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

Sounds like a good idea, would you like to start?

1oo sided die ftw:rock:

I like this new random team. It’s unbeatable…literally. Hustleman17, go ahead man! Drop that new random goodness!

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NOOOOOOOOOOOOOOOOOOOO!!!

New random team and random assists

Rouge-1
Shuma-1
Colossus-1

have fun!

I would. I can’t find my dice right now. If I can find them, I’ll probably do it. Because I have no gaming buddies outside of fighting games right now, I haven’t needed to locate them yet. I’d have to get a new dice set if I can’t find them [alot easier than I am making it sound…].

this

Alright. I never found my d-10s [you can use a pair of d-10s to replicate a d-100 and use that to select your characters too, but expect a lot of re rolls as almost half will be 57 or greater].

I DID find the combat dice for Palladium compatible games which is the d20 [dice with 20 sides]. By ignoring the tens place value of this dice if I roll it, I can convert it into a d10. This means that if I rolled a 12, it would be a 2, or a 20 would be a zero.

Here is a picture of a d10

Here is a picture of a d20

Here is a list of dice notation.

Here are the math equations…

[1d6x10 (with 60=0)] + [1d10 (with 10=0)] = Your Character.
57-60, and/or 00 are re rolls.
1d6 with 1-2=alpha [a], 3-4=beta **, 5-6=gamma [y]

I went to wikipedia and copied their character list, printed it off [since it is alphabetized…,] and then numbered it. Here’s the list…

01 Akuma
02 Amingo
03 Anakaris
04 B.B. Hood
05 Blackheart
06 Cable
07 Cammy
08 Captain America
09 Captain Commando
10 Charlie
11 Chun-Li
12 Colossus
13 Cyclops
14 Dan
15 Dhalsim
16 Doctor Doom
17 Felicia
18 Gambit
19 Guile
20 Hayato
21 Hulk
22 Iceman
23 Iron Man
24 Jill
25 Jin
26 Juggernaut
27 Ken
28 M.Bison



29 Magneto
30 Marrow
31 Mega Man
32 Morrigan
33 Omega Red
34 Psylocke
35 Rogue
36 Roll
37 Ruby Heart
38 Ryu
39 Sabretooth
40 Sakura
41 Sentinel
42 Servbot
43 Shuma-Gorath
44 Silver Samurai
45 Sonson
46 Spider-Man
47 Spiral
48 Storm
49 Strider Hiryu
50 Thanos
51 T.Bonne
52 Venom
53 War Machine
54 Wolverine (Bone Claws)
55 Wolverine (Adamantium Claws)
56 Zangief

What I got first crack was unforgivably brutal, but I’m posting it anyways.

05 BH 02-alpha[lightning beam], 56 Zangief 01-alpha[Lariat assist], 48-Storm-beta[lightning attack]
-I can imagine all the horror movies like this would create even for some top flight teams. After seeing what Justin Wong was doing with Storm-Psylocke [MSP] at T9 last Sunday in the grand finals [psylocke countercall hitting Tron and either Magneto or Storm, then double snapping and killing the assist over and over [It happened at least 5 times], I am utterly horrified that I rolled something this brutal.

Blackheart can combo inferno XX HOD of either assist, the Lariat if armored is the best assist in the game. Blackheart cannot be hit with this assist lying around, neither can Storm, and if you call an assist, she’ll counter-call and double snap you. Unfortunately I don’t get the inferno assist to help Zangief, but the lightning beam can be useful for Storm in cross-ups.

49 Strider-y[projectile], 09 Capcom 02-a [projectile], 42 Servbot 05-y [balance]
-This one is alittle more fair. Capcom is a projectile assist. Had I got his beta assist I’d have rerolled.

Cammy-a, thanos-a, Wolverine-a

Sabertooth-a, Cammy-b, Doom-b
-Had I got Sabertooth beta with Cammy-alpha, I’d have rerolled.

I may post later. too tired right now.

I finally have some stuff for this previous random team of Shuma/Rogue/Colossus. From how I play them, I think they fit the name: Team H.Y.C. (Hold You Close). I pretty much had to spend some quality time with Shuma as far as reading the useful and not so useful posts in his thread, working on his corner ‘infinite’, learning combos, constructing some 1/2 life set-ups on launch, FSDs, forced roll cross-ups, unblockable DHC tricks to Rogue, blockstring into mystic smash cross-ups into Colossus-dash to name a few. I will update my previous post with what I have later this evening when I get the chance if anyone is interested. Also, I learned something about Shuma’s d+hk (Stone Drop?) move on sj that hasn’t been posted at all in the Shuma threads…

Sounds good thanks judge :slight_smile: - Also speakin of shuma stone drop; is it possible to cancel shuma’s command throw right after stone drop?

I’ll try out the Stone Drop xx cmnd grab cancel while I’m on. Someone asked about this in the Shuma threads like 2yrs ago b/c of something a guy said, but I think he responded that he meant d+hk knockdown, wait til’ they get up (if they don’t roll), option select cmnd grab. :confused:

Edit:

The result:

j/sj d+hk xx hcb+k (on landing)

DOES NOT WORK. Once the octo goes stone, the octo stays stone unless outprioritized or until the move is over anyway… :confused:

Edit2: I forgot to mention how very creative that die idea was Deathfist. Good stuff.

Shuma Gorath (projectile)/Rogue (anti-air)/Colossus (dash)

*I recommend picking the team as Colossus/Rogue/Shuma in case a swap is necessary to have Rogue out 1st

Playing Shuma on point:
?!? I will refer to Shuma as a ‘he’ for convenience even though he has a feminine win pose ?!? :rofl:

I suggest playing Shuma Gorath on point for this random team b/c you can do the following:

  1. exploit an unblockable DHC into Rogue after connecting Shuma’s stickied eyeball (from Mystic Stare) explode on his exit (32pts, meh but nice plus free whatever-up for Rogue)

  2. DHC Rogue in safely off of qcf+kk super…she dashes behind/inside/in front of the many bouncing eyeballs (?)

  3. Shuma proves his worth on the team and builds meter while at it instead of just playing 3rd slot…he has some skills

  4. ppl want to see you play Shuma since he is so underplayed :woot:

Normals of Interest:

s.lk - juggles, period lol (all i pretty much use it for)
c.lk - good quick poke, and awesome for ticking (juggles)
c.hk - decent anti-air move vs jump-ins but use sparingly if you see it being baited (as someone in the Shuma threads pointed out…beware defensive jump-ins + aa baits)
*i like doing c.hk xx Mystic Stare or c.hk xx lk Mystic Smash (whiffs) for the surprise grab on recovery as you land next to them
s.hk - obviously it has really good range and multi-hits on hit/block for pushback
*another normal i like to cancel into Mystic Stare
s.lp - good quick poke that aids moving forward on opponent
j.lk - for jump-in combo starters
sj.hk - normal of choice on super jump height as it has nasty range and an equally nasty hitbox
sj.hp - also good for sj, but normal of choice for Nj b/c the eye beam will keep Shuma safe from trading with aas and etc

Shuma’s Throws:

Hp (16pts) and Hk (my highest mash = 27pts) both on the ground and in the air.
*Know this, as it is important in psyching tech attempts by mixing up which throw you use and in Shuma’s overall h2h game
**both hp and hk throws are rollable, but that’s pretty much what Shuma wants you to do: roll right back next to him so he can tick throw you again

Devitalization is not a bad up close option when you just feel like grabbing 20pts from your opponent. hcb+k
*also good to use when you want to cut down on the length of Shuma’s s.hk (as mentioned in his thread)

Good to Know:
*after tacking on some eyeballs from Mystic Stare, if Shuma grabs you with anything but Devitalization, the eyeballs will fall from you
**the tag out, DHC out, counter out explosion of stickied eyeballs is well known by now (I have played around with trying to combo some stuff into a tag-out, but the explosion doesn’t provide enough hit stun…maybe there might be something though…for example, counter to Cable-antiair and AHVB, but that involves supers and this is Team H.Y.C. lol )
***hk grab can be mashed for more damage (specific buttons, I don’t know yet but i consistently get 18-21pts with just tapping d+lk+hk at the same time)…it recovers red health
****Mystic Smash is NOT an overhead
*****Stone Drop IS an overhead (sj. d+hk and assist seems to be his main overhead game other than the hard to connect j.hp)

Some Stuff on his Specials:

Mystic Stare: good chip on block…near 8pts (1pt per hit and it is multi-hitting on hit/block)…nice to be able to do something while blocking/retreating

Mystic Smash: a poor stall move and poor as a meter builder. Eczangief mentioned in 07’ that it doesn’t go as far when you jump cancel with it. I might do j.hk xx lk Mystic Smash [repeat] as charging the Mystic Smash just moves you back to your original position

I think that’s pretty much it in this area…

NEAT DELAYED ASSIST CALL ON SJ TRICK:

when Shuma sjs, he can tap an assist at peak height (any height really) and then do his d+hk Stone Drop immediately. Shortly after, that specific assist will come out and perform their action. Neat. :looney: I can see this being pretty cool for baits and would likely do very well if Shuma is coupled with an instant, invincible anti-air or some assist that can OTG if his Stone Drop connects (which I think I mention a set-up or 2 for later in this post)

Shuma Combos:
*Shuma has a high chance of getting fucked up after Mystic Smash in these if your opponent isn’t surprised or is just trying to beat you to everything rather than block a potential next hit

*1) jump in with j.lp, j.hp, tap up and immediately do hk Mystic Smash (whiffs), grab/block+assist/whatever

  1. c.lk, c.mk (pops up) xx hk Mystic Smash (whiffs but Shuma lands other side)

*3) c.lk, c.hk xx lk Mystic Smash (whiffs but Shuma lands same side), grab

  1. c.lk, c.mp (2hits) xx lp Mystic Stare (17pts)

  2. c.lk, c.mp (2hits) xx Hyper Mystic Stare (50pts)

  3. c.lk, c.mp (only 1st hit) xx Devitilization (27pts)

  4. s.lp/lk or c.lp/lk xx SNAP

  5. …s.mp or c.mp xx SNAP

Air Combos:

  1. c.lk, launch, sj Magic Series, end with sj. u+hp (38pts)
  2. c.lk, launch, sj.lp, sj.lp, sj.lp, sj. u+hp (35pts)
  3. c.lk, launch, sj. Magic Series, end with d+hk (34pts)
    *maybe someone could play around with 8 and 9 to see if anything cool can be done with that assist trick…

Grab Set-ups:

insert your grab in any air combo position you feel like, but what you grab them with is the mix-up:

-most people will expect Shuma’s well-known hk grab
-most people won’t expect Shuma’s hp grab…if you grab with hp (16pts), Shuma will throw them down under him and, granted they don’t roll (lol), Shuma can do:

a) whiff sj.hk on fall (normals won’t connect as they are getting up), land, hk grab or tick, then hk grab…You just got a minimum 66pts off of launch w/ Shuma Gorath. not bad

b) whiff sj.hk, but just before you hit the ground do a lk Mystic Smash that will pop them up…this is odd because there are certain angles where Shuma will connect this and pop them up slightly allowing him to re-jump and link more hits, and then there is the majority where he will just send them flying. odd

I’m sure if someone spend the time to really get down with this octo and thought further ahead, they could probably charge backwards if suspecting a roll, and hp Mystic Smash as you roll just to land right next to you…I think Eczangief mentioned this in 07’ as well

Combos w/ Rogue-a:

  1. c.lk, c.mp + Rogue, lk Mystic Smash (whiffs and is not necessary but cool for moving forward w/ something other than walking lol), s.lk/c.lk juggle into whatever

  2. c.lk, launch + Rogue, sj.hk, sj.hp, land, OTG into relaunch and sj after for extended combo or into throw set-ups or implement forced roll or snap out or tack on Mystic Stare stickies or lk Mystic Smash somewhere in there to land close and hk grab or what have you…options :looney:

Combos w/ Colossus-a:

  1. my favorite easy damage move: Devitalize + Colossus (37pts)
    *Shuma slams his opponent onto Colossus’ ram

?) insert Colossus into anyone of the cross-ups mentioned above to have him hit behind the opponent and give Shuma the chance to either dash and jump up for the grab or whatever

Rogue uses Shuma-a pretty well as she can do cross-ups and extended combos off of it, FSs into it, sj.hps into it for d+hk (whiffs) into s.lp, s.hk relaunch or s.lp dash under resets…she can also do safe attempts at her qcb+k cmnd grab. She combos into Colossus pretty much mid-screen with s.lp, s.lk, s.mk…she can FSD into Colossus with sj.lp, sj.hp (hits 80%ish of the time lol)

Colossus uses Shuma-a for safe tackles and as a linker, and uses Rogue to link s.lp, s.mp into a launch.

If the team ever goes full 360, meaning from Shuma to Rogue to Colossus and back to Shuma, Shuma tends to have 3bars where, if he wants, he can rock your world in something called a Chaos Dimension. :lovin:

Some vids to help with Shuma:

  1. his corner infinite-simple concept (I do [j.lk, j.mk, pause, j.lp, j.u+hp] but it’s a very tight window)
    http://zachd.com/mvc2/combos/Infinite%20Vids/shuma_infcombo_001.mpg

  2. guest appearance by Shuma at the end where he combos his CD in the corner and could possibly go into infinite afterwards
    http://zachd.com/mvc2/combos/jchensor/VillainsComplete%20(ThanosVenomJuggyOmegaShuma).mpg

  3. mikez showing that Shuma shit lol
    http://zachd.com/mvc2/combos/MikeZ/mc2shuma.wmv

  4. colossus w/ shuma-a (and a damn good anak player)
    http://zachd.com/mvc2/matches/japan/PlayMax/MvC2_playmax_2002_3_30-32%20(W%20AnakShumaCollosus%20vs%20HulkFeliciaTooth).wmv

  5. justinw’s shuma on Team Green (?)
    http://zachd.com/mvc2/matches/Final%20Round/Final%20Round%20XI/6b%20cas%20JWong%20(2W%20ShumaHulkDoom)%20vs%20JDonuts%20(various)%20DKO.wmv

so THATS friggin awesome, didnt know that

Yeah, I wonder if it has anything to do with this 2nd action that people say he is allowed in the air (and someone mentioned he can’t be GBen?).

I was playing with Shuma last night using some actual teams that could really add to his game until I returned to Team H.Y.C. I had Rogue vs Psylocke. Psylocke was doing her usual thing of being restless, trying to beat you to everything, when the following happened:

P = psylocke R = Rogue S = Shuma o = Shuma’s projectile ! = Psy’s snapback

  1. P R --i do a little blockstring and cut it short w/ a Shuma assist call at the end with attempts to practice my cross-ups on Psylocke

R<–
…P!o<–S

  1. Shuma comes out and does his projectile assist as Rogue sjs and AD to cross Psylocke up. Psylocke, in turn, does her snapback.

R P S

  1. When I land, to my surprise, Psylocke and Shuma’s sprites are still. Pyslocke was still facing the direction I had just left. Shuma had the glitch look to him that you see in the Meikyo-vids (I think). So, I jump over them and just walk back and forth. Still, neither of them move. I walk through Shuma and punch Psylocke, and everything returns to normal. Odd

interesting stuff judge, I like that super jump assist trick with shuma!

Deathfist from now on do you wanna take turns picking random teams? like I pick a team then you can pick a team with your dice? If you do you can start by posting your next team then me, then you and so on aight?

Bring it on, gentleman. Sometimes, because of this random thread, I end up spending time with a character I NEVER would have imagined myself playing. :tup:

edit: I just got a little recording thing worked out, so I can also attach vids along with each new random team in 2-3days whenever time allows. :tup:

Quote: Hustleman
Deathfist from now on do you wanna take turns picking random teams? like I pick a team then you can pick a team with your dice? If you do you can start by posting your next team then me, then you and so on aight?
End quote:

I’ll think about it. Sounds like a good idea.

Here are the 3 teams I rolled. Unfortunately, I keep rolling broken stuff. I’m considering to ban top tier guys. I Keep rolling them.

Officially, the teams I am wanting to be examined are 1 and 3. 2 is kind vicious due to the presence of Sentinel AND Magneto, but since he isn’t on rocketpunch or drones it I think it’d be fun to see what can be done with his launcher assist. You don’t have to though.

I wouldn’t mind some elaboration on BB Hood Anti Air assist. Omega Red with Hulk is extremely brutal.
1st team:
04-b BB Hood
-Anti Air assist [if it was projectile, that would be extremely nasty…]
21-b Hulk
-Beta [dash]
33-a Omega Red.
-Don’t remember what alpha is for him. If this is his throw assist, it’s utterly broken.
-This isn’t too bad I guess, just make sure that you don’t eat a Hulk combo like the one below…
Dlk+Call Omega Red, dmk, gamma charge, Cancel to crush on contact. Off jump ins, that’s 1 shy of a kill on venom. Had I done it off a dashjump attack it would be a kill on him. To make things more disturbing, If BB Hood is second, That’s a DHC to the firing squad.

Team 2:
52-b Venom Variety
-Don’t remember what it does
41-b Sentinel
-Launcher assist
29-a Magneto Projectile.
-I’m not going to comment on this one. The only reason it isn’t out and out unfair is that I didn’t get drones or a rocket punch. Venom also isn’t on expansion either.

Team 3:
43-b Shuma Variety
10-a Charlie Projectile
38-a Ryu Projectile

Interesting. Since Team 1 IS your 1st chosen random team, I’ll mess around with that a bit. Also, I would suggest NOT removing the popularly chosen chars b/c it messes up the balance of being truly random. If you do that, it just becomes randomly biased…

So,

BBHood-antiair
Hulk-dash
Omega Red-throw (a)

Nothing assist-wise to really counter-call with…raw team. Based on my current knowledge of the game and basic knowledge of these 3 characters, I would play it as Omega Red/BB/Hulk…will see after i spend some time with them in training

I will have to scan the Omega Red threads as I rarely EVER pick OR. Hopefully, someone else has more experience with him? I may scan the Hulk threads too for this

If BB Hood gets the firing squad super when set to anti-air like she does on projectile when doing a triple, that’s a second character [Hulk is the first] that can instantly kill your guy in 1 combo.

Jump in combo to ground combo, to triple. You’re dead.

And I already mentioned a Hulk kill combo in the last thread.

EDIT: Thought confirmed. BTW