Need rundown of assists and capabilities with assists

Need rundown of assists and capabilities with assists

[FONT=Helvetica][COLOR=#141414]I’m looking to make a thread in the general mvc3 forum that helps explain how the assists work and how assists work for each specific character. Basically I’d just like a quick rundown of 3 things.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]1. A generic description of each of the character’s 3 specific assists and their uses in battle for offense/defense/adding hits to combos etc.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]2. A general rundown of which assists work well for their rushdown/defense/lockdown etc. Something like this…[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]**NOTE: Look at the 3rd spoiler, for some reason there’s 2 glitched out spoilers. **[/FONT][/COLOR]

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DOCTOR DOOM

[details=Spoiler][/FONT][/COLOR]
[FONT=Helvetica][COLOR=#141414]Reliance on assists on point without XF = Reliant[/FONT][/COLOR]
[FONT=Helvetica][COLOR=#141414]Reliance on assists with XF2 = Moderate[/FONT][/COLOR]
[FONT=Helvetica][COLOR=#141414]XF3/Anchor abilities = Solid[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]Strong assists for lockdown/pressure: Haggar lariat (stops opponent from attacking, hard knockdown for s.H OTG on hit) Ammy Cold Star (long mix up lockdown), Arthur Daggers (fast start up, long mix up lockdown) Sent drones (long mix up lockdown), Chun Li legs (long mix up lockdown, fast activating), Dante Jam Session (long mix up lockdown, keeps aerial characters grounded), Dorm Dark Hole (long mix up lockdown) Akuma tatsu (aerial lockdown, passes through projectiles during active frames), Iron Man repulsor blast (long lockdown, keeps opponent from jumping/flying), Iron Man Unibeam (standard beam lockdown), Tron Fire(standard lockdown, protects your block strings), any other long active multi hitting assist not mentioned.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]Strong assists for projectile and assist clearance or unblockable set up: Iron Man Unibeam (projectile/assist clearance, decent active frames for mix up), Shuma Mystic Ray(projectile/assist clearance, keeps opponents from jumping/flying), Arthur Daggers(projectile/assist clearance/fast start up), Wesker gun shot (unblockable set up),Akuma tatsu(absorbs standard beam projectiles during active frames, loses to large hit box projectiles like Dante’s Crystal or Hulk’s Gamma Wave), Storm Whirlwind (projectile/assist clearance), Deadpool Quick Work (unblockable set up), Magneto Disruptah (projectile/assist clearance),Felicia Rolling Buckler (unblockable set up, high priority against other attacks once active),She Hulk Torpedo (unblockable set up)[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]General assist strategy is to have an assist that locks people down or keeps them down to set up high low mix ups and air M box jumps (aka air dash M cross up). The reason why Doom is more reliant on an assist to lock people down even though he can move around and fly like Mags and Storm is that he doesn’t have a dash that cancels with normals. Whenever you dash with Dr.Doom you get the ability to cancel it into a jump instead. This is technically a nerf since it makes your wave dash reliant on forcing you to jump first. Making you susceptible to air throws even though you’re basically on the ground.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]To offset this though once you get an assist that locks down once you get in you can create really long block strings with very minimal gaps since Doom has the ability to cancel his normals into dashes. This means you can lock someone down with say Ammy’s cold star and go for a mix up. If somehow you don’t land anything they still can’t push guard you because of the assist. Once the assist is gone you can start throwing out c.L’s and follow them up with c.H which does a lot of block stun and can be OS’d by doing c.L~c.H so it comes out on a hit or block but not on whiff. If the opponent push guards the c.H you can confirm with the plink that they blocked and advance guarded and then just continue dashing through the advance guard with jump cancelling your dash into an ADDF once or twice to stay right in their face. By that time Ammy Cold Star should be available to lock them down again and if they advance guard too much they push themselves into the corner and lose.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]Doom on point isn’t very reliant on DHC synergy because all he wants to do is have his assists plus his normal dash cancels through advance guards help him push people towards the corner. If they’re close enough to the corner Doom has TOD’s that can do up to 1.15 to 1.2 million damage without DHC glitch. 1.15. to 1.2 is easier to achieve with an assist but you can still get 1.05 to 1.1 easy without assist once you build the 2 plus meters at the end of the combo.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]**Doom also goes well on point with any assist that helps clear up point or assist based projectiles or attacks. **[/FONT][/COLOR][/details]

[FONT=Helvetica][COLOR=#141414]3. How good the character is as an anchor.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]Thx in advance.[/FONT][/COLOR]

Need rundown of assists and capabilities with assists

[FONT=Helvetica][COLOR=#141414]I’m looking to make a thread in the general mvc3 forum that helps explain how the assists work and how assists work for each specific character. Basically I’d just like a quick rundown of 3 things.[/FONT][/COLOR]

[FONT=Helvetica][COLOR=#141414]1. A generic description of each of the character’s 3 specific assists and their uses in battle for offense/defense/adding hits to combos etc.[/FONT][/COLOR]
Assist A = Shield Slash - This is by far Captain America’s best assist, and in my opinion is one of the best assists in the game. Although in UMvC3 Charging Star might have some decent uses, this is still the go to assist for Captain America. It is very unique, and has a nice staggered quality. The hits don’t necessarily combo or lock down in a blockstun, that makes it very nice to use in conjunction with side switching or high low mixups. If only Captain America could fight with this assist at his disposal while he’s on point sigh - anyway, this assist has a lot of unique qualities. The first hit pushes an opponent out, and the 2nd hit pulls the opponent back the other direction. Hitstun is SET on both hits of this move. Once you learn how to use it in combos it can actually extend combos for characters that would otherwise need certain situations to extend a combo, for example Hulk can use this assist to avoid the need for an OTG assist because of the pullback on the second hit. It can be awkward to use without practice, and most people don’t like having to USE Cap much, so that’s why it doesn’t get picked much. This assist is great. Not super fast, great for mixups, great for combos.
Assist B = Charging Star - This assist would be much more useful if it knocked down, but sadly it pops the opponent too high for most combo application. Still can be useful, a decent rushdown move, but it LOOKS a lot better than it is. This move loses it’s projectile immunity when used as an assist, only has 2 “hits” so it is actually quite bad and punishable for lockdown, but you can use it in some situations. As I said before, in Ultimate this move knocks down (if that trait stays) instead of pops up in the medium and heavy versions, that will make it at very least much better at extending combos and useful for mixups.
Assist C = Stars and Stripes - This assist would be much better if it had any invincibility. But sadly it doesn’t. It’s decent at best, but his worst assist at this point by far. Basic uppercut.
[FONT=Helvetica][COLOR=#141414]2. A general rundown of which assists work well for their rushdown/defense/lockdown etc. Something like this…[/FONT][/COLOR]
Captain America has a couple things that are “required” for building a team around him. Or at least that’s how most people see it. Captain America likes having an OTG assist so that he can be more threatening by being able to combo off his airthrows and it makes it a lot EASIER to combo in corners for him. The other assist that he makes good use of is a long ranged beam style assist, like unibeam, doom’s beam, and other projectile moves. Sentinel is another good choice. The best way to use these assists is in conjunction with Captain America’s cartwheel mixups. When used effectively it can actually be quite difficult to block during a well placed cartwheel and assist. Captain America doesn’t necessarily have the same problems as others might on the defensive, so anti-air assists aren’t as necessary, although the “anti-air” assists are really fantastic for starting combos for some reason in this game, so they still have their uses.
[FONT=Helvetica][COLOR=#141414]3. How good the character is as an anchor.[/FONT][/COLOR]

Captain America is (in my opinion) by far the worst anchor in the game. He cannot combo off of any of his throws, [FONT=Helvetica][COLOR=#141414]his mixups are horribly unsafe alone, and he doesn’t have a standing overhead. He’s too simple and easy to block, and if it comes down to a single solo Captain you should basically just block forever, as his projectiles don’t do enough chip, and if he tries to use a hyper they are all unsafe other than Final Justice. Trying to approach or start any offensive AGAINST captain america is a bad idea as any single hit will lead to a death other than his throws in any level of x factor.[/FONT][/COLOR]
[FONT=Helvetica][COLOR=#141414]Cap is decent with a pair of assists backing him up, but alone is actually as bad as people pretend he is. =([/FONT][/COLOR]
this was my quickly written answer, somebody else might contribute. I also didn’t look at the “spoilers” so i dont even know if this is exactly what you want LOL[FONT=Helvetica][COLOR=#141414]
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For not looking at the spoiler that was pretty much what I wanted any way. Other people can also add any useful other assists they find for him.

Just to expand on what Gimpy was mentioning about cartwheel mixups, assists like drones, doom rocks, spencer slant shot and haggar lariat also are good ways to start mixup. by calling these mid ground string, and then cancelling into a cartwheel before or slightly after the assists hit, captain america can put the opponent in a difficult to deal with left/right mixup ala x23. the cartwheel has no immunity ( at least none that i know of) so it is still punishable, but with correctly timed assists during block strings or by calling assists on incoming characters
as shown at 2:17 here (not my video):
[media=youtube]Y2lUOPiUpjk[/media]