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.

Since nobody posted here at all I’ll try to help if I can. Ryus game is all about ground light ground hadokens. You could say that hes always at a disadvantage in the neutral position ie him not chucking shit on the screen.

Ryu needs fast beam assists and space controlling assists. Beam assists for Ryu cover the gaps in his zoning and keep your opponent away so you aren’t in a neutral guessing situation.Em disruptor, Plasma beam , and Arthur daggers are sufficiently fast enough for Ryu’s long range game plan. In terms of the sheer mileage a character can get out of quick beam assists, there are teleport characters, Chris, and Ryu are waaaay up there.

Space controlling assists are just as important and I firmly believe Ryu needs 2 assists anyway or else hes stuck trying to do one thing . These would be Cold Star, Drones, Jam session, and Repulsor blast.They serve many purposes including : letting you set up an offense Chris G style, covering your air tatsumakis when used to travel the screen, making shoryuken much safer. Why is the last point important? Ryus close range defense consists of an air grab / shoryuken mixup( a successful DP leads to a good meaty mixup for you). Shoryuken is invincible on the first frame, it will beat supers, but is a free punish on block. But call one of these assists right before an anti air dp and it will be safe most of the time.

Tatsumaki serves as a combo extender, any other applications for it can only be taken into consideration if you are pairing the assist with a character who can beat or get projectiles on his / her own. These characters would be the 8 way air dash characters or Zero. They get around projectiles easily enough so they are able to abuse the huge block stun of this assist for mixups.

Hadoken assist is just a good for anyone but never great assist. You use this if you don’t meet the requirements for tatsukmaki.

If you have some good answers for questions 1 and 3 that would be helpful also. Thx.

For anchor viability his positives are one of the best dhcs and better unavoidable chip supers than Akuma. He has shitty comeback potential outside chip because he loses to chicken blocking, and his assists don’t warrant having him in the back anyway. It’s not that they aren’t good. It’s that Akuma exists.