Need rundown of assists and capabilities with assists

modok

#1

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…

DOCTOR DOOM

Spoiler

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.


#2

1.

Psionic Blaster- IMO the best assist for MODOK because of the weird delay, and how it’s actually one of faster beams that isn’t Magneto. It’s works like Doom’s plasma beam, but weaker/faster. Has similar knockdown to Doom’s plasma beam as well.

Ballon Bomb- MODOK in the very earlier lifepsan of Marvel, but hasn’t used again too much. However, you don’t see people randomly put MODOK on screen because of the fear getting him killed. There is unique aspects about this assist. Such as the fact it doesn’t have any stated durability points, or how the bomb last long enough on screen that you could call another assist. Basically Ballon Bomb is suppose to be intangible to other projectiles. This is a really good combo extender because it does one hit, and it acts like relaunch because you spike into it.

Barrier- Now I know what you are thinking…why use this assist? Well it’s like MODOK barrier prevent hitboxes from pass through the character. This means that Zero,Dante, Taskmaster, will not hit the point character if they are behind the barrier. Perfect example is when Hussler Brain use it is to completely punish Zero’s jumping Cs, and his moves don’t work on the assist. This allowed X-23 hit Zero…which will we all know has crazy priority.

The ability this move could completely beat zoning tools like Magneto+drones given that it comes out.

Probably the biggest weakness MODOK is left vulnerable to stuff like this when you notice how Husslr Brain uses it vs Royal Flush’s mistake. Through, You have to remember that Royal Flush got that far using that assist aganist your typical AkumaxWolverine team. The point is that you have to make it safe, or that will happen to you. As in…Hulk Smash through you bad placed assist.

What Modok Needs

  • A rushddown tool like Drones to keep character in lockdown for his corner rape shenanigans.

  • A Spacing/defense tool Like Haggar so that he can hitconfirm into combos.

-Combo extenders like Jagular Dash, Jam Session, anything that can help net cubes/bombs.

  • Low hitting for easy unblockables, but that’s up to you. Not as imporant as the above throughl

He relies on assist to get things done on point, but that’s not only thing should be doing with him. His reliance on them is pretty heavy, and he need them to be able to win. However, MODOK can also work on second place because he has decent assists, DHC glitch, and he benefits from Aerial Exchanges.

Modok does not Needs

  • Considering that he start combos from very far places in the screen he doesn’t need otgs. The reason why Haggar works for MODOK is that he can easily confirm from random hits into combos. Just like he can wave dash across the screen, and quickly cancel his otg into flight into combos. He doesn’t need people doing things that he can do himself.

  • He doesn’t need a wallbounce, his typical combos due that on his own.

-Meter building assist like Morrigan, He doesn’t have much use for Meter. He can build his own just fine…

  1. MODOK isn’t good at all because he can’t abuse X-Factor , nor does he do that well aganist other in 1v1. Especially going deal with you know Dormmamu, Wesker, etc instead of his easier matchups . However, his ability to flying out of the range a lot of character in X-Factor that teleport track him is his best redeeming quality agonist other X-Factor characters. For instance, XF3 Akuma vs MODOK… MODOK flys away for a few seconds to runaway from X-factor. Akuma doesn’t have a way to tag MODOK when doing this, so Akuma could lose his X-factor. Akuma doesn’t lose the match, but he will kind of struggle to catch MODOK somtimes.

That’s not really a reason to put him as anchor…but that it’s something you have to consider if you’re all alone with him. If I ranked MODOK as anchor it would be like 4/10.