Marvel vs Capcom/Assists: Difference between revisions

From SuperCombo Wiki
(Added the amount of uses to the assists, and fixed a lot of misleading, incorrect, and not useful descriptions)
 
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 4
   | description = He shoots out some beams at your opponent covering most of the bottom half of the screen. He shoots both above and below the opponent, so at least he covers his bases. Can interrupt grounded opponents pretty well, albeit the damage is subpar. You can rely on his assist helping you out since the projectiles travel at a comfortable speed to allow some good ground control.
   | description = He shoots out some beams at your opponent covering most of the bottom half of the screen. He shoots both above and below the opponent, so at least he covers his bases. Can interrupt grounded opponents pretty well, albeit the damage is subpar. You can rely on his assist helping you out since the projectiles travel at a comfortable speed to allow some good ground control.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 8
   | description = He's an elf that shoots several arrows and flame at your opponent. With a whopping 8 uses, Lou's arrows hit low, so while it's useless for aerial opponents (unless maybe they're falling), it is an excellent pressure tool that can lead to unblockable setups if the opponent doesn't react correctly, and in general is free blockstring pressure that the opponent has to eat. Comes out very fast, too.
   | description = He's an elf that shoots three arrows and flame at your opponent. Comes out fast and provides a lot of lockdown. Very plus on hit and block. The arrows can not hit most characters while they are jumping (they will land before they are low enough to get hit). If you aren't using Colossus you are probably using Lou.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 8
   | description = He throws lances at your opponent. The fun part is that if he gets hit, he loses his armor! The lances are a very bland projectile. They don't pose much threat and aren't very big with limited range to boot. A carefully timed Arthur summon is still more useful than Pure and Fur, though.
   | description = He throws three lances at your opponent. Goes over most crouching characters and does not combo by itself, but it can be used for lockdown. Arthur's main problem is that he is doing what Lou and Thor do, but worse. Use them instead, unless you really need the slightly different hitboxes that Arthur has. As a reference to the GnG series, if Arthur gets hit he loses his armor!  
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 7
   | description = She shoots a laser at your opponents. Not the most threatening laser, but it comes out quick, deals decent damage, there's a good amount of uses, and can catch people off guard a little. You could lead to some setups with it if you lab, since it would force the opponent to crouch to avoid chip damage, but it's not as long as Thor's assist. Still, can be useful with the right team.
   | description = She shoots a laser at your opponents. Not the most threatening laser, but it comes out quick, deals decent damage, there's a good amount of uses, and can catch people off guard a little. You could lead to some setups with it if you lab, since it would force the opponent to crouch to avoid chip damage, but it's not as long as Thor's assist. Still, can be useful with the right team.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 9
   | description = She does a long range kick in the middle of the screen.
   | description = She does a long range kick in the middle of the screen. Hits at a low jump height
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = She comes in on a mech which self-destructs after a LONG time. It's unblockable though so use her in cornering the opponent! If you can set up traps where the opponent is forced to be stuffed, it can be a very useful assist for free damage.
   | description = She comes in on a mech which self-destructs after a LONG time. It's unblockable though so use her in cornering the opponent! If you can set up traps where the opponent is forced to be stuffed, it can be a very useful assist for free damage.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = Her disembodied doll heads float around her as she walks forward, making a shield of sorts. Eventually, she will release her doll heads forward. Her hitboxes don't really activate until a little while has already passed, unfortunately. She's (probably) fully invincible, though, so no one can interrupt her and they'll go right through her instead, but her projectile attack is basically just another homing-but-not-really-homing projectile attack. Fewer uses than Jubilee's assist, but at least it's a lot more consistent, so you could potentially get some blockstring pressure in with her.
   | description = Loose objects float around her as she walks forward, making a shield of sorts. Eventually, she will release her doll heads forward. Unfortunately the shield does not stop attacks and does not have a hitbox. The hitbox appears when she throws the objects. Deals okay damage and does okay chip, but the long startup and lack of homing limit how useful it is.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = She makes a whole bunch of dice rain down as far behind your character as possible. Pretty much the worst assist in the game. Although several dice fall in front of her, it barely does anything to the opponent, pushes them far back so they can't receive any real damage, and has few uses. More or less just a joke assist.
   | description = She makes a whole bunch of dice rain down where she is standing, which is next to your edge of the screen. Pretty much the worst assist in the game. Has a random element in how the dice fall, making it inconsistent even if it somehow lands. Doesn't do much damage or chip and it knocks opponents far away on hit making it hard to convert off of.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 6
   | description = She appears on the same level as the opponent and shoots beams in three directions. She looks bad, but she's definitely anything but. She comes out quite fast, covers crouching, standing, and aerial approaches easily, and it's quite difficult to jump in-between the aerial shots to break free. If the opponent jumps in after their partner was KO'd, this pretty much prevents any chance for them to attack back. Overall a very useful assist to lock the opponent down as an aggressive assist, but is useless if the opponent manages to jump past her.
   | description = She appears at the same height as the opponent and shoots beams in three directions. Comes out quite fast, covers crouching, standing, and aerial approaches easily, and it's quite difficult to jump in-between the aerial shots to break free. Great for lockdown on incoming. Overall a very useful assist to lock the opponent down as an aggressive assist, but is useless if the opponent manages to jump past her. Has a dead zone near the edge of the screen she enters from.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 7
   | description = Shoot lightning at his opponent in a horizontal beam. It can be ducked, as it only hits high, but it can be a decent anti-air and is useful for locking your opponent down, preventing them from being able to move for a bit as they're forced to crouch.
   | description = Shoot lightning at his opponent in a horizontal beam. It can be ducked, as it only hits high, but it can be a decent anti-air and is useful for locking your opponent down, preventing them from being able to move for a bit as they're forced to stay grounded.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 7
   | description = Optic blasts his opponent. Uses his low Optic Blast. Comes out fast, but also loses its hitbox fast. Simple, fast poke so it can be good to setup unblockable scenarios but there's not much else to say about it. Good assist, just not amazing.
   | description = Optic blasts his opponent. Uses his low Optic Blast (it is still not a low). Comes out fast, but also loses its hitbox fast. Simple, fast poke so it can be good to setup unblockable scenarios but there's not much else to say about it. Good assist, just not amazing.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 7
   | description = Throws out an EM disrupter beam. It's crouchable, and knocks the opponent far away. Fairly quick, too, so there isn't much of an active hitbox. Certainly not an awful assist, but's underwhelming when similar assists do a better job at it. If you love Magneto, then there's no harm in using him, at least.
   | description = Throws out an EM disrupter beam. It's crouchable, and knocks the opponent far away. Fairly quick, too, so there isn't much of an active hitbox. Certainly not an awful assist, but it's underwhelming when similar assists do a better job at it. If you love Magneto, then there's no harm in using him, at least.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 6
   | description = She throws out a vertical typhoon a bit in front of you, akin to Mega Man's Tornado Hold. If you play Mega Man regularly and know Tornado Hold setups, or how best to use the attack, it can be a helpful assist. The big issue: the range is pathetic. There's not much room for Storm to pressure with anything, unless the opponent approaches you, so while it can anti-air, at best it's a defensive assist, assuming you can catch the opponent out of the air.
   | description = She throws out a vertical typhoon a bit in front of you, that grows vertically until it reaches just below superjump height. It does not go very far forwards, so it is not great for pressure. Useful to stop superjumps, but it is not fast enough to be useful on reaction. It does a lot of chip damage in the corner, especially if they are getting hit by multiple hitboxes.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 8
   | description = Shoots out several firecrackers at different angles that slightly track the opponent, pops her gum and leaves. 8 uses at least, but each projectile deals pitiful damage, and it's likely not all of them will even hit the opponent. Not really a good anti-air either, since they'll have just enough time to react and block.
   | description = Shoots out five firecrackers at the same time, which then get sent out at random forwards angles (there might be a bias towards where the opponent is, but I'd assume not). If luck is on your side this assist will cover most of the screen, or do good damage, but on average it doesn't cover enough of the screen and it doesn't do good damage.  
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 6
   | description = She does her rushing punch special from XSF. Starts from the middle of the screen and moves diagonally upward. Useless as a ground assist since Rogue only hits the opponent once if they're close. As an anti-air assist, it can be handy when they're close enough, since she can interrupt the opponent and possibly lead to an air combo, however unlikely. Hard to time, but not too bad.
   | description = She does her rushing punch special from XSF. Dives from the top corner to center screen with a punch, then goes diagonally up off the screen with more punches. The first hit can combo into the next hits, but not reliably. Somewhat okay for screen coverage, but the area it covers is easy to avoid.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = She does a Psi-Thrust super on your opponent, dashing in from the side. The second best assist in the game, and an assist that beats out Colossus. She's easier to interrupt, but she's essentially a female Colossus assist otherwise.
   | description = She does a Psi-Thrust super on your opponent, dashing in from the side. Works very similar to Colossus, but she usually wins against Colossus (unless Colossus is called shortly before she reaches the screen edge). Her hitbox is very disjointed which makes her hard to stop. Like Colossus, she does not have a lot of stocks. She is the Colossus assist that counters Colossus assist.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 3
   | description = Comes barreling toward the opponent, doing a weak version of his Juggernaut Headcrush. Fills the entire screen. One of the best assists, although you only get 3 uses. Very high priority, large hitbox, hard to interrupt, decent damage to boot. If you use Gambit, Juggernaut will allow you to do a TOD combo from midscreen to corner, albeit it uses all 3 assists.
   | description = Comes barreling toward the opponent, doing a weak version of his Juggernaut Headcrush. Fills the entire screen. One of the best assists, although you only get 3 uses. Very high priority, large hitbox, hard to interrupt, decent damage to boot. If you use Gambit, Juggernaut will allow you to do a TOD combo from midscreen to corner, albeit it uses all 3 assists.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 4
   | description = Makes a whole bunch of ice blocks fall onto the screen. It is much more consistent than Storm or Pure and Fur, but it's still not good for pressure and should really only be used for defensive play. The opponent won't be hit by very many ice chunks, and they don't deal huge damage, and it could push the opponent away, which may prevent you from doing setups. He can still work, though.
   | description = Makes a whole bunch of ice blocks fall onto the screen. The best screen coverage assist, virtually guaranteeing that the opponent will be forced to block it. It is fairly quick to come out too. Unfortunately, with only 4 uses, low damage, and not being useful for pressure it ends up not being great overall. Where the ice falls is random, but it usually doesn't matter much.  
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = Dives in, then shoulder charges into the opponent. 5 frigging uses! Easily the best assist in the game, as he has very high priority and can truck through most attacks, but can be beat out by Psylocke, the other best assist. Multi-hit properties, too, and he's incredibly powerful for blockstring pressure, so shaking him off (if at all) will be incredibly difficult.
   | description = Dives in and shoulder charges into the opponent. Often seen as the best assist in the game, as he has very high priority, provides a lot of lockdown, and is very hard to stop. Psylocke is used as a counter assist as she can usually stop him, although US Agent can also be used for that purpose.  
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 5
   | description = Does a Charging Star across the screen. Not the greatest range, and even though he hits twice, he can't combo both hits with each other. Still a pretty useful assist, though. Comes out fast, has a fairly tall hitbox, and makes for a good way to shake people off of you from up close.
   | description = Does a Charging Star across the screen. Comes out fast, has a fairly tall hitbox, hard to stop, and makes for a good way to shake people off of you from up close. He doesn't provide the pushback that Colossus or Psylocke provide, but otherwise is mostly used in the same way.
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   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    = Ground
   | Property    = 3
   | description = Does his Somersault Super move(the one where he does three flash kicks). Good anti-air, but not terribly useful on the ground. Very few uses, too. You could probably set up some combos with him if you get creative.
   | description = Does his Somersault Super move(the one where he does three flash kicks). Good anti-air, but not terribly useful on the ground. Very few uses, too. Always starts at the edge of the screen, limiting how useful it is for pressure.  
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   | Hit Adv    =  
   | Hit Adv    =  
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   | Block Adv  =  
   | Property    = Ground
   | Property    = 4
   | description = Flies across the screen and physically attacks the opponent. Mostly fills the entire screen. How they dropped the ball so hard on Sentinel as an assist, only to become a god tier in MVC2 is something that only meteorologists could possibly hope to figure out. Anyways, he's a charging assist and he fills the entire screen! That's about it, though. Bland pressure, bland damage, not useful in the corner as he doesn't trap the opponent very long.
   | description = Flies across the screen and physically attacks the opponent. Mostly fills the entire screen. A larger Colossus assist, except it can't beat Colossus and it has less uses to boot.  
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Latest revision as of 16:35, 12 September 2024

Assists Introduction

There are 20 Assist characters with 2 secret helper characters. Just push a button during the assist select screen and you get whichever assist the random selector was on. There is a limited amount of times you can use each assist which is dependent on how useful they are. Assists are very useful in creating distractions among other things. You can easily connect many supers after an assist connects too. It is important to note that all assists can be knocked away if hit. All attacks from assists take chipping damage.

How To Select An Assist

The Assist Select grid is labeled from 1 to 20 from left to right, top to bottom. Shadow and Sentinel are 21 and 22, respectively. For instance, say you want Ton-Pooh. Since she is the first square on the 2nd row, her number is 5. To select her, before the Assist Select gird appears, simply hold down HP and LP, since 4 + 1 = 5. Below is the compilation of what buttons to use for selecting the character. In other words, it's like binary code.

Lp.png = 1 Mp.png = 2 Hp.png = 4 Lk.png = 8 Mk.png = 16 Hk.png = 32?

List of Assists

01. Unknown Soldier - Forgotten World
Code: Lp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 4

He shoots out some beams at your opponent covering most of the bottom half of the screen. He shoots both above and below the opponent, so at least he covers his bases. Can interrupt grounded opponents pretty well, albeit the damage is subpar. You can rely on his assist helping you out since the projectiles travel at a comfortable speed to allow some good ground control.

02. Lou - Chariot
Code: Mp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 8

He's an elf that shoots three arrows and flame at your opponent. Comes out fast and provides a lot of lockdown. Very plus on hit and block. The arrows can not hit most characters while they are jumping (they will land before they are low enough to get hit). If you aren't using Colossus you are probably using Lou.

03. King Arthur - Ghouls n Ghosts
Code: Lp.png + Mp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 8

He throws three lances at your opponent. Goes over most crouching characters and does not combo by itself, but it can be used for lockdown. Arthur's main problem is that he is doing what Lou and Thor do, but worse. Use them instead, unless you really need the slightly different hitboxes that Arthur has. As a reference to the GnG series, if Arthur gets hit he loses his armor!

04. Saki - Nigiirochou no Kiseki
Code: Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 7

She shoots a laser at your opponents. Not the most threatening laser, but it comes out quick, deals decent damage, there's a good amount of uses, and can catch people off guard a little. You could lead to some setups with it if you lab, since it would force the opponent to crouch to avoid chip damage, but it's not as long as Thor's assist. Still, can be useful with the right team.

05. Tong-Pooh - Strider
Code: Lp.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 9

She does a long range kick in the middle of the screen. Hits at a low jump height

06. Devilot - Cyberbots
Code: Mp.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

She comes in on a mech which self-destructs after a LONG time. It's unblockable though so use her in cornering the opponent! If you can set up traps where the opponent is forced to be stuffed, it can be a very useful assist for free damage.

07. Anita - Darkstalkers
Code: Lp.png + Mp.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

Loose objects float around her as she walks forward, making a shield of sorts. Eventually, she will release her doll heads forward. Unfortunately the shield does not stop attacks and does not have a hitbox. The hitbox appears when she throws the objects. Deals okay damage and does okay chip, but the long startup and lack of homing limit how useful it is.

08. Pure and Fur - Capcom Mascot
Code: Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

She makes a whole bunch of dice rain down where she is standing, which is next to your edge of the screen. Pretty much the worst assist in the game. Has a random element in how the dice fall, making it inconsistent even if it somehow lands. Doesn't do much damage or chip and it knocks opponents far away on hit making it hard to convert off of.

09. Michelle Heart - Wings of Ales
Code: Lk.png + Lp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 6

She appears at the same height as the opponent and shoots beams in three directions. Comes out quite fast, covers crouching, standing, and aerial approaches easily, and it's quite difficult to jump in-between the aerial shots to break free. Great for lockdown on incoming. Overall a very useful assist to lock the opponent down as an aggressive assist, but is useless if the opponent manages to jump past her. Has a dead zone near the edge of the screen she enters from.

10. Thor - Marvel Comics
Code: Mp.png + Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 7

Shoot lightning at his opponent in a horizontal beam. It can be ducked, as it only hits high, but it can be a decent anti-air and is useful for locking your opponent down, preventing them from being able to move for a bit as they're forced to stay grounded.

11. Cyclops - X-Men
Code: Lp.png + Mp.png + Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 7

Optic blasts his opponent. Uses his low Optic Blast (it is still not a low). Comes out fast, but also loses its hitbox fast. Simple, fast poke so it can be good to setup unblockable scenarios but there's not much else to say about it. Good assist, just not amazing.

12. Magneto - X-Men
Code: Lk.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 7

Throws out an EM disrupter beam. It's crouchable, and knocks the opponent far away. Fairly quick, too, so there isn't much of an active hitbox. Certainly not an awful assist, but it's underwhelming when similar assists do a better job at it. If you love Magneto, then there's no harm in using him, at least.

13. Storm - X-Men
Code: Lp.png + Hp.png + Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 6

She throws out a vertical typhoon a bit in front of you, that grows vertically until it reaches just below superjump height. It does not go very far forwards, so it is not great for pressure. Useful to stop superjumps, but it is not fast enough to be useful on reaction. It does a lot of chip damage in the corner, especially if they are getting hit by multiple hitboxes.

14. Jubilee - X-Men
Code: Mp.png + Hp.png + Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 8

Shoots out five firecrackers at the same time, which then get sent out at random forwards angles (there might be a bias towards where the opponent is, but I'd assume not). If luck is on your side this assist will cover most of the screen, or do good damage, but on average it doesn't cover enough of the screen and it doesn't do good damage.

15. Rogue - X-Men
Code: Lp.png + Mp.png + Hp.png + Lk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 6

She does her rushing punch special from XSF. Dives from the top corner to center screen with a punch, then goes diagonally up off the screen with more punches. The first hit can combo into the next hits, but not reliably. Somewhat okay for screen coverage, but the area it covers is easy to avoid.

16. Psylocke - X-Men
Code: Mk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

She does a Psi-Thrust super on your opponent, dashing in from the side. Works very similar to Colossus, but she usually wins against Colossus (unless Colossus is called shortly before she reaches the screen edge). Her hitbox is very disjointed which makes her hard to stop. Like Colossus, she does not have a lot of stocks. She is the Colossus assist that counters Colossus assist.

17. Juggernaut - X-Men
Code: Lp.png + Mk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 3

Comes barreling toward the opponent, doing a weak version of his Juggernaut Headcrush. Fills the entire screen. One of the best assists, although you only get 3 uses. Very high priority, large hitbox, hard to interrupt, decent damage to boot. If you use Gambit, Juggernaut will allow you to do a TOD combo from midscreen to corner, albeit it uses all 3 assists.

18. Iceman - X-Men
Code: Mp.png + Mk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 4

Makes a whole bunch of ice blocks fall onto the screen. The best screen coverage assist, virtually guaranteeing that the opponent will be forced to block it. It is fairly quick to come out too. Unfortunately, with only 4 uses, low damage, and not being useful for pressure it ends up not being great overall. Where the ice falls is random, but it usually doesn't matter much.

19. Colossus - X-Men
Code: Lp.png + Mp.png + Mk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

Dives in and shoulder charges into the opponent. Often seen as the best assist in the game, as he has very high priority, provides a lot of lockdown, and is very hard to stop. Psylocke is used as a counter assist as she can usually stop him, although US Agent can also be used for that purpose.

20. US Agent - MSH vs SF
Code: Hp.png + Mk.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 5

Does a Charging Star across the screen. Comes out fast, has a fairly tall hitbox, hard to stop, and makes for a good way to shake people off of you from up close. He doesn't provide the pushback that Colossus or Psylocke provide, but otherwise is mostly used in the same way.

21. Shadow - MSH vs SF
Code: Lp.png + Mk.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 3

Does his Somersault Super move(the one where he does three flash kicks). Good anti-air, but not terribly useful on the ground. Very few uses, too. Always starts at the edge of the screen, limiting how useful it is for pressure.

22. Sentinel – XCOTA
Code: Mp.png + Mk.png + Hp.png + START
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 4

Flies across the screen and physically attacks the opponent. Mostly fills the entire screen. A larger Colossus assist, except it can't beat Colossus and it has less uses to boot.

Game Navigation

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Capcom Characters
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Chun Li
Jin
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