Need rundown of assists and capabilities with assists

Need rundown of assists and capabilities with assists

I’m looking to make a thread in the general mvc3 forum that helps explain how the assists work and how assists work for each specific character. Basically I’d just like a quick rundown of 3 things.

  1. A generic description of each of the character’s 3 specific assists and their uses in battle for offense/defense/adding hits to combos etc.

  2. A general rundown of which assists work well for their rushdown/defense/lockdown etc. Something like this…



Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate
XF3/Anchor abilities = Solid

Strong assists for lockdown/pressure: Haggar lariat (stops opponent from attacking, hard knockdown for s.H OTG on hit) Ammy Cold Star (long mix up lockdown), Arthur Daggers (fast start up, long mix up lockdown) Sent drones (long mix up lockdown), Chun Li legs (long mix up lockdown, fast activating), Dante Jam Session (long mix up lockdown, keeps aerial characters grounded), Dorm Dark Hole (long mix up lockdown) Akuma tatsu (aerial lockdown, passes through projectiles during active frames), Iron Man repulsor blast (long lockdown, keeps opponent from jumping/flying), Iron Man Unibeam (standard beam lockdown), Tron Fire(standard lockdown, protects your block strings), any other long active multi hitting assist not mentioned.

Strong assists for projectile and assist clearance or unblockable set up: Iron Man Unibeam (projectile/assist clearance, decent active frames for mix up), Shuma Mystic Ray(projectile/assist clearance, keeps opponents from jumping/flying), Arthur Daggers(projectile/assist clearance/fast start up), Wesker gun shot (unblockable set up),Akuma tatsu(absorbs standard beam projectiles during active frames, loses to large hit box projectiles like Dante’s Crystal or Hulk’s Gamma Wave), Storm Whirlwind (projectile/assist clearance), Deadpool Quick Work (unblockable set up), Magneto Disruptah (projectile/assist clearance),Felicia Rolling Buckler (unblockable set up, high priority against other attacks once active),She Hulk Torpedo (unblockable set up)

General assist strategy is to have an assist that locks people down or keeps them down to set up high low mix ups and air M box jumps (aka air dash M cross up). The reason why Doom is more reliant on an assist to lock people down even though he can move around and fly like Mags and Storm is that he doesn’t have a dash that cancels with normals. Whenever you dash with Dr.Doom you get the ability to cancel it into a jump instead. This is technically a nerf since it makes your wave dash reliant on forcing you to jump first. Making you susceptible to air throws even though you’re basically on the ground.

To offset this though once you get an assist that locks down once you get in you can create really long block strings with very minimal gaps since Doom has the ability to cancel his normals into dashes. This means you can lock someone down with say Ammy’s cold star and go for a mix up. If somehow you don’t land anything they still can’t push guard you because of the assist. Once the assist is gone you can start throwing out c.L’s and follow them up with c.H which does a lot of block stun and can be OS’d by doing c.L~c.H so it comes out on a hit or block but not on whiff. If the opponent push guards the c.H you can confirm with the plink that they blocked and advance guarded and then just continue dashing through the advance guard with jump cancelling your dash into an ADDF once or twice to stay right in their face. By that time Ammy Cold Star should be available to lock them down again and if they advance guard too much they push themselves into the corner and lose.

Doom on point isn’t very reliant on DHC synergy because all he wants to do is have his assists plus his normal dash cancels through advance guards help him push people towards the corner. If they’re close enough to the corner Doom has TOD’s that can do up to 1.15 to 1.2 million damage without DHC glitch. 1.15. to 1.2 is easier to achieve with an assist but you can still get 1.05 to 1.1 easy without assist once you build the 2 plus meters at the end of the combo.

Doom also goes well on point with any assist that helps clear up point or assist based projectiles or attacks.

  1. How good the character is as an anchor.

Thx in advance.

A very basic rundown:

(A) - Quick Work, hits low, can be used for unblockables. Causes a spinning knockdown when it hits.

(B) - Katanarama, hits OTG, uses a ground bounce. However, if the point character hits at the same time as this assist, it’ll reset the bounce counter or whatever, so you can do another ground bounce later in the combo.

(Y) - Trigger Happy H, shoots guns at an upwards angle, I never use this assist so I’m not sure if it has any special uses (horizontal guns would be such a nice assist)

Personally I like to use Doom with rocks (Y) assist but any of his assists are amazing really. Other useful assists include Iron-Man beam (best beam imo, decent damage, holds the opponent in place), Magneto DISRUPTAH! (comes out annoyingly fast), Shuma Mystic Ray (covers pretty much the whole screen, but has rather long startup), Sentinel drones (who doesn’t this assist help), Dante Jam Session (good lockdown, stops jumping/flight), Taskmaster arrows, Akuma tatsu (lockdown, destroys other projectiles). I’m sure there are plenty of other helpful assists, these are just off the top of my head. Another great thing about these assists is they can also cover Deadpool’s teleports, should you feel like going on the offensive.

As an anchor Deadpool isn’t too shabby. With any level of X-factor he gets a speed boost, which certainly helps his offense. In level 3 X-factor Quick Work H can easily be comboed into, then looped until the other character is knocked out. The speed boost also makes his teleports absurdly quick, which is a huge help. Just be sure to keep track of them so you don’t blow yourself up, lol.

Chirp has it down pretty well, but I’ll clarify on a few things:

  1. (Y) - Trigger Happy H - I use this assist quite often, and it’s a pretty useful assist. Using it in conjunction with a horizontal projectile creates a nice zone defense. This assist greatly benefits Sentinel, from my experience. It offers corner lockdown, mid-screen cross-ups, and better zoning. Goes even better with Hawkeye, but I digress. Very underrated assist.

  2. Arthur Daggers go wonderfully with Deadpool, but it only shows that almost any projectile assist helps Deadpool greatly. It covers his teleports, creates nasty mix-up situations, and gives him options to counter a lot of other zoners. Deadpool isn’t too shabby with Haggar, but the damage he gets off an OTG is lacking, unless he has someone to DHC glitch into.

Other than that, Chirp stated Deadpool’s capabilites quite well.

Yea the trigger happy assist is great with characters like taskmaster. When task shoots up and uses dead as his assist it shuts down completely chars like sent/trish/morrigan or anyone who has limited air mobility.

Something I see unused with deadpool is the use of his quickworks and making them safe with projectile assists.

Quick work - imo the most useful assist since it is not affected by hit stun and its a one hit 90k that can lift chars perfectly for wesker and others and be able to avoid getting reduced by dmg scaling