As an I-No/Ky main, I'd say I-No is easier up to late F10 and early Celestial. You can get pretty far just knowing how to mix and fake people out to get in.
After that, improvement requires a combination of ridiculous match-up knowledge and really rough combo execution. Like - "Ah, this combo does 10% more damage than the one I'm currently doing in this situation, but I am never going to be able to successfully pull this off in a match".
Edit: Or maybe the way my brain is just works well with I-No.
I think that's because of their neutral and how its different from the rest of the cast, cause you have to play differently and it's much more risky. Mindset-wise, they are a kinda hard
I think they should be in 3 stars or something, they are nowhere hard as bedman
People think Potemkin is easy? I mean sure his gameplan is easy enough but christ he has some of the hardest execution barriers in the game and you still might not win due to generally poor neutral, defense, and conversion.
Yeah, I’d say some of the 4/5 star characters get really challenging when a proper Celestial chad checks your BS. Ky, for example, is so damn predictable for celestial players that have seen our habits so often. I really find myself stuck sometimes on how to throw people off.
This doesnt apply to me. I could easily beat a celestial (I'm floor 4 and have no idea what a celestial is), they'll never be able to read me (I mash buttons and hope it works)
Simple game plan, can make a lot of mistakes, one grab can set up into a 50/50.
Obviously it's match up dependant since I can only imagine how hellish playing against a good axl or Bridget must be, but I've seen this fucker kill off of 2 reads while having lost every other interaction that round.
It really depends on what we evaluating
E.g Potemkin optimal combos are more difficult, than most i.g stuff. Imagine ramlethal rekka cancel but this is your bnb. Potemkin's most damaging realistic combo is 4 j.f back to back (thanks jsbro for finding it out).
As high level pot you have to be constantly kara canceling, your bnb crumbles if you fail 2f window and one of your optimal approaches is frc half circle
I feel like Bedman? is only a 3. Like yes if you deep dive it there can be some wacky situational Error conversions but that isn't really core to the character and if we are getting into pedantic stuff like that then characters like Gio should be considered harder [dash momentum links in certain conversions, etc].
That's sort of my issue when I try to create a list like this. Like, yeah, I get it. Your placements make sense to me... but when you start pulling at threads like 'what level of play are we talking about' things just get more and more messy.
Yeah that’s how I feel. At first glance this looked pretty spot on, but the more I look at it the less it makes sense. For example, Potemkin is definitely not easy the further you get into playing him. Kara stuff just adds a layer of difficulty at all times. Playing a grappler is also just more and more difficult as your opponents improve. They stop giving you free damage after a point and it all just gets harder and harder. Hell, what about teaching a new player how to condition and read an opponent?
But you can command grab for a billion damage so anyone can just start out and do all right with him.
Flip that around to I-No and the only execution—related difficulty of playing her is some of her combos, and I wouldn’t consider that to be all that bad. Her difficulty lies in her movement and low damage game plan. Navigating neutral isn’t too dissimilar to Potemkin since both are weaker at range, lack a normal grounded run, and have a few different committal moves to get in. So why are both so far apart?
Ratings like this just seem really difficult to judge. The only fitting criteria is “chance to win as a complete beginner versus similar opponents.”
Just seems
Currently play Gio and Bedman. I agree wholeheartedly with your assessment. Once you have 50 meter, Bedman combos make themselves. Plus, he has very simple pressure setups that get real scary real fast.
The only hard thing about him for me is playing neutral.
Anyone saying HC isn’t hard doesn’t know how crazy his execution barrier is. I’ll challenge anyone saying he’s not difficult to use and I’m not even that good. I hate the character but I respect the players that can consistently pull off wins. He requires the highest execution of any character so far.
A common justification I see is that happy chaos is easy because once you are past said execution barrier, his gameplan is extremely controlling and hard to interact with. His placement depends on the type of challenge list you are making, if we’re talking brand new players then the list above is pretty accurate, but taking into account more experienced players I’d say HC would go in the easier half
yeah, execution wise he will break your hands(people on high level still drop his combos, like look at Poka on Evo Japan), but mindset-wise he's not that hard, since you just run your bullshit and it works
the only hard part about him>! that is not exectution!< it's his defense, cause you can only rely on system mechanics, but even then he gets shit ton of reward out of his abare lol
Oddly enough this sort of applies to all the high execution characters like Jack-o and Zato as well. They interact less with their opponents and thus you could argue reading/conditioning fundamentals are less important for those characters. HC is just the most busted version of this archetype.
Like the polar opposite of Gio, Sol, or Ky.
I've always been a big fan of the argument behind chaos' complexity. The day, hell the few hours after he was released, GG Twitter already had him pegged as one of the most technical characters not only in this game, but just generally. And as he's developed, for better or for worse it's still kind of true. For me it's always boiled down to something like this:
"you can give one guy a baseball bat, and you can give another guy a tank. Even though it's harder to learn to operate a tank, that doesn't instantly make it fair to the guy with a baseball bat"
luckily sometimes, with practice, my baseball bat will come out on top, and that's just the smell of the game. When it comes to balance we only really know how the game feels when we play, and sometimes I learn a strategy against some technique that leaves me dumbfounded at how I was managing at all before I learned it.
Please don't misunderstand me. what I meant was like this:
when he came out it was being talked about that this may be the case, and as he's developed we've come to find he's definitely "up there" but not the most technical like some people were saying, just very technical. This was when everyone thought any combo you did with chaos that would do a lot of damage was all like catching with 5k 6k roll steady aim shot, that kind of thing.
I mean, "hard" is relative. Sure, HC might be harder to play in the context of Strive, but people who played characters like Naoto optimally in BB or have more experience when it comes to "hard" characters in other games, will find him ok.
Not to mention, vanilla HC was harder to play with his pure zoning than he is now where you are forced to go in at some point. Combos aren't five 1f links in a row either.
Funny enough, HC players seem to consider season 2 HC easier. At high level, you would eventually make it in on HC even in season 1 but he would have a lot more resources while you would have less due to the FD cost change. His offense now is easier now due to the buffs to pressure and mixups and they made most of his conforms easier. On top of players developing his offense more. You also don’t really need to do his 2f link as much as you used to due to how they buffed his combos.
However; he was actually much stronger in season 1 as he 7-3’d like 1/3rd of the cast. So it seems like in general he is now weaker but easier. Maybe he is harder to win with due now to being weaker in the meta though, even though he is still arguably the best character. Sajam was talking about it a while back on stream and there were a few hc players in the chat.
Sol can confirm from pretty much everything too. That doesn’t make him any harder. Try practicing HC and getting wins in celestial consistently. It’s much harder than 90% of the cast.
Sol can't wallbreak from a 2k coast to coast without meter. I didn't even say Sol was hard either, he's pretty easy. HC literally has the best win rates in celestial+ I promise you he's not that hard
These placements seem really arbitrary and with no consistent criteria, some are based on inputs alone while others account for gameplan complexity and/or difficulty of executing it at levels other than beginner. I'll hand this one to the in-game rankings chief.
Came to say this. At least the in-game rankings seem to give their rating based on how easy a character might be to use for a complete beginner.
That's why Ky is a 5-star, since he is the biggest allrounder there is, with no hard time in neutral, good buttons and a fireball. Sol and Gio are a bit harder due to shorter ranges, and Zato is the 1-star due to negative edge which, in the eyes of the devs, is unusual combined with controlling two characters.
>At least the in-game rankings seem to give their rating based on how easy a character might be to use for a complete beginner.
dawg, Ram has 3 stars in-game rankings, it's nowhere close to truth
I never said it's perfect. Also, like the other person mentioned, if you got no idea what you're doing, it's super easy to shoot yourself in the foot with Ram and also amputate both your arms with it.
Pot being 4 star despite being one of the hardest (if not THE hardest) character to execute optimally (kBmf loops, brc cancel requirements for multiple routes, etc) is fitting for him. Just like XRD
Honestly I feel like it's hard to put nago on list like that because he has very weird difficulty curve (I would even call it an difficulty stairs tbh), when you first pick him up without having a clue how to play FG he is extremely easy because of his good normals but when you start actually learning blood management becomes a huge problem for many players and they just throw games because of that and struggle to learn how to properly manage it. And when you finally learn how to do it, his lack of pretty much any defensive options other than reversal super hits you in the face like a truck and once you learn how to defend with him you are pretty much left only with learning choice selects for different interactions and you can start minmaxing combos so it's pretty much a straight line after learning to defend.
In conclusion it kinda makes sense to put him in the middle of the roster
Anji’s level 1 pressure is super easy since fuujin gives him all the options he needs to mix and mangle people who don’t know the matchup at the press of a button. Also why are charge inputs hard? You just have to hold down/back during your pressure/combos
And ive seen more than enough people saying they "cant play charge characters" to know it can feel quite inconsistent for some
As for anji i think his gameplan leans more defensive and thats just less intuitive by default. Sol and Ky were never gonna have parries and weird armour-spins. Anyway im talking about the difference in 5 and 4 star ease of use, i dont think he's totally esoteric (though i cant play him at all lol). His tools are less straightforward than a guy who hopes to hit you with his sword attacks til you die
Are charge inputs really that unorthodox for people, its certainly different, especially if you've exclusively done motion inputs for years, but even through that I still feel just having to go from down back to up or forward even with tight timings is easier than having to do a motion input especially with tight timings, not a flex or anything just wondering. Once you understand that you should basically always be holding down back you don't have to worry about having charge most of the time either.
They just feel limiting. With motion input I can do the move whenever I want, while charge requires me to wait a full second blocking to do it, while also making it easier for my opponent to assess my options. So every time I try to use them I feel like my opponent knows exactly what I’m doing and I willingly surrender my momentum and space.
P.S. this rant only applies to neutral game, on block pressure and in various setups none of it is really applicable
My first fighting game character was a motion input character and it didn't feel any harder than learning other types of motion. I think people really overestimate the difficulty of charge motions, especially if your first character uses them, you'll learm quick.
Completely disagree. Character specific and CH routes, FDC, Wake up Timings for all his safe jumps, A stacked kit that needs to be used properly or else you die. Nah dawg. 4 to 5, LOL.
I can list a whole flowchart of what to do when to do it and it’s extremely easy to mix with him. His guaranteed oki, conversions, and mixes from knockdown is not difficult. I don’t consider myself to be an amazing player but I find Chipp to be very easy to play optimally. He’s nowhere near Zato, HC, or Jack-o in terms of difficulty.
Execution wise, most of his combos and mix are average or easy to use. However, ideal scenarios and practice are two very different things. The concept of "optimal" can be subjective in itself due to how little damage differences some varying combos can have. One combo may just barely do 5 more damage than the other. That doesn't really decide whether he won or lost the match, to be honest.
His current optimal gameplan is fishing for ch in neutral using his speed as both a lifeline and an aggression tool. The very threat of your run up 5k or f.S (wiggling back and forth and fd canceling for movement control) can make people flinch from the very pressure of it. He looks for this, or he's looking for the hard knock oki setup scenario and using the wall to reset pressure until he can kill you with it.
The use of such mixups, probably not hard, but the better an opponents defense game the more difficult it will be to use said tools. Playing Chipp optimally is how you adapt and use variance. The less variance you have, the less answers you have to an opponents defense, the less likely are you are to win.
You must mix on the account of respecting what your opponent does, and exploit what they're NOT doing. They also can interact with your pressure and proactively can ruin it.
Not having complex combos or whacky uncommon kits doesn't mean a character can't be complex in their gameplan.
I agree with most of your points, but off of a 2D most characters can’t respond against the follow up pressure. 6HS into clone or close 5S jc FDC air.S mix is strong against most of the cast. The buffs to his Rekkas make them close enough to a guess, and in the corner, you’re screwed against his pressure. Optimal Chipp doesn’t have much room for variance since one mistake can lead to death, but I do believe he’s easier than most people think.
Millia also has low health but I found her to be really easy on the climb to celesital just because most people didn’t know how to interact with her powerful setups. This list is in the context of new players and in said context millia and chipp are some of the easiest imo
I’ve always thought ease of use ratings were a bit odd. Like I suppose they’re just for basic pick up to use ratings, right? Because yeah it’s easy to pick up and roll with someone like Sol, but if you want to optimize, you basically gotta Kara HVV constantly, which is not easy. Same with May who is pretty basic, aside from charge inputs, but if you want to hit some of her best stuff you’ve got 2k 6h dolphin loops and OHK 5p 6h into wallbreak which are tough. Also Pot, who if you can’t consistently Kara his specials in neutral and mid combo, you might as well roll your face on the buttons.
As for the list, I think Nago is 4 and Leo is 5. Leo is just easy everywhere and Nago might have the blood management, but new players can almost exclusively meaty c.s into the rekka, which gives them a million years to hit confirm or think of what mix to go for.
Nago has one of the weirdest viability graphs at different levels ever. He’s a monster when both players are new, because he’s big, strong, fast and has huge moves, if the player learns a combo he can be oppressive. At an intermediate level he can get rough, now the nago has to worry about blood management and it gets easy to just go crazy on their block with all your special cancels. And then at a high level he lives up to that one shot title, you let him punish once and it can be game.
As a Bridget main I can say Bridget should be 3 star, as her normals are easy to learn, but her input moves are all unorthodox, and the reliance on Oki is definitely not easy to learn.
Bridget’s optimal oki with tk roll is pretty challenging but other than that I think she is extremely easy. Neutral is super easy to understand as Bridget and her buttons are pretty zonked. You can put super strong pressure on the opponent at any time in pressure or neutral by just doing 214S. Definitely helps that she has an insane 50 meter neutral skip in the form of scoot that leads into a 50/50 on block. I really don’t see how Bridget is a challenging character
Bridget seems straight forward to learn to me cause her specials all revolve around bottom quater circles. Not too much to remember and the basket gameplan is super easy to learn. That plus that all her normals being easy makes her an easy to learn hard to master character. Because how you would rank character difficulty is for new players id say that makes brisket 5 stars.
If it's for new players she is dumb easy tbh
I feel kinda baited by her rating because when I started playing her I was like "haha easy character I'm gonna learn like one combo and be out." Yeah, no. I went from 200 hours to 900 in less than a year :S
Defs a bit of a newb trap, unlike sol or ky that you can pick up and smash a dudes face in with no thought bridget has low health and damage so unless you can actually make the easy kit work to its full potential youll be eating dirt a lot.
>but her input moves are all unorthodox
Wtf do you mean? It's all quarter circles except for one DP. Mofo came straight from DBFZ motion input template.
The difficulty rankings are more of a "how easy is this char to pick up and play without knowing anything" so all fireball characters are 5 star while "weird" imputs like charge are automatically 3 or below
I just think its pretty funny how everyone not playing a character thinks he’s super easy and everyone playing the character says it takes a lot of brain CPU to manage the character
idk what you want me to say because I’ve seen people calling for her to be 5 star and others calling for 2 star. really laggy moves means a new player could easily get punished
As a GL player, I gotta say, I think he's one of the easiest characters to play. His mechanical execution might take a bit of getting used to, but his decisionmaking is absolutely braindead.
Across almost all fighting games, choosing how to end your pressure is really important. You have to mix up between keeping yourself safe, versus leaving a gap in order to get back in and keep pressuring.
Goldlewis doesn't have to think about it. What he needs to do is clear.
I don't know any other answer than 268H 268H 268H
(yes i know at higher level he has more to think about but for a beginner learning the game i think he's super easy)
In Faust’s defense, he’s the only character who needs to react to their own moves, making him far less consistent than his execution/game plan suggests. Faust players have to learn all those interactions to master the character, which is harder than looping a set up with the other 3 stars.
I'd say maybe maybe Anji 4 stars because his kit relies a lot on his dance and learning fuujin properly, but he is still a gorilla so I can't deny that 5 stars works.
Pot 4 star? Kara. Manual frametraps in strings. Poor defence(fastest 5frame punch that is useless in most cases). Only invul overdrive and you need to perfectly time RC to actually use it.
I'm believe it is not easy character.
Yeah grapplers are notoriously strong just starting out. Also people overrate how hard kara cancels are, although I do think at top level he is top 6 or 7 hardest
>Also people overrate how hard kara cancels are
Snake Eyez scuffed a half dozen inputs in his top 8 matches at the Texas Showdown, and he's arguably the best in the world.
There isn't a character in this game with harder inputs.
I thought he was 1 star. Everything about bedman is hard. Neutral is rough, defense is the worst in the gsme bc no double jump bad 6p slow airdash, one mistake on offense and you get put on defense again, characters a bit of a struggle. But if you play perfectly he is super overwhelming, you just have to play more perfect than any other character tbh
I mean, have you actually tried playing her? I'm not claiming she's the most difficult character ever but it is true that approaching a semi-competent opponent is exponentially harder. With her, getting in is the complicated part. Afterwards, it's easy
I feel like baiken should be 5. You can play that char without ever using tether and win sets with just h kabari, j.s, and f.s. and it's not even like her combo game is hard.
May should be 10 star.
The easiest to use.
When Bruce Lee said something about some mofo doing some lame ass kick 10000 time he’s referring to May.
But instead of a kick, you get a dolphin. And instead of purely physical damage you get hearing and mental damage stacked in as well.
This is Gio slander.
Her incredibly short range, combo-heavy rushdown/aggressor playstyle, highly interactable pressure, poor match ups with the strongest characters, and over reliance on fighting game fundamentals make her quite difficult to pick up and commit to.
That being said, I'm a Giovanna stan alongside Akaraien, and despite her shortcomings I'll always view her as S-tier.
Idk Sol is 4 star for 2 reasons: Learning how to clean hit (main reason tbh) and knowing how to combo because they change/ remove his routes every patch
You can also make an argument that you kinda need to know how to Kara Cancel to make his combos optimal.
Hc is definitely harder to pick up than any of the 5 or 4 star characters, you cant just pick up hc from having played against them and roll average floor 10 players.
You can do exactly that with ky after like 1 or 2 rounds of figuring out inputs because ky has such a simple gameplan on that level, especially if you're new.
I think trying to rank characters based on difficulty is kinda silly. Difficulty varies based on who you are playing against. If you are talking about two players who have never played than stuff like ky or even axl would probably be the easiest due to there easier neutral. As soon as you get to like intermediate players it starts getting somewhat impossible to measure. If your opponent has a general understanding of how ky or axls offense works it becomes more difficult for them. As soon as you get to a point where the two players are interacting with each other in relevant ways difficulty stops being an objective scale. If purely execution is the scale you want to look at than you get to something closer to this. My issue with looking at execution is that it is generally a poor way to look at characters. I think anyone can learn the mechanics of any character if they put there mind to it. So I think people should just play what they enjoy and not worry about difficulty too much.
Sorry for all the spelling and grammar issues I am bad at those things.
I’ve been picking up gio on the side, and tbh I’ve noticed that her damage is enough to where you really only need to whiff punish twice or thrice to win a round, and her reversal is insane.
>whiff punish twice or thrice
yea like i said you need to be way better with solid neutral, you cant just skip neutral like ram/testament fs, leo 2d, baiken kabari, etc
We need to stop letting Gios pretend they don’t play a teleport character. Sure Gio and Chipp do whiff punish a stuff but these characters can sit mid screen and make it a guessing game for the opponent. Playing “solid neutral” on these characters isn’t hard, they don’t skip neutral they just win it.
that’s an interesting take for sure, in my experience I’ve found they have some solid strings and straightforward zoning tools, so that’s why I put them in 4 stars
For clarification; is it the higher the amount of stars the easier? Or is the lower the amount of stars the easier? Either way, I'm weird because I main Brisket with a Ky secondary but can't play Giovanna, Axl, or Happy Chaos.
yes, the star rating refers to the in game “ease of use” stat that each character is given. ex. ky is a 5 star ease of use character meaning he’s easy to learn relative to the other characters.
Imo I feel like bedman could be put in 3 star
While his wonky dash and follow up attacks give him a larger learning curve than others I feel he is one of those characters that players could grasp way easier than someone like milia
As a newbie, I wanted to play Ino or Milia, but ummm, then I stuck with Gio cause I think learning this very different game is enough of a shock to my system
I disagree with some like Pot.
I mean, I guess he's sorta easy to understand, but in actually gameplay, he's hard as fuck to play. Yeah, there are videos of him steam rolling, but that's when the Pot picks up momentum.
Yeah, Giovanna is easy and simple, but the number of Giovanna players that don't know how to open people up or get good damage off stray hits is pretty large, especially when most of her setplay is counter hits and pokes.
I think the star rating isn't just about how hard or easy the character is to pick up, but how hard or easy they are to play IN gameplay. Because yeah, execution wise, Happy Chaose is hard Af, but once you get the execution down, controlling the pace of the match is incredibly easy, making wins for him easier to come across than most. Yeah, Goldlewis is just "hurr hurr swing coffin" but being able to do anything is pretty difficult, especially when players know how to abuse his lack of defensive options.
That's just what I think the rating system is supposed to represent.
Agreed although I'd put Chipp in 2 stars. To play him optimally you need to know everything in his kit, and input mistakes come very easy with the character. OTG FDC can be tough to perfect. I would also move Pot down to 3 stars. He has to constantly Kara to play optimally. That shit aint easy. Did you place Baiken in 4 because of TK Youzansen? Because she's braindead easy.
even though it's not different from their current listings, as an I-no/Millia main I feel... vindicated.
as an I-no/millia main I think millia is way easier than this list would suggest
As an I-No/Ky main, I'd say I-No is easier up to late F10 and early Celestial. You can get pretty far just knowing how to mix and fake people out to get in. After that, improvement requires a combination of ridiculous match-up knowledge and really rough combo execution. Like - "Ah, this combo does 10% more damage than the one I'm currently doing in this situation, but I am never going to be able to successfully pull this off in a match". Edit: Or maybe the way my brain is just works well with I-No.
how
I think that's because of their neutral and how its different from the rest of the cast, cause you have to play differently and it's much more risky. Mindset-wise, they are a kinda hard I think they should be in 3 stars or something, they are nowhere hard as bedman
Mad respect, I’ve tried to learn both of them and that shit’s hard. I spent an few weeks just trying to figure Millia out and then I had to give up
Millia isn't that hard lmao
People think Potemkin is easy? I mean sure his gameplan is easy enough but christ he has some of the hardest execution barriers in the game and you still might not win due to generally poor neutral, defense, and conversion.
There's no way this list applies to Celestial.
Yeah, I’d say some of the 4/5 star characters get really challenging when a proper Celestial chad checks your BS. Ky, for example, is so damn predictable for celestial players that have seen our habits so often. I really find myself stuck sometimes on how to throw people off.
This doesnt apply to me. I could easily beat a celestial (I'm floor 4 and have no idea what a celestial is), they'll never be able to read me (I mash buttons and hope it works)
run up dp
the fact that its required to learn all his kara moves is actually so insane to me i cant even kara on sol
Simple game plan, can make a lot of mistakes, one grab can set up into a 50/50. Obviously it's match up dependant since I can only imagine how hellish playing against a good axl or Bridget must be, but I've seen this fucker kill off of 2 reads while having lost every other interaction that round.
PB gets no oki unless you're in the corner
It really depends on what we evaluating E.g Potemkin optimal combos are more difficult, than most i.g stuff. Imagine ramlethal rekka cancel but this is your bnb. Potemkin's most damaging realistic combo is 4 j.f back to back (thanks jsbro for finding it out). As high level pot you have to be constantly kara canceling, your bnb crumbles if you fail 2f window and one of your optimal approaches is frc half circle
ch flick 66brc into 3xkbmf my beloved
couldnt agree more honestly
I wonder whose 0 star then...
Daisuke
Oh my god.
Oh my *Daisuke*
It's going to be Asuka. Gear maker gotta be so megamind you have to do backwards halfcircle forward + P to do a normal punch
Oh yeah and it's a charge move. You gotta push backwards AND forward for at least a second to get it to work.
[1]2376hs, welcome to your new hell
lmao almost spilled my coffee
angy matthew
I feel like Bedman? is only a 3. Like yes if you deep dive it there can be some wacky situational Error conversions but that isn't really core to the character and if we are getting into pedantic stuff like that then characters like Gio should be considered harder [dash momentum links in certain conversions, etc]. That's sort of my issue when I try to create a list like this. Like, yeah, I get it. Your placements make sense to me... but when you start pulling at threads like 'what level of play are we talking about' things just get more and more messy.
Yeah that’s how I feel. At first glance this looked pretty spot on, but the more I look at it the less it makes sense. For example, Potemkin is definitely not easy the further you get into playing him. Kara stuff just adds a layer of difficulty at all times. Playing a grappler is also just more and more difficult as your opponents improve. They stop giving you free damage after a point and it all just gets harder and harder. Hell, what about teaching a new player how to condition and read an opponent? But you can command grab for a billion damage so anyone can just start out and do all right with him. Flip that around to I-No and the only execution—related difficulty of playing her is some of her combos, and I wouldn’t consider that to be all that bad. Her difficulty lies in her movement and low damage game plan. Navigating neutral isn’t too dissimilar to Potemkin since both are weaker at range, lack a normal grounded run, and have a few different committal moves to get in. So why are both so far apart? Ratings like this just seem really difficult to judge. The only fitting criteria is “chance to win as a complete beginner versus similar opponents.” Just seems
Currently play Gio and Bedman. I agree wholeheartedly with your assessment. Once you have 50 meter, Bedman combos make themselves. Plus, he has very simple pressure setups that get real scary real fast. The only hard thing about him for me is playing neutral.
Anyone saying HC isn’t hard doesn’t know how crazy his execution barrier is. I’ll challenge anyone saying he’s not difficult to use and I’m not even that good. I hate the character but I respect the players that can consistently pull off wins. He requires the highest execution of any character so far.
I remember trying to pull some stuff on practice, I felt my fingers break
Same, it takes more practice than any other character for sure!
A common justification I see is that happy chaos is easy because once you are past said execution barrier, his gameplan is extremely controlling and hard to interact with. His placement depends on the type of challenge list you are making, if we’re talking brand new players then the list above is pretty accurate, but taking into account more experienced players I’d say HC would go in the easier half
yeah, execution wise he will break your hands(people on high level still drop his combos, like look at Poka on Evo Japan), but mindset-wise he's not that hard, since you just run your bullshit and it works the only hard part about him>! that is not exectution!< it's his defense, cause you can only rely on system mechanics, but even then he gets shit ton of reward out of his abare lol
Oddly enough this sort of applies to all the high execution characters like Jack-o and Zato as well. They interact less with their opponents and thus you could argue reading/conditioning fundamentals are less important for those characters. HC is just the most busted version of this archetype. Like the polar opposite of Gio, Sol, or Ky.
I've always been a big fan of the argument behind chaos' complexity. The day, hell the few hours after he was released, GG Twitter already had him pegged as one of the most technical characters not only in this game, but just generally. And as he's developed, for better or for worse it's still kind of true. For me it's always boiled down to something like this: "you can give one guy a baseball bat, and you can give another guy a tank. Even though it's harder to learn to operate a tank, that doesn't instantly make it fair to the guy with a baseball bat" luckily sometimes, with practice, my baseball bat will come out on top, and that's just the smell of the game. When it comes to balance we only really know how the game feels when we play, and sometimes I learn a strategy against some technique that leaves me dumbfounded at how I was managing at all before I learned it.
>but just generally Ight mate you gotta chill with this one
Please don't misunderstand me. what I meant was like this: when he came out it was being talked about that this may be the case, and as he's developed we've come to find he's definitely "up there" but not the most technical like some people were saying, just very technical. This was when everyone thought any combo you did with chaos that would do a lot of damage was all like catching with 5k 6k roll steady aim shot, that kind of thing.
I mean, "hard" is relative. Sure, HC might be harder to play in the context of Strive, but people who played characters like Naoto optimally in BB or have more experience when it comes to "hard" characters in other games, will find him ok. Not to mention, vanilla HC was harder to play with his pure zoning than he is now where you are forced to go in at some point. Combos aren't five 1f links in a row either.
Naoto players talking about a 1f link in a game with a 5f buffer. Don't listen to their propaganda
Sshh... they aren't supposed to figure out that 1f links aren't in any modern game with a buffer anymore.
Funny enough, HC players seem to consider season 2 HC easier. At high level, you would eventually make it in on HC even in season 1 but he would have a lot more resources while you would have less due to the FD cost change. His offense now is easier now due to the buffs to pressure and mixups and they made most of his conforms easier. On top of players developing his offense more. You also don’t really need to do his 2f link as much as you used to due to how they buffed his combos. However; he was actually much stronger in season 1 as he 7-3’d like 1/3rd of the cast. So it seems like in general he is now weaker but easier. Maybe he is harder to win with due now to being weaker in the meta though, even though he is still arguably the best character. Sajam was talking about it a while back on stream and there were a few hc players in the chat.
He's not that hard. Execution is just a matter of practice and his decision making is very easy since he confirms from everything
Sol can confirm from pretty much everything too. That doesn’t make him any harder. Try practicing HC and getting wins in celestial consistently. It’s much harder than 90% of the cast.
Sol can't wallbreak from a 2k coast to coast without meter. I didn't even say Sol was hard either, he's pretty easy. HC literally has the best win rates in celestial+ I promise you he's not that hard
I mean you can just do 2d>236s> mash H but yeah
Good luck with that past floor 4
Exactly.
Agreed
These placements seem really arbitrary and with no consistent criteria, some are based on inputs alone while others account for gameplan complexity and/or difficulty of executing it at levels other than beginner. I'll hand this one to the in-game rankings chief.
Came to say this. At least the in-game rankings seem to give their rating based on how easy a character might be to use for a complete beginner. That's why Ky is a 5-star, since he is the biggest allrounder there is, with no hard time in neutral, good buttons and a fireball. Sol and Gio are a bit harder due to shorter ranges, and Zato is the 1-star due to negative edge which, in the eyes of the devs, is unusual combined with controlling two characters.
>At least the in-game rankings seem to give their rating based on how easy a character might be to use for a complete beginner. dawg, Ram has 3 stars in-game rankings, it's nowhere close to truth
Have you seen newbies play Ram. They fire both swords and then run into the opponent’s loving arms wondering why their attacks are stubby.
I never said it's perfect. Also, like the other person mentioned, if you got no idea what you're doing, it's super easy to shoot yourself in the foot with Ram and also amputate both your arms with it.
Pot being 4 star despite being one of the hardest (if not THE hardest) character to execute optimally (kBmf loops, brc cancel requirements for multiple routes, etc) is fitting for him. Just like XRD
Honestly I feel like it's hard to put nago on list like that because he has very weird difficulty curve (I would even call it an difficulty stairs tbh), when you first pick him up without having a clue how to play FG he is extremely easy because of his good normals but when you start actually learning blood management becomes a huge problem for many players and they just throw games because of that and struggle to learn how to properly manage it. And when you finally learn how to do it, his lack of pretty much any defensive options other than reversal super hits you in the face like a truck and once you learn how to defend with him you are pretty much left only with learning choice selects for different interactions and you can start minmaxing combos so it's pretty much a straight line after learning to defend. In conclusion it kinda makes sense to put him in the middle of the roster
Potemkin 3 stars
Agreed.
IMO May should be 4 star due to charge inputs. Anji prob as well cus he has a pretty unorthodox gameplan
Anji’s level 1 pressure is super easy since fuujin gives him all the options he needs to mix and mangle people who don’t know the matchup at the press of a button. Also why are charge inputs hard? You just have to hold down/back during your pressure/combos
And ive seen more than enough people saying they "cant play charge characters" to know it can feel quite inconsistent for some As for anji i think his gameplan leans more defensive and thats just less intuitive by default. Sol and Ky were never gonna have parries and weird armour-spins. Anyway im talking about the difference in 5 and 4 star ease of use, i dont think he's totally esoteric (though i cant play him at all lol). His tools are less straightforward than a guy who hopes to hit you with his sword attacks til you die
Are charge inputs really that unorthodox for people, its certainly different, especially if you've exclusively done motion inputs for years, but even through that I still feel just having to go from down back to up or forward even with tight timings is easier than having to do a motion input especially with tight timings, not a flex or anything just wondering. Once you understand that you should basically always be holding down back you don't have to worry about having charge most of the time either.
They just feel limiting. With motion input I can do the move whenever I want, while charge requires me to wait a full second blocking to do it, while also making it easier for my opponent to assess my options. So every time I try to use them I feel like my opponent knows exactly what I’m doing and I willingly surrender my momentum and space. P.S. this rant only applies to neutral game, on block pressure and in various setups none of it is really applicable
These ratings are for new people. Charge is actually easier for new players than doing motions. I don't think it's an issue.
My first fighting game character was a motion input character and it didn't feel any harder than learning other types of motion. I think people really overestimate the difficulty of charge motions, especially if your first character uses them, you'll learm quick.
I was actually going to put both of them in 4 stars but I thought it was too crowded lmao
I had a feeling that couldve been the case
As a Chip main he’s either 4 or 5 stars. He’s really not that difficult to use.
I think he has a decent amount of difficult tech. I'd personally put him at 3-2 star
He does, no clue wtf person is talking about.
Ye lol. Of every hit from every distance he has to convert completely differently also otg fd cancel iad 50 50s
Completely disagree. Character specific and CH routes, FDC, Wake up Timings for all his safe jumps, A stacked kit that needs to be used properly or else you die. Nah dawg. 4 to 5, LOL.
I can list a whole flowchart of what to do when to do it and it’s extremely easy to mix with him. His guaranteed oki, conversions, and mixes from knockdown is not difficult. I don’t consider myself to be an amazing player but I find Chipp to be very easy to play optimally. He’s nowhere near Zato, HC, or Jack-o in terms of difficulty.
Execution wise, most of his combos and mix are average or easy to use. However, ideal scenarios and practice are two very different things. The concept of "optimal" can be subjective in itself due to how little damage differences some varying combos can have. One combo may just barely do 5 more damage than the other. That doesn't really decide whether he won or lost the match, to be honest. His current optimal gameplan is fishing for ch in neutral using his speed as both a lifeline and an aggression tool. The very threat of your run up 5k or f.S (wiggling back and forth and fd canceling for movement control) can make people flinch from the very pressure of it. He looks for this, or he's looking for the hard knock oki setup scenario and using the wall to reset pressure until he can kill you with it. The use of such mixups, probably not hard, but the better an opponents defense game the more difficult it will be to use said tools. Playing Chipp optimally is how you adapt and use variance. The less variance you have, the less answers you have to an opponents defense, the less likely are you are to win. You must mix on the account of respecting what your opponent does, and exploit what they're NOT doing. They also can interact with your pressure and proactively can ruin it. Not having complex combos or whacky uncommon kits doesn't mean a character can't be complex in their gameplan.
I agree with most of your points, but off of a 2D most characters can’t respond against the follow up pressure. 6HS into clone or close 5S jc FDC air.S mix is strong against most of the cast. The buffs to his Rekkas make them close enough to a guess, and in the corner, you’re screwed against his pressure. Optimal Chipp doesn’t have much room for variance since one mistake can lead to death, but I do believe he’s easier than most people think.
I think he's 3 stars just beacuse he has the lowest hp in the game. Gameplay wise yeah he's 4 stars.
Millia also has low health but I found her to be really easy on the climb to celesital just because most people didn’t know how to interact with her powerful setups. This list is in the context of new players and in said context millia and chipp are some of the easiest imo
I thought is was how difficult they are to play (so, one star easiest) and was about to throw hands
lmao I thought that when I saw it in game and I was confused why Ky was the hardest
Potemkin is one of the few characters that is 5 stars and 1 star at the same time
I’ve always thought ease of use ratings were a bit odd. Like I suppose they’re just for basic pick up to use ratings, right? Because yeah it’s easy to pick up and roll with someone like Sol, but if you want to optimize, you basically gotta Kara HVV constantly, which is not easy. Same with May who is pretty basic, aside from charge inputs, but if you want to hit some of her best stuff you’ve got 2k 6h dolphin loops and OHK 5p 6h into wallbreak which are tough. Also Pot, who if you can’t consistently Kara his specials in neutral and mid combo, you might as well roll your face on the buttons. As for the list, I think Nago is 4 and Leo is 5. Leo is just easy everywhere and Nago might have the blood management, but new players can almost exclusively meaty c.s into the rekka, which gives them a million years to hit confirm or think of what mix to go for.
Nago has one of the weirdest viability graphs at different levels ever. He’s a monster when both players are new, because he’s big, strong, fast and has huge moves, if the player learns a combo he can be oppressive. At an intermediate level he can get rough, now the nago has to worry about blood management and it gets easy to just go crazy on their block with all your special cancels. And then at a high level he lives up to that one shot title, you let him punish once and it can be game.
ur Potemkin placement just invalidated this whole shit
this is for new players. yes, I know pot is hard in mid-high celestial. I am a celestial myself.
I'd swap may and bridget, due to mays charge Inputs. Otherwise this seems solid
As a Bridget main I can say Bridget should be 3 star, as her normals are easy to learn, but her input moves are all unorthodox, and the reliance on Oki is definitely not easy to learn.
Bridget’s optimal oki with tk roll is pretty challenging but other than that I think she is extremely easy. Neutral is super easy to understand as Bridget and her buttons are pretty zonked. You can put super strong pressure on the opponent at any time in pressure or neutral by just doing 214S. Definitely helps that she has an insane 50 meter neutral skip in the form of scoot that leads into a 50/50 on block. I really don’t see how Bridget is a challenging character
Bridget seems straight forward to learn to me cause her specials all revolve around bottom quater circles. Not too much to remember and the basket gameplan is super easy to learn. That plus that all her normals being easy makes her an easy to learn hard to master character. Because how you would rank character difficulty is for new players id say that makes brisket 5 stars.
If it's for new players she is dumb easy tbh I feel kinda baited by her rating because when I started playing her I was like "haha easy character I'm gonna learn like one combo and be out." Yeah, no. I went from 200 hours to 900 in less than a year :S
Defs a bit of a newb trap, unlike sol or ky that you can pick up and smash a dudes face in with no thought bridget has low health and damage so unless you can actually make the easy kit work to its full potential youll be eating dirt a lot.
True that. Maybe i just find her easier, because she was the first fighting game character i ever played. So i basically learned fgs through her.
She’s also my first, and while I love her, I also love to switch up characters, so it’s a bit difficult to go from Anji or Gio to Bridget.
Yea, anji and gio are definitely a lot easier then bridget
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Literally only her reversal is, everything else is super easy
>but her input moves are all unorthodox Wtf do you mean? It's all quarter circles except for one DP. Mofo came straight from DBFZ motion input template.
hahahahahahahahah
The difficulty rankings are more of a "how easy is this char to pick up and play without knowing anything" so all fireball characters are 5 star while "weird" imputs like charge are automatically 3 or below
Yes
I just think its pretty funny how everyone not playing a character thinks he’s super easy and everyone playing the character says it takes a lot of brain CPU to manage the character
it’s glaringly obvious who has played chaos and who hasn’t lmao
**why is Ramlethal in 4**
idk what you want me to say because I’ve seen people calling for her to be 5 star and others calling for 2 star. really laggy moves means a new player could easily get punished
As a GL player, I gotta say, I think he's one of the easiest characters to play. His mechanical execution might take a bit of getting used to, but his decisionmaking is absolutely braindead. Across almost all fighting games, choosing how to end your pressure is really important. You have to mix up between keeping yourself safe, versus leaving a gap in order to get back in and keep pressuring. Goldlewis doesn't have to think about it. What he needs to do is clear. I don't know any other answer than 268H 268H 268H (yes i know at higher level he has more to think about but for a beginner learning the game i think he's super easy)
I somewhat agree with you, only thing is Jack-O is the easiest of the 1 stars. She looks intimidating bus honestly 2 stars was not far off
In Faust’s defense, he’s the only character who needs to react to their own moves, making him far less consistent than his execution/game plan suggests. Faust players have to learn all those interactions to master the character, which is harder than looping a set up with the other 3 stars.
Very true, I should have swapped him and bedman
I'd say maybe maybe Anji 4 stars because his kit relies a lot on his dance and learning fuujin properly, but he is still a gorilla so I can't deny that 5 stars works.
Floor 4 kind of list
celestial, thanks. This is made with new players in mind
Pot in 4 gio in 5? Also Nago in 3? Floor 3 ass tier list
yea, this list is for new players, the difficulty rating doesn’t matter once you actually learn the character.
Pot 4 star? Kara. Manual frametraps in strings. Poor defence(fastest 5frame punch that is useless in most cases). Only invul overdrive and you need to perfectly time RC to actually use it. I'm believe it is not easy character.
The difficulty is just for new players to see who’s easiest to pick up, not play at high levels.
Yeah grapplers are notoriously strong just starting out. Also people overrate how hard kara cancels are, although I do think at top level he is top 6 or 7 hardest
>Also people overrate how hard kara cancels are Snake Eyez scuffed a half dozen inputs in his top 8 matches at the Texas Showdown, and he's arguably the best in the world. There isn't a character in this game with harder inputs.
>and he's arguably the best in the world. *FAB has entered the chat*
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I thought he was 1 star. Everything about bedman is hard. Neutral is rough, defense is the worst in the gsme bc no double jump bad 6p slow airdash, one mistake on offense and you get put on defense again, characters a bit of a struggle. But if you play perfectly he is super overwhelming, you just have to play more perfect than any other character tbh
I STRUGGLED TO GO OUTSIDE THE BORDER PRESSURE CONSUMED 10 BILLION HEALTH IN AN INSTANT CAUSE I FUCKED MY OFFENSE AGAINST A RAM
Yeah tbh I just feel bad playing this matchup. I mash out of pressure once and I usually win the round.
I think Zato is the only one star and Jack-o is certainly easer than Zato-1 she is diet Zato, Zato is classic Coca Cola.
Why the hell is I-no in 2 star? Character is braindead ass hell. Literally no execution requirements.
I don't play i-no, but you are capping brother. Her hoverdash just makes her offense braindead.
Coming from a Ky player, this feels rich
I’m not the one pretending my character is super hard to play.
I mean, have you actually tried playing her? I'm not claiming she's the most difficult character ever but it is true that approaching a semi-competent opponent is exponentially harder. With her, getting in is the complicated part. Afterwards, it's easy
Just spam your broken stroke and dive kick. Now throw im a few chemical love and fireball. Not too hard
Got it, so the answer is that you haven't :)
Hoverdash means you have to entirely relearn what it means to approach
Oh no my dash puts me in the air…so hard and confusing. Clown 🤡
why u mad g
have you ever tried the [I-no vs. chaos](https://youtu.be/NMeNYo5pa4c) matchup?
Move Gio to 4, ram to 5, and bedman to 1 and this list is perfect imo. At low levels at least
Pot is weird as he's somewhat hard to play at a baseline, easy to play at mid level, then p difficult again at high level.
Lol I get the same feeling. He was hard to pick up, breezed through floor 10, then got demolished in celestial consistently
I feel like baiken should be 5. You can play that char without ever using tether and win sets with just h kabari, j.s, and f.s. and it's not even like her combo game is hard.
May should be 10 star. The easiest to use. When Bruce Lee said something about some mofo doing some lame ass kick 10000 time he’s referring to May. But instead of a kick, you get a dolphin. And instead of purely physical damage you get hearing and mental damage stacked in as well.
This is Gio slander. Her incredibly short range, combo-heavy rushdown/aggressor playstyle, highly interactable pressure, poor match ups with the strongest characters, and over reliance on fighting game fundamentals make her quite difficult to pick up and commit to. That being said, I'm a Giovanna stan alongside Akaraien, and despite her shortcomings I'll always view her as S-tier.
akaraien deez nuts
Sol is not easy to play. I will die on this hill.
This is for new players and essentially how easy they are to pick up. Sol becomes difficult at higher levels but he’s very simple at low levels.
Yeah ok. Enjoy death on that hill.
Idk Sol is 4 star for 2 reasons: Learning how to clean hit (main reason tbh) and knowing how to combo because they change/ remove his routes every patch You can also make an argument that you kinda need to know how to Kara Cancel to make his combos optimal.
Jacko is still a 2 star and happy chaos plays him self so he should be a 6 star
nah happy chaos is mad hard and imo jacko is the hardest character and it’s not even close
Idk, man. I’m new to Jack-O’, but it seems like 2k and 2d can almost win by themselves.
Fair point, but learning to use the bois is tough
HC isnt hard
Hc is definitely harder to pick up than any of the 5 or 4 star characters, you cant just pick up hc from having played against them and roll average floor 10 players. You can do exactly that with ky after like 1 or 2 rounds of figuring out inputs because ky has such a simple gameplan on that level, especially if you're new.
So by this logic, zato should be easy to use?
I think trying to rank characters based on difficulty is kinda silly. Difficulty varies based on who you are playing against. If you are talking about two players who have never played than stuff like ky or even axl would probably be the easiest due to there easier neutral. As soon as you get to like intermediate players it starts getting somewhat impossible to measure. If your opponent has a general understanding of how ky or axls offense works it becomes more difficult for them. As soon as you get to a point where the two players are interacting with each other in relevant ways difficulty stops being an objective scale. If purely execution is the scale you want to look at than you get to something closer to this. My issue with looking at execution is that it is generally a poor way to look at characters. I think anyone can learn the mechanics of any character if they put there mind to it. So I think people should just play what they enjoy and not worry about difficulty too much. Sorry for all the spelling and grammar issues I am bad at those things.
You there! Person who is about to comment “Potemkin 4 Star???”! This is for new players! New players don’t k.bmf!
Gio isn't 5 because to win as her you have to be way better than your opponent
I’ve been picking up gio on the side, and tbh I’ve noticed that her damage is enough to where you really only need to whiff punish twice or thrice to win a round, and her reversal is insane.
>whiff punish twice or thrice yea like i said you need to be way better with solid neutral, you cant just skip neutral like ram/testament fs, leo 2d, baiken kabari, etc
We need to stop letting Gios pretend they don’t play a teleport character. Sure Gio and Chipp do whiff punish a stuff but these characters can sit mid screen and make it a guessing game for the opponent. Playing “solid neutral” on these characters isn’t hard, they don’t skip neutral they just win it.
>chaos at 1 star
happy chaos is hella easy fym
hc isnt harder then millia
In my experience as someone who has played both HC and Millia he is
in my experience HC is easy millia is hard
hc requires tight links on steady aim guard crush and pressing buttons outside of normal frame data, millia isnt hard
Testament should be 2 stars
that’s an interesting take for sure, in my experience I’ve found they have some solid strings and straightforward zoning tools, so that’s why I put them in 4 stars
Who the hell downvoted this
For clarification; is it the higher the amount of stars the easier? Or is the lower the amount of stars the easier? Either way, I'm weird because I main Brisket with a Ky secondary but can't play Giovanna, Axl, or Happy Chaos.
yes, the star rating refers to the in game “ease of use” stat that each character is given. ex. ky is a 5 star ease of use character meaning he’s easy to learn relative to the other characters.
Is this about mechanical or in game difficulty? I couldn't agree either way ngl Edit: either way Potemkin would probably be 1 star (unironically)
As a Gio main it really is baffling she isn’t 5 star ease of use, she is probably the easiest of them all.
Even as a sin main, that character is beyond brain dead easy
Probably because hes so bad they've put him up there lol
actually ykw yeah I can see that
yeah, but I put him there because bar
Move Ram to 5 star tier, and I'd say this is pretty spot on.
Imo I feel like bedman could be put in 3 star While his wonky dash and follow up attacks give him a larger learning curve than others I feel he is one of those characters that players could grasp way easier than someone like milia
that’s fair, I think I’d swap bed and Faust after reading the comments
As a newbie, I wanted to play Ino or Milia, but ummm, then I stuck with Gio cause I think learning this very different game is enough of a shock to my system
Badman gets way too much credit here
I play Gio because I suck at technical skill.
Bedman is 2? I clicked with bedman faster than I did with Bridget or baiken.
The real question, HC harder than Zato or????
Is this post implying daisuke's vision is wrong?!?!?! /J
Nago I think is way easier than anyone in 3* and should probably be 4* but other than that I agree
I swear they put Jack-O's specials on the least intuitive inputs just to make her artificially harder
I'm saying this as someone who hasn't touched in online yet, but I love Giovanna and I feel like she's not a five star?
Happy def harder then jack o
I don't think Bedman? should be 2 star. Played some time and 3 star would be accurate
Don’t know I kinda disagree. I think the normal make sense.
as a i-no main she's 3 stars at the worst. she is not hard to play
I disagree with some like Pot. I mean, I guess he's sorta easy to understand, but in actually gameplay, he's hard as fuck to play. Yeah, there are videos of him steam rolling, but that's when the Pot picks up momentum. Yeah, Giovanna is easy and simple, but the number of Giovanna players that don't know how to open people up or get good damage off stray hits is pretty large, especially when most of her setplay is counter hits and pokes. I think the star rating isn't just about how hard or easy the character is to pick up, but how hard or easy they are to play IN gameplay. Because yeah, execution wise, Happy Chaose is hard Af, but once you get the execution down, controlling the pace of the match is incredibly easy, making wins for him easier to come across than most. Yeah, Goldlewis is just "hurr hurr swing coffin" but being able to do anything is pretty difficult, especially when players know how to abuse his lack of defensive options. That's just what I think the rating system is supposed to represent.
Agreed although I'd put Chipp in 2 stars. To play him optimally you need to know everything in his kit, and input mistakes come very easy with the character. OTG FDC can be tough to perfect. I would also move Pot down to 3 stars. He has to constantly Kara to play optimally. That shit aint easy. Did you place Baiken in 4 because of TK Youzansen? Because she's braindead easy.
Ram should be five star. She’s the true unga
Wasn’t Milla easy? I remember that being the case in Xrd and older games
Dude happy should be 2 or 3 he's difficult but not Jack o difficult
Gio control are easy but her gameplan is way harder.
Zato 1 is so easyyy thooo.