Team synergy thread for TvC:UAS

I’m thinking of turning this into a general purpose combo/team theory thread.

I’ve been thinking about Karas recently. Taking another look at those karas videos that were shown some time ago, I’ve started to wonder as to what his new B&B is going to look like.

Firstly, let’s consider what’s new with him in terms of combo options:

#1 improvement on his chain extension kick. He can combo into chain now for some reason (which means the chain either comes out faster, or 5C has more stun). The frontal kick version of the chain takes the opponent to the wall and then allows him to hit the opponent with 5B while they’re bouncing off the ground, which wasn’t possible in CGH other than against giants (I think. correct me on this as I can’t test it out at the moment).

#2 improvement of his sonic boom rekka chain, which now actually combos all three hits, not just the low version. The spin slash still causes wall bounce.

Now we know that in one combo you can only do a wall bounce once. However I’m pretty sure that the chain kick doesn’t count as a wall bounce, at least I hope it doesn’t.

So what does this mean? Basically Karas gets two new links that can both work alongside each other. This adds a substantial chunk of hits onto his regular combos, allowing more repetitions of his basic attack string that we all know and tolerate.

Theoretically Karas should now be able to do this. (Assist is Ryu or some other similar assist type)

5A , 2A , 5B , 2B , 5C , assist, dash, 5A, 2A, 5B, 5C, baroque, 5A, 2A, 5B, 5C, 41236A > 236A (karas carries opponent to the wall), 5B, 2B, 5C, [4]6A > 236A > 236C, (opponent is wall bounced)*

now from here, I assume that the rekka attack will cross under the opponent and send them flying over to the OTHER side of the screen, which means you won’t be doing wall 5AAAAA nonsense. However there does seem to be enough time for Karas to rush over and hit with 5B

  • dash, 5C, [4]6A 236A 214A level 3 super

the low version of this attack causes freefall that can lead to an OTG level 3. And with all those hits I think Karas is going to be able to afford the meter to pull that finisher off on occasion.

If that above bit doesn’t work, it seems he can catch the opponent with just [4]6A without needing to dash. May be more reliable.

Yatterman/Alex

Imo, Ryu/Batsu is the best team to use first.

Doronjo/Frank West for the lawls.

Tekkaman Blade/ Zero or Joe

don’t think i’ma get the gaem/wii with how it seems like online will b fail, and i’d have nobody local to play with, and there aren’t too many other wii games i’m interested in. i had more then enough money for a wii+TvC-preorder a month ago (b-day) but I decided to just say no.

anyways, if I get to play at EVO, I’ll no doubt be fuckin around with Blade/Karas.

So?

Play by yourself. contribute tactical stuff. That’s what I do.

I just have fun mucking about in training mode. Occasionally I’ll try to teach my friend but he doesn’t have the interest to start playing it properly.

I’m trying to make a little scene for it in NY, but with the lack of arcade release here it’s hard. Royal flush and ll.nd go hard though, they got a little scene in the west. But we still got some good TvC players in NYC.

Anyways still sticking with Yatter/Roll, Doronjo/Joe, and need to replace my Daimao/Jun team with Jun and someone else now. I guess i’ll give Frank a good week of training mode and casuals and see what happens. But as it looks now i’ll probably try to learn Ken and stick him on the Jun team.

why not try Jun/zero? They seem like they’ll be pretty good together.

Jun goes with just about anyone really. But what exactly was she used for on your daimou team? How did she/he compliment her/him?

As for me, there are so many characters I actually like that I have a very hard time putting any main teams together other than PTX.

I like playing point characters with good assist. I will play Yatter with a Roll assist until i can DHC roll into play or Yatter dies. Safe “tagging”.

Same with Daimao/Jun. Daimao was my point character. He could DHC from his dizzy super with Jun for safe tags. Comboing into his super was easy, landed almost 90% of the time. She had a good assist for Daimao. But i did not rely on her assist as much as Rolls though.

It’s my play style.

I tend to use characters who can compliment each other no matter who’s on point. I tend to use tagging as a counter or for getting out of certain more simple blockstrings. Pushblock and tag gets you out of a surprising number of situations.

Prolly gonna go Alex/Polymar. <3 quick grapplers.

They already kinda work in CGoH. Polymar’s assist allows for an easy set-up for Alex’s fully charged 236C, which now does significantly more damage in UAS. And Alex’s assist is a nice horizontal anti-air coverage for Polymar and works nice in some assist combos as well.

Overall, it’s a tough win since neither character has a good keep away game, which is why Ryu and Ippatsuman can work well with Polymar, and Yattterman with Alex.

I didn’t know Alex’s fully charged 236C did more damage. I’ll add that to the change list.

I think Frank West is going to be your friend if you want grapplers. His assist looks like it’s designed for setting up tick throws to me.

I didn’t think people used throws that much at all. Personally I don’t.

Of course not. Throws suck in CGoH. But in UaS they’re going to be much more useful so I expect people will at least use them for mini-resets.

I just thought of another PTX combo.

Considering that PTX’s chainsaw knocks down and 6B4B now launches, you could do this:

2B, 6B4B(launches), [2]8B/C(knockdown), dash forward, 2C (hits OTG)

or this:

2B, 6B4B(launches), [4]6A/B (wall slam), [2]8B(knockdown), dash forward, 2C(hits OTG)

I’m pretty sure that there’s time to fit in a chainsaw after a wall bounce.

And of course, thanks to the launching peroperties of 6B4B you can now combo into machine guns with relative ease. 6B4B, 236C632C236C623C236C623C and both guns will be gone. Landing a 6B4B will also give you ample time to reload more guns, so plenty of opportunity to get those juicy rockets.

PTX’s other launcher, 3C, now should allow PTX to follow up with j.5A, j.5C, which is a combo that never worked before since j.5C didn’t combo itself for all hits. Now that it does, launcher combos should be much more effective. I reckon PTX could even dash in and hit with a launcher after landing a 6B4B.

I don’t see how they are going to change much. And actually come to think of it I use them here and there. Usually with characters who use IAD C a lot. Sometimes me and the other player end up teching one another.

Throws are pretty useful in CGH…for certain characters/assists. Doronjo’s assist lends to throw setups as you can approach your opponent with the kiss behind you, giving you enough time to land the grab.

Souki also has an amazing throw game. You can whiff J.C close to the ground and get an absolutely free grab. Grunt used to abuse that strat if he could close in on you.

The actual throw times have been improved, and you can now throw opponents while they’re attacking. That’s already a huge difference in how they’ll be used. In CGoH you really could not use throws as a way to interrupt opponents or bust off pressure, since all the opponent had to do was attack you or jab and you’d most likely get hit for attempting what would have been a throw, but ended up being a 5C.

Also, I’m pretty sure that tick throwing is very hard if impossible with anything other than command throws.

Anyway! Thought of yet another bullshit PTX combo that may be possible in UaS.

Near a corner: 3C, [4]6A, 5B, 6B4B, chainsaw C version, level 3 super or level 1 super rockets (reset).

I reckon we should start using the level 1 rocket + machine gun barrage super more. It seems you can get a 100% reset off chainsaw now because of the knockdown that puts them right in the best firing range. It does do a lot of damage and if it KOs them, the missiles on the second part pin the second character and deal nice chip damage while PTX gets in.

Yeah Morrigan’s the only one who I can think of who could put on really consistent throw pressure. Even with alex, he didn’t have the tools to force you to block. so he just had to rely on comboing his throws. Morrigan could get a rushdown on though, and then mixup with her command grab.

Morrigan is very under played. I guess her awkwardness just puts people off using her even though she has very nice tools on paper.

Yeah she’s pretty fun, and has nice tricks. She actually does really well in matchups like Karas where it’s all rushdown, but her problem is that she’s absolutely piss poor in Keepaway matchups. Seriously, put her against a Ken/Rock team and it’s just about impossible, Alex levels of bad.

You’re right, Morrigan is a bit awkward, but all of her special attacks can be made useful is used with more thought and make her a character with more potential.

Particularly, I’ve pointed out that Morrigan’s Shadow Blade >>>>> Ryu’s Shoryuken. Has all the properties of of a Shoryuken except better in every way… 623C version is the best; multiple hits, builds more meter, usable in the air, j.623C version can take fight into the corner. Also makes an awesome pressure tool because it goes so high. Also beats Yatterman jab spams/623B chip round-enders.

Aerial Soul Fists, although they disappear when she gets while they’re out, can lock the opponent onto the ground. Polymar 6B, Yatterman 236C, and some supers defeat these no problem, though.

Morrigan’s level one supers can be useful when partnered with the right characters. 236 Missile super is DHC comboable after Ken’s 623 Dash super and Jun’s 236 Yo-yo super (in the corner, Morrigan can continue comabo with a 3C launch). 63214 Valkyrie Turn Super seems to have instant startup so if you don’t want to go through with the hitting portion of the super, immediately DHC into the partner’s instant startup super. And after it hits and Morrigan lands, she can continue into a normal combo; if any super or assist in UAS can dizzy as long as Daimou 236 Dizzy super did in CGoH (BTW, I’m really gonna miss my Daimou/Morrigan combination), Valkyrie Turn super could be useful once again.