Need the right assist for your character(s)? Look here

**
**

Akuma:
Reliance on assists on point without XF = Moderate
Reliance on assists on point with XF2 = Low
XF3/Anchor abilities = Very Solid

Ammy:
Reliance on assists on point without XF = Low
Reliance on assists on point with XF2 = Low
XF3/Anchor abilities = Very Solid. Good at countering other XF’s with slow super.

AMMY

[details=Spoiler]1.) Ammy’s Assists:
a - Solar Flare: Startup = 30f. Recovery = 98f. Reflects projectiles and nullifies beams. Worthless assist; never pick it.
b - Cold Star: Startup = 42f. Recovery = 126f. Ammy’s best assist 99% of the time. Shoots 8 ice shots at a down/forward angle from normal jump height above the point character. Good for pinning people down, extending combos, and could be useful for controlling space in a more limited number of situations.
y - Bloom: Startup = 25f. Recovery = 181f. Fills 30% of meter gauge. Ammy is extremely vulnerable during this assist and stays out for a long time. Only useful for very specific teams. Cold star is usually better, even for meter-hungry teams. Calling this out randomly can mean dead dog, so try to weave it into combos if anything.

2.) Good assists for Ammy:
In general, Ammy does not rely on assists as much as many characters do; however, there are a few types of assists that she can certainly benefit from. The one that tends to matter most is some form of coverfire.
Coverfire: Beams like Dr. Doom-a/Iron Man-a are good for clearing a path as Ammy airdashes in. Sentinel-a is also great for supplementing Ammy’s approach while controlling a large portion of the screen.
OTG: Ammy only gets a little out of an otg assist like Wesker-b, but it can slightly extend combos and allow for more pickups.
Wallbounce: Spencer-y allows for some neat combo extensions. See Stark.

3.) Ammy as an anchor:
Ammy is a good anchor, but generally a poor candidate for x-factor. Her XF3 grants only 50% more damage and no additional speed, so don’t save XF for her. She’s a good anchor for 3 main reasons: 1 - she doesn’t rely on assists; 2 - she only has a couple bad matchups; 3 - she’s flexible and has a variety of options.
[/details]

**Arthur: **

ARTHUR

Spoiler

Need rundown of assists and capabilities with assists

[COLOR=black][COLOR=red]C.Viper:[/COLOR][/COLOR]

[COLOR=black]**
C.VIPER

Spoiler

[’]Need rundown of assists and capabilities with assists]('Need rundown of assists and capabilities with assists[/spoiler)

**[/COLOR]

Captain America:
Reliance on assists on point without XF: Heavily Reliant
Reliance on assists in XF2: Heavily Reliant
XF3/Anchor abilities: Poor outside of XF infinites.

CAPTAIN AMERICA

Spoiler

Need rundown of assists and capabilities with assists

Chris Redfield:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists in XF2 = Heavily Reliant
XF3/Anchor abilities = Poor unless opponent is out of XF

CHRIS REDFIELD

[details=Spoiler]1. Guess I’ll just mention some noteworthy things about some of Chris’ assist.

Alpha - Combination Punch H

  • Two hit attack will most likely always connect no matter how much hit-stun deterioration is involved.
  • Hard knockdown.
  • Intended mostly as a combo extender and nothing else.

Beta - Gun Shot M (machine gun)

  • Good damage, exceptional chip.
  • Similar properties to Iron Man’s unibeam. It keeps opponents standing and idle. Good for following up and serves are a capable lockdown tool.
  • Full screen, good assist clearance.

Gamma - Grenade Toss (landmine)

  • OTG capable.
  • Highly delayed assist, the attack takes awhile to come out, making it a good pre-emptive combo extender.
  • Spinning soft knockdown.
  1. Chris works with various assists:
    Amaterasu Cold Star/ Hsien-Ko Pendulum / Sentinel Drones / Doom Hidden Missles - Anything that can keep the opponent occupied for a small while is a big plus. It allows chris to establish his zoning game by setting up landmines and grenades.

Haggar Lariat - this is a huge one, since chris can effectively follow up on Lariat. Lariat serves as Chris’ protection, offense, and combo extender. Perhaps the best assist for Chris overall.

Spencer Slant Wire Grapple/Jill Arrowkick/ Haggar Lariat - these are the better combo extenders for Chris, which are unique compared to other assists. All three of these assists allow Chris to set up a grenade launcher super during a combo.

  1. Chris is not an excellent anchor due to his deadzones in the air and subpar normals and movement. He can chip a lot in lvl 3 x-factor, but he’s a relatively easy character to avoid and to establish his zone control takes a little bit of time.[/details]

Chun Li:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists in XF2 = Heavily Reliant
XF3/Anchor abilities = not very solid outside of mash legs and air dash mix ups

CHUN LI

Spoiler

Need rundown of assists and capabilities with assists

Dante:
Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate. Helps to have Devil Trigger running in tight situations.
XF3/Anchor abilities = Solid especially with Devil Trigger

DANTE

Spoiler

Need rundown of assists and capabilities with assists

Deadpool:
[COLOR=#ff0000]
DEADPOOL

Spoiler

Need rundown of assists and capabilities with assists

[/COLOR]

[COLOR=black][COLOR=red]Dorm:[/COLOR][/COLOR]
Reliance on assists on point without XF = Reliant
Reliance on assists on point with XF2 = Moderate
XF3/Anchor abilities = Solid. Very Solid against Phoenix

[COLOR=black]
DORM

Spoiler

[’]The Dormammu Thread]('The Dormammu Thread[/spoiler)

POST # 9.[/COLOR]

DOCTOR DOOM

[details=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.[/details]

[COLOR=black][COLOR=black][COLOR=red][COLOR=red][COLOR=black]Felicia:[/COLOR][/COLOR][/COLOR][/COLOR][/COLOR]
[COLOR=black][COLOR=black][COLOR=red]Reliance on assists on point without XF = Heavily Reliant (needs to lock people down in the air)[/COLOR][/COLOR][/COLOR]
[COLOR=black][COLOR=black][COLOR=red]Reliance on assists on point with XF2 = Moderate[/COLOR][/COLOR][/COLOR]
[COLOR=black][COLOR=black][COLOR=red]XF3/Anchor abilities = Very Solid. Kitty Helper acts as lockdown assist. Many attacks that beat advance guard. All throws lead to full combos. Can chase people down with speed increase especially with moves like delta kick in XF3.[/COLOR][/COLOR][/COLOR]

Hulk:
Reliance on assists on point without XF = Reliant
Reliance on assists on point with XF2 = Reliant
[COLOR=#141414]XF3/Anchor Abilities. Poor. No speed increase at all, can’t lock people down. [/COLOR]

Haggar:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists on point with XF2 = Heavily Reliant
XF3/Anchor abilities. Poor when he has to fight by himself. Strong when used as assist to protect points.

HAGGAR

[details=Spoiler]1) Lariat: invincible until the end. Whiffs against crouchers. Hard knockdown. Always useful be it for defense as a get off me or to continue combos after a point man’s otg. Hits behind haggar as well. Clearly his best assist and a godsend for keepaway.

Steel Pipe: good range, placed correctly, it can extend blockstrings. Also linkable after point man otg. Unfortunately uses up your ground bounce.

Violent axe: useless. Forget it exists as an assist. Knocks opponent away. Clearly inferior to the other two.

  1. haggar needs a projectile assist that helps him get in. And can benefit from an otg assist afterwards to extend combo. Haggar has plenty of ways to end at frame advantage. Harrasment assists like sent drones, and doom missiles come to mind. Beams/projectiles like Taskmaster(any really) Doom Plasma, Iron man Unibeam, Chris’ gunfire, Modok Psi-Blaster helps him get in.

She-Hulk’s Torpedo can setup an unblockable (with air pipe).

Chris Land mine assist and Arthur (non king armor) fire bottle can otg after piledriver if timed properly.

  1. Does NOT do well as an anchor[/details]

Hsien Ko:

Reliance on assists on point without XF = Heavily Reliant
Reliance on assists on point with XF2 = Heavily Reliant
XF3/Anchor abilities. Poor outside of gold armor shenangans. Doesn’t really do much for a team in general other than provide a weak Haggar assist.

HSIEN KO

Spoiler

[’]Need rundown of assists and capabilities with assists

]('Need rundown of assists and capabilities with assists[/spoiler)

Hulk:
Reliance on assists on point without XF = Reliant
Reliance on assists on point with XF2 = Reliant
[COLOR=#141414]XF3/Anchor Abilities. Poor. No speed increase at all, can’t lock people down.[/COLOR]

Iron Man:
Reliance on assists on point without XF = Reliant
Reliance on assists on point with XF2 = Reliant
XF3/Anchor abilities = Solid but mainly because of the strong assists he provides.

IRON MAN

Spoiler

Need rundown of assists and capabilities with assists

Jill Valentine:
Reliance on assists on point without XF =** Heavily Reliant**
Reliance on assists on point with XF2 =** Heavily Reliant**
XF3/Anchor abilities = Poor outside of teleport/mad beast shenanigans.

JILL VALENTINE

Spoiler

Need rundown of assists and capabilities with assists

MODOK:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists on point with XF2 = Heavily Reliant
XF3/Anchor Abilities = Poor unless you get them in the corner

MODOK

Spoiler

Need rundown of assists and capabilities with assists

Magneto:
Reliance on assists on point without XF = Reliant
Reliance on assists on point with XF2 = Moderate
[COLOR=#141414]XF3/Anchor abilities = Very Solid[/COLOR]

MAGNETO

Spoiler

Need rundown of assists and capabilities with assists

Morrigan:
Reliance on assists on point without XF = Moderate
Reliance on assists with XF2 = Low
XF3/Anchor abilities = Solid

MORRIGAN

Spoiler

Need rundown of assists and capabilities with assists

Phoenix:
Reliance on assists on point without XF = Moderate
Reliance on assists with XF2 = Low
XF3/Anchor abilities = Extremely Solid

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

Sentinel:
Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate
XF3/Anchor Abilities = Solid

SENTINEL

Spoiler

Need rundown of assists and capabilities with assists

She Hulk:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Reliant
XF3/Anchor Abilities = Moderate

**Shuma: **
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Heavily Reliant
XF3/Anchor abilities = Poor without meter (moderate with meter???)

SHUMA

Spoiler

Need rundown of assists and capabilities with assists

Spencer:
Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Low
XF3/Anchor abilities = Solid
Note: Changed Spencer’s XF3/Anchor abilities from Very Solid to just solid because I didn’t realize he only got a 15 percent speed increase in XF3. I consider 30 percent to be the minimum to be scary unless you have really specific tools like Ammy outside of the XF. In UMVC3 if the speeds are normalized and he gets up to 130 percent things may change though.

SPENCER

Spoiler

Need rundown of assists and capabilities with assists

Spider Man:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Heavily Reliant
XF3/Anchor abilities = Poor

SPIDER MAN

Spoiler

Need rundown of assists and capabilities with assists

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

Super Skrull:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Reliant
XF3/Anchor Abilities = Moderate. Solid against Dark Phoenix

SUPER SKRULL

Spoiler

Need rundown of assists and capabilities with assists

Task:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Reliant
XF3/Anchor abilities = Solid

TASK

Spoiler

Need rundown of assists and capabilities with assists

Thor:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Heavily Reliant
XF3/Anchor abilities =** LOL/LULZ**

THOR

Spoiler

Need rundown of assists and capabilities with assists

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

TRISH

Spoiler

Need rundown of assists and capabilities with assists

Tron:
Reliance on assists on point without XF = Heavily Reliant
Reliance on assists with XF2 = Reliant
XF3/Anchor Abilities = Poor when she’s by herself. Strong when used as assist to cover points.

V.Joe:
Reliance on assists on point without XF =** Heavily Reliant**
Reliance on assists with XF2 = Heavily Reliant
XF3/Anchor Abilities = Poor

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

WESKER

Spoiler

[’]Need rundown of assists and capabilities with assists

]('Need rundown of assists and capabilities with assists[/spoiler)

Wolvie:
Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate
XF3/Anchor abilities = Solid on point. Poor at providing assists for team.

** X-23: **

X-23

Spoiler

Reliance on assists as point character without X Factor = **Heavily Reliant **needs assist that at least covers M feint mix up and command grab. Preferably a second that locks down for H feint mix up. Preferably also one of the assists should be big enough to lock down for Dirt Nap trap deaths in the corner.
Reliance on assists with XF2 = Heavily Reliant
XF3/Anchor abilities = Not very solid outside of lucky Dirt Naps and H feint mix ups

Strong assists for pressure/mix up = Doom Beam (M feint), Task Horizontal Arrows (M feint), Iron Man Unibeam (M feint), Sent Drones (M feint / H feint), Dorm Dark Hole (H feint),Chun Li Legs (H feint), Wesker gun shot (H feint for unblockable/relaunches off forward air throw),** Akuma Tatsu** (M feint / H feint), Tron gustaff fire (M feint), Ryu tatsu (M feint/H feint),Captain Shield Slash (M feint / H feint),** Dante Jam Session** (relaunch after OTG, lockdown aerial opponents), Dante Weasel Shot (M feint), Felicia rolling bukcler (M feint / H feint),

**Most consistent assists for pressure: Akuma Tatsu, Sent Drones, Tron Fire. **Characters you can safely keep as anchor either because of their comeback factor in the back or ability to protect the front of your team. Akuma’s assist happens to be one of the assists that works amazing for just about any of X23’s special moves. Pretty much all of her special moves become more powerful with assists and there isn’t one special move that she has that he doesn’t make instantly much better. Easy to hit confirm off of, fast start up and beats other projectile assists. Sent assist works like a slower but longer shield slash assist where it puts the opponent in a broken up block stun so you can M feint around more than once or H feint more than once to set up a mix up into combo.

General note with using X23 with any solid mix up assist is that you want to find assists that work with her M feint and M talon attack as your first priority. Most assists that worsk well with her M feint(qcb+M) also tend to work well with her M talon attack (air qcf+M). The right assist makes her M feint the fastest left right mix up in the game and is imperative to open people up. Her M feint acts like Wolverine’s berserker slash in that it’s intended to mix up where she is. The issue is there’s no hit box coming out like Wolverine for you to auto pilot with. What you have to do is call the assist when they’re not in any block stun and then whip around them with the assist. IF THEY ARE IN BLOCK STUN FROM YOUR ATTACKS OR YOUR ASSIST THEY WILL NOT GET CROSSED UP. For beam based assists they start up fast but not quite as fast as say Akuma tatsu. What you can do basically is dash up to the opponent, press on c.L + doom beam a couple times and then a split second before the beam releases let go of c.L so they leave block stun and the whip around them with the M feint. This is like SFIV Dhalsim/Seth style fireball teleport style mix up and there’s literally no way to see on reaction which way to block and since it’s Marvel there’s no focus dash to get you out of it. If you do the M feint a bit early it will cross up. If you do it slightly later it won’t cross up. If they guess wrong they get hit and you are on the other side to start a full combo.

Around 2 minutes and 20 seconds into the video below shows an explanation of how you can use assists with the feints to set up combos.

[media=youtube]dymewUdlDro[/media]

This video generally shows how you can use broken up attack/block strings to set up left right mix ups with the assists. If your character has a strong wave dash like X23 you can set these mix ups up after throws also.

[media=youtube]Wcmui8MlvKA[/media]

Any of the of the other assists I would still consider very solid. Doom’s beam is great for her M and H feint and can even give her combos and mix ups if you space it right off her M talon attack. Works well with any of her special moves really. You can left right people on the ground with Doom beam + M talon attack just like the M mirage feint. Just like Akuma tatsu it gives your talon attacks and just about any other special move an extra hit box to confuse people and allow you blow through the point character and assist and get in. Doom beam also appears far behind X-23 and the projectile covers the entire horizontal screen space (outside of some crouching attacks) once active and beats a lot of other assists including the dreaded Sent drones and has more durability than other beam assists.

Other assists to note are ones like Captain America’s shield slash and Felicia’s rolling buckler. With Captain…although he is rather reliant on assists himself the shield slash assist puts the opponent in a broken up block stun so you can decide to M feint behind them when the slash initially hits them or do it later when it comes back for a double chance at a mix up. Felicia lets you do the same thing except she hits low on the second hit so the opponent is force to block low and then switch their low block to the other side as you switch around during the first or second hit. Making a really difficult to block situation on reaction.

Post KO Corner Dirt Nap kill assists (assists that keeps the next character from being able to escape dirt nap after a KO in the corner) = Dante Jam Session (works on everyone except Sent or Morrigan with level 3), **Iron Man Repulsor Blast **(works on everyone except Sent or Morrigan with level 3), Ammy Cold Star (believe it works on characters with limited air mobility but some flight characters might be able to escape)

**Post KO Dirt Nap kill assists are becoming a big hit with X23 lately. Most of the X23’s that have done well or won in local tournaments as of late have been using Dante’s Jam Session to get guaranteed 2 character kills after killing off the first in the corner with XF1.**XF1 combo will usually build enough meter on most characters to get 3 meters and then you guarantee kill off the second. Iron Man repulsor blast is a great assist that works just as well as jam session and the hit box seems to be even a bit bigger horizontally than jam session (although jam session covers more vertical space).

Go to 1:12:00 of link below for video footage of this technique.

http://www.twitch.tv/xanadugames/b/291747052?id=291747052&channel=xanadugames

Zero:
Reliance on assists on point without XF = Reliant
Reliance on assist with XF2 = Reliant
XF3/Anchor abilities = Not very solid unless you have meter for sogenmu

ZERO

Spoiler

Need rundown of assists and capabilities with assists

Place holder 14

Place holder 15

This is my personal tier list based on a combination of tournament results and what I’ve observed.
Some characters I’ve just never seen enough of on or off stream to really make a judgement on.
First tier list will be based on individual characters when used on point with strong assists. The second will be top tier team setups since that matters more in a game like Marvel than who is specifically the best.

In no particular order in each tier

S: WESKER, ZERO, DANTE, WOLVERINE, MAGNETO, PHOENIX

[details=Spoiler]

S: Wesker, Zero, Dante, Wolverine, Magneto, Phoenix

Pretty obvious that these guys are just a cut above the rest. If you have one of these guys on your team you’ve probably pissed somebody off to no end because of their cheap ass hit boxes and or their ridiculous damage output.

Wesker
specifically has way too much health for how fast he is, can control space better than most of the other zoning characters and generally can cover his bad matchups with a solid mix up control assist (Tron/Haggar). Can transition a landed hit into mix up/reset based TOD’s with his ability to scare you with high low teleport mix ups and one frame command grabs and air throws after the initial combo.

Zero
is just…stupid. Really fast invincible normals, the ability to set up many of his own 50/50 mix ups and even more with assists, covers whiffs with moves that cause hard knockdowns, builds 2 meters by himself and can TOD the whole cast by himself as long as he has one assist for relaunch.

Dante
has longer ranged invincible normals than anybody in the cast, a bunch of special moves that with assists set up basically the safest teleport mix ups in the game that the opponent can’t run away from and can also TOD practically everyone in the cast with the right characters following and a double sided invincible aerial special that hits overhead.

Wolverine
is too easy to play for the shit he is capable of.

Magneto
can take advantage of DHC glitch more easily than anybody in the game and can set up offense and runaway and play lame better than other characters who can only focus on one thing.

Phoenix
turns your team into an easy mode concept of landing 2 combos to win. If you lose one of your team members and Phoenix gets 5 bars you can pretty much forget winning the match outside of a Daigo Parry style comeback. [/details]

A: DOOM, DORM, TASK, TRISH, AMMY, SPENCER, X-23, SENT, SHULK, AKUMA

Spoiler

A: Doom, Dorm, Taskmaster, Trish, Ammy, Spencer, X-23, Sentinel, She Hulk, Akuma

Doom is all around great character that is powerful at any spot of the team and can TOD any character in the game with a corner without any glitches. All 3 of his assists also contain the 3 of the best assists in the game.

Dorm is a powerful point character that is capable of filling the screen with shit at all times but can set up offense with it as well. One of the only characters in the game with a legitimately powerful lame game.

Taskmaster brings solid assists for mix ups, big health pool and self TOD’s on pretty much the whole cast. Loses pretty hard to advance guard without assist but still overall great.

Trish has of the best abilities to transition between offense and defense of any of the characters in the game. Does a legitimate job slowing down the offense of even S tier characters like Dante, Zero, Wolverine etc. If her dive kick converted to combos as easily as Wolverine’s or a had an invincible left right mix up special she would instantly be S tier.

Ammy has a little bit of everything and is pretty cheap overall but generally she can’t just instantly close the gap on you in the same way that the S tiers can. Probably the least assist reliant character in the game though.

Spencer is another great character on offense but has a super move that basically acts as a full screen dragon punch to keep people on their toes offensively/defensively also. Nothing as cheap as the S tiers but very capable of bringing damage.

X-23 is basically the equivalent of a Wolverine with shorter ranged normals but with the ability to rapid fire all of them with massive frame advantage and practically the hardest to react to mix ups in the game with the right assists. She is basically a parasite on point with the correct lockdown assists that if she touches you even once can guarantee you lose 2 characters and pretty much seal the match outside of hailmary XF3 comeback.

Sentinel was overhyped by top players as an S rank character from the beginning but him being susceptible to advance guard push out and XF guard cancel on his armor normals without assists he’s been since not as threatning. His assist is still one of the best in the game either way.

She Hulk is probably the second best point character in the game to Wolverine. Doesn’t really have anything in the way of scary assists but if you load her up with assists she’s a tank of a character with fast speed like Wesker that only really has problems with lame out.

Akuma is another strong anchor style character with solid point abilities. His only real issue is that he has trouble dealing with people that lame out towards the top of the screen but he definitely does a good job killing off assists and a pretty self sufficient offensive game. Assist is easily within top 3 assists.

B: JILL, CHRIS, TRON, SUPER SKRULL, RYU, CAPTAIN AMERICA, IRON MAN, SPIDER MAN, STORM, FELICIA

Spoiler

B: Jill, Chris, Tron, Super Skrull, Ryu, Captain America, Iron Man, Spider Man, Storm, Felicia

Jill is a rather solid point character with the right assists that has access to extremely strong mix ups including the ability to self instant overhead anytime she wants which is a luxury only a few characters have. Has a super that basically gets her in for free whenever she wants and a level 3 that is totally untapped in potential.

Chris is another solid point character who can be enough of a threat with the right assists. Has trouble in general dealing with hard rushdown and doesn’t really have anything that resembles a real mix up game but he hurts if he hits.

Tron is surprisingly solid on point with the right assists but most of what makes her strong is through her S tier assist.

Super Skrull is another character that’s solid with the right assists and can mix you up from practically anywhere on the screen but is too reliant on risks for it to be super effective.

Ryu is a solid assist clearing character but generally doesn’t have the mix up or assist scare factor of Akuma.

Captain America is an underrated point character with the ability to transition between offense and defense in a snap with multiple moves with high priority and fast start up to blow through attacks and projectiles. Has no real safe ground normals outside of his fast high priority long ranged c.L but that’s really all he needs to land to get going. Backflip special creates nasty mix ups with the right assists also. Great at assist killing also.

Iron Man is another versatile Doctor Doom style character having 3 assists that are powerful and a solid offense with assists on point. Nothing super threatning as of yet but but he works. His ground normals leave a lot to be desired for converting into combos but his air normals can easily convert in air to ground situations.

Spider Man relies on assists to unlock his true power but he’s a rushdown based character that can play runaway surprisingly well also. Kinda like a Marvel version of Vega (Claw) or Mai. High damage combos without any glitches also.

Storm is a character that so far is mostly scary based on her ability to start the DHC glitch and her ability to chip people out that don’t have DHC glitch ready. Solid ability to transition between offense and defense but definitely not on the level of Trish who has cheaper hit boxes or Magneto who has cheaper damage.

Felicia is a character with possibly the most self sufficient mix up in the entire game but has to get in range to do that first. Easier to do with XF3 which makes her practically the most self sufficient level 3 XF character in the game with the right assists since she gets her own super that kills advance guards for her mix up. Still gets lamed out by hard lame though.

C: CHUN LI, HSIEN KO, HAGGAR

Spoiler

C: Chun Li, Hsien Ko, Haggar

Chun Li is only really good at one thing which is rushing down but she can’t get in or rush down any better than any body else and practically does it worse than anybody else who is capable of it outside of Hsien Ko herself. She’s best off just building meter for your team but so many other characters can do that better with higher damage output giving more reason to spend the meter and generally just get in easier.

Hsien Ko is just…bad all around. Like Chun Li with a better lame game but traded for an even worst offensive game and a strong assist if you armor it up. Haggar and Tron don’t have to armor up their assists to make them good.

Haggar is an awesome assist character but basically worse than Hsien Ko on point even when loaded with assists. In a theory situation if you were to account all characters in a one on one situation Haggar is the absolute worst in the game one on one.

Unknown tier: Shuma, Modok, Viper, Thor, Joe, Deadpool, Morrigan, Hulk, Arthur

Just haven’t fought enough of these characters or seen enough of them on stream to make a real evaluation. Most of these characters would make up a B or C tier if I were to guess outside of Viper. Viper of course is the theory S rank of the game but I just haven’t fought against enough of it to make a real evaluation and the work to make her S rank is definitely above any other character in the game that is clearly S rank.

TOP TIER TEAMS

Spoiler

Top tier teams (GO TO BOTTOM FOR GENERAL LIST OF TEAMS)

The first 2 are the absolute 2 best teams because they encompass the best possible team with an S tier anchor that is a full character. Not just an assist. You don’t get a chance to win the match if Phoenix is by herself. You’re probably going to lose instead unless you got lucky on the first 2 and Phoenix is out there with only 3 and a half bars.

S Rank/Tron or Haggar/Phoenix: S tier, S tier assist, S tier
This team generally has what it takes to win any tournament. In a game where it’s impossible to block everything on reaction you pretty much have to have Tron or Haggar backing you up to protect yourself from all the dumb mix ups. Any S rank character outside of Phoenix herself has the ability to build up 2 meters rather easily off any landed hit which Tron or Haggar can easily set up. This makes it so you basically have to land 2 combos to win the match on a checkmate standpoint.

I’ve pretty much concluded that any other character in the S tier can be put first and is basically capable of the same BS on this team.

Wolverine/S tier assist/Phoenix: S tier, S tier assist, S tier
This team is the team that I wasn’t even sure anybody was going to figure out how to beat. Wolverine gets sick damage off of the most basic combos and has left right mix ups with assists that scared the shit out of everyone. Plus once Tokido made it viable for a Phoenix team to tear up your team from the beginning of the match instead of the end of the match with that easy mode XF1 kill shit it just got stupid. Luckily people caught on and put Haggar on their team to calm down Tokido’s crazy Wolvie/Phoenix pressure. Either way minus Haggar being a slight counter to the team it’s still a huge mind fuck of dying to Wolverine or possibly still dying to Dark Phoenix.

X23/Dante/Akuma: A tier, S tier, S tier assist with unique team death touch strategy
This is a more offbeat team but I’m pretty much convinced it’s top tier. This team has been brewing around for a while and the original variation of the team (Dante/X23/Tron) was put together by 10 stars a long time ago. Which it emphasizes killing off one character without spending meter so you can land Dante’s jam session plus dirt nap on the second one and make sure the 2nd character doesn’t even get a chance to fight after you turn on level 1 XF. No other team in the game can guarantee the death of a second character just by turning on XF and having 3 meters. Other characters have unblockable traps on the way in but X23’s ability to jump at you and do an unblockable 400k damage super that she can self OTG after is the recipe for a nasty way to corrode an entire team THAT ALMOST NOBODY CAN ESCAPE. This set up works on everybody except Sentinel mashing on hard drive or Morrigan mashing on aerial level 3.

When people started figuring out how X23’s mix up game was completely reliant on assists and shown how strong Akuma’s assist was for left right mix up characters I saw Meep came up with a variation of the team that basically allows him to just turn on XF1 after he touches your first character and relaunch them with the assists until they die. Then has 3 meters with enough XF1 left over to GUARANTEE death of the 2nd character. Effectively making this a team that can death touch other entire teams reducing them to nothing but level 3 XF. If you don’t make an epic comeback with your level 3 XF character you’re done. Especially since X23 touching you will set up DHC glitch also. Akuma assist stops other projectile assists and is extremely easy to hit confirm off of with extreme priority. It also makes each and everyone of her special moves literally twice as good since they’re already reliant on assists and allows her to hit confirm into combos from crazy aerial situations.

X23’s dirt nap has many ways to kill off Phoenix/Dark Phoenix with traps similar to Spider Man’s also.

Zero/S or A rank/Tron or Haggar: S tier, S or A tier with A tier assist, S tier invincible assist
I’ve always thought Zero was an S rank character and of course he can make some S rank teams. There’s been a lot of talk of Zero teaming up with other S or A ranks plus Haggar or Tron to create a beefy team and over the weekend I saw a team that pretty much single handedly proved how powerful such a team is. Zero benefits from any strong lockdown assist like Dante’s jam session or Ammy’s cold star to set up his mix ups and a lot of the characters in the S and A tiers have assists that count for that. The ones that don’t still usually end up being solid assist or DHC follow up characters for Zero and Zero with Tron assist is just absurdly stupid to fight in general. A bunch of hit boxes, charged buster shot to cover whiffs, and Tron fire assist to cover that. He’s can always cover his own mistakes with a team like this.

General listing of top tier teams:

S Rank/Tron or Haggar/Phoenix: S tier, S tier assist, S tier

Wolverine/S tier assist/Phoenix: S tier, S tier assist, S tier

X23/Dante/Akuma: A tier, S tier, S tier assistwith unique team death touch strategy

Zero/S or A rank/Tron or Haggar: S tier, S or A tier with A tier assist, S tier invincible assist

Wolverine/Wesker/Akuma: S tier, S tier, S tier assist

Magneto/Sentinel/Haggar or Tron: S tier, A tier (with S tier assist), S tier assist

She Hulk/Wolvie/Akuma: A tier, S tier, S tier assist

Magneto/Wolverine or Zero/Akuma: S tier, S tier, S tier assist that compliments Zero’s or Wolvie’s movement

Magneto/Dante or Sentinel/Wesker: S tier, S tier or A tier with S tier assist, S tier (encompasses scary point characters that also work well as anchor so they can all do anything for each other)

Wait what? Tron and Haggar are relegated to purely assist-only tier? I feel both Tron and Haggar should never be in the last spot due to their obvious deficiencies as anchors (and popping XF3 on them is sort of like desperation hail mary mode). Instead, their potential is best used in the second position, as your point will still have access to their assist (they’re both practically invincible so if you’re not spamming P1 like it’s a ‘win’ button if your point dies they shouldn’t be at a health disadvantage either, with 1.2 mil each) and both of these characters can set up ToDs with DHC trick into anchor or back into point if necessary. While their assists are godlike, with the right assists behind them, they can do serious damage on point. Personally I play Tron/Haggar/Doom(missiles) so having three gdlk assists on the same team complements each character well, and in case both Tron and Haggar are dead, Doom is a competent anchor who can benefit from getting 2.4 mil health worth of bar to utilize…

I just feel their potential is a bit overlooked as both Tron and Haggar can do some great stuff on point, but you rarely see it because people stick them in as anchor. You’ve seen some hype comebacks with both Tron and Haggar as anchor, imagine if they could actually mount an offense with some assists behind them… Oh well.

Well that’s the thing…I honestly think there’s maybe a bit more room for characters like Tron and Haggar in UMVC3 to shine as point characters but it’s just too obvious that those guys fuck shit up when they’re assists. They provide you with the only 2 assists in the game that can clean break you out of combos. Shit is too good to take advantage of their maybe somewhat solid point game with the right assists but generally not most resourceful use of their tools on point.

I was definitely thinking of you and cheech wizard when I made those posts about Haggar/Tron and I almost knew you guys would come in to input which is basically what I wanted any ways. I’m definitely not leaving them behind as they definitely have their own spots in the assist complimentary break down I have for each character that will eventually break down which assists best compliment their abilities on point. It’s just in the current meta game it’s rather not ideal to use them as point characters. Not that it can’t work though and you and cheech have definitely shown that it plenty works.

If you are going to do stuff like this, you should put a lot of it in spoilers. It makes it look more orderly.

great stuff in here DJ, keep it coming, definitely a good resource for those wanting to get into characters without having to peruse through cluttered character specific forums.

-dime