Thanks FunkyP.
@Saetan
First off, I play everyone in the game with the exception of Cashern, Ken, Lightan, and Morrigan at an above average level. You can ask the guys that I played in casuals for proof. I’m a firm believer that in order to combat other chars you first have to be able to play them. The characters that I don’t know are the characters that other players in STL play well or guys that I see at tourneys all the time (cough cough Keits cough cough) play well.
Second, you really don’t understand my main team at all if you think that their supers suck. Doronjo’s boiler drop is amazing as is Chun’s KikouShou. The boiler drop does 10k per clean hit, can easily be combo into, and sets up a very sweet air reset that carries your opponent to the corner allowing you to do corner combos which hurt. Her counter super can be used on wake up to counter any meaty jump-in and can be used during block strings to catch your opponent. Bolier Drop DHC into KikoSho also combos and keeps Chun completely safe from any punish.
As for Chun’s options, KikoSho takes up roughly 3/4 of the screen and is great for catching people that like to jump around, and I don’t think anything has to be said about Senretsu since it is one of the best supers in the game. It deals decent damage and allows follow up combos, you can’t really get much better than that.
As for damaging DHCs, yes they are good when they are straight up going to kill a character, but the game is a lot more dynamic than that. You aren’t going to face Zero/Yatter-2 every round of the event. Your team is going to have to rely on more than just a strong DHC to win since your opponent will have a ton of potential if your DHC does not kill them.
Thirdly, you a completely missing the point. In MvC2 the only things that you could use your meters for was supers, snapbacks, and variable counters. In TvC you have variable counters, VAR, supers, and Mega Crash. That last item on the list changes things a ton. I feel that being able to mega crash far offsets the need to deal a bunch of damage with a DHC since doing so gives your opponent the opportunity to deal even more damage with a combo. This obviously changes some if the DHC is going to kill a character but you have to respect your opponent’s ability to damage you at all times.
I don’t even consider using a super unless I have 2 stocks in reserves because I don’t want to get fucked up. Dealing non-fatal damage just isn’t worth the 2 meter investment. Now, if you have 4 or more meters, I can see using them, but having fewer is not wise.
Justin and I were talking about this on Saturday and he completely agrees. You’ll notice that he NEVER uses a super with Jun unless its a fatal lvl 3. He also won’t combo into Senretsu with Chun unless he has or is close to having 2 meters in reserve. You can see this in his match vs Skisonic’s Lightan. He had 3 meters built up and could have easily lvl 3’d him but he chose not to because he felt that it was too risky. The damage just wasn’t worth the risk…and Jun’s lvl 3 deals 27k+! Marn also follows this mantra. I dunno man, there just might be something to this meter management thing don’t you think?
Lastly, I know that TBlade and Alex are strong. But guess what…they are strong even without their supers! If you tag Crash Interlude onto the end of a 20 hit combo, you are adding 4 - 5 k damage. I don’t see that as a worthwhile investment at all and here’s why. Adding in Crash Int just ended your combo, cost you a meter and added a rather insignificant amount of damage. Your opponent in turn gained 8-10% red life. That small percentage of bbq translates to 10 - 30K worth of damage depending on their character and the amount of red life they had before. I’ll use Doronjo and TBlade as examples.
Doronjo with 10% red life can do a 47 hit corner combo that deals 27 - 30k damage and builds 2.5 meters for her. That same combo deals 51 - 54k damage when you increase her red life to 20%.
Tekkaman Blade can easily get 25K with no super no bbq. With 10% red life, the same combo gains a relaunch and deals in the neighborhood of 35K. With 20% red life it deals just under 42K.
Tacking on that extra 5k sends your opponents potential through the roof. This is why i don’t advocate using DHC outside of death combos. This is why I don’t support normal supers outside of fringe cases.