Teams that are "looking" strong thus far..(strictly theory fighting)

I’m not sure that MODOK’s barrier assist really does much for Felicia. I guess the theory is that she can hide behind it and use her meter charge, but I’m pretty sure that any character with a beam super or some other full screen super could punish that strategy with minimal effort. If you intend to use Felicia, she’s going to have to get in on the opponent, so maybe the Psionic Blaster would be better to cover her approach.

As for a third character, it’s hard to go wrong with a solid anti air assist. MODOK especially would benefit from that as it can help cover some angles that his myriad of objects don’t necessarily cover too well. Trophy Club made good use of Morrigan’s Shadow Blade for that purpose. Other options include Chun Li’s upkicks, Ryu’s SRK, maybe Dante’s Jam Session, Deadpool’s upward gunshots, and probably a dozen other AA options I’m forgetting because it’s late and I’m tired.

Its going to have to be properly setup.

Everyones getting so caught-up on the idea of unblockables with assist, its not going to be the make-or-break of team synergy.

Amaterasu’s cold star assist on the other hand keeps them STUCK the same way Chuns lightening legs assist does.

Alright, i figured it looked a bit slow that would take too much prediction to consider it easy punishment.
What about gamma wave speed?

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.

You know what Pro team your missing?! Wesker/Hulk/Thor! I was playing at Socal Regionals as Wolverine/Hulk/Thor

Hulk is amazing in this game. With Thor’s charge in assist you can keep great rush down pressure. Hulks Up Gamma Charge is amazing too. Wesker at point with teleportation tricks with Thor and the Hulk is gonna be ownage =)

I think Hulk with Thor assist is vastly under rated…IT seems alot of people are going for Trish and zoning techiques. I blame SF4 for being highly defensive and carrying the mindset over. IT will be interesting to see what kind of teams form!

Ok so I know my assists. Arthur and Doom.

Now who would be a good point for this. These are the 4 I’m most looking into

Ryu
X-23
Spencer
Spiderman

I’m open to suggestions outside of these 4 but I’d like to use one of them, especially Ryu. This could probably change after release but with what we know now, whaddya think?

I actually think you might consider leading with Arthur on point. That will be the quickest way to build meter and then get Gold Armor on for the buffed assist. You mentioned you are interested in Ryu, so go with his SRK assist. You can build meter early by playing keepaway with Arthur projectiles, Doom Rocks for sustained projectile pressure, and Ryu SRK for the “get off me” factor. When you’ve built a sufficient amount of meter, look for an opening where you can do Gold Armor DHC Shinkuu Hadouken, especially if you can do it to punish something. Shinkuu comes out fast, so Ryu with meter can potentially get a lot of mileage merely out of playing a simple keepaway game and then punishing a poor decision (especially a bad assist call) with Shinkuu.

I love the Shehulk hate everywhere what do you guys think about

Shehulk / Doom / Chris

Shehulk as point char. ofc. i think she has a good mixup game with some rushdown (wall jump and slides)

Doom rocks to get in and Chris for machinegun or maybe punch assist ?

Holy shit this is genius

I know what I’m doing day one. Thanks man!

ppl are sleeping hard on dat iron mang.

Honestly I think he’s the best character in the game right now. Top 3 at least.

I just have more interest in other characters right now.

How does X-23/Dante rate? Who would also be a good 3rd character for this? I’m thinking of Sentinel or Taskmaster (if they get reveled and if they are also great) I’m also considering swapping Dante for Wesker.

I want to main x-23 or zero.

Iron Man top 3? NOT. Top 10 probably. He’s very rudimentary, he needs someone to break his predictability. No hardcore lockdown or keepaway, making him, capAM, wolverine and deadpool kinda in the same boat. Really “all-around”.

(in no order…kinda)
Chun - rushdown
Trish - keepaway/rushdown
Dante - rushdown
Amaterasu - rushdown/keepaway
Viper - rushdown
Storm - rushdown/keepaway/run-away
Morrigan rushdown
Zero rushdown

Right now these are obvious.

This is from everything leading up to the Portugal build clearly so take this with a grain of salt.

And keep a lookout for Zero and that lvl 3 that seems to come out INSTANTLY. Sheesh.

Also, for some reason the girls in this game are REALLY good. They are embarrassing the guys.

How is Wolverine not a rushdown character again? And Deadpool has always seemed like more of a zoning character to me with his guns and grenades. Iron Man does seem like a strong character, but he really is an all-around character. You have to be interested in him to use him in a team, most players would probably rather go for a more specialized team.

Another couple obvious ones are M.O.D.O.K., Arthur, Dormammu being keepaway characters. Although, I feel like a lot of characters aren’t either rushdown or keepaway, there are a bunch of really versatile characters as well (Dante, Storm, Doom, Amaterasu and Magneto come to mind).

Don’t forget chris KING OF KEEPAWAY AND BOULDERPUNCHING!

I think the same applies to deadpool as well, he’s generally an all around type character. He’s quick on the ground, his katanarama hits low, quickwork is too a very speedy attack which also aids his rushdown.

and yea, how is wolverine not a rushdown char again and in the same boat as deadpool/IM ?

I said top 10, not who does what.

And I didnt say Wolverine WASNT rushdown, he’s not top 10 rushdown. Not even with speed up, because it doesnt last long enough to get him fired up. Chun, Storm and Viper’s rushdown crushes Wolverine right now. Not to mention his dive kick isnt overhead so he has no pressure game…lol…GG “rushdown” Wolverine.

Modok, Arthur and Dormammu are obviously keepaway but they arent top 10 keepaway. This is stand-alone tier rankings. They dont have any line of defense once you get too close to space them out, Dormammu and Modok lack anti air. This is common sense here. Modok got obliterated once Marn got in in Vegas.

Theres nothing wrong with being an all around character BTW. Wolverine, CapAM and Deadpool are all around.

Someone make a new thread and we categorize every char? :c

Arthur Chris and Dormammu are the BEST keepaway chars imo. :open_mouth:

Your posts are a bit conflicting bro. Your own ‘top ten list’ is of all characters, not pertaining to style of play, great. Just because you deem him not to be a top rusher doesnt mean that isn’t his intended style of play. Wolverine has no far reaching special or normal that can hit afar thus negating him as an ‘all around’ even berserker barrage needs it’s timely window of placement, and doesnt he also have a crossup norm we havnt seen yet at all ? Furthermore, judging by the criteria you’ve judged by as well (gameplay videos) unless you’ve actually played any prior build he seems pretty fast, at least on par with other fellow ‘rushers’ speed up or not.

I mean, how does one exactly competently zone and or keepaway with wolverine ? Dive kick and back ? Insight would be much appreciated.

You are missing what im trying to tell you here.

They are excellent keepaway but they still cant hold off 3 characters alone. They wont be top 10 alone. Arthur doesnt even have an airdash. Dormammu has weak normals and no anti-air.

Dante and Trish can do what Dormammu and Arthur do by herself.

And Modok is much better at controlling space than Chris and Arthur. Dormammu at least has a teleport.