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| As is common in the social sciences, following the 80-20 rule, about 20% of the assist moves in this game (or perhaps 33%, given 3 assist types per character) do about 80% of the work for the teams they’re used on. Most characters have one clear winner among their assist types for winning matches, and some characters have a second assist that proves conditionally useful but that requires thought to use effectively. For instance,
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| *beams can cover the screen
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| *extra assists can build meter
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| *OTG assists can sustain long combos
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| *Powered-up/Mode Change’d assists can do more damage for a non-active character than they really maybe ought to.
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| *Low-hitting assists create easy unblockable openers
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| *Jumping assists can avoid ground attacks or attack overhead
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| *Certain assists have autoblock or invincibility properties
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| A character should rarely be selected exclusively for her assist. The assists generally correlate to the character’s playstyle, and the characters you choose should contribute to your intended core playstyle; thus, the assist choices become a natural extension of the choices already made. Carts and horses generally work best when placed in the traditional order.
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| Of course, there are exceptions, and certain characters on the roster have special needs that can often be filled by highly unorthodox assists (such as a 3C Liberation assist from Dormammu, to ground prey for MODOK’s aerial assault). Just get the team down first— lay rocks, then fill in the gaps with sand.
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