Runaways.. :(

low tier teams can beat top tier teams but the team chemistry has to be heavily considered. An easy way to counter what the opponent is doing is to copy a top tier strategy. For example when storm runs away, mag\psy will try to cross up with psylock as storm floats down. cable\AA teams use this strat as well. Really good counter to stop her run away. So then you do low tier versions of that. wolvy\psy, cammy\AA, psylock\AA, marrow\AA. In this particular case, speed helps tons crossing storm up so I used fast characters as an example.

Not all low tier characters are equal. If you want low tier characters that beat top tier teams, you’re gonna have to improve your character selection and your team chemistry.

You can’t be like hey I like these 3 characters here we go. It doesn’t quite work like that if you want to be successful. Top tier teams are based on team chemistry. For a low tier team to even have a shot @ success, they need team chemistry too.

guile can do his instant flash kick(down,up(sj),down +kick) to shoot something up after the opponent when fighting air to air. the basic strat after that is use his normals ; sj fk=great horizontal hitbox or fp, and c.fp=great vertical hitbox +booms and assist to keep the opponent busy as they land. He can also mix in some sj airthrows because his priority is very good in many matchups. the other guys on ur team have less tools for this situation. charlie can use sj fkXXflip kick special to fight air to air, ken uses his sj and hurricane kick. Those are your best tools and they are all only decent(guile flash kick during sj state is the most useful overall)

My advice is to pick guile anti air/charlie proj assist/captain commando anti air, its a basic upgrade to your current squad

Personally think he needs to get some people who AREN’T AAA… seriously got no one who can keep away to make use of the 3 AAAs he has… that teams best use of assist is jump back and mash AAA in hopes of avoiding rush? When it’s the team that supposed to be rushing? 1 AAA on a rush squad I get… 2 Maaaybe if 1 member is also ok at zoning… but he’s got no one who can control any kind of space. Hell… he can’t even safely cover the assists he has cept possibly with charlie’s sonic boom super… but even that… wasting meter…

Take gambit or some shit… something that might help you land a combo… something that locks down… something that reaches full screen… something that can extend a combo instead of just knocking them away from you (your guile for god sake… you need to be close… you probably spent time and effort dodging around their assists just to get close in the first place…)

Low tier can’t turtle their way to victory vs god tier keep away… In that situation it’s find a way to rush… or stand there getting chipped with nothing you can do. AAA won’t help for more than like 5 seconds… and then you’ll just have a hailed, ahvb’d, or hsf’d assist who’s bleeding or dead. What’s your grand scheme then? “dont worry i got another AAA!” No… That means in 5 more seconds you have 2 assists who are bleeding or dead.

98% of the teams in marvel… particularly at the online/casual level… just want to turtle, bait your assist, and then super them… why give em that?

Haha!! Just for the hell of it i used Mike231x’s Ken/Guile/Charlie AA team on a session of X-Box live(about 14 matches).

Surprisingly i whopped some ass on the majority of them, probably better than my mainstay Bison/Charlie/Storm team would’ve done i’m sorry to say.

I wouldn’t call what i do “rushdown” exactly, but i’m the aggressive type and all those AA’s really helped a lot when chasing down. Also when occasionally on the defensive against those pesky Sentinel’s and Doom’s.

Also Ken’s AA is…AWESOME!!! I never play Ken so i don’t know, maybe his AA has extra invincibility frames that work to his advantage, but it served me well in many situations.

Anyhow, since i don’t play Ken or guile i had to do some crazy ninja tactics & mindgames to improvise. Even if i was experienced with those characters it still might have been tough. Don’t see a newb doing that kinda stuff so i don’t recommend it.

i think charlie/guile/ken is best (or guile/charlie/ken probably too since they can prob safely DHC charlie in). charlie I think would be better at catching on the ground with his options, and he can use his super to tag guile in safely right? also, guile assist is GODLIKE. that crescent is probably better at catching some runaway.

though yeah, guile is better catching in the air with that godamned FP. and his launch is great when they are coming down.

I think he’s right. Its extremely hard to land a combo but the defense is really nice do to my AAAs. People really can’t get close to me, BUUTTT, if they have a run away like cable or cyclops and sentinal its a really bad issue. I can’t even get close to them.

I was trying new people, I really like Jin, Ironman, and ken( my fav AAA assist) I def wanna keep jin, I just need team chemistry any ideas?

wow I got two names? LOL
Mike231 and Mike231x… this one is my original I got it back on accident lmao.

add capcom to your team so that you can blow sentinel assist out of the way, this is multi purpose advice. I play both top tier teams and low tier teams quite a bit, capcom will help you the most for your current team(guile/charlie) and strategy problem(catching people who are trying to run).

edit: jin is a terrible character but if you must play him pick something that will compliment his weakness and strength. jin loves doom assist, ironman assist is ok for him. you can play that team in multiple orders as well
ironman/doom/jin

Jin is not a bad character at all. Good assists, good damage ability, good tricks & mindgames, etc.

Fought plenty of Jin’s on X-Box live that tested me.

ironman/doom is a good combo to add to any low tier :stuck_out_tongue:

thats on you, jin doesnt have many tricks or mindgames that are effective outside of low level play. He is a bad character, I’d rather the new players be dealt a straight hand.

beats, agreed…