I actually think I’ve finally found a 3rd that meets my ludicrously specific requirements. Frieza is seriously good fun. Setups and combos with qcbS are dangerous and swaggy. Ranged play is top tier. Assist extends Nappa combos anywhere. Gold Frieza is some serious gravy too.
So it’s Nappa > Frieza > SS Vegeta
There’s some real diversity in combo branching across the team, which was another requirement
See that's something I feel like my team is lacking, combo routes. Kid's assist doesn't extent really, it's more a lock down type, and 21's can extend but its tricky and only works in certain circumstances. Maybe I'll get it nailed down eventually, but right now it seems really finicky and inconsistent. That said though, Hit or 16 both add some extension ability to my team. I know 16's lets Kid work off non-H grabs into juggles and 21's will let me as well, though the timing is really bizarre and I haven't figured out consistency yet. Both also bounce for 21 and let her do a little bit more. But all in all, these are very "linear" paths in that they don 't branch much, they just let me bounce off a specific circumstance or situation.
It's really a bit of an issue if I want to run Hit - and I REALLY want to play Hit, because I don't have a great way to build combos out of my assists with him.
There is this weird, kind of direct thinking I see sometimes when it comes to team building where your point character is.. well, POINT and mid is MID and anchor is ANCHOR etc etc.. but the game is already evolving into something much more fluid than all that, though i still think having a strong "gimmick" with your point + assists is powerful, it gives you a good chance to snowball right out of the gate and make the other guy play catch-up the whole time.
I dunno.. Im kinda thinking out loud here - as I tend to do.
Hit gives me defensive options no one else has, and for what little Ive used him in the past, Ive made a LOT of use out of his counter. In a world of 37 min long blockstrings it's a super nice thing to have hanging out. His movement is Kid Buu like, only more grounded, in that by the simple act of attacking, Im ripping all over the place, with active frames and damage attached to it, meaning careless attempts to chase benefit me.. I *LIKE* that Hit stays grounded a lot, but I'm bad at situational combos and quick hitconfirms and Hit thrives on both of those things.
I feel like if I go with Hit, I'll be in for a lot of early frustration and my learning curve is going to tank.. I'll fall behind a good ways, BUT once I start to get better at him and everything else, I likely stand to be a better player in the long run. It also helps that he's incredibly strong and probably, if not top 5, knocking on that door. (AS THE GAME STANDS NOW - calm down). I didnt think that early on, but damn sure do now.
Since I dont have a great extension for Hit, I'd probably run him Mid, so I can make use of his 1 bar damage.. but.. who knows.
With all that said, Cell is legit cool AF from a lore perspective etc.