Nice set of tips there, Phil. Good for those who are just starting
out... and let me add that when picking a team, always go for a team
that meshes well. Don't pick three characters just because. You have
to think. What am I going to play these people like? How am I going
to cover one character if they need it. My own teams as an example:
1. Trish, zero and Amaterasu
Trish: She's what us fighting game players like to call a keepaway
character. She has some nifty tricks up close, but she does best at a
distance, with projectiles and traps. She has two of those... one
allows her to set a trap which shoots an opponent out of the air if
they choose to jump towards her and happen to fly over the trap on
the way, or a ground trap, which freezes advancing characters
allowing her to combo. The assist, that is the attack I get when I
call her into do an attack while playing as another team member, is
the air trap. I picked that asist because I don't like the fact that
characters can attack me in the air, and it's not bad to have around,
though any of her other two choices are good as well.
Zero: the Megaman rep.. is a bit of a tricky one. He can fight
long-distance with his zero-buster and shoot projectiles, or he can
get in close and do some wicked attacks with his beam saber. I tend
to keep him second as part of my team, so that I can call him out to
do some damage if I need it to get in close and land a good combo
with trish. I have his shippuga as his assist, which is an attack
with his beam saber that moves him forward until he goes offscreen
again, during which time I can have trish dash in behind zero and
follow up his attack. I like to play zero close up as his combo
potential is huge, and he has dashes and teleports that can get him
out of tight spots if he needs them. Very difficult to keep track of
a fast moving target.
Amaterasu: our favorite pooch from Japanese mythology... that being
the sun goddess in wolf form. I don't know much about her in terms of
history in japanese myths... but I definitely plan to read more on
it. As a character, she has three stances to use... all inspired by
her action adventure appearance in Okami. Her primary, the reflector,
is a disc that can reflect projectiles and counter attacks, and let
her play rushdown or aggressive bigtime. With that stance, I can
perform a 13 hit combo with Amaterasu alone, half of which is in the
air. Put that with combos from my other two characters and you have
combos that can go upwards of 20 or so hits. Her glave stance allows
me to deliver huge, powerful strikes with her sword from a distance,
the sword she uses when she takes human form, I believe. Her rosary
stance allows me to shoot projectiles. The projectile move is also
her assist that I chose, so I can cover either character to rush in
or to keep the fight wide and separated, or give myself breatheing room.
So as you can see, I have all angles covered. An attack to defend
attacks from above, a forward-moving slash combo to cover characters
rushing in, and a projectile to ward off opponents at a distance and
to keep things spread out. All these things are important factors to
consider while making a team. Any questions or comments are welcome.
---
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