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

Yeah, this is a pseudo Vidkill team. I would much rather bet on getting a vicious THC with BB on point with meter, than trying to land a clean hit into OR-throw assist with Hulk :frowning:

Mostly, it would be kinda solid to learn to play with OR, build meter while playing solid and making good use of Hulk-dash assist (it links pretty easily on hit into throw or etc, use as a dash in deterrent and a slight aa) and BB-aa as a jump-in deterrent (better overall aa than hulk-dash as far as upwards range goes, but it just hits once and doesnā€™t KDā€¦good for GBs). To get in BB find a good spot to tag out (after a point kill, during an ambiguous cross-up situation, whatever) or just DHC to her if youā€™re fighting someone who canā€™t punish her or someone who will end up being chipped to death by her super.

Not too much to do to make this team work. I donā€™t have the best of skillz with Omega, but I will post a vid of some quick matches with this random team sometime later today.

[media=youtube]NN27KRegQxQ[/media]

Sorry about the extremely crappy quality of the 1st one. This 2nd one looks much better considering.

[media=youtube]45bEWwJDrQY[/media]

felicia,cap am, sim.

itā€™s just like anakaris d+k or IM d+hk where they enter nj modeā€¦and thusly can call assists. with what you said, it sounds like you press assist and then immediately stone dropā€¦and the negative edge of the assist button happens and there ya go

Yea, basically, but the only difference is that with those 2 guys, you press the assist button after they enter NJ mode, but with Shuma you press it assist button while he is still in SJ mode, but just before you do the Stone Drop. A little different. Itā€™s not as useful as Anakā€™s or IMā€™s b/c Shuma has a retarded delay on landingā€“he has to fully recover from his Stone Drop before the assist comes out. It would be leet if the assist came out AS SOON as he hit the ground. I havenā€™t found any real uses for it aside from getting your assist call out of the way in a safe scenario where double snap isnā€™t a threat. :confused:

Can you call it negative edging? I thought negative edging was when you coincided your release of a button as an input for another move. In the Shuma scenario, I didnā€™t release while in Stone Drop or after Stone Drop. I pressed and released the assist button before doing the Stone Drop command. A little different, I suppose? But yeah, I think it is just a neat fact other than anything really useful for Octo.

What I was referring to about the 2nd action thing was a comment someone made in the Shuma threads. They mentioned that after being hit on in-coming where they should have been in a GB scenario, Shuma was able to block a 2nd time before he landed. I donā€™t know if their opponent just screwed up the GB or whether this is true, but it is very interesting.

Alright -_- I just finished fooling around with Shuma-B/Ryu-a/Charlie-a, and I must say: I like the characters, but I do not have any real affinity towards the team. It is super raw. You have your projectile assists with Ryu and Charlie which provide some decent horizontal stuff going on, but nothing too much. Ryu does ok with getting a little lk tatsu rush going on in front of Charlie-a, but again itā€™s nothing major. The main thing to this crew is holding your game tight and taking advantage of whatever you can get. Charlie can do some stupid stuff off of BK while leaving Shuma-B behind you to pop you up high enough for Charlie to come after you and sneak in an air combo if his placement is right or go for the HP grab toss-up. Neat blockstrings for buffering a SB and getting back in, but nothing major. I have some raw footage and will post up as soon as I am done editing and adding a bit oā€™ music. Peace

p.s. The chip dmg on the team super was nice. I also liked having Ryu 2nd to stop stuff like Hail and what-not and just punish whatever is on-screen. I would play the team as:

Shuma/Ryu/Charlie

-shuma tries his worth while building some essential meter so that Ryu can inflict some dmg when he comes in or so that the team can just be a bit more flexible
-shuma has a nice and simple DHC thing going onā€¦Ryu may have a solid DHC from AC to ShinkuHado xx DHC to Charlie (either super but preferrably Sonic Blitzā€¦I havenā€™t tried it, but Charlie could possibly do qcf+2k and go for the OTG although it would be rollableā€¦I have managed to get in 2 shinkus from Ryu before by tagging Ryu back in after the Charlie DHC and TK the ShinkHado, but nothing crazy from that)

Charlie/Ryu/Shuma

-a bit more solid than above as it allows you to launch a stronger offense or do a little cleaner zoning from the start of the match

Ryu/Charlie/Shuma

-the one I think I favor the most

Charlie/Shuma/Ryu
-solid DHC from Charlie qcb+2k xx Shuma xx Ryu for a quick dump of 3lvls on a character
-letā€™s you start the match with a bit more offensive flexibility
-still has the Shuma -> Ryu DHC option
-might be the strongest form of this team, I dunno

Some fooling around w/ cpu and trying stuff on-the-fly:

[media=youtube]A-sR3LSqI5M[/media]
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Look forward to the next team.

BB Hood assist 2
psylock assist 3
servbot assist 2

This comes as a surprise even to myself, but I have to sayā€¦I like this random crew. Iā€™ve gained a certain respect for Hoodā€™s B assist as it is useful in basic zoning strats and it offers a very slight pop-up effect that can be capitalized on hit (just have to be a bit more flexible than most other popular assists allow I guess). Hood brings her usual dose of pain, but on this team she will tend to want to link her other not so popular supers for DHC purposes (they still offer good dmgā€¦and I think one is unblockable though this may just be news to me). I am pretty glad that Psylocke is available as she brings a good flavor of offense and simply comfort throughout in the mix. Her projectile assist allows Hood to stack up a quick 50 pts on the ground w/o super since she can easily dash up behind it and connect a 2nd ground string. Toss in Hunting Super and itā€™s about a 100 pts from 1 bar off of Psy-y link. Servbot. Ah, Servbot. I at first thought he would just be a shitcake, but it turns out he has his uses after all. His B assist is the perfect let-my-assist-hit-you-so-that-i-can-then-hit-you kinda thing. With double and triple jumpers itā€™s pretty awesome, b/c he can be dropped behind someone pretty safely. Umm, also his main super is pretty awesome. The neat thing about it is that it continues beyond FS, so it basically lets you get a free tag out for the most part if you managed to connect it on hit which Hood and Psy can both set up through DHC. Also, Servā€™s THC start-up makes Hoodā€™s Hunting a nasty threat as if you donā€™t kill Servbot as he is growing, then the THC will not be stopped and Hunting will follow shortly afterwards. He will shield Hood as she starts to shoot. If his start-up time were faster, it would be the shit. Other than that, I guess you can check out some other stuff when I edit and upload the vid later.

[media=youtube]QUZb8gjCYY8[/media]

Nice combos/setups/strats, I like the way you think :tup:

:u: Thnx. I realized I was abandoning hitting the training room with the random characters and doing too much freestyle. That kinda didnā€™t bring anything special out of the characters other than your occasional happening, so I add some time spent on each character/assist and basic set-ups and x-ups from training mode and then do a final snippet of some action (vs cpu though :confused: ). Cool thread. Keep it up.

Ya the beginning of that BB super is a grab technically, so its unblockable early and up close. I liked Hood a lot when I was last dojoing it up with any regularity-- like her taunt for cutting short HP Uzis, style points mostly, the fact that she can ā€˜ken rollā€™ under them for cross-ups, and her double jump is useful in all types of situations.

I look at the double jump (and this goes for anyone really) like this:

  • everyone knows you can use it for the classic stalling, stutter maneuver to throw off counter move timing and escape punishment

  • you can also use DJ to create unique attack angles. Basically think of it as a cancel; you jump/superjump, then cancel the jump momentum with DJ. What you end up with is a medium jump arc. Its really up to you to figure out how best to use it, but thereā€™re definitely times where a normal jump will get you punished and super-jump will let you escape clean but without creating an advantage. You can probably see where Im going with this. Possibly versus Magneto qcfPP (although apparently you can just dash through now, thanks Magnetro :arazz:)

As for BB-specific DJ schnuff, all that comes to mind are some dumb resets off of her Launcher. Iā€™m sure theres plenty of applications though.

New Team

Juggernaut- assist 2
Marrow- assist 3
Dan- assist 3

HaVe FuN : )

okay im on this again. this team seems fun.

team interaction hasnā€™t really gelled yet so Iā€™ll just share some lesser-known solo stuff for dan and marrow.

Dan

-can build decent bar with jump up HP xx air Taunt

-TK qcbLK seems like a faster backdash. Also creates a retreating hitbox which could be useful. Might put up a decent wall vs. rushdown (?).

-you can do some other funny stuff with qcb K. You can jump in with HK and then quick cancel qcbLK to pop over them and mixup. You can cross up, slight delay then original side qcb motion LK to get a backwards momentum hit.

-take advantage of lulls in combat/ other openings to whiff DPā€™s in order to set up his invincible DP (which occurs every 4th time-- i.e. not a 25% chance so you can actually set it up at will)

**
Marrow**

-Her qcbK off the wall kick has a strange property where youā€™re unable to cancel to her ā€œBoneā€ Storm super in the normal way during the 1st half of the animation (before she hits the wall). To cancel to the super during the 1st half you actually have to reverse the motion so qcb becomes qcfPP up until the point where she hits the wall. After that point you can cancel as normal. I figure this is another instance of Marvel flipping the X axis because it gets bored.

Good to know, thanks.

yah np. Itā€™s funny because she plays even more like a ghetto Storm with this knowledge since she now gets that retreat-style budget hail storm :]

Bone Storm has a unique property of its own-- will take some time and creativity to implement, but Iā€™m interested in what you guys can come up with. Youā€™ve probably seen this weirdness-, qcbPP super locks the screen into position and the camera is no longer focused on the combatants momentarily. Other characterā€™s moves do this as well-- Son Sonā€™s HK throw is the one that comes to mind. With Marrow, do dp+P and cancel to Bone Storm. If you hit them proper, they bounce up from the Spines and Bones catch them offscreen, the screen locks and you have a small window where you can get an invisible, ambiguous attack try.

Low tier needs the treacherous tactics

: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)

iā€™m 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 donā€™t 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 danā€™s 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

-danā€™s 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 danā€™s assist so that the card he throws covers some recovery frames on jugz specials and some empty space in marrowā€™s blockstrings (maybe plant him in areas where you would suspect a pushblock but jugz will be her main blockstring filler afaik)

-marrowā€™s 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€¦iā€™ll test some dhcs later but the only i have so far involves a combo with dan into jugz assist into frame kill dhc to marrowā€™s 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€¦marrowā€™s assist offers an OTG, therefore, a chance for the opp to roll

alright, iā€™m going to do a little stuff in training mode now to attempt cleaning this up a bit

ā€œ-in order of mobility: jugz, dan, marrowā€

lol that canā€™t be right? Maybe reverse order. Marrow takes the cake with double jump, faster dash, ability to xx Bone Storm from Jaguar Tooth and hcf (i think) arcing grab move for baits.

Best use iā€™ve got for Dan Variety atm is with Marrow/Dan. Basically usin Dan to mixup from launchers. IMO can actually be worth it bc Marrowā€™s bnb isnā€™t that devastating so why not reset when youā€™re feelin it. Iā€™m doin stuff like Launcher+Dan, 3-4 air hits, whiff command grab over land into his card covering you. I think thats it.