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

:u: ah ok i see what you’re saying now with the marrow/dan thing. the hitstun is still short as all get out, but it’s there.

i thought my least to greatest order was kinda evident after the first few i did, but i meant from least mobility to greatest ecz

btw, i see it now and will be starting vid production soon. it all just clicked while i was playing through and doing training mode for a while. this team has function

edit:

some things to point:

w/ dan on point:

-using jugz to set up OTG stuff and as a frame kill DHC
-ending jump-ins with hcb+k variations to set up tic throws
-tic throws into jugz assist
-retarded 100% corner set-ups with 1 involving tag-out into headcrush
-frame advantage into x-up kick spacing
[when i play dan, mvc2 feels like 3s]

w/ marrow on point:

-meter, meter, meter, turtle, turtle, bait, bait, frame advantage, frame advantage, cover, cover lol she is definitely played the safest out of this crew
-BnB combos with jugz for 1/2 life
-blockstrings into jugz x-ups with frame advantage on recovery
-short strings to bait assist calls and punishes
-restricting movement with bonemerang
-using (glitched) jugz more freely with meter
-planting dan to bait assist calls and attacks
-setting up dan’s lvl3 dhc after launch

w/ jugz on point:

-glitch option
-blocked headcrush into dan’s lvl3 suicide
-headcrush into marrow’s bone super if blocked
-using marrow to cover recovery frames of some moves

so far i like:

dan/juggz tho dan/marrow works too but not as powerful
juggz/dan
marrow/dan
juggz/marrow

dan/jugz is almost a must…so i may run juggz/dan/marrow for glitch
and for non-glitch, dan/juggz/marrow or jugz/marrow/dan

Looking forward to it!

hey my bad Judge, i didn’t pay enough attention to pick up on the ascending order, makes sense now:]

i’m looking forward to ur vid as well, I haven’t figured out this squad yet at all/

This isn’t what I plan on putting up for a demo of team strats, but it’s still a way to at least see how I play the new random team:

[media=youtube]2k24c91zkxY[/media]

I use a few different team orders but would recommend Marrow as the 2nd to stop stuff such as run-away Storm or flying Sent; Juggernaut 2nd as a solid DHC to rely on for Dan (think about baiting a response by doing his taunt and then HCing it into Juggz Headcrush for example). Marrow is a good choice to have after Juggernaut if you intend on DHCing out of a blocked HC attempt. Don’t have too much time now to write much more, so check out the vid for on-the-fly stuff if you notice anything. Sorry for the wait…

What excites me so far are the setups for Dan/Marrow utilizing Dan qcb+k layered differently with Marrow’s Off the Wall Kick.

Right there you have a some options–

-call Marrow, jump and use HK version to get cross up momentum
-Marrow, jump and use LK version as a regular jump-in
-jump in attack + Marrow xx LK version to hop over

and then a handful of subtle variations to keep it interesting

thanks for the vid, it was well worth the wait :tup: Nice rushdown with everyone and also your Juggs is very nice, thanks again.

New Team

wolverine (not bone) assist # 2
anakaris assist # 2
sabertooth assist # 1

Enjoy :slight_smile:

**-side note

Thanks again everyone who is contributing to this thread, keep up the excellent work guys. Ive learned a lot of interesting things so far.**

uh oh Team Mental-Wasabe Exuded from Sphinxctal Pores then Diverted into a System of Canals Running Along the Nile, Egypt in da house.

Yes! I finally got a dreamcast and I can start contributing to this thread. This is definitely a team i want to mess around with.

lol!

Welcome back, good to see ya again in the thread :tup:

[play this joint while you read this long shit…dope: [media=youtube]h2M9YHATH2Q[/media] ]

Wolverine (anti-air) - he already gets a vote for either 2nd or 3rd slot with such a valuable counter-call even tho he has no invincible frames

Anakaris (throw) - playability, paired with an anti-air, his run already looks decent. his throw assist is always a good idea for keeping opponents cautious when u finish blockstrings and want to dash back up to go low again. anakaris has an early vote for 1st slot

Sabretooth (expansion) - the last of this trio, and he is not with his projectile assist. still, his qcf+P assist is still a decent assist to provide some forward cover as you try to move in behind it…useful in setting up OTG situations, as well as being used at the end of strings…i see sabre being on the bad end of dmg with this assist tho if you’re not very careful at covering him once he is out

Wolverine (claw)…can we use his spd-up super + chipping assist strategy on this team? not so much =/

j.lk, j.hp + anakaris throw = free combo if they aren’t blocking low whether they get hit by the 2-hit overhead or block it

Anakaris …any solid set-ups into mummy curse?

jump, AD/F + sabretooth expansion xx mummy curse backwards [since anak doesn’t turn around yet] is a x-up into mummy set-up

Sabretooth…fight.

*anak has strong ac into super combos with meter
*sabre has strong ground combo into super combos with meter
*wolvy puts on good attack pressure while doing solid dmg with meter

team strengths:

  1. anakaris has a decent anti-air and can bs while building 2 bars and then launching the offensive
  2. wolverine and sabre can tamper with spacing on blockstrings to put you in position to get grabbed by anak into free combo, snap or etc

so, i pose one possible team strat of:

Anak/Wolvy/Sabre

build 2 bars with Anak. do stuff like drop mummy curses, tombs, NJ mummy curse + sabretooth assist (if you find the right angle to drop mummy, then, on hit, sabre assist will pop them into it…to re-mummy, just let them get hit by sabre into mummy again)

haven’t quite gotten the AC into wolvy-aa to combo into mummy…JUST barely lets them recover…maybe someone else will mess around with this

other than that…combos, set-ups, DHCs (i recommend using anak framekill off of lp/lk, mp/mk, hp/hk xx hc xx dhc to wolvy dp+PP super for ground confirms once u get 2bars or something like j.hp xx d,d+PP hc xx dhc framekill to wolvy but be creative)

! noone really has any safe dhcs on block until i stand corrected, but i think the safest bet might just be using anak’s d,d+PP super into dhc to wolvy and/or sabre’s dash supers in response to their baited sj for a free next char entrance

edit: tidbits as i play through arcade, but

…Sabre/Wolvy/Anak is just as fine, so if you block something fs with Anak while playing Anak/Wolvy/Sabre then doing a counter to sabre will let you punish most stuff and go for a possible OTG. another option for the team

…regardless of the 1st few hits you land, all you need to land a super with sabre is s.hk. so a decent poke would be something like dash up lk, hk + anak throw, then look to see if they got hit. if hit, then qcf+p xx dp+PP; if they blocked it, wait to see if they stand into the anak throw.

…wolvy pushes opps into anak throw range off of s.hp and df+hp

…another nifty dhc escape method would be after connecting a throw with anak. as they fall, hc xx wolvy dp+PP or sabre and be thankful for not being able to get punished

Thanks for the song/post and that wolvy push into anak throw kinda caught my eye, interesting.

Not sure if it’s a good idea or not as I am sure that Anak can be snapped by his floaty hands, but:

(cr.) lp, lk, mp, mk, hk + sabre xx hp idle (there is a slight recovery in b/w on block where they can get grabbed but also lets sabre try to beat out any counter attempt)

also, sabretooth’s better string is in fact lp/lk mp/mk hp (1-hit)…a guy already mentioned this in the low-tier thread, but i mentioned lk mk hk and it only chains on dash-up =/

:u: what is funny about that is, on block, b/w sabre’s mp/mk and his hp there is enough time for the opponent to leave blockstun to be grabbed by anak (which also means, they could possibly get out an assist call if blocking your lp mp hp string =/ but see if they start doing it first before not trying it)

a counter to the above, after you do mp with sabre, block to see if they try to counter your anak assist call, and if they do, exercise sabre’s long snapback…if they don’t and do anything else other than duck, they will likely get grabbed by anak into a combo

*sabre can’t always catch the OTG or launch off of anak, but once you get the timing down, he can land qcf+PP super no them before they hit the ground…same goes for wolvy with dp+PP

**wolvy can exercise his c.mp mix-up by dropping sabre behind their back and getting the juggle before they hit the ground

after idle hands, i think sabre’s birdie super connects if you don’t want to mess with the timing…also if you play sabre/wolvy/anak, then that is a good option to make a safe dp+PP dhc in for wolvy

*on opponent next char entrance, with wolvy

j.lk + anak -> they block or eat the hit and fall into anak throw (if they pushblock, they’re good, but then not really since you can try to then dash up s.hk launch with wolvy or dp+KK super

:u: i think u have to do j.lp with sabre to make the above work since his j.lk has a different and possibly shorter hitbox

lol --> lp mp hp+wolvy xx birdie (special, not super) reps [wolvy is in range of snap, but sabre is safe and if they eat the hit, squeeze in a qcf+P xx dp+PP]

Reading this thread has been fascinating, it’s really impressive how in depth some of you are able to go in terms of finding synergy/strategies for basically any combination of characters.

Would anyone like to try breaking down Bison (orb assist), Cable (Pscimitar assist), Doom (rocks assist)? This isn’t a random team, but it’s obviously far from high tier so I’d love to have some investigative input on it.

That team is VERY solid.

understanding your assists…

Bison-orb assist: work on timing of strings and even strings into super paired with this to set-up chip damage layers (doom would be doing this more than cable–although cable can make moving forward a bitch for some opponents with this–for doom something such as something as basic as j.hp+bison repeats and then sj.hpxxphoton upon orb explosion to land and repeat)

another idea is to call bison-orb and sj opposite side of the screen where you will land with the advantage if your opponent cared to stay on the ground bison-side

double orb rep for bison:
short string + doom, lp orb, teleport opposite and fall w/ j.hk, land, hp orb, short string into scissor kick that pushes them into the exploding hp orb…dash up and try to repeat

Cable-aa: yeah, counter-call with this. set up otg scenarios with it, but be smart about it as it is a waste of an assist call if they roll (have something potent to juggle with if u go for the risk)

Doom-aa: yeah, lol, chip, take over the ground if you know what can/can’t counter it, extend strings…ac into assist…x-up and pin

basic strats:

bison/doom/cable…bison/doom dhc; variable counter cable in if you can manage to build 3+ bars
bison/cable/doom…layer doom as much as possible and build meter for cable
doom/bison/cable…turtle and build meter for bison with cable-aa to re-position
cable/bison/doom…build meter to dhc in bison off of doom-b cover. go for ac into psychocrshr

edit: last note, if cable-aa ever connects you can sj with bison and lk scissor kick them out of it into his super…or you can get them to fall into a hp orb if you dash up first and do it as they fall. by this time you can call doom-aa as well

Thanks so much :china:

To judge_rl, you gave me some advice in the casual team thread about who to pair with Iceman. I was messing around with a few different teams and I was wondering if you could give me any detailed info on Iceman(projectile assist) Juggs (punch assist) and Dhalsim (anti air).

Teaching Mahvel with Dr. Ray JUDGE :woot:

Man is on a role. I can only lurk 90% of the time, but your tactics are getting SMART STUFF. No fear in exploring every character. It’s like a multiplier effect bc what you learn with 1, you take to the next with twice the exp.

:u: thnx bro, but i’m just a troll vocalizing what many players are already thinking lol

Hey, I’m working on something now that discusses:

-what makes ‘x’ character different from ‘y’ character
-what makes ‘x’ character similar to ‘y’ character

Like you said ecz, it basically allows you to play any character. How well, now that’s another story. Of course, there would be the differences of vitality, certain infinites/combos you can’t do, but other ones that you can do, etc. =)

Dr. Wilhelm, your team would need a big help in the ‘help, get them off me department.’ Iceman-proj is useful for chip and normal, ground left-right zoning, and some resets/links; juggernaut-dash is powerful, has some anti-air properties (but not the best), and also zones left-right; dhalsim-anti-air assist is good for setting up combos (e.g., fsds, into supers), offers some uf zoning, and, as it says, is a basic anti-air but not good for immediate calls to thwart pressure.

After taking a look at the usefulness and applications of your assists, you then have to think about how you play with the individual characters (and not in that specific order). After this, you kind of do what is natural (and if not, try to make it more natural the more you play): fill point character holes for recovery/zoning, use to aid the offensive/defensive parts of your game, use to make certain combos work, and etc.

Some assists will allow you to try different strategies, perform different combos, do certain guardbreaks, and etc. Think outside the box with your team to figure out the best time to use your assists in combos and etc. Check this out…before going into training mode, think of your assists and your characters and figure out some stuff you would LIKE to do (although you may not be sure if it is possible yet…though you could sometimes MAKE it possible). For example:

-you want to make it hard to approach Iceman on the ground so you use basic reps of hp icebeams as anti-air + juggernaut-dash; or lp icebeams as left-right coverage + dhalsim-aa

-you want to use iceman’s hp ice beam to guardbreak and then dhc to headcrush or force a headcrush block on entrance then dhc to dhalsim qcf+KK

-you want to set up nasty fsds with juggernaut using sim-aa (though it is rare to get an air combo on a good player when you’re playing juggernaut)

-or use juggernaut-dash to set-up sick combos w/ sim; or iceman-proj to set up sick resets w/ sim

Think about it first (which you can do in or outside of training mode) and try to make it possible later. The fun part is actually using your stuff in-match.

Sorry, Hustleman, don’t mean to derail your thread. Try to keep non-random teams in the general threads guys. Thnx for asking though =)