The Low-Tier team thread

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:

  1. Do not have 2 god tiers on the same team. 1 is acceptable except for number 2

  2. 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 :frowning:

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.

video: [media=youtube]n4zyKS9Sqfc[/media]

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 :wink:

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.

I like low tier.

Double Wolvie/ Thanos aka Jap MSP

Strengths: 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. Wolvies are also good at driving a blocking opponent into the corner with cr.HK xx Qcf+P, and a trailing Bubble allows for relayer options hit-confirmable into combos that are guaranteed to corner from almost any spot on the screen.

Speed-up Wolvie has a lot going for himself with a trailing Thanos bubble. If you’re tight with your execution you can keep them in extended blockstun with [dash 123] while getting 2-4 Bubbles onscreen. At any point you can mix it up with an low HP scoop, overhead or command slash (qcb+P) cross-up into a Bubble hit xx combo. He can also do the Jap infinite (sLP, cr.MP, repeat) then call Bubble, jump 123HP into the same combo options.

Weakness: Low vitality for the Logan brothers, and you have to play as Thanos with no team chemistry and he has no air throw.

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doom and spiral arent really low tier, and trons projectile assist is banned in the online low tier leagues.
I play sabertooth-projectile,cammy-aa,juggs-ground, glitching juggernaut with this team doesnt really matter cuz its not to much difference in damage whith the ground assist, but its really effective cross ups and helping bigger combos and this team has really good chemistry.

Strengths- this team is really fast and has crazy rush down, and dhcs hurt like a mofo, no one really knows how to play sabertooth so no one expects all the crazy shit I do with him,(im best sabertooth on psn) if you disagre prove me wrong. Tio_Cruzito. Cammy has alot of options with juggs assist, she can rush down or run away. juggs is very safe with sabertooth assist, you can bait all day with shit that usually isnt safe just call sabertooth and your good to go. example(if their blocking just do lp,hp-sabertooth, jugg punch) if they attack after jpunch birdie will hit them and you get a free super. if they keep blocking you can do a variation or go for a grab.

Weakness-this team is weak against really good top tier players other than that the only weakness is in your mind. lol
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spidey\morrigan ron

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 and great life. Morrigan is morrigan. If you seen good morrigan before, its nothing different. I try to design my teams so 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.

Strength: great rushdown, good assist punish, good damage output, decent zone
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.

editted. I put a video in from your channel Shoultzula…

Smooth assassin I editted your because alot of it was just saying that you are good, and I would like more to add. So add more please.

ECZangief you sir are gdlk. Thanks for the vid.

I coulda swore that beats would of came in waving around his anakaris team. Where are you man?

Ahh good on you for editing that main post, I wish I knew who to credit for that team (wolviewolviethanos) but I can’t get the name of the guy. I asked the jap heads who came to Evo 2k9, but they couldn’t remember. Pretty sure its his MAIN TEAM though.

Speaking of main teams-- that Japanese player Dau mains Jugg/BBHood/OmegaRed and can definitely do work with that squad. He was beating up some top tiers at Evo.

Strengths: High damage from Juggs. Hood Missile protects some of Jugg’s offense which is normally punishable. Random missile assist into HCrush hurts. Dau has the best Red i’ve ever seen, he can move with that character with incredible control and create ambiguous crossups, full screen block pressure, and work hi-los. BB/Juggs THC is godlike.

Weaknesses: Big target with Juggs. The order is kinda funny since he usually tags or Alpha Counters in ORed. (need some help here, maybe someone can peep his vids from 2k9 and add to this)

vid: http://zachd.com/~sunahebi/37_200907_evo_pool_B_matches_someone_vs_Dau.wmv

Updated in later post.

Gotta bump this thread with another Wolvie team. Seems like the unbalanced macguyver teams are the most fun to me, this isn’t really any different. I set off making a team that let’s me have fun mashing with Speed Up Logan, so the chemistry is really only based off of maximizing his options. I picked Psy AA / Wolvie / Doom Rocks.

Approach: 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.

Psy AA / Wolvie / Doom Rocks.

Strengths: 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.

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.

Vids: Random XBL matches, wins and losses
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combos and setups
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I have started to use Juggs/BlackHeartAAA/DoomAAA, I only really play single player, no competitive so it seems to work alright for me.
Could anyone give me some tips on using this team? I have a generally “trapping?” strategy worked out but no combos really. Is this a good combination? I’ve been able to trap many people in a corner with it(of course they are no where near a high skill level compared to you guys)

Is speed boost wolv really necessary? since he doesn’t gain any meter I rarely use it.

I started to learn Ruby Heart for lowtier teams, so here are two squads that I’m currently making videos for my Youtube channel.

Morrigan(a)/Ruby(a)/Juggz(y)

Strengths: Great zoning capabilities. 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.

Weaknesses: Doesn’t take advantage of Juggs’ glitch abilities since you won’t be starting Juggs at all really. It is doable but it seems better if you have Ruby/Juggs left midgame (unrollable cr. lk into ghost, tag and treasure chest super, tag or DHC are safe ways to glitch in some situations). Morrigan’s mixups are enhanced by the assists, but her damage output suffers unless Juggs is glitched and she is in the corner. Ruby’s unrollable ghost tag setups don’t benefit the characters as much as other teams, but they can be useful. Has some trouble with up close pressure if Morrigan is on point.

Ruby(a)/Spidey(y)/Marrow(a)

Strengths: 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.

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.

Next week I should have stuff up with both squads so I’ll edit the post accordingly then.

He’s becomes easily the fastest character in the fastest game, I think it is. He doesn’t have the overhead pressure of Storm or Magnus, but he gets from point A to point B before you can react. Memorized speed-up setups executed in the clutch beats any reaction. He’s so fast that sometimes you cross yourself up though, so you really need to play simple until its time to take risks.

He’s got a huge bag of tricks in that mode-- infinite blockstun, dash cross-ups on block, FP infinites for easy life anywhere on the screen.

I’'ll make a vid to show where I’m at with the character.

oddly, speed up wolvie builds 25% meter for every meter you dump. Right off the start the game gives you it free and I don’t think any other super does it like that in the game… Funny they actually thought about that. If speed up wolvie were allowed to build bar during that mode, he would be able to build a whole bar for everyone he dumped and stay in speed up 24\7.

sadly, mvc2 will die before every character is maxed out 100% and speed up wolvy still needs a few more years to be fully developed IMO. Speed up wolvy is really one of the true gems in the game if played properly. The sheer amount of crazy layers, mixups, resets, infinte variations, he’s such a problem if he gets rolling.

Editted. Thank goodness you guys are keeping this thread alive. I thought it would be dead by now.

Coos, those teams are pretty fun. I played them before I editted. good job man.

hmm I keep missing coo threads like this. I’ll get back on with anak teams. both the few that I got from gabe but also the many viable ones I would say I figured out for the low tier tourneys (out of all the available chars).

anak/thanos/sonson

pro: 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.

this team, with meter, can be 100% kills in many different ways. you can do max damage hyper vipers xx soul xx POW xx unrollable OTG fHP (if they don’t die by that, cancel into monkeys + bubble assist or coffin in corner). another is launch, combo into pharoah magic. DHCing off the 3rd hit keeps them FROZEN there. you can DCH to power and it will slowly roll in an arc towards them. from there you have about 100 options lol. link to SoulxxPOWxxPharoah Illusion for death. throw another power quicklyxxstaff superxx pharoah illusion. throw power (1st or 2nd, your choice) and DHC so that it is storedxxstaffxxetc. you can jump and air combo after the power (if near corner…try for FSD for more crazy combos/DHCs) in the corner you can combo a power from a hyper vipers…which then goes into more combos, a FSD, into more combos or super and/or DHCs

seriously, with meter this team can do a lot of different crazy ish. makes up for the sorta boring play of thanos on point.

monkey can do shananagins with bubble and coffin assist with fFPs, wall runs, monkeys, etc.

there are also great ways to kill assists…involving hyper vipers and power balls

anak has a lot of great and damaging ways to mixup into bubbles

cons: once anak dies thanos/sonson can be sorta hard to do much with. especially if there is a lack of meter. if you have some meter and get some certain hits you can do some hurt. lack of invincible AAA hurts in some matches. mostly fragile team. might need to be a little more technical to pull of some of the stuff mentioned (not as simple to play execution-wise as some other ltiers)

I would say main strength with this and the most fun playing involves bubbles and supers/DHCs. otherwise, I think anak/sonson/hood is a bit more solid (but can’t get some crazy leads when they get a hit with meter or curses)

other teams I worked around with and I think are viable for ltier tourney is of course anak/sonson/hood (derek uses this one a lot now), anak/marrow/sonson, and maybe anak/iceman/sonson, anak/silsam/sonson and anak/sonson/jin.

anak/sonson/tron should be mostly obvious. especially the tron part (like some other ltiers…get hits into tron and profit lol).

I think I’ve made posts on anak/storm/sonson and anak/im/sonson in the anak threads before. don’t know if wanna go over again.

wolvy with bbhood rocket backing him up can be just as scary if not scarier than bubble imo. the thing has more priority/damage and travels at great speed. and is comboable off.

I also think derek’s sabretooth is best online period, but we’d have to see that out somehow lol

I’d agree with that^ He’s the only good sabretooth I’ve seen online. If we can find someone else, I’d love to see those matches.
I’ll also add to beats team that while thanos is out, the opponent throwing out a potentially unsafe assist is a very bad move because he will most likely die.

;D I mentioned the danger of assists with thanos’ power ball

ah yes… so you did xD Where are you at Ceedizzy!

@beats

I’m gonna lash someting together with wolvie/hood missile. That guy Dau made me respect and fear that assist at Evo 2k9. Comboable Off is such a great macguyver term. Kinda like Ungettouttable

this one dude on ranked took me by surprise with that shit. constant rush. hardly any options. in the corner very quickly. and with hood missile, unlike bubble, that shit really stops and hurts assists (and point too if hit)