Low Tier Teams VS. Top Tier Teams

amingo got some dirty shit

I dont know why but amingos vine super is prob my fav in the game.

I’ve never really seen this anywhere, but the only time I use mech gief is corner pressure stuff after killing/snapping out. LP Vodka Fire plus Doom or Drones chips surprisingly well. It eats assists/chips point guys because the projectile comes out regardless of counter hits.

Psychic SPDs hurt. Besides wake-up stuff, you can do good damage just SJ-ing and catching people as they chase. Jump, Tron, Elbow Drop, then SPD or Running Bear Grab on your recovery is fun when you know they’ll block Tron.

Gief picks up a decent trick against super-armor characters. He can actually Two-in-One an SPD right out of a Jab or Short that connects instead of the standard tick, pause, SPD-- its quicker and safer because there’s less chance of fudging the input and accidentally jumping. This opportunity comes up a lot with Juggernaught, not so much Sent. Probably would work on a powered up Colossus and Hulk since they’ve come up lately.

And whiff SJ HP xx SPD builds some decent bar. And “TK” SJ Lariats are too funny when Mags and Storm are doing their meter-building dance. :tup:

my only real gripe with metal gief is that his flame special can be crouched…can’t lock down unless he has help :[

i got some new shit for hulk in corner with son son

jump in lk, c.lk,c.fp, sj lp,lk,mk, hulk lands first-> sj throw, falling lk(this will otg after air throw), hulk lands and c.lp(juggle),s.fp+sonsonXXMOONROCK = dead

you can also use this aircombo set-up

c.lk,c.fp sj lp,lk,mp(this will try to cause flying screen) link a lk here, this sets up an option tree

re-jump airthrow

re-jump air to air attack sequence

son son aa + jump lk(instant overhead) XX rock super or MOONROCK

–> the dope part about that last part of the option tree is that when you connect with the jump lk as instant overhead and you don’t call son son, this lets you use her a split second later so you can RTSD with another dashin or dash jump series.

-hulks jump lk, delayed fk or mk is so damn good. the reason it will work out as a rushdown sequence is because when people get tired of hulk airthrowing you, his air to air jump lk,mk will counter their throw attempts,create blockstun or combo easily into son son. that sets up the following option tree

as they fall you can sj throw again or wait and regular jump throw

you can shoulder chargeXXrocksuper(gotta remember to always charge with him after every reposition or blocked normal)

u can dash at them and jump air series

tick throw

dash jump as they land and do either jump lk,mk or really delay ur air lk so u can do 1 hit hi-lo and still combo

*a note on the above set-up: if you connect with the dash jump lk you can also follow up with this set-up

c.lk,c.fp+ruby aa, sj lp,lk,mk, then you reset the opponent into a position where u can go back into your air to air normal rushdown or airthrow or chargeXXrock setups

one more trick using ruby, call sonson, fp throw(must be done quickly)XXheadbuttsuper(this combos because of startup speed+sonson hitbox speed) drive that shit to the top of the screenXXmoon rock for a stupid chunk of life…

shoultzula’s team is ruby/hulk/sonson and it’s one of the stupidest teams period. for something with no tron and no capcom, it flat out kills everything with one touch…he’s preaching about it for a good reason:wasted::annoy::sweat:

i am also workin on a dirty ruby team of my own

ruby/jug belly flop/sonson

i have jug on belly flop so i can do ground chains that end with a high+low simultaneously. ruby has extra range on her c.fk and her ground chains are main chain so this lets you vary the number of hits before you c.fk as jug hits high.

once your opponent sees that you can unblockable him just for trying to block , he’s going to start pushblocking you. you can get around this by using rubys spikeXXheadbutt super to advance forward. when your opponent pushblocks your normal, kara cancel your normal into her spikeXXsuper towards your opponent. from there you can rechain into sonson+drop ghost then rechain back into jug+spike… alot of possibilities with this stupid shit.

any touch with both of those ruby teams is a pretty easy dead char…even if u can’t mash headcrush right, just do another jug punchXXheadcrush after the first one. either way dead people

I got plenty of new shit i’m workin on with amingo/jug(ground punch)sonson and jill/charlie/sonson

post up more later

edit: somone needs to make a gief/tron vid…that shit is free re-layer(gief dp+tron = madness), free 360 ticks(guaranteed tick after u, c.lk+tron,c.mk, fk dp kick, do a falling lp as u cross-up in the air delay 360, can’t jump it and he grabs them while he’s still mid-air)

crazy cross-ups, any 2 hit ground chain into fk dp,+ tron

then you can d.fp or neutral fp

d.mk

those are my favorites,

after those connect or whiff, you can cancel into hit kick lariat and reposition again mid-air

from this post on, i am going to abbreviate shoultzulas name into SZ

SZ tm(lol) combo

c.lk,cmp,+tron, sj neutral fp, XX kick lariat… i can’t remember the follow up but after that i think he has one option to cancel into 360 super for the kill and one other thats a reset.

low tier savages?

hustleman, i think the best way we can contribute to the bum characters winning more games is to truly break them down and learn their priority and best setups+ rushdown options+ assist punishes…take them through the top tier pattern that everyone learns with the other characters. hulk up the bums

2nd edit: some thoughts on ruby

ruby heart relayers are way fuckin better by starting them with a nomal+sonsonXXghost, proper chain to adjust anti-guardcancel timing for ghost releaseXXdash in fpXX either spike depending on pushblock and run it back

she can adjust every damn chain to get back on the opponent. that delayed ghost release is going to create the variety needed so pushblock becomes basically useless. because ghost is like another medium attack it becomes easy to readjust your dash timing and normal selection so you can get a layered spike. the trick to it is that because of ur ghost, you can dash in and do a hit sequenceXXspike and create free relayer that will counter guardcancels (it wont matter that they pushblock u when you’re looking to cancel your normals into spike on pushblock reaction). kara srk style? i was also workin with patterns that i misjudge so the spike doesn’t make contact and becomes space filler.

c.lk,cmk,s.fpXXspike(the opponent pushblocked me at mk but i dun cancel spike until after fp, spike gets in the way but doesn’t make contact this will lets me drop a free ghost, then i sj upback and mash the fuck out of fk.

if you could master her headbuttXXoverhead techniques and master her unblockable patterns + anti-guard cancel chains+ using guard cancel XX headbutt…shes sneakin into the top 10…better than morrigan or gambit but equal to mummy or megamonster

anyone here master using her overhead attacks after her headbutt super?

Edit #4 or so

a good rushdown setup for jug is jump in lk, land c.lk

or

jump in lk,land sonson, jump lk(instant overhead), sj fp,fk or a variation

when you hit them with the above setup minus the combo, you can try to hit them as they land with f.fp, if they block and try to punish my lag, i try to framekill their dash/positioning/attack with a headcrush.

you can also try to trade with an opponents air to ground attack using s.fp, mike z Tm priority whoring basically.

ground rush chain with jug/monkey, dash in c.lk,s.fp+sonson fp earthquake punch

you can sub fp for lp quake and he has good normal jump rushdown from here using his instant overhead followed by delayed normals or instant overhead whiff normal land and throw

ghetto but strangely his super makes everything else work…

jug/ruby…imo this assist lets jug do random specials and long range normals safely, jug always recovers behind the ruby so he gets to do all his insane specials

a short list of his stupid options

you can dash in with c.fp+rubyXXquake jug punch or splash

" with f.fp+rubyXXquake, jug punch or splash

random jump hard attack to zone+ rubyXXsplash or random falling fp or fk +ruby then jug punch asap

the jug punch behind it is especially nasty, perfect hitbox positioning for the recovery of the suicide punch…

if you want to do double low with jug/ruby

dash in c.lk,c.mk+rubyXXquake is a lockdown, if you see that it hit, it’s a really easy hitconfirm to cancel headcrush after ruby juggles.

damn low tier too much fun

with mega i know exactly what your talkin about with the double buster in a straight line, i fucked around with it for a bit a couple of years back but i dont find it as practical as 2 parallel busters, they dont chip and can get evaded easier, seriously the coolest thing with mega is calling out doom and super jump and mash fp to get as many busters as you can before you land and repeat XD, it just sucks that cable vipes him for free =/.

other than that mega is solid, mega/sent/cap is buff and can lame the shit out of people, but yall have to see mega man steve =D he doesnt play much anymore but he has the best megaman by far in my opinion, his Mega/blackheart/cable squad was too good and if you ask anyone from NY they would let you know how beastly his megaman was at his prime.

Black Heart is a great assist for mega man especially when you pick silver megaman lmao, you cant see the lil fucker and he can mix you up freely haha.

His shit was straight GIMMICKS!

post up your bison/doom beastly shit, i wanna learn him:lovin:

edit: i’ve got alot of respect for megaman steve’s game and his team build…BUT

#1 mega player imo is easily preppy, he kills point and assist with extreme prejudice vs beastly players…

I know steve had comp too but…tron teams too good :]

#1preppy#2ranma#3mmsteve#4realest mexicanmega…for real mexico is on some other shit with some of their low tiers… they have nutty shoto’s(infinite whoring XXsuper combos lol?!) and crazy mega tricks using charged busters ect.

whats up with megamans jump lk as instant overhead behind tron?..

dis naga.

Ruby heart is by far one of the most broken characters in the game.

Is there anything wrong with punishing an assists with c.fp, ghost super, DHC moonrock(hulk) hld fwd, recombo? get the medic… these bitches are bleeding.

team thooom gets me laughing. I can be horribly losing and if I land a hit, im back in it!! lol

to further the point of the previous post…

everyone post up your low tier dhc assist punish no tron and it has to be SAFE

i’m going to be amazed if people have safe assist punish for 90%+ w/ 2 bar AND extra follow up options that are position dependent…

yesterday jug got hit with a triple crush:wasted::wasted: it was sonson aa countering jug jump inXXmoonrock-> it hit on the way up, fsd rock chunk slapped me, then flying screen full rock put me in the earth…umm ok?

yesterday we saw his c.fp trade with dambit’s air fp multiple times

i wonder if u can trade the c.fp and still have enough hitstun to shoulder charge up or XX crush. more likely to be solid in the corner i guess. work with the hitstun that you do get, at least get a chargeXXrock rejump setup…

tekken 6 i’m pickin bob ganny and gunjack too lol, fatmen outta control

I suck at keyboard so I’ll try to keep this short, I like Ruby/Sam/Doom.

Ruby/Sam dhc

Ruby on point send out doom assist then call out ruby ghost super, so now ruby ghost super and doom assist are on screen,

then cancell to Sam Ninja Star Super quickly while doom assist and Ruby Ghost Super is still on screen. After that you can send out another Ninja Star Super (CHIP) Because they still lock down from Ruby Ghost Super.

So lots of free chip basically lol more later…

oh man thats a fucked up cheap team. i think if you had to avoid picking top tier, ruby/sam/sonson would be runnin wild, sam/son have great relayer and SAM has easy rushdown with his jump fk+sonsonXXlightning set-ups…

i bet samurai chop assist will work really well with the monkey, free wall climbXXmonkey airdash setups…

ruby spike will let sam throw normals and specials safely…hmm genius team:sweat::wgrin:

I’m stealing it

Samurai can do normals and specials safely on his own.

Chop assist sucks, samurai is good but his only worthwhile assist is the star projectile.

Learn Bison or Doom? I bashed Bison earlier but am messing with him more, and little by little am learning newer ways to make his junk abilities function a little better.

Unlike him, Doom is EASY to learn and do stuff with. Just watch a few videos.

uh no? chop assist does not suck. sorta like tron except not as damaging but better for getting a hit. keeps em blocking but if you get an overead or low to hit that will help to continue a combo.

I used to use the star for my Amingo/Sam/Zangief team…but now I like using the chop to help with getting hits and stuff.

samurai has crappy recovery frames on his chains from lighter attacks to hardest. this keeps his chains limited to basic two piece boshit thats decent and using his instant overhead jump fk+helperXXsuper. he needs help to rushdown with normals and then followup by specialXXdump meter. compare the recovery of samurais chains to ken,

sam cannot dash in c.lk,c.mp, dash back in c.lk,c.mp and create continuous blockstun, his moves recover too slowly

try it with ken and you can compare recovery frames in a simple way…

amingo/sam chop/zangief ground kills rush down mags and storms…<3

amingo’s j.hk (among other things)beats the shit out of mags…especially running into zangief <ground>…free launch or vine super

Sam’s lightning superXXzangeif’s FAB catches people off guard…they land into it of course.

Just some thought that might be worth looking into: Ruby enhance/Megaman? I mean those jumping fierce busters do quite a lot of damage already for megaman. Add even more damage to that? Ouch. Plus I’m pretty sure Megaman’s ability to zone without any meter is a big plus. Third would be tron? Ouch that sounds too evil.

I dont think this is a true low tier team, but I’ve been have fun with a team of IM AAA/Hulk dashes/Sonson AAA.

You get a free infinite set up off of the sonson AA and also hulks dash if you combo it off the s.lp, s.lp + hulk.

IM infinite > THC or c.lp, c.lp xx THC = too much damage. It doesnt kill normal defense characters and up off the bat, but it does kill lower defense like akuma or strider. It does kill assist like nothing, though. Actually, Infinite > THC or Infinite > PC, Guarbreak > infinite > THC = the main objective the team.

I’ve done very well against teams like MSP because hulk’s and sonson’s super start up very fast and can hit overhead opponents or opponents trying to crossup and knock them into IM’s beam. So Mags trying to crossup + psy eats a THC, losses psy in the process and mostly mags as well.

Hulk + sonson is a nice duo as well.

midscreen:
-c.lk, c.lk + sonson xx fk gamma charge xx crossup gamma crush. This doesnt set up the GC glitch, but it does set up the unmashable GC so, its still solid damage.

-c.lk, c.lk + sonson xx hcb + fp. Hulk grabs the opponent out of the assist and tosses them into the corner.

In corner:
-c.lk, c.lk + sonson xx Gamma crush. This does set up the double GC glitch.

-(hulk backed into corner) launch + sonson, sj.lp, assist hits, land, jump throw, lk (before you land/OTG), c.fp [1 hit] xx Gamma wave. This does so much damage, but it is rollable. The possitive is the opponent roll into the corner.

Hulk:

-Ive been having a lot of sucess with the GC crossup. Basically, its doing a gamma charge, then doing the gamma crush super when you are right behind the opponent. Hulk’s hit box it so big during the super that it catches a lot of players off guard. I use the sonson assist set up, and after i kill/snapout a character. It sets up the unmashable GC as well.

IM + hulk:

-c.lp, c.lp + 2 meter THC does stupid damage. you dont need sonson. LOL

Sonson, hulk:

-launch, sj.lp, lk, lp, lk, dildo super, wait for the opponent to get popped up, DHC into hulk’s GC.

Random:

-The THC does a decent amount of chip damage as well. […] Roughly this much, maybe more.

Hmm, I might start practicing that hulk infinite then. I’ve been playing ruby\hulk\sonson lately and the team has some awesome function. Is the infinte corner only, and whats the exact input for it?

Earlier tonight, I was thinking about hulks air throw, otg falling lk, force the OTG roll, gamma charge xup, gamma crush.

The thing I like about hulk\sonson the most is that it lets me kill assists in 1 hit. If sonson makes contact with another assist, all I have to do is gamma crush and that shit will double crush and kill almost 100% of the time. You have to stop him or else someone is going to be dead.

hulks air throw falling otg j.lk, c.fp, gamma crush and don’t hold any directions. The gamma crush hits on the way up if you do it right but its not the FS gamma crush. Its the crappy version that can be mashed but this setup is an instant xup upon wake up after being knocked down from the up momentum from the gamma crush.

hulks air throw, falling otg lk, c.fp+ruby heart AA, gamma crush hold fwd is a double crush setup that kills. It does 143+ :wasted: strict timing but god damn, killing off a throw with basic execution is just too good… all character sizes by the way.

hulks j.fp hits OTG and has magical xup properties. It hits\crosses up from alot of weird angles that don’t fit it visually.

whats up with hulks gamma crush randomly crossing up? I hit my friend on the front side today but I was so deep in his sprite that it went through him and crossed him up half way through it.

If ruby AA causes a pin and hulk is in range, you can j.lk for instant overhead as the spike is making block stun. If the j.lk hits, the rest of the spike hits, wait, sj throw and kill. Not sure what else connects from this, maybe qcf+kk or an unmashable GC. Really hard to tech throw @ this height. Especially hulks because its pretty damn fast and has awesome range.

Yeah the thought of it being a little similar to tron crossed my mind, but just not that good. When i used to use Samurai a lot, his Star throw worked for me and one of the better non-beam projectile assists in my opinion.

Maybe if the chop lasted a little longer and sam ran forward while doing it, but just standing in place for too long a period like that(if didn’t connect and thus leaving him out there for nothing) seemed too risky for punishment.

Samurai is kinda like colossus, appearing too slow and clumsy at first. Once one gets used to the ‘flow’ of his moves he can be formidable. Samurai/Doom can be pretty good for sheer chip damage(i once used this to lock down and chip away a pesky storm player).

I always threw the star after something like an attempted Lp/Hp attack to reduce lag frames and or also did the starsuper since the opponent is too close to jump out of the way and has to take the CHIP.

I believe the motions are [FK gamma charge up, up, [charge down], land], repeat.

I dont know any set ups off the top of my head but I will mess around with it.

Ruby+hulk Dash
-j.fp, land, dash in s.lp, s.lp, s.fp + hulk, fp chain, c.fp, sj.fp = 50% life on cable!
…after sj.fp xx qcf + pp, forward, up, up xx GC = GGPO cable.

yeah I like IM+SonSon for my Ana/IM/Son team. they work.

and true_grave…that’s why you defend your assist and crossover or something…like shoult said…you have to know when to call him.