Avengers... Assemble! Assist/Team thread!

Gimpyfish62Gimpyfish62 Master of BowserJoined: Posts: 1,820
In this thread we'll discuss who has good synergy with cap and strategies for assist usage among other team building theorycraft!

OTG no longer required, beams and anti-air assists will work well

everyone loves that sentinel assist - i make good use of hawkeye poison tip for both damage and mixup potential (he can interrupt people if you cross them up with a cartwheel and they catch you - giving you a free combo if they try to get you ;P)

post up on this one people there's lots to discuss in the new game.
"He's the Tony Stark of Captain America." ~Bokkin
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Comments

  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    as a side note, all three assists now have their own specific uses. I'll post about that in the first post...

    basically shield slash is the same, charging star does break projectiles like the regular medium one and ALWAYS causes soft knockdown so it's good for combos but it actually has HORRIBLE vulnerability after it's over where it can be punished, and stars and stripes has a GREAT crossover counter (invincible on startup ONLY on crossover counter, can x factor to combo after to kill a character) but is actually really bad as an anti-air assist (no invincibility) and also has the benefit of the "zero frame" team hyper combo - it hits on frame zero so if they aren't already blocking then they are hit.

    a little more to it than that, but still.
    "He's the Tony Stark of Captain America." ~Bokkin
  • btfu88btfu88 GetMoneyMyrick Joined: Posts: 437
    I am using a team right now of Captain America (a,shield slash) / Iron Fist (y,flying kick assist) / and Chris Redfield (b,gunshot) and I love it!

    I still have a ton to work out and discover, but these characters are all super fun to play, have high damage output, and can DHC back and forth pretty well. Chris’s gunshot assist seems to work very well for both Captain and Iron Fist, I like to think of it as dooms beam assist that keeps people grounded. For captain, the assist comes out very fast, so if I am at the right range and do a cartwheel, it can be very difficult to block. It also helps to play a zoning game with shield slash and gunshot assist. It works great for Iron Fist as a tool to wave dash behind, or flying kick behind to close the distance. It also keeps opponents grounded which is extremely important for iron fist. When I finally get in someone’s face with iron fist, I will do a M, H, forward H. If it connects, I continue into rekkas. If it doesn’t, the forward H can be jump cancelled. So I jump, call out Chris gunshot assist, and then can go for a crossup j.H, an empty jump into c.H, or a throw attempt. When I have captain on point, I can just throw out iron fists assist, and if I see that it hits it’s pretty much a free hyper charging star. For example of damage output, captains BnB combo ending with hyper charging star, dhc into iron fists vertical dragon hyper does around 1 million damage. Both of Iron Fist’s hypers can be cancelled into Chris’s sweep hyper with proper juggling now. Chris as anchor isn’t ideal, but he can do a lot of chip damage in XF, and you can definitely do worse. And as I said, all of these characters are just fun to play as well that have very unique combos! If only I could figure out my colors! Damn Iron Fist costumes… What do you think?
    Say Goodnight Chmp
  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    i actually think it's way to hard to use the flying kick assist that iron fist has to confirm into anything especially exciting. it's possible i s'pose, but using that and burning a meter to get a quick 500k is decent, but you dont build nearly as much meter in this game so it's just scary to throw it out like that.

    that being said, i dont know how it works, i do not play these characters hahaha the gunshot works like a standard projectile assist i think, but the flying kick is tough to utilize in mixups and the like.
    "He's the Tony Stark of Captain America." ~Bokkin
  • kensanitykensanity Joined: Posts: 1,674
    I've been using Cap (shield slash)/Strange (bolts)/Doom (missiles)

    Cap bnb starting with 1 bar and using 1 or 2 assists can do roughly 1 million damage. Thats a lot. Strange bolts are great for cap, makes ALL of his charging stars safe and is really helpful for cartwheel mixup because a) it keeps opponent grounded on hit b) beams come twice, very tricky.

    I use missiles with doom because it helps me extend cap combos into more hypers, but I'm THINKING about switchin to plasma beams to help dr strange's mixup .

    Or i could always just put strange in the back and just try to level 3 xfactor win with him. I find that captain can really dispose of a lot of characters with level 1 xfactor though so idk.
  • Oh NoesOh Noes Joined: Posts: 51
    So I'm thinking of going with either cap (shield slash)/tasky (l. arrows)/ hawkeye(poison) or cap(shield slash)/doom(beam)/hawkeye(poison)

    I figured they're basically the same team. interchangeable DHC options and strong support for cap with beam/arrows covering cartwheels and violet fizz as a combo extender.

    Which do you guys think work better? I like the fact that h. arrows doesn't cause a knockdown, but a soft nockdown with doom's beam could be worth using. I could also do something similar using hawkeye's vertical arrows and Dooms' missiles. Opinions?
  • AmishOpiateAmishOpiate Mega Slowbro. Joined: Posts: 1,650
    I don't know if having two assists that do the same thing is really a great idea; you could use Hidden Missiles on your Doom team, for example, and you would cover a different area than you would with the Hawkeye assist.
    "I'm sorry and I do understand your frustration."
    --Christian Svensson

  • VersatileBJN007VersatileBJN007 Joined: Posts: 1,055
    Would you guys say Cap(shield slash)/Vergil(rapid slash)/Doom(plasma beam) is a pretty good team?

    What changes would you make if any? Thanks.
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  • Oh NoesOh Noes Joined: Posts: 51
    Holy balls! I need to proofread before I hit the reply button. My last team post was confusing even to me and I wrote it. OK here's a clarification.

    Team A: cap (shield slash), task (l. arrows), hawk (poison)
    Team B: cap (shield slash), doom (beam), hawk (poison)
    Team B v2: cap (charging star), doom (missile), hawk (triple shot)

    I'm still trying to build my teams so here's some ideas behind it. Team A and B both have either arrows or beams to cover cartwheels and poison assist for extending combos. Team Bv2 uses hawks' triple arrows for a horizontal cover, and then uses missiles for combo extension. All three are more or less the same team. Any opinions as far as which fits best? Also, l. arrows vs doom beam = hit stun vs soft knockdown. pros? cons?

    I'm probably going to come up with a few alternate teams. I really want to try a team built around Nova and/or IF.
  • DimglowDimglow Joined: Posts: 14
    I am finding some odd use for Spencer's horizontal wire grapple during Cap combos.
    If you do most standard combos into a hard knockdown in the corner then call Spencer and do a low shield slash you will OTG the opponent into Spencer's grapple, he will re hard knockdown them and then the boomeranging shield will OTG on the way back. If you crouch at this point the enemy character will fly over Cap's head with some extremely messed up momentum, and if you time it right you can relaunch off this and put the enemy into a midscreen situation where you can jump into up+heavy then shield slash heavy and take it into midscreen loops, but it is kind of strict timing/odd jump control.
    It seems like it might be an interesting tool for turning Cap's corner combos into midscreen options as you essentially swap sides into a relaunch. I've only had a a little time to play with this.

    Of course Spencer also works midscreen into a relaunch as an assist.

    Also some really weird things can happen in the corner if you hard knockdown into Spencer/low shield slash and cartwheel immediately. Because the shield slash comes back and otgs even with you taking your opponent's spot in the corner it creates some very odd stagger/hitstun properties. Sometimes you see some very glitchy looking things.
    Captain America (3-α SS) / Hulk(3-β AA Gamma Charge) / Taskmaster (ALT-α H. Shot)
    Chris (5-γ Land Mine)/Storm (ALT-Whirlwind)/Trish (1-Peekaboo)
    Nemesis (3-β Launcher Slam)/ Dormammu (2-α Dark Hole)/ Wesker (4-β Samurai Edge)
  • Tiger_ClawTiger_Claw Hyouuuuu! Joined: Posts: 497
    the thing with UMVC3 cap is. He doesn't need a team anymore to back him up, so now I stick him on any team as anchor and utilize his awesome shield slash assist.
    Vergil(judgement cut). wesk(gun shot). cap(shield slash).
    both vergil and wesk get great utility form SS. both vergil and cap can extend wesk combos.
  • VyomeshVyomesh Joined: Posts: 558
    I play Cap(shield slash)/Nemesis(Launcher Slam)/Wesker(Samurai Edge)
    Thinking of maybe replacing Nemmy.
    Any suggestions?

    or perhaps Nemmy on point, so he could benefit from Shield Slash assist.
  • LOCKETHETHIEFLOCKETHETHIEF TREASURE HUNTER Joined: Posts: 19
    I have been using:

    Cap: Shield Slash
    Thor: Mighty Smash
    Hawkeye: Triple Shot

    I know, I know, it's team avengers but it works well for me. Thor's mighty smash assist is a great cross up assist and it works great for extending his corner combos. I also use a cartwheel/mighty smash when new players are coming in and it seems to catch most people off guard. If cap goes down, I like having Thor in second because he needs help getting in, and that's where Hawkeye's triple shot comes in.
  • Llama985Llama985 Joined: Posts: 55
    Right now i am using

    Frank: Cart
    Cap: Charging Star
    Rocket Raccoon: Spitfire

    The spitfire assist is wicked nice and is like the drones assist but is straight horizontal. Great for both Frank's and Cap's roll mix-ups.
  • filldohfilldoh Chief Beata Bitch Joined: Posts: 1,195
    my team is cap(shield), Nem(ground bounce assist) Frank(cart)
    Nem helps cap extend combos after otg with the ground bounce and Nem rocket super can otg after a hyper charging star.
    Frank and cap are now the new best friends for ever. TK shield slash call frank assist and if either hits free combo. if you ever get a knock down it is a free 50/50 calling frank and either not doing backflip or doing the flip to cross up.

    this team is so much fun.
  • MIO SanityMIO Sanity Co-owner of Finalbout.net Joined: Posts: 238
    My Team as of late has been:

    Cap: Charging Star
    Spencer: Horizontal Wire Grapple Shot
    Dr. Strange: Eye Of Agamotto

    This Team frustrates the Hell out of people! Cap Has more options with the double Jump addition Mix up potential is through the roof! My options really shine when im in the corner with this team. I can go for a reset using spencer assit. Or i can go for extended damage use Dr. Stranges Eye assit. What i tend to do is after the last hit of a cap aerial combo heading towards the ground i call Strange assit and Otg sheild slash which bounces the enemy team member into the eye giving me options to Light Charging Star 2x Hyper charging star. Or Do heavy charging star and go for a jump grab reser

    I forgot to mention that with strange placement of the eye is key and protecting him is just as important. Depending on witch way your opponent tech rolls can set up the option for some nasty mix ups where as in the opponent can roll into the eye assist giving cap a free combo. Or the eye can be blocked and cap can go for a double jump s or down H mix up. :D

    Dimglow is right when talking about cap and spence causing some wonky situations!
    Keep up the good work gents!!!
  • Dewd111111222Dewd111111222 Philly's youngest Joined: Posts: 309
    My Main team so far.

    Cap (Shield Slash)
    Ghost Rider (Chains of Rebuttel)
    Doom (Plasma beam)

    Ghost Rider is there to extend combos. In the corner, I'd do a regular BBCS combo, wave dash back, shield slash while calling Ghost assist, regular bbcs once more, land, wave dash back, Call doom with the shield slash, and charging star~hyper charging star. I can pretty much land a 800k, gain 1 bar combo anywhere on the screen.

    This team has A LOT of synergy. and it fits the way I play perfectly. :)
    Known as Dai Huu
  • BladeOfJusticeBladeOfJustice The Just Blade Joined: Posts: 812
    I know, I know, it's team avengers but it works well for me.
    Nothing wrong about running this time in rainbow sherbat. They're all actually viable now.

    Steve: SS assist
    Clint: P.T assist
    Tony: U.B assist

    Still in training mode, with Clint and Tony. Currently putting all my energy into Clint, very different and high execution. So I'm trying to get used to his corner combos since they're the hardest, and I have a feeling Tony will take a good solid month to figure out. But what I like about this team is that I have 2 anchors so whoever accidently dies on an off chance from a happy bday, I still have one more anchor sitting on meter.
  • triplexraidertriplexraider Fall into darkness! Joined: Posts: 1,057
    I'm going to try out a Chris (Gun Fire)/Haggar (Double Lariat)/Capt. America (Shield Slash) squad. I was wondering how dangerous Capt. America is as an anchor.
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    UMvC3: Thor/Dormammu/Doctor Doom, Wesker/Doctor Strange/Vergil
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    I'm going to try out a Chris (Gun Fire)/Haggar (Double Lariat)/Capt. America (Shield Slash) squad. I was wondering how dangerous Capt. America is as an anchor.

    my team right now is Rider(/Heartless Spire), Hulk(Gamma Wave), Cap(Shield Slash). Just Honestly i only use cap as a pressure assist for Rider/Hulk until both of them are dead. I've found that by himself Cap is very much capable of taking out an entire team w/ x-factor.

    Shield Slash Pressure Cartwheel mixups and just playing smart make him more then enough to drop almost any character w/ ease. on top of that his Charging Star goes threw projectiles. and H almost goes the entire screen.

    as long as you got some meter and dont get zoned out. you should be fine w/ Cap as anchor. he's a strong character
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    my team

    Ghost Rider ( Heartless Spire for OTG/Defensive Pushback)
    Hulk ( Gamma Wave for Offensive Pressure/OTG....weird timing tho)
    Captain America ( Shield Slash for Offensive Openings/Pressure)

    I love this team because anyone of them can be an anchor if the other two drop. and they all do a ton of dmg w/ a little meter. Cap doesn't even touch screen unless im DHCing for a kill. Once Cap comes out tho. Shield Slash pressure and cartwheel mix-ups make him more then capable enough to take out all 3 of my opponents characters if they're still alive
  • REALPLAYERREALPLAYER Joined: Posts: 1,649
    edited July 2013
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    the Avengers. this team is actually notably strong.

    umvc3_week9_004_58186_640screen.jpg
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    the other Avengers (ya know, the ones that avenge...in outer space?:confused:). LOVE this team.:tup:

    umvc3_week9_003_14907_640screen.jpg
    umvc3_week11_003_23588_640screen.jpg
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    the foot soldier, the heavy artillery, the air raid. love this team too.:tup:

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    whodathunkit? captain america and drones.:rolleyes:

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    sweet. y(probably)jdk. *winks*

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    RESPECT.

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    ......
    Post edited by REALPLAYER on
    Mag/Dorm/Sent; Wolv/Dorm/Verg; Dante/Trish/others; Mag/VJoe/RR; Skrull/Nova/Spenc; Tron/Frank/others; Wesk/Dog/Akuma; Morr/MODOK/others; Nova/IM/Strange; Hawk/Dorm/Sent; Skrull/Chris/Doom; Hag/Hulk/Doom; Hag/Spenc/others; Tron/Spenc/Shulk; Hulk/Skrull/Shulk; Shulk/Task/Akuma; Morr/Strange/Phnx; GR/Nova/Phnx; Tron/Thor/Phnx; Viper/VJoe/others; Viper/SkrullFank/Doom; Hulk/MODOK/Dorm; Hulk/Pool/Mag; Zero/MODOK/FB; FB/MagDogDorm/others; Spider/StormX23/HawkStrider/IMRR/GRShulk; Cap/RRDoom/HawkThor/Viper others; X23/MorrArth/TronRR/ChrisHulk; Jill/IMDoom/DanteAkuma/TaskSent; Wolv/Pool/Sent; Thor/others/Strange; Thor/Trish/Doom; others/ Nova/Thor; Dfndrs; IF/others/Fel; Tron/PW/?; others/PW/Dog; VJoe/H-Ko/Shulk; Nem/Ryu/others; others/Morr/Shuma; GR/Shulk/H-Ko/Shuma
  • Llama985Llama985 Joined: Posts: 55
    I decide to drop RR and replace him with Virgil. I currently have it as:
    Frank: Cart
    Vergil: Rapid Slash
    Cap: Shield Slash

    Can't decide if I want to change the order for Cap and place him on point or not.
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    I decide to drop RR and replace him with Virgil. I currently have it as:
    Frank: Cart
    Vergil: Rapid Slash
    Cap: Shield Slash

    Can't decide if I want to change the order for Cap and place him on point or not.

    if you decide to keep Cap, which i think you should because he's an amazing character i'd say use his charging star assist or his Stars n Stripes. Shield Slash is ok, but its not that great of a beam assist. His other two assist are great anti-air and "get off me" assists. much more viable
  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    Shield slash is among the best assists in the game imo
    "He's the Tony Stark of Captain America." ~Bokkin
  • Tiger_ClawTiger_Claw Hyouuuuu! Joined: Posts: 497
    Shield slash is among the best assists in the game imo
    so much more corner shenanigans are possible with shield slash assist
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    so much more corner shenanigans are possible with shield slash assist

    i'd really beg to differ w/ that. i can think of plenty of assist that are better then that. i wouldnt even say its top 10.
  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    the fact that you think charging star and stars and stripes are great get off me assists makes me value that opinion far less

    not trying to be a jerk, but those assists are uhhhh lackluster at best. charging star is nice for extending combos because it always knocks down - but it's extremely vulnerable both before the move comes out AND after the hits end - it can't even REALLY be used as anti-projectile because of how huge the startup is... stars and stripes is just awful for anything other than crossover counters and team hyper combos (zero frame startup on that one) - punishable on startup (no invulnerability of any kind) and very punishable after (because its the medium stars and stripes and he flies up so high and then drops down slowly)

    shield slash sets up for a looooot of great mixup potential, it isn't the BEST combo extending assist anymore as the scaling they added to shield slash hurt it pretty bad in that regard, but I'd rather have a way to actually open somebody up than a way to add an extra 70k or something to a combo.
    "He's the Tony Stark of Captain America." ~Bokkin
  • kensanitykensanity Joined: Posts: 1,674
    the fact that you think charging star and stars and stripes are great get off me assists makes me value that opinion far less

    not trying to be a jerk, but those assists are uhhhh lackluster at best. charging star is nice for extending combos because it always knocks down - but it's extremely vulnerable both before the move comes out AND after the hits end - it can't even REALLY be used as anti-projectile because of how huge the startup is... stars and stripes is just awful for anything other than crossover counters and team hyper combos (zero frame startup on that one) - punishable on startup (no invulnerability of any kind) and very punishable after (because its the medium stars and stripes and he flies up so high and then drops down slowly)

    shield slash sets up for a looooot of great mixup potential, it isn't the BEST combo extending assist anymore as the scaling they added to shield slash hurt it pretty bad in that regard, but I'd rather have a way to actually open somebody up than a way to add an extra 70k or something to a combo.
    i thought they made the stars and stripes assist fully invincible in ultimate?
  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    nope - as a crossover counter yes, but as an assist absolutely not

    unless i've gone crazy - which is entirely possible.
    "He's the Tony Stark of Captain America." ~Bokkin
  • Llama985Llama985 Joined: Posts: 55
    if you decide to keep Cap, which i think you should because he's an amazing character i'd say use his charging star assist or his Stars n Stripes. Shield Slash is ok, but its not that great of a beam assist. His other two assist are great anti-air and "get off me" assists. much more viable
    I should have worded it better. I will always keep Cap on my main team. He is my best character. I was wondering if I should move the order around that's all. Also Gimpy your right. As a assist, Stars and Stripes has no invincibility and can be hit out of it easily. It is one of the best crossover counters though so I think its a fair trade.
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    the fact that you think charging star and stars and stripes are great get off me assists makes me value that opinion far less

    not trying to be a jerk, but those assists are uhhhh lackluster at best. charging star is nice for extending combos because it always knocks down - but it's extremely vulnerable both before the move comes out AND after the hits end - it can't even REALLY be used as anti-projectile because of how huge the startup is... stars and stripes is just awful for anything other than crossover counters and team hyper combos (zero frame startup on that one) - punishable on startup (no invulnerability of any kind) and very punishable after (because its the medium stars and stripes and he flies up so high and then drops down slowly)

    shield slash sets up for a looooot of great mixup potential, it isn't the BEST combo extending assist anymore as the scaling they added to shield slash hurt it pretty bad in that regard, but I'd rather have a way to actually open somebody up than a way to add an extra 70k or something to a combo.


    1st. calling charging star assist during a block stun is a legit get off me assist because it pushes the opponent back away from you. where by time there getting pushed back if you try to attack cap, GR is MORE than equipped to hit you from mid-long range on the screen. your going to eat a ton of dmg for a stupid mistake like that. away from that i combo off of charging star all the time b/c it keeps opponent in air long enough for GR to finish one move animation and start up another. even if they do hit ground i have two OTG's w/ GR. so i'm getting way more than 70k dmg. more like 250k+ easy.

    2nd. anytime i use the stars n stripes assist its as an anti air. which if you know when to call assist, which im going to go ahead an consider you do, its already out and started up before they would have a chance to get a free hit on Cap. Which lets say it wasnt timed right you'll get a trade. so you still got your intended goal out of that situation. your opponent has to start their approach at you all over. if Cap does get hit that more than likely means you've also been hit. which just means you need to call assist earlier. and learn from situation. its a viable anti-air assist. they made sure it wasn't invulnerable so it wouldn't be an OP anti-air and you could call it whenever you wanted too

    3rd. i never said they were great get off me assist. dont put words in my mouth. also i never said shield slash was a bad assist. idk why your getting so butt hurt about it. shield slash is an ok beam assist but it has tricky timing and w/ online inconsistent laggy play you never know when you just might miss that combo that could win you the match.

    lastly i dont need an "open-up" assist for my team. i play patiently and wait for my openings, as any GR player should. so your point their is null to me b/c i dnt need openings. i just wait for you to mess up. lastly Cap is 100% vulnerable during the start up, out, and finishing animations of shield slash assist. if he gets hit the shield loses its hit power. so dont try to feed me that " no invulnerability " crap. same could be said for that assist as well
  • Gimpyfish62Gimpyfish62 Master of Bowser Joined: Posts: 1,820
    3rd. i never said they were great get off me assist. dont put words in my mouth.
    His other two assist are great anti-air and "get off me" assists. much more viable

    /shrug

    i'm fairly indifferent about what you do with your team - i don't disagree with many of your points, but i do not agree with your assessment of shield slash

    yes he is vulnerable during his shield slash, just like literally every other projectile assist in the game
    "He's the Tony Stark of Captain America." ~Bokkin
  • BrahmaBrahma Get it on Joined: Posts: 519
    What are your guys thoughts as best position for Cap? I've just started using him and he's been my 2nd (Nemesis/Cap and Sent Arthur or Dorm) but thinking about moving him to anchor and putting Chris in 2nd.

    What are your guys thoughts on Cap as anchor? I feel like he can do it with j. Ss spamming to hit confirms and his mobility is alright with dj and cartwheel, but I'm hardly an expert with him and wanted the opinion of some Cap vets
    Ready, steady, deadly...
  • Llama985Llama985 Joined: Posts: 55
    Cap is a decent anchor. He hits hard and has ways against zoning. However, he shines best with a assist. The cartwheel becomes a true mix-up threat and he can use more of his moves with less chance of being punished using an assist to cover him. With his tool-set, he is best suited to being either in the 1st or 2nd slot imo.
  • mcclearyb0ymcclearyb0y i prefer low tiers Joined: Posts: 74
    /shrug

    i'm fairly indifferent about what you do with your team - i don't disagree with many of your points, but i do not agree with your assessment of shield slash

    yes he is vulnerable during his shield slash, just like literally every other projectile assist in the game


    the feeling is likewise, i've seen the benefits of having that as an assist but for GR at point as my team is. Charging Star makes more sense.

    saying that shield slash is the obvious choice of assist from Cap tho.....i can't agree
  • Kei_Kei_ Joined: Posts: 581
    Cap is a decent anchor. He hits hard and has ways against zoning. However, he shines best with a assist. The cartwheel becomes a true mix-up threat and he can use more of his moves with less chance of being punished using an assist to cover him. With his tool-set, he is best suited to being either in the 1st or 2nd slot imo.

    I agree that he is best suited for 1st or 2nd slot duty with the moveset he has available. He can get the job done at anchor IF you're very well versed in using him, but it's best to just not having him end up in that situation...even those of us who've used him for thousands and thousands of matches don't really like him last. If he ends up last man standing...you did something wrong.

    Give him a beneficial assist or two, and he becomes a monster!

    Kei
  • Kei_Kei_ Joined: Posts: 581
    the feeling is likewise, i've seen the benefits of having that as an assist but for GR at point as my team is. Charging Star makes more sense.

    saying that shield slash is the obvious choice of assist from Cap tho.....i can't agree

    I can understand your feeling, but it definintely weighs heavily on what kinda team and playstyle you have. For me shield slash is a godly assist, whereas while I could FIND a use for the other two assists...they just don't really fit me.

    Thankfully we all have our own styles so we can learn a lot from each other, even if at first it seems crazy in our own minds. :D

    Kei
  • HyperShieldSlashHyperShieldSlash No Items, Little Mac Only, Final Destination Joined: Posts: 1,141
    I currently use Cap(shield cut)/Sent(drones of rage)/Haggar(mayoral spin) to decent success. I like to think that beating down Nemesis(hurr armored normals) is a success at least. Only character I have many trouble against is mags.
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    What about when the ass on your old ass ass croaks?
    Rokmode wrote: »
    you are my favorite poster
  • ShinTomHanksShinTomHanks Joined: Posts: 16
    Right now I'm running Cap/Nova/Spencer, but I also want to put Hawkeye in there to help Cap get in, and for the unscaled Poison tip damage. I just don't know who I should drop, and what assists I should be using with them. Cap is definitely my strongest character, so I'm thinking of dropping Spencer, but the synergy between him and Nova is really good and I don't know if I want to lose out on that, and the combo extenting potential of his angled grapple assist. Help?
    [PSN]: ShinTomHanks - Western Canada
    SFxT: Heihachi/Law
    AE: Dudley/Sagat
  • 1000DollaSocks1000DollaSocks That's an overhead?! Joined: Posts: 618
    My vote is with the crazies who take Charging Star. Very solid, well rounded assist which can serve many straightforward but necessary functions. Blockstring, Approach, Mix up, Cross counter, Anti air.
    Competitive Catherine for EVO2K12! http://www.twitch.tv/finestko/b/294218113
    Contact for details on upcoming tournaments and streams
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