ok, here’s a couple uses and dos/donts you wanna keep in mind…
DOs
- Use your assists in combos, to counter predictable rushes, and to zone your opponents to where you want them to be.
- Use your assists for resets.
- 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
- 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.
- 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.