I’d probably use the sand kick. I have serious questions about how good her other assists are. The uppercut might be useful, but I don’t think it has any invulnerability.
As for your Ruby Heart team, switch it’s order. Put Ruby first, then Iron-man, then Doom. If anyone does anything with a near-dead point-man, all you do is ball super [whiffed] and on the first frame as the screen turns blue [far easier to do than it sounds] DHC to Iron-man. They get frozen in whatever stance they were in until the proton cannon hits them in the face. In other words, if they weren’t blocking or holding back when Ruby started the super, they eat the proton cannon [cannot block]. They could have even been walking forwards and they’ll get shot. Same thing with the whiffed Air photon array into the Proton cannon.
Whiffed? Like sj cancelling? I just thought to put Ironman first since Ruby’s aaa helps with his inf. I did not know of Ironman’s Proton Cannon trick, I will take that advice for sure.
I don’t mean whiff as in sj cancelling, I mean whiff as in WTF are you doing whiffed/missed super, DHC’d [cancelled] immediately into “How the Hell did I Get Hit by That Proton Cannon”. That’s what I mean. You are deliberately missing [or hitting] with the first super semi-randomly [you saw him opened] to frame-freeze them and guarantee that the second one [the one you DHC into] will hit uncontested. If they weren’t holding in 1 of the 3 back positions when the super freeze was starting and you did this [timed correctly], they got hit. A more detailed description may be in order…]
Frame Cancel DHC explained:
The tactic is called frame cancelling. All hypers have what’s called the blue screen effect. Some supers activate the blue screen effect the nano-second the command completes. Magnetic Tempest, APA, Hyper Schwarzelle, etc… These might not hit right away [Magnetic Tempest], but that doesn’t matter. They enter blue/green/red screen mode instantly.
A second character like say, Iron-man, Gambit [royal Flush], Morrigan [Beam super], Cyclops [Both], etc… have supers that might not necessarily [though Point-blank Juggernaut does] hit right away, but their hyper’s first hit is on blue-screen. If you combine the 2 by DHCing right away, the hyper hits in a situation the computer will deem instant. If you were doing anything except block or hold back when the first super activates and they DHC the moment after the first super activates, you’re eating the second super. The first one has nothing to do with hitting [it might, but isn’t necessary to hit with], and everything to do with paralyzing you so you can’t block [and thus get shot/hit by].
It’s called frame cancelling [and sometimes frame killing] because you’re using the instant blue screen of the start-up super to skip the start-up [non-blue screen] frames of the second hyper so they eat the second hyper.
The end result is…
-Anything equal to or greater than standing in neutral at proton cannon height gets you shot vs teams like this since this is faster than AHVB.
-Even a whiffed light kick can get shot.
-Holding the joystick in ANY POSITION EXCEPT back, up-back, or down-back gets you shot if they can complete the motion and freeze the screen via the first super with you in that non-defensive state [and of course you’re in the hittable path of the second super].
Here’s an example with your team…
-Cable tries to AHVB Doom, and you Hyper Schwarzelle [which actually has a few frames of invincibility BTW], and DHC in Iron-man right in the middle of his beam. Cable gets shot even though his beam was on screen first and Ironman is being DHC’d in clearly in the midst of Cable’s air super’s path aborting it, [and if it wasn’t on screen yet, it doesn’t get to come out].
An even more lethal example is Magneto, Iron-man-b, Sentinel-a/y [team Combofiend]. If you do anything except block to defend yourself and he has 4-5 bars, he Tempests XX Proton Cannon XX Hyper Sentinel Force and you’ll die.
NOTE: Don’t do it if the person is in block-stun. If they’re in block-stun and you try to do this, then it’s as though they’re blocking. They’ll be frozen in a blocking state causing it to be blocked. I forgot to mention that part. It should be common sense, but I’m not taking the chance.
Psylocke IMO works with characters that do massive damage off combos. Her assist is so good, that if you’re constructing your team after her point action, you risk damaging team chemistry sometimes. If I were to recommend a team with her, might think along the lines of…
=Psylocke, Cable-a/b, Capcom/Cyclops/Jin-b/Ken-a/y
-Cable’s assist is based on if the opponent is likely to choose Cable-b himself, or if I want to inevitably dissuade projectile assist calls. Another thing, is that I might want to be calling Cable-a to get in on them, or cover the recovery of something.
-The final character would be based on how I want to play this. If I’m basing my game around Psylocke, it’s Jin-b, Ken-a, Capcom-b
-Jin-b’s properties were already brought up. BTW, if anyone calls assists while in range of Jin-b, the assist will be sent flying [unless it’s a specific assist I’m thinking of], and they’ll get hit as well if they try anything. That’s all the time you need to dash in, and tap UF + UFHK to overhead them into a combo, or dlk if they block high. They can’t block it since human reactions forbid it. If they block anything Psylocke has for an assist and you can get point-blank, this happens.
=Spiral-a, Cable-a, Psylocke-a
-Modified version of Duc Do’s B-Series winner before Justin Wong started taking over. Psylocke replaces Cyclops-b.
Do you guys have any ideas for a team that doesn’t use Storm, Ironman, Sentinel, or Cable for a team based around killing the assist with one THC.
I planned to use this as a non-god tier way to counter people that like to abuse their assist.
I was thinking to start point with Cyclops and build meter and then fight, looking to punish their assist.
Would it be possible to kill off their assist with just this strategy in one clean blow?
Possible partners: Glitched Juggernaut, BB Hood, Silver Samurai
That’s extremely tough. I’d rather use Jin-b or Ken-a counter-calls, or AHVB, or a Mags Snap-back than go through the trouble of trying to figure out which team super will allow you to accomplish this without Storm, IM, Sent, or Cable. etc… Giving me access to even one of these guys is pretty much all I need since many of these characters have stabilizer effects on Triple-Team supers.
-Magneto or Megaman, Sam-y, Hulk-b works, but isn’t all that stable. Dhk, engage death-button.
-Hulk-b, Megaman-a, Jin-b/Capcom [works with all of them but MM if they launch you as MM must dhk]. Has stability issues, but hard to punish.
All of these have stability issues big time, or will have assist scheme issues. My advice is that if you have it for either the DC or the PS3 live / Xbox Live, you use that to try to figure out better ones. I got close, but also got lazy as I have to leave soon. I might try later to find something better since I had a few, but I’d have to edit out the best guys for it.
Thanks, I was trying to come up with some gimmick that would work in non-god tier matches, the stability was also a problem I noticed when coming up with these team super combos. I’ll have to look into some of these characters you mentioned.
Now that you understand that, let’s begin. All I need is one of the characters you banned. Just one, and I can create a stable team when it comes to the death-button strategy. There’s actually 2 vulnerabilities to the strategy:
1]Assist synergy.
-Typically, when engineering a team to exploit this tactic you give up assist synergy and your team only becomes a threat once you get 3 bars. By then sometimes you get raped, lose a character, and thus the damage output for your strategy.
2]Frame Cancel / AHVB risk.
-There’s always a chance that your THC can be aborted by the opponent, or you can have the recovery punished.
-I was in a game I was literally on the verge of losing. My opponent had 3 characters, and I had Cable left. Even guard damage from a triple would have most likely killed me. I was jumping in to flying hk, he engaged the triple. I AHVB’d his triple team blasting all 3 guys. I linked 2 together killing one guy, then let the rest escape on purpose. After letting him off, since I killed one of his guys, I guard-broke the other 2 and won the game. In essence, if your triple hyper combo isn’t safe and you’re using it as an anti-assist weapon, you risk getting your entire team blasted to death in one foul swoop.
=Storm-y, Hulk-b, Jin-b/Capcom-b [works slightly better with Jin than Capcom]
A full thread and write-up on on this team is shown below. This team’s broken as hell.
=Juggernaut-a/b, Hulk-b, Sentinel-a/y
=Hulk-b
If Hulk Dlk,dmk, then engages the triple and times everything perfect, you’re most likely losing a character. This works regardless of the state of Juggernaut [so long as he’s alive]
-Dhk,Jug-a[ground], gamma crush, hold down, DHC in anyone, is massive overkill on any character. Even before the DHC they’ve usually taken 130+ damage [with 143 most common for me]. Mid-screen only.
-Dlk, call Jug-a, dmk, activate crush. Won’t kill, but very painful.
=Jug-a/b
-Dlk,call Hulk, standing hp, hard juggernaut punch if it hits [half health gone, no meter], if it hits in the corner, light juggernaut punch, dlk, Head-crush, cross-cut juggernaut punch xx head-crush. If blocked, hard earth quaker. If they try to punish this in any way except frame cancel [including AHVB], Head-crush.
-The triple team works, and is very powerful, but isn’t fatal unless you are glitched.
=Sentinel-y
-Dhk [2 hits only] engage triple. Someone’s likely to die outright. Juggernaut glitch or not. Airborne assists die instantly at HSF level, and if someone’s trying to fly-stomp, they will die. I had this team against a shitty Sentinel Cable. I kept beating him every single time till he quit because I’d build 3 bars, bait out Cable assist, and kill it with the triple as an assist.
This is my death button team. The only reason this team wasn’t used by me in tourneys is the fact that Cable and Storm were way too common.
Forgotten detail: I didn’t remember to mention all this since it’s common knowledge, but I touched on it in this post. I’m not going to take the gamble that you know this already. Here’s the post…
WARNING: MASSIVE POST ALERT
-Check the topic titles before reading, and if you know all these, ignore the sections or the entire post to avoid boredom. Consider yourself warned.
this is in case you guys don’t know by now…
Random Common Knowledge Stuff:
=We’ll start with Jin-b assist and the nature of the counter-call.
Here’s what you do…
1]Make sure if possible that they don’t have Doom-b
2]Select Jin-b assist in the third slot
3]Rush down.Don’t call any assists unless they’re in combos, or you can cover them easily and safely.
-Do NOT call Jin-b. Just keep them in Jin’s blast radius at all times.
4]Eventually, they’ll call their assist.
5]Counter-call with Jin-b, and either evacuate the area, or move to a position where they can’t punish Jin-b without getting hit by you. Example: You blow up Capcom with Jin, and the moment the explosion starts, your Hulk SJ, or dash-jumps over their head. If they both got hit, you could gamma charge under them with proper timing. You’ve recovered, and can sj up and attack the point character and possibly the assist as well if it’s in the same area.
-When timed correctly, you always have enough time to get into a safe position so that they can’t punish Jin-b without getting hit by the one calling it in retaliation, and their assist took damage.
-Sooner or later, they start trying to bait YOU into calling their assist. It’ll fail since you’re only calling assists in retaliation to theirs. Once they start doing this, they have to be able to fight without assists at all, or they’ll lose the character almost immediately. I did this strategy to a Cable a few times. Didn’t get shot once. He actually shot Jin-b once, but because I was directly under him point-blank, the AHVB missed Hulk, and I launched him out of it. I also got behind him and launched him. It was really funny. Everyone was thinking it was a fluke, when the reality was far more sinister.
NOTE: The exact same strategy can be executed with Capcom-b which does more damage, but Capcom is abortable with dlk, and has a higher chance of missing. Your assist MUST put them at risk of getting hit by it every single time it’s called or you’ll just get it killed by the point-man when the thing misses. Hence I chose Jin-b over Capcom-b.
Ken-a assist has a ton of invincibility, and usually lands behind the one who you tried to hit it with. It will blast through any assist called. This includes Doom-b. It can’t be aborted once it starts, only punished on whiff, and you often have to wait forever till you can do that.
=Time for AHVB
=I feel like an idiot for bringing this up since you said you hate Cable. If you hate Cable, you probably know this already. Just in case, I’m giving it to you anyways.
=Cable has an air super that’s literally the most dangerous hyper combo in the game, the A[ir] H[yper] V[iper] B[eam]. It recovers the moment your feet touch the ground, it can be comboed by Neutral the stick and immediate qcf,uf motion, wait till you just left the ground, and press both punches.
=Ground moves: anything that isn’t a projectile a point character does can be jump canceled so you can combo off it with AHVB via super-jump canceling. The easiest example is standing hk, slight delay in neutral, qcf,uf+2p. You can also go hp [gun draw without shooting and cancel that]. Cable can also go mashing hp, and if it hits, light dragon-punch motion that misses, and cancel that with AHVB and it will combo.
=This super is unobstructed by the number of characters in its path, so you can take out the assist, the point-man, or both. I’ve even blasted someone’s triple hyper combo for an amazing annihilation of the entire team!
=If hit, you’re still in hit-stun when he lands. He can link up to 2 more supers easily wiping out over 90% of your health. The maximum you can link on a normal sized character is typically 4, but AHVBing 5 times on certain characters [Black-heart, Sentinel, Juggernaut] is quite possible.
=If Cable’s on beta assist, and the Cable user blocks something with lots of recovery, if they’re standing on the ground, they can go B,DB,D, and press the assist that corresponds to Cable’s position in the team. He’ll jump in and do his scimitar. If canceled early enough with Qcf+2p, that’s an AHVB. Furthermore, guard-pushing can also be canceled with alpha counters, so even normal attacks against a player with Cable in the back can result in a whiff-cancelled alpha counter-in AHVB [yes, they want the scimitar alpha counter to whiff] getting you, and/or your assist both shot and killed at the same time.
=You can only advance 1-2 frames max once the hyper animation starts before the beam enters the hitting phase meaning you MUST block if the freeze starts immediately, and anything more than invincible start-up teleports [Spiral for example] or an immediate holding of back will get you shot brutally.
Exceptions and Bail-outs:
-You can engage a Head-crush if really close and it will freeze Cable long enough that he gets hit instead of you.
-Ruby Heart and Magneto if backed by Iron-man can quickly Hyper Schwarzelle [ball super] or Magnetic Tempest, then DHC into Iron-man to stop the AHVB from coming out saving your ass [and frying his in the process].
-If he’s trying to shoot your super and you have Storm second, you can DHC her in the midst of your active super if this is your first or second hyper, and the hail will trade saving you. Cammy’s KBA won’t trade; it will deliver a full punish to Cable due to its energy projectile invincibility. DHCing Iron-man in will also deliver a full punish.
-You can alpha counter or DHC in characters to do invincible moves, then cancel those moves with beam invincible supers to punish. Alpha counter in Cammy-alpha[Anti-air], then cancel that into Killer Bee Assault to go through and punish the AHVB, or DHC in KBA to punish it.
Projectiles that are on screen still advance during frame freeze if they’re still active sometimes, so Spiral’s swords can end up accidentally aborting AHVB. Expert Spirals can increase the odds of that accident occurring drastically by design to the point of virtual certainty, and when all else fails, she has an invincible start-up teleport. This means she can easily make Cable waste his meter trying to shoot her and or her assists, and teleport away during the screen flash if he falls for it. This is a 9-1 or 8-2 match in Spiral’s favor if she has Doom, Cable-b, Sent-y, or Sabertooth-b.
=Now let’s move on to double-snapping, and assist only infinites.
Some characters [Psylocke, Magneto, there are others I can’t remember] have enough speed that if they land a snapback hitting both, they can make it to and combo the assist. Once this is accomplished, these specific characters can simply repeatedly relaunch till the assist dies. Usually when snapping out someone to kill the assist, you don’t want to hit the assist. These guys are most dangerous because they don’t care. Dhalsim [forgot how] can also exploit this. He can’t outrun the assist on a double-snap, but he can hit the assist with combos that allow him to inevitably get under it for infinite relaunches. There are plenty of characters that can exploit this. Some characters like Hulk can’t launch your assist indefinitely. For those characters, you can do a simple air combo, wait, combo more with something that normally wouldn’t combo, and sneak under them for the relaunch that way. Hulk for example can go Dhp, up, lp, lk, mk, wait, just before landing lk,mk, land and repeat indefinitely on an assist till it dies.
I just remembered an old team with Hulk-a, Mega-man-a, Jin-b team I used to use that has a decent death button vs assists. No Cable, No Iron-man, No Storm, No Sentinel.
=Advantages:
-Designed to kill off launches into triple team super, ease of use
-Enemy assists have reduced effectiveness in general
-Handles meter-less Cables when they have the wrong assists [anything but Doom-b. Sent-y is harder, but doable].
=Disadvantages:
-If a character is lost, the firepower is drastically diminished.
-Rogue’s rush-down can beat it
-Vulnerable to Doom assist
-Ineffective until 3 bars.
-Reduced DHC effectiveness.
=Megaman-a [or Jin-b on point]
Dlk, dhk, engage triple team hyper vs assists.
-Assists can’t roll, so they get otg’d for 143 pts on an average stamina character and die
-Jin can also do this to the same effect vs assists
=Hulk-b
Dhp, engage
-If it will deal 143 damage to an average stamina character as a combo, it’ll do that to an assist.
=Jin-b
Df Hp, engage
-If it will deal 143 damage to an average stamina character as a combo, it’ll do that to an assist.
-Standing hp combos with tag to Hulk. [Dlk, hp, tag. If they’re cornered, Call Jin-b, gamma charge XX Crush. If not, dash in and do whatever you want…]
Dlk,dhk, engage [Assists only]
-Does 143 damage to an average stamina assists. Since assists can’t roll, they usually die.
I can’t guarantee its overall effectiveness these days though, so be careful using it. Try it out, and if you like it, use it. There’s a lot about it I’m not sharing and have forgotten though.
Wow, thanks a bunch. This is a lot of useful information for what I was trying to do. Must’ve took you forever to type all of that stuff up, much appreciation
Cyclops-b, Gambit-a, Morrigan projectile / AA also works. Gambit-a, Morrigan-projectile /AA, BB Hood also works. If anyone in either of these teams sneezes on you [and has 3 bars] you’re losing a character to a massive 3 bar DHC.
Shout-outs to Viscant. He invented these 2 to my knowledge.
Me personally, I’d be using…
-Morrigan-aa, Storm-a, Sentinel-a. It;s nice having an insurance policy. Storm-Sentinel DHC is so nasty. It’s a guaranteed 90% damage.
That sounds pretty deadly, especially regarding dealing with Cable’s AHVB. I looked up some Ironman vids mostly J360 and I started noticing what you had mentioned since he used Combofiend.
I was thinking Hayato would maybe be a good candidate with Psylocke since he has some decent combos in the air so I might use them together. So it would be Hayato/xxx/Psylocke. Any suggestions for that team and who can fit in?Possibly Hayato/Storm/Psylocke?
Spiral(A)/Cable(A)/Psylocke(A) sounds like an odd couple to me but it doesn’t hurt to try out.
It’s not as odd a set as it looks. This is a BUPA [Battery(aka meter builder), User(aka meter consumer), Primary Assist] team. The difference is that every character has a powerful mechanism for supporting the other characters.
MASSIVE POST ALERT:
EXPLAINING SPIRAL-A, CABLE-A/B, PSYLOCKE-A
=Spiral-a [using Cable-a/projectile assist]
-Battery / Meter Builder
Spiral’s hopping around going 3 knives on the way down, call Cable-a, 3 knives on the way up, when you block Cable, she reloads. She’s also going dashing hp, hitting lp to fire more knives, calling Cable-a, firing more, and when you block Cable, she reloads. If you sj vs the first trap, Spiral can sj, expanding knife circle, reload, quick-drop, call an assist [since the quick-drop put her in nj state she can call assists], fire more knives, and you’re stuck again. When all else fails in trying to stay away from you, she teleports. When she wants Cable-a in, she loads 6 knives, and then fires 2, tags, and mashes firing more of them. Because her sprite is still on screen for a little bit while she prepares to leave, you can still fire knives. If the knives she just fired hits, they’ll combo with the Tag, and Cable shoots you to death. If blocked, Cable has the initiative.
-Every knife inflicts 1 point of chip when blocked, and 6 points of damage on hit.
-Spiral-a [using Cable-b assist]. When using Cable-b assist, she loses easier reloads and has to rely on you getting hit by it. She can reload for free if you block it though. You just have to be better with your knives. Spiral does gain the alpha counter XX AHVB here though. Having Cable on AA aids Psylocke more, but makes Spiral in some ways more vulnerable.
-An important note is that Spiral beats Cable to the order of a minimum of 7-3 and I’m thinking more like 8-2 She can call assists all she wants, and if Cable does anything about it, the knives will abort it. Furthermore, she can use her invincible start-up teleport to make AHVB miss. Spiral can also set up safe reloads without getting shot.Of all the bad matches Cable has, this has to be his worst one.
-Spiral Combos and close tactics:
-Launch with 5-6 carried knives Lk,mk, expanding knife circle XX metamorphosis, lp to grab. Unless they have an instant startup super and can DHC out, or an invincible start-up teleport, they aren’t getting away from the grab. This combo is 75% damage or higher.
-You can try to sneak in a point-blank tiger knee quickdrop under the cover of assists. If they…
–Block low, [caught sleeping], you lp them, land, dlk, dhk, air combo.
–Stand, you wait till you land, dlk, dhk, launch, air combo.
=Cable-a/b
-User / Meter User
Cable has lock and trap patterns with this assist. Cable can simply call Spiral-a, jump back hp, and normal vb, and if you get hit, the knife-ball hits, and Cable AHVBs. Cable can mash hp while calling Spiral-a, then toss a grenade. If you get hit by any of it, his next rep of hps will combo allowing him to miss a light uppercut cancelled into AHVB, and the AHVB will add to the combo. After that, he links more AHVBs and the character dies. You just lost a character. BTW, If timed correctly and Sentinel is caught in this lock-down, he’ll die outright from guard damage, unless he uses a pefectly timed guard-push to escape. When he does, he still has to be really careful up close as any errant stomp will get hit by Psylocke, and result in him getting shot to death [Sentinel can be shot by as many AHVB as Cable can carry, which means 5]
=Psylocke-a [with Spiral-a and Cable-a]
-Primary Assist
Her role is as close protection for Spiral and Cable. If hit by it, Cable shoots you to death, or Spiral launches you. Cyclops works slightly better in this team because if you block it vs Spiral, Spiral can safely reload uncontested, but it’s easier to kill with Psylocke-a via AHVB. Psylocke can use the knife-ball and or the viper-beam assists to get in. If you’re blocking, a knife-ball and Psylocke is right beside you, she can hold UF, and immediately [while doing so] hit hk for an instant overhead, then double-jump and land a small combo. If the assist recovers since it wasn’t part of the combo, she can call it again and try to knock you onto it as part of the combo because she’s in a normal jump state. This allows her to extend the combo. If she has 2 meters and wants to, she can use the double-launch combo, and end it with an atomic butterfly super DHC’d into a whiffed Time-flip. Cable will recover safely, and if they don’t roll, the time-flip will otg them allowing Cable to AHVB them.
-Psylocke [With Cable-b] She has an anti-air assist instead of a screen piercing beam assist. You can alpha counter against keep-out assists and destroy them and you still have access to a knife-ball assist. Cable-b benefits Psylocke more, but I think it might hurt the team a little when it comes time to team chemistry, so I recommend Cable-a
-Psylocke-Spiral-a combo: Instant Overhead UF+hk, on the second hit call Spiral-a, uf doublejump, lp,lk,mp, slight pause, hp, land, dash in, relaunch, lp,lk,mp,mk,UF+HK, UF+HK, UF+HK,Psyblade XX atomic butterfly.
-This is a pretty annoying combo. If they block high, you dlk, launch them, call Spiral-a, and try to smash them down on top of it for a relaunch. If they block low, you do the previous combo.
Doom-b may be the worst assist you’d have to face with this team, but this team’s assist punishing is off the charts.
Dealing with Doom-b [and other annoying assists, but specifically Doom-b]
==With Either:
-Launch with ducking hp when safe.
==With Storm:
-Try to dash into the perfect range for him to call Doom, wait a nano-second so that he sees it, and then sj or dash back.
–If you choose to sj, try to come down on Doom with a hk, rectangle jump past him, and try to start your offense, or waste more time building meter.
-After blocking it, ducking hp it repeatedly till they do something about it. When they do, tap UB, then hold DB to block, or tap up, hard punch it down on them, air dash down on the assist with light, medium, and now they’re at risk of getting double-snapped [and losing Doom, She’s now likely within 1/2 screen of the side of the screen, and when double-snapping the side of the screen is treated as the corner. At that distance, she can get to the assist with dlk, standing hkxN.].
-Build 2-4 additional bars with runaway to get to 3-5 bars [4 or more is recommended]. When ready, start Typhoon-Hailing.
–If forced to block with Storm, alpha counter in Hulk to gamma charge Doom, and either cancel to a quake [followed by jump forwards lk,mk, land XX Gamma crush XX Hail], a wave [to push Doom onto the point character], or a Crush XX Hail.
==With Hulk:
-Launch the assist [DF HK, or dhp] if you can trade in Hulk’s favor [hyper armor] and air combo it to deplete it if it hasn’t taken damage yet.
-Gamma Charge, wait, Gamma Quake, jump uf lk,mk, land Gamma Crush, XX Hail the assist.
-Activate a point-blank Triple [A1+A2] if it will trade safely to kill the assist. Hulk can be punished, but if Doom’s taken over 80% damage he’s dead big time [This Triple does 143 damage to ordinary stamina standing characters point-blank when done at random more than 80% of the time as a true combo BTW].
-Flying hard kick aborts Doom-b if the rocks aren’t high enough on his body. I think it’s the same for air lk.
==With Jin-b
-Dhk [or launch when safe], engage triple [with a full 3 bars] for well over 85% [and usually about 95% damag]
-Typhoon the assist XX Bloodia Punch XX Hail. If you stop this sequence without Hail and they’re forced to block the Bloodia Punch, the last hit becomes unblock-able.
For all other assists, seriously. Just bait them out with the point-man in blast radius, call Jin-b just before blocking it, and either sj away, dashjump in [ with Hulk], or dash / wavedash /air dash in [with Storm]. If they attack, they’re sent flying, if they don’t you just covered your assist through base movement.
You’ll want Ruby’s anchor assist - it means any hit at sj height can lead to his infinite. Her anti-air is good but anchor is better IMO.
I did a Ruby heart vid - its on Youtube - just type in mvc2 augmintt.
In the above guy’s Ruby Heart, Ironman, Doom-b team, is there a way to set up the IM infinite with IM in the middle? More of a curiosity question than anything. Imagine if he could maintain the team order I suggested, and still get the Ironman infinite from anyone, from anywhere. Actually, you gave me a deadly idea for a team I might wanna try from the video.
I forgot about the dead-state knockdown effect of the Hyper Schwarzelle. That’s really dangerous to get hit by.
Is there an air combo with Doom 1st, IM 2nd, and Ruby 3rd that sets up the IM infinite? I’m thinking you might have to DHC past Ironman, toss the chain, and tag in IM. That’s alot of meter to use. Is there something better? Could they say, Air combo with Doom, hk, ad down or df with hp, tag or something similar?