Before I begin, I want to thank Premium for making this thread. It’s about time that TvC players collect tidbits of detailed data that will make the game easier to understand. Any posts saying how this may be old news will make me angry on the inside. Some things need to be documented to be understood so we don’t have to call them random shenanigans anymore.
I will be happy to contribute to this page. I know some people who have been playing the game for a while and still have a hard time forming a team that suits them. Honestly, I think the best teams are the ones that fit your personality, whether it be as a person in real life or as a video game player. Game background may also me integral in forming a team. What other games (fighting games or not) have you played? Because some characteristics and key basics of other games may be help you find the team that is right for you!
Your best teams are the ones that you should be using in tournament as your mains, but I can also help formulate secondary and side teams and point out their strengths and weaknesses.
I can start with the two teams I consider my tournament mains: Polimar/Ippatsuman and Viewtiful Joe/Polimar
Overall: A team that punishes with long, powerful combos and rewards patience. Combos are strong with or without super grab resets A team that really suits me, personally, because of my Tekken background, a game where punishing mistakes with a long combo is essential to winning. Furthermore, you get a blend of strong, ground-based low/overhead/crossover mixups (as Polimar), and special attack and aerial offense and keep-away (as Ippatsuman).
Overall: A team that counters strong keepaway teams and still has strong mix-up potential. V.Joe must always be the starting point-character and Polimar as assist for best results. V.Joe plays runaway mostly with his B-version and C-version Red Hot Kicks outside of combos and V-Air special projectile (preferably fully charged since it hits twice and locks on to the enemy) as an air combo ender. Polimar’s assist will mainly be used to create combo opportunities during runaway and to strengthen V.Joe’s general combo potential. V.Joe can switch from runaway to mix-up/rushdown with a flurry his fast normals, specifically air-dashed, multi-hitting j.C and 6B overhead to open up an opponent’s defense. Switch to Polimar with a VAR, then A-version/B-version Handou Sandangeri~Baroque, air dash forward j.B… for powerful, high-damage-for-high-elevation combos. Polimar must play smart, fundamentally, since V.Joe’s assist does not offer much coverage and doesn’t extend combos like most the better, single hitting assists like Ippatsuman, Ryu, Morrigan, and Alex. Both V.Joe and Polimar has great 2C slides for alternate ground mobility and combo potential.
EDIT: Shoutouts to yourmother, fuck late night mistakes and typos!