I would pick Akuma over Ryu for assist spot. Akuma’s tatsu goes through projectiles (and damn near everything else lol), and he’s a much better anchor than Ryu is. I’m not too sure about the synergy between Spidey and Dorm. You can do cool stuff like Maximum Spider, DHC to Stalking Flare, tag Spiderman back in, do another Maximum Spider if you want to burn all your meter, but I don’t think their assists really help each other out. For Spiderman I’d rather have a more traditional projectile assist (I assume you’re using Dark Hole) like Doom’s beam, but then obviously you don’t have Dorm. If you’re looking for a good battery to build meter for him, you can’t go wrong with Wesker. Dark Hole can be used for Wesker relaunches, or hold a character in place for a mixup. You could also kind of use Tatsu for the same purpose (especially in the corner). And if you’ve got Dorm on point, Wesker’s gunshot assist can be used for easymode relaunches, or easy unblockables especially in conjunction with teleport.
I don’t know much about Strange, but I can help a little with Jill. Examples of assists that help Jill out would be (in no particular order):
-Something to help get in (A projectile like beams or drones or something like Tatsu)
-Lockdown for mixups and such (Cold Star, Jam Session, to a lesser extent Shopping Cart and
Akuma Tatsu, drones once again)
-Something to cover the skies (Vajra, Hidden Missiles, Jam Session)
-OTG (not really as important as the other ones, but can give Jill a lot more options)
-There are several assists that can fill more than one role
Easiest ways of getting in with Jill would be call assist, feral dash or arrow kick>feral cancel. I used Plasma Beam but I’ve switched to Taskmaster arrows (duh that’s his only assist) as I’ve recently picked up the character, and his new colors are pretty sick lol. There really isn’t much Jill can do about characters who like to stay up high other than random machineguns, so in some matchups an assist to deal with this stuff will be crucial. Hidden Missiles is pretty good, but then you’d be missing out on Plasma Beam, which is Doom’s best assist for her IMO. Vajra is good, but I have no idea how to use Strider effectively, and all you can get off of it is 263A anyway, so I prefer Jam Session. Jam Session also lets you set up mixups, and Jill has some retarded-ass mixups. As for OTG, like I said before it isn’t really necesarry, because you can do MGS>DHC or a THC, whichever is better for your team setup. A little meter expensive but it works. With an OTG assist you can get much better damage at the end of combos, and combo off of Jill’s airthrows. Wesker’s gunshot is the best OTG assist for Jill; it comes out quickly, hits low for unblockables, doesn’t use your ground bounce or anything, and you get to use dumbfuck Albert himself as anchor.
My Jill team in Vanilla was Jill(Arrow Kick)/Ammy(Cold Star)/Doom(Plasma Beam), and right now it’s Jill(Flip Kick or Cartwheel Kick or whatever it’s called now), Taskmaster(Horizontal Arrows) and Wesker (gunshot). Jill’s best assist by far is the flash kick, fully invincible as a crossover counter, but using the ground bounce flip lets me get better combos with Tasky and Alby.
Wrote a lot more than I intended lol, hope some of it helps.