Another nice small little thing about unibeam assist is that since it doesn’t knockdown and it’s active for 20 frames sometimes you can end up landing the beam during the last active frames so it’ll only do like 2 hits. Which gives you a far less scaled combo. Much harder to capitalize on with the knockback on Doom beam. Like said before, I don’t really care whether it scales or not because it basically keeps them still for a mix up into unscaled damage either way.
I’m not really afraid of situations where there’s 10 seconds left on the clock because in old Marvel you’d be basically nearly dead any way. This game’s XF allows you to hurp durp back for the win in those situations but I feel it’s fraudulent and not really something you can totally rely on. Which is why XF3/4 Wesker does well but never ends up really being the reason someone wins a major.
The highest placing anchor Wesker at SCR was Noel Brown but he got his Dark Wesker of all characters lamed out by J.Wong’s Iron Fist. Without an assist you just don’t have those same lockdown capabilities even if you’re hurp durp XF4 Wesker. Plus Iron Man has tools (like straight shooting air unibeam) that deal with aerial lame out (which is a big problem for most any anchor). Which characters like Wesker don’t really have anything they can reliably do other than shoot down gun from a range that Trish will never end up being near any way. I hate Trish anchor (and Trish in general) so I like that Iron Man has tools like air beam and repulsor blast/spread that can force her to the ground.
PR Rog won NEC with his anchor Wesker but Spencer and Wolverine were doing most of the work any ways. They might as well have since Wolverine’s B Slash assist and Wesker’s gun assist are pretty sub par for lock down and space control any way.
The only character that can lock people down like real hard as anchor is Felicia. She basically attacks at you like she has an assist with her ability to shut down your advance guards so easily. Of course on top of that she also happens to have a super assist that has no vulnerable hit box and lasts for 10 seconds as long as you burn a meter.
To go into what I was talking about earlier concerning his new air dash in the guide (from super jump height)
(from strat guide)
Peppering enemies from mid range with rockets, Smart Bombs, and assists create opportunities to get in close and go for Iron Man’s devastating combos. Once your rival expects you to bomb from above, change things up and super jump (instead of normal jumping and then air dashing up) to throw one instance of smart bomb H aimed squarely at the target, then air dash down forward.
*Iron Man’s air dash is so long now in UMVC3 that he can effectively triangle jump from SUPER JUMP HEIGHT! What is a liability at normal jump height (his air dash hitches and distance) is a boon from farther up. The mix up here is that you can either perform air df+H for an overhead (which also doubles as an option select air throw, in addition to continuing a combo off the smart bombs if they hit), perform late air M as an overhead, or do nothing, land and immediately go for crouching L into Combo 1. *
*That’s right, being able to triangle jump from the top of the screen also means you can have Iron Man EMPTY triangle jump from the top of the screen, and it’s not possible for your competitor to react reliably to this! If they block correctly between air dash attacks and empty air dash into c.L in this situation, it was basically luck or anticipation. It’s Marvel, baby. *
Seems KJunk pretty much nailed what I was talking about. Probably a bit of over hype in there especially with the choice words and everything…but I’m sure with assists there’s definitely some interesting applications of being able to effectively seamlessly air dash down forward from super jump all the way down and go for high/low mix up. If it’s really as ambiguous with an assist as they say it could probably get nasty if you’re already laming them with smart bombs from the air.
From there they say to do stuff like jump/super jump ADD L (I would think M would work also) after landing to add to the mix up if needed.
They also say of course to remember to precede super jump height ADDF’s with assists or smart bombs so you have something giving you frame advantage as you get in. I’m sure this would work well with an assist but without an assist I would probably have to just frame time a dash against their inevitable advance guard on the bombs unless I get lucky and hit them with the bombs.