I just like the ability to extend combos regardless of which character I have on the field. Also Variable Combination using Morrigan’s Valkyrie Turn with Shinku Hadouken is pretty godly. The same movesets help as well. I guess I just don’t like how Morrigan’s Level 1 Supers aren’t good by themselves. But with Ryu I can play offense, and Morrigan I can play defense. It’s really great.
I was really inspired to see a Ryu + Morrigan team get 5th place at SBO. But since there are no DVDs for the Tatsunoko vs. Capcom competition, I won’t ever get to see how he got there.
Roll will be good if she gets slightly better mobility (faster air dash, plz) and the ability to produce longer combos (which she seems to be getting) she is still the queen of OTG damage either way.
her ground dash is her problem. her air dash is fine. has good range and some weird tricks too. if her ground dash was a normal one she would instantly level up a tier or 2. imagine her with decently sustainable block strings and another piss easy way to land her uncrashable damage. god she would be terrifying.
I play Yatta/Chun: more infinite setups than you think, Ive already posted the benefits of playing those guys together (dont really need supers…more bars for MC and VC…both can infinite you after VC). The only downfall I see, is that Yatter-1 infinite is really hard, but very rewarding, as it can be done anywhere, and chuns assist sets it up perfectly
Soki/Tekkaman is pretty sweet. I’ve developed some pretty nasty Soki w/Tekkaman assist combos that can do about 26K without supers and more than 30K with supers!
The best team in the game in PTX! Fuck him. :lovin:
Aside from that bastard, I’m partial to my main team, Doronjo/Chun. 44,000 damage combos with 20% red, no super seems solid and Chun really helps with Doronjo’s trap game.
but unless ur against ppl with good keep away, u can block, get close, spam/chipftw. don’t even have to hit them.
I think karas is harder (unless ur one of the u.s. ppl who don’t know as much as you guys and think karas is cake) since everyone in japan knows wut to expect, AND because he takes a ton of damage. i think he’s kinda liek akuma actually, not for his moves but the damage intake/output ratio.
i’d say some of the weaker characters; yatterman, jun, roll, r all a lot harder to use too, not only for weakness but they don’t seem to be too versatile with their moves. liek, megaman is weak but can hit long distance with multi-projectiles and short infinite till megacrash/k.o. so i wouldn’t consider him so hard to use. idk, just my op. but it seems liek the harder it is to deal damage/control space, the harder it is to win. i know it almost contradicts considering karas, but he seems liek nothing without ground, which ken, doronjo, ect. can easily shut down.
PTX doesn’t work like that, Leady. 9_9 The giants are much more vulnerable to timeouts than other characters since they only have one life bar. Also, because of Advanced Guard, you can’t rely on chip damage and just spamming randomly is a way to get you killed quickly by Karas, Saki or Tekkaman. Also, try playing keepaway vs Morrigan or anyone with a command grab. Not gonna happen.
in my first sentence, I said “unless ur against ppl with good keep away”. I’ve seen the timeouts mayne. I recall dat RFvs.ll.nd stuff.
I didn’t think about advanced guard >_< gewd point.
I wasn’t saying keepaway WITH PTX!? That’s the oppositte of how you use the big bot, isn’t it (since his big damage needs big offense to win with/turtling to win against)? Unless ur trying to tell me that Ken or Doronjo automatically becomes hard to use against sum1 with a command grab, which idk, i’d liek to see in action, especially since u have to be close for any kind of grab…if I’m confused, halp meh.
As a comment somewhat off-topic from what we are talking in this thread right now :
As the things looks so far, Tekkaman Blade/Zero team looks like it will be the popular demand of the buyers, not only this forum already showed how much enthusiasm exist for these two characters. Different blogs, videogame related sites, and even users from latin forums are talking about how much they want to use T.Blade and Zero, having Frank And V.joe as the next choices as well.
Haha, looks like Capcom knew what they were doing with these additions.
You said that PTX can just win by chip damage and then block the rest of the match away for a time out. This doesn’t work, because characters like Morrigan, Saki or Alex will just command grab you if you go on the defensive.
Like I’ve said before, I never really cared which new characters wound up ended up in TVC:UAS as long as they drew in more players, but the choices definitely seem like the best ones… Tekkaman Blade and Joe the Condor are both fan favorites and recognizable in the US, and people just want Zero in decent fighter (sorry, Oni-Blade Warriors and SVC Chaos). Frank West to possibly attract XBox 360 players, perhaps ;P.
Viewtiful Joe doesn’t seem all that user-friendly to me (seems like one of few characters in the game that I don’t know who has great synergy with him), but we’ll see how this turns out.
mmkay thnx. yeah, once i saw the joe vs. morrigan earlier, i thought to myself ‘i think that’s wut he was talkan about’, [even though it wasn’t against defense it was versus offense], it was in the time in between the next attack morrigan would’ve blocked joe’s pressure that she just grabbed instead since she had the frame-time, but yes, i do understand it defensively, would basically mean anytime sum1 decides to come in after turtling - grab. glad u pointed this out to me.