I just had an idea (okay, it’s more like several ideas in one) toward a new deck that could potentially rival most X-Factor-based decks that people run. Mind you, most of this is still theoretical, but still… let’s get the ball rolling.
Luke Cage
[INDENT=1]As your primary card (yes, big shock—Luke Cage isn’t secondary for once), the 20% vitality boost is good for any team, but the auto-guard is even better. It only applies when you have two or fewer bars, but that’s not a problem with your choice of two secondary cards…[/INDENT]
Option ‘A’ (Myria, Iceman or Winter Soldier)
[INDENT=1]We’ll call this the ‘passive’ card. It’s going to be your main defense against other players online. I’ve only listed three cards that are arguably the best for the set-up:[/INDENT]
[INDENT=2]• Myria which will let you heal back any chip damage you might receive over time, but only when you’re ‘losing’ (it’s Sabertooth without the movement speed increase);[/INDENT]
[INDENT=2]• Iceman which will reduce chip damage further (might be good; you’re gonna take a lot of it with Luke as your primary card); or[/INDENT]
[INDENT=2]• Winter Soldier which, though it reduces your starting meter to none, lets you strike back harder than normal when there’s a lull in your opponent’s offense.[/INDENT]
Option ‘B’ (Fantastic Four, Juggernaut or Servbot)
[INDENT=1]Now, we move to your ‘offensive’ card, as assists are going to be your main way to break through and attack. You have the choice of respectively:[/INDENT]
[INDENT=2]• getting your opponents off of you with counter assists (Amaterasu’s Solar Flare or Magneto’s Force Field);[/INDENT]
[INDENT=2]• have them get through basic chains to get through and attack your opponent, setting them up for your own combos; or[/INDENT]
[INDENT=2]• just having your assists come in faster so you can assault your opponent faster.[/INDENT]
Now, that’s not to say the optional cards are exclusive to their own categories; you could easily run two Iceman cards to nullify all chip damage (which may be better Servbot / FFF / Captain Blue, as this set doesn’t allow you to pull off random Hyper Combos for extra damage), or you could use Fantastic Four and Juggernaut to essentially work like a Mortal Kombat-style ‘breaker’, or… well, the possibilities are practically endless. I’m gonna toy around with this set-up; it may be the key I need to finally seize some areas and possibly get new cards.
Fun Fact: Using an X-Factor’d Phoenix Wright with two of Princess or Kingpin’s secondary abilities (in other words, maximized attack power during Hyper Combos), even if you’re fighting a high-vitality character with the additional 50% vitality boost, you can still kill them off with just one use of ‘Ace Attorney’.
Anyways…
I know I have been after this awhile,
but there just HAS to be a good use for the Megaman cards charge speed boost!
I mean… I think I listed quite a few attacks that MIGHT benefit,
but I still have trouble telling if it is worth it or not…
I’m having a lot of fun with H&H, even though I suck at it. I play Arthur/Wolverine/Dante and find myself doing special -> super -> DHC -> DHC a lot. I’m trying to always have enough meter to do a full DHC chains every time I hit the opponent. Here’s what I came up with:
Current deck: (PRI) - Chuck Greene - Gain meter when you land a 30 hit combo [Lv2] (2 levels)
[INDENT=1]All three of my characters have linear ground supers I can mash out to 30 hits. If I hit a super, I get two free DHCs from it, or an easy DHC into any of my characters’ level 3s.[/INDENT]
(SEC) - Lilith - Supers drain your opponent’s meter on hit [Lv1] (25%)
[INDENT=1]This gives me a little more meter too, but I put this here to take meter away from FFF decks. It’s not strong enough, though. A full DHC chain only takes 3/4 of a meter away from the opponent. If I make this the primary card, I could drain up to 2 meters, but the opponent often runs out of meter or health before I get that far.[/INDENT]
(SEC) - Princess - Increased Attack on supers [Lv2] (40%)
[INDENT=1]The damage boost is nice, but this lets the Lilith card drain more meter too. I used to run Lilith/Princess/Princess, which has a 70% damage boost instead, but doesn’t gain meter fast enough.[/INDENT]
Alternatives:
(SEC) - Kingpin - Increases Attack on supers [Lv2] (40%). Gain meter when one of your characters are KO’d [Lv1] (1 meter)
[INDENT=1]Obvious improvement over Princess. It even helps build meter too. Once I get this card, it’s getting swapped in.[/INDENT]
(SEC) - Kaijin no Soki - Increases Attack [Lv2] (20%) while on the ground
[INDENT=1]Another possible swap for Princess. Better for chipping, but my super damage suffers a little bit in my tests.[/INDENT]
(SEC) - Rogue - Supers steal health from the opponent [Lv2] (50%)
[INDENT=1]Possible swap for Lilith. I gain about 20% of each character’s health from a DHC chain.[/INDENT]
Is there a better way to kill characters when I land a super? Would a pure damage build work better?
Another, unrelated issue: how is Sabertooth/Luke Cage/Luke Cage better than Daken/Luke Cage/Luke Cage? They have the same health restore effect, right? [S]I don’t have Sabertooth to test this.[/S] Edit: I got Sabertooth (spelling corrected) just now, and I see he increases movement speed too! So broken!
Thank you very much Sleazoid for the great research. I had no idea there was a difference between up-right arrows and up arrows.
Honestly i found the speed boost from sabertooth to be quite important.
With that team, you need to try this card loadout.
Saber-pri
X-sec
Blodia-sec
Arthur and wolvie have INSANELY fast air dashes and double jumps with this setup. Most chars have a certain height they have to reach before airdashing, those 2 do not… add in sabretooth its lvl 2 or 3 xfactor fast all of the time, plus superarmor while dashing and health regen. Me and my roommate were literally crying with laughter the first time we tried it out. Arthur can literally dash so low, he is less than his own height off the ground, and it makes his jumping medium super scary. It requires alot of work, but makes comboing and reseting with chars like arthur/wolvie/wesker super fun and easy… hell even nemesis is funny as hell and quick as a whip with this setup… also, if you use Ghostrider with an air dash, you WILL get hatemail.
You know, with all the talk about Sabertooth / Luke Cage [×2], I just had to test something… I went into Training Mode with everyone’s favorite mayor and started toying around. Apparently, the movement speed boost Sabertooth and other cards like Black Panther give applies to attacks as well, and it matches the movement speed boost you get with X-Factor Level 3. And it just so happens that with such a movement speed boost, you can actually connect Haggar’s :d:+:h: into his :f:+:h: instead of having it normally whiff… in layman’s terms, Haggar can properly OTG assist-less now… only once per combo, mind you, but one is all you need sometimes.
Okay, I don’t know whether to make this into a new thread or not (I don’t want to get chewed out for ‘not reading the forum rules’ or what-have-you), so I’m just going to leave this here and ask a simple question: “How the fuck do you beat Fate of the Earth when it’s at 80%?” I’ve literally tried everything I could.
Try to fight them normally? You get parried to hell and back, and then you get punished for it.
Parry their attacks? Except they’ll only ever use multi-hit attacks or Hyper Combos. (Fighting Chun-Li γ / Super-Skrull β / Vergil α this way is not fun.)
Hyper Combo or THC spamming? It’s either “our Hypers are faster” or “lol, nope—Snap Back!”.
Use an auto-blocking deck setup? The CPU sets up a deck comprised entirely of Red Skulls and throws you to death. How humiliating is that?
Try and throw them back? "BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK AWAY!"
Hit once and play the “runaway game”? …for an entire match?! You’ll screw up inevitably, and the CPU will catch you. And they will murder you.
Take the pressure off with counter/invincible assists? What does it matter; they’ll avoid it, block it and/or regenerate their health somehow. They always do.
So… yeah. That’s that. I haven’t got a clue, and I’m nowhere near skilled enough to actually try to go toe-to-toe with them. I’m at a complete loss.
Hi, I’m planning to use the Doctor Octopus card with Frank West, but I don’t have the card yet, and I was wondering if you can cancel when Frank pukes after he drinks using the card?
[quote=Gregorius, post: 6391739, member: 42295 Hyper Combos. (Fighting Chun-Li γ / Super-Skrull β / Vergil α this way is not fun.)
Hyper Combo or THC spamming? It’s either “our Hypers are faster” or “lol, nope—Snap Back!”.
Use an auto-blocking deck setup? The CPU sets up a deck comprised entirely of Red Skulls and throws you to death. How humiliating is that?
Try and throw them back? "BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK A—BREAK AWAY!"
Hit once and play the “runaway game”? …for an entire match?! You’ll screw up inevitably, and the C]
Okay, I don’t know whether to make this into a new thread or not (I don’t want to get chewed out for ‘not reading the forum rules’ or what-have-you), so I’m just going to leave this here and ask a simple question: “How the fuck do you beat Fate of the Earth when it’s at 80%?” I’ve literally tried everything I could.
Try to fight them normally? You get parried to hell and back, and then you get punished for it.
Parry their attacks? Except they’ll only ever use multi-hit attacks orPU will catch you. And they will murder you.
Take the pressure off with counter/invincible assists? What does it matter; they’ll avoid it, block it and/or regenerate their health somehow. They always do.
So… yeah. That’s that. I haven’t got a clue, and I’m nowhere near skilled enough to actually try to go toe-to-toe with them. I’m at a complete loss.
[/quote]
In arcade mode to get the Very Hard titles I just pick a point character who can do good projectile spam over and over (Hawk) and literally just spam horizontal projectiles the whole match. They just sit there and block it taking chip damage, so in theory the same would happen in H&H. I would make a deck to maximize damage output. Also a good chip assist would go well too. Doom’s Beam, Sent Drone, etc.
I have a question about Fin Fang Foo, the non-main version.
Say I get to 3 bars while I have 3 characters. In theory, that should bring me to XF1. First of all, is that really the case, or is is always the same level of XF whenever it activates? Now, if the former, if one of my characters dies and the other comes out, does it work like normal XF and stay at level1, or does it switch to level2? If the former, were I to drop below 3 bars and drop out of XF1 after I had lost a character, and then got 3 bars again, would it activate in level 2?
I could go on, but I think you get the idea, just explain to me how it works. =P
I’m currently running team ultimate glass cannon, as I like to call it:
Main = That card which increases your attack as your meter goes up (forget what it’s called)
Fin Fang Foo
That card that revives your last fallen character at the cost of 5 bars.
Team = Viper/X-23/Strider
With Fin-Fang-Foo, I don’t use meter anyways. The only issue is getting to 3 bars at the start, so I usually just zone with Vipes and Vajra assist. If I really need to do an EX, I can spare some meter. Once I get 3 bars, I use the first possible excuse to switch to X-23. Then I use crazy rushdown and the like. In XF, she can pick up meterless off of OTG ankle slice, so Vajra is really good for her. You can also frame trap them into QCF H pretty easily off of block strings. Once she’s out, Strider does some great damage, and with extra XF speed, he’s just all over the place. Last but not least, lvl3XF Viper with lvl3 attack boost does absolutely UNGODLY chip with Rapid Seismos. It’s amazing.
Then the revival is pretty sweet. But I was wondering, do you think I should drop the revival and just go for something to give me 2 extra meters at the start so I can start in XF?