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.

Sorry I can’t contribute to the first point, but really, I don’t think I’ve ever played a match with Wesker NOT on OTG shot so I have no idea how the other ones can help anybody.

Anchor Ability
[]Great/Upper tier anchor with massive boosts to speed (very fast teleports) and damage.
]Can create nightmare harassment via horizontal ground gun and diagonal air shot, especially potent vs. large characters (i.e. Sentinel)
Personally, I think Wesker is a tad overrated as an anchor (though that’s not to say he’s a bad choice) since he’s more than capable of tanking through an entire team when given assists and is still very strong with XF1.

Assist Compatibility (Wesker on point)

[]While mobile, Wesker can have a tough time with certain rushdown characters (I.e. Wolverine)
]Also, Wesker’s toughest match ups involve characters capable of strong zoning or strong air control/capability (I.e. Trish)
Like practically every character facing off against strong rushdown, Wesker can benefit greatly from either Haggar (Lariat) or Tron (Flame) assist. Really, it’s up to the player and whom they feel more comfortable with. Arguably, Haggar is the superior choice for Wesker as he is capable of capitalizing on the hard knockdown should he miss the window where the opponent is still airborne.

Against some characters (i.e. Sentinel), Wesker is capable of fighting at full screen by himself through his gun. However, against characters like Magneto or Trish, who have either faster projectiles on the ground or have the ability to either dominate or stay in the air, Wesker will have difficulty using gun shots to fight. Against a zoning/spam capable character (i.e. Magneto), Wesker should be paired with a projectile-type assist to help him both get in and reduce the opponent’s chances to initiate zoning patterns.

Almost any assist picked can be used to extend Wesker’s combos since he is able to create an OTG himself. For ease of use, assists with soft or hard knockdown tend to be friendlier with timing. Examples include: Haggar (Lariat), Doom (Plasma Beam), Akuma (Tatsu)


While it is usually recommended for Wesker to initiate offense through use of his three teleports (well…two, really. Pssh, who uses back teleport?), they are far from safe when used by themselves (despite what online experience may tell you). It is highly recommended to have an assist that can reduce the risk involved in using teleports. The most common assists involved tend to be projectile-types. Commonly used include: Sentinel (Force Charge), Iron Man (Unibeam), Doom (Plasma Beam).

However, creativity is practically the only limiting factor in use of assists for offensive purposes. Beyond making teleports safe, the same assist can be used to aid in left/right teleport mix ups. Other commonly used assists for this effect can include: Akuma (Tatsu), Dante (Jam Session), Tron (Flame), Spencer (Slant Shot). Wesker is one of a few characters that can instantly make many assists safe from most harm as his side switching ability is very quick.

Generally speaking, if you are to build a “Wesker team”, you are looking for one assist that can help mitigate the risks in teleports and another assist that can help in corner pressure, as the assist making teleports safe will often tend to also aid in teleport mix ups (and help fight in projectile wars). Wesker is among the most dominant characters in the game when he has an opponent trapped in the corner. When looking for an assist to aid in corner pressure, you are generally looking for an assist with very high priority such as: Akuma (Tatsu), Haggar (Lariat). Though arguably not as effective for corner pressure, many projectile assists can also be substituted for use in corner situations such as: Iron Man (Unibeam), Sentinel (Force Charge), Amaterasu (Cold Star)

One other note to take into account when choosing assists, is perhaps you need to consider what your team hyper combo (THC - pressing both assist buttons at the same time) can do. More than many other characters, Wesker is capable of setting up easy and guaranteed situations for use of a THC off of an OTG shot ( :df:+:h:). For example, in a team consisting of Wesker/Spencer/Dr. Doom (Plasma Beam) your THC will be set to Phantom Dance/Bionic Lancer/Photon Array. However, since Wesker and Spencer always perform the same hyper in a THC (PD and BL) which tends to create a vertical “bounce” in the enemy, you may think about opting to switch Dr Doom to molecular shield assist, to gain access to Sphere Flame during THCs.

Hope that helps out.

Very thorough. Good stuff.

I’m too lazy to make one for dante. Also Wesker can outzone Magneto imo :stuck_out_tongue: