end up blocking it, and punishing you right afterward. Trying to sidestep, perfect guard and/or jump attack punish any of their incoming attack strings is one of the few best hopes for any free combos on them.
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** Momotarou on the other hand, has attacks that do A LOT of damage, even with his basic combos. His Shingan Ken has solid range and takes off a sizeable amount of stamina on block for free guard-crushes, and his Rin Senpuu is a very annoying move that moves him a far distance away making have to catch him.

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** Momotarou on the other hand, has attacks that do A LOT of damage, even with his basic combos. His Shingan Ken has solid range and takes off a sizeable amount of stamina on block for free guard-crushes, and his Rin Senpuu is a very annoying move that moves him a far distance away making you have to catch him.
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** Seiya, as he has a ton of crazy combo extensions (he's able to cause someone to tumble on the ground, then use his Guard Break to launch them back up into a loop), and his Suisei Ken is VERY annoying to try to counter; it basically stops upon hitting something so that the final hitbox from the finishing dash can connect at an awkward time, does multiple hits and on the final hit does an untechable knockdown just like with his Guard Break where the victim falls flat on their face. Pegasus Rolling Crush is also a difficult move to defend against since it's a grab that does a sizeable amount of damage and hits (every time Seiya and his target spin, it counts as a series of hits for the hit counter); at least your partner or any outside force and hit Seiya out of the Rolling Crush to interrupt it at any point.

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** Seiya, as he has a ton of crazy combo extensions (he's able to cause someone to tumble on the ground, then use his Guard Break to launch them back up into a loop), and his Suisei Ken is VERY annoying to try to counter; it basically stops upon hitting something so that the final hitbox from the finishing dash can connect at an awkward time, does multiple hits and on the final hit does an untechable knockdown just like with his Guard Break where the victim falls flat on their face. Pegasus Rolling Crush is also a difficult move to defend against since it's a grab that does a sizeable amount of damage and hits (every time Seiya and his target spin, it counts as a series of hits for the hit counter); which makes blocking against him dangerous; at least your partner or any outside force and can hit Seiya out of the Rolling Crush to interrupt it at any point.
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** Hiei moves forward VERY far on his basic combo, and the one uppercut needed to lift you up on the first input of his weak attack string is guaranteed to open up free combos on many situations. However, via the former point Hiei covers so much distance as he attacks with his weak string, making it a hassle to rush back up to him in time if you've managed to dodge his attacks. That, and a majority of his moves have high stun on hit (such as his jumping weak attack), especially if he's powered up his sword with demonic flame. Should we also mention his Kousoku Giri special is an annoying move that can hit you from nearly anywhere if Hiei's in proper range? The only downsides to him are he uses up a ton of stamina for his combo extensions (Rengoku Shou using up a ton of it), he charges it slowly, and his Kousoku Giri is very easy to punish if blocked or if it happens to miss due to distance and/or angling.
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** Toriko is also a similar case, since he too also has some nasty "pick-up" combos. His Fork Shield much like Bobobo's guard with Don Patch is very easy to throw people off with, and his Nail Punch combos add to more damage. His Flying Fork out of his two main projectiles (the other being Flying Leg Knife) even deals a decent amount of damage, AND is one of the most difficult homing-moves to avoid.

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** Toriko is also a similar case, since he too also has some nasty "pick-up" combos. His Fork Shield much like Bobobo's guard with Don Patch is very easy to throw people off with, and his Nail Punch combos add to even more damage. His Flying Fork out of his two main projectiles (the other being Flying Leg Knife) even deals a decent amount of damage, AND is one of the most difficult homing-moves to avoid.avoid.
** Speaking of Gon, he himself is a subpar far-ranged melee-fighter who happens to be able to dish out A LOT of damage if he gets in close. One fully charged Janjanken Guu punch can take out a bit extra HP compared to other moves in one go, and just think about what happens if the rest of the damage from his other moves add up....
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** Kenshirou. He has a "Qi/Ki" gauge for his stamina/resource, meaning he charges stamina just as fast as a ''Dragon Ball Z'' character, his links have solid pick-up potential to prevent the tumbling hit state (right into Hyakuretsuken no less), Hyakuretsuken itself has its signature annoying after-effect (which can spell either death or interrupts you at a bad moment), and has several moves with solid hit-confirms. Not to mention, his Hyakuretsuken assist, when used in the middle of combos can easily create 100% combos for characters like Gon.

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** Kenshirou. He has a "Qi/Ki" gauge for his stamina/resource, meaning he charges stamina just as fast as a ''Dragon Ball Z'' character, his links have solid pick-up potential to prevent the tumbling hit state (right into Hyakuretsuken Hyakuretsu Ken no less), Hyakuretsuken Hyakuretsu Ken itself has its signature annoying after-effect (which can spell either death or interrupts you at a bad moment), and has several moves with solid hit-confirms. Not to mention, his Hyakuretsuken Hyakuretsu Ken assist, when used in the middle of combos can easily create 100% combos for characters like Gon.

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