This subject tends to be greatly overlooked by people. Dealing with assists that seem to hit/deal more damage to you then the actual point character at times. In general people just tell you to snap them bitches in but it isnt easy to do unless your mags. This thread will hopefully give people a better in depth understanding of how specific troublesome assist works and how to deal with them. If you find that I had put incorrect or unjust information then please by all means correct me. Anyways, name any assist that is burdening you and I or other SRKs users will try our best to help you. Ill start this baby off by talking about an assist that use to give me, still somewhat does from time to time,trouble.
Capcom Anti Air Assist
Mental Factor
This guy can get annoying and annoying real fast ! He can grow on your skin when you keep seeing your point character flying around like a ping pong ball. Sometimes you even dash in and do a ground chain and all of a sudden youre stuffed with a captain corridor. Its the norm to get hit once in awhile by any assist but losing half of your life just by being hit by multiple captain corridors can psyche out even the best of players. After getting hit a couple of times, you start to grow impatient and just try to rush down mindlessly and keep getting hit more and more until you start to doubt in your game plan and abilities in rush down, runaway or keep away(unless you die first =P). The key thing here is not to get discourage, stay really patient and not to change your game plan into placing your bets that the opponent makes an error. Most good players call their assist with purpose and with good coverage. Of course you should always be looking for chances to capitalize on your opponents mistakes but thats just a bonus and you should really just look at trying to get your game going. The mentality I have in a game is, I may be losing bits of life and being slowly drained to death but if I can land my combo then hes in for a lot of hurt. Put yourself in your opponents shoes, he spends 20 seconds chipping at your life, you sneak in one of your damaging combos and in less then 3 seconds youve done more or equal damage to your opponent. Whose going to be more tense now ? Keep your cool and patience and dont worry too much about chipping damage from captain corridors and such.
- The anti air assist itself *
Capcom comes out slightly in front of the point characters position when he calls him. So if you call capcom then jump back, capcom will come out at your location before you jumped back. Also, his anti air assist doesnt track you down. So if you and your opponent are on opposite side of the screen, he cant touch you. But the whole point of this thread is how to get past him and to your opponent. You should note, Capcoms AAA is not instant, it takes him awhile to get on screen but once hes on it, the captain corridor comes out fast and immediately covers a whole vertical portion of the screen and he seems to leave pretty quick too since you either get hit or block his corridor and by the time you can retaliate, get out of blockstun, chances are he’s left the building. Unless you are using pixies or capcom completely misses you then he’s pretty much a sitting duck for awhile. But against good players, in most cases they’ll find a way to buy some time for him to leave so keep on reading . . .
How to handle XXX/Capcom Anti-air
Capcom is mainly used for defensive purposes.
If your opponent current point character doesnt have any damaging special moves or supers to protect his assist, then capcom becomes really easy to deal with. All you have to do is stay on the ground and not superjump much. Because if you super jump, they will call capcom, youll get hit or block the hit, by that time capcom will be off the screen almost at the same time you land. What you want to do is punish capcom for not having a good master that can cover him by either calling an assist of your own to hit him while going after the point character. After baiting him out and calling your assist, and while your assist beats up on capcom, your opponent remains unable to call an assist until capcom retrieves so you must make haste of this precious time to pressure your opponent because once youre close, just keep staying in your opponents face since capcom comes out a little bit in front of them. Beware if they pushblock and call capcom coz youll get hit. If you see them pushblocking you then block expecting captain commando.Once captain commando comes out and you block his attack,he should be right beside you, just sitting there waiting to be beat up by your assist once more. Also, if they call capcom, its to try to halt you from coming any closer but now that capcom is in the background being raped by your assist, you can freely penetrate their personal space and they will most likely not be able to handle your rushdown since they counted on capcom to keep you back. You can also directly assault capcom but I find you get a better mental edge if you go for the point since he now realizes he can no longer hide behind capcom.
On the other hand, if youre facing someone who can safely protect capcom or super you if you try to harm him (AHVB,HSF,Hailstorm,etc.), then this becomes an even tougher task. Capcom is still being mainly used for defensive purposes. Having a pixie really helps here. Expect this, a lot of blocking and chipping from your opponent. Yet I guarantee you that every now and then they will call capcom prematurely, this is when u go after them, calling your assist to punish capcom while directly going after your opponent keeping your opponent in blockstun so he cant counter you and if you happen to land a hit, then chain into your damaging combo.
If your opponent provides coverage while calling capcom, for example viper beam, and they seem to be repeating the same pattern then what you do is simply call your assist a bit ahead of time while jumping/super jumping (depends of who your facing, adjust accordingly depending of the range of the opponents attack), or if you can air dashing at your opponent so that your assist hits capcom and halts his corridor. Your assist will probably get hit by the point if he goes after him which means youll be right in your opponents face to punish the lag on his moves or right on his back ^o^ unless he decides to save his own skin and let capcom take the beating.
On the other hand, if your opponent is smart and varies his strategy, then dont call your assist and go after him since he will just probably do a super to pin you down while draining your assists life. What you do against these type of players is super jump away and throw fierces and roundhouses/build meter from time to time. During the times when youre not building meter, super jump towards the opponent while holding back in case they call capcom.
If they call capcom and have super meter to burn then try to hit capcom real fast and block before they super you. If they super you before you start your assault on capcom just block and let them burn meter or call one of your invincible AAA if you have one.
If they dont call capcom, quickly call one of your assist when you land to keep the opponent in blockstun and prevent capcom from coming out and attacking and attack your opponent head on so that he cant counter you (thats why I said pixies come in handy). If they do a super as you land, block and punish them if theres lag. If they have no lag then keep trying to get in and throw if all else fails. Just try to get them to burn all their meter to limit their options.
They should be running out of meter if thats all they keep doing to you and you should have meter to burn as well from all that super jumping fierce punches and fierce kicks.
If they decide to simply protect the assist with their special moves and from time to time burning some meter and building some then it can be irritating because youll super jump, block capcom, block viper beam, dash in block capcom, block air hyper viper beam, superjump or dash in block capcom and VB or AHVB. But thats like a trap and no one can hold a perfect trap so just wait for an opening or missed move then move in. This is where having someone who can effectively super your opponent and their assist come in handy since they tend to be overconfident in calling capcom and protecting him. Just anticipate the call, super, DHC into something safe and you wont be seeing capcom for awhile unless your opponent wants to risk calling him out in which case you quickly drain the remaining life of capcom even if it means costing your life. Ill explain this attacking point and assist concept near the end of the next paragraph.
Once they are out of meters use the tactic above of calling your assist while jumping/superjumping so that he punishes capcom and if your opponent attacks him, that should leave you with a window of opportunity to get him from behind if your opponents opts to attack your assist. If he doesnt attack your assist then its free damage on capcom, if he does attack your assist, you get him from behind or at least get real close to him. At one point there is bound to be a time when they are out of meters and call capcom too soon, which will allow you to safely zone in on them, rush them down since it still takes some time for him to get out and for the point to be able to call an assist again, or if they call capcom too late, then youll already be in their faces where capcom doesnt reach. Remember all those fierces and roundhouses youve been throwing out for the heck of things ? If your point character has a super disposable to punish and pin down the opponent then by all means do so after baiting capcom out by dashing back and forth or super jumping back and forth or in whatever creative way you can think of, anticipate him so that your opponent cant react to attack you. If you do your super after capcom comes out, then your opponent has a chance to counter you since thats what he is waiting for. BUT if you anticipate capcom coming out and do your super first then most likely your opponent isnt prepared for it. But if you feel like they will counter your super then DHC into someone safe so that the opponent cant counter you. If you manage to successfully hit capcom and pin down the point character with your point then DHC into another super that can keep both of them pinned down. Capcom will most likely be near death and he probably wont be called again for some time. If the opponent is stupid enough to call him again, then quickly finish off capcom even if it means costing one of your characters life since without capcom, most opponents piss in their pants and the reason they chose him was because their point characters are vulnerable to aerial assaults, and now that capcom is gone assault them from the air obviously !
-Make sure to make your opponent burn their meter
-Patience and a lot of blocking
-Strongly recommend one of the following
Invincible AAA
Assist the can punish and occupy capcom for awhile
Assist that can keep your opponent in blockstun long enough for you to rush in
Point character that has a super that can pin/attack both the point and assist
Safe DHC
Magneto Storm Sentinel or Cable =P
On the other hand if your opponent has two annoying assists, theyll keep you guessing. But Ill leave the other assists to everyone else and Ill prolly right up another one after I get through some exams at school -_- and if people give me good feedback on what I have written so far otherwise Ill just stop and leave it to the experts. I think Im missing things so wait a couple of days for me to change or edit something in my post. If you disagree with me on some stuff, which is perfectly fine with me, then please voice your opinions. Everything I wrote is what works for me and may not necessarily work for you but if you dont know what to do with capcom then hopefully this should have at least given you some outlook on what you can do. I type this in like real fast and typed it in with my personal experience. I might edit this a bit in the near future but I hope you enjoy what you got so far.