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(7) Cammy, Akuma, Iceman
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Assists: Anti-air (HK Cannon Spike), Expansion (HK Spinkick), Projectile
(Icebeam)
This team is the same as Team #1 except that Cammy has taken the place
of
Captain Commando. Cammy has a very fast and long dash and a launcher
with
excellent reach, allowing her to set up her Cannon Drill - Killer Bee
Assault
air combo easier.
However, that combo is hard to pull off. Also, Cammy's anti-air
is not
as good as Commando's. She also does not have an anti-air assist.
It is
sort of a mixed blessing.
The main thing that sucks about this team is switching in Cammy if
she is
the second one to do a super - all of her supers leave her vulnerable.
Cammy:
1. (blocked) C. LK, C. HPAAkuma's expansion assistAKiller Bee AssaultA
Arctic Attack (Iceman)
2. Need to switch out:
Super Cannon DrillA–ÅŽE‹”g“® or Arctic Attack
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(8) Ryu, Akuma, Iceman
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Assists: Anti-air (HP ¸—´Œ), Expansion (HK Spinkick), Projectile (Icebeam)
Ryu can't set up his super as easily as Cammy can with dash-in combos,
but
once the opponent is launched, it is very easy to pull off the ^‹ó”g“®Œ
. Maybe Akuma's expansion makes up for Ryu's poor set up abilities?
Another
mixed blessing.
Disadvanges are that Ryu has no anti-air assist and has to use ¸—´Œ
against
high priority jump-ins. Same as Team #2, Iceman has no projectile
assist
to follow.
Ryu:
(blocked) C. LK, C. HPAAkuma's Expansion assistA^‹ó”g“®Œ
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(9) Iceman, Ryu, Captain Commando
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Assists: Projectile (Icebeam), Projectile (”g“®Œ), Anti-air (Captain
corridor)
This team is good for linking Captain Sword off of either Iceman's or
Ryu's
air super.
The problem with this team is that Ryu and Commando can't set up their
supers
that easily. I may end up having a hard time doing enough damage.
This
team is just for showing off with the Ryu combo below. However,
Iceman
does have a projectile to follow with this team ?
Iceman:
Air comboAArctic AttackA^‹ó”g“®Œ (Ryu)
Ryu:
Air comboA^‹ó”g“®ŒACaptain Sword (Commando)
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(10) Guile/Charlie, Akuma/Ryu, Iceman
-------------------------------------------------
Assists: Projectile (LP Sonic Boom), Anti-air (HP ¸—´Œ), Projectile
(Icebeam)
,
The advantages of this team is that it Guile and Akuma can combo pretty
well. Also, Iceman has a projectile to follow (yay!)!
Disadvantages are that Ryu/Akuma have no anti-air assist and will have
to
do LP ¸—´Œ against high priority jump-ins or block.
The reason why I pick the anti-air with Ryu/Akuma over Guile's is because
it targets better and goes straight up. If I get crossed up,
Guile's anti-air
will probably miss.
Guile:
1. Sonic Boom superA^‹ó”g“®Œ or –ÅŽE‹”g“®
2. Iceman's assist, LP Sonic Boom, D. C. LK, C. MKASonic Boom super
If blocked, Iceman's assist, repeat.
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(11) Psylocke, Cammy
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(12) Jill, Psylocke, Ryu
----------------------------------------
Assists: Heal, Projectile (Psi-Blast)/ Anti-air (Psi-Spin), Anti-air
(HP
¸—´Œ)/ Projectile (Hadoken)
This is just a fun team I use when I want to get away from my main characters.
Ryu and Psylocke's assists back Jill up nicely.
Coincidentally, all of these characters can combo their super in an
air
combo.
One problem with this team is that supers cannot be linked very well
with
this team.
Jill:
D. C. LK, C. HP /\ SJ: LP, LKADash superAPsylocke's Kouchou Gakure
Psylocke's super won't hit, but this is a safe way to switch
out.
Psylocke:
Air comboAKouchou GakureAJill's auto combo super
I'm not sure this will work.
Ryu:
NJ. LP ”g“®Œ, LP ”g“®Œ, Jill's Heal assist, dash & combo
This is a good way to protect Jill while Ryu heals.
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(13) Ryu, Commando, Jill
----------------------------------------
Assists: Projectile (”g“®Œ), Anti-air (Corridor), Heal
I like this team because Commando can link his super easily after
either
Ryu or Jill has comboed the air super.
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(14) Psylocke, Commando, Jill
----------------------------------------
Assists: Projectile (Psi-blast), Anti-air (Captain Corridor), Heal
Similar to team 8, Commando can link his super easily after Psylocke's
or Jill's air super.
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(15) Iceman, Charlie, Commando
----------------------------------------
This team can do linked supers twice in a row.
Iceman:
I think Charlie's Sonic Break after Iceman's Arctic Attack in air combo
should get a lot of hits in because the Sonic Booms travel slowly.
Charlie:
D. C. LK, C. MKASomersault JusticeACaptain Sword
Captain Sword must be done as soon as Charlie lifts the opponent
up in
the air during the third round of Somersault Kicks.
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(16) Guile, Psylocke
----------------------------------------
Guile:
Sonic HurricaneAPsylocke's Kouchou Gakure
A safe way for Psylocke to switch in. I'm not sure if Psylocke's
super
will connect though.
a. Akuma: Expansion or assist?
I am still debating whether or not to use Akuma's projectile assist
over
expansion to allow Iceman to have something to dash behind. The
problem
with Akuma's expansion type is that you have to be close range.
But once
at close range, Akuma can even nail the assist partner if the opponent
calls
him/her. On the other hand, Akuma's projectile can be used from
far away
and followed. The comboability is almost the same - if Akuma's
projectile
hits, I can combo the opponent into a super while they are hit back
(I won't
nail an assist character though). And if I just switched Iceman
out because
he is very low, calling him out right away will probably not be a good
idea
and Akuma will be an okay substitute.