Yup, looks like I’ll be reppin the original Women’s Team for a while. I was playing Yuri as my anchor on most teams, but noticed that she seemed to do better for me in the second slot. Going Mai/Yuri/King sounds like a plan.
Going to take all this info and train, put it to good use. Preciate it!
I like King better on point than as an anchor, personally, but to each their own. A few tips on King:
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[]Mid-screen meterless BnB - c.B, c.B, s.B, d/f+D xx hcb+B, s.B xx qcf+A. Now, the last s.B into qcf+A won’t combo, BUT, it is a reset the opponent is forced to block, as they will flip out and recover into the hitbox of the projectile. This is good for three reasons: building meter, inflicting chip damage, and giving significant frame advantage to resume pressure. You must use the B version of the Tornado Kick in this combo. The D version recovers far too late to link the s.B. A tip to being in range after the Tornado Kick to hit the standing B is to wait to cancel the d/f+D until it’s well into its animation. That move can and generally should be cancelled relatively late in combos.
[]Opponent 1/3 or less of the screen from the corner: c.B, c.B, s.B, d/f+D xx dp+K DC hcb+B, hcb+D, qcf,qcf+AC. Two meter, one drive, and large damage that is very easy to hit consistently. This is my go-to damage combo with King, largely because it’s reliable and has low meter requirements.
[*]TK qcf+K is effective. Done as low to the ground as possible it will hit standing opponents. The D version of the projectile will send King arcing backwards. The B version she will drop straight down. Use this to your advantage when in projectile wars. If you’re jumping over a projectile and firing a qcf+K, use the B version. The D version sends her flying backwards, which is often back and on to the projectile you were trying to dodge.
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I don’t have much else to add on her at the moment, but hopefully a person or two will glean some use from this post. Cheers.
Was wondering if someone could give me some feedback or an idea. I cannot think of a good team to construct from these characters: K’, Kula, Shen, Iori, Kyo, Elizabeth and Yuri. I have a hard time narrowing down to a few characters and am open for suggestions.
So far, I decided on K’ as point but always moving around from different characters on different positions. The usual formula is like this:
K’, (Iori/Elizabeth/Kula/Yuri), (Kula/Shen/Kyo/Yuri).
… Which Iori?
If you are referring to the Claw Iori then I have much to say. What needs to be understood is that you need to be careful when you use Iori against zoners. Iori DM (Maiden Masher) no longer goes underneath projectiles either. Claw Iori is still a easy character to use. The basic practical combos to use up close are Yumebiki (Command Forward A, A), QCB+C (this causes soft knockdown) and then you can follow up with a Nueuchi (anti-air claw). This will NOT take drive guage at all and you can still dish out some nasty combos. Claw Iori is a beast with his drive cancels - You can use Yumebiki and the chain QCB+C and then drive cancel into another QCB+C.
Claw Iori sweep is reliable and covers a huge amount of range but has awful recovery, so use this sparingly. If your opponent is jumping away or is about a mid-screen distance away from you, you can try to close the distance by using Akegarasu (QFB+B/D - PREFERABLY D). I think that Claw Iori’s Kui (Diagonal Down Forward C) is an overhead.
Another thing you need to keep in mind is that Iori has a grappling move which set opponents up for a juggle. Roll through projectiles carefully… time your jump-ins. When you jump-in (in front or by using Iori air command move Back B (Yuri Ori), use close C and then use his Tsuchitsubaki (Half Circle Forward+ A/C) If you have a meter available it will probably behoove you to go ahead and score a Maiden Masher. If you turn you HD meter on, then you can cancel that Maiden Masher into Claw Iori NeoMax, doing a absurd amount of damage. Being close to the opponent is usually a good thing when it comes to Claw Iori - I will advise you to use Claw Iori in as your second character. I don’t know much about EX Iori… except that he is a top tier character.
Elizabeth… is a very intimidating character. Why? Because every time somebody sees an Elizabeth, that means the opponent is almost guaranteed to have trouble with zoning and using jump-ins. Elizabeth is EVIL in that regard. Elizabeth is a very useful way of moving around on the stage and using her DP to launch opponents into the air for some extra hits a DM. Elizabeth really needs her meter though, so put her as you LAST (anchor) character.
Elizabeth has counter movements - Reverie-jere. The A version counters AIR attacks (Elizabeth will teleport, indicating that the move worked. You can either get the hell away from your opponent or use HP to smack their health and follow with her command forward B and then a DP A or C) The Reverie-jere version C counters mid and low attacks and has MUCH BETTER recovery - follow up with a throw or something. The EX version of this move guards every angle… low, mid, and air attacks. When Elizabeth teleports, try to make sure you throw the opponent to the direction nearest to the corner because Elizabeth dominates in this situation, and here’s why -
Jump-in D has a great priority, so if the opponent is on the ground or is doing a roll recovery from any soft knockdown, do a short hop towards them, and press D. Elizabeth can also DP + A or C towards the opponent. Elizabeth will normal be able to juggle the opponent with at least two times with DP +A. REMEMBER THIS: AT THE TOP OF THE OPPONENT JUGGLE YOU CAN LAND A JUMPING HIGH KICK FOR ONE EXTRA HIT. Otherwise, simply use a DM.
DP+A and C can also go UNDERNEATH projectiles. Time that shit right! The C version has a start-up invincibility. This can be chained into the A version after the C hits the opponent.
Elizabeth can use QCF+A or C to stuff projectiles as well. INCLUDING GROUND PROJECTILES! The A version has less recovery time, the C version slash lasts longer but has a bad start-up. SPAM THE HELL OUT OF THIS. The reason I say this is because it will build Elizabeth meter overtime. This is why I say use Elizabeth as you third character… Or second depending on who else belongs on your anchor. Elizabeth does not build her THAT quickly… but she can still get job done if you stick to practical combos, and use the QCF+ A or C accordingly.
You can play mind games with Elizabeth using Reverie-prier or Reverie-soulhalter. These are just dashing movements. If you want to you can perform this technique because it gives Elizabeth invincibility to LOW attacks and you can cancel this into Elizabeth’s grapple (Mistral - HCB then Forward + A or C) or you can use it back away from the opponent quicker then her regular dash… or cancel that backwards version with DP+A or C to screw your opponents rush down over… it will suck if they spam projectiles too…
Last… with HD activated… you can cancel EX Noble Blanc into her Neo Max which WILL potentially OHKO the opponent.
Oh, and whenever you land a air to air attack you might want to use her Grand Refale or Mistral when you both reach the ground.
… It turns out I don’t know much about Kula or Shen Woo either. Damn it. I hope this helps.
Can anyone give some insight on my team? People seem really helpful around here lol.
I’m completely clueless about character archetypes, so I picked my team solely on looks, the small paragraph on the SRK wiki and some dude’s tier list. Right now it’s Kim/Takuma/Daimon.
Also I like Chin, Hwa, Mr. Karateman, Ryo and Kensou (because he’s referred to as a rekka character? But his rekka style isn’t like Fei’s or Yang’s?) Should I swap someone?
I would say meterless K’ is much more effective than meterless Kensou, so I would make that team K’/Kensou/Iori. There’s a reason so many people run K’ on point, and it’s because he builds meter like a monster and can operate fine without it.
Chin is easily the most execution intensive character in the game, so I’d be wary of starting with him (though I use him and think he is a complete boss).
For your team, though, I like the characters, but not the order. Kim needs meter to threaten damage, so I would swap his position with Daimon (Daimon on point, Kim anchor). Daimon still hurts plenty without meter, and isn’t bad at building it either. Takuma also falls into the “really wants to have meter” category.
All right thanks. Chin was actually my first choice, but the SRK mentions he’s one of the most advanced characters, so I left him on the side lol…maybe in the future.
And I’ll switch up the order, though earthquake Daimon is so awesome.
I see alot of people talking about how certain characters can fit anywhere on a team. That may very well be the case but remember that may not be the optimal place for the character.
For example take Shen, I’ve seen people play him on point before but I don’t really understand why. Here is a character who’s offense gets substantially scarier with bar (both being able to do insane damage off a command throw and a low, 2 things which he cant really do without meter) and his defensive utility increases as well (with a one frame command grab and being able to blow through fireballs). If Im fighting a Shen on point I’m blocking high the whole time because im not scared of c.bx3.
Conversely, why but a zoning/fireball character in the back when a lot of characters gain fireball punishing moves with ex bar?
Think of meter utility, how much damage you can get off raw hd combos, how your character can deal with half life characters when they come in, what you can punish with and without meter, the comeback factor of your character choices, how your order is conducive to optimal meter management for your team order.
I’m looking to make my first team, obviously. I’m thinking Saiki/Claw Iori/Benimaru
Does that team make any sense and does the order actually work? I know fore example Saiki can do some pretty crazy stuff with meter, but I also like what he can do first on the team. I guess I’m just looking for general advice because I’m completely new to this and don’t really know the strengths of any of the characters yet.
Just run the team and try to see what “exactly you want to do” with the characters on the team. Like you said, Saiki could do crazy stuff with meter so putting him later is “an” option. But you chose to put him first because you like what he can do on first, and that’s most probably to your benefit. If later on you feel otherwise, then feel free to change it. Some characters are more flexible than others to be “optimally” placed anywhere on the team more so than others, but don’t feel like you’re restricted and have some freedom to experiment.
Some people are saying EX Iori should be going on last so he has meter for utility for EX Command Throw and for putting Umph into his HD combos. Depending on who I’m playing and how “I’m playing,” I put him on first so I could use straight fundamentals and spacing to rape and demolish teams and clean up with my other strong characters that also happen to do well with meter. For example when I played against Coopa at Ramnation, I wasn’t comfortable running EX Kyo mirrors at the start of the game and I simply felt more comfortable with EX Iori’s tools in that match up for XIII. So after I lost the first game, I put EX Iori on point although it “might not be optimal.” That saved me a character and put me in a strong position to win against the rest of his team since my other characters could deal with his team more comfortably.
So it’s important to not feel too restricted in terms of configuration. What it boils down to is how comfortable you are with your characters, their match ups, and making sure you know how to punish with your characters. With your current team and order, it’s really really solid so go for it. Have Saiki to be the spacing, zoning maniac to test people out and judge their ability to space, use Iori to burst out with meter and dig holes in their life bar, and then have a really solid third character that does really well with no or little meter and could do huge damage just from about 1 drive and 2 bar in the corner. So your third character could go out without having huge amounts of meter in reserve that you feel like you would have wasted.
EX Kyo’s Red Kicks cannot be punished with command grab unless he has you in the corner. But it can be punished with what looks like anything else. Total 180 compared to Shoto Kyo.
I finally decided to get into this game, and so far Ive only found 2 chars that I really like Yuri and Hwa, can they co-exist in the same team? if so, who should I add?
Finally got the game, and I’m pretty comfortable with Athena, Leona, Andy.
I would like to have Kyo as a mid and Benimaru as a anchor for a second team, but I can’t think of who I would want on point…probably Kim, or hell even rearrange that whole thing.
3rd and final would probably be King, Shen Woo, Mature.
Robert seems to have alot of tools, but plays too much like a shoto for me. Goro seems really fun, but I’ve never been good with grapplers.
Basically I’m just finding who I’m most comfortable with. Tier lists be damned.
Right now I’m running Ash/Clark/King. I am compelled to keep Clark and King off of point because their damage output is so awesome when they have meter. However, Ash has problems with meterless damage. He can still be very annoying with zoning and can have a nice offensive game, which means damage + meter gain if I’m successful, but it kind of feels stressful to run Ash on point, like there’s more pressure not to screw up because I have to guess right more than they do. I’m considering running Flame Iori on point because he doesn’t need meter to hurt. Any suggestions?