Assist help/ Tips on how to use assist

Hi,

I am pretty new to marvel and have been working on using assist properly. My current team is storm/sent/cyke. I usually try to use my assist for rushdown, protection, and assisting in combos. Besides these 3, how should I use assist in this team? Why would I call cyke instead of sent? When should I call them? Besides the three reasons listed, I do not yet understand why else to call assist. Assist are called so often in high level play that there must be other uses.

those are the most important reasons to use them.

look @ the way the assist works, including hit stun, block stun, etc… and see how you can use them… watch match videos and learn how other players use the same assists… there’s many reasons to use them and ways to use them as well… give me specific examples and i can help more, but there’s way too much information about assists to write a tutorial here.

A couple of ways I currently use assist would be…

With storm…

Building meter by sj hp, dash, hp while staying around or near called drones for protection. Calling drones to start a rushdown or keep pressure. Using cykes AAA to get and keep rushers off of me.

My sent is almost assist free. Other than the cyke for an anti air or storms proj to help me lock down some to get into the air, I dont use them much here. Other than that, I dont use assist for much. What are some things I could add to my game besides combos with assist?

ok, here’s a couple uses and dos/donts you wanna keep in mind…

DOs

  1. Use your assists in combos, to counter predictable rushes, and to zone your opponents to where you want them to be.
  2. Use your assists for resets.
  3. Learn the properties of what your assists do in terms of attacks and how long it takes them to do the attack, and the duration of the attack on the screen. This will allow you to create your own uses for assists.

DONTs

  1. call your assist without you being able to protect it. Last think you want to do is call your cyclops in a predictable fashion while you’re building meter with storm, and have cable ahvb x 3 it with you stuck in block stun.
  2. use an assist in a combo that doesn’t need to be there. Last thing you want to do is make your combo less damaging by adding pointless hits to it.

When you’re buidling meter with storm, you don’t want to call cyclops really. Stick with drones, make them do something stupid. If they get hit by the drones, storm is fast enough where she can land, LA xx LS, then DHC to sentinel and you get a kill for their own incompetance. Cyclops is good to use for fending off rushers, as you said, but it depends. If you’re fighting a sentinel or a magneto, by all means, do that… if you’re being rushed by cable / commando, on the other hand, or cable, drones… you might want to be a bit more cautious. There’s nothing worse than having a cable block your assist while you’re on top of the screen, then DHC to sentinel for the safety, and you have a cyclops with 50% less life.There’s a time and place to do everything, and using both assists is required of a good player. It’s up to you, however, to see what works for you and what doesn’t. Reaction time, execution skills, and how good / bad you are at conserving meter will be the true determining factor in properly using your assists. If you’re bad at conserving meter, for example, getting that cyclops assist hailstorm wont be happening as much, but you need to work on your execution and reaction time to get a good air combo off, then capitalize after the combo.

The usage of assists typically follows those rules above to a certain degree, as well as a few more, but in the core of playing, it’s player determining. I play MSP, and I call psylocke a bit more than I should, but with the way that I play, I can defend her better than my friend, who doesn’t call her that much. He’s better though, because he knows when to call her, but likewise, he does miss capitalizing on certain situations.

In some cases, eg a random super where yo’ure very close to them, it’s a good idea to call cyclops to knock them out of the super, calling assists is more along the lines of, “This is the right way to do it, nothing else works”. I just gave you an example of such a case. So, say you’re playing an ironman, and he fucks up a combo into proton cannon. You’re right next to him, so call cyclops and it will knock him out. Since you know cyclops is going to hit him, decide on air combo or hailstorm, and you get free damage. There are other times, as I stated before, when it’s player dependent.

Good luck.

I always use my assists to help break up the action, and prevent rushdowns, usually close-range stuff.

Sentinel is weak in CLOSE-range fighting, so he needs a “support crew” to break up rushdowns. Cyclops anti-air is quite good for this. On the flip-side i also make certain to PROTECT my assists from getting punished.

Also for this reason, i believe sentinel is best played FIRST in line. That way you’ve got two good assists at the begining to help him out. When played last however, especially if he’s by himself, then he is pretty vulnerable to gang-ups with no assistance.

Usually by the time sentinel is dead, i’ve done enough damage and can take care of the rest with my (usually)fresh remaining characters.

IMO: Sentinel FIRST, Storm second, Cyclops last.

with sentinel first though, you don’t get the 100% kill combos.

with basic knowledge of what an assist does and it’s properties i think everyone can understand the way to use them.

plus with all the great input in this there you can’t go wrong.:tup: :rock: