Narrowed Mains to 3, but need help with Team

Discussion in 'Beginner Forum' started by Burpinator, Jul 22, 2016.

  1. Burpinator

    Burpinator The Red Mage Fighter

    Steam:
    Burpinator
    PSN:
    N/A
    XBL:
    N/A
    Squigly
    Parasoul
    Big Band
    So I've played around 275 Hours of SG and throughout the whole thing I have been maining around the cast trying to find my true team. Played through the stories, tried my best in the trails, experienced and practiced BnB's with multiple characters. And Finally somewhat recently I have finally managed to narrow down my Mains to 3 Characters. Squigly, Eliza, and Big Band. I'd consider myself an Intermediate to Below Intermediate player and have been trying to work in Resets in my play after I have practiced doing BnB's with these three. But then I thought. "How should I play these 3?" Squig/Band? Eliza/Band? or Squig/Eliza/Band (Or Eliza/Squig/Band?). All I know is that I want to have Big Band on the team. But as for what exactly I want that team to be I am at a loss. Personally I like Dou for Damage and HP. Though lately I've been playing around with Trio and it feels alright ish (still feel like I'd prefer Dou). Also the current assists I've been using have been Squig (C.HP Cremation), Eliza (Horus Dive), Big Band (L Beat Extend).

    So I guess the questions I wanna ask are. What is the Team synergy between these 3 (as Dou's [With Band Anchor] or as Trio)? Is Eliza/Band a Viable team even if it have no safe DHC option and is Meter Hungry? and with the teams what kind of Assists should I consider for Eliza and Band as a Trio(Or Dou I guess)? What are my options with these 3 characters in short.
     
  2. Nowhere Man

    Nowhere Man Apprentice

    Location:
    Ukraine
    Steam:
    maxquad
    Eliza/Big Band is very viable, I play that team a lot. Make sure to learn a combo that ends in sliding knockdown so you can safely tag Big Band in when you don't have lvl 3 meter to preserve corner pressure. Squigly has even better synergy with Big Band (if not the most), so if you want to play best of three possible, pick Squigly/Band. I've played Eliza/Squigly/Big Band for quite some time and would say the sequence is also good if you need more than just one assist, since all 3 have many good tools to contribute, but overall trio is a bigger commitment than duo. It does have its benefits, so in the end it all depends on what feels best for you personally. If you'll need additional help/more specifics, PM/add me on Steam, I'll be eager to help.
     
  3. Burpinator

    Burpinator The Red Mage Fighter

    Steam:
    Burpinator
    PSN:
    N/A
    XBL:
    N/A
    Squigly
    Parasoul
    Big Band
    Well the reason I even consider Squigly is that she has 2 lv 1 safe DHC options and her BnB feels good to use. So what are my options of escape when I am in the corner if I was using Eliza/Band? a DHC into SSJ and hoping it hits? or just use a reversal option like Upper Khat or Beat Extend? I've only got one BnB with Eliza and Squig that I use at the moment and have been working on figuring out reset points on them lately, as well as looking out for what possible stray hits can convert into a full combo.
     
  4. Nowhere Man

    Nowhere Man Apprentice

    Location:
    Ukraine
    Steam:
    maxquad
    If you have 1 meter available you can try Alpha Counter into Big Band. Main reason why I prefer Beat Extend over Brass Knuckle is it really turns tide when it hits, you get an easy combo and/or several reset opportunities. If you have 2 meters you can even switch places with Sonic Jazz, and now THEY have to work their way out of the corner. Of course you can also try to assist your way out with BE/BN, but if you get punished for that you'll most likely lose a character to double snap. My money would be on AC or Eliza's own tools. Do remember that there're no characters who can safely get out of corner, best way is to not get cornered in first place.

    The combos that end in sliding knockdown I made on my own are:

    against light/medium weight
    s.hp (x2) xx M. Upper Khat, H. Upper Khat,
    j.mp, j.hp,
    adc j.lk, j.mp, j.hp,
    c.mk, s.hp (x2) xx L. Osiris Spiral,
    s.lk, s.mk (x2), s.hk (x2)

    ^does 5055 dmg, make sure to wait a bit after s.hp (x2) in first link if target hasn't landed yet

    against medium/heavy weight:
    c.lk, c.mk, c.hp xx Dive of Horus,
    dashjump j.mk, j.hp,
    adc j.mp, j.hp
    c.mk, s.hp (x2) xx L. Osiris Spiral,
    s.lk, s.mk (x2), s.hk (x2)

    ^does 5053 dmg

    Also, make sure to learn different bnb's for Big Band before jumping with him online because his optimized combos work exclusively midscreen, or close to corner, or corner only. He hits really hard when he gets a confirm, and I didn't find his execution hard (getting in onto zoners, that's another whole story though).
     
  5. Burpinator

    Burpinator The Red Mage Fighter

    Steam:
    Burpinator
    PSN:
    N/A
    XBL:
    N/A
    Squigly
    Parasoul
    Big Band
    Thanks I'll play around with those Eliza combos.

    Yea I have been practicing with 3 Big Band combos for those distances. Since my main Practice Partner is a Robo/Double player I get a bit of practice against his zoning :P That and Im a fighting game player that will use every bit of HP remaining if it means an armored move could hit so I like throwing out Sehkmet when I can. Or Boat or Brass/A-Trains
     

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