Need rundown of assists and capabilities with assists

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Need rundown of assists and capabilities with assists

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.

  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.

  2. A general rundown of which assists work well for their rushdown/defense/lockdown etc. Something like this…

DOCTOR DOOM

Spoiler

Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate
XF3/Anchor abilities = Solid

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.

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)

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.

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.

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.

Doom also goes well on point with any assist that helps clear up point or assist based projectiles or attacks.

  1. How good the character is as an anchor.

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  1. Lariat: invincible until the end. Whiffs against crouchers. Hard knockdown. Always useful be it for defense as a get off me or to continue combos after a point man’s otg. Hits behind haggar as well. Clearly his best assist and a godsend for keepaway.

Steel Pipe: good range, placed correctly, it can extend blockstrings. Also linkable after point man otg. Unfortunately uses up your ground bounce.

Violent axe: useless. Forget it exists as an assist. Knocks opponent away. Clearly inferior to the other two.

  1. haggar needs a projectile assist that helps him get in. And can benefit from an otg assist afterwards to extend combo. Haggar has plenty of ways to end at frame advantage. Harrasment assists like sent drones, and doom missiles come to mind. Beams/projectiles like Taskmaster(any really) Doom Plasma, Iron man Unibeam, Chris’ gunfire, Modok Psi-Blaster helps him get in.

She-Hulk’s Torpedo can setup an unblockable (with air pipe).

Chris Land mine assist and Arthur (non king armor) fire bottle can otg after piledriver if timed properly.

  1. Does NOT do well as an anchor

What? Haggar has other assists?

  1. Lariat - Good for lots of situations because of it’s invincibility. Like get off of me situations and it hits from behind too, catch those teleporters. It’s a good defensive and offensive tool, although lots of characters can crouch under it.
    Pipe - never experimented with it, so I will go with what densuo said. looks like a good assist for poking and extending combos.
    Violent Axe - never experimented with it either, but it really doesn’t have any noticeable special properties. just another combo extender type assist.

  2. Haggar definitely needs an assist that will get him in, basically a projectile that moves forward. Beams, Drones, Arthur Daggers, etc. Then everything else should help with what Haggar lacks, OTG and quick mix ups. Low hitting assists to create unblockables makes that pipe much scarier. OTG assist makes his normal throws worthwhile, Weskers samurai edge does both and Haggar can start the DHC glitch for Wesker. I’d just like to throw out there that Doom Missiles are pretty good for Haggar too, covers his slow ground normals if he gets hit during them. Also puts them into a defensive state in which Haggar can basically just dash in and can be used to OTG with the right setups.

  3. Haggar has bad chasing ability and is a big target for any character that can do basic keep away, even if they don’t have keep away if the opponent knows how to run away well it will give Haggar hell. Basically it’s all about good reads when Haggar wants to create a comeback as an anchor, but it’s just easier not to have him in that situation. Bad anchor, but good enough of an assist to put him in that 3rd spot.

  1. Wesker gun is probably a better assist for Haggar over all, being a low hitting ‘projectile’ assist and otg-capable. Also the timing for wesker to otg after air throw is not as strict (is it even possible with she-hulk?) at most heights.

  2. Sub-par anchor ability, he is imo best as second, even if you use him soley for assist; since he has a ton of health and can (most of the time) survive the mix up on inbound, and DHC into the third member. Getting your dante/mag blown up on inbound and being left with Haggar most of the time means you’re screwed. If you have characters that are good anchors themselves (eg doom), having Hag second also means you have a ranged assist to get in with, until either Haggar gets blown up, or you just DHC him out for the last person.