Ammy is looking very solid and with good assists.
Right now, I feel that these are amongst the most solid characters that can do well in any team (and why)
Iron Man
- Fast as hell, can do keepaway/runaway effectively with his bombs and beams. Pretty good assists overall and even if he’s fast, his power and health don’t go below average. Good support for any team.
Amaterasu - Works from multiple spaces of the field. Can go close and tear it up, or stay away from you with whip and still combo you. Possibly the best DHC in the game with Elements. Cold Star is a great assist that will work for almost any character.
Storm - Ice Storm is a great DHC. Even if it doesn’t connect it’s worth it because of it’s chip. Great rushdown character that can still work her magic from a distance with Whirlwind. Whirlwind is a pretty good assist.
Doctor Doom - Rocks assist. DHC into Photon Array, could be better but it’s decent. Rocks assist makes up for it. Great assist character, but might be weird as point/support if you don’t build your team around him.
These four are good material for almost any team… If you have some sort of launch event and you’re unsure of a third character any of these four can be good.
Others I’m not entirely sure about but will probably work well for some teams:
Hulk: Gamma Charge anti-air for zoning characters. Gamma Wave for rushdown. I believe Gamma Charge assist had super armor on it which is what would make it good. Can round off a team well (speedster-allrounder-powerhouse) if you need that
Trish: More or less you need a more specific team to make use of her assists well. But as a supporting character she can do well since she has strong keepaway and rushdown.
Dante: Good rushing character and a great assist with Jam Session. Also has his own zoning tools so he can work well in a heavy keepaway team.
In the end you gotta find your own team with lots of testing (or heck, just take a team somebody else found that works). See how the characters and assists match up. But these will work well if you’re unsure in the beginning or you just need a good all-round, good assist/support character.
And if you really don’t know… Doom rocks or Ammy shots
Yeah, I was wondering how Morrigan would help this team with DHCs, since her best DHC move for damage is probably Shadow Servant, but I have no clue how much damage it does. It’s fast though.
Essentially these three characters can do the same thing(mostly IM and Morrigan): high speed rushdown, mixup, and some keep away potential(some keep away better than others). If I were to run this team I would probably go with Whirlwind/Unibeam/Shadow Blade though. Whirlwind and Unibeam to get in, and Shadow Blade for AAA, but I honestly don’t know how this team would mesh well other than the fact that it’s made up of very strong point characters.
Like a few others in here, I really try to follow a point/support/assist formula when creating a team, and I really feel that the support character is generally the most important part of most teams, so I want to pick a character who seems great on point AND has a great assist to help out the point character. If I follow this, then my point has two reliable assists in case one gets low on health. I try to make sure that all of my characters can make decent use of the meters, but it’s generally the support character that ends up using most of them.
That said, I still think my Zero / Amaterasu / Doom idea is going to work out very well.
Zero:
-Point man, good rush down, great damage output.
-Looks to have 100% (or close) combo like Dante, so that if a character is a serious threat, I can take them out ASAP.
-Keep away options with Hadangeki and Buster shots, plus his lvl 3 seems devastating as a punisher.
Ammy:
-Clearly an all-around character, but her keep-away is looking a bit stronger at this point.
-Cold Star assist will help Zero with both his runaway and rush down. Hadangeki/buster spam + this assist should make for a tough time to get in should I want some breathing room. A lot of block stun for those moments I want to keep my opponent wrapped up tight.
-Elements super seems ridiculously good. Got a feeling that it’ll be what drains my meters the most.
Doom:
-Seems to still be almost pure keep away, just with plasma beam instead of photon shot in this installment. I like a ‘last’ character that is rooted in keep away, that way I can meticulously whittle them down instead of trying to rush and making mistakes.
-Molecular Shield still looks great, but so do his other two assists. I think the rocks will act kind of like Cold Star in the sense that it’ll work for both rush down and keep away, which aids both of my other characters greatly, since they like to do both. I think Ammy with the beads + Doom rocks will be sick.
Overall, they just seem to have great synergy. This obviously isn’t going into more complex strategies, but what’s playing in my head seems like it’ll be solid. On top of all that, they all have safe DHC options, two of them have 8-way air dashes and one of them has a tricky command dash.
You know, I was thinking about this: in past games, “counter” characters, or counter moves/hypers/whatever have kind of sucked. But I think they may actually become an essential part of the meta-game this time. First, they come out quickly and seem to have a bunch of invincible frames; second, other non-counter supers tend to have very few invincible startups; third, it’s actually possible to counter hypers; and fourth, with unblockable setups being a big focus, having a counter move or at least a counter assist might be the best/only defense.
Thoughts?
Counter moves have the inherent problem of requiring good timing.
Time your counter right and get a good payoff.
Time your counter wrong and get punished hard.
However the counters we’ve seen (except deadpools) have all been fast with very good recovery.
I doubt a full metagame will evolve from it though as only 3 characters so far have them, but when facing said characters it would be foolish to ignore the threat counters can pose.
that is funny coming from a guy with a hakumen av…potentially some of the most useless counters in a fighting game
He knows and loves his subject matter (counters :p)
You IM STORM SCRULL seems like a good rushdown team
Storm typhoon assist, IM beam, Skrull Tenderizer
Basically IM and Storm would be on point mostly using tenderizer to lockdown enemies when they rush in. They can use each others assist for situational zoning, bating punishment with photon cannon and hailstorm, and getting keep away characters off their projectile spamming rhythm.
repulsor blast is a better assist IMO
I’m definitely using skrull/ammy they look like great points as well as having complimentary assists at least from what I’ve seen and read. Any suggestions on who a good assist for them would be?
Yeah, apart from that you already have a beam-kind assist in the team. (Storm Typhoon) With beam I meant you can kind of get in with and travels full-screen.
Well I’m no expert on them but I have played several characters with them.
honestly I think Hakumen was one of the first characters where Counters were always good if you could get them.
All of Hakumen’s can lead to big damage, 6D being predominant if you can pull off Mugen
Jubei Yagyu from Samurai Shodown/Spirits was another favorite of mine as they did about 25% damage each.
They’re risky but they can pay off.
They can also be baited and punished.
Like I recommended to you last time, Ammy can be the Assist character because her assist is apperently very good (Also Marn said Skrull Tenderizer Assist was good) so you kind of have that covered. But if you want to use Ammy more of the support character (kind of sent and storm in mvc2, because they were either point or support most of the time but had great assists) you could go with an AA (Anti-Air) assist such as Morrigan, Dante (which has the ability to continue combos because OTGs and lasts a lot), etc.
Offtopic, but… Bust haohmaru’s were better than jubei’s, despite the lower damage >>
I can’t submit my team for full analysis yet because Hsien Ko hasn’t been officially announced yet. Curses.
sure you can! Do tell! If you’re chicken do tell on irc >>
if it helps, right now I’m doing Felicia/A Morrigan/b Dormammu B but dorm’ll change to Hsien Ko (pendulum) if she has that assist >>
Edit: The logic being, morrigan AAA for felicia and Dorm, felicia slide for unblockables with Morgz, and Dorm battery and using dark hole to make it hard to see what I’m doing with Felicia’s crossup
irc treats meh like shit
Be glad you at least have an idea of a team. = /
Well there seems to be much debate over over weskers role in this game.
From what i see he seems based around getting the opponent a hit a button and then eat it. pressure is the name of his game. so here go a few partners to think about.
Wesker/Viper/Chun/Felicia/Morrigan
Now the purpose of theses partners
Viper: Burn kick assist being overhead means doing string tele then lows its time to get dirty viper will also be good on point because once you have viper on you have a whole nother set of mixups and mindfucks. between wesker and her im pretty sure combining these two will cause alot of thrown controllers online and a whole bunch of reset xboxs at locals.
Morrigan: ok im not sure about the escapability of tele but provided its neutral jumpable then Morrigan’s AAA will solve all of that. dhcing counter hyper into darkforce will be nasty. again getting your opponent scared to hit buttons.
Felicia: yeah for the low assist hers doesn’t look like it has the range x-23’s has but it sure looks fast.
Chun:Legs assist. basically this will be your block stun assist use it to tick throws maybe to cross back over. lock your opponent down and dont let them breathe.
the possibilities are endless
personally the best 3 IMO out of these three
are
Wesker/Viper/Felicia
Wesker/Viper/Chun
Wesker/Morrigan/Chun
A little food for thought for all you aspiring wesker players.