Dealing with assists thread

Tron’s assists are:
[list]
[]Anti-Air: s.mk (1 hit)
[
]Throw: fp ground throw
[*]Projectile: c.sp
[/list]
As for the selection, Projectile is usually the way to go. The insane amounts of damage, the combo-friendly properties, the prority, the assist juggling wierdness, etc. etc. Throw is decent, as it has good priority and can set up some nasty stuff, but usually you can do all the same things off of Proj that you can do off of Thrw, and with higher-damaging results. The only real reason to ever go with Thrw is for Lunch Rush in a THC, but who uses THCs? As for AA, IMO it’s shit. Low damage, not much of an anti-air really, and can’t even do a whole lote for combo extension.

Generally, stick with Proj, unless you have a very specific reason not to.

N/m, Remy fixed it. :^)

THC L. Rush is only good because it comes out without being comboed into. Meaning, if you 1st level THC lunch rush, a lot of people will be caught off guard or forced to block, because they are expecting the horrific lag of a whiffed one. It doesn’t make up for the loss of the projectile, but it’s not horrible.

Throw isn’t bad as an assist, but it’s totally eclipsed by projectile. You probably won’t find many people who play it… mostly because it only benefits Tron on point, and she rarely sees time on point unless the rest of the team is dead.

Tron Jon

What about Sent-Drones Assist? :frowning: it’s SO annoying:bluu:

LOL, heres how I deal with assists.
Wait for it to come out, call Capcom when its done.

I use certain assists for taking out other certain assists

For Sentiniel, Psylocke, Capcom, and Cyclops, I use Capcom.
For Tron, and Capcom, I use Dr.Doom

I’m not one of those high flying storm persons, so I don’t usually have trouble with dealing with those Capcom assists. I get in trouble with mainly psylocke because she is probubly the fastest and most effective assist in the game.

I think they’re talking about how to DEAL with assists… not which assist to pick to counter theirs.

Anyways:

Sent-Y (the drones) is probably the best assist in the game. Space control, blockstun, pretty good damage - the works. It’s hard to counter… though a Commando can blow through it. if you don’t have Capcom, you’ll be force to either block it or nj + airdash (if you have one). Any AA with limited - full invulnerability will stop the drones… but take damage in the process (Cyclops and Psy come to mind)

Can’t really stop the damn drones if you don’t have certain assists. Probably best to take the chip and sj out of there once you do.

Sent Drones are also cancelled by Tron Bonne’s assist at a distance, and Sent eats her assist in close. Mid range, they win, and they win if they start first.

Sent’s drones can also be ducked by shorter characters from mid-screen up to the actual location of the big guy… but that poses a problem if someone starts in on you with a high move.

If you SJ over the drones, you have to worry about the landing, but not assists coming out… because drones is a very lengthy assist. And, of course, the AHVB does wonders.

The biggest danger in the drones is in connection: A lot of characters really don’t deal with the damage, and they can combo into anything, depending on how they connect. It is a long-lasting, forward facing assist… one of the two essentials of the standard team (LL, FF assist, & AAA).

Tron Jon

This thread is marvelous! GJ. I’ll try to add my two cents in, someone asked about Drones.

Gamma Sentinel is a powerful assist not only because of its coverage, but because Sentinel himself is such a hard assist to kill. Going for killing him as an assist is generally not practical because he won’t die unless the opponent is totally reckless or overly defensive. As for the drones themselves, there are three of them, large projectiles that come from the top back of the screen and move downward as they travel forward. They allow the point ample time to attack you in conjunction with the drones, and with so much stuff running interference, the opponent is hardpressed to come up with an effective defense should he/she be forced to stay grounded. Not to mention, superjumping to evade the drones leads to a potential cross-up situation that you really don’t want to be in.

Dealing with Sentinel is going to involve a lot of thought and possibly a lot of trickery. Generally, in a lot of cases you’re going to have to superjump and bite the bullet as you come down, but if the opponent is more reliant on drones than on AAA (or if he doesn’t have an AAA) you can try a ground rush which will circumvent the drones (since they start from the top of the screen). You can try running in without attacking and calling your AAA to keep the point guy blocking and to nullify Sentinel. A high triangle jump is a good way to get around the drones. SJ.RH, airdash RH, remember that? You never thought that would be useful again after learning that quick one with short, did you? LOL

If Sentinel is the second character, then you don’t have to stress that much. You can actually focus on trying to be defensive with your point while attacking Sentinel with your assist and maybe even safe supers, and not taking too much risks. You’re losing opportunities, but the tradeoff is the opponent is going to have to think twice if he hits you if he wants to bring Sentinel in and lose the red life. Handy thing to know vs. Storm/Sent. Not much but it helps.

Blurbs about Sentinel going head to head with other assists:

  • if you have Drones, then you want to call yours first. Whoever calls Sent first has the advantage, obviously since the other Sent is either going to get his drones nullified or he’s gonna get hit before he has the chance. You have a safe umbrella up until where the drones meet to run around in, too.
  • Commando corridor can take out all three drones if timed correctly. You want to try get the corridor directly in the middle of the second drone.
  • Doom generally Does Not Work ™ vs. Sentinel, but there is a time, as the rocks have fully formed around Doom but before he throws them, that the drones will be nullified without Doom getting hit, and the rocks will be thrown out anyway. It generally requires positioning and an initial ground rush in order to take advantage of this though.
  • Tron rings often stop the drones without Tron getting hit, but drones can sneak through, plus this really doesn’t get you anything since Tron rings don’t advance very far. Storm typhoon usually won’t stop the drones (they fly in the zone where typhoon doesn’t hit), but the typhoons won’t go away either.
  • Other assists can be used as kamikaze to take the hit of the drones so they go away (like Cyclops AAA) but you don’t want to do this excessively because the drones hurt a lot.

I got more. . .It’s not that I can’t get these past assists, but it would greatly help if I knew a little more about 'em, so I could get rid of these guys w/out trading A1/A2’s life or meter. If it’s
of importance, Im usually using Mag on point.

-Colossus: It’s like there’s no stopping him! once he’s out, he’s out. And whoever has to pay the piper, usually does.

-Jin [a] and **: These guys are aggravating as hell!! the tornado thing seems to not get phased by anything I do short of a super, and I cant hit him at all whe he suicide bombs.

-IM **: WTF? How long does this shyrt still hit?

-Blackheart **: I dont even know how to describe this one. It’s like a cheapass mobile CC assist.

-Guile **: I dont know why, but Sonic Boom owns my rushdown (beginner’s rushdown, but rushdown nonetheless)

more to come. . .outz

if im using s/sent/d

how would i counter

capcom, drones, another doom? not in the same team, and ive never faced those assist before, but id like to know

How’s about a glitched Juggz **? Any miscalculated retaliation = 33% of your life. . . .and let’s not talk about if your assist got hit. . . .whoa. . .

Well, against the blackheart assist. I think the main weakness of BH assist is that it takes quite a while to come out (which means u can stuff it with an attack of ur own). Also you can use the fact that it tracks you down to your advantage, since fast moving characters will just fly right by it or through it. BH assist doesn’t do lotsa dmg either so you can take a couple hits (not that you should, just that you could)

I think the easiest way to counter most assists (other than dooms) is just to block and counter with your own assist to punish his while you keep his point char busy (sent-a comes to mind).

I have a lot of trouble against doom assist for some reason. I mean you can counter it w/ stuff like cyke but i don’t use cyke (hell or any invincible AAA now that i come to think of it O_o). What makes it worse is that blocking the assist just makes it worse