Enhance type assists

I can’t figure out why more people don’t use them. For one, there are only 2 of these assists in the game. That alone was more than enough reason for me to mess with it. Amingo enhance type gives defense up which increases your defense by 50%. Ruby heart gives you a power up but not sure about the percentage its raised by, probably 50% too.

Anyway, I think most people try to stay away from theses assists is because, 1, the characters who have them aren’t that great. Amingo is pretty sneaky when paired properly and rubyheart is pretty fucking broken w\an AA, preferbably with tron though. 2, not enough time to grab your enhance type mid game. Yes, it is hard to get your enhance type mid game if your simply calling them out and trying to fight for it. That really doesn’t work. However, using safe supers that layers where your enhance type assist will be will work pretty effectively if you cause blockstun.

The characters that can use an enhance type assist are limited but imo, step up their game because of these power ups. Just showing under rated assists some love.:lovin:

either of enhance types are both good but you should probably use them accordingly depending on your gameplan\character. Sent can use both pretty effectively but someone like sonson who can use 1 or the other should probably pick defense up since her stamina is very weak to start with. Sonson can get powerups by causing a block chain+enhance type assists, wall run, shoot monekys, grab the power up.

Heal type assists can be used the same ways except I find that jills is probably the best, comes out @ a decent speed and gives you the most life back from any heal type in the game. I only ran jill\gambit\capcom and used qcb+kk as my safe super, grab the life but i’m sure jill\storm\capcom would work the same way.

I’ve messed around with ruby’s enhance assist a few times. Honestly, I dont think the risk: reward is worth it when it comes to these type of assist. I’ve had sucess with Sent/Ruby and Cable/Ruby the most because its easy to ‘combo’ in the assist in. And the good thing is you can keep calling them in as often as you want and even with damage scaling, it still does a significant amount.

Sent: s.lk, s.lk + ruby xx RP xx HSF, s.fp + ruby xx RP xx HSF, repeat.
Cable: c.lk, c.lk, s.fk + ruby, TK HVB…

I used to run a team of: Ruby Enhance/Cable AAA/Capcom AAA. Build meter with Ruby/capcom lockdown, safe DHC in cable. (Ghost > timeflip) then set up the TK HVB + Ruby…

I think the biggest draw back of this assist is that it depletes to quickly. So, unless you have a way of ‘comboing’ it in with your point character, it really wont ‘enhance’ your team that much. Also, IIRC, with the exception of amingo, Ruby and Jill hang around for a very long time, allowing your opponent to punish if you dont have a sucessfull to cover them + allow you to pick up the enhancing assist. Also, doing a few more points of damage or having an increased defense for a few seconds isnt worth it and probably wont really do anything significant. You’re probably better off picking another assist that’ll damage your opponent, lock them down, or counter punish their assist rather than picking assist that’ll enhance you temporarily.

Take a look at your gambit/jill heal set up. You do qcb + KK to pick up the assist, but you’re wasting a full meter to do a few pixels of chip (if you opponent is blocking). I dont think its worth a full meter bar. When you’re low on life, you’re going to be burning your meter in order to fill up a tiny percentage, but you’ll still be at low health. I think you’re better off DHCing into another character and letting that character build life back as an assist, but you have a better assist to work with, which will help you more in the long run.

I was basing my attacks off gambit getting the damage w\o a bar. His priority is good enough to play w\o it, and I can just use my bars to get life. I should of mentioned that I was using jill\gambit\capcom vs low tiers only. I never really played it against tops where using the bar would be more effective.

Its a balancing act really, I plan my rush down\keep away sequences together, then mentally add up how much bar it will build then plan my reposition scenario around it. If I can get gambit in with 2.5 bars, I can stretch that out too about 6-7 easily before I hit .x bar. Which is plenty bar to get life\ use supers.

but, in a real fight, I see your point. You have to have a way to get it w\o a bar. Off the top of my head, sonson and omega red can do this safely.

mixup brought the fact up that it goes away too fast the other day too but his suggestion was that if you had a character that can take advantage of the enhance assist, your opponent will eventually run away from you in which case, its safe to call it again. iirc, mixup ran ruby\sent ron last night. The power up from the robot+tron would nuke anything in 1 hit which forced me to play safe\ keep away games. Everytime I tried not to get hit and reposition safely, he’d call ruby and grab the power up and just keep forcing me around the screen.

I was messing around with Ruby’s enhance assist and I found out that characters really benefit from it if they use it early on (in combos/supers). After damage scaling, even if you power up it’ll do very little for you.

I have a few examples.
Note: I will use ® when I call in the assist and (R!) when power up is given.

Cable:

  1. c.lk, c.lk, s.fk xx HVB. 35 hits, 71 pts of damage
  2. c.lk ®, c.lk, s.fk (R!) xx HVB. 35 hits, 72-75 pts
  3. ®(R!) c.lk, c.lk, s.fk xx HVB. 35 hits, 84 pts

IronMan

  1. c.lk, c.lp xx PC. 48 hits, 64 pts

  2. c.lk, c.lp ® xx PC (R!). 48 hits, 65-68 pts

  3. ®(R!) c.lk, c.lp xx PC. 48 hits, 74 pts

  4. jump U + FK > infinite. 13 hits, 63 pts

  5. ®(R!) jump U + FK > infinite. 13 hits, 80 pts

Corner:

  1. s.fk, sj.fp xx ad/d lp, lp, u+fp, land > infinite (17 hits) s.fp xx PC. 62 hits, 117 pts

  2. s.fk, sj.fp xx ad/d lp, lp, u+fp, land, ® j.lp, j.lp, j.lk, j.u+ fp, land (R!) > infinite (17 hits), s.fp xx PC. 62 hits, 118 pts

  3. ®(R!) s.fk, sj.fp xx ad/d lp, lp, u+fp, land > infinite (17 hits), s.fp xx PC. 62 hits, 136 pts

Sentinel

  1. s.lk, s.lk xx RP xx HSF. 6 hits, 56 pts

  2. s.lk ®, s.lk xx RP xx (R!) HSF. 6 hits, 62 pts

  3. ®(R!) s.lk, s.lk xx RP xx HSF. 6 hits, 70 pts

  4. HSF, RP xx HSF. 10 hits, 81 pts

  5. HSF, ® RP xx (R!) HSF. 10 hits, 85 - 90 pts

  6. ®(R!) HSF, RP xx HSF. 10 hits, 103 pts

So, you can see that your character only benefits from this assist damage wise if they use it very early on. I think only a handful of characters can do this effectively, though.

Also, I’ve been messing around with your gambit/jill (heal). I play a team of jill/gambit, but never with jill on heal assist, and I have to tell you, it works pretty well. As for picking up the heal assist without using meter: c.lk(hit confirm) + jill, c.lk, s.fk xx (lp) cajun slash. The screen shift will pull jill towards gambit and leave the opponent at a distance, if the dont roll.

spit flying with amingo’s enhance type is fun, so is hailstorming with ruby’s powa up

The thing about some of these setups is that a pushblock can fuck up your momentum for your setup. If the c.lk was pushblocked, you’ll never get your s.fk to make contact and the whole thins is out the window. Not to mention that jill is just hanging out.

what about the cajun slash combo with lk+fp? I don’t know much about gambit so i’m not certain what moves of his are safe for guard cancels. I’m just trying to get the pushblock factor out of the equation because that can be a bitch to deal with to get enhance\heal assists.

Yesterday, I was running amingo\sonson. I have a setup where I can do s.lp+amingo, s.mp, s.fp, s.rh, wall run, monkeys grab the defense up, air dash. Outside of pushblocks, this string works and its very hard to stop but a simple pushblock off the s.lp fucks the whole thing up.

These assists help very little in actual play… heal, enhance… they’re not great by any means…

How can they pushblock if they’re getting hit?

thats my bad, I thought you meant on block. I’m trying to figure out some more 3n1 setups. Been thinking about using 1 setup for on hit, block, pushblock. That way I don’t have to hit confirm and readjust my combos.

I’ve seen Amingo and Rubyheart used pretty well, at far as low tiers go anyway. They have definite potential but players rarely look in their direction for whatever reason. Rubyheart’s energy pillar for one can be pretty useful, both normal and as an assist(Can’t it shield you?)

I think players don’t use those enhance assists because #1- Most players want an assist that actually attacks in some form, and #2- they are just left standing out there waiting to get blasted by something like a viper beam.

For Ruby Heart enhance it seems like for most characters, Launch + Ruby, quick Air Combo, ending with a FS-causing hit lets you land right on the powerup.

As an aside-- I’ve been trying to get Gief to work with power-up stuff, and i noticed that his Piledriver doesn’t scale up when he’s powered… drag.

I don’t think any throws do.

man this shit is fuckin dope, gotta know how to play your characters right and know which characters can take advantage or their normal game + enhance release positioning

jug+ defense up or power up = gdlk

his sprite is large enough to cover amingo and automatically grab the plant…

there is a place for every character + most assists, thats whats good with marvel

Mag+Power up 5 fierce combo =OUCH

fuckn juggernaut works amazing with enhance types. jugg with defense up doesn’t play nice… he takes 50% less damage and he already has high stamina. Guard cancel head crush is fuckn broken and his sprite is so damn big that he basically just play normally and get the damn enhance types.

once juggy has the defense up, coming @ him will do very little life. So when you back off to formulate a back up plan, he’s already getting more drugs and he’s beefed up again. Juggy with defense up actually wants you to rush him down because GC headcrush is one hell of a risk:reward once he has defense up. You can’t hurt his fat ass and if you fuck up any offensive reps ggpo assists?

philopia was right, finding a way to use them w\o supers really makes them work properly.

what about those cross-up headcrushes?!?!

and the jug punch that traded with a couple lightsXXperfect height for 8 hit headcrush

nasty with that helmet

They do. At least those characters I tried it with. All Gief’s other throws (normal, special, super) scale up, just not SPD.

Mech Gief plus Life- or Defense-Up is the coolest/dumbest thing I’ve found with Enhance stuff. Better yet, just give him both. Let Storm Hail you 5 times you’re still living. Infinites don’t work, launchers don’t work.

On paper (ya sorry), I like some variation of Gief/Ironman(AA)/Amingo(Defense Up)
or Gief/Storm/Amingo. Use Mech Gief for Eat-Random-Hit xx SPDs and react to their “free” unblockables with FAB dhc PC or Hail Storm.

I wanna see an Enhance team side tournament at some event.