I got a little problem, that problem is if I should switch a Character within my team that I use, and what order I should put them in. Right know I am using Ex Iori/Andy/K’, I have been told by people that I should drop Ex Iori and go with Claw Iori, since claw Iori does more damage. I for some reason feel that I should replace Andy with someone else but I am not sure, since I am having trouble keeping the pressure off of me when I am using Andy, but that might just be my lack of practicing. What do you guys think?
I’m thinking King, Benimaru, Andy now…
I’m looking for a suggestion for a point character who doesn’t need any Drive gauge to really play their game. They can spend super/EX meter freely, however.
My team is looking like ?/Chin/Mr. Karate
Chin needs the drive out of the gates to threaten big damage (with 50% drive he can inflict a world of hurt, but is unimpressive otherwise, and he doesn’t really need super/EX to have high output). He’s also my “flagship” character, so I’m really building my team around him. I’ll mention characters I’m comfortable/have some familiarity with, and if anyone wants to make other suggestions, please feel free.
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[]King - I started with her and she’s overall really solid in the battery/point position. Something about her style bores me a bit, but I know she can be played very effectively with little to no drive, though she really benefits from spending it.
[]Duo Lon - Good at building meter and works well independently of it, and has a really good reset game. I like his aggression more than King, so I’d lean towards him, but using drive with him is a must if you want a combo to output more than 200.
[]Goro - Not much to say here. Solid, I love grappling characters, and he has a great set of normals. Prone to bad match-ups though, and again his big damage will require me to use drive for pain (to allow me to cancel into DMs)
[]Kensou - Whatever I said about Duo Lon basically applies here.
[/LIST]
Seriously though, open to suggestions.
Kane317 plays duo lon consistently. You can find replays of him here: http://frame-advantage.com/game/videos/11# and also he is somewhere in the recent so-cal regionals [media=youtube]bIZ6iWWj_Xw[/media]
Check both days for him, I think he might be in both. In any case, there are plenty of good matches of other players as well so check them out
Unfortunately, many of those frame-advantage.com replays are the arcade version not the console. However, i’ve learned a lot about chin and duo lon by watching him.
My team as of now is Duo lon/Chin/Saiki, and I move around their positions all the time.
I think you’re mistaken about Duo Lon’s damage output. If you take a look at his combos, he does break 200 with a standard BnB, and he benefits much more from super meter than drive meter.
Ah, I wasn’t aware of the f+B -> DM. Being able to do that off of a hit confirm would look like…:
c.B, (c.B), c.A, f.A xx qcb+K~f+B xx DM
Not shabby. I’ll take a look at that, and I do like Duo Lon so I might want to keep him around. Thanks! Still open to other suggestions for point characters if anyone has 'em, though.
Bumping, because I think it’s going to get overlooked.
That’s not really the best use of meter for close range hit-confirms. The optimal 1 bar combo takes some practice, but it’d be something like: cr.B cr.B cr.A xx qcf+AC > qcf+P xx qcb+A, cr.A xx qcf+P x3 > qcf+B, st.C/cl.D.
That may be true, but I think you forgot my objective was not to use any Drive, unless I can do qcb+A after the second EX Rekka without it and just didn’t know.
Nonetheless, good to know more options. Thanks :).
Yes, it’s a buff he received in the console version. EX Rekkas can be canceled directly into specials.
Rocking that Ex Kyo, Mr.Karate,and Beni team.
I wish you hadn’t gone and pointed out all these useful-but-way-harder-than-the-shit-I-was-doing-before combos. My wrists, they ache.
Seriously though that EX Rekka x 2 into qcb+A is a very narrow cancel window. Not too tricky, but tight.
That being said, I think I am going to stick with Duo Lon, since I also just realized I can combo f+B xx DM from like, 2/3 of the screen to punish fireball start ups on reaction.
Duo Lon/Chin/Mr. Karate it is.
Hello guys!
I’m back, with some thoughts on my team, and I ended up dropping K’.
In the end, my team consists of Robert/Clark/ExKyo.
Robert seems to build meter like crazy, so I put him on point, then I mix between ExKyo and Clark the next two positions.
Any comments?
yo where would would mr karate fit on a team im thinking up front since he has mad pressure
The best characters meant for beginners would probably be someone like Robert… EX Iori. King might be a good choice, too. Give Andy Bogard and Maxima a chance too. Mai and Athena are also good choices for both beginners and intermediate players…
Most people will see me playing as Duo Lon, EX Kyo, or Mai.
My current team right now consists of EX Kyo, Mai, and Leona.
Leona… is a good choice because she can fit into any point during the match, especially as a first character. Mai has a reliable projectile and has quite a few options for practical combos and drive cancel. As for EX Kyo… he is a beast, though he could be a lower tier character than the regular Kyo. EX Kyo’s pros compensate for his cons accordingly, however.
Ash Crimson is one of the best characters when it comes to zoning and spacing. Claw Iori is a solid close range character. I know how to get around projectiles enough to do some damage. I will normally place Claw Iori as the first or second character for the match. Duo Lon is ALWAYS going to be the first character I use, should I ever have him on my team. His mix-up game is impeccable! I also enjoy using Rekka-type characters (EX Kyo and Duo Lon). Elizabeth is meant for those who like projectiles and jump-ins - she is the medicine for this illness known as jump-ins and projectiles (Seeing so many Robert players almost makes me sick - it makes me think that these guys look at Robert as if he were a shotoclone of KOF, which sicken’s me to no end). I will occasionally use Terry, Ralf, K’, and Kula as well.
So after some really, REALLY humiliating defeats, I realize that I have a long, long, long way to go in this game. It doesn’t help that I somehow got back into Marvel, something I never expected. XD
But that being said, I’m kinda’ starting from scratch with my team decisions, and just going to do as many trials as I can handle to begin with while working on concrete approaches (something I’ve been really miserable with in this game), AA’ing properly, and execution with each character I’m interested in.
Right now, I’m honestly considering just running the Women’s Team and just calling it a day lol.
I can help you with Mai. First tip, the combo that I used the most is probably one of the easiest combos you can learn. c.lk, c.lk, s.lk, s.hk. 4 hits, fantastic BnB, and puts you in good range to hyper hop for an overhead and pressure or hyper hop empty and do some stuff on the ground.
Another tip, whenever you’re in a sticky situation, like somebody blocks an unsafe attack, cancel into her wall jump, and you’ll be mostly safe unless they have a super fireball that travels at the speed of fucking light.
Right on, going to definitely put that to use. Didn’t know that about the wall jump :-o
Thanks!
Just keep in mind that Mai has really good pokes and that many of her attacks have great priority. Her keep away game is reliable as well… Her blockstrings are not as safe as you think though and you need to be careful about the high jump arcs because they are exposed to anti-air options. Mai’s air throw is awesome as well, so make sure that when you jump, try to periodically press forward HP if the opponent jumps at the same time you do. When the opponent is on the ground, you should try to run towards them and use crouching LK, LK, and standing LK, HK for a four hit combo. (You string together LK into HK if you press them quickly). If your opponent is smart about the soft knockdowns or if your opponent resets it is a good idea to run and then stop for a quick fake out and use her fan projectile. Try not to use Mai’s Hisstatsu Shinobi Baichi (HCF+LK/HK) too much because it is not safe the opponent blocks it… the EX version is. Her jump ins have ridiculous priority too… to the point where jumping HK and HP can beat out many anti-airs (like Kyo’s Oniyaki for example). A Ryuuenbuu can cancel projectiles too and if your opponent is in the corner the Ryuuenbuu is extremely deadly if you use the drive cancelling attack correctly. Just use that move wisely during a combo… You should also use the Crouching HP, HK Hisstatsu Shinboi Baichi (EX this move if you can), and then use the mid-air dive as a drive cancel. That dive will leave you a small window of attack to use Mai’s air throw really quick for some extra damage, and this can be potentially annoying towards the opponent. Speed is also one of the primary factors in Mai’s game play so keep that in mind too.
King has a great projectile and is good mid-screen. You can cancel her command HK into Trap Shot, and then drive cancel that into a Tornado Kick. She does not have many anti-air options, so just stick with crouching HP if anything. Her projectile works wonders in mid-air. You can also utilize her projectile in mid-air. Zoning and spacing is important for someone like King. What you can do is toss a few Venom Strikes, playing keep away, and then using a small hop for a quick jump in and a land a HP, command crouching HK (her slide) and then a Trap Shot. Thing like this will help her build her meter. After a one or two more Venom Strikes you can attempt Double Strike DM (even if your opponent jumps from a full screen, the second blast will most likely hit them out of their jumping animation. (I suggest using her as your anchor… third character, because someone like Mai or Yuri can build up their meter quickly and pass it onto King, because she uses the meters quite well, despite not being able to build them up as quickly as they do).
AND… I have not played as Yuri so I can not say too much.