Avengers... Assemble! Assist/Team thread!

Magneto disruptor is usable, but it still pales in comparison to other beams. Having it be so fast is a perk for getting in, but other beams will be nearly as good and will be much better if blocked for getting in. Other beams will also allow for charging stars to be covered with + frames to help get him in and poke mid screen for punishes and may even lead to a full combo. The narrow time with which you have to combo also means you have less room to play with distance and timing on the roll, it will likely always have to be a cross up and the timing predictable. It’s very hard to react too, but you can’t lead with the assist and roll on top of it like Task H arrows to create a much deeper mind game that can punish attempts to throw the roll if the arrows are just barely in front.<br><br>I agree with it as a 2 point/1 support anchor. But with Cap I feel the more viable support he can get the better. Magneto’s disruptor is almost a wasted slot when IM, Doom, Strange, Hawkeye, Dante, Taskmaster, Arthur, Chris all work much better for him as assists. Longer hit stun, extendable, covers Charging Star, longer active frames. Add in the fact Magneto DHC’s very poorly with Cap, the only real benefit to using Magneto is he is a very good character in his own and deals with Caps bad MUs very well. Cap isn’t as well rounded. I feel it bets to go with someone with more synergy rather than ‘eh it kinda works’ and rest everything on 1 assist to support them. If you lose that assists or get snap backed you may have an issue.<br><br>As for Doom missile with Cap. It is easily his best extension. Hyper to Hyper isn’t a big deal but when you do: :qcf:+:l:, :a1:, :qcb:+:atk::atk:, **missiles, :s:, :qcb:+:l: (TK with :u:), :qcb:+:h:, :qcb:+:atk::atk: you are gaining much more damage than any other DHC as well as a full half bar from the extension off those added hits. Missiles also provides an extremely dirty reset for killing all heavies except Haggar (but you can bait the lariat with it):<br><ul><li>BnB…j.:s: (now in corner), land, :a1:, forward jump over knocked down opponent, j.:qcf:+:l:, land, delayed :atk:+:s:, c.:m:, …</li></ul>No matter which way they tech they get crossed up and reset. Back and neutral, since you jumped over them doom stands closer and when you roll you push there body on top of the missiles as they go up for an instant cross up. if they roll forward, shield gets them as you cross them. In all cases if they block you get a free block string that you can roll again on just as missiles land. There’s also many other mind games within that.<br><br>Also IM beam only keeps :m: and :l: CS safe. <br>

<font face=“Arial, Verdana” size=“2” style=“font-style: normal;”><span style=“line-height: normal;”>I like to engage in discourse as discussions can be quite informative,</span></font><span style=“font-style: normal; font-family: Arial, Verdana; font-size: small; line-height: normal;”> so sorry if I’m dragging this discussion on a bit</span><font face=“Arial, Verdana” size=“2” style=“font-style: normal;”><span style=“line-height: normal;”>. I like your Hidden Missiles reset setup with Doom, I hadn’t thought to use it with Cap like that, just as a TOD.</span></font><div style=“font-style: normal;”><br>Still, my approach to team building is, if people have characters or a team they’d like to use, I’ll try to advice them on how it could work. If they want to make the best optimal team, then I’d advice them accordingly. We can be scientific or experimentational. We just need to be careful about being dismissive as we may lose out on new tech being developed or miss opportunities for improving our team.<br><br>Just because Magneto (or a character) might work differently, it doesn’t mean the character doesn’t work, it just means <i>they work differently</i>. <span style=“line-height: 1.7em;”>Instead of doing a delayed hyper combo, you use a team hyper combo. Hypergrav instead of disruptor to extend combos. Go for a guaranteed kill instead of a TAC. Low</span><span style=“line-height: 1.7em;”> hitstun can lead to a forced air tech for resets. </span><span style=“line-height: 1.7em;”>My other assist will cover charging star, <i>both don’t need to.</i></span><span style=“line-height: 1.7em;”> And that’s the point, both assists don’t need to do the same thing. <i>Variation adds versatility</i> to you team. You can accomplish this through assist choice or character selection.</span><span style=“line-height: 1.7em;”><br></span><span style=“line-height: 1.7em;”><br>I might prefer a 2 point 1 assist team, with the risk being my assist can get killed. So then I try not let that happen. People manage to keep Phoenix alive until they get 5 bars. My assist character may not be as good as Dark Phoenix lol. But they’re certainly more useful to the neutral then she is. And they don’t need 5 bars like she does.<br><br>What’s funny is that I’ve dropped Magneto for Dante now. Dante’s more fun for me at the moment and adds more variation to my team.</span></div><div><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Still, my actual attitude is that what ever team I use has to be able to fight MorriDoom. If it can’t then it’s a poorly built team. </span></font><i style=“font-size: small;”>And there’s me being dismissive lol</i><span style=“font-size: small;”>.</span><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div>

True. One big thing is that speed does let Cap get in and can keep someone from rejumping to keep away from Cap. I’m just expressing personal opinion that other assists offer more for a slightly longer start up. You’d still get reset and etc, you would just have more choice. I do like Mag for hard tag for bad MUs, safe DHC, raw DHC is decent utility, and TACs. I think as an assist he just isn’t that great for Cap, it’s more Mag is just an awesome character on his own. One strong argument is that you feel you get a better character at the cost of a weaker assist. I could say hawkeye has a much better fast projectile for Cap, but I feel Mag is a better character (mind you this is based on your 3rd).<br><br>Also missiles are amazing with Cap. Not only do you get that reset and the TOD, Cap can confirm off missiles hitting in hair with :h: > SS, etc… (he has a super jump height confirm too), missiles can save you from a bad whiff, and you get insane pressure strings. I use :a1:, :qcb:+:h:, :qcb:+:atk::atk: (corner now), **missiles hit, c.LMH, :a2: (vergil), :qcb:+:h:, c.:m::h:, then :qcf:+:m: if they advance guard and run back in and try it all over again. You gain a lot of your meter back this way. Missiles also force the opponent to move, allowing cap to not have to always chase them around, he just has to call doom and be in a position to cover or punish. Doom also has TACs, safe DHC (+ frames!), both DHCs have extremely useful utility (finger lasers anti morrigan, upshot will punish jump and get you out of an inevitable combo), in corner DHC to finger lasers is a TON of damage. Doom is easily one of Cap’s best assists and plays well as his second character, allowing a stronger anchor to be used.<br><br>Cap/Doom/Hawkeye<br>Cap/Doom/Vergil<br>Cap/Doom/Task<br>Cap/Doom/Dante(weasel)<br>Cap/Doom(beam or missile)/Strider<br>Cap/Doom/Arthur<br>Cap/Doom/Strange<br><br>All very viable teams. <br>

I wish I could articulate my thoughts better because I’d save all from my number of posts and scrolling lol. <br><br>I do appreciate your opinion and thankful of anyone who reads posts let alone has discussions lol. But truth be told I’d rather disruptor was more like plasma beam or unibeam as it’d be more useful to Cap. But as it isn’t I was just trying to see how I could make Magneto work with Cap. He’s one of  my favourite characters, and I personally think he’s second best to Zero so I wanted him on my team, but more for the former lol.<br><br><br><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>I used to downplay the usefulness of hidden missiles for Cap outside of the TOD with the hyper, but I think my issue was more to do with how I used missiles. I would be static so it was easy for me to get happy birthday or have Doom caught out by an assist. What I’ve seen a lot of people do, and what my friend intuitive2011 always implored me to do, was move around when I called hidden missiles, so that I can split the offense and move the attack away from Doom when I called him out… I’m getting the hang of the infinite now too, but as Doom is my anchor I’m experimenting with ways of using my Dante assist early in a combo so I could TAC straight into Doom as he was my anchor, and my a1 assist would have been used already.<br></span><br>In terms of utility Doom is arguably the best character in the game, and is great that all his assists work for Cap. But yeah, I’m finding myself snapping in Deadpool, Ammy and the likes as Doom struggles with them and I can take care of them with Cap lol</div>

I agree with Magneto being amazing. In vanilla I placed him top 2 since he had neutral game, assist, DHC glitch, and answers to phoenix. Now I have him in my lower top 5, but still up there. If I were to run Magneto though, I would seek out better synergy. Give him lockdown, tridash all day. But I’m not trying to dissuade new tech research. Just when I tested Mag with Cap my mind was set on they belong on different teams if they want optimal synergy. If Mag had an IM/Doom beam, it would be different, I could totally back that.<br><br>Yeah Cap with Doom missiles took me awhile, but you can really abuse caps movement to change your position. Super jump and double immediately after is a simple and effective tactic so is using heavy charging star if the opponent is in air to switch sides. You can also call doom and position yourself blocking in front and just punish any attempt to hit doom. People fear a mid screen stare down from cap with meter, you don’t wanna use projectiles.<br><br>I’m a major advocate of doom second on teams. He can be anchor, but with his bad match ups and limited X-factor neutral game, I prefer to run a more solid anchor and swap them around if I see doom anchoring as preferable. My team has safe tags all around so It’s pretty common for me to tag out doom with into vergil for a free mix up off DHC or combo extension (I <3 devil trigger). The benefit of doom anchor though is front loading your team with his assists which is desirable (vergil w/ missiles, block strings forever!). With dante I know jam session is REALLY good for doom if you did cap/doom(beam)/dante(jam). Cap/Doom(missile)/Dante(weasel) is also very good and Dante has a LOT of the same tech with swapping out like vergil does so you can go doom anchor mid match.<br>

With regards to Cap/Doom/Dante, it’s funny you say that… I had a few matches with E (MyNameIsE). My current team is Captain America (charging Star)/Dante (Weasel Shot/Doom (Plasma Beam), and though his team is Cap/Spencer (Up grapple)/Missiles, he ran one of the teams you just mentioned- Cap/Plasma Beam/Jam Session and it was really effective, especially with his execution and movement.<br><br>I initially picked Jam Session as my teams assist but I didn’t find it too effective. However after playing E, I’m seeing how I can make it work, if it can work. I mainly use Doom anchor for the reason you mentioned (front loading my team), and perhaps because of my play style, I’d rather have Doom anchor than Dante anchor and just snap in characters that I feel would be a bad match-up for Doom and get rid of them straight away.<br><br>In an ideal world, I’d have Doom second too, as he needs a (lockdown) assist to be truly effective. But I use plasma beam to cover Cap and Dante’s approach. And I don’t teleport with Dante at all as it’s too predictabile, and better players can even react to it and throw you out of teleport/assist mix-ups. However I will teleport to get to an opponent zoning from the top of the opposite side of the screen. Dante isn’t in my choice of anchors, but the likes of KBeast and Mihe make it work (and E in our set too lol).<br><br>I think you may possibly be using the best Cap team. Not to assume, but do you run missiles assist (I saw a video of your tournament footage in one of the threads, though I’ve forgotten which Doom assist you use).<br><br>As far as using Plasma Beam or Hidden Missiles, would it depend on you the character you’re providing the assist with, or the approach you’re taking? For example, if it’s a character who can zone well, as well as cover there rush down in  missiles like Magneto, then Hidden Missiles may be appropriate. However, if it’s a rush down character like Wolverine, Plasma beam may be better suited, like with PR Rog.<br><br>For you’re team, would plasma beam be the better assist? As your team seems more offense based and my initial reaction is that rapid slash doesn’t offer the same anti-zoning or coverage that Plasma beam does, and missiles is more tricky to call out in the neutral than plasma beam?<br><br>I also like Doom second in your team for his TAC Infinite lol. And you could build meter for Vergil.

I literally just hit Dante’s infinite lol. I usually kill characters with less than a 950k health, but for any character with more health than my dhc would allow me to kill I’m attempt the infinite to kill them and build meter for Dante to use in Devil Trigger.<br>

Here’s footage of me playing. It’s just casuals and we’re dicking around so it doesn’t show a lot of the tech, but you can see it in action. The commentary is also extremely laid back and casual. I wish I could get a hold of the 2v2 tournament i did, that would show better tech.<br><br><a href=“http://www.twitch.tv/hitboxarcade/b/369617514”>http://www.twitch.tv/hitboxarcade/b/369617514</a> (how the hell do i embed?)<br>Start at 13:30<br><br>Also if you do Cap/dante/doom. Either do jam/beam or weasel/missile. This give cap more to work with. And all assists work with those characters well.<br><br><img src=“http://www.twitch.tv/hitboxarcade/b/369617514”>

<p>How do we feel about Cap/Coon/Hawkeye?</p><p>I tried playing Dante/IronMan but there wasn’t really any cool things to do with them so I’ll move them to another team. </p><p>Can log keep any version of charging star safe? If it does then I think I’ve found my next team. </p><p>Coon/IronMan seems too heavy on assist characters although it has my favorite assist(Unibeam).</p><p>Coon/Dante seems like it might be alright but Idk if Dante can work with log, may have to go with Spitfire twice.</p>

Cap/RR is very good. Spitfire is an incredible assist as replacement for drones and Log is an amazing for SOOO many things. I only have experience with log but what it can do:<br><ul><li>CS M becomes safe and converts to full combo. (same as IM)<br></li><li>Log gives cap very dirty corner resets and incoming mix ups. Learn where log appears and it’s impossible to react to if they jump and you roll</li><li>Very easy to use in combo extensions and easy corner relaunches.</li><li>Gives Cap a great answer to anti-air</li></ul><p>RR as a character:</p><ul><li>Safe DHC into mine, that turns into a free mix up</li><li>THC is fully comboable from anywhere on screen, cap whiffing or not. (wave dash to the other side and j.:h:, :qcf:+:l: just as the energy ball hits, then convert. (forget which cap hyper it had to be)</li><li>Gun hyper usually DHC’s very well, there are a few moments that are strict on timing midscreen</li><li>DHC to hyper mine in corner gives unscaleable extensions with reset options</li></ul><p>The biggest issue is who to anchor? It’s more important IMO to give a good assist to RR than cap here, but a quicker assist or a full screen for cap is not a bad idea. Strange (bolts) is so far my top choice, but there’s a lot of room fo thought on who to pick.<br></p><br>

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<div class=“QuoteAuthor”><a href="/profile/65019/YawDan">YawDan</a> said:</div>
<div class=“QuoteText”>With regards to Cap/Doom/Dante, it’s funny you say that… I had a few matches with E (MyNameIsE). My current team is Captain America (charging Star)/Dante (Weasel Shot/Doom (Plasma Beam), and though his team is Cap/Spencer (Up grapple)/Missiles, he ran one of the teams you just mentioned- Cap/Plasma Beam/Jam Session and it was really effective, especially with his execution and movement.</div><div class=“QuoteText”><br></div><div class=“QuoteText”>~snip stuff~</div>
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<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Basic idea with the team I’m running is to get that hit and go into Doom Infinite. Cap can get instant overhead on some characters (or if you are going for fuzzy guard) and continue comboing if the Jam session assist is called. Then in the scenario where Cap comes off, you have Doom/Dante which is a dirty duo imo.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>As for missiles vs beam, Cap obviously benefits from both but here’s a quick rundown of each one:</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Missiles:</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><font size=“2”>+ </font><span style=“font-size: small;”>Able to add another hyper doing more damage than a DHC while building meter</span></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><span style=“font-size: small;”>+ Gives solid midscreen zoning</span></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><span style=“font-size: small;”>+ Opponents can get hit out of their combos therefore o</span><span style=“font-size: small;”>pponents should respect it</span></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><span style=“font-size: small;”>+ Able to keep H Charging star safe (using HSS)</span></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><font size=“2”>- More likely to get happy birthday as Doom is sitting there until all the missiles are out</font></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Beam:</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>+ Easier to get in with it clearing the path/keeping them in blockstun</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>+ Able to use cartwheel mixups with beam</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>+ Clears assists without having to risk doing a raw Charging star</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>+ Can combo after forward throw/air throw using the assist</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>- No real good combo extensions that can help Cap hit over 1mil outside of TAC</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>tldr: Missiles for combos, Beam for getting a hit.</div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>@ifbpwnstar that FT10 was awesome as was the Modok mug.</div>

loving Weasel Shot with Captain, he’s probably one of the few characters where it’s better to pick this than Jam Session. 

Yeah, it’s kinda weird to tell someone to play Dante and not use Jam, but with Cap Weasel is much better. Abuse free Heavy CS all day, good cross up, long enough to get in. Only issue is at full screen it’s kinda weak.<br>

Ehh I prefer jam session now that I’ve been using it a lot. Won a tournament yesterday (first Marvel tournament win as well) using the Cap(CS)/Doom(beam)/Dante(jam). Cap is able to get the fuzzy guard setup and combo after as well while having the option select for mixups if they block. Combo extension is a little crap but incoming when they have an incoming character, it forces them to block.<div><br></div><div>Then again, I’ve now gotten used to not using charging star as much.</div>

Abusable CS is really good to have. It’s such a fair move with it’s safety issues, and when you can cover it you have a mid screen poke into huge damage, if not TOD with the right assists. That fuzzy guard instant over head (I assume) is something i have not explored, that might be very useful with my team due to missile and vergils long block strings.<br><br>Any footage by chance? I’m always really curious to gather match up knowledge with good caps, sadly…there are many caps but not many good ones to reference.<br>

Yea the winners finals and grand finals did get recorded but I don’t know when they are getting uploaded. I’ll also record the fuzzy guard setup when I have more time (Thursday maybe?). I’ve tried with missiles but it is very situational but it could work with Vergil if in the corner.

You just get them to block standing and run in and j.:l: right? I might be able to j.:d:+:h as they block the assist then mix up between j.:l: and c.:l: for an easy 50/50. I image both assists should convert easily. <br><br>Well tell me when it’s up, hopefully you’re fighting characters I’m learning to beat.<br>

<P>Using Cap and Nova reminded me of this:</P>
<P>

http://www.comicbookmovie.com/images/users/gallerypictures/26743L.jpg

</P>
<P>It was from a Secret Avengers arc were Cap(when he went simply by Steve Rogers) became the bearer of the entire Nova Force to fight a posessed Richard Ryder.The coolest thing is that the Nova Force Brain said A lesser man than Cap would have been instantly driven insane.</P>

<P>E I’m more surprised at the fact the fact that there was a Marvel tournament happening than the fact that you won it. Congrats, since HMV was shutting down I thought that was the end of Marvel in London so I’ve been waiting to play at Comic con lol, what tournie was it? And I’m guess your Cap/Dante team is your main team now?</P>

It was in Tooting Broadway. It was a 360gaming which isn’t normally in Gamerbase anyway which they hold about once a month. Here’s a link of their website: http://www.360gaminguk.com/events/<div><br></div><div>Cap/Dante I’m going to continue running for a while but I still feel more comfortable with Cap/Spencer/Doom mainly because the Dante team is designed to try to get that hit and get the TAC infinite as often as possible which I have yet to get down consistently so is easier getting the hit and there isn’t much need to worry about meter. If I did lose the first set of grand finals or even went to losers brackets, I would’ve switched to Spencer but luckily for me, I didn’t need to.</div>