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BEST Arrancar WEAPON Tier List | Type Soul

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BEST Arrancar WEAPON Tier List | Type Soul - Summary

This video provides a detailed tier list and analysis of Arrancar weapons in the game Rock Car, focusing on their effectiveness, combos, crits, and playstyle suitability. The host ranks each weapon from S to D tier, explaining their strengths, weaknesses, and ideal usage scenarios.


Weapon Tier Rankings and Highlights

S Tier (Top Tier - Best Weapons)

  • Fire Knight Greatsword

    • Great for passive play and cooldowns
    • Decent M1 combo, large range, forward crit with hyper armor and jump extension
    • Neutral crit guard breaks and can start combos
  • Aaramto

    • Fast classic M1s, guard break crit with good mix-ups
    • Great for speed builds
  • Dell

    • Very fast M1s, huge hitbox crits with ragdoll effect
    • Can throw while stunned, enabling clutch plays
  • Hollow Burden

    • Fast M1s, long-range guard break crit with combo potential
    • Fourth crit after charging is very fast and semi-true off parry
  • Nell Katana

    • Fast M1s, very fast crit with almost no startup
    • Can charge dash for gap closing
  • Okiro Katana

    • Smooth, fast M1s with great range
    • Crit guard breaks fast, can be controlled mid-attack for mix-ups
  • Serrusher

    • Insanely fast M1s, crits combo extend
    • Multiple variants, but avoid the highly telegraphed S crit
  • Brim Job Claws

    • Fast M1s with bleed effect
    • Crit is fast, guard breaks, and can be extended with jump
  • Ellipson

    • Decent M1s, crit has huge range and stun for combo extension
    • Delayed crit timing can catch opponents off guard
  • Heat Piercer

    • Fast M1 combo, short range but spammable
    • Crit throws projectiles causing guard breaks and fire damage
  • Nell Lance

    • Slower M1s, but good ranged crit with hard-to-parry projectile
    • Crit stun allows combo starts despite nerfs
  • Object (Aaramto variant)

    • Plays like Keo, throwable from range, huge AoE guard breaks
    • Spamable and great for combo extension

A Tier (Strong, Viable Weapons)

  • Fire Knight Greatsword (moved down from S due to longer crit startup)
  • Yamato
    • Good M1s and crit, but crit is predictable and less combo-extending
  • Narita Scythe
    • Okay M1s, crit guard breaks and cripples opponents preventing flash stabs
  • Siphon’s Wretch
    • Medic weapon, decent range, party-wide siphon, combo extender
  • New Masama
    • Fast M1s, crit with hyper armor when un-sheathed, multiple style bar
  • Soul
    • Underrated, good M1s, crit launches enemies for combo pressure
  • Scar
    • Good M1s, decent crit but no combo extension
  • Tessen
    • Decent M1s, crit pulls enemies in and guard breaks but limited combo potential
  • Carabel Dagger
    • Fast M1s, two-part crit with guard break and healing/posture effects

B Tier (Decent but Outclassed or Situational)

  • Pibbre
    • Decent range, crit guard breaks and ragdolls but hard to combo extend
  • Serpent Breaker
    • Decent M1s but telegraphed, crit guard breaks and cripples
  • Bear Gloss
    • Decent M1s, delayed crit with stun but no true combos
  • Unstable
    • Okay M1s, crit guard breaks but telegraphed and hard to combo extend
  • Carabel Dagger (borderline B/A tier)
  • Tessen
  • Siphon’s Wretch (borderline B/A tier)

C Tier (Below Average, Mostly Outclassed)

  • Legacy Masama (Old Masama)
    • Slow and telegraphed M1s, crit easy to cancel
  • Blood Edge
    • Crit no longer true, slow M1s
  • Barrian’s Axe
    • Long windup M1s, short-range crit, risky to use
  • Cloud Splitter
    • Cool M1s but crits have long end lag and are often mistimed
  • Pibbre (Air Crit variant)
    • High windup, low damage, not recommended
  • Narita Scythe (borderline C/B tier)

D Tier (Weakest, Not Recommended)

  • PD (Pride Demon weapon)
    • Slow M1s, long crit lag, crit doesn’t guard break
    • Easily punished if missed
  • Cloud Splitter (also considered D tier)

Key Gameplay Tips and Strategies

  • Fast and smooth M1 combos are crucial for pressure and maintaining offensive momentum.
  • Crits that guard break and allow combo extension are highly valuable for starting or continuing combos.
  • Weapons with hyper armor during crits or forward attacks provide safer offensive options.
  • Telegraphed moves and long startup crits are risky and often punished.
  • Some weapons excel in specific builds (e.g., speed builds benefit from Aaramto).
  • Projectile or ranged crits can be used for zoning and combo setups but beware of nerfs affecting guard break properties.
  • Mix-ups using jump extensions on crits can confuse opponents and extend combos.
  • Avoid weapons with long end lag or slow attacks unless you have a specific gimmick or team setup.

Featured Gamer / Source

The tier list and commentary are provided by Type Soul, a content creator known for detailed game guides and tier lists in Rock Car.

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