MSF-teams

Date started: 99.5.12
Last revised: 01.3.29

My Favorite Team-ups

 Here are the teams I like to use for kicking ass or just for fun.  Here are the contents of this FAQ:

VI. My Best Teams
1. Blackheart & Mephisto
2. Blackheart & Akuma
3. Cap & Ryu
4. Cap & Akuma
5. Ryu & Akuma
6. Chun & Ryu
7. Chun & Akuma
8. Chun & Cap
9. Ryu & Ken
VII. My Fun Teams
1. Cap & U. S. Agent
2. Wolverine & Akuma
3. Sakura & Cyclops
4. Sakura & Dark Sakura
5. Sakura & Ryu
6. Sakura & Akuma
7. Sakura & Dan
8. Dan & Ryu
9. Dan & Chun-li
10. Dan & Akuma
11. Dan & Cap

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 VI. My Best Teams
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 The thing I really like about MSF is that who you pick as team partners can make a significant difference in your fighting style.  Luckily, the characters I like to use in this game complement each other as partners fairly well.  I guess the only character I’ve used that didn’t complement my partner well was Ken in XSF, but since I don’t use Ken in this game I don’t really have to worry about that.
In this section and the next, I’ll comment about the assists and double super combos I like to use.

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1. Captain America & Ryu
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I really love this team because it so offensive – Ryu the super combo man and Cap with Ryu’s Hadoken Assist and Star Hadoken just say it all. I got my all-time best winning streak of 28 wins with this team on 00.3.7.  I also got 19 wins with this team sometime in 1999.

Cap w/ Ryu’s Hadoken:

I love Ryu’s Hadoken Assist because it makes Cap offensive - it gives Cap a projectile and puts offensive pressure on the opponent.

1. J. HP \/ S. HP à Ryu’s Hadoken Assist
This is an excellent way to give Cap a decent projectile for offensive pressure.  Also, Ryu is also almost completely safe while he performs the assist because Cap’s S. Fierce will push the opponent far back.  Just make sure that the S. Fierce is blocked before doing this assist, because if you completely miss both of your characters may get fried.
If this combo is blocked, what I like to do is wait for a split second to see what the opponent does.  If he does a normal jump over the fireball, I engage them in the air with a simple LP, HP à LP Shield Slash or do a LP Stars & Stripes.  If they just sit there and block, I dash in and do C. LK, C. MK, S. HP.  If they super jump, I engage them with a super jump of my own and doing a LP, MP, HP.

2. C. LP, C. MP, S. HP à Ryu’s Hadoken Assist

3. J. LP \/ C. LK, C. MK à Double Super “Star Hadoken”
I just love this combo!  It takes off a good 40% of your opponent’s life.  Definitely one of my favorite combos to execute.  Since I can’t combo Cap’s Hyper Stars and Stripes, this combo makes up for that!  I can usually build up two super bars because I don’t use Cap’s supers often.

Ryu w/ Cap’s Charging Star:

1. In the corner: (a blocked) D. C. LK, C. HP à Cap’s Charging Star Assist, D. C. LK, C. HP, Air combo
As soon as Cap’s assist appears, it is best to dash immediately or Cap may get abused.

2. C. LK, C. HK à Cap’s Charging Star Assist, D. C. LK, C. MK à HP Hadoken
Don’t try to launch the opponent after Cap’s assist cuz it won’t reach.

3. Against rollers: C. LK, C. HK à Cap’s Charging Star Assist, D. C. LK, C. HP, Air combo
After the opponent rolls under the C. Roundhouse, Cap’s assist will attack from behind the opponent while Ryu can attack from the front.  This is excellent for mixing up the opponent’s blocking direction.

3. C. LK, C. MK à Cap’s Charging Star Assist, Sakotsu Wari
 This combo should be used when you’re not sure the C. Roundhouse will reach the opponent.  The Sakotsu Wari is just for variation; it can substitute for combo #2 also.

4. C. LK, C. HK à Double Super “Shinkuu Star”
Most of the time I don’t have two bars to spare cuz I usually try to link the Shinkuu Hadoken in an air combo or on the ground.  This super is useful when there are missed opportunites or it is difficult to get close to the opponent.  The nice thing is that even if this is rolled, both characters will be safe because Cap will be hitting the roller.

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2. Captain America & Akuma
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 Compared to my Cap/Ryu team, this team is more defensive.  With Cap, I do the most damage when the opponent jumps at me and I do Akuma’s Spinkick Assist à Final Justice.  I use Akuma to play keepaway then get close, pound them, then start playing keepaway again.

Cap w/ Akuma’s Spinkick:

1. Akuma’s spinkick Assist à Final Justice
 
This is one of my favorite combos in the game.  Akuma’s assist is most likely to connect when the opponent is jumping at you.  Once Akuma starts lighting the opponent up, I do the Final Justice immediately unless the opponent is almost next to Cap.  In that case, I wait a few hits then do Final Justice.  Otherwise, the beatdown will not occur.

2. J. HP \/ C. LK, C. MK à Star Gou-Hadou
 This combo rocks like Star Hadoken but if I’m using combo #1 a lot, I probably won’t have a two super bars available to do this combo.

Akuma  w/ Cap’s Charging Star:

1. (a blocked) D. C. LK, C. MK à Cap’s Charging Star Assist, D. C. LK, C. MK à Messatsu Gou-Shouryu

 If the second C. Forward is blocked, throw a Hadoken for block damage and to keep the opponent from hitting Cap.

2. D. C. LK, C. HK à Cap’s Charging Star Assist, Shun Goku Satsu

Double supers:

Cap w/ Akuma: Star Gou-Hadou
Akuma w/ Cap: Messatsu Star

 I don’t really try linking the Messatsu Star because if I mess up the command after the S. HP, Cap will be vulnerable when he switches in.

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3. Ryu & Akuma
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One of the reasons why I like this team-up is because they have a safe double super switch.  I got 18 wins with this team, and one of the wins was against Jimmy J

Ryu w/ Akuma’s Spinkick:

1. (VS super jumpers) Akuma’s Spinkick Assist, Shinkuu Tatsumaki Senpuukyaku
 I don’t use the Shinkuu Hadoken because Ryu may shoot past the opponent if they getting hit in the opposite direction.

2. D. C. LK, C. HK à Shinkuu Gou-Hadou
Even if opponent rolls, Akuma will cover Ryu’s back.

Akuma w/ Ryu’s Hadoken:

D. C. LK, C. HP à Ryu’s Hadoken Assist

Double supers:

Ryu w/ Akuma: Shinkuu Gou-Hadou
Akuma w/ Ryu: Messatsu Hadoken
 

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4. Chun-li & Ryu
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I really love how each partner has a good projectile assist.  I also like how they have a relatively good double super switch.  I got 16 wins with this team a long time ago even though the only thing I was linking was a Shinkuu Hadoken in an air combo.

Chun w/ Ryu’s Hadoken:

(blocked) C. LK, C. HP à Ryu’s Hadoken Assist

Ryu w/ Chun’s Kikoken:

1. D. C. LK, D. HK à Chun’s Kikoken Assist
2. D. C. LK, C. HP à Chun’s Kikoken Assist

Double supers:

Ryu w/ Chun: Shinkuu Kikosho
Chun w/ Ryu: Kikou Hadouken

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5. Chun-li & Akuma
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I like to link the Kikosho after Akuma’s assist.  However, I prefer the Chun/Ryu team more because Chun can’t use Akuma’s assist as a projectile.

Double supers:

Chun w/ Akuma: Kikou Gou-hadou
Akuma w/ Chun: Messatsu Kikosho

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6. Chun-li & Cap
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Of all the characters, I have been able to use Cap’s assist most effectively with Chun.  I use his assist after a blocked Senretsu combo attempt.  Chun’s dash easily reaches the opponent during Cap’s assist, which allows for another attempt to link the Senretsu.

Chun w/ Cap’s Charging Star:

(a blocked) D. C. LK, C. HP à Cap’s Charging Star Assist, D. C. LP, C. HP à Senretsu Kyaku

Cap w/ Chun’s Kikoken:

1. J. HP \/ S. HP à Chun’s Kikoken Assist
Although Chun’s Kikoken assist seems to come out a little slower than Ryu’s Hadouken assist, it still serves the same function.

2. C. LP, C. MP, S. HP à Chun’s Kikoken Assist

3. C. LK, C. MK, S. HP à Chun’s Kikoken Assist

Double supers:

Chun w/ Cap: Kikou Star
Cap w/ Chun: Star Kikosho

 Be aware that Chun’s Kikosho will not hit during the Star Kikosho.

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7. Ryu & Ken
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The main reason I use this team is so I can use Ken’s assist.  I use Ryu with Ken so Ken can switch out safely with the Double Shinkuu Hadoken.  Ryu’s assist also gives Ken a desperately needed projectile.  My best win record with this team is 11 wins (99.11.19).

Ken w/ Ryu’s Hadoken:

1. (blocked) D. C. LK, C. HP à Ryu’s Hadoken Assist
2. D. C. LK, C. MK, S. HK à Ryu’s Hadoken Assist

 
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 VII. My Fun Teams
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 Here is a list of my fun teams.

1. Cap & U. S. Agent
2. Wolverine & Akuma
3. Dan & Ryu
4. Dan & Chun-li
5. Dan & Akuma
6. Dan & Cap
7. Sakura & Ryu
8. Sakura & Akuma
9. Sakura & Dan

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(1) Cap & U. S. Agent
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I started using this team in order to practice starting the double super with Cap.  It turns out that this team is pretty powerful – I got 8 straight wins against this one guy who wasn’t bad.  I always try to make sure both Cap and U. S. Agent stay alive so I can always go for the double super combo.  The thing I love about this double super is how both Caps each say “Victory!” before performing their super.  It’s really cool to pound your opponent with not only one, but two Caps for devastating damage.
An interesting thing I have noticed while using this team is that U. S. Agent is a little faster than Cap.

Double super: Star Star

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(2) Wolverine & Akuma
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I use this team when I want to practice pulling off the Shun Goku Satsu.  Once the round starts, I super jump with Wolverine and hit the MP.  Once I get 3 super bars I bring Akuma in and just try to do the Shun Goku Satsu.  Against humans, I suppose I could aim for switching Wolvie out after a launcher since I don’t want to do an unsafe switch.  However, I mainly just want to stick to playing against the computer with this team.

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(3) Sakura & Cyclops
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Sakura: Cyclops’ Variable Assist (VA) à Shinkuu Hadoken

Cyclops: HP à Sakura’s VA à Mega Optic Blast

This combo will only work if Sakura hits the opponent downward during the descent of her assist.

The double super is excellent against super jumpers because Sakura covers the skies and Cyclops covers everything in front.

I got 31 wins with this team on 01.3.28.

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(4) Dan & Ryu
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They make a safe double super switch for Dan.  I got 12 wins w/ this team.  Yeeah!  Getting even one win, let alone ten wins with Dan just rocks!

Double supers:

Dan w/ Ryu: Shinkuu Hadoken
Ryu w/ Dan: Shinkuu Gadouken

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(5) Dan & Chun-li
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Chun-li’s assist gives Dan a fireball.

Double supers:

Dan w/ Chun: Shinkuu Kikosho
Chun w/ Dan: Kikou Gadoken

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(6) Dan & Akuma
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I pick Akuma as Dan’s partner mainly to link the Gadouken off his assist.  So far I’ve only missed once, but the opponent has to be very close.

Double supers:

Dan w/ Akuma: Shinkuu Gou-hadou
Akuma w/ Dan: Messatsu Gadouken

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(7) Dan & Cap
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My best win record w/ this team is 9 and 8 wins.

Double supers:

Dan w/ Cap: Shinkuu Star
Cap w/ Dan: Hyper Gadoken

Similar to Hyper Kikosho, Dan will not connect with the Hyper Gadoken.

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(8) Sakura & Dark Sakura
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 I got 9 wins against Matt Yabee and 8 wins on 00.5.5, of which 2 were against Tim.  The team super is really safe way to switch out.  Can’t really use the assists though.

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(9) Sakura & Ryu
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I prefer to use Ryu with Sakura because Ryu’s gives Sakura a very useful assist and a safe double super.

Sakura w/ Ryu’s Hadoken:

1. (a blocked) D. S. LK, S. HP à Ryu’s Hadoken assist

This is an excellent way to cancel the S. HP’s recovery and put offensive pressure on the opponent.  If they just sit there, then they get chipped, putting offensive pressure on them.    This combo also sets up combo #3 nicely.

2. S. HK à Ryu’s Hadoken Assist

I use this combo when Sakura is too far away for the S. HP to hit.

Double super: Shinkuu Hadoken

 The most effective time to use this double super is when the opponent has jumped at me.  That way, there is almost no way they can hit Ryu or Sakura after the double super is done.

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(10) Sakura & Akuma
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Sakura w/ Akuma’s spinkick assist:

Akuma’s assist, HP Shoouken

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(11) Sakura & Dan
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I tried this team to see if I could win using the two worst characters in the game.  I managed to get up to 5 wins with this team, but the experts destroy me.

Double Supers:

Sakura w/ Dan: Shinkuu Gadoken
Dan w/ Sakura: Shinkuu Hadoken
 

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