The Official and Only Team Helping Thread

I could see that working pretty decently. It has storm on it…lol But ya cyclops works pretty well in a lot of teams. His assist causes lots of blockstun which rogue is really good at using to pressure people.

If you lookup some vegetax videos you can see some good rogue/storm tricks im pretty sure.

Thank you! I’ll be youtubing vegetax shortly.

Ruby Heart/Strider Hiryu/Spiral

That used to be my shit outside of Strider/Doom, How do yall feel about that team nowadays

If you run that team Spiral/Strider/Ruby it could be a pretty scary low tier squad. Spiral + ruby anti-air assist is going to build meter like crazy, zone, and chip people. When you have some decent meter built up you can burn it doing orb’s with strider. Strider + ruby AAA has some really good lockdown/chipping ability… as well as great assist punishment. Ruby isn’t a terrible anchor either… her wide array of moves can prove pretty good at winning a 1vs1.

I always ran spiral last cause her sword projectile assist was godlike, Had Ruby Buildung meter for a safe dhc & went
into lockdown mode with orbs rubys aa & spiral swords. Chip is pretty fantastic

So not wanting to remove any characters I use Magneto/Cable/Jin, but if I don’t know magneto’s infinite is he really a good part of the team? I got solid combos with everyone on my team though.

Learn the 5 fierce combo with magneto. Every team works man…how dedicated are you to keep using that team?
What assists are you using?

Well you see, since that comment i’ve been using Magneto Capture type, Juggernaut dash type, and Jin expansion type. Works very good. been playing on xbox live (GT: Fwindows98) and it’s been working especially good with using magneto then pressure Jin assist and also Jin with juggernaut punch assist. I felt cable just didn’t fit with juggernaut.

Cable works great with juggs, any juggernaut punch assist that connects is a free AHVB

Cable works great with (anyone), any (landed asssist) that connects is free AHVB.

Fixed…lmao

Any ideas for decent Sabertooth teams without Sentinel?

You’ll have to forgive me, I’m way more familiar with how Sabertooth B is in teams as an assist than as a character being played.

Sabertooth B is actually one of the better assists in the game. Think of it as drones with a worse angle, better recovery, equal pinning, and more block stun. It works slightly better for trap teams than rushdown teams, but rushdown teams can utterly rape if they get their hands on it.

=Spiral-a SaberTooth-b
Completers: Cable-b [meter user], Capcom-b[AA protection], Cyclops-b [Close protection, Reload safety, Chip damage on point], Hulk-y [Double Crush Kill Combos off Spiral-a assist]
There is a trap you can find in this team that a small amount of characters absolutely CANNOT escape, that will block damage them to death. The Spiral-Sentinel traps, and the Spiral-Cable traps are mildly toned down versions of this with different timings. The concepts are the same however. Knives go out, assist goes out timed to cover reload, more knives are fired, reload while they’re blocking or are about to block the assist, repeat. There’s a lot of ways to trap like this.

=Wolverine[both versions], SaberTooth-b.
Tactics and Gimicks:
1]Wolvie-SaberTooth Traps / instant overhead to combos
-Completers: Psylocke-a [Instant Overhead UF+HK], Ironman [Instant overhead UF+LK], Capcom [Maintains threat at SJ height], Storm-a [lets Wolvie in, can do elevation based unblockables off Boneclaw-y variety assist]
-Force them to block your attacks on the ground. If blocked, you dash back in immediately while they’re still pinned with attacks. Make sure they wind up blocking or about to block a SaberTooth Bullet.
-Once that happens, tap up, and immediately press lk [plink speed] timed to combo with the assist, and whiff a downwards drill claw to get to the ground faster. [You don’t have to do this whiffed drill claw if your timing is perfect…]. Combo them into a knockdown upon landing, and try to set this up again.
2]Metal Claw Cross-ups
Completers: Psylocke-a [Can Cross up without leaving the ground, has an instant overhead], Jin-b[neutralizes most assist schemes via counter-calls up close], Capcom-b [maintains threat at sj height]
-Berserker Slashes through opponent using SaberTooth as cover. If they get hit, you combo. If not, you instant overhead to whiffed drill, or dlk depending on if they’re standing or ducking.

=Cable-b SaberTooth
Completers: Spiral-a, any good AA
-Cable can pin you down easily using this assist. As Cable has traps with Sentinel, he also has good ones with SaberTooth.

=Cyclops/Capcom SaberTooth
-Completers: Jin-b, Taking both, Strider, Spiral, Cable-b, Magneto-a, Doom-b
-The assist works well with these guys for keepout purposes.

This will hopefully be the starting point you need.

EDIT: I removed the parts about him not being as good on point in teams. Thanks MadTitan.

Sabertooth is extremely under appreciated. The best partners for him are easily ironman or doom AAA. In both cases you can st.lk, st.mk + assist, st.hk xx wild fang and it hits every time… if you are within a screen of the corner this should end up in sabertooth wildfang infinite. If you are using doom AAA for this setup you can do it within 2 screens of the corner… do it the same but time it so when the wildfang throws them… it tosses em into doom rocks for the second time… then you can wildfang em off that into the corner infinite.

By far the most godlike thing you can do with sabertoooth is normal jump airthrow into ironman’s assist. You cant escape it and it nets tooth free super… launcher… or even just loop it. Like n.jump fwd + call IM AAA and throw… they go into ironman AAA… unrollable OTG them with lk, cr.hp launcher… pause… repeat.

They will have to mash normals to get out of that loop… so add psi AAA as the last character and mixup if you call her or IM when you n.jump to airthrow and you’ll get 100% loops that are pure guess to get out of. I played that team (saber/IM/psi) many many times online. It’s very good. Obviously IM+psi is beast and even if sabertooth dies early all you need is one psi hit to become IM infinite and take the match back.

Sabretooth Ironman I can totally see that working. There’s a video I found that has some really disturbing shit for SaberTooth.

[media=youtube]6QnDYbnRlcs[/media]

I take back everything I said about SaberTooth’s damage output in teams. And with SaberTooth on Projectile, it just gets more nasty. Unless the character is Roll, the character should be respected. My question is why they removed Hayato’s teleport pre-production?

Sabertooth’s projectile assist is great for several things… but I have found nothing more effective than combining it with a teleport. I like to use bison with him but any teleport works (even psy)… like with bison I do st.lk, st.mk, call sabertooth assist, st.hk xx teleport behind. It’s really nasty lockdown and one slip nets a big mean combo. It’s also a double snap setup b/c if they say mash mando… both he and point can easily get caught up saber’s assist. Sabertooth can doublesnap… then zerker claw OTG the remaining assist toon… then xx super and DHC out. Not a great double snap b/c of meter use but certainly gets the job done when it lands.

Sabertooth can also use and assist to guardbreak into wild fang… which is a really easy corner infinite… but the timing is very hard when using an assist and slow ass wildfang to do it.

Hayato’s teleport may have been removed but his command dash slash thing works really great offensively with a projectile assist. Sabertooth having one of the best to use. Just call him and do dashing HP with hayato… it’s a crossup and will combo with the assist… hayato turns around and you can keep it going. If they block hayato wont cross up and it just becomes bait. If they try to punish the trailing projectile hits em and hayato can combo.

Hence the mention of Spiral. You are aware of the Spiral-Sabertooth trap which some characters cannot escape at all when done right.

Another thing about Spiral: She can while doing traps at point-blank range, dash up, and TK a quick drop. Now you have to choose whether or not to block high or low. If you stand up, she waits till she hits the ground, and light kicks you into an air combo. If you block low, she light kicks or punches immediately, lands, and goes into an air combo. I had a casual match with a friend where I kept doing shit like this and he wouldn’t catch on, and he was a tournament player. No, I wasn’t using Sabertooth [I was using Sentinel], but the same exact strategy would have worked off SaberTooth. I could easily do something like this…

SJ with knives, expanding knife circle, reload, quickdrop+SaberTooth, immediate teleport standing close behind, TK quickdrop, and if they block anything previous to this, it’s all there for free for me. That whole sequence set up a combo that leads to expanding knife circle XX Metamorphosis.

Sabertooth-B is truely one of the absolute best assists available. Period.

I wanted to make some teams up with Felicia as the main character. So far, I thought of:

Felicia/Gambit/Thanos
Felicia/Rogue/Captain Commando
and
Felicia/Gambit/Captain Commando

Any tips? Or comments? recommendations?

Interesting

I’ve always believed that a team has to either have absurd chemistry, absurd firepower, some kind of way to breach the zone, etc…

Felicia, Mega-man, Capcom/Jin would also work. Jin’s better for the strategy I’m presenting due to the invulnerability. The only assist that can abort Jin-b is Doom, and Capcom-b can be aborted with a dlk. I’ll go into more detail with a similar team later, and you can steal some of what I post there later, but for now, here are the ideas I have for Felicia.

=Felecia, Tron, Capcom
-You can use Tron to try to pin them down. Any hit with this assist with you adding a small hit between the hits of the rings will be devastating.
=Felicia, Gambit, Ironman
-[Ironman throws into Gambit, free infinite]
=Felecia, Ironman-b, Doom-b
-On defense, the best way to diffuse Doom is an air hard kick. The best way to diffuse Iron-man is to block and try to counter-call.

I have a question of my own. I’m thinking of Mega-man-a, Jin-b. I’m looking for a good 3rd character.

Here’s some of the synergy between the two.
1]Start charging the buster. Dash in, dlk,mk,dhk. The whole point is to watch for and bait the assist. If they guard push, they’re putting themselves in a bad situation where you’re across the screen.
-If blocked, release the buster from a crouch, dash in, repeat.
-If this hits, standing hk instead, and air combo them to a knockdown, and repeat.
-At some point, you might want to start calling assists carefully
2]If they …
-Call an assist [and you didn’t call yours], call yours immediately, and immediately walk away. If they
a-Block Jin-b, Red Buster XX HMM pinning the point-man and frying their assist.
b-Get hit, SJ, and Red Buster XX HMM the point-man. If he blocks, he gets guard-broken and eats the super. If hit, it will all combo at that distance. No matter what, he get’s roasted.
3]If they get hit by the Jin-b assist, and fly off at an angle, sj, and release a charged buster XX HMM. If they…
-Get hit by the buster, this will all combo.
-If blocked, unless they’re in a sj, they’ll get guard-broken and get hit by the HMM. This is nonpunishable when done correctly.
4]Anytime you see an assist call, if safe, back-dash, and buster XX HMM the assist. You can also call Jin-b for added safety.
5]Anyone stupid enough to normal jump on him with his assists off screen WILL get hit.
-Charge the buster. If they jump, Call Jin-b. and walk backwards. If they…
a-Block, you buster [whiff XX HMM]. The expansion phase of Mega-Man hits after the guard is released.
b-Called an assist, the assist gets shot, and they get guard broken. Both eat a super.

Imagine how irritating this would be to most anyone aside from Cable, Storm, or Doom-b assist?
-Sentinel wouldn’t be able to fast-fly if Mega-man has meter. He’d be constantly getting hit by Jin-b, rock-balls, and Buster XX HMM guard-breaks.
-Magneto can’t call assists unless he wants them getting blown up with no safe way to retaliate.

Here are the completers I’m thinking of…

=Hulk-b [I hit 2 assists with 3 bars, your assist loses 90%. Also, Hulk has instant 95% damage combos on cornered opponents with Jin-b. =Saber-tooth-b [Saber-tooth with Mega-man would be so annoying],
=Blackheart-B [My best character],
=Spiral-a [More horizontal projectiles FTW.].
=Cable-b [way too self-explanatory. Going for the MM OCV, but Cable-b in the back changes everything about how to fight this team].
=Storm-a [common knowledge],
=Sentinel-y[common knowledge],
=Doom-b [excellent zoning, insane chip],
=Iceman-a [more for the MM OCV attempt],
=Iron-man-a/b,
=Magneto-a [Handcuff to main, assist schemes W/O Doom will almost all fail if close, and you can easily start close. Therefore, any keep-out of Mags is likely to fail. You sacrifice resets and easy ignite combos, but you get a complete inability of your opponent to call assists in return.
=Rogue-y[throw] [See Mags]

Of all these, which is the best idea, and if none of them are any good, what ones would be better from this list.

If you want, you can also just leave Mega-man, and construct a completely new team around him, but I’d slightly prefer to have both Mega-man and Jin-b together.

Thanks! I’ll ponder on those inputs. Also, what would you recommend as Felicia’s assist type with Felicia/Ironman/Dr.Doom?

I know that IM/Doom can dish out a ton of chip, which is why I use IM/Ruby/Doom. With Ruby’s Sublimation + Doom’s rocks trap.