Doom’s Missiles will OTG if called correctly. Example w/Haggar:
L, M, L Hoodlum Launcher, sj. M, M, Pipe, Land (call doom), M, E, sj. M, M, Pipe, Land (Missiles Connect, OTG) Giant Haggar Press
Doom’s Missiles will OTG if called correctly. Example w/Haggar:
L, M, L Hoodlum Launcher, sj. M, M, Pipe, Land (call doom), M, E, sj. M, M, Pipe, Land (Missiles Connect, OTG) Giant Haggar Press
Wow, thanks a bunch! This is easily the most useful thread on the main forum.
great thread, i wanted to do it but am to lazy to keep it up.
lockdown type assists (incomplete list):
akuma (hurricane)
amaterasu (coldstar)
ironman (unibeam)
chun (lightning legs)
sentinel (drones)
doom (hidden missiles)
there are more im sure, just cant think of them.
in order to get more discussion perhaps we could talk about these things:
my vote: ironman, unibeam
my vote: doom, hidden missiles. haggar, double lariat.
top 5 or 10 assists in your opinion.
up and comer assists, or assists that are getting slept on in your opinion.
my vote: sentinel, carpet bomb (whatever that move is)… this thing is like a faster startup less hitstun version of hidden missiles. drones being so good is why this gets slept on. still, an assist to take a couple extra looks at.
-dime
Akuma’s y (Hyaki Goju) is also an OTG assist.
Shuma Goraths Mystic Ray a is a OTG assist.
Maybe add a section for OTG Hypers?
Jill’s (b) Arrow Kick assist causes a Wall Bounce.
where is my list of assists that count as projectiles? i guess i could make one myself. maybe that’ll be my next project.
a suggestion would be to add a list of assist that help prolongue combos, example being chun lighting legs being used when u jump in the air and use zero’s otg move, after the otg the lighting legs connects and allows zero to recombo
Assists that prolong combos if used right: Everything that causes hit stun, so everything but Force Field, Solar Flare, Barrier, Bloom, and Dark Harmonizer, unless I’m missing some.
EDIT: Oh, and you can actually use Barrier if you are really creative, since it will keep the enemy in a certain location.
Yeah assist that can act as combo extenders are going to be specific to your character selection and particular combo that you are attempting.
My vote for slept on assist:
Storms: Whirlwind
it stops everything and gives you great pushback to help maintain projectile zoning.
character coming after a tag out or partner death can’t call assists for a few seconds. haggar’s lariat also causes a hard knockdown.
Just to be clear, a Hard Knockdown is a move where they get sent to the floor and can’t air recover right? I’m just used SSFIV where a hard knockdown is a move you can’t tech to get up.
same thing. hard knockdown means you cant roll out of it. and wheres the OP at? first post hasnt been updated since march 2nd. should someone else take the thread over?
very important thread
if you want to be cheap use these assists
Hagger-pipe
tron fire
dante-jam crystal
dr doom hidden missiles
sentinal-bomb assist
Regardless assist like chun li lightning legs wolverines bezerker charge and akuma’s tatsu give you time to recover from moves in order to extend your combos past otg’s…i think it wouldn’t be a bad idea to have them there so ppl could use them as a reference when building teams
Win or do not win. There is no cheap.
I’m only posting to bump this because this thread is WAY too important and useful to fall to the third page.
Why the hell is this not stickied?
I realize the thread was made before they were unlocked, but Jill and Shuma’s assists need to be added to the list.