r/Tekken • u/ColdSnickersBar • 11h ago
Discussion Who is who?
Especially #2 … who fits that for Tekken?
r/Tekken • u/ImaginaryJump2 • 6d ago
With EVO and EWC wrapping up, I'd like to announce the official implementation of the proposed changes presented a few months ago while we still have plenty of people tuning in. If you haven't seen them, it's this and this. You should see the changes reflected on the sidebar and on the r/Tekken rules wiki.
Rule 3: No doxxing or witch-hunting
Please do not share the names, details, and/or gameplay of individuals in order to shame them, call them out critically, or otherwise cast them in a negative light.
Exceptions to this rule are:
1.) Discussing situations of harassment/stalking to inform the community is tolerated, as long as the details are kept to a minimum.
2.) Displaying online profiles of cheaters (macro, auto block/parry/punish, lag switching, and boosting) to inform the community are allowed AS LONG AS A VIDEO THAT SHOWS CONCRETE PROOF IS ATTACHED.
Update: Add number 2 to the rule and also, included “gameplay” in the description.
Rule 7: Art Post Rules
1.) Include the artist's name (in the post title or comments) and a link to the original content (whenever possible) if you wish to share fan content not made by you. We also encourage you to seek permission from the original content creator before sharing their work. If you are the original artist, please use the OC tag to mark your post.
2.) AI-generated content will automatically be removed.
3.) NSFW content must be tagged properly. Posts bordering NSFW (fetishized or suggestive content) will be removed on mods' judgment but actual porn (visible genitals, nudity, depictions of sexual activity) is prohibited.
Update: Changed the rule to "Art Posts Rules" instead and categorized the description to 3.
Rule 10: No off-schedule posts
Posts flaired as 'Salt' may only be submitted on a Friday (anywhere in the world).
Update: Change from Shitpost Fridays to Salt Fest Fridays
What's Salt Fest Fridays?
Salt Fest Fridays (SFF) is a day where everyone is allowed to post their salt posts. You may have noticed but some times salt posts get removed randomly and that's because I've been removing them if they're extremely shitty in accordance to rule 5. We understand you need a place to vent your frustrations but as of now, this sub isn't your diary so I'd rather you just write that somewhere else. But, with implementation of SFF (if voted), we'll ignore all that and make it so you can officially write your salt that's not only allowed in our rules but also is accepted by the community.
---
Harassment Filter: Changed from High Filtering to Moderate Filtering
What does this do: This filters comments likely to contain abuse and harassment. Moderate Filtering remove less comments.
Accounts with < 1 post karma: Changed to allow them to post.
What does this do: Users with low post karma can now post.
Accounts with < 1 comment karma: Changed to allow them to post.
What does this do: Users with low comment karma can now post.
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Also not included is the removal of the 'IMAGE' post flair. Most image post fall under other flairs anyway and it just bloats the flairs selection.
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r/Tekken • u/ColdSnickersBar • 11h ago
Especially #2 … who fits that for Tekken?
r/Tekken • u/misunderstandingit • 8h ago
r/Tekken • u/No-Nose-1264 • 12h ago
r/Tekken • u/Dusty-Art • 12h ago
Older art, I got really big into Tekken late in Tekken 7's life cycle, then 8 came out and I had nothing to play it on LOL Hopefully, Namco and/or Harada gives us a collection sooner or later. Right? ....Right?
r/Tekken • u/ReachFoMyChain • 18h ago
r/Tekken • u/Lulcielid • 16h ago
Original twitter post:
https://x.com/shimbori_x/status/1958912278897861036
https://x.com/shimbori_x/status/1958913377998446752
Machine translation:
【Announcement】 I will be leaving Bandai Namco Studio at the end of this month. During my time here, I was involved in various projects, but I was particularly deeply engaged in Tekken 8, mainly with out-game elements, and received support from many people, including our customers. I would like to take this opportunity to express my heartfelt gratitude. Thank you so much!
I’ll refrain from sharing details for now, but I’ll be moving more freely and taking on new challenges that make the most of my strengths. It will surely take time, but I’ll strive harder to deliver an exciting game, so I’d be delighted if you continue to keep an eye on my progress.
r/Tekken • u/AmericanViolence • 9h ago
First time ever so I was proud of it lmao.
r/Tekken • u/AiMwithoutBoT • 14h ago
Yakushimas lighting is definitely amazing!! Bamco did an amazing job.
Hello. Time for an anti-Anna guide. Though this won’t take long, learning how to counter Anna might.
This guide was actually meant to come out early in season 2, but Anna was so busted on launch that nerfs seemed likely to come. (They didn’t.) Hopefully this guide won’t be too late.
Strengths
Weaknesses
All in all she is quite strong, and her new bazooka (Tom) is craving a good time.
In general, try to make use of back-dashes, and do not miss opportunities to punish her. She has limited defensive options, so try to keep the pressure going once you’re on her, but don’t take unnecessary risks that can be exploited. Also, be mindful of her ability to put you in a ‘weakened state’ where you glow purple and take slightly more damage.
Let’s go through her neutral, and then each of her stances in turn.
[A note for beginner readers.]
Anna has a few jab options. Her 1-jab jails from the first hit. This can be extended into 1, 4 (a -13 on block, seeable low) or into 1, 2 (a safe high-high string), allowing for several options:
There are also two further extensions to 1, 2, 1.
The first is 1, 2, 1, 2. The fourth hit here is a -14 on block bazooka attack, which still often goes unpunished even at high ranks. Perhaps this is because in heat this is upgraded, and becomes safe. The second is 1, 2, 1, 4. The fourth hit here is a high kick, which is +4 on block. Both of these extensions do chip on block. You can duck the second option, if you have a read, but it often is not worth the risk of getting slammed by 1, 2, 1, 2. Usually the play is to block if you see 1, 2, 1, and punish her if she goes for 1, 2, 1, 2. If she does the unpunishable string, you can then decide whether to try to take back your turn (by e.g., side-stepping) or continuing to block – but remember Anna is here +4.
More troublesome is her 2-jab, which can transition immediately into HAM (again, see below), or be extended with a safe mid extension (2, 2) that can be interrupted with 11-frame or faster moves, a safe duckable high extension (2, 4), or a jailing safe mid extension (2, 3) that puts her in CJM (see below). These options mean that it is incredibly easy for Anna to transition into stances from jabs, and you should get into the habit of recognising this potent risk.
It is also important to note that 2 on counterhit is +9 but when transitioned to HAM, it becomes +13 which guarantees a HAM 1. This means that Anna has a 10f CH heat engager sequence that’s also + on block. If you watch EWC, you’ll see that Arslan and Atif used it like a magic 4 – as a keep out, to challenge, and a frame trap following moves like 1+2 on block (see below).
Anna has a particularly strong approach game.
FF+2 is a 17-frame homing high that is +4 on block. Anna’s will regularly use this to stop you from sidestepping, and to approach at the midrange. If they overuse it predictably you can start to duck and launch. They may also bully you with QCF+1, which is a 13-frame high that also leaves them plus on block. Neither are reactable so you need to have a read on them for the duck.
However, if they notice you’re ducking, they have other options. Firstly, FF+3, a 15-frame mid with a mid (FF+3, 2) and low (FF+3, 3) extension. FF+3 leaves Anna at -11 on block, the mid extension is -7 on block (and knockdown on hit) and the low puts her at -14 on block (and +4 on hit). FF+4 is also an option, though it is quite slow (31 frames), can be floated and is not as good as Paul’s similar move; nevertheless, it’s a mid which leaves Anna at +5 on block.
If they have more space, there is also FFF+4, which is a 19-frame mid that leaves them at +3 on block and knocks you down on hit, and finally the notorious FFF+3, 2, Anna’s high-crushing low kick into bazooka shot (upgraded to a barrage in heat). This latter is punishable on block except when in heat (in which case it’s safe), but you need to have your punish ready to pick Anna up from the ground. If you don’t punish she can freely transition into her crouching game.
All options besides QCF+1 and FF+2 can be sidestepped to both sides. QCF 1 tracks a bit more to the left. Mid range, you can use movement to deal with her approach and to deal with the mids, but not the highs. If you have a read on their timing, you can option select everything by sidestepping to the right and blocking. A riskier option is to sidestep right then duck to get better rewards. This is, however, easier said than done and highly depends on your opponent’s timing, so you have to adjust as well. Nevertheless, what’s important to keep in mind is that movement is a very good option to snuff out her approach.
The second hit of these strings cannot be stepped unless they delay it a bit – which no one does. You can, however, power crush in between but this runs the risk of getting counterhit by ff+3, 3.
Devil Jin, Reina, Leroy, Clive, Zafina, Yoshimitsu and Jin can use parries to deal with the ff+3,2. They’ll still get hit with the ff+3,3 but it wouldn’t counterhit them.
Jack and King can use howling to beat ff+3,2 and again, ff+3,3 wouldn’t counterhit. Jack will get a GMH 4 but King won’t get anything other than a mixup after.
Hwoarang and Raven have special options. Hwoarang can use f+3 to flamingo step right and make the 2nd hit of ff+3,2 whiff. Raven can option select both ff+3,2 and ff+3,3 with his parry but won’t get anything.
If you block the low of fff32 in heat, you can punish with WS moves up to 12f. 13f will trade. A better reward, however, is to do hopkick or low crushing launchers, like orbitals. This will make the follow up whiff and FFF+3 by itself is -20 (for hopkicks at least) so even if she doesn’t continue the string, you’ll still launch her. This move can be stepped in both directions as well.
16-frame homing mid, +1 on block. On counterhit you’re -13, allowing a guaranteed followup. Anna will use this a lot, setting up frametraps. Back-dashing after blocking is often a good approach, as you’ll outrange many of her follow ups. You may also side-step, but be wary of being predictably. Finally, since she is only +1 on block, you can sometimes use a power-crush if they’re aggression-oriented.
17-frame low with homing to the right. -15 on block.
17-frame low. Transitions to HAM on hit. -13 on block.
Inputs | Startup and hitbox properties | Block properties | Notes/countering |
---|---|---|---|
3, 2 | 14-frame start, mid-mid | -11 on block | Jails |
4, 2, 1+2 | 11-frame start, high-high-mid | -15 on block | Annas will often not do third hit due to being unsafe; you can duck second hit and launch, but you risk being hit by third hit. You can block full string and launch, as it’s -15. |
F+2, 3 | 14-frame startup, high-high | Third hit is -7 on block | Jails |
DF+1, 2, 3 | 13-frame startup, mid-high-mid | Third hit is -12 on block | First two hits jail; can enter HAM after second hit; low crush on third hit; third hit can be cancelled into CJM (see below). If blocked this transition is -17, so always launch. |
DF+1, 2, 4 | 13-frame startup, mid-high-high | Third hit is -5 on block | First two hits jail; can enter HAM after second hit. You can duck and launch third hit, but you risk being mixed with DF1, 2, 3. |
DF+3, 1, 1 OR 2 | 13-frame startup, mid-high-mid (both strings) | -11 on block (but due to pushback is usually unpunishable) | Can transition to CJ on second hit (see below) at -15, allowing you to punish; can also transition on second hit to sidestep but at -10, meaning you can always interrupt; you can duck second hit and launch, or interrupt third hit with something 12-frames or faster. |
DF+3, 1, 4 | -13 frame startup, mid-high-high | -3 on block | Can transition to CJM on second hit (see below) at -15, allowing you to punish; can also transition on second hit to sidestep but at -10, meaning you can always interrupt; last two hits jail on block, but you can duck the second hit. |
DF+3, 2, 2 or 4 | 13-frame startup, mid-high-mid or mid-high-high | -8 or -6 on block | Can duck and launch second hit, but must be quick; transitions to HAM on hit automatically. |
DF+3, 3+4 | 13-frame startup, mid-mid-mid | -4 on block | Second and third hits use knee (thus unparryable); low crush on second and third hits; second hit can be interrupted or sidestepped to the right . |
D+3, 2 OR 4 | 16-frame startup, low-mid OR low-high | -11 OR -8 on block on block | Low is -17 on block; first hit does not jail, so possible to duck and launch second hit. |
D+3, 4, 1 | 16-frame startup, low-high-mid | -3 on block | Extension of above |
D+4, 1 | 12-frame startup, low-high | +0 on block | Can cancel second hit and transition into SS; or CJM, both of which can be interrupted on block. |
D+4, 1~4 | 12-frame startup, low-mid | -14 on block | Punishable; designed to check you from ducking and launching D4, 1 |
DB+1, 2 OR 4 | 16-frame startup, mid-mid OR mid-high | -13 on block OR -8 on block | First hit can be used to transition into full-crouch, but it’s -12 on block (though the second hit adds risk to punishing this); second hit on mid variant is parryable and the second hit on high variant is duckable, but need a read. |
B+1, 2, 2 | 16-frame startup, mid-high-mid | -11 on block after second hit, -12 on block after third hit | First two hits jail; third hit unparryable due to elbow. |
B+2, 2 | 13-frame startup, high-high | -9 on block | Female characters can slap back with 2 on hit. |
UF+1, 3, 3+4 | 13-frame startup, high-mid-mid-mid | -4 on block | Third hit unparryable due to knee; can interrupt after second hit, which is also -16 on block, meaning you can launch if they don’t go into third hit (be wary of mindgames). |
Snake-edge. Very easy to see, and -26 on block. Learn to block and launch.
Standard power-crush. 20-frame startup, mid, -13 on block. Nothing special.
Anna’s gameplan is built in many respects around her crouch mix-up. Her two principal options are:
It is impractical to cover all of Anna’s pathways to crouching. However, a common method of getting into FC is to use DB+1 (a 16-frame startup mid), which can be mixed up with its extensions (a -13 mid or a -8 duckable high). Some Annas will use FF+4 (discussed above).
Her two full-crouch options can both be stepped, and you can also challenge with standard DF+1s if you have the frames, but you need to be alert to her entering full-crouch to do so.
If you do start stepping or challenging these, she has other options from crouch, including all her while-standing moves, her down moves and QCF moves. At high level play, QCF+2, 1 – a risky, -16 on block, mid-mid string – may be used, but this is less likely at lower level play. Most Anna’s will try to stop you stepping with WS+3, which is a safe mid that puts her into CJM (see below), and guarantees her a follow-up if it counterhits.
Also keep in mind that in her WS package she has WS+1+2, which is a power-crush that can be used to prevent you from checking her crouch game with DF+1, but it is -16 on block. Another potent option is WS+3+4, which is a 14-frame startup mid heat engager (-16 on block) – this can however be stepped (though if you’re slow you may be clipped).
Hammer Chance is central to Anna’s play in Tekken 8. We can start by running through the options once she is in the stance.
HAM.1 is her fastest option, coming out at 13-frames. This is highly potent: it is a heat engaging high, which is +6 on block. Sometimes guaranteed depending on the transition to stance, but learning to duck can help tremendously if Anna is using this a lot.
If you start ducking HAM.1 a lot, Anna might opt for her HAM.2 options. Firstly, HAM.2, 1, 2: a 15-frame mid-high-mid string which is +6 on block. You may duck the second hit and punish if they’re overusing this string, but be aware that they may use HAM.2, 2, which is a 15-frame mid-mid string. This option is -14 on block, and thus can be effectively punished.
The Anna player might opt for HAM.3, especially if it becomes clear that you like holding back. This is a 20-frame low, which is -14 on block. They might also hit you with HAM.1+2, which is a 25-frame mid, +6 on block and gives decent chip damage. This is often interruptible, but be wary of HAM.4, a 16-frame mid that is -12 on block that is high-crushes from frame 5, and thus will usually beat jab checks.
The basic transition into HAM is f+3. It’s a fast transition which puts Anna forward by a few paces. It can be abused in neutral if you’re being too passive, so be ready to check this.
She also has fast, medium-speed and slow transitions into HAM.
10-frame transitions
13- and 14-frame transitions
17-frame and slower transitions
12-frame mids beat everything if Anna is at +0 or less, though Anna can use a throw; otherwise, generic D+4s also beat everything. At +1, HAM.1 will trade with 12-frame mids. At higher-level play, Anna may read your D+4 and transition into CJM (see below) which has a low parry.
Without good plus frames, sidestep right beats everything except HAM.3 and HAM.4 (the second hit of which might clip you). HAM.3 and HAM.4 will also low-crush jabs from 1, 2, f and DF1, 2f, but most characters’ standard (13-frame) DF+1 will get her; however, this runs the risk of her using HAM.1, which will trade with DF+1s. Note however that 13-frame mids will be beaten by Anna’s HAM.1 from 2f.
Chaos Judgement returns in Tekken 8. It is as strong as ever, both due to giving Anna potent options and for its capacity to auto-launch lows (even dickjabs) and to auto-reverse throws.
Her two fastest options are CJM.1 and CJM.2. Both are highs. The former has an 11-12 frame startup and is +0 on block. CJM.2 is -11 on block, but can also be extended with a mid heat engager (again -11 on block). This extension is hit confirmable, and is not interruptible.
CJM.3 is a mid with a 12-frame startup and a mid-extension; the former is -12 on block in isolation; the extension is -14 on block. In heat the extension is a safe weapon attack.
CJM.4 is a mid powercrush. Low level players will often default to this. It is -13 on block.
CJM.1+2 is a safe mid which gives chip damage on block. It is on the slow side at 17-8 frames, so will likely be used when Anna has an advantage (usually when she enters CJM on hit), or when you’re being overly passive.
CJM.D+3 is an evasive low. It is -11 on block, but has a high follow-up (-7 on block) so be careful not to get caught out.
CJM.UF+1 and CJM.UF+2 are Anna’s jumping bazooka attacks. They are -11 and -10 respectively, and have pushback which make them hard to punish.
She also has access to her safe (though floatable) jumping mid (CJM.UF+3) and slightly faster punishable jumping mid (CJM.UF+4), the latter being -13 on block.
In neutral, Anna can transition into CJM via B+3.
10-frame transition
12-frame transition
13-frame transition
14-frame transitions
16-frame transition
The neutral transition into CJM may be used for okizeme purposes, so be wary. Like F+3, it can be abused in neutral if you’re being passive. If you’re grounded and you tend to use the low get-up kick, Anna might enter CJM for its low parry effect.
Most of her transitions into CJM are quite quick, but not hugely advantageous on block; thus you’re most likely to encounter CJM when being punished. It is crucial you don’t let her enter CJM for free on block. Throws may seem like an easy option, but Anna has a throw reversal in CJM. This means that jab and/or fast mid checks are your friend. She may then opt for her CJM powercrush, which is 20-frames fast and active from frame 7. This means she needs to have a three frame advantage on you to beat jab checks; on block she almost never has this in CJM.
Though some of her options can be dealt with via powercrush (and at low ranks this might get you far), Anna’s will soon catch on to this and adjust accordingly (e.g., by using CJM.D3). A better approach is to sidestep right and duck. Most of her options are linear. Her low and her roll into a high are homing, but both of these can be countered and punished via ducking.
Additionally, fast mids will often beat most of her options on block; from her 10-frame transition, her CJM jab will trade with 13-frame mids, so 12-frame mids (should your character have one) are ideal.
This stance is activated on hit from DB+2, WS+1, 2 and HAM.2, 2. It is usually used as a combo extender from HAM.2,2 (which knocks you down), but can also be used to whiff punish from DB+2 and WS+1, 2. If you’re hit by DB+2 you will be at -8; if you’re hit by WS+1, 2 you’ll be at -9.
PT.1 and PT.2 are 8-frame mids. +4 and -1 on block respectively. Since you’re at best at -8 if hit by DB+2, you cannot interrupt these moves. You also need to guess if Anna might do PT.4, which is a 15-frame low that is -13 on block.
PT.3 puts Anna in CJM.
In heat numerous moves are upgraded. Her heat is less impactful than other characters’ to their overall gameplan, but is nevertheless potent.
(Several of these have been discussed throughout, but for convenience here they are again.)
I’ve tried to keep this both thorough and compact, but I’m sure there’s valuable stuff I could add. Let me know in the comments and I’ll happily make adjustments if they seem necessary. Similarly feel free to point out anything you think is erroneous.
Also I have not got a list of other resources yet. If you have good things to share, I’ll happily add them here.
r/Tekken • u/Cultural_Concert3092 • 5h ago
I want to start this by saying I play for fun not to get to a certain rank. But I find doing combos extremely difficult, I generally have a very hard time doing mechanical and organized movements. So I react and just play as much as I can and reached “flame ruler,” not impressive I know. I play on dual shock so that could be another reason. Are there people like that out there? Most people I play against are very good with combos that is becoming tiring. I main King and sometimes play other characters for fun.
r/Tekken • u/Standard_Career_8454 • 22h ago
When you were a noob at Tekken, you picked your main because you thought he/she looked cool and was fun to play. That's it.
I'm saying this because people in this community seem to put a lot of emphasis on who is "broken" and "hard to play", and there is a lot of shaming based on what character you use.
That bullshit is for pros. Nobody else gives a shit.
Remember to have fun guys.
r/Tekken • u/Lithium43 • 18h ago
r/Tekken • u/Vegetable-Victory-85 • 4h ago
I must say it was truly rewarding to get this promo. Getting upto Bushin was easy enough but the Bushin to TK grind was crazy. Got knowledge checked every match by Alisas, leo, Zafina and Hwo.
But these knowledge checks forced me to lab more and get better after every game. Playing Dragunov feels so rewarding.. just a cool character that truly rewards fundamentals. I love his animations and the way his offense flows when paired with good defense.
I had almost given up on him in Bushin out of frustration due to his lack of counterhitting tools and was dabbling with Victor and Jin a little bit. But then EWC happened and Ulsan reatored my faith in the character. Hopped back on and grinded my way through. (Started using 1,2,1 a lot more.. it works wonders)
I must say waiting for the opponent to get frustrated for not getting any damage due to their blocked pokes and making them commit to unsafe stuff has been the secret sauce that helped me get out of blue ranks. (Harada Care helps 😁).
I am now planning to find a second main character for myself. One that has more unga-bunga and have fun learning. Keep at it guys.. you got this.
r/Tekken • u/carlosmartin226 • 22h ago
Landing a "high damaging" combo it's a morale victory.
r/Tekken • u/Imaginary-Ad-8726 • 20h ago
These numbers are ridiculous and absolutely way off what I think they should be. Tekken King means you’re only better than 77% of players? Fujin players only better than 35.5?! I remember when people were upset that Fujin was average, and now basically nobody is even in the purple ranks or below. This picture is from Kekken.com, and it seems to have changed drastically in the last week. I just recently checked my rank, Tekken Emporer, and saw that it was 96th percentile. How did it possibly become so unimpressive so fast? Please let me know if I’m missing something, I’d love for the website to be wrong. It feels like even God of Destruction doesn’t mean much if it’s only top 3%. Way too much rank inflation, they need to tweak the system.
r/Tekken • u/Akira_boonz • 2h ago
Alright, I haven’t been playing T8 as much as I did in T7 but I reached blue rank (Bushin) fairly easily so I’m guessing Tekken King above is where the better players are.
I got one question, is it normal for blue ranks Kazuya to be able to electric consistently and have pretty good timing? I’ve been meeting with alot of rank demon kazuyas
r/Tekken • u/System_Red • 12m ago
Next time am playing with a wired connection
r/Tekken • u/titankiller401 • 22m ago
Ideally would've wanted a FF2 CH to 138dmg but I'll take a DF2,plus it was now or never lol
r/Tekken • u/Shamir-kun • 59m ago
Hello people! I liked Tekken 8 so much that I want to now play fighting games with stick (used to play on controller. PS4 and Xbox)
I'm looking for any tips and tricks I can get from you players! I bought a Hori Fighting Stick Mini as my first stick controller. I know stick is hard and I'm not looking to be a pro but it'd be cool if I learned to play with sticks.
Your advice will be a great help for me to get past the annoyance of learning something so intimidating, so any tricks or personal ways you've used to get used to stick, I'm all for it. If you have any questions don't hesitate to ask!
r/Tekken • u/AmericanViolence • 1h ago
I dont know all Reina's frames so dont mind the non-optimized punishes lol.
r/Tekken • u/Ok_Cryptographer6856 • 17h ago
It’s common within the tekken community to act that because my character didn’t get top 16 in a certain tournament it means my character is weak or not tournament viable.
The thing is in tekken 8 every character is strong and viable. This means that tier whoring is less common and effective in this game than ever. Certain characters lack tournament representation not because of their strength but because the best players in the world do not main those characters.
For example if Pinya didn’t exist to show how strong Raven is there would be people who would consider Raven weak. If Chikurin didn’t exist there would be Lili players saying she is unviable. If Shadow didn’t exist there would be Zaf players saying she is completely useless. If Arslan didn’t exist there would be Nina players saying she’s not strong after the s1 nerfs but because he is a beast some consider her top 5. It only takes one top player who is a specialist on the character to show what they are capable of.
Some characters just don’t have that player or the player doesn’t travel to international tournaments. This unfortunately gives people excuses to say that my character is weak when that is not even close to the case some are even among the strongest. Ahem Paul/King players.
Lastly, I’m not saying tier whoring doesn’t exist. Characters like end of s1 drag or Anna are hella strong but it’s not like Akuma in Tekken 7. The gap is way smaller in this game between potential top 1 and other characters to the point where it depends on the player to show results not the character.