MvC2 Assist Types


#1

I’m creating a little reference for assist types, what they do, and what they offer in terms of offensive and defensive play. This will take some time as I don’t play the game too often, but I will tackle it surely. This reference is a side project of something else that I am working on in another thread I created. Also, this will be somewhat helpful in the thread made by Hustleman as well.


#2

In offensive play, what makes an assist useful?
-the assist does good damage
-the assist sets up for ideal combos
-the assist forces the opponent into block stun for a decent amount of time
-the assist does good chip damage on block

In defensive play, what makes an assist useful?

-the assist creates space between the character and opponent
-the assist has invincible and/or high priority frames
-the assist takes up a good portion of the screen

Both in offense/defense, an assist that attacks quickly is ideal.

*there are some wacky assists that offer a different type of help to the point, but they will be mentioned when they come up.


#3

Akuma:

Projectile- Akuma does his hp gou hadou. can wave dash behind or in front of for a bit or as a miniscule cross up starter… 14pts (1hit on block for 1pt)

Anti-air- decent. Akuma does his hp gou shouryuu for 3hits to knock the opponent up and offscreen… 24pts (2hits on block for 3pts)

Expansion- Akuma does his hk tatsumaki zankuu kyaku for 5hits…good block stun… 23pts (5 hits on block for 5pts)


#4

Amingo:

Heal- Amingo drops a fruit that allows the point to recover some red health

Enhance- Amingo drops fruit that ups the point’s defense allowing them to receive only 50% the damage they would have received otherwise

Balance- Amingo does his hp Kaze no Sakebi…sucks that he starts all the way at the beginning of the screen nearest your point character…24pts (1pt chip per hit…max 7pts)


#5

Thanks judge this is going to come in very handy!! Keep up the great work, peace :slight_smile:


#6

^lol. Slowly, but surely. I’m trying to coincide entries here with releases of the Basic Combo thing I’m doing for characters.


#7

Anakaris:

Ground- Anak does his b,f+HP snake arm technique for 1 hit…18pts (1 hit on block for 2pts)

Throw- Anak performs his qcf+P grab…can hit opponent as they fall or OTG; rollable… 22pts (unblockable if opp is standing and not in hit/guard-stun)

Variety- Anak does his d,d+LK coffin drop for 1 hit… 20pts (1 hit on block for 2pts)