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.

In the process of writing something up for you DJ. Think everyone should write a bit up though and we combine it into one.

I’ll only add something if I feel someone missed something. FMR where you at son?!

  1. Mighty spark = slow beam assist with low hitstun. It leaves the opponent standing and if only the beam hit (and not the spark) it doesnt cause a lot of damage scaling, useful for characters with teleports but still far from the best beam assist in the game. Possible to use for extending combos but still not very good due to its very low hit stun.

Mighty smash = Mainly used as a combo extender or crossover counter. It causes a ground bounce and/or hard knockdown and comes out fast so its a useful combo extender. Its a great crossover counter because it has invincibility up until the first hit, and starts a combo since it causes a ground bounce.

Mighty strike = Not a very good assist, its angle and low hit stun make it very hard to use for extending combos. Main use seems to be as an AA but it lacks any sort of invincibility and isnt as fast as some of the other AA assists so its not good at that either.

  1. Reliance on assists on point without XF = Reliant
    Reliance on assists with XF2 = Reliant
    XF3/Anchor abilities = Average at best

Best assists for thor (imo) starting from the best:

  • Lockdown assists: Gives thor the opportunity to do some tri jump mix ups, i think that this is extremely important because ppl tend to keep moving and jumping around when facing a character as slow as thor. Can also be used for mighty smash mix ups, tick throws with mighty hurricane and most of them can extend combos when used with thor’s mighty smash H.

  • Good projectile assists: Just something to help with thor’s rushdown and clear the way. Some of these assists can keep the opponent in blockstun for a decent amount of time to help with thor’s mix ups although not to the same degree as the lockdown assists. However these assists help the most with thor’s zoning game.

-OTGs: Help thor slightly extend his combos. They dont provide anything special in terms of extra damage due to thor’s limited options after the OTG, generally speaking they usually add 50-100k. But they do give thor a way to build more than 1 meter in a combo, something he usually cant do on his own, they also allow you to end the combo on the ground making it easier to DHC after mighty tornado. Some OTG assist can be used for unblockables but there arent any good unblockable setups for thor as far as i know.

  1. Not a good anchor, gets a huge damage boost from XF3 but doesnt get a speed boost. Since he’s slow, has several bad match ups and isnt particularly hard to run away from you dont want to be stuck with him as your last character.

Could have sworn that XF Thor gets a speed boost…

Basically he gets no boost in XF1. 5 percent boost in XF2 and 10 percent in XF3. Which makes it so the only real advantage he gets in XF3 is damage. 10 percent speed increase is better than Hulk who gets nothing all around but it’s still pretty bad especially for a character that can’t really dash along the ground or lock people down from the air without assist.

Hmm I see. Perhaps the fact that Thor is SO slow, even that small speed boost is very noticable to me.

Yeah…I mean personally I don’t think Thor is a slow character. The only characters in this game that are legit slow are like Hsien Ko, Chris and Arthur. Thor’s movement via air dash L, super jump air dash H and mighty strikes make him very quick and mobile IMO. He can close the gap really quickly with the right assists locking down. I think Thor being slow in general is more of a misconception of not understanding his assist reliant and air dash based playing style than him actually being slow. I think with more discovery of the character people will find that he’s very quick but just appears slow because he’s just a sitting duck flailing around without good assists.

Thor’s main issue is the fact that he has no way to beat advance guards reliably without assists unlike the other air dash based characters. Which makes him feel clunky and slow if you don’t have the right assists set up to beat advance guards.

It’s just also obvious he gains nothing from XF3 that makes him worth using there and doesn’t provide strong enough assists for the points either. If he was able to get some kind of lockdown assist as a benefit for being in XF then maybe. LOL.

Oh I agree with you completely, I was refering more to his normals and their slow as molasses startup/recovery… he has great movement speed when you get it right.

In all honesty XF 1/2/3 Thor like you say isn’t scary… However I think if Thor is last up as anchor for whatever reason, DO NOT pop XF unless you have to avoid the chip. You have enough health to hopefully try and get in somehow. (XF isn’t really going to help anyway). With any luck, you can hit a reset. Next character. You should only pop XF if you feel its worth XFC out of block stun into the command grab. The moment you do this, you’ve decided to kill the character you are facing. But will you be able to catch the next one coming in? That technique is you joker card… so use it wisely. Technically lots of characters can do the same thing just to start combo’s with their normals, but Thor can’t rely on that the same way I feel…

(Also, the popping of XFC into command grab may become a lot more potent in ultimate, what with an increased grab range and the fact you can do that shit in the air… not really relevant to specific thread though I guess!)

Yeah XFC popping into something they can’t even block is pretty nifty. I could see some techniques with that. Maybe even air guard XFC. LOL.

Something that might interest other Thor users: if you call Thor’s spark right before you do a ground magnum (as chris), the spark juggles the target allowing for another magnum into sj magnum, does a massive amount of damage.

I’ve been having some success xfc’ing a blocked mighty tornado and just do a quick dash in mighty hurricane, esp deadly if the opponent is blocking it in the air (ie inbound char), you can just xfc dash in H.MH. If you time it right, your opponent has to block the tornado really close to the ground, they can’t even mash jab out of the H.MH. It works pretty well against snapped in phoenix (tele = dead from tornado, block and you just xfc then MH)