Team synergy thread for TvC:UAS

Stream monster here, trying to level up for some real action, so sorry for the noobishness.

This is what I want my team to be as well. Could you please explain to me the benefits of this team?

I am REALLY liking Polimar in this game. Dunno why, but I feel like his standing normals have a lot more priority or something.

So I think that the Casshan/Polimar team is really destructive and will continue with it for a while. Only downside is trying to chase people down.

some thoughts:

ryu:
ryu really benefits from a teammate that can extend his midscreen hurricane kick combos and/or dhc from either of his ground supers. tons of assists extend his corner combos, so that’s not an issue. assists that continue midscreen juggles help ryu get to the corner, where combos suddenly become rapetown

unfortunately, not many characters extend his midscreen hurricane combos. saki used to, but now her assist sucks and knocks the opponent all the way across the screen. also, no characters seem to give ryu both midscreen combo assists and DHC comboability

although not a lot of characters benefit ryu, having ryu on a team benefits almost every character in the game; he has what imo is the best all-purpose assist in the game, and shinkuu hadoken will successfully DHC off of most everything. his beefy combos also build tons of bar

best assists: alex, yatterman-1, frank (all the characters that have a really fast, long-ranged assist)
best DHCs: blade, ippatsuman, chun, tekkaman
best double team supers: polymar, morrigan

chun:
chun benefits most from assists that extend her ground combos, which generally also have the effect of covering up the unsafe-ness of her standard ground chains. chun rarely DHCs or does team supers, so that’s not much of an issue

teammates mainly benefit from chun is if her partner character has a super that leaves the opponent on the ground, allowing chun to DHC into 623PPP super for very good damage. not many characters can do this without sacrificing a ton of damage, however. her above-average air combos make her pretty decent for teammates that have shitty ones to VAR into

best assists: ryu, jun
best ground supers to DHC from: ryu, jun (damage might suck, but at least the bombs stay there)

alex:
alex needs assists that cover his approach more than anything; projectiles that he can follow in behind and make his j.C dives safe on block. assists that boost combo-ability is a bonus, but alex probably isnt going to have access to an assist when he hits you. obviously, alex doesn’t have a whole lot of DHC potential and rarely combos into punchy super anyway, so that’s not an issue

teammates generally don’t benefit a whole lot from having alex on their team unless his assist really helps them out. his assist is fast and has long range, but doesn’t leave the opponent grounded making it a little less than ideal for most. his DHC options suck

best assists: ryu, morrigan, frank, ken

saki:
saki has a lot of little weaknesses that various characters help with, but imo her best teammates cater to her best strength: the unblockable shot. characters that extend her UB shot combos and/or help her set up the shot really make saki shine. characters that can get saki in safely (preferably by DHCing into a UB charge) help her almost as much. lastly, characters that have beam supers allow saki to combo into her team super unblockable. wasteful, but nice to have in a pinch

saki’s not going to be helping her teammates much, lol. her assist is ass and her DHCs and team supers suck

best assists: tekkaman, ryu, morrigan
defensive-bolstering assists: zero, chun, yatterman2, karas, viewtiful joe
ability to DHC saki in safely: tekkaman, frank, anybody that combos into air supers from a super jump
beam supers for team super unblockables: tekkaman, ryu, frank

frank west:
it’s going to be tough finding any assist that works out better for frank than cashern’s: cashern’s assist hitting OTG multiple times is perfect for extending frank’s combos significantly, allowing for another OTG shopping cart pick up… which may or may not lead to several more depending on positioning. there are really difficult ways for frank to extend his combos normally, but if you botch them you can actually salvage the combo on the fly with cashern’s assist. tekkaman gets an honorable mention for being able to connect his assist off of frank’s B and C shopping carts. frank also benefits from teammates having beam supers to DHC into since he gets opportunities to hit his Real Mega Buster fairly often

frank’s assist is pretty useful to most characters as a utility move. it covers most of the horizontal space on the screen relatively quickly, but does not induce much hitstun or blockstun. Real Mega Buster is a very good DHC

best assists: cashern, tekkaman
best DHCs: tekkaman, ryu, condor

bleh, i can’t believe i wrote that much. maybe i’ll do more later

Thanks, that gave me a good deal to consider and reaffirmed some of what I had already discerned. Now…

Is he legitimately useful? Playing against other people with Frank has only gotten me on the pointed end of non-stop rush down I started using j.2C -> cancel into every/any thing, but it was more of a gimmick than a reliable strat. Thoughts?

I’m starting to wonder weather Saki/Morrigan was such a good idea as I first thought.

I mean both seem good at forcing damage (Saki with her unblockable and Morrigan with her quick overheads from canceling her dash) but when I look at some of the crazy damage people have come up with in the BnB thread with 0-1 bars and realise that it’s taking me 5 bars, a corner and baroque just to do 38k damage it feels a little underwhelming.

I’m going to stick with them since combos aren’t everything and forcing around 25k off 2 bars with an unblockable shot in the corner doesn’t sound too shabby but I’m starting to wonder if I’ve just managed to emphasise a weakness rather than making them play off eachother’s strenghths.

Still can’t really judge them until going through some real competition with them, just hoping online within the same country is bearable so I don’t have to wait until August to do it. :stuck_out_tongue:

…yeah, okay. i make awesome use of her assist with ken and i make amazing use of her as the main char in DHCs with Karas, Ken, Ryu, Batsu, Tek, etc., and her as the secondary with half of them as well. her assist USED to suck ass in the last game, now its pretty useful.

You forgot to mention that Roll is also a good assist for Frank.

I’m going to say Doronjo and Polimar FTMFW!!! Polimar turns a not so great damage Doronjo into a good damage character with easy set ups/combos. Enough said.

any thoughts on doronjo’s best partners? i’ve been trying her out lately

I really like using Morrigan+Ryu, and this is why :
Both have a fireball type assist which helps setting up everything they have.
Ryu has awesome supers and Morrigan hasn’t (except her lvl3), which means the longer I’m playing Morrigan, the better will be my Ryu when I switch.

That said, their combos aren’t that great (I think my average is 15 000 billions, but I’m new to TvC), and they’re extremely weak against giants afaik.

Anyone plays this team ? Any advice ? _

As you can see I like Polimar, but I’ve also heard that Frank and Yatterman-2 were good. It all depends on what you like I guess. I’ll have a thread up for Doronjo and partner discussions soon.

Morrigan is actually really good against giants, super jump back and then shoot a bunch of air fireballs, it works well. Ryu is average against giants, not great but not terrible.

Morrigan doesn’t have great combos, but she has lots of ways to land them. Ryu has really good combos if you have at least one bar, you can get like 20k+. Plus, since both your characters have fireball assists, you can extend all your combos that way (e.g. a,a,b,c assist, a,a,b,c, launcher).

The main teams I’ve been running with

Chun-Li/Polymar
Chun on point
+Polymar’s assist is amazing for pressure, obviously
+Polymar’s assist acts like a less stupid T. Bonne; something like j.B, call Poly, cross up jc.adB is very ambiguous to block
+Chun can combo into her j.C loop directly off of Poly’s assist
+VAR into Poly to finish 'em off
+Team super = 2/3 to 4/5 health assist punish
Polymar on point
+Polymar uses Chun’s assist extremely well for pressure and combos, almost as well as Chun uses Poly’s. Examples: 6C/2C, call Chun, dash, 3C ^… is a safe, BBQ-less way to combo off of Poly’s high/low. You can also do… 623A/B/C, 236A/B/C, 214A/B/C, call Chun, land, dash, 3C ^…

Saki/Tekkaman
I made a whole thread devoted to this team, but to recap:
Saki on point
+Unblockable, damage-scale resetting loop = massive damage
+Ability to combo from anywhere on the screen
+Great aa assist facilitates Saki’s zoning game extremely well
+Unblockable team super is just plain disgusting
Tekka on point
-Tekkaman gains close to nodda from Saki

Saki/Frank
Frank on point
+One of the few Saki teams where her assist is useful; combo examples:
(midscreen) 2A, 5B, call Saki, 2C xx 236C, 421A, dash, 5B, 3C ^ sj.AABB, jc.BC = 20K
(corner) 2A, 5B, 2C xx 236B, 5A, 5B, 2B, 5C xx 236+C, 5B, 2B xx 236B, call Saki, 5B, 2B, 3C ^ sj.AABB jc.BC, land, j.2C = 26/27K
Saki on point
+Frank’s assist is asinine, seriously, coupled with Saki’s annoying runaway/zoning and you have one hell of a chase to pursue
+Frank is hands down the best option for Saki’s unblockable team super shenanigans

Been playing with Batsu/T. Blade (Batsu on point) since launch and as much as I like playing them individually they don’t seem to benefit from eachother in terms of assists or even DHC. Other combinations seem to put them to shame when it comes to reliable/easy use of assists, pressure, and combo extensions (ex. Batsu/Soki, T. Blade/Ryu, anybody/Polimar).

I pretty much just picked two characters I liked and rolled with it, but I haven’t really come up with any good ideas since. Blade’s assist just doesn’t seem very practical. Any input to offer other than “pick someone else”? I’d appreciate it.

I play Casshan/Ryu and I’m really happy with this team.The only question I ask is if I should be getting big combos with this team or not?The biggest combo I do with this team is like 35 hits,yet I see teams like Yatterman/Chun and Zero/Batsu getting ‘Tatsunical’ combos all the time(I noticed this particularly in the top 8 TVC matches at FRXIII).I’m still very much an amateur at the game and a newcomer to the VS games in general but I would say I’m fairly knowledgeable of the TVC combo system, and I just can’t see the combo potential for this team?I know all of Ryu’s bnb’s but I can’t see how Casshan assist can help extend these combos like other characters can.I also can’t see how baroque helps casshan in combos too much because all of his special moves have alot of recovery and push the opponent too far away from you to benefit from BBQ.It just seems like theres only so much you can do with B denkou punch as it causes the opponent to lift into the air when you do it twice in a combo.His combo potential is also much more limited outside of the corner than other characters.

Is the team meant to be played like this,just getting slow but steady damage in the form of basic combos?I really like how both of these characters play and I especially like the mind games and set ups with friender (casshans dog) and the all round solidness of ryu.I’ll keep practicing stuff in training mode I guess.

Also does anyone have any good casshan/ryu videos?There doesn’t seem to be much on youtube for UAS,there is some from Cgoh but that is basically a completely different game as far as I’m concerned.

How does yatterman 2 go with alex? That my current team.

The thing about Casshern and Ryu is that they’re both characters that have relatively simple 1-meter, big damage combos on their own, without the help of an assist or Baroque. Combo-wise that team has some stuff together as well.

Casshern BnB (1 meter):
2A, 5B, 2B, 5C xx 236+B, 5B, 2B, 3C^ sj.AB xx 236+C, land, 623 super
-does about 20K for 1 meter. It’s possible to get more sj. hits before you perform your C DK, but that can be unreliable

Ryu BnB (1 meter)
2A, 5B, 2B, 5C, 2C, 6C xx 421+C, 5B, 6C xx 214+C (on last hit) xx 236 super
-does over 20K for 1 meter.

Using each others assists

Casshern+Ryu:
2A, 5B, 2B, 5C, call Ryu, 63214+B, j.AD+C, 2A, 5B, 2B, 5C xx 236+B, 5B, 2B, 3C^ sj.AB xx 236+C, land, 623 super
-does over half health for 1 meter.

Ryu+Casshern:
2A, 5B, 2B, 5C, 2C, 6C xx 421+C, 5B, 6C xx 214+C, call Casshern (timing takes practice), dash, 5B, 6C xx 214+C (on last hit) xx 236 super
-does over half health for 1 meter.

And both characters have great corner combo potential, with Ryu being able to cram full magic series in before his C tatsu, and Casshern having his j.C ender into 623+C xx super. They both make great use of Baroque to extend strings as well. Lastly, with Ryu on point you have some very interesting VAR options. So combo wise these teams hot. # of hits, maybe not so much, but damage-wise, for sure.