- Which characters will you use (in order of selection)?
The team I’m working with is Taskmaster (Horizontal Shot)/Hsien-ko (Senpu Bu)/ Tron (Gustaff Fire).
- What type of game-play strategy are you pursuing with this team? (Explain)
The plan is to play a very offensive/defensive depending on the situation. Taskmaster has a lot of options in his disposal, and his combos (with and without assist) can build a lot of meter. He can play both rush-down and keep-away. Hsien-ko would be more on the defensive side in terms of setting up the gong super and looking for an opportunity to get in close. Tron can be very scary when pressuring the opponent with Air-H and Air-S (which I think more Tron players should try using), and both can lead to some very damaging combos.
- What advantages does your point (first selected) character have?
As said before, Taskmaster has a lot of options, and he can play different roles depending on the situation or how the player sees fit. Once you start a combo with Taskmaster, you can build up enough meter to combo into an Arrow Hyper and DHC into whatever. Of course, he can also keep the opponent away with the arrow super by varying the angle. Plus, the arrow super can beat out some projectiles, potentially punishing the opponent and allowing you to hit-confirm into the Hyper.
What disadvantages does your point character have?
Taskmaster can require some sharper execution if going for a more advanced combo. His Charging Star and Mighty Swing could be unsafe if used outside of a combo and just out of range of the opponent.
What maneuverability options does your point character have?
Mighty Swing and Charging Star can help to get close to the opponent, but they should be used at the right moment to ensure that you aren’t punished.
How will your assists aid your point character?
With Taskmaster on point, Tron can obviously help with pressure or knocking opponents out of combos due to the invincibility of Gustaff Fire. Also, if the oppurtunity rises that you can DHC from the Arrow Hyper into Hsien-ko’s Super Armor Hyper, then you can have two invincible assists at your disposal, which can provide for a very intimidating offense. Also, I’ve found that both assists can help Taskmaster get a relaunch after using the air arrow OTG super. After knocking the opponent to the ground, you call in an assist at the same time Taskmaster uses the OTG, picking them up off the ground so Taskmaster can relaunch them and knock them back down. NOTE: AT this point, the hit-stun would cause the opponent to jump out if the relaunch into Air-S right after is not performed correctly. If done correctly, you can do the charged arrow Super into the Hyper Arrow for crazy damage (Somewhere in the high 800,000s and maybe more). This is crazy, since it only uses one Hyper meter, unless you DHC into another Hyper Combo. This could also kill off some of the lower health characters right from the start of a match.
- What advantages does your secondary character have?
Hsien-ko can play a good keep-away game with her Item Toss super to keep the opponent guessing. Also, she has one of the only projectile-reflecting moves in the game, which can keep those projectile-happy players thinking twice. Plus, the Super Armor special can allow you to close in on your opponent without fear (except if you’re grabbed), and her Super Armored Senpu Bu assist is just amazing.
What disadvantages does your secondary character have?
The most notable disadvantage is her horrible foot speed. While she does have a dash, it is rather slow as well. Also, she has rather low health compared to the other members of the team, and she doesn’t do as much damage in her combos.
What maneuverability options does your secondary character have?
The dash on the ground and in the air is slow, but thankfully she has the Senbu Bu, which is a faster method of getting her to the other side of the screen. Of course, if used at the wrong time, it could be punished.
How will your assists aid your secondary character?
Tron Assist can stop opponents while Hsien-ko is blocking, opening up opportunities to counter. Taskmaster assist probably isn’t the most helpful unless you can keep your opponent grounded.
- What advantages does your last character have?
Tron is the anchor for a reason (though in some cases, Hsien-ko might be last) as she is a tank. She can really take a beating, and give just as much of a beating in return. Combos off of Air-H and Air-S can be very damaging, especially if you manage to link standing-H after King Koban in the corner to the Lunchtime special or a launch. For a large character, she has a great deal of mobility.
What disadvantages does your last character have?
Whiffed command grabs can leave her wide open for a huge punish. Plus, her drill if blocked can be punished.
What maneuverability options does your last character have?
She has a dash on the ground and in the air, though it doesn’t really go that far unless you use an attack in the air, which will keep her going forward or backward a little bit. her drill can easily get her up close, but can easily be punished if used in the wrong situation.
How will your assists aid your last character?
Again, Taskmaster would mainly be for keeping pressure on the opponent. If it hits, it can help Torn start a combo if she is close enough. Again, Hsien-ko plays a big part in Tron’s combos. After Tron uses the OTG, you can call Hsien-ko in during the Rock Toss, and it’ll keep your opponent in the air long enough to use the beacon bomb. If you did not use a ground bounce already, you can do an air-S and use beacon bomb again, allowing you to combo into the King Koban, etc. I’ve been experimenting with this combination, and I’m able to get around 1,080,000 damage. The combo uses up 3 meters, and would be much more useful than a Level 3 grab in the right circumstances. (I’ve been trying to record my combos for the longest time.)
- What kind of Delayed Hyper Combo opportunities do you think your team will have?
Taskmaster Arrow Hyper/Hsien-ko Tenrai Ha or Super Armor/Tron Lunchtime (only after Hsien-ko Tenrai Ha)
Hsien-ko Tenrai Ha/Taskmaster Arrow Hyper (Best if done in the corner to ensure all the hits.)
Hsien-ko/Tron Lunchtime - Unlike Taskmaster’s Hyper which will knock opponents out from the Tenrai Ha before all the hits can land, The spiked balls can keep the opponent in place after the little projectile connects, leading to the Servebots connecting right after the Tenrai Ha is finished.
- What type of impact will your Team Hyper Combo have on your opponent (Explain)?
The combination of Hyper Combos in this team is not very good together. While Taskmaster’s Arrow Hyper and Tron’s King Koban would do a lot of damage, Hsien-ko’s Chireitou Hyper knocks the opponent up into the air, so not all the hits connect. It’s likely I won’t even use the team hyper combo. You don’t really see many people use it anyway (or at least I haven’t).
- What are some of the weaknesses of your team?
Hsien-ko is a very important part of the team due to her part in prolonging my other characters’ combos, leading to huge damage that can deal %100 on most of the cast if performed correctly. That’s why it is important to keep Hsien-ko alive (ironic) with the Super Armor if possible.
- After filling out this questionnaire, are you still comfortable with your team?
But of course. In picking my team, I didn’t necessarily think about who would help me to ensure victory, and I wanted to pick characters who I didn’t see very much (though Tron and Taskmaster are pretty popular nowadays). In reality, these are my three favorite characters in the game, but in training mode, I was surprised to see that they can work very well together.
Any advice would be appreciated.