Solo vs Duo vs Trio - (Wo)Man Teams - Ratio Discussion

By outtakes, do you mean snapback? Haha, I should really learn appropriate terms. Anyways, I feel they’re effective. Maybe it’s because the snapback doesn’t guarantee the death of the incoming character. But at least the annoying assist is out of the picture for a little bit. Also everyone’s raw tag animation is different and not everyone knows how to deal/react to them just yet. If I’m playing against Double assist, I’m definitely snapping that bitch in. But so far, all the other assists aren’t too bad to deal with. Even, things like Parasoul’s Pillar, she is vulnerable after. But tacking on an assist is so effective that it becomes exponentially harder to get a clean hit in as a solo.

Outtakes are probably quite effective, especially if their gameplan heavily relies on an assist.

Other thing is that currently most people playing teams usually play their point best, and the rest are kind of second class. For my team, the primary reason Outtakes could work out ok is that I can play my team members decreasingly well as we get toward the anchor, so its easier to kill my anchor than my point.

If you snap in Parasoul, I just have basic ABC super combos and zoning. If you snap in double, all I can do is Gun > Bionic Car and Throw > Bionic Car.

I think it’s important to note that the benefits of a team only benefit you if two members of the team are still alive. A solid combo early on that KOs the point character, or at least forces a switch, removes all the advantages the team has. If the solo team was at 50%, and the duo was at 50% by one character being KO’d, the solo character is pretty much 15-20% leading the ex-duo.

That’s why people will eventually just go towards Size 3 teams if they’re fighting a Size 1 any way. That way you don’t lose access to a power assist just because they swung at you once.

One character makes sense for certain playstyles. If you’re confident in your ability to get in and do damage, it makes sense. “I get the first hit, I’m taking half your point character’s lifebar. Wanna try again?”

If you’re rolling with three characters and you lose one, you still have assists and the ability to regain red life.
If you’re rolling with two characters and you lose one, you’re screwed.

Moral of the story: Duos suck.

So my Valentine/Parasoul team is top teir?

this thread makes me sad

in the sense that everyone is brushing something off so quickly.

i can understand the reasonings, but it’s this kind of mentality that create a strong bias that essentially influence how everyone plays the game, leaving things to become underdeveloped or leaving options that have the potential to become viable become quickly forgotten because people start coming in with the mindset that x is good and y is bad.

not saying this is the what’s going to happen, but it’s just the mentality that makes me really sad and it’s also something i think is wrong with the Western/EU FGCs. I leave out Japan because they’re the only ones to consistantly not do this and show us that the things we think are not viable, are quite viable, at to a degree we thought not possible.

…what?

If you’re rolling with a duo, it makes it that much more likely that you won’t die the first time your character gets touched, as well as reducing the amount of openings you need to create to kill your opponent (because of the increased damage).

Duos don’t suck but I’d rather have another character with an access to an assist than get hit two times with a duo team and now I have no assist. I personally would rather have 3 characters against one character, but that’s just me.

Size 2 and Size 3 teams will be the way to go. Size 1 teams will work but I just don’t see it being the go to shit in the long run. You’ll just have your specialized Size 1 people that do alright and that’s it.

I still say that Solo Double should not be slept on. At all.

It’s quite useable definitely.

Solo in general shouldn’t be slept on until there is enough time from release for it to be slept on lol.

Just do whatever you want. Play solo, play duo, play trio. We need people researching every team size to know properly if one is actually going to be unuseable.

The main way for Solo to work is if it nullifies the assist. If you can do that, then you’re at a huge advantage.

To add on to that, you need to be able to exploit your character to the fullest and vary your playstyle up, rather than to stick to your guns and a single play style.

I’m working on trio, and the only thing that’s annoying would be the low health per characters you have, transforming everything that hits you into a death or a reset then death, otherwise it’s great.

i think trio is the way to go, with how good assists are in this game in combination with 2 characters healing at the same time, the amount of health you have, and health regen is insane. cause you have 14300 health x3 so you have 42900 health against any team combination, so even if they are doing a shit ton of damage, if you can safely tag someone in, they are getting that health back, 2 characters getting there health back can not be looked down on. It also gives your more options and way less of a glass cannon, even if you lose a character you are still effectively playing with the same options as them in 2vs3. I think eventually everyone will have a 3 character team cause you will have more options and more health.

Actually I strongly doubt that is how it is going to work out. I’m predicting people will eventually move on to a higher ratio. So Solos will play duos and duo players will use trios, but not everyone will migrate like that. Eventually it will become apparent that people who play solos against trios will be like Wolverine in MvC3 taking out the point character very quickly and it becomes a big uphill battle unlike a duo team losing their point.

The problem with trios against solos is that the while the second assist offers the potential perfect assist defense they have to put in a twice the effort to do the same damage as a duo. That means opportunities for dropped combos and a solo punishing dropped combos usually means death for a character with trio health whereas a duo they would comfortably survive and have brought the solo much closer to death.

In short the eventual ecosystem is probably going to be

Trios <= duos < solos =< trios

I fear solo Double, but I haven’t fought one yet. So much derp in store.

good thing about trio vs solo. Even if the solo can Tod, they have to get 2 touch of deaths to be fighting with even options, so solos dropping combos is really bad as well, as that will restart the whole getting in process. Triple teams also have Crazy damage with dhc, possibly more than double teams. Also, giving the opponent meter doesn’t really matter against solo teams that much… what are they gonna do with it? tod easier?Getting meter doesn’t really help solo character, so thus doing long ass super damaging combos against them will be good, who needs to go for resets when you have 16000 damage combos that will give them 5 bars that they can’t really use other than to random super. I just think damage is also stacked on trio players side once you get execution. Painwheel has 8000+ damage corner carry combos that don’t use an otg, add super to to that and your at 10000 damage, dhc from that into cerebellas level 3 and you have done almost 14,000 damage… you can also follow up after that and continue the combo cause you still haven’t used your otg. You can touch of death duo team point character, and then its like fighting a solo, with less damage and a shit ton of meter that doesn’t matter cause they are alone. Because of how good dhcs are in this i think trio teams have about the same damage output as dou teams, and if they can get you down to one character it will just be bad and they will have to make alot of right guesses

Solo Fortune is a nightmare. D:

If the trio carelessly calls in an assist, or the solo catches it, he can ToD 2 characters at once or at the very least ToD one of them and get the other one to low health. Either way, there goes 2/3s of your heath.