:u: cool stuff
Assists:
Jugz - dash type (power assistā¦glitch and tag in dan who then builds enough meter to dhc to marrow)
Marrow - expansion type (dhcā¦block strings backed by jugz dash for repeatsā¦dan variety assist as an assist bait to hit with bone superā¦2x jumper)
Dan - variety (meter builderā¦feel your opponent outā¦be solid and safe)
iām going to do a practice arcade run right now with jugz/marrow/dan (what i would suggest off the bat to glitch jugz, then tag dan) and then dan/marrow/jugz (what i would suggest if you donāt intend on using glitch)ā¦be back with more later
pre-training mode notes:
-jugz assist is a good plant move and, on block, sets up the perfect spacing for danās cross-up j.hkā¦i managed to get a launch into AC into jugz assist with marrow so i think there is KD into assist into bone super potential for decent damage for marrow on hit
-danās assist is not all that, but it can serve as bait to land a headcrush on an assist and possible pointā¦this might lead to headcrush xx bone super which could influence team order to dan/jugz/marrowā¦one could even time danās assist so that the card he throws covers some recovery frames on jugz specials and some empty space in marrowās blockstrings (maybe plant him in areas where you would suspect a pushblock but jugz will be her main blockstring filler afaik)
-marrowās assist operates as a recovery buffer for jugz specialsā¦i tend to use the light versions as they recover faster leaving a smaller window in case something goes wrong, but the heavy still works
-in order of range of attack: dan with the least, jugz with the next, and marrow with the most capability
-in order of power: marrow with the least, dan with the next, and jugz with the most
-in order of mobility: jugz, dan, marrow
-in order of use of meter: dan, jugz, marrow
:u: those stats show that dan is a good candidate for 1st slot (again, unless you are glitching jugz)ā¦iāll test some dhcs later but the only i have so far involves a combo with dan into jugz assist into frame kill dhc to marrowās bone super for maybe like 1/2 life
-there will be no instant counter-calling on this team:
ā¦use jugz to punish assist calls, to fill in block-strings, to hit into via combo, to use as a x-up w/ marrow when u have at least 1 bar handy, to use as a x-up with dan when you clean up your blockstrings to set-up his x-up kick
ā¦improper use of marrow and dan will especially get double snapped
ā¦marrowās assist offers an OTG, therefore, a chance for the opp to roll
alright, iām going to do a little stuff in training mode now to attempt cleaning this up a bit