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New Yomi Tier List after The Big Patch 9/1+

zaf

professor
Can barely teleport on a read, the startup is so slow. 100% agree with this.
That's another problem he has in the match up.
Predator recovers way too quickly from his lasers, that you can never punish him. He just does them for free.
You basically have to make a read if the player will do multiple lasers or not and just teleport on that. It is a hard read.
Not one you really want to make. Risk reward is not there to make this worth it IMO.
 

Enexemander

A Hitbox Pirate - YARRR -
That's another problem he has in the match up.
Predator recovers way too quickly from his lasers, that you can never punish him. He just does them for free.
You basically have to make a read if the player will do multiple lasers or not and just teleport on that. It is a hard read.
Not one you really want to make. Risk reward is not there to make this worth it IMO.
I think that's more a problem with Predator than Ermac, though. He should have more recovery on his lasers.
 

zaf

professor
I think that's more a problem with Predator than Ermac, though. He should have more recovery on his lasers.
Yea that is for sure.

I can teleport on reaction to almost any projectile in this game, or johnny cage Stunt double mimic activation for example.... But when it comes to predator, I teleport and give up my life bar...

This match up is just dumb... I was really hoping there would not be any match ups in this game like this one... There really wasn't up until Predator came out....
 
Always the worst tier lists ever made from you guys. People actually try to justify the ignorance in these terrible lists every time. Its pretty entertaining to read.
 

MsMiharo

Kuff Bano
Do you understand frames? Think of 20 frames to react to something as in 20/60 of a second or 1/3 of a second to react. We talk in frames, because it's a fighting game that moves in frames. And we can relate that to the in game frame data for perspective.
But the human eye doesn't see in seconds either!!! Mind. Blown.
 
You can't react to a 15 frame move.
ForeverKing couldn't even react to Shinnok's 18 frame OH.

You're fuzzying the OH, but you think you're reacting it.
If he varied his timing with the OH then it would blow up your blocking.
:coffee: lol at people saying they can react to 15 frames, the human eyes quickest speed is 16 frames most people's reactions are 20 frames also.
Just to reinforce the two points above, technically the average human reaction on sight is 1/4 second i.e. 15 frames. However (and this is the part a lot of people tend to forget) there's more to blocking an overhead on reaction than simply going 'oh look, it's an overhead' marginally before it hits you. As well as the initial reaction of identifying an overhead, you need to react to that by switching to stand blocking i.e. pressing and holding the block button. That's why blocking 15 frame overheads on reaction on any sort of consistent basis just isn't going to happen, and why for most players an attack needs to be more like 20-25 frames to be blockable on reaction.

And of course, this is working on the fairly big assumption that you know exactly what to watch out for in the first place!
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
You can react to a 15 move but it's not a pure reaction. It's like what you do when you're playing footsies. It's a combination of prediction and reaction. In this regard it's not technically a "reaction" but it's not NOT a reaction either.

For instance, it's impossible to react to a 6-12 frame poke, but you can predict it and react to it, aka footsies/counter poking. It's more of a prediction than reaction, but your reaction speed is based on your prediction. Also, there's patterns people generally fall into that help with this, but that's another discussion.
 

Rearawt

Noob
Do you understand frames? Think of 20 frames to react to something as in 20/60 of a second or 1/3 of a second to react. We talk in frames, because it's a fighting game that moves in frames. And we can relate that to the in game frame data for perspective.
I understand frames. I was purely objecting to the "human eye quickest speed is 16 frames" comment.
 
Your post contributes jack shit. If you disagree with the tier list, add to the discussion and say why. So many worthless posts in this thread that just say "this tier list is shit, because I say so."
That would take hours and your just gonna keep trying to justify these biased opinions. Your wasting your time here and i dont feel like wasting mine.
 

Undergroundepict

I am like the blue rose
I still don't see why Jax isn't higher. Not just YOMI's list but just in general. I don't understand what his weakness is.
It's tough to say. All of his pressure either starts with a high, or requires a high move to continue, which wouldn't be that big of a deal if his supposedly 'safe' specials like Gotcha Grab and Dash Punch were not also highs, both of which are safe on block but INCREDIBLY punishable on whiff.

Of course, he can check you with Downward Dash Punch, but it is risky, as it is extremely unsafe on both block and whiff.

Additionally, most people assume Heavy Weapons to be his most competetively viable variation, and all of his practical cancels are minus. This means that HW Jax's Rocket Cancels are really only useful for mind games and combo extensions, rather than pressure.

That's not to say that I don't necessarily believe Jax to be A+, as he might well be. Just not for the reasons non-Jax players assume he is.

IMO, I think that Heavy Weapons is overrated compared to his other variations. I think we can chalk this up to the fact that he has cancels, even if they are imperfect. Players are perfectly willing to ignore equally good, if not demonstrably better, tools in order to continue with 'the cancel variation,' it seems.

Meanwhile, Wrestler Jax has perhaps the most tic throw possibilities of any character in the game, he can choose which side to throw you to, and has perhaps the best corner damage in the game. It also maintains Energy Wave, which I believe to be a superior projectile to the rocket (despite the fact that it hits mid and deals 11% damage), as EW anti-airs to an insane degree and is +7 on block.

From what I see, Pumped Up Jax is by far his most slept on variation. Sure, his Gotcha is now unsafe at -9, but ex version serves as a 7 frame armored reversal that does 22% raw damage, restands the opponent at +3, and anti-airs jumping oppenents like it's a damn vacuum cleaner.

Meanwhile, he gets 40%+ meterless corner damage off BOTH his overhead and low starters.

Additionally, and perhaps the strongest overall sell for Pumped Up, is the combination of his Ground Pound and Energy Wave mixups, providing some of the best overall zoning in the game. Even the most steadfast of opponents will eventually begin to get caught by this, with proper conditioning. Oh, did I mention that EX Ground Pound OTG's?

Anyways, the point is, is that while I believe Jax's pressure to be overrated (still very good, just not God Tier like people assume it to be), he has perhaps the most complete toolset in the game. Jax is something of a jack of all trades, master of none (except in the corner, there he is your master). He has everything you could possibly need in a character, but other characters can do those things better.

I find it tough to say where he stands because other characters have so much dirt. Sure, Jax can do it all, but who needs to do it all when you can vortex like Quan Chi, or pressure like Kung Lao? I think that it is only natural to underrate him as the meta of the game changes, and people adapt to playing to his real strengths rather than his percieved ones.

Obviously, Jax is not the top 5 that many believed him to be early in the game, but he is still likely Top 10.

Holy shit that turned out to be a long post. I think I got bit carried away.
 

ChatterBox

Searching for an alt.
It's tough to say. All of his pressure either starts with a high, or requires a high move to continue, which wouldn't be that big of a deal if his supposedly 'safe' specials like Gotcha Grab and Dash Punch were not also highs, both of which are safe on block but INCREDIBLY punishable on whiff.

Of course, he can check you with Downward Dash Punch, but it is risky, as it is extremely unsafe on both block and whiff.

Additionally, most people assume Heavy Weapons to be his most competetively viable variation, and all of his practical cancels are minus. This means that HW Jax's Rocket Cancels are really only useful for mind games and combo extensions, rather than pressure.

That's not to say that I don't necessarily believe Jax to be A+, as he might well be. Just not for the reasons non-Jax players assume he is.

IMO, I think that Heavy Weapons is overrated compared to his other variations. I think we can chalk this up to the fact that he has cancels, even if they are imperfect. Players are perfectly willing to ignore equally good, if not demonstrably better, tools in order to continue with 'the cancel variation,' it seems.

Meanwhile, Wrestler Jax has perhaps the most tic throw possibilities of any character in the game, he can choose which side to throw you to, and has perhaps the best corner damage in the game. It also maintains Energy Wave, which I believe to be a superior projectile to the rocket (despite the fact that it hits mid and deals 11% damage), as EW anti-airs to an insane degree and is +7 on block.

From what I see, Pumped Up Jax is by far his most slept on variation. Sure, his Gotcha is now unsafe at -9, but ex version serves as a 7 frame armored reversal that does 22% raw damage, restands the opponent at +3, and anti-airs jumping oppenents like it's a damn vacuum cleaner.

Meanwhile, he gets 40%+ meterless corner damage off BOTH his overhead and low starters.

Additionally, and perhaps the strongest overall sell for Pumped Up, is the combination of his Ground Pound and Energy Wave mixups, providing some of the best overall zoning in the game. Even the most steadfast of opponents will eventually begin to get caught by this, with proper conditioning. Oh, did I mention that EX Ground Pound OTG's?

Anyways, the point is, is that while I believe Jax's pressure to be overrated (still very good, just not God Tier like people assume it to be), he has perhaps the most complete toolset in the game. Jax is something of a jack of all trades, master of none (except in the corner, there he is your master). He has everything you could possibly need in a character, but other characters can do those things better.

I find it tough to say where he stands because other characters have so much dirt. Sure, Jax can do it all, but who needs to do it all when you can vortex like Quan Chi, or pressure like Kung Lao? I think that it is only natural to underrate him as the meta of the game changes, and people adapt to playing to his real strengths rather than his percieved ones.

Obviously, Jax is not the top 5 that many believed him to be early in the game, but he is still likely Top 10.

Holy shit that turned out to be a long post. I think I got bit carried away.
Well, I'll be learning Jax this weekend!
 

Undeadjim

Green Lantern Corps.
Cannot like this post enough, Foxy earlier mentioned the same thing.

Jax isn't about staggering pressure like Tanya and Kung Lao where it is so scary to hit a button. He aims to use his slightly plus frames to either poke your counterpoke and get high frame ADV, (D1 and D3 are 15 and 16 respectively of the top of my head) and when he gets you scared to poke open you up with his overhead low. He can blow up most armor with 123 however all the options from this string put him in negative for his read. (Not downplaying the use of the nuts delay of the 3 in this string to hit people with Gotcha, RocketRC and in Wrestler the fantastic tick throw which works great against character with no armor)

For those who only know Jax in HW you'll understand how the rocket confirms are great for hitting conversions in the neutral (Used to be much more valuable when his combos were dumb) Against slower reversals he is also able to make use of a 10 frame mid to frame trap and cancel to make it safe/bait reversals.

But what if my opponent doesn't have any real armor I need to worry about? Let's take D'vorah for example the worst we eat is EX Ovipositor strike. Suddenly Wreslter has a huge advantage because every time this character counterpokes you he can then tick throw you when you do read him. He does 11 you respect his option of 123 and block and get thrown for 14% and this character is still all over you.

Let's say you have no good way of claiming space or have a weaker ground game that Jax, you might have good aerial specials/normals? Well now anywhere on the screen you have to deal with Pumped Up's IAGP, Plasma (Delayed or not) better Armored AA and a reversal that does 37% midscreen and 42% or 44% I think if you manage to reach the corner. So you've taken Jax's whole neutral and allowing him to zone and play defensive against characters that have trouble making space.

Went off on one a bit but Jax requires a lot of work and I'm still finding ways to best play each MU as each variation offers him the advantages you just need to flesh them out enough to see it.

TLDR: People sleep on Jax because he needs quite a bit of work to learn.
 

Rizz091

Noob
That would take hours and your just gonna keep trying to justify these biased opinions. Your wasting your time here and i dont feel like wasting mine.
So why even post anything at all then, if you don't have time to? Justify your opinion, that's why this is a tier list DISCUSSION. They spark conversation, so everyone can learn.

I'm not asking you to rewrite the whole tier list. I'm asking you to say what you think the glaring problems are if you disagree with it. Who do you think is too high/low?

Surely that doesn't take hours to name a few characters you think are in the wrong spot.