BBTAG Tiering + Meta character explanations
First, you’ll notice that there aren’t a lot of rows! I split up the cast into 6 tiers due to how hard it is to judge individual character strength in a tag game, so I think this is the way to go. We can say “isn’t this character more threatening on this team?” but there are also a ton of matchup nuances to go into, so in the interest of getting the point across quickly for general game sense these strength groups are accurate and convey enough information.
I want to make sure the tier list is properly understood, so I’ll talk in detail about the rows / axis and stuff. The x axis talks about point orientation / supportiveness, but what does that mean? Well, since the Y axis is value, we can think of it as displaying where character value is from.
“Supportive” itself doesn’t only talk about calling the character as an assist, but how they function in terms of active switch potential, bolstering damage, setting up certain confirms, oki, etc and how their “value” is generally maximized.
This does not imply that they cannot play point, but rather where most of their ideal value given to a more effective team comes from. For example, if we put two random characters together…say, Naoto and Nine, even though Naoto is farther on the support axis, that team would simply function better weighted on Naoto point, so this doesn’t cover all potential team combinations, just teams that emphasize maximizing character strengths.
Any good team will also have these supportive characters playing point (very effectively) for a period of time in a certain way, but “Support” can take the form of being point and being active switched out, or supplementing health regeneration, or something like that. So it is indicative of where value in their applied toolset is distributed, if you catch my drift. Of course they all have strong assists too, haha.
With the y axis in consideration, “Point Oriented” can be thought of as “Point Oriented Value” if that makes things a little easier to understand, though you obviously want to make the most of what these characters can offer in any position, these metrics are to offer general insight into the ideal applications of the character.
What is assumed is that you have the right team to bring it out. And while, very obviously, characters like Hyde or Es can fit well on more teams, this doesn’t necessarily make them more “valuable” just because they are almost universally applicable. As this tier list focuses on conveying useful information with regard to “meta applications”, the number of teams a character can be effective on has no bearing on their value being high or low. If Blake has one totally BS team that is really high value, she can make it up there.
That being said, I hope it’s a bit easier to understand.
For the top 10, I have included explanations of strength, good team compositions, and how their value is applied in play (active switches, assist call into active switch, point into active switch, yadda yadda) so you can get a bit of perspective on why they are up there.
I will offer some recommended teams for the top 20, but due to the amount of overlap in recommendations and in reasoning amongst the utility of the recommended characters, I will leave connecting the dots to you. I believe it’s intuitive enough once you read how the other strong characters function with the Tier 1/2 characters, or you can find the explanations within one of the top 10 character’s recommendations.
Anyways, a bit of commentary on the rows…
Tier 1 – Highest Value
These characters are usually going to be on the most effective teams. Supportive characters are outright more flexible in team compositions, but the strongest point characters can bring out the best value in a supportive character, given they mesh together well enough. You will want to pick at least one of these characters, and these characters will be on most of the recommended teams.
Tier 2 – High Value
These characters are a bit more restricted, but actually quite comparable to the above tier. I don’t think the gap between the tiers is veeerrrrryyy significant, especially amongst the point oriented characters on this line (given the right team). However, the supportive characters in this row have rather specific utility, or have specific synergy needs for point characters to flex their strengths. Regardless, many of these characters function incredibly well in some way, like having extremely consistent oki, strong assist sets, hard to deny zoning, etc at not much expense (except for…Tager, who is just a guess machine with 20k life). Compared to the tier 3 characters, most of these characters have more stable matchups and pointed strengths with fewer issues of consistency in application.
Tier 3 – High-Mid Value
The most interesting tier, I think all of these characters mark the end of “strong” selection. I think the gap between this tier and the above tier is also pretty small, but these characters have more glaring issues that need to be addressed properly, but when they are, are totally valid. You can have a very, very bad yosuke point team, or a very, very bad akihiko point team. Or, you can have an incredibly threatening yosuke point or akihiko team! Another example, Nine is a super potent support character, especially given momentum from a partner, but it’s rather difficult to utilize her properly without an assist game that patches up her holes. This also means when your assist is on cooldown, ouch. These characters are super, super synergy reliant but, with specific teams, can totally kick it with the rest. Most of them have innate matchup trouble or partner reliance (front or back) to be functional in the way they want to be, which is why their value might be rather low in comparison.
Tier 4 – Medium Value
I think this very well may be the end of the “competitive viability and consistency” line, but I’d personally put it towards high mid for that. Anyways, these characters are fine. Most of them have abusable flaws in neutral, which hinder them, but they have decent strengths such as strong oki, counters, or option coverage that they can wager and synergize properly to good effect. Buuuuuuttt it isn’t all too overwhelming in comparison to the upper echelons of the cast, so it’ll probably feel like an uphill battle. But you know, if you love em you love em right.
Tier 5 – Low-Mid Value
These characters are like, not so good. This is kind of like the suffering tier, I think. Being stuck in a 1v2 with one of these characters is probably GG. This is because these characters are hardly functional on their own. Though, you can come up with some cool stuff with them with good tag usage. Kanji active switch throws / airthrow, yukiko niche uses and decent assists, Chie 4p lockdown, there are a few good things. Similarly to the High-Mid tier, all of these characters are extremely synergy reliant, but even with the synergy, they are just alright.
Tier 6 – Lowest Value
Makoto is the worst character in the game. It’s like her entire toolset just managed to completely alienate herself from being good. Her assists are weak to mediocre, her point play is really risky and her buttons are rather suspect. Pushblock eliminates almost all of her already-poor threat and punishes her attempts to extend pressure (even after burning meter herself), and she has no real way to challenge it. Active switch game is…not great. She literally does nothing better than any other character in the game, except DP faster (9f!!). Impressive. If you play her, I have a ton of respect for your level of love.
Anyways, onto character explanations!! Left to right!!!
Mitsuru – Recommended Teams: Mitsuru/Es, Mitsuru/Hyde, Mitsuru/Nu, Mitsuru/Yuzu
Mitsuru is one of the most straightforward, potent point characters in the game. What she really excels at is establishing mixup threat, as jB is ever looming. She often doesn’t require sandwich positioning to create mixup scenarios (though she inevitably gets it sometimes anyways) but most importantly can safely attempt threatening mixup while the opponent is in blockstun from very little setup, whereas most characters have to create fuzzy scenarios (forced standing blockstun) first, which allows potential mitigation by pushblock.
She hits hard, corner carries well, and has extremely hard to challenge passive neutral control. Her frame trap game is solid, though sometimes susceptible to pushblock whiff punishes. Fortunately, she often doesn’t have much reason to overextend in pressure due to how quickly she can transition into her mixup.
Mainly, the idea is she can control neutral at very low risk and quickly establish threatening situations that are hard to mitigate. Even from blockstun, pushblocking bad pressure structure puts you right at her fingertips sometimes! She can really take advantage of things like this.
Solo, Mitsuru does really well, having access to great meter dump tools that can create some very hard to manage situations (bufula, ex droit) while still maintaining solid enough mixup to keep your opponent on their toes or steal kills when necessary.
For her assist preferences, Es, Hyde, Nu, and Yuzu all provide strong options to allow her to establish advantage and convert well off of her mixup, though sometimes it requires CC activation.
Es and Hyde are excellent at quickly helping Mitsuru contain the opponent, especially due to them having projectile assists with multiple hits, making pushblock significantly less effective. The nature of having fast, multi hit projectile assists also synergizes well with quickly confirmed 236X approaches, making them much safer to attempt and advantageous on block, giving Mitsuru a really good way to close spacings. On pressure, being able to pop CC lets mitsuru constantly attempt mixup using Es 6p or Hyde 5p, so it’s a pretty worthwhile way to get a hit but also maintain relatively burst safe strings as well.
In Nu’s case, mitsuru synergizes really well with the nigh absolute spike chaser, which once out, pretty much demands impending control. By forcing you to be where she wants you to be, Mitsuru can then predictably exploit these scenarios rather easily. Nu 5p is also a great assist in its projectile durability and reclining hurtbox, allowing Mitsuru to force herself in a few more neutral situations that would be spotty otherwise.
In the reverse, Mitsuru’s assist set is more than enough for Es / Hyde / Nu to be able to bolster their far and midrange games, and adequately supplement their option coverage. Mitsuru 6p, as a slow projectile, is extra useful for Nu, allowing her to transition a ton of neutral situations into left right mixup or safely retreat and re-establish resources or positioning.
As a partner, Yuzu is a little bit different, as the team tends to have pretty natural synergy but comes weighted on TWO point characters. Mitsuru 6p functions similarly for Yuzu as it does for Nu (In terms of letting her transition neutral calls + button into threat). In the reverse, Yuzu 6p functions in helping Mitsuru take advantage from neutral situations with 236X and establish tight pressure situations on wakeup. However, despite the coverage, the mixups are a bit more committal due to lack of strong/multi hit projectile coverage.
Mitsuru is all about making the most of her assist for offensive plays and bolstering her already strong neutral game. Solo, her neutral is quite stable, so she functions rather well as an anchor in both 2v1 and 1v1 scenarios.
Yuzu – Recommended Teams: Yuzu/Gord, Yuzu/Es, Mitsuru/Yuzu
Yuzu is a zoning character that transitions rather easily into left right mixup, though it’s a bit committal in set up (and also in application, given the right supers and wrong assists). However, her strengths in easily transitioning from far/midrange into left / right mixup with strong control can be very resource efficient due to how easily she can demand respect, letting her set up neutral call + battou/button into teleport to establish a sandwich.
Generally though, where she can attempt to force mixup (at her ranges) come at the risk of having difficulty covering two angles at once, though she arguably does it better than most. Regardless, her ability to create left / right mixup scenarios is extremely hard to deny, and she has great ways to make you want to respect her in the first place. Like Mitsuru, Yuzu can also very reliably pushblock and punish a ton of predictable strings.
A staple mixup structure is something like neutral assist call + battou, teleport slash into active switch / no active switch, pop CC for extra layers, blah blah. She doesn’t really function so much in terms of being called as an assist to approach and being tagged into due to the hopback on her 5p (since it’s in recovery until she lands) but there are niche uses for this kind of approach with the right partner, given extra meter generation. You need to time out your assist cooldown, but bullying and demanding respect at the midrange to take advantage of is Yuzu’s game.
Her solo mixup, even in terms of left right, is rather rough, so she leans back on her neutral control but has a tough time establishing that into threat. She has great use for meter in terms of control, but again, turning that into threat is pretty difficult for her, so she tends to be very hard to make comebacks with if the other player understands her dynamics well enough. There are not a lot of reasons for the opponent to make risky neutral decisions, so baiting out reactions in neutral and on pressure is very hard in a solo scenario, especially if the opponent is more threatening at a close range.
Her assist set is rather narrow (no pun intended) but functions very well, 6p being great utility for many characters who want quick, safe ways to pin the opponent down from a spaced position. This happens to synergize really well with characters like gordeau, mitsuru, and es, (who have solid projectile assists that she can work with) who generally don’t need a lot of frame advantage to establish safe pressure or even mixup (with Gordeau being able to do command throw mixup, and Mitsuru and Es having relatively applicable instant overheads, even if they need cross combo to confirm it).
Due to 6p’s speed, range, and low to the ground hitbox, being able to control low air space through tools like Gord 2B, Mitsuru jA, and Es jAA/Fireballs and transition that into a stable offense give you a very hard to avoid approach.
For more vanilla applications like assist + teleport, due to the fluidity of situations you would prefer to use it in (baiting anti air and unexpectedly going for mixup, blah blah), assists that are vertically harder to avoid tend to work very well, so this goes great with something like Es 4p, Gord 5p/6p, and Mitsuru 4p/6p.
For Yuzu, most of her team applications have the same idea, so it does feel like she isn’t too picky. Her mixup ability is super hard to negate, but she has to work extremely hard as a solo character, so putting her with a good anchor is a big help.
Ruby – Recommended Teams: Ruby/Gord, Ruby/Wald, Ruby/Es
Wooby!! I mean, she’s got a rather vanilla toolset but happens to have it all, low recovery air to air normals and great disjoint hitboxes on the ground. Her gameplay is more about positioning and how hard it is to pin her down while she can safely establish sandwiches or neutral approaches for her assist. However, that is kinda supplementary as it reduces the amount of layers she can throw at you for mixup, so getting herself in that position is priority if life totals and active switch buff isn’t a concern.
After taking a couple of risks though, she will inevitably need to tag out, so assists that she can safely buzzsaw / 236b into and have them transition into good control / solo offensive situations are preferable. Her active switch option in 236b for attempting a left right mixup, or just attempting to control neutral, is hilariously good as it is fast with high blockstun / hitstun, even at farther ranges allowing her partner to easily get into preferable range for their mixups or offense.
Buzzsaw active switch is kinda guessy, as you might sometimes do it from rather high in the air vs a ground opponent, but it is very hard to disrespect, especially coming out of assist blockstun.
It actually shines when assists catch opponent in the air, so she can safely contain them all the way to the ground. Good job ruby. This paves the way for a lot of assist calls that can potentially catch you blocking high in the air (Gord 5p/6p, Wald 5p/6p, Es 4p) that she can help transition into offensive situations with active switch or cross combo. This is doubly important because of how hard it is to catch her in the air, so you have relatively low commit ways to challenge people attempting to air to air you.
Due to how long her moves are, and projectiles, (or autocorrecting in the case of buzzsaw tag in CC especially) she has a bunch of very good applications for cross combo to keep you in blockstun for a long amount of time to allow a partner to close space from any distance, making command throw characters great picks for her assist to make the most of tag outs from her. This concept obviously applies in CC, where a lot of these hits are also easily confirmable to do a ton of unrecoverable damage.
She’s also got decent solo mix with big air normals and jC. The main thing about her solo neutral is that it’s not super committal and she’s got great hurtboxes backing that up, but she inevitably needs to place herself in risky, guessy positions to get those hits, so there is still a decent level of risk involved, especially fighting a team or even character who hardy has to overextend.
Aside from those high hitting assists, she does well with assists that are long enough for her to neutral call them and establish a sandwich from 214B/214C, sometimes even from neutral spaces. During blockstring structure and on Oki, Gord 5p/6p, Wald 6p, and Es 6p all fill this need.
On the flipside, her assist package is pretty straightforward, 6p and 4p being by far the most useful. 6p is a huge boon for Gordeau and Wald, allowing them to quickly guess and approach on ground spaces. It functions decently enough for Es, helping out with neutral approach and netting some confirms for IOH in cross combo. 4p goes without saying, a great benefit for Both Gord and Wald who may need a little bit of help enforcing their air space as they can be a little stiff.
The general team flow for the suggested teams is rather similar in application, Ruby kind of accomplishes the same goal for all of her partners in these cases.
Ruby brings a lot to the table in terms of how she functions as a point, and it’s fairly synergistic so picking a good partner for her makes a huge difference in terms of her team strength. She gets a ton of mileage in neutral out of her assist calls, so having good assists for her to fall back on goes an incredibly long way.
Narukami – Recommended Teams: Yu/Es, Yu/Wald, Yu/Jin
Yu comes as a frontloaded shoto with good ways of naturally dealing with pushblock during his strings, so he tends to have a great time making use of assists like Es and Jin that adequately cover horizontal space while allowing him to keep up the pressure. Placement of persona moves and slide tend to challenge pushblock well (especially in the case of 5AA, which is jump cancellable!) and apply a ton of blockstun opening up good opportunities for an assist. He has some great ways to transition into offense due to the number of jump cancelable moves he has that go into blockstun high/low mixup, and this serves well to add some punch to his neutral guesses.
However, without an assist backing him up, he often has to play the messy guessies with other characters in neutral so be careful. This is kind of the experience of playing him solo, you gotta be right, or do a lot of damage in comparison.
Beyond his standard pressure structure and neutral guesses, how he tends to work in synergy with his assist varies a decent amount depending on his partner. His weakest point being how committal his neutral is, he naturally has a tough time dealing with zoning. His fireball doesn’t really function as an answer for that, but instead functions decently as an active switch move for covering partners that are in front of him in neutral or pressure. But without an assist to help approach he can get a bit bullied since he doesn’t have such low risk ways to control space.
For CC applications, he is actually really good at securing a close range, un-pushblockable frame advantage for his assist on tag. If you can confirm a blocked assist with/in CC, slide provides a lot of blockstun, and can be used from rather far ranges. However, be careful not to overshoot, as losing your collision box means Narukami might slide too far through them and lose a lot of blockstun from slide.
On Yu/Es, Es 6p is a wonderful tool for him in both neutral and pressure and she synergizes better with Narukami as her partner than Hyde does. He somewhat needs the help of a good anti air assist (in her 4p) to challenge characters with better air to air capabilities, and Es 6p gives him advantageous lion / slides, as well as enough blockstun (and anti pushblock capability) to transition into high low or even sandwiches more soundly.
Es on point tends to get a bit more mileage out of things like slide + tag, getting unblockables on most characters, and she has a decent time covering active switches into him from Issen assist, usually from safer air positions. She plugs up a lot of holes in his neutral, and allows him to operate much more safely while also getting a bunch of synergistic tag situations from his toolset while he runs offense. This team is pretty naturally synergistic and solid, so I highly recommend it.
For Wald, the team is a bit more focused on running both character’s strengths, though it’s a bit guessy and forceful in neutral. But if you didn’t want to guess and force, then why are you playing a grappler!! Wow. You can supplement Wald 6p calls with threat from Narukami in the back rather well, and his fireballs are nice and fast to help tag into Waldstein on his assist calls to get Wald in. Wald 6p is also a tremendous amount of blockstun for setting up highlow and sandwich situations rather well, so this team has a bit more emphasis on forcing yourself. Unfortunately, the assist set for wald is more oriented on bolstering his pressure or tagging into Naruakmi during strings, so playing neutral with Waldstein with this team can be pretty difficult. Again, forceboys team.
Yu/Jin hits like a truck on everything, but is a little bit weaker on the Jin front. This team is more loaded towards threat with Narukami, but Jin functions decently enough as an anchor due to his high damage. 6p plays a big role in synergizing with Narukami’s ability to keep pressure going on pushblock, allowing Narukami to almost guarantee his transition into offensive situations. However, 6p’s utility in neutral for Narukami is a bit rough. He has a hard time safely covering Jin against characters with better range, so this team can have some matchup trouble.
Jin does decently with Narukami assists, but more often than not functions as a useful DP+Assist bot or pressure helper. Jin gets a good amount of mileage out of vanilla rps uses of neutral assist call, but generally just serves to synergize with narukami’s strengths and increase his damage (and do a bajillion damage as an anchor).
Oddly, Naruakmi is sort of like a Jack of all trades but has a slight emphasis on special pressure utilities and offense. As a “Jack of all trades” (this is the dumbest term) he can make use of any help he can get in both neutral and pressure. He has some good supportive options for helping certain partners, but the synergy is rather specific, so weighing more on his offense for team selection is not necessarily a bad idea. Ideally, you pair him with a solid anchor, and luckily he’s got a lot of choices that work with him.
Blake – Recommended Teams: Blake/Hyde, Blake/Izayoi, Blake/Jin
My baby!!! I wanna go into super detail for you here…but i’ll try not to go TOO crazy explaining stuff about her, she’s not really a zoner, but more about midrange control into offense. Her space control is relatively low commit for how hard it is to disrespect, and it is often visually confirmable to a degree of certainty. Most notably, it can transition into threat from outside of other character’s ranges in hard to escape ways, so it is rather easy for her to exploit linear movement.
5B and 2B are super dominant but also jump cancelable at sweetspot ranges, allowing Blake to easily turn midrange neutral situations into mixup with the right assist to keep things tight, where jB can be very low commit and extremely plus, allowing her to control space from far away to either securely set up or take advantage of risk of frame traps to neutral call. With the right assist, she can turn guesses with jB or 5B into huge space control attempts, and due to her options at range, can make good use of CC or active calls to work potential structure into place.
Super-fast run speed, great hitboxes, absurd air to air options, great metered anti air that places her in the air (dodging some assist hitboxes) with a bevy of cancel options on whiff. She is probably the hardest character to catch, so space control assists are nice. Despite having below average punish damage, she has A TON of combo options and choice damage extensions if necessary, she can even take top of the stage jA air to air into a full combo for a bar. Overall, she has some of the more consistent conversion ability that turns into good oki. She just has a ton of options that, when used properly, are top class. Her frame trap/pressure game is one of the better ones, due to her A normals being safe on pushblock whiff with short recovery (plus like everything being jump cancelable), and 5B/2B cancels naturally spaced on pushblock to sweetspot.
There’s a ridiculous pressure tool in 214A, that has a hit that not only causes DP’s to whiff given enough room to escape, but can also sandwich within blockstun. This lets Blake easily convert normal blockstrings (without much setup, and an assist positioned behind her) into hard to escape left right scenarios. This move is also, hilariously, cancelable into clones/followups (even on whiff), notably ~C teleport that can retain pressure on pushblock, but also still force sandwich despite being pushblocked. Scary!!!
Due to the amount of options, her overall flexibility in establishing threat is really high. If you can keep up pace to air to air, space yourself properly, and whiff cancel correctly, she can be all over the place and can turn most situations into threat rather safely. There’s a lot to do with her though, so she’s pretty freeform in that sense, though her objective is to demand respect or safely get in and pick one of many ways to go into mixup depending on your opponents options, and your assist.
She’s got some great tools for keeping her pressure reversal safe and/or mitigating pushblock, and her above average neutral control often dictates that she stay point but she has great ways to advantageously transition into active switches (5BB, 2B, 236B, jB, 214B, 236C).
Due to the kind of mixup structure she generally runs with a partner, she often tags out while performing mixup so having a partner excel with her is important since you will be going back and forth all the time. Solo, she functions relatively well because of how low commit her neutral guesses are, even packing some good one-touch kill scenarios with great chip potential in resonance and nigh-universal fuzzies. She also has some of the better mixup options to force responses, but you can definitely just die with her since you are playing close/midrange with a 14k health character. Like the Akuma of BBTAG??
Anyways, as said earlier, synergy is important with her due to the nature of the mixup situations she provides. Not a lot of it is vanilla left right with assist, but instead active switch mixups (even without CC!), so doing it in such a way where it becomes mostly reversal safe is crucial. This is where her partner selection comes in.
In the case of all of her preferred partners, Blake’s assists ramp up their level of threat from midrange by allowing all of them to implement left right mixup from both 5p and 6p. After blocking 5p, Blake will usually land on the other side of the opponent, giving you an automatic sandwich and opportunity to quickly go into active switch mixup, even from midrange. With 6p, she can help them establish pressure at farther ranges, and normalize distance for CC structure very easily. So in the case of blocking either assist, it can be very scary! Which is great, because they cover awesome spaces and allow all of her ideal partners to lay on mixup where they previously may have trouble doing so.
Hyde, who I probably consider to be her best assist, gives her less committal neutral confirms (important for such a squishy character), strong and easily confirmable neutral control from almost all spaces, solid option cover on wakeup, and allows mixup after using him to demand respect. Also, in the scenario where she fails to transition into strong mixup (or her mixup gets blocked properly), she can safely tag into hyde and he can begin to chip the opponent, or go for strong solo offense via fuzzy or left right attempts, or reset pressure to call Blake to pull the opponent back in or force a sandwich with 5p. Because of how she confirms using orbiter and still retains active switch mixups, a lot of the offensive structure with this team is much tighter and layered than her alternative partners, giving her good contingency CC structure as well.
Generally, the gameflow between them is very focused on active switch mixup into good oki. Blake is usually preferable for outright control, especially in conjunction with Hyde assists. In some matchups where you have to gamble in neutral more, he can take the reins with great AA/DP change capability and solid normals. Her assist set is probably the best in the game for him, giving him easy access to mixup and vacuum capability to synergize with chip and fuzzy setups.
Izayoi is similar in where she does a good job of transitioning from Blake’s active switch setups, though the setups themselves are less tight / more easily mitigated due to the mixup being on the point of Izayoi D saber (tag/no tag left right, usually) and Blake having to contain the opponent all on her own. However, because of that, the post tag scenario is usually pretty good because the saber gives Izayoi good frame advantage.
Getting a hit, then going into Izayoi (Izayoi is the most consistent pester neutral into auto oki function in BBtag) always means a safejump that covers all techs, so it’s a very strong way to keep the momentum going off any hit. In conjunction with 5p, doing a safejump implies a sandwich as well, making the following pressure very threatening. From Izayoi point, these assists help add threat to her midrange game, and 6p synergizes nicely with Izayoi’s 236A, j236A, and ~(j214)C. This is probably Blake’s next go-to team, due to the post guard situation on active switch being more threatening than the average character, decent CC applications, and assists that fit relatively flexibly in her package for space control (with better conversion ability from neutral hits) and solid oki coverage from both Blake point and Izayoi point.
As a partner for Blake, Jin is a bit different, where the gameplay very centric on Blake’s default strengths to take advantage of Jin’s support. This team hits the hardest out of all of the Blake teams, but also has the weakest momentum from Jin, and the weakest assist set for Blake. The oki is a lot more committal, but as a result you can potentially do WAY more damage.
A little more on that later, but the neutral plan is similar to Izayoi, where it is centric on calling and protecting your assist until their projectile can come out and establish control for you. Just, it is much slower, so you have to do a better job of protecting him and exploiting their responses to it.
From Jin point, 5p and 6p function very well for Jin in neutral and helping him create sandwich pressure where he has trouble otherwise, and tagging into him from a structured mixup scenario is great since the ice sword (which would be used to confirm the active switch mixup) is still on the way, but his issue is oki- you lose a lot of damage by going for weak hits into Ice Car…unless you have corner, so going for corner carry routes is something you want to keep in mind when playing this team.
Once you get a working assist set for her (good projectile, neutral control help, active switch structure from neutral calls) Blake’s ideal teams have a very back and forth synergy because of how she transitions into sandwiches from pressure and neutral, so thinking about those derivative scenarios on block or hit mean a lot to her.
She’s a squishy in-and-out character, so don’t mess up and say she’s bad! She is very unforgiving. Her best applications are reliant on team play, so managing both of your characters life well is really important. Even then, she functions well enough as an anchor and her assists often make your other character more dangerous, so you may actually find you lose your other character since you’ll be more offensive with them. Be ready to play smart and safe with her, she’s got alllll the tools for it.
Hyde – Recommended Teams: Blake/Hyde, Mitsuru/Hyde, Hyde/Wald
The boy. The first character that’s more on the supportive end of the spectrum, all of the following characters have much more simplified point applications and have all been mentioned a bit earlier (yes, I get to write a little bit less). Hyde is one of the more simple ones, where a TON of his support value comes from being called as an assist. His assist package is one of the strongest in the game, Orbiter having crazy durability and startup, along with Pale bringer packing a ton of blockstun on top of its great space control. Lotus assist has some very good uses within cross combo, but also has some merit for counterpoking as well.
On point, he packs one of the better anti airs in the game, as well as a huge DP (great for DP change stuff to combo off blocked anti airs) and a ton of solid normals. His corner carry is top notch off of the right hits, and his oki at worst is fairly decent, especially with the right assists. At best, he gets great coverage on all tech directions.
His ability to passively chip at the opponent makes great use of a lot of active switch approaches, giving you situational advantage despite not going for mixup directly. This dynamic is really big for a ton of characters who can easily cover his pale bringer assist recovery, which leaves him right in front of the opponent. However, because he’s so high, you tend to need a lot of blockstun from a distance to keep your opponent in place so he can land and capitalize after active switching. Blake 5BB does a great job of this, as well as Wald’s claw series.
His projectile tag options are actually rather good when supplementing assists for the same kind of approach, helping characters like Mitsuru or Blake just magically appear next to their opponents in prime mix position. He can even further extend blockstun with ~236A which deals with pushblock rather nicely. Good job Hyde.
His general pressure is strong, with spaced orbiter being plus. Coupled with a great anti air, he’s really good at chasing the opponent down at close range. His air normals are solid, jB being a standout as a two hit overhead with low hitstop and great, active hitbox that makes it hard to air to air. For mixup, he can easily go for double overhead, single overhead > low or empty low given an assist that provides enough blockstun (or simply, enough respect). For this purpose, Blake 6p and Wald 6p do very well. Beyond that, jB functions really well for catching jump startup when done high, as he can usually land and get a full confirm. Because he can demand so much respect on a jump in (early jB, jC) he can more feasibly go for tighter air backdash mixups while still scaring the opponent into staying put.
If he’s given the opportunity to get a really deep jB or jA, he can land and do rising jA delay jB to fuzzy almost everyone in the cast, and get a great solo combo into knockdown. This greatly supplements a lot of active switch approaches because he can maintain strong mixup despite not having access to a partner for a period of time (since they can be used to earn him that positioning).
He functions very solidly on point, but can seriously make the most out of opportunities given to him by a good partner. Generally, his point play is super strong, but he does need particular assists to avoid playing a guessy neutral or mixup game, which, while already being solid, can go a bit farther.
And when he’s in the back, he offers very strong tech and option coverage on some knockdowns, enhancing an already threatening point character’s oki quite well. When you can jail your opponent in any tech direction and cover their wakeup escape options while getting a ton of blockstun, you have a problem assist.
This aspect of his oki coverage is extremely useful to Blake, as she can not only capitalize on this super well at any distance, she needs the safety since she has such little health.
I talked a bit about Blake/Hyde earlier, but to summarize, Blake assists make Hyde very scary on point because of how easily they can force sandwiches, or instantly close space with vacuum. If they try to avoid it, Hyde can 2B change DP and get a full confirm for Blake. Scary!!
Mitsuru/Hyde was talked about a bit earlier as well, and Hyde is mainly great here because pale bringer assist commands respect on wakeup for Mitsuru, and she can very, very easily exploit this. The long blockstun also allows her to get in multiple attempts at high low mixup during cross combo. Orbiter also functions super well for her, letting her quickly beat a ton of projectiles at midrange and work her way in if they happen to block it. This comp is definitely more about Mitsuru than it is about Hyde, but he can use her assists decently well to help secure a more standard, slow approach.
Hyde/Wald is actually a team where I would suggest either point. As Hyde’s general neutral threat is rather high, he can easily create situations where you would respect Wald 6p, and Hyde can either take advantage of that himself or pave the way for Wald to get in and go crazy. Wald on point functions really well with his huge normals controlling space in front of him, and Hyde covering outside of his effective range. Generally, the potency of Hyde’s assists just patch up Wald’s neutral game and approach more than anything, though you can turn blockstring pressure (established with Hyde) from Wald into tight high low from Hyde as well. As a bonus, blocking Wald 5/6p in the air means eating a fat DP change combo from Hyde!
Hyde is a super strong footsie shoto that has some great synergistic applications. His standout points are his ridiculous assist set, innate low risk / medium reward dynamic through passive chip and good high low potential. He functions well enough solo, with good positioning on combos and great anti air and reverse beat options. Though his damage on most hits can be a little on the low side, stability is king!
Waldstein – Recommended Teams: Hyde/Wald, Yu/Wald, Wald/Tager
Wald…I’m glad, I don’t have a lot to say about him. 20k health, forceboys character. Just get in and (active switch) THROW THEM (and if you active switched, do a combo from it). He’s got huge normals, a hilariously applicable instant overhead, and most importantly, 20k health guess a ton with. Also, he has a super that auto corners you, grappler heaven right there.
Most of his neutral is about his huge presence, so assists that can force movement or quickly pin the opponent down are great. He’s got a great, huge anti air that is great at just demanding presence, and his air to air normals are enormous and great for advancing + covering your assist that will be helping you get in (if necessary to have him get in, the neutral can be rather slow and risky against some midrange comps so he is usually preferable to have in the back unless you need to structure stuff or regenerate life). Active switching into him is usually a good call in confirms, supporting your team’s overall meter gain, especially since he usually gets safejump oki coverage (even midscreen) on stable confirms.
His assist is one of the most threatening in the game, with an enormous advancing hitbox and a super long duration. This is like, one of the best DP+Assist assists in the game. This gives a ton of characters enough blockstun to do whatever their heart may tell them at close range, and at farther ranges, allows a distant partner to chuck a projectile to give point blank advantage to Wald, a grappler. Whee.
Beyond his straightforward application, he functions really well for active switching when attempting mixup, or just confirming in general. I mentioned the stabilized oki a bit earlier, but active switching to throw, with a properly spaced assist (so he can tank the reversal) is a great choice. This also gives you confirms off the mixup, but hopefully also you tag into a character who can corner carry or cover tech options very well!!! Like Hyde or Narukami!!!
Teamed with Hyde or Narukami, he can also opt to just keep the opponent in blockstun from a point position and transition into them for mixup. This can be a little more useful as it’s a bit more restrictive on your opponent, or you can force them to burn meter if you want the meter advantage. Their general approach to team play with him is practically the same, demand respect, maybe Wald 6p, maybe overhead, maybe tag, maybe throw a projectile and tag into him. You know the drill.
Being one of the only teams where you would pick Tager because you can’t pick Wald twice, Wald/Tager is pretty unique in the sense that it is one of the only teams that I really don’t want to talk about. You are playing two grapplers, so you try to throw them. And you use your assist to stay close, and then you try to throw them. And you can try to active switch, or you can try to throw them, or hit them trying to…avoid being thrown. And whichever character you are, it doesn’t really change too much since you can try everything. DP assist, throw them, jump, throw them, maybe jump and active switch before you throw them? Hmm.
Jokes aside, the team is extremely straightforward. Big body, guess a lot. Guess with your big moves in neutral, active switch to add layers to your approaches and pressure. Solo, Wald can get omega diddled in some matchups, but other times he has a great time confirming throws into corner carry super and throwing you, again, into another corner carry super. Because of his high life total, constant threat, and huge normals (and huge chip potential) he actually has a really good time in resonance, matchup allowing. For characters that have to guess on him more often than not dealing with his normals in neutral, they’re in for a bad time.
Wald is strong, and exists more as a force neutral / force option coverage / mixup function for your other character. He functions very well for this in both his assist an active switch game. Generally, it’s a rather good idea to active switch your throws, to convert them better, make them “reversal safe”, establish stronger oki with your other character, blah blah. They will probably do most of the legwork, but he will throw them. Being able to burn a ton of life on a wrong guess and it not being such a bad idea is a crazy concept, but live your best life.
Gordeau – Recommended Teams: Ruby/Gord, Nu/Gord, Izayoi/Gord, Mai/Gord
Packing one of the best anti airs in the game, and a great command throw (especially considering his run speed) Gord is, IMO, the best “grappler” in the game. Compared to Wald, he has way more opportunities to run command throw active switch mixup due to how much more consistently he can take advantage of assists securing advantage for him. His standalone midrange pressure is a little rough around the edges, but luckily he secures solid enough knockdowns where he can call a strong assist to cover your wakeup options.
On top of having access to command throw mixup on a whim, he’s got arguably the most significant CC applications in the game. For his command throws, when active switched in CC, not only do these gain invulnerability, but in conjunction with how consistently he can place you in these scenarios and establish space away from his partner, it becomes incredibly difficult to disrespect. And, probably more significantly, 236B and 236C active switch keep the opponent in a huge amount of blockstun while sandwiching them. Also, it’s huge, invuln, and extremely hard to avoid by jumping so it even just being able to throw it out in neutral can most likely secure an easily exploitable advantageous position for your point character, or still hit a character who tried to pushblock and jump out (this is so big). Due to how it works with safety in command throws and extremely hard to deny 236B/C, point CC applications are a ridiculous boon to his gameplay and are a huge chunk of his support value.
His strengths are very easily accessible, which make him rather straightforward to apply when in position, but securing that position can be a bit troublesome. Despite having crazy good vertical control, his means of challenging and controlling neutral space in front of him can be a little risky.
Compared to a character like Waldstein, Gordeau actually relies more heavily relies on his assist (or assist meter, in the case of CC activation) to establish midrange game for him. If he has to constantly guess on keeping you where he wants you, or threatening your assist calls with 5B, it’s gonna be rough, especially if blocking you or your assist means that he has to take mixup instead of you.
This also is a factor when playing him solo, where he has a tougher time navigating zoning tools that can adequately transition into threat. Beyond that, his pressure can be committal (especially when he has to run back games). His resonance applications are still really good, as command throw > super works really well for a huge amount of quick damage and even has the added bonus of draining a bit of meter, but if you’re wrong and they jump out or super you, that could be the end of your resonance momentum. As a result, he’s a bit unstable as an anchor since he relies so heavily on his assist to make his gameplay safe.
That in mind, his favorite assists are things that are very hard to disrespect at far ranges. On one end of the spectrum, Ruby 6p is perfect in that it covers his approach and is really fast, giving your opponent little time to come up with countermeasures. And all he needs is a little bit of blockstun to dash in all the way and threaten to scoop you. 4p also functions really well for him, as his air to air game is quite committal otherwise. Beyond that, due to how well he uses cross combo, of course another teammate that can use cross combo so well is gonna go great!!!
I talked a bit about Ruby/Gord earlier, but both have great active switch applications into each other (amplified even more within CC, especially considering how loooooong and big their moves are along with screen lock) and their assists naturally fill each other’s needs quite well.
Nu is a cool pick. Because Gord can pretty feasibly jail you at midrange for a little while, he can protect spike chaser until it pretty much secures his forward approach, and he can really make the most of it (since he can keep up with it, unlike big boy Wald). Gravity seed also has some niche uses with him as well, and 5p is just solid for controlling space and projectiles.
Nu, given Gord assists, does really well. 5p and 6p cover vertical space super well (6p with the added bonus of crushing projectiles), not only making her neutral guesses a bit less committal, but also make her left right applications much harder to escape. This team kinda focuses on playing Nu midrange. She also doubles as a great, more stable anchor with ridiculously good resonance usage, so the team package on the whole is very nice.
The other suggestions, Izayoi/Gord and Mai/Gord, are both teams that have assists that function well enough to help Gord navigate neutral (Mai 5p, Izayoi 6p for the most part), but also provide great assist sets for the other characters (who both spend a lot of time in the air, taking advantage of his 5p and 6p for confirms). They both have a decent enough time establishing sandwich using Gord, and can really utilize his assist set in terms of using him to intercept responses to their movement, and layering CC or sandwich applications from there.
Gord is like, CC invuln god, also packing great assists and decent enough solo play. His AA capability is super good, but he lacks low commit horizontal coverage, so strong horizontal assists are his thing. You can wild out and win solo, but also be prepared to suffer some tough matchups.
Es – Recommended Teams: Mitsuru/Es, Yuzu/Es, Ruby/Es, Yu/Es, Naoto/Es
Oh, my heart, I am tired of writing and Es is here to save me. Super, super straightforward supportive applications. She’s not really so beefy on her approach and point applications, but her ability to pester in neutral and deny approaches / assist calls is where it’s at. She also comes with good enough normals and high low mixup, though it can be a bit character specific. Also, she sometimes randomly does a lot of damage. And she has a great wave super to contend with (to challenge cross combo especially). Woo.
Most of her exceptional value comes from her assist set, and ability to increase team damage on some active switch confirms. She also serves as a rather good meter dump, and is a super stable anchor. Mainly, roles that are quite nice being filled, but don’t really function towards the team’s primary offensive basis. Except, with her assist set, of course. Which you can like, almost totally rely on because they’re so universally applicable.
Her point applications with assists are very vanilla, as you can see from what I’ve recommended. Having a slightly delayed (Mitsuru 6p, Naoto 6p), or multi hit assist (Naoto 5p) also helps net confirms on rising jB, though a fast enough assist (Yuzu 6p, Mitsuru 5p, Ruby 5p/6p, Naoto 5p) with cross combo activation can also do the job. Beyond jB stuff, she doesn’t have a very difficult time establishing sandwiches because of her crossup normals so she isn’t so demanding when it comes to that kind of thing, so assists that bolster her play beyond those two things mainly focus on her neutral and other vanilla applications. She excels at stuff like jump over + big button + assist that will keep you in place and allow active switch mixup, but stuff like this is not so particular to the kind of assist you use.
For active switch stuff, she has pretty accessible options for left right like 5B tag, or in the case of neutral, 236B~236A tag. Even air fireballs tag!! She fills out the projectile + tag role extremely well, so she functions amazingly for getting her assist in. Being able to control midrange with projectiles is a great way to allow your assist to cover some space, and then you can cover them too!! Wow.
I’ve spoken about how her assist works numerous times before, so the only team I’ll really go into specifics for here will be Naoto/Es. For Es assists, her fireball is fast and two hits, so pushblocking the first one won’t deny the second. Same for her anti air assist (with a very long lasting, vertical hitbox and a ton of untechable time). Very vanilla stuff, the fireball assist can outright pave the neutral for a lot of characters, especially in conjunction with other strong positioning tools like droit, gunblast, or teleport.
The other partners all have very similar neutral applications when called by Es. Call assist, see what happens, work with it. She doesn’t usually need a lot of blockstun for stuff, but she can make it work. Got enough blockstun to guarantee a jB attempt? Cool. Maybe IAD jB/C to sandwich. Cool.
It’s all rather straightforward, and her application with Naoto is not really much different. Es adds a lot of stability to Naoto as her partner, not only in helping her in keepaway but also helping her approach, if you would so please. Es 6p actually lets naoto do some really tight sandwiches into potential left/right or even unblockables, actually, adding a lot of threat to Naoto’s midrange game (and Es’ combos are nice and long, which means prime active switch into mark or death combos, especially nice against big body characters).
Naoto 6p pierces the point character (hitting assists behind them) and has great durability, so this team naturally has the “pestering neutral” angle Es is quite good at. Es also works well with Hama, not only being able to rising overhead most characters, but also whack them out of the air with AUB DP if they happen to jump guard it. From Es point, she can pretty feasibly allow Naoto to get in, and if you are willing to spend bar, you can do some pretty tight and safe sandwich setups with 6p + roll. The safety of the setup is crucial when you play a 14k character, so the multi hit projectile is Naoto’s best friend.
Overall, Es is pretty vanilla in what she brings to the table, but it’s a very wide spread. Overall, she’s mostly a supplementary character but still functions stably solo just because of her vanilla gameplay and really good wave super. Her level of threat goes down a lot without an assist though, but she can make good use of almost anyone. Probably the least picky character, imo. You can slap her with almost anyone.
Jin – Recommended Teams: Aigis/Jin, Blake/Jin, Yu/Jin
In contrast to Es, who works with anyone and has a high support value, we have Jin, who is actually extremely particular in terms of who HE can support, as opposed to them supporting him. He actually isn’t very picky in terms of assist usage, especially due to how vanilla his play is. It’s rather rare for him to be able to establish a ton of threat in neutral, but Blake does that job for him rather well because of her assists. Still, what stands out about his value is more about supporting the team with a big increase in potential damage, some EX / super utility, anchor presence, and of course, good ol brick (aka, his 6p). Notably, his burst is also /really good/. Tracks well, and in some scenarios certain assist sets can’t even punish you with active partner calls. Wowow.
From a point perspective, Jin is like, one of the most vanilla characters. Pretty boring, almost. He’s got some extremely strong things going for him though, with super good damage (especially in the corner), great range on his 5C, solid DP, great meter burn potential (with all of his EX moves being rather useful for various things), and hilariously damaging super loops in resonance. Oh yeah, he’s got Touga, probably the best grounded wave super in the game.
For active switch stuff, Jin’s fireball functions decently to secure advantage if you can confirm a blocked assist. For left right, he’s also got a great cancel in 5B > 214B which combos on hit for the 5B, but also still secures the mixup on pushblock. Another cute thing is that he can use tag hizangeki to secure fuzzies for some characters, most practically Aigis out of the recommended characters. Blake can capitalize as well, but without Jin assist help, she doesn’t get much mileage on most characters. Otherwise, snowflake tag can be super oppressive with proper positioning, as pushblocking it won’t prevent the new point character from being pushed back. Also, hitting them won’t negate it (Jin has to get hit) so it becomes very hard to disrespect.
Usually, because of his very standard gameplay, he needs to wager his damage for neutral RPS. Because he’s particularly flexible, this actually makes him rather good solo, especially since he has great ways to force chip with Touga cancels or just picking the right situation, matchup dependent. He can totally nuke assists if the opponent has no assist meter to CC and save them, but at the end of the day, it’s still guessy, so usually the move is to resonance to try to secure a 1v1 scenario, or chip both characters to restrict their assist. Maybe snag a kill on a bad assist call. He’s pretty solid 1v1, especially with meter to spend on snowflake in neutral RPS or pressure, but overall he’s one of the better choices for an anchor, especially since resonance gives him so many options with meter. Wanna hit someone in resonance and do 3 supers in a row? This is your boy.
Unfortunately, he doesn’t really become a mixup machine or anything with most assists, so he has fairly normal applications for sandwich pressure (5B + Assist IAD). This becomes problematic in the corner, so opening people up there may be a little difficult since his high low is decent, but not great.
For the meaty part, his 6p! This is so centric to his team composition, but the main idea is that teams that can protect him and allow the slow, multi hit projectile to make contact can make great use of this during pressure. Ideally, you want characters that can feasibly force this vs pushblock as well. The reward for having them block 6p is almost a full second of JAIL, perfect for characters with good high low.
For Aigis, 236B does a perfect job of stalling the opponent so the ice sword can secure advantage for her, among other tools she has. Narukami slide can continue hitting on pushblock, making it difficult to pushblock to escape an impending brick. Blake has a bit of different utility, but because her normals and specials are big enough to hit even on PB, they can be used with a bit of work. Unlike the other two, the reward for having them block Jin 6p is less straightforward and more about positional advantage, since she doesn’t have such strong, convertible solo high low.
One thing to keep in mind for these applications with Jin is that he can’t usually active switch after using the projectile (at mid/farther ranges) to establish advantage. But because of how late it can hit separately from Jin, he becomes available to call soon after the action starts, so it isn’t all bad. Blake in particular needs to make use of this, as she needs to call him when she gets in to go for her really grimy stuff, but it also means you can layer on another assist call quite early with Yu or Aigis.
Active switching once 6p comes out is also a great way to establish advantage for Jin if you please, but he’s not particularly threatening when he can’t call his assist. You can also pretty easily just pushblock him out on the last sword hit, but due to how he is independent of the projectile (also in the case of snowflake) be careful of TRM. This is decent enough in cross combo, where your turn isn’t “over” just because you active switched. There are also a couple of cute mixups you can do where you set 6p behind them, and active switch into Jin so they have to block the projectile the right way.
Of course you can’t sleep on Fubuki, one of the faster assists in the game with a great hitbox and a good active switch window. It has a great hurtbox so it usually just beats things outright, and of course comes loaded with untechable time. His 5p is a bit underwhelming due to its speed and hurtbox, but is nice in the sense that it always gives hard knockdown and functions as a very stable combo part, especially later into combos.
I wrote a bit about the Blake and Narukami team comps with Jin, and beyond 6p jailing applications he supplements those teams by being a great anchor and helping them do way more damage. Being able to switch into him for j236B loops or even just a good link off a hit into jC j214B tag can create a stable route with high damage, and Jin assists come with a load of untechable time so you can really maximize damage with your other character as well.
Most of Narukami’s usage with him is about 6p, but he does have times where he wants to safely tag in Jin, just because it’s the best way he can enforce pressure at the time. Narukami fireball + tag does the job really well, especially after confirming a blocked fubuki used fake out or control space right in front of you. Jin gets decent utility out of DP + 4p, 5B + 6p IAD (for sandwiching), and general standard uses of 5p (anti air punishing, vanilla left right, neutral guesses, fireball switch), but nothing too synergistic. Aside from standard cross combo applications, good structure with repeated use of brick can give Narukami a ton of mixup opportunities without letting you out of blockstun.
Blake can really change Jin’s playstyle around since she gives him stable left right mixups and good cross combo opportunity. From a blocked 5p, he can go for tag ice car crossups, while her 6p assist fits in perfectly to buff his neutral, letting him work his way in much more easily. 6p also gives him some easy sandwich setups from midrange, confirms from projectiles, and more stable CC setups from neutral, allowing him to play a much more reserved game and focus on the strengths that she allows him. He also gives her a bunch of nice fuzzy confirms with brick in the corner, so you can more safely mix up the opponent.
Aigis is one of his more interesting teammates, but mainly she synergizes with 6p so damn well she is a standout amongst his partners. While her assist set is merely serviceable for him in neutral, the team naturally has routes that end up doing super high average damage. If he can net her just a little bit of frame advantage, it can potentially be mix city.
Most of her active switch applications for him are great, allowing him to safely toss out 6p or establish frame advantage to stall for health or Orgia regen. He can play a very reserved style with her and allow her to do most of the messy work, especially okay with him because he can’t particularly rely on her assists to help him in neutral as much. Regardless, the team packs so much threat on jailed mixups and raw damage (along with CC applications) that just a few opportunities go a long way. Definitely a team that can snowball you.
Jin on point with gets her a bit of mileage out of fuzzy setups, but she also synergizes super well with 236B/snowflake tag, potentially allowing her to get a ton of mixups. It’s just a super scary situation. Anyways, Jin without access to Aigis (to active switch into her) doesn’t necessarily need to overextend, he can just contain you until she’s ready to go. There are some great ways for this team to safely swap characters back and forth, and it’s super potent in CC due to options like megido tag, snowflake tag, and Jin 6p jailing you over and over so she can do unrecoverable damage when she kicks you in the head or spins on you.
Jin has some very pointed strengths in his support, and when used correctly, can be quite oppressive. He doubles as a great anchor, naturally filling a need that many of his suitable partners have. Solo can be tough, but sometimes you can win off his raw damage alone. Hey, that’s how it goes *does 12k unburstable*.
Orie – Recommended Teams: Orie/Es, Orie/Hazama, Blake/Orie
Tager – Recommended Teams: Wald/Tager (Yes, this is the only one)
Carmine – Recommended Teams: Carmine/Es, Mitsuru/Carmine, Ruby/Carmine, Carmine/Hazama
Hazama – Recommended Teams: Hazama/Hyde, Hazama/Nu, Carmine/Hazama, Orie/Hazama
Aigis – Recommended Teams: Aigis/Jin, Aigis/Hyde, Aigis/Wald
Vatista – Recommended Teams: Nu/Vatista, Wald/Vatista, Naoto/Vatista
Nu – Recommended Teams: Mitsuru/Nu, Nu/Gord, Nu/Wald
Izayoi – Recommended Teams: Blake/Izayoi, Izayoi/Gord, Izayoi/Hyde
Mai – Recommended Teams: Mai/Gord, Yuzu/Mai, Mai/Es
Naoto – Recommended Teams: Mitsuru/Naoto, Naoto/Es, Naoto/Vatista, Naoto/Platinum
Aaand that’s it, thank you for bearing with me all this time. If you enjoyed it, I did this writeup for a sub-goal over on my stream at twitch.tv/superkawaiidesu. If you’re interested in following my hilarious blazblue life and/or streams and other content, you can find me at twitter.com/superkawaiidesu. I’d love to do more of this stuff, so keep me going! I’m working on a couple of things for youtube/twitch, so keep your eyes peeled (and maybe throw me a bone).