The "OTHERS" Assist Thread

Yeh. Saw a Cable player using this @ CF last weekend. Annoying as fuck.

I know that Spiral Projectile is pretty standard fare for Team Duc, but i want to throw it out there as a low-tier option. The knives projectile is beefy and very resistant to screen shift, meaning that the knives, or some of the knives, remain even after Fly Screen. Spiral’s recovery on this is quick, so it allows for some fun recall scenarios. It also chips really well on top of all that.

Basically any point character that can manipulate the screen horizontally can set up a recall.

Wolverine can LK, call Spiral, qcf+P, then hit confirm-- if this hits it carries them far enough away that they recover with Knives in their face, they block, you call Spiral again, and mix-up with Knives backing you. Of course you have the option to call your other assist instead.

You can also dash in quick blocked string, qcf+P, they block Knives, recall Spiral, block string, qcf+LP xx qcf+PP. The idea is to layer Spiral Knives so that by the time your dash in blocked string ends, you can recall while they are in block stun from the Knives. I just want to point out how Knives can be a Doom style, please-block-this type assist when you layer it right.

There’s also slightly deeper/riskier pseudo traps that you can setup with Spiral Projectile. Any character that has the ability to switch sides quickly can set these up, but I’m liking Wolvie lately.

With Wolverine you want to call Spiral during a block string, qcb+LP to change sides, block string, recall Spiral, qcb+LP, etc., etc. You can mix it up by reverting to a same side 50-50 mix-up game or use qcf+P backed by knives to try to set up a same side recall. And you always have the option to safe DHC out if you screw up and are left open, which will happen (hence “pseudo” trap).

Psylocke’s can get this going with her s. HK (hold back) slide under thing.
Ken can do it with his roll. Captain America’s got his cartwheel. Spider-man can use HK Web Swing or TK LK Web Swing when close to go through or change sides respectively.

Spiral Proj. has a lot going for it, however, the big drawback here is that you’ve have Spiral on your squad in a secondary position. I’m a big fan of alternative team set-ups (Zaza, Mike Z, random low tier stuff), but this is hard to work with whenever Spiral is behind in life or time when she comes in-- i.e. you are stuck playing keep away when you need to make a comeback. Rushdown Spiral?

Anakaris Throw…when doing ground chains plant him at the right time so that your op. gets thrown if he does anything else except crouch. if they push block change the timing of calling him accordingly. then combo of the bounce.

Can aslo set up guaranteed resets (or nearly) when you time it so they land on the assist.

anytime during IM inf. j.lk, mp, n.hp, call anakaris assist, op. is grabbed [reset], dash back and re-inf…though watch out for a strange glitch where you’re put into block mode if going back while anakaris is twirling your op. just practice what you gotta do in training mode

Any good one’s with Akuma? :slight_smile: that lighting spin kick thingie is that good?

Akuma exp assist is stupid. Helps alot of characters. Makes for the scrubbiest turtle/defense play possible. Makes alot of things free for alot of characters.

sonson AAA is quite good. Has more priority then Cyclops.

Comboing off of it takes a little practice since it sends the opponent a little more horizontal then normal.

but cyc is friggin invincible

any forward sj. puts you into position for comboing from sonsonAA…isn’t really hard at all

Random Magneto/Son-Son Monkey Rush

Son-son Projectile assist is another assist that is on and off screen fast enough that you can set up assist recalls. What this basically means is that you can set up scenarios where your opponent has to deal with a six monkeys on screen plus your combo/reset attempt. A bunch of characters can set this up, but Magneto probably has the most practical set up.

The basic Magnus/Son Monkey Rush set up is a slightly altered 5-Fierce. Do LK, HP, call Monkeys, sjHP, addf sjLK, sjHP, sjHK. At this point, there’s monkeys onscreen, they are in force-roll, and you’re in force-dash. As you dash in call Monkeys again. Now you’ve got a layered column of monkey death to work with. You can stall your second assist call to stagger the monkeys in different patterns. I don’t remember trying this but you could probably activate Fly, then call Monkeys and maybe pressure with repeated flying LKs.

You can change up the above setup by recalling another assist after monkeys. You can safely call pretty much any assist because the monkeys are there to cover it. It’s just a matter of picking one that covers some different angles than monkeys do. Omega Red AA is fun because it covers the air space that could be used to escape (sj Up). Doom is cool, because you’ve got monkeys/rocks at the same time. Bonerine low hit/Chun overhead/Jugg variety sound good in theory following monkeys as well because of their unique block requirements.

I’m excited about this stuff because double Monkeys is basically like having doom rocks out there in terms of screen coverage. Makes for interesting lock-down/rushdown cover for Magnus even if it takes a little work to set up.

Dooms variety is real nasty with Bison on point as well.

I have to step back on this one after watching the Ruby MM. JWong baited Ken all day, and although he lost the grudge match, he used bait and punish to turn the tide repeatedly. That team is built on bait/punish.

Ha, agreed. My brother picked Spidey/Akuma/Captain Commando on me today and went on a 6-0 run. Dash over plus Akuma xx Maximum Spider caught me more than once. At one point he used it as a “guard break”, he dashed past my incoming character, Akuma hit, ggpo. You can’t even block Spidey jump-ins backed by Commando-- it’s hard enough guessing which side marvel wants you to block jumping Spidey normals without CapCom assist completely covering up whats going on.

That team is not low tier.

Great stuff guyz

i’ve been working with rogue’s throw assist to add onto sentinel’s stomping patterns. there’s a window where you can’t hit them in order for rogue’s throw to connect, but it’s pretty small. also, if want to make sure you don’t hit, you can stomp with lk and then deliberately wiff with mk.

the throw allows you to (while flying) do lk, mk, rocket punch. it’s also pretty easy to land, launch, small combo into rocket punch. i haven’t really figured an insanely damaging combo since you already used an assist. my sentinel’s pretty basic. :sweat:

in my opinion, it adds a lot of pressure since the opponent can’t simply block your sentinel anymore - there’s always the rogue threat to get a free rocket punch.

I like running Gief Throw assist for the same reason. IIRC Rogue’s grab is much faster, but its the same idea.

The Robot is my weakest top tier, so I empathize with you on that-- random grab threat does make it harder to just sit and block stomp patterns all day. If that’s your aim, try Tron Grab type. IMO thats the most broken throw assist bc its so quick, and I could see it integrated into stomp stuff easily.

Mag/Tron grab is stupid dumb. You can let them out of ROM straight into Tron; or empty tri-jump, Tron, dash, combo; or dash over, Tron-- whatever. Just mix it into random reset attempts as an, “oh, and deal with this too” button.

throw assists like that are always great…the problem is sometimes when using it during rushdown/block strings…push block can screw it up. It’s really good to use them after a combo or something that puts them right in the area to get thrown and where push blocking doesn’t help. (like with zangief or anakaris throw assists)

maybe something like a spatula bounce would be good to set it up?

haha, not familiar with ‘spatula bounce’…

edit: ahh wait, sent j.HP???

yeah, lol basically other moves that that bounce (nj. or flying fierces or non flying screen sj. fierces) bounce em right into it (when they land after the bounce for some)

it’s a little difficult with the “spatula bounce” because once that hits, the guy flies across the screen (not to be mistaken for flying screen). rogue’s throw covers distance, but it’s at most half screen (i doubt even that much). the only time it would be viable to use after sent’s j. fp is in the corner. even then, timing it after bounce is kind of tricky since you have to wait until the opponent recovers enough for the grab to have the ability to…grab.

good thought though, and one to definitely consider. a thrown character in a corner with sent? even i can think of a damaging combo. just because i’m having difficulty with it doesn’t mean it’s not possible nor a good tactic. i’m nowhere near pro. hell, i’m still having trouble with simple fast fly combos.

on a side note: i’m having difficulty dashing back with sentinel when rogue connect with her throw. anybody else having problems? instead of walking back, i’m blocking an invisible attack or something.

Same thingn with Anakari’s throw assist (which btw is great for getting people even after the bounc knocks them a bit away)

I could do it in training mode, but real gameplay I’m blocking imaginary shit…stupid marvel

To fix, it depends on where you are position-wise.

Other bounces may be more useful too, besides the spatula…corner would be best, and calling a bit after they bounce may work (with rogue)

^like Suki state? Thats random.

something like that…but if I remember, it didn’t happen in training mode. only in actual gameplay. I set people up a couple times with a guaranteed reset off of IM’s infinite/block strings and then while Anakaris was spinning them I couldn’t dash back…I’ll have to land farther away from him and then dash “forward” I guess. With rogue assists I’m usually dashing forward and launching, or timing a kobun gun (tron) to catch them, dash, whatever…but I didn’t realize the same problem was still there…