[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:
- anakaris has a decent anti-air and can bs while building 2 bars and then launching the offensive
- 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