The Random Team/Assist Generator using The Radom Team Generator!

^lol. We can’t change the assist types due to the random factor of this thread :slight_smile: Also, I see you messed with some of the same stuff I did. :stuck_out_tongue:

I like the following you mentioned:

*using Hayato’s c.fk to cause the forced roll for dash in follow-ups

*Hayato can call an assist as he recovers from his d+hk move connect? nice sonson bait…probably wouldn’t try it vs Psy-aa though…it would lead to a double snap…Hayato himself can’t block until he lands after his downward thrust is blocked by his opponent

*so, on the safe Hayato-Dhalsim DHC, the Engetsu wave continues to push the opponent back? I messed around with this and noticed it just disappeared (after 1st hit, as you said) as Hayato left and Sim came in, thus leaving Sim open for sj.AHVB, fast dashes, etc…maybe I DHCed too early? I’ll take a look at this later…though I think Hayato should just duke it out, BUT you might want to eradicate the possibility of getting the in-coming Sim’s guard broken lol so this would be helpful

Ah, whoops. My bad. I’ll work on some hayato/sim ground stuff as mentioned.

For the j.d+hk move/sonson bait, dont call her in while you’re at the peak of the bounce back (recovery) but instead right as you hit the ground. This’ll give you enough time to recover and follow up. Actually, testing it again, since the move does do multiple hits on a standing opponent, it keeps them in block stun long enough for hayato to land and recover.

As for the safe DHC, let the first wave start to form first before DHCing.

Not sure if this thread is still open, but…

Ruby Heart - Assist type alpha
Gouki - Assist type beta
Morrigan - Assist type Gamma

OR

Ruby Heart - Assist Type alpha
Gouki - Assist type Gamma
Morrigan - Assist type alpha

What can these three do? BTW, I name this trio “Team Sacrilege”.

gonna look into this.

Oops, my apologies. I don’t really like the team but I’m curious if you or anyone could give me tips on how it could work. I’ll post in the general strategy thread, instead.

cough Morrigan-aa/Ruby-cap/Gouki-exp phlem

Yeah, how bout those random teams? Oh yeah, pick a good one :slight_smile:

Hey, could you go explain your answer in greater detail in the noob thread or somewhere? I’d like to see your reasoning and discuss it…I have never seriously fathomed the use of Ruby’s capture assist. It would be really helpful, thanks.

Setting up for Ruby’s capture assist is technical…meaning, it’s not just an assist you’re going to be throwing out as much as you want…and not going to be using in too many of your set-ups. You have to have specific set-ups for it unless you’re using it as a basic jump-in prevent or against a fly-happy Sent who doesn’t know where the no-fly zones are just yet against such an assist.

I posted some thoughts on those 3 characters in your initial Gouki post…are you in SoVA? Playing is much more fun.

I don’t even know what SoVa is…:rofl:

I play semi-serious, semi-casual MvC2 on Dreamcast at Dalton State College with a few people. There’s two asians who are decent at the game but could use practice, Dark Horse (nick) is the player who rapes with Jill, Tron and Sakura; has a secondary team of Sentinel, Storm and Silver Samurai. I hold my own against him and win sometimes but usually I lose by the slimmest of margins. Other people include a handful of Mexicans that like the game but only play scrub characters, like the two wolvies, cable, etc. and aren’t very good…save for one mexican we call Jesus that has a good Guile, Ken and I forgot his third member. I haven’t seen him in awhile.

SoVA = southern VA

Ohio? :frowning:

When I played CvS2 seriously, I lived in VA; now I attend college in Dalton, Georgia. I have not entered a tournament since I was 12 years old.

Welcome to SRK.

NEW RANDOM TEAM/ASSISTS???

Gambit-2
Ryu-3
Thanos-3

Have Fun!

I might feel comfy playing this random team as Ryu/Thanos/Gambit.

Ryu doesn’t use too much meter as he does supers on hit confirms; Thanos burns meter well for assist damage with Power Ball and such…don’t forget his easy infinite if you can get it…Gambit I haven’t played with much at all.

I just like the idea of possibly doing the following:

s.lp, s.mpxxhk tatsumakixxshinkuu hadoukenxxDHC to Thanos’ Power BallxxDHC to Gambit’s opposite screen wave super (the instant you see the Power Ball form)…this is where it gets interesting to me–does the Power Ball have more driving force than Gambit’s wave super? If so, this should cause FSD and Gambit may be able to sj for an aerial rave or connect a Royal Flush due to the rod connect above him. Can’t wait to try this later.

I think Ryu-3 is his hurricane kick assist…
Not sure on Gambit-2 and Thanos-3 off the back.

Have to check on what those assists are a bit later.

This sounds like some kind of team Joe Zaza would play.

is thanos 3 = bubble? I already play cammy/gambit/thanos…so hmm.

Bubble is capture type, I thought it was assist type alpha.

Hmm, its:

Gambit - Expansion
Ryu - Expansion
Thanos - Launcher

Okay, from what I can see this team is going to rely heavily on the player’s zoning and defense capabilities, because there are only “2” assists that you can pressure with and combo off of. And even then, they can be snuffed fairly easily. Launcher types are always bad; and Thanos’s is not even a good anti-air although I guess it comes out fast, but not that fast being 6 frames in execution. And of course these fools can’t anti-air to save their life. Other then that, agree with judge’s comments above. Probably best used as a counter-intuitive team, but I’m eagerly awaiting Judge’s analysis.

Tech, ya gotta knock that out bro. :stuck_out_tongue:

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?

What’s fun about this thread is that Hustleman is trying to see how fast we can run through all those points with random characters coupled together having random assists. This means that they won’t always have the necessary assist to employ a presently-known solid strategy, which would force us to think outside the box in order to utilize a far less picked option in conjunction with our character…or just finding a way to use that odd assist in almost the same fashion lol

Ok, so:

Ryu expansion is his Hurricane Kick assist
-does good damage on hit
-offers 2 or 3 hits for an opponent to block

Thanos expansion is his launcher-type assist
-offers 1 hit for an opponent to block

Gambit expansion is his dp+P special move? I think he rushes forward while doing this and does 2 hits?

Character wise:

Ryu:
I rush with Ryu and constantly try to present an in-your-face pressure so that I can readily fish for hits and punish whatever unsafe move my opponent tries to pull. If they are good at playing offensive, I tend to bait an assist call so that I can punish them with counter-assist and/or TK super. I love pulling tick throws with this guy and jump at them a lot hoping to connect a hk grab for some small, but useful damage. I wave-dash whenever opportune to convey that feeling of offense to them. I break up my block-strings just to stay close enough to catch a false sense of freedom (e.g., 2 or 3 dash up c.lp/c.lks). Any solid hit on the ground will usually end up in a combo into shinkuu super…whatever my strongest option is.

Thanos:
Lol, I spam j.fp for it’s sick range :slight_smile: His d.hk (?) in the air is kinda cool if you’re trying to catch a croucher. Punishing assists with Power Ball super is pretty fun and he recovers fast enough to hit them with another afaik. Bubbles after the end of block strings beg for an attempt for his infinite. I don’t like to sj much with him as he doesn’t really offer me much high in the sky. His energy drain special is good for catching random moments of unexpecting opponents. His Power Ball super combos easily on hit…

Gambit:
No idea. I would just pretend I’m playing Ryu here. As I mentioned, I haven’t really played Gambit yet.

Team-wise:

Ryu+Thanos launcher
Jump-ins will be hitting Thanos as I dash or jump back w/ Ryu to sj shinku

–gotta go, will post more l8r–
BoD, you play Gambit/Thanos. What strats are you somewhat successful at using b/w these 2?

Analysis? Look at your post…you’ve put my paragraph of prose to shame. :sad:

I wanted to put just what you’re advocating; but I just gotta delve into this stuff as much as I can. That’s why I suck at this game, I’m thinking about stuff so much instead of doing.

(Deep Breath) Okay, let me try again. You can combo say, a shinkuu hadoken off of Gambit’s assist. It covers ground quickly, be aware of the hit confirm, the opponent will be in mid-air. For Thanos, he can use either assist to easily set up Gauntlet Power if it hits. Also Ryu can cover the bottom screen and perhaps cross-up while Thanos is spamming jumping FP. For Gambit, either assist is best used as a distraction, but I guess using Ryu can set up some blockstrings if you use it with Gambits speed and Cajun Strike. Remember to cover Ryu because he stays out for awhile (if your opponent avoids him). I guess…Thanos assist can be used for resets (?)…

EDIT: No, wait I think maybe Thanos’s assist could be used for combos like lp, mp, (assist), Cajun Explosion. Or maybe, crouching magic series for Ryu, (assist) hurricane super just as it hits. Gotta test this out, though.