I think speed up wolvie\doom is retarded when wolvie has bar. Corner chip pressure is 50% life for 1 speed up rotation that cannot be push blocked or guard canceled. Its just flat out free chip and I don’t think there’s another duo in the game that gets 50% chip per super.
I also use Doom/BH/Sent as a main.
Other teams under the trap category that I use include:
-Duc
-Clock
-BH/Cable/Doom
-Doom/BH/Cap
-Doom/Sent/BH
IMHO though, I feel that trapping alone is not going to get you very far in this game…high level-wise. You’re much better off with zoning than trapping (or a mixture ov both).
I can agree with that. I think of all the team types, trap teams run the highest risk of getting tunnel-vision and limiting their own options by virtue of a set-in-stone approach.
I’m interested in anyone with some ideas for some trap teams built around Cable/Storm/Sent/Magnus. IMO, if you can set something up behind a Storm-centric point plan, you have a great mix of offense/defense options @ any given time. Obviously you’d sacrifice TIGHT traps for looser locks, but you make up for it with the ability to close in a hurry with Storms ground chains and there’s always hail.
I’m sure you could get things going with other gods too.
Or how about a team built around Doom or Sent unblockable
[if you notice, most aa assist characters have some sort of moderate to high priority forward-moving special move or double-jump that they can exploit effectively w/ proj char to get in or extend strings and even x-up w/ tron layering behind it]
[by the time you finish your tron shenanigans, you’ll likely have maxed your super stock depending on how many times you landed a hit into lunch rush]