Does anyone know if Joe/R.R./Strange work?
I think it might work a bit better if you run Joe/Strange/RR, but otherwise, yeah. The synergy between the 3 of them is pretty good.
I’d say keep RR in the middle. RR causes DHC problems with Strange in front of him, right?
I know that Joe and RR work well next to each other. Dude at my local runs Joe / RR / Vergil and it works great.
Joe / RR / Strange could work similary although I don’t know strange very well. I do know that strange has some good assists for RR, but I’d say to be careful with choosing bolts vs small characters. How good is Eye at setting up the unblockable and how well can RR confirm off an Eye?
Edit
Isn’t Strange one of the characters who can easily confirm from an RR hard tag combo?
Are you sure he runs a Joe / RR / Vergil team? Or a Vergil team? Joe -> RR is good, I run a Joe / RR / Cap team and it’s better than Joe / Cap / RR, and bolts definitely help out teleports -> instant overheads. The only problem you will have are people who c.LLLLLLLLLLLLLLLLLLL. Not sure what other synergies there are after that though.
lol yeah, it’s an RR-Joe team primarily, although Vergil comebacks are still scary. He recently dropped Arthur for Vergil. There is another Vergil at the house that I feel is ahead of him still, although he’s quickly catching up. I’m personally confident in my anchor Ammy game vs anchor Vergil, and the other Vergil is a point Vergil, so maybe I’m not giving him enough credit. He’s a good fighting game player in general and his RR is way ahead of mine, I’m just lucky that my RR is way different than his stylistically, or else I’d have a harder time fighting everyone lol.
There are plenty of arguments for RR being put in the second slot (we’ve all read those threads), but I feel that in Joe’s case in particular, RR being right behind him is the way to go. The shell is Joe / RR / x, There’s just way too much synergy not to. Yes, Kusoru doesn’t do this, but he has Frank West to care for. Also, Joe chip damage into BnB into RnR DHC is also usually enough to kill anyone. Then you get RR’s awesome incoming mixups.
This makes me want to try Joe / RR / Ammy. Combine his shell with mine.
The Strange/RR synergy is really good too, though. I’m pretty sure you can run that team in any order…
I want to play that team too. I think it’s a winning team. Joe + RR is great. RR + Ammy is bullshit good. Not sure about Joe + Ammy, but you can set up some sick overheads. Also not sure about Ammy + Joe. But Ammy + RR is good too.
I can’t play Ammy worth a crap though. I miss DJ Kyu.
Well Joe’s fireball assist can probably cover Ammy’s advances the same way Trish’s does for me. She doesn’t need much, just something in front of her as she moves, so I think Voom should work too.
Joe should be able to do some fucked up stuff with Cold Star I’d assume. He can definitely cover its startup and I’m willing to bet he can find a way to get red Vooms off of it.
Edit
Can Strange DHC into RR well?
I’m thinking about playing a RR (Pendulum)/Dorm (Dark Hole)/Dante (Jam Session) team. Would this work? I assume Dorm would be a good idea for this team so he can both Pendulum and Jam Session to start the zoning game.
Dorm can also use Spitfire, that way RR assist doesn’t take away from his wallbounce combos.
lol, I’ve even played Dorm with Shrapnel Trap assist and it worked surprisingly well. Just be careful of Dorm into RR DHC, it’s rarely possible.
So I figured out a new unblockable reset in the corner with Cold Star. I can’t believe I’ve never tried this before lol. For the record this is like the scrubbiest thing ever… perfect for me haha.
====================================
start RR corner combo > Bear Trap OTG > Oil Bomb > st.MS launch > MS > land st.H ( to ignite oil OTG ) > back Rocket Skates > pause cr.H + call Ammy xx Log Trap > forward Rocket Skates xx unblockable
====================================
Basically what you do is end a corner combo with the flame carpet OTG and back off. You then go for a meaty unblockable with Ammy, but you throw in a meaty Log Trap as well. What this does is push forward techs back into the corner to block Cold Star. It also catches people who just eat the hit thinking it will ruin the setup. The best part about this is that you can do it over and over again, and gain a TON of meter.
What I’m gonna do now is look for holes and figure out how to cover them. I know that every once in a while I’ll mistime it or misspace it against a small body and leave a gap where I can be thrown. I also want to see if that cr.H leaves a big enough gap where certain characters can fly or dash up and away from the log. If they block the Log in the air, I’m pretty sure that the Log into Cold Star is a block string. So far no one’s punished me, but I know those holes are there so I want to figure out the timing.
Something else to note is that when you OTG with a flame carpet like this, the opponent is forced to air tech. This protects you from most reversals and prevents hard tagging at the very beginning, but that probably means that hard tags are going to pop out after the Log Trap so I wanna look into a solution to hard tags as well. Maybe a MH lol.
Edit
I’m also looking into what to do about people who pushblock the Log Trap. I think that inputting L+M, f.H, L+S should cover it.
I was messing around with Ammy as well, and what you can do, if you end your combo with boulder loops, is :
whatever > s > j.MS > Bear Trap > Boulder Trap > dash S > sj, float, S > shrapnel trap, boulder trap > rocket skates + assist > L.teleport > dash optional > boulder trap > unblockable
What happens is that, after S, you put a shrapnel, then boulder then you rocket skate them back into the trap while Ammy is coming out. Then you L.Teleport to end up right next to them in case they push block you, Ammy is still shooting coldstars, and you’re unaffected by pushblocks, then you set a new boulder down. The beauty of this is whether or not they take it, that boulder at the end starts a new combo every time, it’s pretty hard to get out of unless they bionic arm you or whatever.
I think Chris/raccoon
Do well together
A lot of fire power
That sounds really cool lamu I’m gonna mess with that. I’m convined that Ammy is RR’s best teammate lol.
waht point character would get most benefit from cold star? with racoon second
I think I might have that reversed. Mess around with Boulder Trap > Shrapnel Trap if Shrap > Boulder doesn’t work out.
I’m going to be using Jill, but anyone that can high low works well with Ammy. Like Magz.
Probably Zero. I use Trish.
I’m looking to build a new secondary team.
I thought it would be cool to try out Deadpool/RR (log trap) but I’m kind of stuck on which character to use for anchor. Looking for an anchor that has an assist that can help both deadpool and RR.
So far I’ve come up with
Deadpool/RR/Hawkeye
Deadpool/RR/Strider (Vajra)
Deadpool/RR/Vergil (Rapid slash)
Deadpool/RR/Doom (Beam)
Comments/Suggestions?
Just remember that if u are using log trap that it uses the wall bounce that deadpool extends off katana rama … spitfire my be good with teleport mu’s with deadpool … ur preference tho
I’ve used Deadpool / Log trap / Vajra before, and it’s pretty good. Pool / Vajra are a good combo, and you don’t really need the wall bounce to get too much damage in.