Gustaff Fire does scale combos badly, but I never use it in combos because of how j. H is now and I honestly can’t picture a situation where you have to use it in order to extend a combo.
In regards to assists, is it even possible to have both assists unavailable outside of a combo? I think you guys are making too big of a deal about what assists she needs to go into her supers. From my testing, only two characters on the Capcom side(Morrigan and Zero) have no assist that lets you transition from OTG to super. Sure, some might only let you get Lunchtime and not King Servbot, but it’s better than nothing. Only one assist(Strider’s Gram) is unrealistic in practice because of how strong one of his others(Vajra) is.
If you have X-Factor, you don’t need an assist to land a super in an extended combo. You can just end the combo before you typically call an assist and OTG and instead go straight into King Servbot and after the cinematic ends, you X-Factor and OTG. If you don’t have any other characters or X-Factor, you’re boned(or should I say Bonned?!). All you can really do is just shorten your combos and go for Lunchtime.
I personally don’t have any command grab setups. You should check out some of Rikir’s matches. He seems to land them a lot. You can mitigate some of its poor range if you kara with s. H. Also, keep her ground dash in mind in regards to the range of her command grab and her ground normals.
My litmus test for whether a character has good DHC synergy with Tron is whether you can land a King Servbot or not and Nemesis passes this test. Also if the DHC ends up near the corner, if you didn’t use up Tron’s assist with Nemesis on point, which is very likely, and if you have Nemesis on rocket assist and maybe even clocket, you can end the combo in the same fashion as the one I posted earlier in this thread. You can also land Nem’s punch super from Lunchtime and I think even from King Servbot. I don’t know if that’s noteworthy, though.
Both rocket and clocket allow you to transition from OTG to super for Tron.
Also, if you used Nem’s assist before you can OTG to super and have two bars, you can THC. After the bounce from the boot, you can beacon bomb and end it in the same fashion as the combo I listed earlier.
Chris passes my DHC test as well because you can land King Servbot from his grenade launcher super and I’m pretty sure his sweep one as well.
If you have Chris on Gunfire assist and it’s available in a combo, you can call his assist, OTG, H drill into Lunchtime. You can also use it to set up for j. H H drill finisher after the DHC into Tron as well, but it’s harder to get it to hit than Nem’s rocket.
On Bum’s Nem team:
I don’t understand the order, especially if he goes for THCs because Cap can’t OTG Shield Slash and THC. I could understand if Nem required Arthur’s Goddess Bracelet in order for the boot not to whiff, but he doesn’t.
What is Nem’s DHC problem? Is it the boot whiffing, damage, or something else entirely?
I also advise against putting Arthur in Gold Armor and tagging him out. Sure, it makes his assists better, but you’re risking a lot by doing so if your opponent’s character can OTG him after his armor breaks. You also have to burn a bar to get him back to his normal state if you don’t want to deal with the extra damage he receives in his underwear(I think he takes 40% more damage).
On Airtola’s team:
I also don’t understand the order of his team. Nem’s rocket super seems practically designed for a Gamma Crush DHC. Also, if he had Hulk on anti-air assist, he can probably play kind of lame with Nem. Sure, Nem doesn’t do as much damage as Hulk, but Hulk requires the corner to do the most damage and Nem’s rocket super is good at carrying the opponent closer to it. Also, the assist he has with Nem(rocket) is pretty much just for combo extension in the corner since he has Task’s arrows to cover his approach.
On Nem’s THC:
I actually investigated THCs a lot at the end of vanilla and early on in Ultimate. Unless you’re playing Wesker, the key ingredient I found for most THCs is a super that OTGs quickly and Nem’s fulfills that role. His THC is also unique in that it lasts a while(it seems a little shorter than Okami Shuffle), carries to the corner well, and produces a ground bounce even if you’ve used it up in a combo, which led me to…
On Haggar/Nem THC:
My brain immediately went to this combo yesterday after reading this discussion and it worked. I didn’t test it extensively, but from what little testing I’ve done, it seems to work best on larger characters and it seems to not work on smaller characters. Maybe, it does, but if that’s the case, the timing seems super strict. You can probably take shortcuts to mitigate this issue. The whole point of this was for it to be corner to corner and to produce a ground bounce for Haggar in case he already used his. The vibe I get is that smaller the character is, the less it becomes a true corner to corner combo. This combo could probably be optimized more, but here it goes.
j. Pipe, c. M S, air MMH Pipe, call Nem, c. H, Nem Rocket, f. H, whiff L Hoodlum Launcher, c. H, whiff f. H, c. H, whiff f. H, THC, dash to corner, Nem boot from THC, [c. M, H Hoodlum Launcher reset], [j. qcf. S, c. H, whiff f. H, c. H, whiff f. H], or [j. Pipe, c. H, whiff f. H, c. H, whiff f. H]
The damage I’m about to post is based on Haggar’s super whiffing, which it will if you’re not near the corner when you THC. It does ~751,800 before the Hoodlum Launcher reset. ~800,300 with the j. qcf. S finisher. ~786,800 with j. Pipe finisher. You can also probably finish the combo with S, air qcf. S, c. H x2, but I’m not good at landing air qcf. S raw in general. You can also probably extend the combo even more with assists if you don’t go the reset route. The closer to the opposing corner you are at the beginning of the combo, the easier it is to dash and finish it. I’m bad at wave dashing with Haggar so when it was truly a corner to corner combo, I had a hard time finishing it. The parts where character size cause problems is the Nem Rocket and the second c. H after the whiff L Hoodlum Launcher. The second c. H is not that big of a problem. It’s just nice to do because it pushes the character further towards the corner and thus losing some of its corner to corner potential if avoided. Nem Rocket is a bigger problem. You need the f. H to hit. Otherwise, the combo drops and the character recovers. That’s where the timing gets strict as character size diminishes. On Sentinel and Hulk, it’s easy. On Rocket Raccoon, it might be impossible. This problem could probably be fixed by just using an assist from another character instead. This part pushes characters closer to the corner as well so it becomes even less of a true corner to corner if it’s omitted. Keep in mind, I tested all this with just Haggar and Nem basically in a vacuum so make sure that whatever team you construct that the super from the other character in the THC doesn’t mess up Nem’s.
EDIT: You can totally do the Hoodlum Launcher reset with s. L with this combo. For some reason, I thought you couldn’t.
EDIT AGAIN: Alright, I’m an idiot. You can do a much simpler combo that from my testing works on everyone and is truly corner to corner.
j. Pipe, c. M S, air MMH PIpe S, dash, c. H, whiff f. H x whiff L Hoodlum Launcher, c. H, whiff f. H, THC
The one above probably build more bar and does more damage, but this one is more realistic. This is becoming the neverending post.
Man, this post is long as all hell, but at least, some of it is on topic this time.