Just throwing some theory-teams around, obviously this is random speculation, forgive me if I make stupid asumptions/mistakes.
So far, Chun’s lightning legs seem to be the assist that locks the opponent down the longest. If assists can’t be push-blocked, then an opponent blocking chun is locked down. Meanwhile, Doom rocks seems to be the most effective way for a rushdown character to get in on an opponent, and up close act like a lesser version of Chun’s legs, so currently, a team of ???/Chun (legs)/Doom (rocks) is looking to be pretty good, from the get-go. But my main thoughts were, if you took a rushdown character that can quickly crossup the opponent, then you theoretically could:
call Doom assist>Dash in>start a block-string>call Chun>cross-up opponent>start a block-string>call Doom>cross-up opponent>start a block-string>call Chun>etc.
What I mean is, so far one of the down-sides to the rushdown play in this game is looking to be advanced guard pushing you off. But assists can’t be guard-pushed, so if you cross-up the opponent while they guard an assist, you can reset spacing off your block string, so they’re locked down theoretically infinitely. Of course, to do that you’d have to make sure that A) Chun & Doom can lock down an opponent long enough to allow you to cross-up and start the block-string on the other side of your opponent, B) that your block string can’t be push-blocked so they move out of Chun/Doom’s range, C) that you can actually call the assists in quick enough to keep them locked down, D) that this keep them in stun the whole time.
Which is faster, Cap’s Cartwheel, X-23’s Hop, or Wesker’s teleport?
Can anyone confirm/dis-confirm A, B, C, or D?
With a theory team of Dorm/Modok (shield)/???
It seems Dorm can gain PoC levels fairly quickly, and Modok’s shield assist has to be jumped over- if Dorm repeatedly levels up his PoC to 3, then sets down the tar field and calls Modok, the opponent can’t pass the shield without a teleport, unless specials allow you to leave the ground while lv.3 PoC is down, but I’m operating under the assumption that they do not, and the shield prevents projectiles from working. So, if your opponent doesn’t have a teleport or attack that can bypass the shield (such as Dorm’s black hole, or a full screen Hyper) then they would be completely shut down, and you could win just by occasionally throwing black holes past the barrier.
If your opponent has only one character on their team who has a way to bypass shield+ground lock, then having a third character who can kill an opponent extremely quickly would be important, regardless of meter and X-factor. The idea would be to snapback the opponent to cycle in the character who can get around your shield+ground lock, then use all your resources to kill them immediately. Even if they have two characters who can get around your shield+ground lock, then the idea would be to snapback out the opponent who you can shut-down, and then kill at least one of their two other characters with your third character. So long as Modok+Dorm are alive, you could do the lock, so the idea would be use the third member of your team to kill both of the characters who get around the lock, and if your third character dies before you kill both, finish off their second char with Dorm, and when the third gets swapped in you can start the lock.
Would either of these work? Thanks in advance.
EDIT: Oh, for the Dorm/Modok (shield)/??? Ground lock+shield strategy, it’s important to note that to beat the strategy, they need to have a higher damage output while shut down then you. Even if they can get around the strategy and hit you, if they can only do it with a hyper, you can just block+reset- so the strategy can still work well on characters with a way around. So far, I only see 9 characters that’ll beat this strategy- Deadpool, Phoenix, Storm, Dorm, Wesker, Dante, C. Viper, and Modok. Storm, Viper, Arthur and Modok can hit past it with specials, and the others have teleports that wreck the strategy. Everyone else is groundstuck with no way around that doesn’t cost meter- if they have to use meter, you will be out chipping them when they don’t have it, conserving your own meter and forcing them to throw away theirs to get to you, and you can then reset after they use their super or hyper- You can teleport and reset if you see it coming as well.