Well, i tried bardock, he’s strong, played some games with him and shit but it’s not the same as 16, not as pleasant no as OOOMPFFF so back to 16.
sooo 16 got nerfed, no more HKD no more big man setplay. Every 16 player sometime start a round with a meaty 5M so if you got the 1.02meter you can nyx the opponent using sparking that will be fun and interactive.
As the last one i tried to make it the simplest most practical possible.
True, but all of those things still put you at more risk than the offensive person and a lot of them can be baited on reaction or just baited. If you’re going to be wild enough to burn a level 3 and it gets blocked on an assist that costed zero meter to call then you’re just a really wild person. You can’t call an assist during a reflect. Which means you have to opt to not reflect into order to call an assist and if you get hit before the assist comes out (which is very likely) your assist won’t come out and you just locked that assist out for 11 seconds while taking a full combo.
This shows how easy it is to just sit and react to what people are trying to do after the reflects. You bait them into thinking they got an out to tag super dash in and then blow them up.
Another video where Teemo tries to reflect and then ends up taking a delayed medium hit which he doesn’t reflect on reaction and then takes second assist call into damage.
One more for the road
I can see people at NLBC deciding to switch out Vegeta. As far as the Master Series things at Canada Cup going on right now, most of them still using Vegeta incluing Punk, Teemo, Chris and GO1. Still great for pressure and the angle still stuffs most air stuff and forces people to block where they can’t reflect. Beams still just dont cover the angle for the air that Vegeta does and ground is still lava where people are trying to stay out from too long any way. Still likely the best combo extender as well.
Who are the characters that are good at scooping up happy birthdays in normal neutral play? Particularly those who might have an edge on being able to visually confirm that they’ve got one, and who aren’t also doing things that force the birthday to drop.
Of the characters I play, only Tien is particularly good at this. Nappa is pretty iffy at it, and Majin Buu’s tools almost universally force the birthday to drop out early.
Characters with aggressive horizontal combo starters that aren’t 5H are probably good at it, or those with slides with strong hitboxes attached, Anything that needs a vanish to confirm, such as most beams, is right out.
Beam xx vanish will cause the assist to drop out though. Does anyone have a beam that doesn’t need vanish to extend from neutral? And not Kid Buu, because candy beam also drops the assist (I think).
Mostly trying to think about what characters could be getting easier kills by optimizing damage against the opponent’s assists.
Broly’s armored M moves seem good for it, cant use his grabs to extend tho. Fat buu massive jH should be good as well. Bardock’s 236L with assist to keep it going etc…
Fat Buu’s jump H is good for clipping assists, but too many of his tools automatically drop the assist out of the combo for Buu to be good at this. Turns out Fat Buu can’t even get a proper down slam from the air, the horizontal movement on his air 5H smash drops assists the same as if were a true horizontal smash, and the capture state on butt slam is also a drop.
He can get stuff done if he can work a tag into the combo, but I think it would be hard to build a strategy around that.
Thinking about it, he might be able to half circle DHC out from the air with the right partners, but it could be tricky getting to a 10k damage route from that even on an assist.
Finally dropped vegeta and picked up Freeza. pretty happy with him as anchor and sinergies with blue Goku.
He gets solo mixups with 236L into Golden. 236L into vanish is air tight and he has a blockstring loop with vanish that lets you run double overhead/fake shenanigans. Good damage with loops and resources.
His assist leads to easy rejumps. Lets Goku hit confirm off teleports and command grab mid screen. His lvl 1 bringing them down enables lvl 5 extension. Plus you have blockstrings with 5S or 214L (unfortunately theres a gap).
I don’t get as much lab time as I’d want, but it looks like A.Gohan can definitely confirm happy birthdays into assist kills from a 2M in neutral, as expected. At least once he’s lvl 1+.
Unexpectedly, A.Gohan is another character where if he down smashes with air 5H it causes the happy birthday to drop. So you pretty much have to rely on his air spinning back fist special.
I didn’t quite get all the way there last night for lack of time, but the basic pattern will be something like 2M5M, jcLL xx Spark, land, (stuff into launcher), SD, air combo xx 214L, 2S, lvl 3.
Are there any common assist combo extensions for A.Gohan? I don’t really play him, and am mostly used to seeing assists used to extend his corner pressure rather than his combos. An assist might help with getting the meter usage down to 1.
I ended up working on an assist killing team while trying to find any excuse to use Android 18.
As far as tech, the best is Yamcha’s lv1 doing crazy damage to assists, while being safe vs a blocking point.
Reddit claimed that your assists lower or reset damage scaling on hit vs assists, but I couldn’t get this to work noticeably.
Other particularly effective lv1 supers were Cell, a18, and teen gohan. Or blue goku to safe dhc if you clip the assist but the point is blocking.
A18 can use 214H to clip as assist, super dash into a combo, w or w/o sparking, to kill.
Cell, 18, bardock can lv1 into yamcha or vice versa.
18, 21, cell, trunks, kid buu, 16, adult gohan, broly, blue goku have good normals or specials to catch assists.
When do you catch assists? Neutral or as they mess up a block string. So i think a reaction super or spammy move is the best place to start looking for concepts.
I can confirm that your assist lowers scaling on their assists. Labbed that extensively, and it is very noticeable if it comes near the beginning of a long combo. Same with spark, and it appears that DHCs do as well, though those usually come so late in a combo you don’t necessarily see as much benefit from them.
There’s value in sniping assists with supers if the assist is already near death, but it must be pretty uncommon to be able to extend a combo that starts with a super long enough to kill a healthy assist, especially if the point ended up blocking. My gut feeling on assists is that you don’t normally want to spend meter solely for the purpose of hurting them unless it will kill, because 90% of the time they’re going to heal that back.
There might be an exception if you can structure a happy birthday combo that isn’t going to kill the assist in such a way that it ends with a dragon rush xx swap on the point. I’m mostly looking for assist ToDs at the moment, but something like that might be especially useful when you’re down to one character with no spark left.
If the point is blocking, yamcha + 2 dhcs will kill an assist from full health.
So assists do help scaling? This is mitigated by multi hit assists then, like vegeta, right? Because it’ll scale from the point character. I guess the gohans, 16, bardock, tien, blue goku, 21 would be the best for that, while, (most) having good dhcs as well.
You use grownhan… Bardock assist can extend leg loops midsc, that with either cell, teen gohan, tien for neutral / other combo ext / great dhc damage might work.
It never occurred to me to even test Yamcha super against assists, or even just raw DHC chains generally. Just assumed you’d be giving them a truckload of blue health to regen. Thanks, I’ll check it out.
I don’t actually use grownhan, I was just labbing some theory stuff with him. I do use Tien, and have some practical assist ToDs for him, both solo and with friends. Comparing the solo combos to the combos with help from an assist, the ones with help kill the birthday’d character with far less meter, even though the enemy point character takes a little less overall damage. Easily worth the trade off, giving up a little damage on the point in order to save about 3 meters.
Most of the assists I have tested for birthday scaling were single hit, but that was more by chance than design. My normal main team only has single hit assists. I really should test with Vegeta for comparison.