Cap(shield)/Task(vert)/Akuma(tatsu)
This team is purely about safe pressure pokes that net you easy chip and meter while keeping constant lockdown for huge damage if you confirm as all character hit for 700k+ for 1 meter.
Assists
Cap can use Task assist to force players to not jump away and deal with shield directly, It also sets up easy ways to get in and begin mid distance pressure with shield spam or shield charge baits. Akuma assist acts as a gap filler for pressure to keep you in and then double as a cross up call when you roll. Even more it act’s as a great confirmable GTFO as you call and do tiger knee shield, pushing the opponent out on block and right into the shield if it hits. Task and Cap can swap who’s on point easily and Cap shield assist allows for very dirty shenanigans for Task to easily get in and start doing b+H>Sting Master pressure and creating cross up scenarios with j.H and air Web Swing>Arrows (double cross up!). Cap assist also makes for serious zoning pressure as Task can simply cover with what ever arrows he wants and follow up again as shield returns.
Hypers
Team has a lot of synergy here. Cap combos all end in corner if done right, making sure they eat every Task arrow on DHC with very desirable scaling for easy 900k+ 2meter combos. If you whiff with Cap hyper or get blocked you can do a generally safe DHC with Task arrows midscreen, up arrows if they can’t throw you before the arrows land, or attempt a hyper counter when they try to punish Cap. Cap can add to Task as well, but only in corner ending combos or close empty hypers or modified combos; generally though Task can do his own double hyper in combos so DHC isn’t important outside of empty hypers. Cap also has great utility to save Task by using his 2 different invincible hypers from DHC to beat any punish, and since Task can hyper from air this means he has a lot of freedom. Generally Akuma is not needed to DHC, but can in many cases as well as provide a safe DHC midscreen. As a THC this wont do much outside of corner, but you do have 2 different types of invincibility hypers in the mix for rare scenarios where you absolutely need to beat something out.
Combos
Both assists are great combo starters but can be used mid combo too. Akuma can catch OTG shield for relaunches and you can time Task to hit right after doing S for another relaunch. Akuma is also essential in combing Sting Master, dash, assist, j.arrow H for a free follow up.Each character has 700+ combos solo and can do 900-1mil off 2 meter with DHCs.
Meter
This team excels in gaining meter. All combos net positive gain (after 1 meter burned) and with its pressure you will always been gaining from the lockdown. Cap will mainly only use meter in combo so Task will often have a lot to work with when he’s up. Both can feed Akuma as well who needs it the most and has the hardest time building it**.**
Plan
Spam shields all day with cap on point while using Task assist to keep them grounded and Akuma to keep them off of you and locked down. When you have momentum built up you can try numerous shenanigans by baiting with shield charges while calling an assist or setting up tatsu+roll. Just be patient, getting free meter and chip till you get a hit confirm, you’ll likely have 2 meter and some chip dealt so a combo will generally kill anyone at that point. With Task on point you have ridiculous ways to bully with your sword and arrows while calling assists and following up with safe pressure, canceling into Sting Master on block, launching on hit. Spamming tatsu anytime you can cover the assist or ensure it will land, this is the key point of the strategy, keep rushing and pulling back with pokes till they screw up. There’s no need to really get fancy with opening an opponent up until you get to Akuma as you can be patient and win by forcing a bad move through constant chip harassment, but you do have a lot of cross ups as well as unblockables (Task Sword Master) to mix in while your assists keep them down.
Both Cap and Task have great health so you’ll likely survive most offenses and have the luxury to tag out to heal. You can move Task around pretty freely as he does well on point as well as anchor, so use him to fix bad match ups. As anchor his assist helps Akuma a lot and as point he benefits from both assist fairly well. Just make sure Akuma always has meter, without it he is at a severe disadvantage if playing anchor even with X-Factor.