Evaluation of Meta Team Compositions

This article is merely a rough translation of Paraly’s article with some minor editorial additions. All credits go to Paraly. Click on the following link for his original blog post in Japanese: http://parabako.blog.fc2.com/blog-entry-497.html#more

Teams in Xtreme (and to an extent, Vanilla as well) can be divided broadly into three offensive types: chain, nomash, and hybrid. Each type can then be divided further into different meta team styles, each centering on a particular strategy or character:

  • Chain:
    1. S-chain
    2. A-chain
  • Nomash:
    1. Shuu-nomash
    2. Mephisto-nomash
    3. Winel-nomash
    4. Seidou-nomash
    5. Hakuryuu-nomash
    6. Kirafi-nomash
    7. Baddap-nomash
  • Hybrid:
    1. Ishido-hybrid
    2. Genius-hybrid
    3. Fideo-hybrid
    4. Someoka-hybrid
    5. Yukimura-hybrid
    6. Shindou-hybrid

There are certainly other teams other than these, but these are the most common in the Xtreme 2.0 meta. In this article, each team will be evaluated according to the following points:

  • Power and Versatility
  • Strength when used by yourself
  • Strength when used by the opponent

A team’s power and versatility indicates not just simply power, but also the ability to adapt effectively against different teams, including off-meta tactics. Based on these evaluation criteria, a 5-point scale will be used:

S+: Maintains basically 100% strength against any team, and has a significant impact on determining the opponent’s tactics.

S: Maintains relatively high strength against different teams, and has a significant impact on the opponent’s tactics.

A: Vulnerable against hard counters and not as versatile, but still maintains a good amount of strength.

B: Very susceptible to the opponent’s tactics, and somewhat lacking in stability.

C: May not function at all depending on the opponent’s tactics, and may be significantly lacking in overall strength in the meta.

Evaluation of Each Team

S-chain

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Overview

This team scores goals by chaining with chain characters with a gauge speed of S. For example, this is typically done by double chaining from 1st Gouenji (mid chainer) to Minamizawa (final chainer). The other FW, typically a fire-attribute chainer like Ishido, serves as a counter to GKs like Maou Tachimukai that counter the two standard final chainers of Minamizawa and R1 Someoka. Einam is often used as a guard keyman so that double chaining with gauge-S can still be done in the second half.

Evaluation

Score: S

Gauge-S is a very powerful stat in that it can be consistently out-of-sync with the opponent’s DF (who are usually gauge A). By taking advantage of this difference in gauge speed, it is possible to chain through the opponent’s defenses. Xtreme has a wide variety of chain starters with decent firepower, so even chainers like Minamizawa and R1 Someoka who have a low kick stat of A+ (90) can be powerful enough to score with a double chain.

Not only do I personally evaluate S-chain as the best type of chain team, but it also ran rampant in the finals of the 2024 World Cup. Because of how easy it is to chain with gauge S chainers, S-chain is recommended for beginners.

A-chain

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Overview

A-chain teams aim to score with three gauge-A chain characters. The most common composition is using both adult Gouenjis (Ishido and ILJ Gouenji), the two strongest chain characters in terms of power, and a third wind-attribute chain character to offset the Gouenjis’ weakness to earth-attribute GKs. In addition to the regular Middle Block formation, the Dot Prison formation can also be used in the second half to allow the ability to chain from all directions with a single chain.

Evaluation

Score: B

Unlike S-chain, A-chain does not have the benefit of the gauge speed de-sync. A-chain thus requires constant readjustment of one’s chainers, which requires some skill and ingenuity to pull off. Adjusting the gauge is easy with Gouenji thanks to his access to a block technique, but other chainers like Yukimura and Someoka do not have block techniques.

Further, when doing a single chain with Dot Prison, success is determined heavily on the opponent’s GK. Although not all teams bring a substitute GK, if the opponent brings out a GK that counters your solo chainer in the 2nd half, it becomes extremely difficult to score. On the other hand, if your solo chainer is not at a disadvantage against the opponent’s GK, A-chain with Dot Prison can be as powerful as S-chain in the second half.

Shuu-nomash

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Overview

This team aims to score via nomash with an offensive core of Kitaki-T Tenma-Shuu. Shuu’s Britannia Cross breaks through the opposing DF’s Deep Jungle, making him a powerful dribbler in the first half.

On the bench, Kinako (who stops Shuu) and Mephisto (who breaks through S+ guard Shuu Tenma) will be used.

Evaluation

Score: A

Shuu does not have a block technique. Thus, unlike other dribblers, he cannot adjust his gauge, and is susceptible to having his gauge not ready when the ball is in possession.

Further, in the 2nd half, several characters can stop Shuu, namely Kinako and S+ guard Kirino who have permanent mixi-gauges. Still, Shuu’s ability to get past all variants of Torb and the Deep Jungle users makes him unique. By complementing with other dribblers on the bench, the team maintains its offensive strength.

Mephisto-nomash

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Overview

This team aims to score via nomash with the an offensive core of Kitaki-T Tenma-Mephisto. Mephisto’s Devil Ball can defeat Onizuka’s Air Bullet and Torb’s Hunting Lance even from behind, making him a good partner for Kitaki who struggles against those two.

On the bench, players such as Winel that defeat S+ guard Kirino (who counters Mephisto) will be used.

Evaluation

Score: B

Because Mephisto is already used in the 1st half, it is difficult to induce the opponent to use S+ guard Shuu Tenma in the second half, which would make it an advantageous playing field for Mephisto. On the contrary, S+ guard Kirino is instead induced to come in as a counter.

Devil Ball’s circle and damage radius is small, making it difficult to create chances (hard to do multi-kills, catch running defenders, etc.). In a meta like this, Mephisto needs help in the 2nd half from players like Winel, and is more difficult than other teams that center on Shuu and Winel instead.

Winel-nomash

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Overview

This team aims to score via nomash with an offensive core of Kitaki-T Tenma-Winel. Winel’s Angel Ball can beat Onizuka’s Air Bullet and ILJ Sakuma’s Deep Jungle from behind. Plus, he charges really fast with his gauge-S stat.

On the bench, Aoyama (who is strong against Torb and LJ Kazemaru’s Deep Jungle) and Mephisto (who is strong against Kinako and S+ guard Shuu Tenma).

Evaluation

Score: S

With a gauge-S dribbler like Winel, his high rotation rate works well with assisting Kitaki and T Tenma. Although, like Devil Ball, Angel Ball’s radius is small, the fast gauge speed creates enough opportunities to offset this disadvantage.

In addition, Winel’s influence on determining the opponent’s defensive strategy is greater than that of other dribblers. His presence often forces the use of Kinako (a counter to Winel), and limits Torb’s opportunity to miximax.

Seidou-nomash

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Overview

As always, this team’s core consists of Kitaki-T Tenma-Seidou. Seidou’s Machinegun Beat has the same power as Kitaki’s, thus his role is essentially a second Kitaki.

On the bench, Mephisto, who beats Mixi Torb and S+ guard Shuu Tenma from behind, will be used.

Evaluation

Score: A

Seidou Dan has gauge-B, so it is not difficult to use. To use Seidou effectively, multi-kills must be done by taking advantage of Machinegun Beat’s massive Keshin technique radius. In addition, it has the power to force the opponent to use the guard supplement on Shuu Tenma instead of Kirino, making Mephisto a powerful addition in the 2nd half.

Compared to Shuu, Seidou is slightly inferior in terms of its dribble rotation rate (due to a slower gauge speed), but it as an equal rank of A due to its high synergy with Mephisto.

Hakuryuu-nomash

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Overview

Like always, the core is Kitaki-T Tenma-Hakuryuu. In addition to the strategy of using Hakuryuu as a FW to do the opening mixi strat, it is also characterized by the use of strong MF characters like Ryuuzaki in the MF spots where Hakuryuu would normally in another team composition.

Then, Hakuryuu will be replaced, and others like Mephisto, Aoyama, Killer Fields, etc. can replace him.

Evaluation

Score: A

Hakuryuu’s opening mixi strat is eseentially unstoppable if you have the first kickoff in the 1st half (and if you execute properly), and in many cases should give the player the first goal of the match. Afterwards, however, his dribbling power with Sprint Warp (which becomes even weaker once he loses his miximax) is lower than that of other meta dribblers, so he struggles to score additional goals.

Hakuryuu does have a variety of scoring methods. Examples include doing a triple-kill (or higher) with the third and final miximax Sprint Warp into an Armed Dragon Blaster. Another is chaining with his Dragon Blaster which has a high scoring probability against many GKs with a single chain. In short, Hakuryuu is a versatile FW who can score in different ways depending on how one uses him.

Further, because using him as a FW frees up a slot in the defensive midfield, this kind of team composition makes it easier to run away with a lead. In a meta where defense is especially strong in the second helf, this is a bonus advantage for this team comp.

Kirafi-nomash

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Overview

Kirafi (Killer Fields) relies on the use of the strongest Killer Fields duo of ILJ Fudou and ILJ Kidou to dismantle the opponent’s midfield and backline, before leading into the usual Kitaki and T Tenma to commit for the final attack.

On the bench, Arthur Tenma, CS Nishiki, Rei, or Winnel will be used, all of whom are strong against fire-attribute defenses that counter Killer Fields.

Evaluation

Score: B

Kirafi’s raw power to rip through defenses is tremendous. ILJ Kidou in particular can destroy Mixi Torb, Kinako, and S+ guard Kirino from behind, and has the highest performance among all possible Kirafi members.

However, the lack of dashes makes them difficult to use, and counters to Kirafi like Yasha and S+ guard Taiyou can be used by opponents. S+ guard Taiyou in particular, with his permanent mixi gauge, is a hard counter to Kirafi. Using Kirafi in the first half can lead the opponent to counter with S+ guard Taiyou in the second half, stunting the team’s offensive power greatly.

Recently, however, developments have been made to avoid this, such as by hiding the Kirafi duo on the bench and use them in the second half (most commonly in the form of JPN Fudou for his body keys and S+ body with supplements).

Baddap-dribble

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Overview

The final team composition discussed here uses the core of Kitaki-T Tenma-Baddap. Baddap’s Judge Through 3 destroys basically every character except Onizuka from behind, and supports Kitaki and T Tenma with this overwhelming control power.

Because Judge Through 3 requires a partner, Drill is an all-round character that will be used. Kimoro, a guard keyman, will be on the bench.

Evaluation

Score: C

Baddap can wipe out all miximax and Deep Jungle members, possessing a power that exceeds even Kirafi. However, Onizuka can still stop him, he needs a partner (all of whom are not strong), and he has a gauge speed of B. All of these reasons make him difficult to use effectively.

Further, like with Kirafi, S+ guard Taiyou can counter him. Even if you try hiding him on the bench for the 2nd half, his slow gauge speed makes it necessary to use a gauge item like Inazuma Candy or Oden.

Though his dribbling power is second to none, his rotation rate is incredibly slow if one does not execute multi-kills. Thus, a player of considerable skill is required to use him well.

Ishido-hybrid

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Overview

This team uses the dribbling prowess of Kitaki and T Tenma together with the chaining of Ishido. Ishido’s Maximum Fire is effective against anything that is not an earth-attribute GK, and single chains are often enough to score. When faced against an earth-attribute GK, Hakuryuu and T Tenma can abuse this weakness with their armed shoot techniques.

On the bench, Ide is used as a guard keyman, and Rei is used as a chain starter. Further, he synergizes well with S+ body Ishido in the 2nd half.

Evaluation

Score: S+

Ishido has the highest possible power with a single chain in the game. Ishido has an advantage over ILJ Gouenji because he as only A+ body instead of S body. This allows him to reach S+ body with a body supplement in the second. This works especially well as a counter against S+ guard Kirino, who is the most popular counter against chains.

Thus, Ishido with body supplement not only has the most powerful chaining power, but also has a dribbling ability similar to a meta dribbler.

In addition, because of the chain threat, the opponent cannot place a miximaxed Torb in the back line due to a lack of a shoot block. This gives Kitaki, Arthur Tenma, and Rei more space to attack freely. An opponent must also keep in mind the numerous angles of attack from an Ishido-hybird team. Meanwhile, the player using the Ishido-hybrid team does not have to worry about opponent counters that much, and gaps in the opponent’s tactics can be easily exploited. This makes Ishido-hybrid the most complete team out of all the teams discussed here.

Genius-hybrid

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Overview

With a core of Kitaki-T Tenma-Genius, Genius with Tenkuu Otoshi has the same firepower as Ishido, making it easy to score with just a single chain.

Given that Genius is prone to elemental disadvantages, powerful chain starters like SARU and Gamma are used to ensure enough power to score.

In the second half, while Middle Block is the default choice of formation, going full chain with Genius is possible by using Dot Prison.

Evaluation

Score: A

Genius is not able to be a dribbling threat against S+ guard Kirino like Ishido can, so chaining in the 2nd half requires creative positioning and/or formation usage.

Further, his elemental disadvantage against Majin Tachimukai and Shinsuke, two prominent GKs in the meta, a powerful but low mobility chain starter like SARU might be required to reach a high enough power, making him somewhat difficult to use properly.

However, Genius does have a block technique, meaning he can perform gauge adjustment. Chaining with him is thus much easier than with other chainers without block techniques.

Fidio-hybrid

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Overview

This team uses a core of Kitaki-T Tenma-Fideo. Fidio’s Odin Sword is second only to the likes of Ishido and Genius in firepower, and has a very versatile elemental combination which gives him a neutral matchup against almost all GKs in the game. This gives him a lot of opportunities to score in just one chain.

In the 2nd half, Fidio’s lack of elemental weaknesses makes him a safe and consistent solo chainer to be used in a Dot Prison formation.

Evaluation

Score: S

Again, his relative lack of elemental disadvantages makes him suitable as a solo chainer, and thus has the highest suitability for Dot Prison compared to other chain characters. Thus, it becomes safe to blindly use Dot Prison in the 2nd half, making use of his strengths and avoiding S+ guard Kirino with omnidirectional chains.

In addition, the Dot Prison hybrid team uses T Tenma in the midfield, mainly to create an opening against Kinako (who Gamma is weak against) with a miximaxed Ou no Tsurugi. Miximaxed Tenma (Arthur) can also threaten opponents who use Shinsuke, who is the biggest threat to Fidio. Thus, this team has good synergy with Tenma and bringing out his strengths.

Fidio-hybrid is the perfect form of a chain-type hybrid team, though it is different in function from Ishido-hybrid. It is a highly versatile and powerful team. The downside to Fidio-hybrid is that Fidio is poor at dribbling (lack of dashes and weak dribble technique), so in the case of a body mirror in the second half, the team’s power is greatly reduced. While this problem can be avoided by going guard 8 instead, it is important to be careful of always playing guard 8 when facing a nomash team.

Someoka-hybrid

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Overview

This team aims to use Kitaki-T Tenma-ILJ Someoka. Although ILJ Someoka’s Dragon Blaster is not that powerful, its elemental advantages against both Majin Tachimukai and Shinsuke is very useful.

On the bench, Ide is used as a guard keyman, and Rei is used as a subsitute chain starter. Both of these create opportunities for dribbling offenses.

Evaluation

Score: A

Unlike Genius and Fidio, ILJ Someoka has a dash, so he can still perform well even against dribbling teams by using body keys.

Unlike Ishido, however, he does not have the dribbling power to pass S+ guard Kirino from behind, not to mention the small range of Noboriryuu.

Essentially, the main mode of attack with Someoka is by chaining, but in cases of being countered by GKs like Maou Tachimukai and Senguuji, it may be required to pivot to nomash by dribbling.

Yukimura-hybrid

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Overview

With a core of Kitaki-T Tenma-Yukimura, Yukimura’s Panther Blizzard has the same power as ILJ Someoka, and his elements allow him to obliterate earth-attribute GKs.

In the second half, the default is Middle Block formation, but Dot Prison can be used to focus on chaining with Yukimura.

Evaluation

Score: C

Yukimura gets completely countered by Maou Tachimukai. He essentially becomes invisible and the match is basically played with only 10 characters then. Even when using Goushu as insurance in the 2nd half, it remains a difficult battle if Maou Tachimukai shows up.

The reason why Yukimura-hybrid has such a low score is that not only does it get hard countered by Maou Tachimukai, Yukimura also lacks the firepower to bruteforce goals like Genius can, nor does he have the dribbling prowess of Ishido and even Someoka.

Nevertheless, in cases where Maou Tachimukai is not available for the opponent, Yukimura can be a better chain player than Genius or Fidio. In other words, you can only use Yukimura-hybrid if you can be sure that the opponent will never use Maou Tachimukai.

Shindou-hybrid

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Overview

This team uses Kitaki-T Tenma-Shindou. While Shindou’s chaining ability is valuable, he can also be a dribbler in the second half. Shindou’s role is very different from the other chainers, as alongside his role as a chainer with his miximax form, he is also used to play as a dribbler when given body supplement.

Essentially, in the 1st half, Shindou’s chain with his miximax is utilized. Then in the 2nd half, he breaks through defenses through dribbling with S+ body.

Evaluation

Score: B

Shindou is a first-class character in both chaining and dribbling, much like Ishido. Unlike Ishido, however, he is countered by S+ guard Kirino. Therefore, it is necessary to complement with another dribbler, like Arthur Tenma, who beats S+ guard Kirino from behind.

If you are not careful in the 1st half, an opponent can repeatedly kill Shindou to reduce his mixi gauge, therefore removing Shindou’s chaining ability.

In addition, by using a side MF SARU in the 1st half for chaining power, and using SARU as a FW chainer in the 2nd half, a wide range of strategies and versatility can be expressed with this team comp.


A final ranking of all evaluated teams looks like so:

  • S+: Ishido-hybrid
  • S: S-chain; Winel-nomash; Fidio-hybrid
  • A: Shuu-nomash; Seidou-nomash; Hakuryuu-nomash; Genius-hybrid
  • B: A-chain; Mephisto-nomash; Kirafi-nomash; Shindou-hybrid
  • C: Baddap-nomash; Yukimura-hybrid

As a user of hybrid myself (Paraly), hybrid team comps are inevitably rated higher. The evaluation of nomash teams also took into account the strength when used by the opponent.

Reference Videos