Lichmassacre (talk | contribs) (Assists page created. Using basic format at the moment, but will be upgraded to modern format.) |
Nodthenbow (talk | contribs) (Added the amount of uses to the assists, and fixed a lot of misleading, incorrect, and not useful descriptions) |
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==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. | 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. | ||
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{| border="1em" cellpadding="3" cellspacing="0" | {| border="1em" cellpadding="3" cellspacing="0" | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|lp}} '''= 1''' | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|mp}} '''= 2''' | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|hp}} '''= 4''' | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|lk}} '''= 8''' | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|mk}} '''= 16''' | ||
| align="center"|''' | | align="center"|{{Icon-Capcom|hk}} '''= 32?''' | ||
|- | |- | ||
|} | |} | ||
==List of Assists== | ==List of Assists== | ||
===== <span class="invisible-header"></span> ===== | |||
| | {{MoveData | ||
| | | name = 01. Unknown Soldier - Forgotten World | ||
| | | subtitle = Code: {{Icon-Capcom|lp}} + START | ||
| | | image = | ||
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{{AttackData-Marvel vs Capcom | |||
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| | | 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. | ||
}} | |||
}} | |||
| | |||
| | ===== <span class="invisible-header"></span> ===== | ||
| | {{MoveData | ||
| | | name = 02. Lou - Chariot | ||
| | | subtitle = Code: {{Icon-Capcom|mp}} + START | ||
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| | {{AttackData-Marvel vs Capcom | ||
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| Property = 8 | |||
| 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. | |||
| | }} | ||
| | }} | ||
| | |||
| | ===== <span class="invisible-header"></span> ===== | ||
| | {{MoveData | ||
| name = 03. King Arthur - Ghouls n Ghosts | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mp}} + START | |||
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| | {{AttackData-Marvel vs Capcom | ||
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| Property = 8 | |||
| 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! | |||
}} | |||
| | }} | ||
| | ===== <span class="invisible-header"></span> ===== | ||
| | {{MoveData | ||
| | | name = 04. Saki - Nigiirochou no Kiseki | ||
| subtitle = Code: {{Icon-Capcom|hp}} + START | |||
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| | | 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. | |||
}} | |||
}} | |||
| | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 05. Tong-Pooh - Strider | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|hp}} + START | |||
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{{AttackData-Marvel vs Capcom | |||
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| Property = 9 | |||
| description = She does a long range kick in the middle of the screen. Hits at a low jump height | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 06. Devilot - Cyberbots | |||
| subtitle = Code: {{Icon-Capcom|mp}} + {{Icon-Capcom|hp}} + START | |||
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| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 07. Anita - Darkstalkers | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mp}} + {{Icon-Capcom|hp}} + START | |||
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| Property = 5 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 08. Pure and Fur - Capcom Mascot | |||
| subtitle = Code: {{Icon-Capcom|lk}} + START | |||
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| Property = 5 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 09. Michelle Heart - Wings of Ales | |||
| subtitle = Code: {{Icon-Capcom|lk}} + {{Icon-Capcom|lp}} + START | |||
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| Property = 6 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 10. Thor - Marvel Comics | |||
| subtitle = Code: {{Icon-Capcom|mp}} + {{Icon-Capcom|lk}} + START | |||
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| 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 stay grounded. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 11. Cyclops - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mp}} + {{Icon-Capcom|lk}} + START | |||
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| Property = 7 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 12. Magneto - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lk}} + {{Icon-Capcom|hp}} + START | |||
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| 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 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 13. Storm - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|hp}} + {{Icon-Capcom|lk}} + START | |||
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| Property = 6 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 14. Jubilee - X-Men | |||
| subtitle = Code: {{Icon-Capcom|mp}} + {{Icon-Capcom|hp}} + {{Icon-Capcom|lk}} + START | |||
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| Property = 8 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 15. Rogue - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mp}} + {{Icon-Capcom|hp}} + {{Icon-Capcom|lk}} + START | |||
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| Property = 6 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 16. Psylocke - X-Men | |||
| subtitle = Code: {{Icon-Capcom|mk}} + START | |||
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| Property = 5 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 17. Juggernaut - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mk}} + START | |||
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| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
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| name = 18. Iceman - X-Men | |||
| subtitle = Code: {{Icon-Capcom|mp}} + {{Icon-Capcom|mk}} + START | |||
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| Property = 4 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 19. Colossus - X-Men | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mp}} + {{Icon-Capcom|mk}} + START | |||
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| Property = 5 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 20. US Agent - MSH vs SF | |||
| subtitle = Code: {{Icon-Capcom|hp}} + {{Icon-Capcom|mk}} + START | |||
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| Property = 5 | |||
| 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 21. Shadow - MSH vs SF | |||
| subtitle = Code: {{Icon-Capcom|lp}} + {{Icon-Capcom|mk}} + {{Icon-Capcom|hp}} + START | |||
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| 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. Always starts at the edge of the screen, limiting how useful it is for pressure. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
{{MoveData | |||
| name = 22. Sentinel – XCOTA | |||
| subtitle = Code: {{Icon-Capcom|mp}} + {{Icon-Capcom|mk}} + {{Icon-Capcom|hp}} + START | |||
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| Property = 4 | |||
| 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. | |||
}} | |||
}} | |||
{{Navbox-MVC1}} | {{Navbox-MVC1}} | ||
[[Category:Marvel vs Capcom]] | [[Category:Marvel vs Capcom]] |
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.
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List of Assists
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. |
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. |
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! |
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. |
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 |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |