It is important to note that its more than a quick high/low. Guarding characters keep their ‘guarding hit box’ as long as they are in blockstun. This is exploited by causing them to keep their standing hit box even though they switch to low guard, allowing for quick overheads that would not be normally possible. Some characters can benefit from this more than others, mostly those with quick air to ground moves to continue the combo.
It’s a little more than that, because you can use moves as instant overheads that you couldn’t normally. For example, Viper’s jA is a fairly good instant overhead, but in alot of Fuzzy setups you can and should use jC, which is not an instant overhead in and of different itself.
Also, the Unibeam assist is great with Fuzzy guard stuff as it makes it much easier to convert into a combo than with disruptor. All Hail Iron Man, the most underrated character in MvC along with Viper.
Fuzzy Guard is considered a glitch since back in the old days and was mostly exploited in games like Guilty Gear, which is where I first learned the term and it’s use. The explination has been posted already so I won’t get into much more detail then that but I posted my finds on fuzzy guard setups in the other thread. Any multihitting direct/projectile assist will make it easier to convert a combo from the fuzzy guard setup.
Iron Man is nowhere near as good as Magneto overall but yes he is a bit of an underrated character.
Oh ok I get it. Didn’t know something like that had a specific name. So theoretically, you can set something like that up with Weasel Shot also. Ironman being the best since his Unibeam assist holds them in place so well.
Wasn’t trying to say Iron Man was god or anything (he isn’t), but people think he sucks, which just isn’t true. He’s merely outclassed. Plus his beam assist really helps with stuff like Fuzzy Guard.
Weasel shot might work, but then you give up Jam session wich is super good with viper. Actually, plenty of assist will work, but Unibeam is really good at holding people in place without doing anything else screwy with their positioning.
Going to be hitting hardcore lab time with Viper. Considering this team:
Viper/Burning Kick
Doom/Missiles or Molecular Shield
Amaterasu/Cold Star
Viper/Ammy seems like a match made in heaven, and I’m not sure which Doom assist to use. Also, assuming I end up minus Viper, Doom/Ammy is still a fairly potent final two. Any thoughts?
I’d say missiles. You can probably do something really similar to doom/akuma off of confirmed blocked missiles. Plus, Doom’s beam knocks down (for better or worse). Don’t know much about the rocks really.
Viper/Ammy/Doom has some really silly things, if you have good execution every time they block missiles on the ground you can set up a focus kill with Ammy IINM. Easiest and most practical if you corner them.
it’s funny, i have ended up with viper/doom/amaterasu over the weekend after getting a bunch of games in with clockw0rk and nerdjosh!
viper/ammy is a godsend. whereas viper can do pretty much the same thing with akuma assist, she needs to wavedash over while the assist is out midscreen, which sometimes can limit her mixup potential. ammy keeps them in place. i practiced viper/akuma for some time, but i feel that akuma was a little too one dimensional in terms of having to anchor the team. the xfactor bonuses are amazing and having a crazy beam super is also a plus, but my point play with akuma was lacking and it didn’t seem to get better as i was playing more matches.
neither doom or ammy have a long-lasting low attack that makes viper’s burn kick assist useful as a mixup tool imo. but ammy could use an OTG assist in case she’s on the screen and viper is still alive – more convenient than switching to sword for self-OTG. i use doom assist from far range to get in, and ammy assist mid-range, or as a combo ender.
the team is making a lot more sense to me than before – moving doom to the middle was a huge step in itself, but i think this is it. i will be riding the okami to evo =)
It’s a pretty solid (and very fun!) team. I believe that was the first team I played in MvC3 and rocked it for a while(Doom last for XF abuse and varying assist/Viper with BK) I’m very attached to Dante and Jam Session now though, and I often find myself switching between these characters depending on my opponents. Jam Session can make some obvious matchups more manageable, plus it comes with Dante(!). I have to say though, Dr. Dooms assists are so exceptional, that just changing from Plasma Beam to say, Missiles can completely change the dynamics of a team.
I don’t like Akuma as anchor either. Same with Taskmaster (though he has saved my ass plenty of times) I’m currently focusing on Dr. Doom and Magneto as anchor, in conjunction with Dante as 2nd. Trying to find out what fits me more.
DJ Divine - You should try Iron Man out. His Unibeam assist is amazing at holding them in place and he gets one of the best boosts all around in the brokenness of level 3 x factor. I have had several games now where my Viper/Dante didn’t do jack shit and my Iron Man level 3 came in and cleaned house. You just have to make sure to abuse his retarded hitboxes like j. H and cr. M
Im not saying that this is better than Ammy in anyways (you do get unblocks with Ammy after all), but it is really a solid combination. Plus Iron Man is fun as hell haha.
Actually Iron Mans huge 2B works really well for unblockables with Vipers Burn kick assist. If you do the air fly/unfly combo afterwards you get pretty respectable damage, death (usually) if you burn a level 3.
I prefer Iron man in front of Dante, Iron man can do alot more mixup stuff with Jam Session locking the opponent down and you can end his combos with Smart Bomb>jam session(hit)>C Repulser>Spread>Angled Proton/Avenger. I use angled proton because it makes it easier to trap characters with another jam session.
thanks NissanZaxima for the iron man tip – i actually used iron man day one and dropped him quick. but then again, that was when my viper couldn’t pick up combos off of assist hits worth anything. i do know how that works now, but i still have doom’s beam so i think i’m ok.
i think viper in terms of using her for assists (as we mostly universally agree on this thread that she should go first)…
thunder knuckle: good for extending certain combos to regular jump height. magneto can use hyper grav to pull an opponent towards him after the assist hits. or other creative stuff. good for an anti-air assist as well but relatively hard to convert into a combo afterwards due to the height the opponent ends up.
seismo: good OTG for characters (one of many being spider man) who need to extend their combos and/or create setups. pretty fast. the cons here are the opponent is still posted at regular jump height, and they’re able to air tech quite fast. i personally use this assist as amaterasu’s combo ender in disc if the conditions are met.
burn kick: as far as my personal experiences go, this assist helped me with an unblockable setup with tron, and assisted arrow lift with taskmaster. however other than that you almost never get to call it, viper stands there for far too long before the actual move (hard to time, and vulnerable). i still stood by this assist with all my team setups until now. also, compared to the other two assists, the opponent is put into soft knockdown state, so you’re able to pick them up at any height before they touch the floor.
it’s hard to say which assist is the best imo. really depends on your team. but so far to my experiences burn kick has done the job.
EDIT: i forgot to mention… i think all of viper’s assists can be feinted when used as an alpha counter. JUST SAYIN
I think gottnoskill has beat me to it, but Dead Angle TK assist is pretty good, almost as good as the Jill Dead Angle. Blow through blockstun and feint it out for a pretty decent combo. Played with it a little today and it’s certainly simpler to apply than the BK assist as it benefits all characters equally and doesn’t require an elaborate setup. Still not sure how much invul TK gets when used as a dead angle though.