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.

Assist a: Stone Smite - OTGs and causes wall bounce. Useful in long ground combos to lead into a launch. Example: Ammy can combo into f+HHHH and call Skrull assist in between so that he hits after the string is done, causing a wall bounce so Ammy can launch into air combo. OTG is a bit too slow to be useful.

Assist b: Orbital Grudge - It is a lariat type assist that causes a soft knockdown, which is good for characters that can otg into it and then relaunch. Example: Wesker can OTG gun + Skrull assist, which enables Wesker to relaunch for his bnb.

Assist y: Tenderizer - A upward-diagonal hitting rapid punch move. Has lockdown properties similar to Chun-Li’s Lightning Legs assist. Useful for holding down enemies coming in after a previous character got KOed. Hits 10 times, and causes a soft knockdown, but causes heavy damage scaling. Can also be used to continue a combo after an OTG, but the scaling will kick in pretty bad. However, this assist builds more meter than the other 2 assists. This can also be used defensively to keep them away as long as you protect Skrull from getting hit before he starts swinging.

Overall - Stone Smite and Orbital Grudge can only be used for offense, while Tenderizer can be used for both offense/defense (but scales like crazy). Most people choose Orbital Grudge over Tenderizer because the damage is better, and Inferno for THC is a million times better than Skrull Torch.

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

Strong assists for lockdown/pressure: Sentinel Drones any horizontal moving assists (beams/projectiles) allows him to get in to pressure with either his j. d+H, ground chains, meteor smash shenanigans, or elastic slam.

Strong assists for projectile and assist clearance or unblockable set up: Any assist that stays active on screen to deter the opponent from moving can let Skrull have the chance to land an Elastic slam into bread and butter. Examples include Chun-Li lightning legs assist, M.O.D.O.K. balloon bomb assist, or Trish peekaboo. Sentinel Drones and Magneto Disruptor also doubles as projectile clearance and helps with lockdown/pressure. Low hitting assists like Wesker can also set up unblockables with Skrull’s j. d+H

General assist strategy is to have an assist that either covers Skrull on his way in to mix up, or to have an assist that occupies space to limit the opponent’s movement so that Skrull can land the Elastic Slam for a bnb.

Skrull on point is average unless he already has meter available, a compatible assist, or a level 2 or 3 x-factor; then he becomes dangerous. His main damage output is due to him tacking on a meteor smash xx Inferno at the end of whatever bnb you choose to land. His main ways to initiate his damage is from making his way in with the help or assists, careful wavedashing, or air dash into dives. Skrull can easily take off 600-700k in a basic bnb, and if lucky, he can land a reset into an Elastic Slam for another bnb to KO. With 3 meters, he can easily add on another 450k at the end of any bnb because his level 3 hyper can connect off any hard knockdown situation. If Skrull lands a meteor smash and catches an opponent, he can also super cancel into Inferno and do major damage to them.

Super Skrull can transition INTO the DHC glitch by whiffing a DHC Skrull Torch into a wall, and catching them on the way down, but this is a corner-only combo. Skrull can also escape incoming mixups if his partners die due to his up-forward airdash.

Skrull needs X-factor to cover his mistakes if he guesses wrong (blocked crossup meteor smash or whiffed elastic slam) on a mixup. He can also XFC after a hit-confirmed meteor smash to a bnb that can easily KO any opponent regardless of XF level. On level 3 x-factor, he gains access to a 180% damage boost, a 130% speed boost, self-relaunch touch of death combos, and an Inferno super that does 250k in chip that CANNOT be pushblocked. The damage/speed boost on L3XF is enough to sweep whole teams with consecutive successful mixups.

Orochizoolander mentioned that all of his special moves become safe on block in XF3. Is that true also?