Need rundown of assists and capabilities with assists

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.

Thx in advance.

I want to respond to this, but…I have never found any use for Soul Fist as an assist yet, and I think Dante is the only one who can realistically do anything off Shadow Blade. Choosing Shadow Blade would be entirely for cross over counters and to have her THC set to Shadow Servant. I guess I can try anyway.

Reliance on assists on point without XF = Low to Moderate, she just doesn’t gain that much from assists outside of a select few.
Reliance on assists with XF2 = Low, in XF2 she can run extremely fast high/low mix ups that will lead to a dead character on hit, regardless of her assists.
XF3/Anchor abilities = Solid

  1. Soul Fist: A slow, low priority midling durability projectile. I suppose it can serve if you desperately need a projectile assist but…really get someone else. In my experience, it’s generally too slow on start up to even serve as passable combo extension.

Shadow Blade: An anti air assist. These all pretty much suck in this game, Dante can do things off Ryuejin, so I suppose he can probably work with Shadow Blade as well. Would be massively better if it were the L version instead of H, but oh well. Decent Crossover Counter, only option to change THC to Shadow Servant over Finishing Shower

Dark Harmonizer: One of the best assists in the game, for certain specialized teams. Biggest reason to actually use Morrigan. Build 30% meter, recharge is over 1 second faster than Amateratsu’s Bloom, the only other option for a meter building assist. Gains more iframes on Crossover counter than it has active frames near as I can tell. If you’re not using this assist, and not trying to force a team with Morrigan to work as a point, what the hell are you using her for? Also, given that Morrigan is usually used in the third slot, Dark Harmonizer tends to make Morrigan herself better when she finally comes into play, as she can spend meter outrageously fast.

  1. Most valuable assist to Morrigan when she’s on point are low-hitting assists, most specifically Wesker’s Low Samurai edge. Low SE allows for easy unblockable set ups off Morrigan’s Vector Drain assist, thanks to the short start up frames on Low SE allowing you to see which way your opponent will roll and air dash to stay on them. Morrigan is already at her most dangerous when she has an opponent cornered, and the Low SE assist actually allows for combo extension there as well.

Any high durability projectile assist, such as Arthur’s Daggers, Storm’s Whirlwind and Doom’s Plasma Beam can enhance her ground zoning game greatly, but aren’t strictly necessary to accomplish that goal.

Lockdown assists such as Doom’s Molecular Shield can be used to allow for Astral Vision block strings into Shadow Blade M for decent chip and side switching mix ups.

As far as combo extension mid screen goes, Morrigan has two, possibly 3 options. Doom’s Hidden Missiles and Storm’s Double Typhoon, called as you hit S, allow for a mid screen relaunch after an MMHS series, and typically still allow for the most common flight combo series performed even on the relaunch. Given that Dante’s Crystal assist can be used to combo into Storm’s Double Typhoon after a jS air combo ender it’s like that this would also allow for mid-screen combo extension for Morrigan, but I have not tested it, and cannot say for sure.

  1. As an anchor Morrigan is solid. Not the best, far from the worst. She tends to have even or advantageous matches against most of the cast if both players are down to their final character, and her speed and damage in x-factor 3 are honestly insane. She deals decent, but not great chip outside of x-factor. if she is alone, the only throw she can convert into guaranteed damage past the throws own at all is her grounded back throw however. Morrigan’s Vector Drain Command throw only leads to any follow ups whatsoever if Morrigan is in the corner when it’s used, or she has specific DHC partners, which she won’t if she the last woman standing. Her air throw is identical to her Vector Drain in every way, except that it can be teched of course. She does have fairly good range on her air throw, but with no ability to convert it inot a full combo or even a hyper, it’s unlikely you’ll be winning off landing them.

That pretty much covers it, I think.

  • Shadow Blade is notable for being an invincible crossover counter, though the utility is probably limited since the H version isn’t that easy to combo off of.
  • Can’t see Soul Fist being used unless you desperately need a projectile and literally neither of your other two characters have one.
  • I figure that Dark Harmonizer is most useful for keepaway teams, as they won’t be building much of their own meter through combos.