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| #Who is the opponent’s intended point? Utility (assist-only)? Anchor?
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| ##Who on your opponent’s team would make the worst anchor? This can depend on raw stat boosts, it can depend on the player’s comparative competency among his characters, or it can depend on the character’s ability to battle without an assist/DHC (or for this question’s purposes, lack thereof).
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| ###Use Snapbacks to save this worst candidate for last.
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| ####As a rare example, if your team has many trap projectiles, Wesker might be the worst anchor due to his incredible movement. A reckless Phantom Dance can be easily ended by one stray Peekaboo (Trish), and Rhino Charge doesn’t stop projectiles.
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| ##Is the opponent’s intended utility vital to the opponent’s combos or openings, or is that character merely intended to pester?
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| ###Certain invincible, super-armored, OTG, long-range, or effect assists may need to be Snapped in and defeated before the intended Point early in the match. Your sacrificed meter for this effort can blow a large hole in your opponent’s strategy. In fact, some characters or even entire teams may be undone by the loss of their assist!
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| #What is your opponent’s basic strategy, based on character selection? In the opening of the match, what are the opponent’s preferred tactics?
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| ##Rushdown? Keepaway? Long but weak combos? Level up Frank West, then chip? Use a hyper to power up an assist? Build meter for the anchor? Pull the lead in a match, then stall? Cross up as often as possible? Bait unsafe moves and punish? Fuzzy guard setups?
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| ###Whatever the strategy/tactic turns out to be, once you catch on to it, immediately figure out and exploit a way to frustrate the enemy strategy— keep them as far from their goal as possible.
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| ###Some players might find that in an opponent’s attempt to protect his main strategy, said opponent will forego attempts to specifically inhibit the players’ own various advancement options. If these avenues reveal themselves, consider exploiting them— intended battle strategies can always be returned to if the match advantage begins to ebb.
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| ####For instance, an enemy team attempting to protect its meter may block all side aerial exchanges, but in doing so allow all down exchanges to go through, enabling severe gauge building to use as the player will.
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| ####Another team trying to go strictly rushdown and super-jumping standard projectiles may respond poorly to trap or offscreen projectiles, or counters, or forget the player team’s circumstantial ability to DHC into an invincible super.
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| ###If the opponent’s strategy appears to be working quickly, calm your thought process by identifying what it is that will most efficiently shut it down. Is a game mechanic able to help you? Maybe a specific command normal or special? Or, if you can open the opponent just once, your combos might be able to shut down the strategy without having to counter it as your opponent reels from hitstun!
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| #Are you familiar with your opponent’s entire moveset? Of that, are you familiar with the most effective subset of moves? Will an opponent’s rarely-used normal catch you off guard because you can’t remember its properties?
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| ##This can be a particular issue when playing characters who summon helpers to their side (whether a hyper-enabled partner or a trap/slow/delayed/homing projectile). If your opponent uses an unsafe move, is he trying to open you for a cheesy helper attack? Will the helper cause an easy mix- or cross-up?
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| ##Some characters can alter a character’s status then snap the active character to make them a debilitated assist (namely Joe and MODOK). A few seconds more into the match, the player may forget how his incoming active will handle before hitting the ground. This can be deadly against an X-Factor-boosted opponent.
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| #How does your Crossover Combination work? Would it be patently useful if employed against the enemy team before you, or would other gauge usage opportunities prove more fruitful?
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| ##Some CCs are nothing more than a stream of high-priority projectiles, and they work very well, but they require the opponent to be opened up for punishing or finishing.
Other CCs may instead do little damage in one area but instead cover the screen for a guaranteed hit (More common for keepaway teams).
And yet others feature supers with asynchronous move completions, enabling the active character (possibly X-Factored) to go for additional normal hits whilst hidden among the still-continuing flamboyant animations of his partners (in fact, this latter approach is one of the most commonly used tactics for promoting Frank West).
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