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Also note that raw tags and snapbacks will mess with your order by directly swapping the two characters rather than cycling. So if you started Squigly/Robo/Beo and raw tag to Beo, your team is now Beo/Robo/Squigly and that'll change your DHC routes.
Started kinda thinking as I was typing out the initial question.
Confirmation is good, though.
Thinking on it too, point Squigly kinda limits my safe tag options, since that means I won't have easy access to SBO pressure.
That, and to get a safe tag out of Robo, I'd need three bars for det mode.
Of course, the real answer is to not throw out raw supers unless it's a Gigantic Arm read on a zoner, or a Daisy Pusher setup, and to not end blockstrings with super.
And even then for Daisy Pusher, it's not getting used unless I have the stance charge to do the Center Stage xx Pusher thing.
Also note that Magnet has invincible startup so it's always safe to DHC out of, and from most supers it's usually safe to DHC into on block. Though if I need to make something safe and I have the meter, I generally prefer spending an extra bar to come in with det mode instead, but it's worth keeping Magnet in mind for when you only have two bars.
Sometimes raw supers are a legit option in this game, especially when you can make them safe. Don't be afraid to just throw it out if you have to.
Any reason for that?
All three make great point characters. Beowulf just goes last due to having the only reliable reversal.
When possible, I prefer to save Robo for later, especially if I get the meter for the Omega Cannon. Having the most practical level 5 has it's perks.
Honestly, the greatest synergy on the team is between Robo and Squigly on supers, Robo and Beowulf in neutral, and Beowulf giving them both a free reversal.
Specific assists are Drag n' Bite on Squigly, Heavy Theonite on Robo, and Heavy Hurl on Beowulf.
Drag n' Bite is the lockdown/extender, fun to use with Robo's armored saw for a bootleg safe reversal.
Theonite is amazing in neutral, Beowulf j.HP+Teonite eats up 80% of the screen.
Hurl is the workhorse invincible, can combo out of it on Robo without using the OTG, though. Gotta love the movement speed.
Squigly, likewise, is a poor anchor without assists. She can be alright as point but I like her better as mid after letting a better point like Robo build some meter. I think the DHC order is better too, you can throw out raw Cannon from midscreen and make it safe with SBO, whereas Squigly doesn't need to worry about the reverse since SBO is already safe. As I said, let Robo do some work first, then bring Squigly in.
Beo has the most comeback potential if you're down to just him, and he provides the vital DP assist Robo and Squigly needs, so anchor just makes sense for him.
Don't hoard meter in the hopes of scoring a level 5. If you find that you didn't need to spend meter and the opportunity falls into your lap, cool, but that's not something that should happen often - especially with Squigly on your team. You need to spend that meter. Remember, utility is far more important than a little extra damage.
Check out Mpgame, he's one of the best players and runs a Robo/Valentine/Beo team you could probably take notes from.
Robo feels like she has better round start options.
The greater mobility is a major factor in that, being able to run toward or away, or take to the skies.
Seriously is useful.
A little sad that Robo install nonsense almost never happen now, but that's honestly a minor price.
Squigly can burn some meter, though.
Battle Opera has so much utility, and the inescapable Daisy Pusher is silly and stupid effective.