I’m sure that everyone who’s ever played Marvel knows people who use some ugly ass teams. Well, there’s really no place for people like that to ask here (from what I’ve seen) for advice on things like that here. Sure, when asked, people will definitely help, but it would be easier for all posts on this to be gathered together in one place. Supposing it doesn’t get too-too messy.
Well, I’ll start us off:
Omega (Throw)/Charlie (AA)/Bison (Expansion). I want to use this team for messing around and stuff, but I don’t really know how to use it with any semblance or cohesiveness.
The only weak-link on that team is Bison. Don’t get me wrong, i love the character and use him on a regular basis but he is awkward as all hell, and CANNOT function properly without a GOOD assist to back him up.
I like to compare Bison to life in general: For the most part it sucks, but with creativity, effort, and sheer willpower, it can be “decent”. You’ll really have to put in full-time work in order to learn to make the most out of him, and if you’re not looking to do that, you might want to drop him from the team.
My current long-term team: M.Bison/Flipkick, Charlie/AA, and Storm/Projectile.
^^I ONLY started picking storm to begin with because her Projectile assist is really good and helps to balance out bison’s awkwardness. My favorite move is to assist with storm and then quickly do a Lk/hk Bison ground-teleport behind the opponent. Cool set-up for a Bison Psycho-crusher air combo.
Edit: And expansion/Orb assist SUCKS! Its S-L-O-W and all it takes is one lil’hit to stop the whole thing. Against a very aggressive opponent you’ll be lucky to get off 1 orb. His best assist is the flipkick, comes out fast and knocks down on impact, second is his projectile. Forget expansion.
omega has huge mobility and is above decent in locking the opponent down. his throw assist give you acces to unblockable resets.
bison is slightly above average in all aspects (damage and mobility especially). average in that you will need assist backup if your going to lockdown but if your not air combo–>scissor kick–> psycho crusher is the norm. i have nothing that i can contribute with his assist cept puff ball is so slow that you can call assis again.
in marvel, you can mesh characters just for the sheer purpose of doing it but it doesn’t mean it’ll function properly. Team chemistry always plays a factor if you want a good low tier team. I would redesign that team to allow for better team chemistry.
I don’t think there’s much wrong with bison\omega\sonson AA. Sonson AA is retarded cheesy. Charlie’s AA isn’t the best. Its ok because it misses crouchers but dominates in air angles ONLY so its give and take on that. Personally, I only use charlie AA as a main AA when my point character has a good like safe AA option. Like gambit’s c.fp or psylock ron doing call tron, psyblade. Also, it doesn’t matter what character is on point, that character will easily be able to use the other 2 helpers in their game play easily because it flows together. Dhc’s work fairly well but not super sure if they’re safe.
IMO, low tiers have a hard time dealing big damage vs top tiers who can deal it very easy. You never want to win 3 yomi games to get 50% life while your opponent only needs to 1 win yomi game to get 50% life. Not a good trade off if you look @ the odds. So, when I pick low tier, I always have tron or commando on my team to allow for big life for my opponent’s point character or assist. Some low tier+tron combinations can rape you with unfair loops if they get a hit.
Bison’s air combo, specifically: C.lp, fp launch, first 4 hits of magic series, flipkick, into a MASHED Psycho Crusher, does Beastly damage!
Though since Bison is so slow & awkward, and his launcher is kinda crappy too, it’ll be tough to score that very often if at all, for a beginning Bison player.
Bison is one of those characters that looks good on paper but in reality, falls quite short. Definitely below average overall, and higher-jin was out of his mind when he ranked him above the likes of Jill & Guile.
Though i’m determined to make him the best he can be no matter what, and feel i’ve finally found a fairly effective formula of play with the character. Which took a LONG time. I don’t think i’ve ever spent as much time with any other character as i have figuring out Bison.
If i didn’t like the character so much i’d have given up a while back.
Since no one else is doing it, I’ll try throwing up something else for more suggestions.
I was looking to make a team of Colossus (AA)/Akuma (Exp.), but I didn’t know who I wanted to use as my third. I was hoping to use one of my other characters I mess with (SilSam/Sabes/Thanos/Charlie/Chun/Anak), but uhh… I got no idea if any of them are a good choice, I figure having a legit AAA would be nice, but a ghetto one would be fine.
Akuma expansion assist is pretty damn good, and would help out a lot of chars. Chun for example, jump & air dash behind while calling assist, akuma hits them, and chun can do her giant orb super.
If you want to pile on the cheese, put him with Samurai! Easy lighting super every time the assist connects. I used to use Akuma with my Bison team, since it let bison nail his super orb easily(my favorite of his supers).
Drawback to this is Akuma DIES fast if you make the mistake of leaving him undefended after the assist. Still a GOOD pick though.
You know, its like I was saying in the new Akuma thread, there really is no point to picking Akuma for his expansion assists unless you also intend to play him on point and can protect the assist properly. I say this because there are other assist that achieve what Akuma can do better, can take more damage and in some cases have invincibility.
Cyclops AAA
Tron Projectile
various projectile assists
Jin Expansion (But then again, most people don’t play Jin either…)
Should be more
Also, True Grave I think you’re wrong about Bison. After playing with him and seeing what Kanu did with him, you underestimate him. He’s got a 2-frame lp, a teleport and headstomp that allow him to deal with runaway, great combos, nice DHC, normal damage modifier and his dash isn’t that bad. He can be played more than one way and he’s got a very technical side to him; that orb you say is so slow and useless? Well, you don’t just throw it out at random; you either get a KD, make some space, or use an assist to zone while you throw it out. Bison has a lot of good tools, but he’s takes practice…just like other low-tiers.
I’m mostly correct about Bison. However, with a plenty of determination & sheer willpower, one can make him decent. Definitely requires a lot, and i mean a LOT more time invested in him than any other low-tier there is, to bring out his potential.
Even though i love the character and have had him on my primary team for what feels like forever, its only until recently that i’ve been able to adjust to his loopy awkwardness and make the most out of what strengths he has.
Bison w/Storm projectile assist can be beastly when utilized properly.
He can be good, just like any other low-tier. All low-tier take a lot of work; that’s why they’re low-tier and why Marvel sucks. :shake: But you have to be willing to put in that work.
ummm…wha? tell me ur jokin TGrave =/ you can’t say Bison sucks and NOT know his basic links first XD
for the Iceman ?: Iceman can get hits in close as well as toss beams and projectiles for decent chip and zoning…think about having a character with an assist that aids in close range (an anti-air for example…maybe even one that puts them back across screen?) and another character with an assist that amplifies your long-range zoning game
For years I’ve wanted to make marrow-proj/doom-aa/sonson-aa work. But I’m not as creative as other low tier players and I think I’ve pretty much given up trying to do it on my own. There are indeed decent aspects to this team, but huge flaws. Test it out and tell me what you guys think. Here are some things I think are worth mentioning:
Marrow on point can be pretty sick - you can use doom to help chip and cover the assist with well placed bonerangs. Sonson’s AAA hits really hard and a simple yet effective combo is launch, call AAA, sj. fp, sonson hits, dagger super. The only problem is I THINK you can be hit afterwards since you’re just falling from SJ height. To be honest, nobody’s ever tried hitting me after doing this combo. They usually block. But I think you’re vulnerable. It’s a decent tactic to punish assists with her. With Doom and Sonson’s assists along with the dagger super, it’s easy to hurt their assists without dangering Marrow.
Doom has to be top notch - my Marrow dies really quickly and needs a lot of meter to be effective. Sometimes I even start with Doom to build up meter for Marrow. Marrow’s bonerang allows some funky horizontal coverage, but it’s tough for my Doom to really cover her. There aren’t really nice combos that I can think of for this team with Doom on point, but APA can be DHC’ed really easily into dagger super or even the POW! (which is really hilarious).
Sonson - Having her on point is really tough against the top 4. And honestly, I get pretty raped. Doom + her shoryuken buys some time, but good luck in the long run. I often call Doom and do her wall crawl for mix up games. Sometimes kick and have the rocks cover me, other times fall down and do forward fp. It’s all really gimmicky and good players easily destroy me. Oh, and Doom + jumping back monkeys is decent sometimes. But once any rushdown character gets in, you’re pretty screwed.
It is fun, but in the end, I find it pointless. The team over all doesn’t seem to do enough damage. You have to be able to block well so Marrow doesn’t die so quickly and your Doom has to be really solid to have this team be even mediocre.
Anyways, try this team out. Tell me what you think.
I’m having similar problems with Son Son. I just don’t quite know what to do with her yet. There has to be more to her than DP special XX QCF +PP super. And I’m not really getting any help from seeing other players on Prep’s site because usually she’s only in a God-tier team to act as an assist and the people who actually played her on point…well, didn’t do very much.
That’s the combo finisher that I do with her. Not too snazzy, but whatever.
Ground combo: c. lk, s. mp, s. fp, s. fk, DP XX QCF + PP.
Air combo: launch, sj. lp, sj. lk, sj. mk, QCF ++ PP. You can do the DP into super, but I’m more consistent without the DP. You just have to do it a little slow to have it be more damaging.
Other than that, I try to fill the screen with assists and monky projectiles. Insanely basic, but when Sonson’s on point, you’re either winning big or you’re dead anyways.
I was hoping people would have more tactics with her, but I guess not.
With the air combo, if you want to combo the staff super off the uppercut special, you have to super cancel at two hits. I just found this out.
What I’ve been thinking of trying out is besides the usual monkey projectiles, for zoning, use some of her command normals, which I just noticed were quite useful. Also, I feel there’s more to her air dash and the wall walk. There’s actually a combo listed where you can use the wall walk…not sure if its match practical though.