2nd time around, low tier rules

Sintaisokutei series? Are you referring to the vids you linked to in the wolvy threads? Where the marvel matches have comic scenes alongside them?

Hope your pants can be washed…Hulk/Thanos puts a hurting on ppl like that.

ya thats what i’m on about.

that one is the final installment so there’s 15 others and theyre all beast/comedic gold.

speed up wolvie owned my joystick hard so im just peepin vids
now

edit:

boop

http://otg.client.jp/movie.html

and low-fi utube:

http://www.youtube.com/user/roshikacyon

well worth it to random DL any of that stuff

vol 13 is the first actual tron use ive seen from jp low tier, and damn if i didn’t spot one of shoultz’ teams. didnt exactly do it justice though.

Warning:long post alert

As of late, I have been playing this team exlusively when I devoid from the top tier. I will try to explain [IF NOBODY MINDS] why I think its a GrrrEaT example of a team that is still around the top of low tier teams yet doesn’t have tron (I got too many ppl using tron as a cop out excuse for losing:rofl:)

Bison/Cammy/Hulk

Assists-bison is on the explosion ball, cammy is of course aa, hulk is on dash

The basic concept of the team is 3 meter one hit KO like…lets say combofiend without the benefit of a powerful super after bison, the damage comes from the 2 or 3 hit gamma crush. Bison’s magic series in the air to air psycho crusher dhc late to cammy’s vertical super dhc to hulks gamma crush gets you the 2 or 3 hit version of it.

Outside of the “i can kill you if i have 3 meters” factor…which isn’t all that scary once you play marvel enough, it loses its “scariness,” this team seems to function VERY good.

[Warning: Rang about Bison on point]
Bison on point is not a real speed up wolvie/tron, morrigan/tron…aka mix you up and freaking kill you character.

But one would be surprised how much he benefits off of cammy’s aa JUST BECAUSE OF THE AIRTIME/FREETIME it gives him. Bison can setup a fp explosion, with a lp fireball to keep them grounded full screen almost everytime. And if they are playing somebody that can airdash, you can still react because alreadi know where the gap is they have to attack you. Over your head. Most of the time if they try something like that though they spend MORE time in the air trying to position themselves past all the crap you have going on and that lets you at least get out a lp explosion ball most of the time, so that when you block their first air attack, pushblock them into it, or around it making them block again.

Bison uses hulk-dash type mainly as an assist punish tool. For full screen punishing I normally just call out hulk and throw a fp fireball, which will hit AFTER hulk pops them into the air. You of course have more damaging options BUT not many more that are much safer. And you can always do something that looks and IS REAL UNSAFE and tele and see how they react to that…but the safe route is suggested. I also like the call hulk, fp fireball route because he can get out a lp explosion ball fairly quickly after that to put you back in your type of game building the meter to kill if you ever do get teh god forsaken hit off.

Bison gets c.lk+hulk, c.lk patterns and hulk creates enough blockstun to get an explosion off most of the time which helps because most of the time somebody blocks c.lk+assist…another assist comes flying out :rofl: this at least causes some damage and gets them back up off the screen. If your c.lk+hulk, c.lk hits you ALWAYS have time to dash in and jump up for your death combo. Another side note is that bison can also s.rh, call hulk on second hit and go into flight, and you can do what you normally do, super, or you can time a scissor kick knockdown, or fly over and connect a f.lp, throw. I wish I could find more uses out for that but as of now thats all I can think of.

Cammy on point also gets the c.lk+hulk, c.lk option and you alreadi know she gets dash in air combo super. if the opponent doesn’t have an aa that makes you respect them you can start doing hcb+k cross up’s/mind games. hcb+k, p shortens the time she is vunerable, and hcb+k, k keeps you on the front side of opponent. cammy also gets a safe tag out to hulk with killer bee attack to hulk’s kick super (unless hulk’s kick super is just unsafe:confused:).

Hulk is where my team gets ghetto and shabby. I have been able to get a 3 hit overhead with hulk/cammy…but its ghetto, you have to call cammy out SLIGHTLY before you do j.lk, then you can either do j.fp for the 3 hit combo, or go for another delayed j.lk and go for an airthrow, j.lk, the charge dash move, to pull the carpet up super. Whenever I see c.lk hit, and get charge move to hit, I do the pull the ground up super because it leads the opponent to the corner…which is where hulk/bison can actually do a little chip damage.

Hulk can keep the opponent pinned down if he uses bison then charge move xx kick super (excluding somebody guard canceling super g style, im convinced you can get out of all crap in marvel with gc’ing). Once the opponent has seen you do that once or twice, its not bad (I guess, im not a awesome hulk player :rofl: im workin on him) to just chip with j.lk’s while bison’s explosion ball is heading towards them. They can get out of course but its not as easy as it seems sometimes. Hulk can tag back out to Bison with pullll the carpet up super dhc’d to the explosion ball super…its not ahvb safe but its pretty damn safe.

ALL of the characters have DAMAGING combos from airgrabs. Bison can throw into hulk then air super (for some reason he glides up after a quick air throw, perfect for hulk’s dash assist)…and that leads to death with meter. Cammy gets throw into hulk dash in air combo dhc’d to hulk takes away too much life. And everybody knows if you dont roll out of hulk’s airthrow its a game changer.

Also, these characters dont have bad alpha counters. Cammy’s being the worst imo. Hulk’s is VERY safe when he has enough meter to cancel into a super. Bison’s explosion ball has some potential as an alpha counter…the other night I alpha countere’d in with bison, and he immediately got hit and I rolled, but to my surprise, the explosion ball was coming RIGHT WHERE I ROLLED. I thought that shit was super cool…and of course, if you can spot a tri jump, cammy’s alpha counter will do the job.

^truth, that team is scary. just wanted to add that im 70% sure you can alpha counter into super cancel with cammy.

Problem with sak is even after you get the timing down, try teleporting in and out of AHVB all day. >.>

In a game where every 7th frame gets dropped iirc.

In a game where one mistake can cost your team.

Do you really want to rely on reversal dragon punches for like 50 seconds of clock time?

Not that good imo even compared to non dark sakura strats :rofl:

But its still a thought.

you would just teleport behind or under cable…

and if it’s instant recovery, you can still block just incase right?

Well, cable wouldnt even really be the issue, assuming top 4 are banned. I just dont think that you would be able to avoid chip from say…iron man, doom, iceman, many others…without risking the chance for missing a reversal teleport and eating the actual damage. The same goes for any kind of a meaty high/low or crossup attempt where you are reappearing, both of which would be safe, assuming you were either going for a reversal teleport, or attempting to block. Counter hits with sakura on an airborne opponent while coming out of a teleport just dont seem like that great of an option.

So basically, im just saying, you wouldnt be able to avoid safe mix-up attempts, or even safe chip attemps that would be risky to teleport out of…like a meaty doom call…or a meaty tron call + high low >.<

how does teleport>insta recovery…assist (like doom maybe? or something really good like jin explosion or other invincible AAAs)+teleport sound?