The "OTHERS" Assist Thread

Post up some assists you might use that nobody has really botherd with, we already know about the main assists for all the characters but what about some of the uses of other assists characters have that might not get much love but is worth exploring.

Commando’s fire and Kick. Sure most when playing capcom all too quickly pick anti-air without a second thought, but his other assists have their uses too.

Captain kick assist for example is pretty neat, he flys across the screen like a projectile, comes out fast and hits hard. Works good to put him out there as bait too, in order to lure the opponent into trying to punish it.

If you know the other player is going to be playing keep away non-stop, then captain fire is a decent long range assist to use here.

So all of commando’s assists can be pretty useful, he isn’t just an “AA character”.

Tron Grab-- Ridiculous instant resets. Blocked jump in / tri-jump, feint+Tron, dash, LK, etc… Projectile gets all the action but IMO reset-happy Mag’s can get just as much mileage out of this.

Son-son Projectile-- The little buggers stay on screen so long. Call Son-son, Launch, AC ending with Fly Screen hit, recall Son-son, they block first set of projectiles, re-rush under cover of second set. Using Magneto to set up situations like this, but I’d imagine Storm/Morrigan/Fast Characters can set up layered attack strings like this.

Magnus Capture-- Useful for certain characters. Off the top of my head, Iron Man can throw into the Hyper Grav, then Infinite.

Cable Grenade-- Useful for zoning grounded opponents when called right. I used to fool around with Gief/Cable, and cross up Flying Body splashes coupled with Cable assist gave Zangief some time to maneuver.

Strider Variety-- Just because the assist often locks onto opponents even when they/you switch sides as the assist is being called. Nothing too specific here, but it just stands out in my head as an underrated assist. Causes dead body state, so thats also a plus.

Great thread topic!

I’m going to try and leave “cable on point” out of this because he benefits from anything that causes any sort of hitstun.

Ken expansion is neat, sets up easy resets and supers.

Doom variety is NASTY with sentinel and capcom.

Sorry dude I think that’s pretty bad advice. Assist not = bait. Throw that shit out too often and your Cap’s dead.

Anyway thought this would show some good alternate assists. Props to Ill E for the work.

[media=youtube]2RDJpFFrHus[/media]

dont even bother with that idiot.

Cyc’s expansion assist works pretty well with mag/storm its sorta like akumas hurricane kick expansion just hit c.lk+assist c.lk wait for the hits to come out dash in and do your work.

Nope, its the classic bait&punish tactic! Mainly with a good beam char like ryu or cyclops.

Throw that assist out there and or jump away appearing to leave it unguarded, the opponent’s first thought may be “Punish the assist!”. When he lets his guard down and attacks, thats when i blast him.

Its ok to leave the assist out there assuming you can Protect it like that.

I could see Bait/punish working once– maybe, and on scrubby opponents. Too much of a desperation tactic IMO, unless you’re Storm/Cable. But if you’ve got Storm, any assist is bait xx easy Hailstorm chip. So I wouldn’t stress that factor as the usefulness of Captain Kick. Rather, it is somewhat interesting because its a quick horizontal check that, when timed right leaves CapCom safely behind them (he passes through after the hit, like Ken AA often does). Pushblock prolly causes trouble though.

Rouge’s grab, and Gief’s throw type are good assists if used with good timing. Gief’s ground type is also great with Sentinel.

Colossus’ anti air is great against sentinel in fly mode, and it is slow AND goes diagonally so it throws people off regardless of what character you are fighting.

ruby hearts AA stops sents spit iirc and drones along with a few other worthy projectiles. A very good assist.

Megamans projectile can be very annoying if you can relayer behind it all day properly with certain characters.

gambit card, ryu’s hadoken, sabre tooths projectile assist are also pretty worthy.

thanos bubble is old school love. I still like playing that crap till this day.

bbhoods missle causes otg and it moves @ a perfect speed. Wolvie\bbhood is pretty damn good.

I’m still a fan of enhance type assists. Power up or defense up with sentinel just gets out of control and he can get it pretty easily w\o using a super.

bone wolvies low hit assist, chun li’s overhead assists along with juggernauts jumping assist can cause unblockables when paired properly. They’re not really used anymore these days but it used to be semi popular when the game first came out. They’re still good when you create good team chemistry and design your team to exploit that @ will.

spirals arm’s assist. ala soo mighty. Kinda like a ghetto tron.

sakura’s dash type is also pretty good. Runs through quite alot but loses to something iirc.

Arent there infinites with the cyke expansion? How do those (and the ones with gief air throw assist) work?

Collosus has a cyke expansion infinite in the corner. Couldn’t tell you the exact command.

and wolvie bone’s low assist is hilarious with magneto.

Morrigan AA is like a ghetto Cammy AA. Her projectile can be extremly annoying as well.

IMs unibeam is good. Works kind of like Cables beam but holds them for a really long time. this usually equals a free combo.

Spiral punch assist is worth of mention. Works kind of like tron as far as setups go.

Oh, and Ryu AA is good. Why do so many AAAs have invincible startup?

Yes, bone wolverine’s low sliding assist is monstrous when paired with Magnus, you can’t block shit!

wolve dash works good with cable

lk,lk,sweep+assist knocks em up for a AHVB and i think its un rollable

good shit on that cyc expansion infinite didnt know it had one i’ll dig around unless someone else can post it.

The infinite using cykes expansion assist is only to keep the opponent from getting pushed back. Its like a pseudo-wall that actually pushes the opponent toward you. Also, from what I’ve seen, its only a suki-cancel infinite and the opponent has to be crouching. You can see it on this video at 1:28 http://youtube.com/watch?v=n36YQZ12_wM

It looks like its: [c.lp, c.lp + cykes expansion xx suki cancel, c.fp (assist pushes opponent forward) xx suki cancel, dash in c.lp, c.lp xx suki cancel, c.fp xx suki cancel, dash in] repeat in brackets.

Same thing with gief air throw. all it does is create a pseudo-wall and keeps the opponent from getting pushed back too far.

Someone made me consider using gief’s lariat assist while he’s in super armor. It’s beast.

It is beast.

I like using mags capture assist for flash. With storm: s.lp, s.lp, s.lk + mags, lk typhoon xx hailstorm. Hypergrav carries opponent toward storm.

Shuma’s Expansion is pretty interesting. I don’t remember what happens if it hits you (I always ended up blocking it), but if you do happen to block it, it pulls you toward the direction it hit you from. Tends to throw people off sometimes, but it can be a bit difficult to protect at times.

Dan’s Projectile is really fun. Mag/ Dan-A is sort of like poor man’s Mag/Sent-A. Pretty fun. I also like to mess around with Sent/ Dan-B (AAA), it’s like, Sent/ Cammy with limited invincibility (Every 4 times :wgrin:). Just a typical AAA, but with all that style that comes from a pink gi. (Not sure how “Other” these assists are, though.)

For some reason I can’t really think of anything else that isn’t already in the thread. I’ll post more later when I remember where I put my stick.

I believe that when it hits, Shuma Expansion sends them in a rainbow arc about SJ height in the direction it hits from. Hard to work with, but fun. Shuma would be gdlk if S/He/It had that custom combo double-Shuma super from MSHvSF.

Even without mecha armor, it is good and holds the character in place plenty long enough to do ANY super you choose.

A friend of mine likes using this with Captain America(final justice!).