Using OTG Assists

Historically, I don’t use assists while playing (Which has served me surprisingly well). Mostly because the characters I like playing with have terrible assists and every time I call assists I usually end up paying for it. Recently, however, I’ve started experimenting with OTG assists to try it, since everyone uses it these days. I’ve had some issues though.

I’ve tried a few characters like Deadpool and Ironman’s OTG assists and I keep running into the same problems. While I’ve had a few successful OTGs, either the assist refuses to come out until it’s far too late for an OTG (no matter how much I keep mashing the assist button) or the opponent lands WAY too far for the otg to be even close to the opponent after the air combo.

Can anyone explain, what I’m doing wrong? I see plenty of people extend combos with OTGs. How do they work?!

Often you need to delay the j.S in air combos so that your character drops lower before spiking them into the ground, thus allowing you to land and call your assist faster than if you performed the combo as fast as possible

it generally depends on your character, the speed of the OTG assist, and the specific combo you are trying to do. many OTG assists are too slow to be useful compared to fast ones like Wesker

example: spencer LMHS j.MMH ~delay j.S land, call wesker OTG, dash, assist hits, launch and do whatever

At least for Deadpool:

You may want to delay the jumping S a bit
You can’t call assists until you hit the ground after a superjump
Always jump forward, not straight up

I have a similar issue, I’m trying to do Taskmaster’s down arrow in the air and follow it up with either Nova Strike or Chain of Rebuttal. I can’t QUITE get that timing though.

The point is, you cannot call assists in the air after a super jump, you must wait until you land. Thus, to give yourself the most amount of time possible to call an OTG assist you need to hit the j.S as late as possible/land as soon as possible after hitting j.S.

Well I know all about needing to be on the ground to call an assist, but I didn’t know the whole thing about delaying the Air S. My team during these experiments is usually Spider-Man, Insert OTG capable character here, and Ryu. With Spidey and Ryu, does anyone know how much I need to delay the Air S or a certain way I need to combo to make it work?