I’m going to try to recreate StriDoom so the best I can think of is Painwheel/Double/Cerebella and I’m not really sure what kind of assist move I should use for each character so I’ll jot down my initial thoughts.
Painwheel - I was initially thinking of using her Fierce Nail shot (arcing) but then I read you can’t charge the nail shot as an assist so it doesn’t seem like a good assist anymore. Most people on the forums/wiki’s recommend her c.Strong so I’ll go with that for starting but I’ll have to experiment other assist options with her.
Double - I’m thinking about Hornet Bomber, as it has invincibility on it making it a decent AAA and allow for combo follows up for Painwheel if they get hit while she’s flying around. However, Desov2 proposed an interesting idea of using Cilia Slide to capitalize it’s low properties, in conjunction with Painwheel rush down with flight. I’d have to see whether Painwheel can easily capitalize off of a stray Cilia Slide during this.
Cerebella - “Cerecopter” seems like the ideal assist because it locks down and I recall Mike Z said it was probably the one assist that locks down and does the most chip damage, which goes back to the central strategy of the team. I’m a little bummed that they removed the invincibility from it but I understand that it was really strong in the early builds.
Okay, so as I said before this is my attempt at recreating StriDoom in this game because Painwheel is the equivalent to Sentinel with Fly & Super Armor (Hatred Guard), Double has the equivalent to Ouroboros, and Cerebella is the equivalent of Doom Rocks.
Painwheel is starting as the battery and I’m not sure how well she builds meter, at the moment. I prefer her starting the round, as she’ll be more effective with two assists available to her during flight rush down. I’m thinking that with proper use of hatred guard and assists, Painwheel can last long enough to build up as much meter as possible until it’s time to initiate the game plan and DHC to Double. It’s also good that she has an aerial super so it allows for a anywhere DHC into Double’s Catellite Lives.
Double will be the main focus of this team, and should, ideally, be always coming in from Painwheel with Catellite Lives activated to initiate the chip damage strategy. As I mentioned earlier, the pairing with Cerebella’s Cerecopter should keep opponents lock down long enough so that Double can do Hornet Bomber and then super cancel into Catellite Lives to repeat the process for as many reps as possible. Again, the pairing with Cerebella assist should allow for some left/right dash mix ups to try to open the opponent up. The only thing that concerns me is Double seems to lack a good way to chase opponents down in the air but it shouldn’t be as big of a deal as the only person with flight is Painwheel and she can’t fly off the screen like Storm can because of the game engine.
The other concern is that there doesn’t seem to be any particular safe DHC options from Double to Cerebella without spending 4 meters. However, that being said I think there can be some nice trick DHC’s into Cerebella’s command grab super since it’s 0f start up by instantly DHCing from Bandwagon Rushdown, which is completely invincible but the start up time of Bandwagon Rushdown might allow opponents to hold up during the super animation to escape the setup. I guess it could work once in a while if opponent’s are scared to do anything or you catch them pushing buttons.