Avengers Assemble! MvC3 Captain America Assist/Team Thread

agreed to that. And yeah I’ve been messing around with Cap sheild slash thor mighty smash iron man unibeam

but i’ll probably end up with a totally different team i love arthur too much to let him go i think.

I feel like cap needs a quick OTG assist to really up his damage output. His damage is good, but in the corner with one bar and no assists you get what like 450k? At least I assume that’s what most people are getting about now. That’s not very good - at least not compared to midscreen 700k or so on a relatively basic captain string into Hyper charging star.

I’ve actually been having trouble with OTG assists other than things like sent/wesker really fast ones - I can’t seem to land Thor/Iron Man’s fast enough to make them work

for example if i do something like lmhs j. mmhs or even just off of an air back throw i can never OTG with those ones, and it seems like I should be able to.

What? How? That doesn’t make any sense. Could you please clarify?

As an assist, Stars & Stripes has no invulnerability. That only counts on the regular Stars & Stripes when Cap is on point. The same can be said of Charging Star assist also. He doesn’t have the ability to go through projectiles as an assist, but when Cap is on point, he’s able to run right through projectiles and beams.

Do all moves lose their special properties once they are used as assists?

Thanks for the info btw.

For that, I’m not sure at the moment, so I won’t go as far as to tell you a lie and steer you wrong, man. Sorry.

But as far as Cap’s special moves as they transition into assists, yeah. They lose all the spunk that they have when he’s on point. Shield Slash still does the double hits, though, which is why it’s optimal as Cap’s Best assist.

But on another note, Haggar’s Lariat keeps its invincibility. So maybe it’s just a matter of knowing which characters’ assists keep what. It’s probably on a character by character basis. Definitely worth looking into, honestly.

and hulks anti air gamma charge has super armor. it’s just based on characters i believe. I’d post everything but that would take too long and i already did a post everything in the frame data thread. which more people should be using btw.

I’ve been messing around with cap/chris/deadpool, deadpools OTG is fast and works well with caps combos and chris essentially has a beam assist that is very good. The only problem I’ve been feeling with cap is that he needs a multi hit(preferably projectile) assist, and that IS his best assist. Which means multi hit projectile better be the ONLY assist type your third char needs.

I’d like to share that if you have an assist with an OTG super (hulk gamma wave, any of the numerous upward beam otg supers, etc) have them be the second member of your team. His hyper charging star hits an opponent down so you can’t xfc into anything nor can you easily DHC - UNLESS you have an OTG hyper in reserve. For example with my current team I can do hyper charging star DHC gamma wave/crush DHC golden bracelet - does huge damage for 3 meters on what is surely one of the easiest hypers to land in the game against relatively sloppy fireballs and beams (and lets face it at this point in the game those are all over the place)

just a little tidbit for y’all.

i had my order as cap/arthur/hulk for a while, but I’m liking cap/hulk/arthur a whole lot more. you can dhc into hyper charging star from either of the characters and with hulk no matter who is where you can OTG into the other super. good times.

just can’t do cap -> arthur stuff like that.

i’m also having a great time with captain assist and arthur projectiles. That cap assist is really good in zoning - people don’t even know yet.

Do any non-OTG DHCs work with hyper charging star? Those lovely beam hypers all seem to whiff as charging star blasts the target to the ground the instant it’s cancelled.

perhaps if done early enough you could land like ammy’s shuffle hyper or something

but it isn’t really reliable - every hit of hyper charging star sends the opponent down bit by bit.

Just to note one thing about captain america’s assist. Charging star is a great switch character assist. Lets say you have another character stuck in a block string, call captain america charging star through the block string if it hits, cancel into hyper charging star. Pretty useful if you have no x-factor and what not.

that could work yes - but shield slash is actually a seriously good assist used correctly and i wouldn’t sacrifice that for the others POSSIBLY unless they retained their invulnerability

Wait what beams? Magneto disruptar hits me clean out of charging star last I checked. I’m not even fucking with Doom’s lol.

i believe i’ve used charging star to go through iron man beams - according to the frame data (the thread that nobody seems to want to use for some reason) the move nullifies all low and medium priority projectiles during frames 4-18

i’d guess beams are high priority and i’m just full of it eh? lol

95% of all projectiles are low priority.

Things that go through projectiles (Like Charging Star and Arthur gold armor lance) are medium priority.

Beam hypers are high priority.

There is no way Charging star could go through a unibeam but not an EM disruptor. The Unibeam stays out longer and has more durability. The charging star would either completely negate both OR negate most of both before being hit. (This is just from my understanding from the guide. My actual time with the game has been very limited so far.) Could the Disruptor just be really fast? Magneto can fire a disruptor, recover, then fire the next disruptor Before Captain has even recovered (Disruptor :l: has 25 recovery frames and 7 startup frames, compared to Charging stars 30-43 recovery frames.)

On the topic of team building, the team I am trying out is using Zero with the hadangeki assist as a battery, with Arthur’s fire bottle second and Cap third. I can DHC sougenmu into Goddess Bracelet very safely, play keepaway with Arthur, backed up by two fairly decent keepaway assists, then Golden Armor DHC into cap.

When Captain America gets out in the field, he will have a powered up OTG assist and a powered up fireball backing him up as assists.

I could replace Zero with Hsien-Ko and switch from fire bottle assist to dagger toss assist to completely shut down any sort of hardcore keepaway team (Reflective gongs, medium priority lances, AND charging stars all on one team.) I would just have to make sure my enemy stays out of the corner, because Captain wouldn’t be able to OTG without a fire bottle.

Well its all up to the player then. I got my way of things. Always nice to know theres a difference and variety.

Here are a couple reasons I like my assists ATM

(I switched Hulk to 2nd on my team and switched his assist to gamma wave rather than the Anti-Air)

[media=youtube]BwAroK2T2rk[/media]

Not exactly the CRAZIEST of OTG combos, but I think it makes mixups (like the one in the following clip) trickier, because if you use a wavedash rather than a cartwheel and staying on the same side you still have dangerous damage output potential.

[media=youtube]CCLXBCEDYLI[/media]

I like using the Hulk assist to cover the more “random” cartwheels I occasionally throw out - it acts a lot like Sent drones do in that even if you get hit they keep on going so it’s nice for hitting people who try to punish my cartwheel with normals. If people try to punish my cartwheel with hypers or projectiles it’s really easy to cancel the cartwheel into hyper charging star so I don’t have to worry about those types of things vs most characters.

Anyway, I’m digging those. Sentinel is possibly a slightly better choice than that arthur assist, but I like how low it hits, you can’t just be ammy and have them not hit you if you’re standing etc where the blockstun is going to be there from arthur no matter who you are.

just a couple thoughts.

Yeah I know the guide (got it after I posted, derp) mentions something about durability points. But I didn’t see it mention any durability points for charging star. If there was a value for that, it’d be pretty simple to use the guide to figure out what moves it can/can’t beat. Doom’s beam is supposedly pretty ridiculous having 12 durability points, can go through all kinds of stuff. But I know Magneto’s isn’t that strong. I’ll have to play with it some in training mode, see if there’s any beams he can beat.

it definitely beats iron man’s unibeam for sure 100% and you can do it on reaction because of that startup animation

I believe charging star essentially has infinite durability, as long as it keeps going it keeps killing projectiles, I’ve gone through phoenix spam with a projectile assist with a single charging star.