Tech, ya gotta knock that out bro.
There is no ‘analysis’ outside of looking at what they do and thinking about how I would play them in order to survive as best I can if not control the match. There are a lot more experienced players who post here who play competitively a LOT more often than I do. If people are looking for a ‘secret’ with these characters, they’re not going to find it. It’s about playing smart, knowing where your openings are, and trying to control the match as best as you can. Before even trying to play with these characters the mind of the average competitive player likely runs through the following:
Offensively:
-how much damage can my character(s) take on hit (which leads to how savagely offensive I can play with them)?
-what is the biggest threat that my opponent offers to me?
-how can I dish out max damage with my character(s)?
-how can I FORCE (or increase the chances of me) getting a get hit (mix-up, throw set-ups, chip…)
-how can I keep pressure on my opponent in order to capitalize on the above (far/close, ground/air)?
-how can I use my assists to further my above goals? (block-strings for pressure, mild mix-ups , extra hits, extended combos, set-ups…)
-how fast can my character build meter in order to launch my stronger offensive tactics?
Defensively:
-how much damage can my character take on hit(which leads to how persistent I have to be to keep from getting hit)?
-if I am forced to block an extended string of hits or my opponent is launching an assault against me from ground/air &/or close/far, what does my assist offer me as far as getting out?
-what are the miscellaneous perks offered from my assist? (defense up? super armor to take a hit)
-if my character(s) is/are hurt, what are my options of getting them out safely to recover health on the bench or turtling in order to preserve them as best I can (if that is what you want to do)?
-how fast can my character build meter in order to use the necessary tool I need to begin launching my offensive tactic?
-most defensive tactics will revolve around spamming an assist, so: how can I ensure that my assist will take little to no damage after being called?
I guess looking at this, we try our best to make our characters/teams provide really good options to these points. The top-tiers just so happen to provide options to a LOT, if not ALL of these points.
After understanding all this, what then would separate the good players from the best would be execution…is Mahvel baby. Then again, that follows for almost all games.
I think this kind of thought is fun when approaching fighting-games, but not everyone likes to do that all the time. It’s fun to just pick 2 random characters sometimes and then Tron-projectile assist and just go crazy. Little thought, and, more often than not, good results.
also: maybe that double assist hit glitch would do well on this low-tier team? I forget how to activate it where your assist actually hits 2x? During DHC activation?