Next week!
Another thing to note is when the match starts, the duo/triple team has the advantage over the single tank character. However, the moment the duo/triple team has a team member killed, the advantage immediately goes to the tank character. The only question is how much health you have left when you finally kill a team member. I had match online against duo and triples where things start out slow when my solo ratio barely stops their momentum, but the moment they have a character die there advantage over the solo ratio weakens/dissapears. Hence, i get in easier and abuse my higher damage output/higher hp
Alpha counter Cerebella in, cancel her move into Showstopper.
Alpha counter Double’s ass in, cancel into Cattelites.
Alpha counter Parasoul’s Pillar in, cancel into Egrets.
Alpha counter Filia in, cancel into Gregor Samson.
Alpha counter Fortune in, invincible DP hit confirm into a combo.
As a solo character, you have no access to invincible hit confirms from the middle of your block string. In fact, other than pushblocking correctly you have no way to escape a pure blockstring, especially if an assist character is keeping you on lockdown.
That’s not to say solo characters aren’t capable. Hell, until recently I was doing solo Fortune, and it’s still a go-to option depending on the matchup. But to state that solo characters aren’t handicapped “in the current state of the game” is very, very wrong.
Now, once the patch hits and the IPS changes solos receive a slight boost because it will be more difficult to take down a solo character, while solo characters can do the shortened combos and still benefit from the damage boost AND still likely capable of TOD’ing a team of 3 easily.
with parasoul on point with mk bomber and cerecopter backing her up, there’s shit all a solo can do to escape pressure.
I think most of the arguments for solo being strong rely on the solo player outplaying the other player. You need to assume equal skill, where the team player will use all his options effectively (both the common and the advantages he has over solo).
Personally I think its a question of learning. Right now, teams of two are very good, threes are good and solo’s can manage. At first it was solo > two > three. As people learn the characters, I’m assuming it will change so that threes are better than twos (but not by a huge margin) and solos will have a very hard time. It simply takes over three times more effort to learn three characters than it takes to learn one, and usually it takes at least a year before people really get their game down to an art.
That momentum can in part explained also by the fact that most people play their point character best, and last character is possibly just assist (whom they haven’t learned to play on point as well).
Of course, I would say the solo player still has a slight advantage if he manages to kill two characters (comparing to solo vs solo, where one player damaged the other to 33% life), due to his increased damage, while the team players advantages were removed. But that situation should be exceedingly rare, if they’re that perfectly beating someone who had an advantage, I’d say they just outplayed them.
I usually run Valsoul as my main team, but I’ve been strongly considering going Valbellasoul. Early on, when I use Valbella, I had a gimmicky as hell DHC where I would do scapel (usually air scapel) to ultimate show stopper (basically meaning I either got the throw in for a crap ton, or you blocked/got hit by the scapel for a safe to semi safe DHC. Cerebella doesn’t really help Val get in but Parasoul’s sons of anarchy does that perfectly, and I can use cerecopter to hold my opponent down long enough to do whatever. The only thing holding me back is, I kinda like the extra life and damage of a 2 woman team.
Essentially since the game is intended to be balanced around any number in your team, I would say the team theory goes that the more characters you have, the more benefits you have (already listed by everyone) but also the more risk you take (happy birthdays). I think that’s relatively easy to do between 2 & 3 man teams since they both have an assist, but harder with the 1-man.
Worth noting that in the patch as well as increasing damage taken by assists and introducing the new bounce teching, there are some changes intended to prevent certain lockdowns occuring.
after running my fortune/bella team exclusively using lock n load H for the last two days, i can safely say that it is fucking awesome at getting happy birthdays with. plenty of times when theres a giant clusterfuck of characters (point and assists) you come out on top as well.
gonna do lots more testing with it today.
Anyone know how far cerebella’s Cr.LK reaches? it’s like dhalsim or some shit.
Can’t you check the hitbox in training mode?
lol I’m being more reckless since I’m starting to abusing cr hk for Filia to cover ground faster, but it made my matches somewhat easier on the neutral game
no because i’m not home.
its pretty good but not as far as painwheels cr.LK, fuck that move pisses me off. the cr.LK is the perfect range for a merry gorilla as well.
i would assume its pretty safe as long as its spaced correctly right? slides are always good to have.
You can cancel into light ringlet spike or dp into super. If they tried to punish the slide, they get hit by either, but nah, the slide’s pretty unsafe.
Mike Z use of the slide is amusing though, that boot is errrrywhere.
Also whats the deal with ms.fortunes claw super is it safe on block or something? i swear i tried to lk with painwheel after it finished and it didn’t punish it
i dont think its totally safe (i assume you mean head on super) but hear the timing for making a punish is pretty tight. not sure what the frame disadvantage is exactly though. i reckon a throw would work since painwheel has one of the fastest throws.
painwheels Lk are pretty slow, use lp for punishes.
s.lk is 11 frames
cr.lk is 11 frames
s.lp is 6 frames
cr.kp is 6 frames
Lol why would someone make a super hard to punish, that’s basically encouraging randomness. Filia’s air super is even more stupid to punish.
Can’t Painwheel throw Fortune at the end of her super? That would be a combo right there.