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Million Knights Vermillion Ver 1.20 Tier list.

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Jul 16th, 2018
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  1. Million Knights Vermillion Ver 1.20 Tier list and explanation
  2. Written by: Onani (@OnemiESESEBEME on twitter)
  3. *DISCLAIMER: This tier list is an opinion, we don't know if there are more people playing this game, the chilean community has about 6~7 players and this is pretty much a regional tier list. We know that Nobuko might have potential to be S/S+ tier but nobody ever picked her up seriously, so if you know something about her please DM me. We discussed about tier placements for about an hour and we thought this was decent enough to make it public.
  4.  
  5. THE TIERS:
  6.  
  7. (No order between tiers unless it's stated)
  8.  
  9. S+: Tamara=Yuri
  10. S: Sven>Smile
  11. A+: Nobuko
  12. A: Silvio>=Virginia
  13. A-: Folo
  14. F-: Otto
  15.  
  16. EXPLANATION AND QUICK OVERVIEW:
  17.  
  18. S+:
  19.  
  20. -Yuri: For some reason, yandere zoners were popular back in the day, and they were all broken. She deals damage to herself with her specials, and can cancel specials or normals into 214B which is basically a RC. This last thing makes her zoning, pressure, and combos very good, and as the timer goes she'll get back the health that she uses until she gets hit, that means that in combos that she can set up a 5V, she gets some life back by default. Her walk speed is terrible, but her dash is fast and can low profile some moves, she has two of the best supers in the game, and one of those can get confirmed into a full BnB. Overall, really oppressive, her mixups are super strong, her pressure is super strong, she's full of tricks and the round can be over once she gets in, in contrast, she can die from one hit if she hasn't been careful about her health, characters with good projectiles can stop her healing from fullscreen which can be annoying, and she gets hit by the most damaging character specific combos.
  21.  
  22. -Tamara: Good at everything and gets damage from any hit. Her normals are super strong, her specials are all great, if anything she lacks good damage from random hits but can still convert those into knockdowns. She forces you to respect her oki, she can mix up throws with 5V, which leaves her airborne and beats tech throw attempts or command grab reversals, her pressure is good unless she decides to back off to zone you with specials, she can cancel some specials and normals into 22x, and most importantly, her EX DP leaves her with all of her aerial actions left, so even if you bait it she starts her pressure or combos from it. She has no real drawbacks except that her supers are not very good, has no trouble opening people up, her tools and defensive options are super good, the ultimate jack of all trades.
  23.  
  24. -Conclusion: Characters that dominate in some way or another and her pros outweight their weaknesses heavily.
  25.  
  26. S:
  27.  
  28. -Sven: Unorthodox rekka character, he can extend pressure as long as he has meter and gets two super fast overheads in his strings. His damage is in the corner, and he gets a corner switch and corner carry from midscreen so getting it is not a problem, his character specific combos are good against both Tamara and Yuri, his dash leaves him airborne which can be annoying against zoning, but he also gets an instant overhead from it with jB or fake out overhead with jC. He's oppressive but could have better neutral, no airdash in this game hurts, and his pressure is limited to how much meter he has left or how much the opponent wants to respect him. His antiairs are very good and gets full mileage from them, his normals can be hard to deal with for some characters, his supers are straight up horrible, and meter isn't really a problem because his combos are long and can easily end with 5V. Rekkas are cool my friends.
  29.  
  30. -Smile: The anime version of Hugo and Alex fused together to make a high tier character. The same dash treatment as Sven but he can also get crossups from dash jB (well, Sven can do those too, they're easier to set up with Smile), making his mixup game very scary, it's a constant 3-way mixup that leads into corner carry, huge damage and 3-way okizeme. His 623 series work as antiair throws, EX version is used in his combos and can leads into full BnB from raw hits, his normals are very good but have some recovery, and given his dash and walk speed, he has trouble against zoners, which is troublesome in a game that both top tiers are zoners, and the game has 4 zoners, even Silvio's slow fireballs can be hard to deal with. He can end games in one hit, also both his supers are good reversals, 214V does almost 6k damage on its own, making him the scariest character to have on your face which is pretty fair considering his approach options. 2C is a big sweep that covers about half the screen, it extends his hurtbox a lot but it's good at hitting opponents that commit too much at zoning in mid range, also his ground punch special hits low and it's full screen as long as the opponent is on the ground, EX version is stupid fast so he acts like a slow wall of death that's constantly mixing you up. The reason why we think he's worse than Sven is because he really dies to the top tiers, but that doesn't make it any less dangerous to anyone.
  31.  
  32. -Conclusion: Powerhouses of the game, may have problematic weaknesses but can still win any matchup from any hit.
  33.  
  34. A+:
  35.  
  36. -Nobuko: A blonde traditional japanese girl that summons zombies with Galactica Phantom can't be a bad character. She's supposed to be a zoner, her specials are decent and specially her 22x series can be very annoying to deal with, her damage output is "okay" and gets CRAZY corner carry from any hit, sadly, the corner carry combo doesn't work against Smile who is one of the best characters in the game, but can do other metered variants to compensate. Her 236V super is for pressure, combos and oki. Overall, solid, just a little underwhelming compared to the higher tier character but can still win any matchup with her raw speed, good specials and corner pressure, as i mentioned in the disclaimer we haven't experimented enough with the character, we believe that she might have more damaging combos somewhere, but as it is right now, she's a mix of zoning and rushdown that works pretty well.
  37.  
  38. -Conclusion: Weaknesses that don't really matter, can win any matchup with proper application of the tools, well-rounded.
  39.  
  40. A:
  41.  
  42. -Silvio: Sonic's the name, speeds's my game! Oh wait, wrong character. His tonfas give him a little extra range on his normals, but overall he has to get in with raw speed, his 214x specials are pretty much made to confirm his 6B overhead, he can be all day in your face, his pressure is pretty scary, coupled with a super that works as an install that gives him speed (and i mean it, he gets stupid fast) and the ability to repeat normals on the same string/combo, he can destroy your hopes of getting out of the corner for a full round if he gets momentum. Sadly, his damage without install isn't particularly great and even with the install it's nothing compared to the high/top tiers. The tonfas help, but his normals aren't good and if he doesn't get momentum he suffers the whole match. Still good since he can beat anyone, but anyone can beat him and has to make extra effort even against characters that are supposed to be weak.
  43. (Also why the hell is his name Silvio and then Silfio? The magic of MKV).
  44.  
  45. -Virginia: They had so little budget for this game, they couldn't even get Virginia a brassiere of her bust size. Good speed, good specials for pressure and bad for everything else, her normals are "meh" but can be easily confirmed into 22B or 623X so she's cool. Her rushdown game is very oppressive, you never know if she's going for a 236x, 623B, 623A, 22X or a 5V, she may have some trouble opening people up if they can react to her overhead but it doesn't matter as she can get pressure resets for days and has no trouble making the opponent block the whole match. Her corner carry is not as strong as Nobuko or Sven, but she can take the opponent to the corner with extended blockstrings. Her damage comes from 623C confirms and she can end combos with 236V for extra damage or use THE GREEN CLOUD (214V) to make you block her mixups. Same as Silvio, good enough to beat anyone because rushing down an opponent is very strong in this game, but she has a hard time against anyone that doesn't want to commit, her damage is even worse than Silvio's, but she doesn't depend that much meter. Really, we couldn't decide which one was better so they are on the same tier and are about equal strenght, but Silvio has an easier time overall.
  46.  
  47. -Conclusion: Characters that don't like losing momentum or they may lose the round instantly, but once they get in, oh boy do they get in. Also, a reminder that any of these characters are completely viable so don't feel discouraged to pick any of the mid tiers.
  48.  
  49. A-:
  50.  
  51. Folo: Yes, he's a man. This is a dedicated zoner in a game where any other character can rush you down, and somehow works. His normals are kinda slow but also a force to be reckoned with, so expect having a hard time getting in against him. His specials are all godlike and he can get a knockdown from almost any hit, but this is where things go wrong, his combos are really awful, no damage from raw hits. You're still pretty much forced to respect his setups and gets more damage from those, but when Yuri can get over 8K from an instant overhead this character feels a little underwhelming. Don't get me wrong, his gameplan is super solid and has good neutral against Yuri (because his zoning is straight up better and can force her to stop healing), Tamara and Sven/Smile, which is huge. Overall, pick him up if you like setups and zoning or androgynous underage boys wearing thongs.
  52.  
  53. -Conclusion: Really notable weaknesses and has to take notable extra effort to win. This is where we cut the line on viable characters, just be aware on your weaknesses and work around them.
  54.  
  55. F-:
  56.  
  57. -Otto: I feel like many people will pick this game up, pick Otto because he looks like the shoto, look at his horrible sprites and animations, awful damage, awkward specials, really annoying strings and immediately call it quits. This character somehow is bad and uninteresting at the same time, but for the sake of formality, i'll explain a bit. I picked this character because nobody was using it, i felt like my work of optimizing Smile combos was neat and thought "hey, i'll pull out some crazy tech with Otto" which was a beatiful, morbid dream of using a character that was probably animated on MS Paint. He gets a decent corner carry, can confirm most hits into rekkas to do awful damage, his launcher (that he needs to get decent combos going) only hits when you're really close, his Vermillion can only combo into 5V in the corner and even then he's the character with less damage in the game. He has to hit you literally like 5 times and give up okizeme to take a round. Yes, almost any other character can get crazy momentum from a single hit, he has to give up okizeme to do less damage than the rest of the cast, he's unplayable, in a game were everyone has cool movesets and combos, he does nothing. Also, his BnB isn't exactly easy, so even in that he has to make extra effort. His normals are horrible, somehow his 5A has stupid recovery and only uses the GIANT SWORD HOLY COW I'M MAD on his 2B and some air normals, 236A can work as a zoning tool but Yuri can dash under it while everyone alse can crouch, and there are way better zoners in this game.
  58.  
  59. -Conclusion: If Dan Hibiki replaced Otto, he would be a better character, i'm not joking.
  60.  
  61. Thanks for reading, you can pick any character and find interesting mechanics (well, maybe except for Otto), if you haven't already please read the disclaimer, and DM me if you have any secret tech that the chilean community might not know about, or even if you want to learn the game you can contact me via Twitter, bye!
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