CavemanDCJ

Evil Zone stuff

Jan 13th, 2016
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  1. Tier List:
  2. S Tier: Ihadurca, Keiya
  3. A Tier: Danzaiver, Kakurine, Setsuna
  4. B Tier: Lie, Erel, Midori, Al
  5.  
  6. Gally Tier: Gally
  7.  
  8. I could see an argument for moving Lie up to A.
  9.  
  10.  
  11. Everyone has the same amount of health. Probably.
  12.  
  13.  
  14. Ihadurca:
  15. Strong, fast, sometimes invisible, great jumping; ranged jumping attack is fast, moves far, and lands behind the opponent, block jump makes you invisible and puts you behind opponent. Lots of gimmicks. Top tier character, maybe should be banned?
  16. Back Attack (yellow thing)
  17. Projectile cannot be stopped. Beats everything but some supers, and just goes through those to hit the opponent. Good damage good range good speed good everything.
  18. Double tap just spreads it. Dosnt hit up close or anything. Standard.
  19. Forward Attack(lasers)
  20. Stuns. Hits jumping opponents. Hits twice up close, which dosnt stun but does mega damage. fantastic move.
  21. Double tap stuns sidesteppers.
  22. Up Attack (Balls)
  23. Big hitbox. Cant be beaten by projectiles. Usually pops up, but knocks opponent back and does MEGA damage. Super duper unsafe on block, opponent does not need to wait for the attack to finish to retaliate. Can easily be range grabbed. This move can win matches, but be careful with it.
  24. Double Tap spreads the move out to hit ranged opponents. Just as unsafe as the normal version, but can now be jumped over too. Good damage, pops up. Same high risk high reward nature.
  25. Super Version does great damage and has a very large radius. Does more damage if it hits straight on however.
  26.  
  27.  
  28. Keiya:
  29. Superior zoning skills. High damage output with OTGS. Rapidly builds meter with red glyph. Very solid. Top tier.
  30. Back Attack (glyphs)
  31. Fast projectile. Hard to see. Hits OTG. Goes under projectiles, so it will often beat and at worst trade with other projectiles. Average damage. Solid move. Cutscene Attack
  32. Double Tap. The Red Glyph. Slower than blue and does less damage, but uniquely gives Keiya one Power Jewel on hit. Can hit sidesteppers. Don't rely on this move, but use it often. Having a meter advantage is very good. Cutscene Attack
  33. Forward Attack (bird)
  34. Standard stun. Its fast. Average damage.
  35. Double tap does not stun.
  36. Super Version. Standard super.
  37. Up Attack (bolts)
  38. Fantastic ranged option. Multi hit so it beats almost anything. Very unsafe up close. Easily sidestepped. Large OTG damage. Key move.
  39. Double tap spreads the move out. Fast, safe, hits sidesteppers. Good damage.
  40.  
  41.  
  42. Danzaiver:
  43. Lots of OTGS. Is fast. One of the most solid characters in the game
  44. Back Attack (lightning ball)
  45. Fast projectile. Stuns. Good move all around. Use it a lot.
  46. Double tap stuns sidesteppers. It hits point blank and does a lot of damage when it does so, but does not stun when used this way. Good move.
  47. Super Version. 2 Projectiles, can be beaten by other multi hit supers. Hits side steppers. Not bad.
  48. Forward Attack: (Laser)
  49. Basic projectile. Knocks opponent away. Dosnt go very far. Pretty average.
  50. Double tap shoots in a wide arc. Hits Standing and sidestepping opponents. Pretty good.
  51. Super Version. Lots of projectiles, so it will beat pretty much anything. Easily sidestepped.
  52. Up Attack (Cyclone)
  53. Fast moving attack. Pretty versatile. Standard version safer on block but does not leave the ground much.
  54. Double tap can evade most projectiles. Unsafe on block. Use both versions often.
  55.  
  56.  
  57. Kakurine:
  58. Real good character. Slightly invisible movement. Uniquely her running attack stuns. Her block jump puts her behind opponents. Good damage, OTG.
  59. Back Attack (spread ring)
  60. Great move, not very impressive damage. Hits standing and sidestepping opponents. Blocks a few projectiles. Cutscene attack.
  61. Double tap bigger range, same damage. No cutscene.
  62. Forward Attack (Burn)
  63. 0 startup, Kakurine dosnt even do an animation for it. Stuns. Good move.
  64. Double tap. starts further back than the normal version so it is a little slower to hit. Hits sidesteps. No stun.
  65. Up Attack (Hoola Hoop)
  66. Fantastic. Goes through most projectiles. Fast moving attack. Good damage. OTGs. Pretty safe. Use it a lot.
  67. Double tap. Spins around and hits all over the place. Lasts too long to be safe. Fun to use, but not very good.
  68. Super Version. Pretty good super, lots of hits so dosnt get beat.
  69.  
  70.  
  71. Setsuna:
  72. Very Solid. Fast Moves. Decent OTGs. Well rounded character with answers for everything.
  73. Back Attack (Sword Attack)
  74. Fast start up. Weird hitbox that goes under a lot of moves to beat them. OTGs at extreme range. Cutscene
  75. Double tap throws out a bunch of swords. Sheer volume of swords lets it beat all sorts of projectiles. Hits standing and sidestepping opponents. excellent ranged option.
  76. Forward Attack (Firebird Attack)
  77. Very Fast start up and recovery. Stuns.
  78. Double tap spreads the birds out. Shoots the out staggered, first bird goes up, second goes down. Dosnt stun. Not a big fan.
  79. Super Version. Standard super.
  80. Up Attack (Somersault Attack)
  81. Decent damage, moving attack. Multiple Hits. Hits OTG. Does not knockdown if hit from behind.
  82. Double tap adds a thrid hit to the combo that does more damage. Not very different. Use both versions about the same amount.
  83.  
  84.  
  85. Lie:
  86. Another solid character. Like Erel, not quite top, but has a lot of tools.
  87. Back Attack (evil wave)
  88. Fast, Pop's up AND hits OTG. Hard to combo after the pop up. Very versatile move. beats projectiles Use it alot
  89. Double tap spreads, but is hard to hit with. same properties otherwise
  90. Forward Attack (pentagram)
  91. Very fast. stuns. its good.
  92. Double tap. Hits sidesteps. Longer range and slower. Can run behind it as a gimmick.
  93. Up Attack (Stab)
  94. Fast. Hard to see. Good range. Relatively safe. Decent damage. Nice move. Cutscene attack
  95. Double tap does a wide slash version of the move that hits sidesteps. Same damage, but slower start up and worse range. Debatable usefulness. Cutscene attack
  96. Super Version. Very Good. Fast, multiple hits. Very fast recovery.
  97.  
  98.  
  99. Erel:
  100. Solid character, good damage output with OTGs. Good options all around, very complete.
  101. Back Attack (Laser that growls)
  102. Good damage, fast, OTGS, antiairs. beats some projectiles, trades with most others. Good move.
  103. Double tap spreads the laser out. Hits standing and sidestepping opponents. OTGs. same damage. just as good.
  104. Forward Attack (stun dart)
  105. fast projectile. Small, hard to see. Stuns. Good.
  106. double tap spreads projectiles. Stuns sidesteppers.
  107. Up Attack (pinwheel)
  108. great damage. moveing attack, so decently safe and can be used to avoid grabs. OTGs. Good move, but dont over use it.
  109. Double tap. spins horizonally. hits sidesteps. Multihit, so dosnt do full amount of damage at once. Unsafe on hit. Not very good.
  110. Super Version. its bad.
  111.  
  112.  
  113. Midori:
  114. High Risk Character. Has options that can let her beat any character, but on paper there is always a character with a better option.
  115. Back Attack (frisbee)
  116. Long start up. Will lose projectile wars eventually, however, you can use the long start up as a gimmick. If you throw a frisbee right before you are hit with a projectile, you will get hit, but the frisbee will still come out, possibly allowing you to land a stun into good damage.
  117. Double tap whiffs up close. Still stuns if it hits.
  118. Note: Midori's hitbox widens as she releases all versions of the frisbee. This leaves her vulnerable to other double taps for a brief period.
  119. Super Version. Is only one projectile, so other projectiles can easily beat it. Hits opponents side stepping. Does not hit opponents behind you.
  120. Forward Attack (Blown away)
  121. Fast projectile. Sends opponent back.
  122. Double tap hits standing opponent up close.
  123. Good move all around.
  124. Super Version. Multiple Projectiles. Does less damage than frisbee super. Easily sidestepped.
  125. Up Attack (charge/divekick)
  126. Gets popped when blocked. I dont really see any reason to use it. Cutscene attack
  127. Double tap (the dive kick) jumping attack. Good for evading projectiles and grabs. Still gets popped up when blocked. Much better. Still a risky move, but with some good reads it can get you in. OTGs. Cutscene Attack
  128.  
  129.  
  130. Al:
  131. Gimmicky. Pretty all around average character. Close range jumping attack pops up, so you can get some surprise combos.
  132. Back Attack (Dragon)
  133. Big hitbox, can anti air. knocks back. Its just one projectile, so its easily beaten. Basic.
  134. Double tap splits the dragons. still basic.
  135. Super Version. Also pretty basic
  136. Forward Attack (Ring of Flame BURRRRRRRN)
  137. it stuns. fast. looks cool, but is pretty standard.
  138. Double tap. Is slower, does same damage and dosnt stun. Hits sidesteppers sometimes. Has a longer range and you can run behind it. Can do some intersting gimmicks with it, but not really sure of its worth.
  139. Up Attack (Fireball)
  140. Very good move. Good damage, hits multiple times, beats lots of projectiles. Not completely safe on block, but safer than Iha's similar move.
  141. Double tap. Single hit, so not a very good shield. Is pretty fast, same damage. Hits OTG. Good stuff.
  142.  
  143.  
  144. Gally:
  145. Hes bad. His standard ranged attack is like the only thing notable about him. And even then, Danzaiver has the same attack. All of his damage comes from OTG.
  146. Back Attack (Missiles)
  147. Decent damage. Hits OTG at long distance. Anti Airs. Lots of projectiles, so it can beat things. Its ok.
  148. Double tap. Spreads. Goes under projectiles. Kinda useless, but its his only spread move.
  149. Forward Attack (power wave)
  150. Slow start up. Hits OTG. Goes under projectiles. Its ok.
  151. Double tap is SUPER slow. Kinda hits sidesteppers? Hits OTG for decent damage. Pops up, but is too slow to capitalize. Only use for OTG.
  152. Up Attack (Charge/laser)
  153. Similar to Midori's but worse. Very unsafe on block. Cutscene Attack Not very useful.
  154. Double tap is just a basic laser projectile. knocks opponent back
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