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.

Here’s my take on it.
[LIST=1]
[]Assist 1 - Hopscotch. This is Trish’s trap where she places a glowing spot on the floor, and when an enemy moves over it, the trap fires a fast moving lightning shot into the air and hits them. The trap stays out for a decent amount of time. It is used for space control or to extend some combos since it fires immediately if placed under an opponent. It generally is not used. Turns her THC into Round Harvest. This is Trish’s weakest assist.
[
]Assist 2 - Peekaboo. This is Trish’s trap where she places a glowing spot in the air. When an enemy gets too close, it triggers and captures them for a short time. This trap can also absorb/cancel out some attacks and helps shield you as a result. It is used primarily for space control and defense and to setup mix-ups on incoming characters. Turns her THC into Round Harvest. This is Trish’s strongest assist.
[*]Assist 3 - Low Voltage. Trish shows up and fires a Heavy version of her Low Voltage projectile. It has a slow startup but does considerable damage and hit stun. It moves very fast across the screen, so it is generally poor at buying you time to “get in there” or “stay in there” as an assist. It is primarily used to extend specific combos for some characters. For instance, Wesker can use this to extend his combo with an OTG shot whereas Peekaboo would not work late in a combo. Turns her THC into Max Voltage. This is pretty much just a combo extension assist. There is a rumor this activates much faster in UMVC3 but it is unconfirmed. If it does, it may be slightly better for helping other characters approach or in zoning fights.
[/LIST]

You can interpret this next part how you want in regards to your system.
[LIST]
[]She benefits well from assists but does not specifically need them to play keepaway. If she wants to be on offense, it greatly helps to have projectile cover (arrows, beams, whatever) so she can safely tridash/cross-up or setup chip damage and space control with her projectiles and traps.
[
]If you aren’t DHC glitching with her, her damage goes up immensely with OTG assists. In UMVC she can OTG on her own, so that’ll be fine as the DHC glitch makes its exit. She needs a FAST OTG assist (Wesker, Deadpool, etc) to be able to combo off her airthrow. Again, this changes in UMVC3.
[*]Her Peekaboo assist fills an odd role on the teams it’s used on. It’s very annoying to play against, and it supercharges your team’s mix-up on incoming characters. But it doesn’t help anyone “get in” or "stay in.:
[/LIST]

If you plan to play her on point, I think she needs a “get in” assist and an OTG. ** I’d say she’s reliant.** You don’t have to be aggressive against many teams (and she doesn’t need assists to play keepaway), but if you’re up against Phoenix, the ball is in your court and you have to go on the offensive.
With XF2? She’s solid. She gets such a huge speed boost and it really makes her scary.
With XF3 or as an anchor, I’d say she’s underwhelming currently. Her assist is quirky and cool but not essential for other characters. She becomes incredibly fast and her damage becomes a non-issue. However, because she can’t combo off an air throw, the other player can just hold up-back. You can do some chip, but you need more from your XF3 in many cases. Again, a lot of this changes in UMVC3 because of her ability to self-OTG with super.

In terms of assists she benefits from, she gets the standard benefits from the usual suspects (Tatsu, Tron fire, Haggar, Taskmaster Arrows, Doom Beam, etc.)

Some of the assists that lock people down for a while give her multiple tridash mix-ups or the ability to safely throw a Round Trip which is great for building meter and doing some chip damage. Do know that if they block the Round Trip, they will probably push you to full screen with Advancing Guard ending your pressure. But being full screen is often a good thing for Trish.

I’d say special mention goes to Dr Doom’s Hidden Missiles assist as it both makes her neutral game debilitating when combined her other keepaway tools and it also lets her easily OTG into big combo extensions from anywhere.

Overall I think she makes a solid point or secondary because of her matchups against other good point characters, her reliance on assists, and because while her Peekaboo assist is helpful and valuable, it is not essential for teams.

Thx a lot. I tried using the low voltage assist with X23 to see if it would be good for her M feint mix ups but it does very little hit stun or block stun so it doesn’t seem great for left right mix ups or getting her in with her talon attacks. Unless it does more hit stun it’ll probably still be a sub par assist.

Yeah, it’s pretty poor in that regard. You’ll notice the hit stun on a launched opponent, but on a standing one it’s pretty weak. Its long startup hurts it. The fact that it travels really fast but not beam fast hurts it. The fact that all 3 projectiles hit at the same time instead of in succession hurts it. It just does better than average damage/meter build if it hits inside a combo, like for Dante or whoever.

Peekaboo wouldn’t be bad for X-23. It would give her another way to be mean to an incoming character after KO with mix-ups. Anyone with a teleport or position switch and this assist can cause problems because appearing on the other side of them can push them into it, and it activates very very fast. She can go straight into her j.:m::h::d::h: talon attack loops if it hits for good damage. X can DHC glitch to Round Harvest for pretty good damage, too. Rage Trigger also regular DHCs to Round Harvest as well.

I wonder if she could forward air throw, then call Trish Peekaboo and :d::df::f::m: to OTG them up into it into a combo? Might be really tight even if it worked.

Sry KJunk but I have to disagree with hopscotch being her worst assist. I agree that you can use it to extend combos and control space but Ive used it a couple times to stop my opponents combos. it fires a projectile in the air and sometimes when they super jump they go right over it and it hits them and you can retaliate. Ithink this is what makes it a pretty good assist. Its just my take on it though. I usually dont use this assist but ive been using it more often.

Also for assists I think wesker’s samurai edge and x-23’s ankle slice are the best for her. They allow for awesome unblockables as well as otg for trish to extend her combos after a knockdown. I also think those assists are really good with trish because they allow for whatever character you ahve third to have some crazy round harvest unblockables. These are already found but for my team of trish/viper/wesker. I knockdown and then round harvest. Call in VIper and then call in wesker’s assist and I have an unblockable there.

Hope this help, but I like everything you wrote KJunk. Also your videos are really fun to watch. Nice trish

It’s a good point for sure. That is a cool thing about her assists that you don’t see as much with her on point because her traps disappear when she’s hit.

My only problem with it is that Peekaboo functions similarly while also eating hits before combos even start. I do hope they improve Low Voltage and Hopscotch assists in Ultimate, but will still be happy with Peekaboo at the worst.

I think all her assists are important. I think since alota people on the forums use her on point it might be hard to see how well her assists are used. If You dont mind I would like to add to what stuff you wrote KJunk, for the second part. I use Trish as a utility type character to create setups for the other two characters I play. For me she isnt really there to deal dmg but to create opportunities for everyone else.

  1. A general rundown of which assists work well for their rushdown/defense/lockdown etc.

The best assists for her would be ones that control space and otgs.

  1. **Wesker(Samurai Edge)- **This is my opinion but Wesker’s Samurai Edge has to be one of the best if not the best assist for Trish. It allows for Trish to combo after a hard knockdown into a Round Harvest or a Low Voltage. And correct me if I am wrong but you can extend her combos. I believe you can relaunch afterwards. Also an important aspect of this assist is the round harvest unblockable setups you get with almost any character. Ill use one of my teams as an example (Trish, Viper, Wesker). After a hardknockdown , you can tag out Trish for Viper and then call in Wesker and use a high hitting attack for a free unblockable. Also this creates unblockables for Trish as you can use J. Heavy and gunshot.

  2. **X-23(Ankle Slice) - **Too lazy to write. pretty much the same as Wesker’s stuff

  3. **Viper(Burn Kick or Seismo)- **Not very good options but if you want with her Seismo you can otg and then combo into Round Harvest or low voltage but Wesker or X-23 might be a better choice. With Brun Kick you can also have some really good unblockables for other characters

  4. **Senteniel (Drones)- **I just realized how awesome this assist is for Trish yesterday. lol. But wow you can control so much space with drones. I used to have trouble against some Weskers with thier gun stuff but With the drones It helps delay alot of time for me to set up traps as well as fire a low voltage for some chip while in the air. The drones also are a great tool for Trish to begin her offense. She can switch between offense and defense much more with this assist.

  5. **Doctor Doom(Hidden Missles)- **Probably an assist that is tied for being one of the best assists for Trish. It locks them them and has otg capabilities. It allows you continue combos with Trish and combo into round harvest. It strengthens her zoning game. It is overall a really good assist for Trish.

  6. How good the character is as an anchor.

Overall Trish can make a decent anchor. She is extremely fast in xf lvl3 and her projectiles and traps come out alot fast. Overall she is best played as a first or second character. I hope this helps. Please correct me if I am wrong about anything. We can combine our knowledge KJunk =)

I like Trish anchor if she already has 2 strong teammates in front of her. Otherwise she’s better off as point/secondary with a low assist and just another person to either help out or really clean up after her.

Also another thing of Peek-a-boo vs hopscotch is that characters can get passed Peek-a-boo by just hitting it while I dont think You can do so for hopscotch

low voltage assist is pretty decent for characters that can (and often do) use a long linear air dash to mount an assault (amaterasu and morrigan).

in my opinion, if you are using trish on point, assists that can lock an opponent down for a significant amount of time (hidden missiles and cold star) are substantially better than assist that grant mix-up capabilities or otg. this is because assists like hidden missiles and cold star not only augments trish’s offense but also zoning game. trish can easily and effectively mount her own mix-ups with pokes and tri-dashes w/ the opponent locked down.

But once you get a hit, then you’re going to do the same nondamaging BnB which either doesn’t kill or won’t hurt.

Hidden missiles is fine if you can get the OTG timing down. But if she’s on point to be a threat, she’s going to need at least 1 OTG to get some real damage in. Otherwise you’re just wasting meter or doing a lot more work to keep a combo going for damage you can get with a OTG assist. Having a otg and a lockdown is great though.

thanks for your response and critique. what combo or set-up do you use after her bnb knock down + otg assist?

Shulk - her torpedo assist isnt goin to be extending combos for her because of the lengthy startup, she does gain a Major long range unblockable which is really effective on wakeup after a knockdown with trish. Shulk also gets the ability to reset in to her air hyper which has good invincibility frames so if timed right you can repeat this if you have enough meter to kill (unless ur facing sent or morrigan). Also on incoming oppenents after snap backs or kills if you lay a peekaboo and use shulks running start you can cross up your incoming oppenent (works a lot online). Also as an added benefit if you have shulk on point if she dies you should have 3 meters to use on round harvest to chip ur oppenent out.

Akuma- Tatsu assist is really good for helpin her get in to mixup, but he doesnt really help her runaway (like shulk) he does plow through projectiles tho which is always good, and he is perfect for confirming hits into combos, They dhc pretty well into each other and if you throw round harvest u can hard tag in to crouchin l, to overhead or just go str8 to overhead if you have an otg assist on your team. Tatsu is also good if your fallin to the ground and you dont have time to set traps…akuma comes in and if they block pushes them away with enough time for you to lay a trap and recover

Question: do her traps disappear when you get hit, whether made by her on point or as an assist?

On point they go away if you get hit. (or after a certain amount of time. I think like 7 seconds or so)

As an assist, they don’t go away unless:

  • Trish gets tagged before leaving the field
  • Something nullifies the trap

If you put a trap out and Tag out, they’ll go away via time or something nullifies the trap/gets hit by it. Hitting the point character (who isn’t Trish) won’t make them go away. Pretty much why they’re good as an assist.

Oh, so there’s no time limit for them when they’re put down by Trish as an assist? Also, thanks for the reply!

There is a time limit unfortunately. I think it’s the same as when she puts them out on point.