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Backdash tier list by Noodalls

By: FlyingWonkey on May 15th, 2012  |  syntax: None  |  size: 4.78 KB  |  views: 35  |  expires: Never
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  1. Tekken 6 Backdash Tier List
  2.  
  3. Stage 1.
  4. Initial investigations
  5. Starting from Position Reset Position. Tested each character versus Paul's standing jab and his df+2. The intention being
  6.  
  7. to test a high and a mid move, so that changes in stance wouldn't always affect a characters ranking.
  8.  
  9. Results are as follows
  10. The number refers to how many frames Paul has to hold forwards, before he is in range to hit, which is a marker for how far
  11.  
  12. back the opponent has backdashed from that initial position.
  13.  
  14. Backdash vs. Jab tier list
  15. Asuka 28
  16. Alisa 26
  17. Anna 26
  18. Lars 26
  19. Ling 26
  20. Miguel 26
  21. Raven 26
  22. Steve 26
  23. Zaf 26
  24. Bryan 25
  25. Feng 25
  26. Julia 25
  27. Law 25
  28. Lili 25
  29. Nina 25
  30. DJ 23
  31. Drag 23
  32. Ganryu 23
  33. Lee 23
  34. Roger 23
  35. Wang 23
  36. Yoshi 22
  37. Leo 21
  38. Baek 20
  39. Hei 19
  40. Bruce 18
  41. Hwo 18
  42. Jin 18
  43. Kazuya 18
  44. Paul 18
  45. Aking 14
  46. Bob 14
  47. King 14
  48. Kuma 14
  49. Marduk 14
  50. Jack6 08
  51.  
  52. Special note
  53. Eddy, Christie and Lei are very hard to determine, as stance plays a big role in whether a character is hit or not. With
  54.  
  55. these characters jumping all over the place, consistent results were hard. I tried each time to start from as close to the
  56.  
  57. initial animation frames as possible, and to err on the side of lower numbers where results were unreliable.
  58.  
  59. If Eddy were on the chart, his ranking from the middle would be 27, when he backsteps from his right or left side it can be
  60.  
  61. as high as 45. Christie's middle ranking is 26, when she backsteps from the sides it is up to 44 on the right and 43 on the
  62.  
  63. left.
  64. Lei is 28 from the middle, and 29 on the left, 34 on the right.
  65.  
  66. SO, all of these characters are right near the top of the rankings, exactly how high is hard to be definitive on.
  67.  
  68. df+2 Ranking
  69. Lars 25
  70. Miguel 24
  71. Steve 24
  72. Alisa 23
  73. Lili 23
  74. Raven 22
  75. Zaf 22
  76. Asuka 21
  77. Wang 21
  78. Anna 20
  79. Bruce 20
  80. Law 19
  81. Lee 19
  82. Ling 19
  83. Roger 19
  84. Julia 18
  85. Nina 18
  86. Baek 17
  87. Bryan 17
  88. Paul 17
  89. Ganryu 16
  90. Hei 16
  91. Hwo 16
  92. Bob 15
  93. DJ 15
  94. Feng 15
  95. Jin 15
  96. Kazuya 15
  97. Aking 14
  98. Drag 14
  99. Kuma 14
  100. Yoshi 14
  101. Leo 13
  102. King 12
  103. Marduk 11
  104. Jack6 8
  105.  
  106. Combined Ranking
  107. Lars 51
  108. Miguel 50
  109. Steve 50
  110. Alisa 49
  111. Asuka 49
  112. Lili 48
  113. Raven 48
  114. Zaf 48
  115. Anna 46
  116. Ling 45
  117. Law 44
  118. Wang 44
  119. Julia 43
  120. Nina 43
  121. Bryan 42
  122. Lee 42
  123. Roger 42
  124. Feng 40
  125. Ganryu 39
  126. Bruce 38
  127. DJ 38
  128. Baek 37
  129. Dra 37
  130. Yoshi 36
  131. Hei 35
  132. Paul 35
  133. Hwo 34
  134. Leo 34
  135. Jin 33
  136. Kazuya 33
  137. Bob 29
  138. Aking 28
  139. Kuma 28
  140. King 26
  141. Marduk 25
  142. Jack6 16
  143.  
  144. So the expected names near the top, even if the order isn't quite right.
  145.  
  146.  
  147. Stage 2.
  148. However, the next question then was, how much of this is a reflection of the bigs just being further forwards compared to
  149.  
  150. the smaller characters? Could they be backdashing just as far, but with a handicap.
  151.  
  152. The first way I looked at this was purely visual. Overlapping images of two-three characters gives a fairly good indication
  153.  
  154. of how far they are moving. My personal feeling is that there is very little difference between the distances they travel
  155.  
  156. looking at it this way.
  157.  
  158. The setup was 6 backdashes 40 frames apart, done on frames 1-2 and 4-5 of each set, then J6 running after them and tackling
  159.  
  160. them. J6 also presses f on F1 just to give a visual clue as to when the first input of the first backdash starts.
  161.  
  162. http://www.youtube.com/watch?v=FpCXbDMTM3M
  163. http://www.youtube.com/watch?v=-xEV1fZWHkA
  164. http://www.youtube.com/watch?v=krtLvxBtG4o
  165. http://www.youtube.com/watch?v=peHq_OoK9q0
  166. http://www.youtube.com/watch?v=YSOYfDrEGc0
  167. http://www.youtube.com/watch?v=nwkTwJQm2p0
  168.  
  169. Stage 3.
  170. Following on from the above, I wanted to find out what would happen when big characters backdash at the same distance from the opponent. Like was alluded to above, when you do position reset, the character's bases are the same distance apart, but the actually hittable distance is very variable. e.g. Jack6 can be hit by Paul's df+2 from the starting position, but smaller characters cannot.
  171.  
  172. I tried to set up a way to put each character at the same distance, and then back dash.
  173.  
  174. Step 1 involved holding back (big characters) or forwards (small characters) until they were at just the range where df+2 whiffs.
  175.  
  176. For the records
  177. Bigs (hold back for N frames)
  178. J6 27F
  179. Marduk 35F
  180. Kuma 13F
  181.  
  182. Smalls (hold forwards for N frames)
  183. Alisa 4F
  184. Lili 3F
  185. Asuka 3F
  186.  
  187. After this, the same setup as before, backdash then see how many frames of holding forwards until Paul is in range to connect with df+2. The results conflicted with everything above.
  188.  
  189. Asuka, Alisa 3F
  190. Lili 4F
  191. Jack6 23F
  192. Kuma 25F
  193. Marduk 28F
  194.  
  195. So that's pretty much buggered it, and my enthusiasm for testing is done.
  196.  
  197. To me, the visual data suggests that everyone backdashes about the same distance. The initial investigations are fairly useful, as they take into account character size and initial range.
  198.  
  199. The last investigation I can't quite explain, however the setup does seem to be the most sound out of them all.
  200.  
  201. Hmmmmm.
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