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Advice On Team Building in Tag Games

CrazyFingers

The Power of Lame Compels You
Hey everyone since DBFZ is literally around the corner, I figured i would do my best to help people who are new to the tag team genre. I cant exactly help out with the anime fighter size nearly as much but I also have a bit of knowledge on that front but I decided to, in general, try and help people going into this highly anticipated game that I'm sure everyone will be playing to death for a very long time.


Deciding a Team
Sadly in team games you can't just pick your three favorite characters and win solely based on your skill as a player. However I have seen a ton of people struggling on where to start. "Idk who I'm going to play on release" is something I've seen a lot of people say but they also just don't have a plan as far as figuring it out. When going into a tag game there are couple ways that you can go about deciding your team but first and most importantly, you need to know what roles a character plays on a team. You don't just have three semi-synergistic characters and say "yay i have a team" each character will play a very specific role in your gameplan. These roles are Point (First Slot) Middle (Second Slot) and Anchor (Final Slot). Let's get into what these slots mean, followed by bullet points to summarize the roles.

Point (First Slot)
Your point character leads the charge. A point character tends to be a bit on the weaker side on its own but does some disgusting things with the usage of assists. These characters tend to be less meter intensive with their gameplan and will rely on your assists synergizing in a strong way in order for them to be effective. A character being good on their own doesn't necessarily mean "bad point" it just so happens that they tend to be weaker on their own. A true point in the purest sense is simply a character that tends to be not very meter intensive who works absurdly well with the assists that you have in place, this allows you to come out of the gates at the start of a match, at your strongest potential from ready, fight. Another thing to note is that if you start to win with your point character you should be able to continue winning and utilize the meter and pressure you've taken early as a way to push even further into winning AKA, this character should ideally be able to snowball out of control.

  • Almost Entirely Meterless
  • Utilize Assists the Most
  • High Meter Build
  • Snowball

Middle (Second Slot)
This is the simplest of the three a middle is essentially your "balanced" character. They aren't just called a middle because they're in the middle, it also refers to their overall utility/flexibility. Think of these as your "Jack of All Trades" characters that are able to adapt a lot more to different situations. When they are on screen they utilize the meter your point built fairly well and can transition you into your anchor later in a fight. Middles tend to also have decent/very good assists as to be able to support your point character to a greater degree.

  • Is Noticeably Improved via Meter
  • Is Not ENTIRELY Dependent on an Assist, but can Still Utilize Them Effectively
  • Has a Decent to Good Assist for Your Point

Anchor (Last Slot)
Your final character is your piece de resistance. The anchor should be able to fight on his own with little to no help from assists. The anchor should also have a very strong assist since odds are they will live the longest, this allows you to keep your point and middle supplied with the strongest assist on the team. They should also be highly adept at using excess meter, essentially meaning your anchor needs to be able to use all that meter you've built throughout the round to murder the rest of the opposing team, alone. This character is going to be your shining star, your "oh shit, things just got real let me make this comeback" a perfect example of a very strong anchor in past tag games is Dr. Doom who has some fantastic assists and hit hard with the usage of a ton of excess meter, alone.

  • Independent Fighter (Shouldn't be Hindered by a Lack of Assist)
  • Utilizes Large Amounts of Excess Meter
  • Strong Assist Character
Knowing what these positions are is very important going forward when you begin building your team but where do you start? Point? Middle? Anchor? Here's how I tend to start my team building.

Pick One Character
A good way to begin the construction of your team is to grab one character. Maybe it's a character you think will be really good maybe it's a character that you love the toolset of or maybe it's just your favorite LOOKING character. The reasoning behind picking this one character, this is simply your first brick. Look at what your character has, decide whether that character is your point, your middle or your anchor and build around that. It's MUCH easier to start with a point character since that tends to be the center piece of your synergies and it's much harder to start with an anchor as your first brick, since they care the least about your synergies as a stand alone character.


Finding Your Synergies
After you have grabbed your one character and learned about them it's time for you to look at the rest the cast. Analyze what they can do for your character/what your character can do for them. This is by far the hardest part of building your team since there are so many different combinations and synergies can go so unbelievably deep but here's a little check list (and this isn't everything this is simply a base) of what to look out for when searching for Synergies.
  • Does a character's assist allow for efficient combo extensions?
  • Does a character's assist allow for a strong continuation of pressure?
  • Do a character's supers flow smoothly from DHC to DHC (Delay Hyper Combo)
  • How much extension can a character get via tag in combos?
These things and many MANY more can make teams go from decent to insane. Once you've done this for one character, simply fill in your last slot and follow the same simple steps. Now some teams dont have all three characters, sometimes you'll see a Point/Point/Anchor comp which was highly effectively in MvC3. This is all dependent on how the meta of DBFZ develops so I encourage everyone to dive deep and explore to their heart's content!

I'm still gigantic scrub I just happen to know stuff so please do go ask people who have been playing tag games for decades now, I'm sure they will be happy to help you and I hope this is a good start on your way to becoming the best. Please ask questions and discuss in the comments! Love you all, take care!
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Just remember nothing is a hard rule and these are just things to take into consideration and think about, but if you have a reason for doing something different to any of these things don't feel like you have to do something or not. There's a neutral reset after each death and after many combos, and assists have heavy cross up protection, this isn't MVC where you can just get mixed to death off a single opening, for these and other reasons, team building is a lot more fluid and flexible here
 

CrazyFingers

The Power of Lame Compels You
Just remember nothing is a hard rule and these are just things to take into consideration and think about, but if you have a reason for doing something different to any of these things don't feel like you have to do something or not. There's a neutral reset after each death and after many combos, and assists have heavy cross up protection, this isn't MVC where you can just get mixed to death off a single opening, for these and other reasons, team building is a lot more fluid and flexible here
For sure, game is still largely different from MvC but I figured it's a starting point for people :)
 
Good guide. I watched mvc3 myself competitively but never played seriously. DBF is my second tag game, being Skullgirls the first - but i quit training. I'm looking foward into mastering this game.
 

EntropicByDesign

It's all so very confusing.
Nice write-up. I'm working on deciding my team myself, this was super nice to help add some structure to my thought process.

Im looking at leading with Hit with Kid Buu running middle. Kid buu's assist seems quite strong and I would think beneficial for Hit.. anchor I'm not sure of yet though. Goku Black is an option, but I want to avoid playing overplayed characters and I already imagine Kid is going yo be all over the place.. I'm hoping 21 will synergize with my team, but we'll have to see how it plays out.