Basically I was bored so I thought that everybody could use some sunshine with the “crappy” chars known as low-tiers.
This thread is basically going to list popular low-tier teams, or low-tier teams you have created and have a brief overhaul of what their gimmick, strengths and weaknesses. Just a few rules:
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Do not have 2 god tiers on the same team. 1 is acceptable except for number 2
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XXX/XXX/Tron is acceptable however no gods.
Imma start off with 4 of the most popular.
Team Z (Juggernaut/Tron/Doom)- This team is composed of the ability to kill a character with one reset, or even one combo. You simply glitch juggernaut out for Doom where you build meter and create some offense. DHCs and a couple resets is all you need to kill Cable and even Sentinel in some cases. Study up on the resets!
Strengths: ability to kill with a single reset or combo. Decent defense because of high stamina and priority
Weaknesses: Slow. Difficult to chase runaways. No true anti-air to use.
Vids:
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Team Vidkill (Spiral y/BBHood a/Hulk b)- Team vidkills true gimmick is to build meter for a ridiculous THC. Its 100% including the chip. Spiral/BBHood spams knives and missles until Spiral finds an opening then cr. lk, cr. lk, THC of death. even if you don’t land the THC, you still deal 50% worth of chip which should be like a world record or some shit.
Strengths: Tricky runaway team with 2 good assist to trap and/or smack people. Builds ridiculous meter. THC of Death
Weakness: When Spiral dies you are pretty much screwed unless some idiot gets caught in cr. lk, cr. lk, THC. Slow team when Spiral dies.
vids:
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Team THC (Juggernaut b/BBHood a/Capcom b or Megaman a or b)- Glitch juggernaut out for BBHood. j.hk builds nice meter. when you have an opening, THC! BB Hood also has a very odd jump-in (She falls slow and she can double jump" which can trick your opponent into running into a glitched Juggernaut dash punch which hurts like hell. Plus you have a “get off me” assist with Cap.
If you have megaman on your team, glitch jugg out for him instead. Spam the hell outta mega bullets and missles until you get meter then you can switch BB Hood in or you can RTSD megaman style.
Strength: 100% THC. Solid assist punisher with Jugg punch. Quick meter build with Megaman. oh and did I mention THC?
Weakness: Very gimmicky. The only character that you would live without is Capcom. If BBHood or Juggernaut is dead, might as well quit. Hard to comeback. Megaman gives up defense for more meter. So learn how to block.
no vids sorry
Team VDO (Rouge y/Colossus b/Ken a)- Im not very sure about how this team works, but I know that this team is about non-stop rushdown and assist punishing (seeing that you have the 2 of the most high priority low tier assist in the game). this team has solid DHCs that are meant to kill people off. I will update once I learn more about it.
Strength: Great assist punishing
Weakness: Trouble with giants.
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By ECZangief
Jap MSP (twin wolvie/Thanos)- HEAVY HEAVY HEAVY HARDCORE RUSHDOWN!!! You have two Wolverines. Among known players, apparently only VDO really understands why this is respectable. 2x Logan makes for a straightforward gameplay approach. Team is geared towards good pressure via blockstrings and overheads/crossups backed up by Bubble assist. Bubble is great because the Logans have trouble capitalizing on their limited overhead options-- with a Bubble backing up your blockstring, a jump HP overhead can easily create a 30% combo that corners them.
Strengths: crazy upclose rape! great blockstrings and high damage combos.
Weaknesses: No Defense. Low stamina and no help for Thanos.
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By Smooth Assassin
Team Cruzito(Sabertooth/Cammy/Juggy)- This team is center on rushdown and keeping your opponent blocking. Juggernaut has a projectile assist to keep your opponent honest and hit comfirms. Cammy has crazy cover for rushdown with both assist.
Strength: Overall good on offense
Weakness: Weak against good keepaway and top tier
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By Shoultzula
Team Shoultz (spidey/morrigan/tron)- Really REALLY dangerous on hit with spidey on point and the damage potential is through the roof. It only takes 2 loops which spidey can do back to back to kill someone, he’s capable of killing a whole character in a few seconds with tron on his team. Incredibly scrubby assists punish with launch+tron, maximum spider. When spidey does this super on point, hes starts going bonkers and starts getting some really crazy BS (unblockable) and great life. Morrigan is morrigan. If you seen good morrigan before, its nothing different. designed so that all 3 characters can fight. If tron is in the game cause its come down to that, I have spidey capture assist which is horizontal and morrigan AA which is vertical. I still have a functional team its just that my options change cause of my point character. With the new infinite beats discovered with tron, tron\spidey capture is probably a bit more dangerous now (can you say broken mixup game?).
Strengths: great rushdown, good assist punish, good damage output, decent zoning
Weakness: doesn’t have an invincible helper and loses to runaway but you could always readjust your team chemistry with commando if thats a problem.
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Team Dao (Jugg b/BB Hood a/Omega Red b)- This team is great on keepaway because of long ranged attacks and priority. Glitch out jugg for omega red. High damage from Juggs. Hood Missile protects some of Jugg’s offense which is normally punishable. Random missile assist into HCrush hurts. Omega Red has a crazy cross-up game with BB Hoods assist and Juggernauts assist. Use this to build meter. BB/Juggs THC is godlike.
Strengths: good keepaway. Surprisingly good offense.
Weakness: Big target with Juggs. no good aaa. Weak against keepaway.
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Psy AA / Wolvie / Doom Rocks- Start Psy to maximize your chance of winning the opener with u+FK, and also to build some bar for Speedy mode. DHC or AC Logan in when he has a rainbow bar and go to work. Basically use Psy AA to create easy bread and butters and double snaps, and use Doom Rocks in order to lockdown and chip. Rocks are also great for crossups, if you change sides as Spd-Up Lognutz is apt to do, it creates some ambiguity as to which side you’ll be at since you can fly around at will. Not uncommon to be able to use his quickness to get 2 and 3 quick crossup resets in a row. Psy makes overheads follow-uppable, sets up Wolvies speed infinites, and is just a generally strong assist. Psy/Doom is a good at running clock and setting the pace.
Strengths: Crazy lockdown game. Nice chip.
Weaknesses: Doom at end-game can hold a lead with ease, but has a hard time making a comeback. When Wolvie dies you lose the whole focus of the team; when Psy dies you lose a crucial comeback character.
Morrigan(a)/Ruby(a)/Juggz(y)- Everyone on the team has a form of psuedo trap that can deal with push blocks and can mixup the timing to punish someone for push blocking and taking the hit. For example, Ruby can use Juggs’ splash assist to keep people pinned in waterfall patterns. If they push block at the wrong time, then either juggs hits them, a sweep hits them, or the waterfall keeps them in. Pretty good damaging DHCs on this team as well as frame kill DHC’s for quick damage and punishing on the fly. Builds meter fairly well with traps and block strings using waterfall assist. Also, Morrigan benefits from the two assist for a good mixup game when she’s in.
Strengths: Great zoning capabilities. and oh so clutch.
Weaknesses: Damage output is not very good.
Ruby’s BFFs (Ruby(a)/Spidey(y)/Marrow(a))-Ruby’s damage output sky rockets. For example, st. fp, st. fk + spidey xx fp anchor xx orange ball(whiff), whatever here leads to huge damage for a punish situation. Ruby also gets 0 meter ghost setup with Marrow’s assist as well plus insane trap patterns. She can also setup ghost xx barrel super easily with an air hit from Spidey anti air. Marrow benefits from ghost tag setups since her damage is blah. Also, she gets retarded chip stuff from ghost super/waterfall assist. Gives safe DHC’s for Ruby. Spidey’s mixups get enhanced by the assists and constantly crossing up. Throw in to either assist is boss with him on point. Pretty easy ways to get okay damage cause of the assists for sure.
Strengths: Insane trapping. Great hit confirm team.
Weaknesses: Team is heavily reliant on meter. I mean heavily. Playing Ruby on this squad requires proficiency in being able to hit with ghost in every opportunity you get. DHC’s could be a bit better for Marrow on this team. This team shows some difficulty vs long range beams/traps that require careful calls of waterfall assist to beat. It also can lose up close if Spidey is on point.
anak/thanos/sonson
a launch or clean hit into launch can mean possible death for the character by means of the anak/bubble curse semi-infinite. a few reps and you’re done. get 'em to the corner for a more damaging finisher bubble combo and possible guardbreak/mixup (and, if enough meter, death) or go back to the middle of the screen for a slightly slower but more meter building death. anak/sonson has great keepout abilities. nearly any sonson hit leads to air combos and/or idle hands. if they don’t roll, there are different mixups to repeat the process of go to a diff combo. even if they roll you can keep them in check with an air HK. anak sonson has some nice other combos and resets that lead to full damage hyper vipers.
with meter and after certain hits this team can do some major damage (most always 100%) by means of DHCs and DHC to DHC links. any order nearly. even better in corner. and it’s really thanos that allows this to happen because of his ability to link supers (power->soul for the most part and crazy FSD in the corner after a power ball).
mixups, especially when characters are coming in, with bubble assist sets up those clean hits into death
and 3rd is assists killing with supers in some situations. anak on point: trip, hyper vipers xx Power and repeat power. or if anak gets a good launch on point and assist his pharoah magic super stuns both characters when DHCing (to power). repeat power for death >:]
Strengths: Anakaris. Good offense, pretty decent defense, everything you need and want.
Weaknesses: Snapback prone. A good snapback can really put a big wound on this team.