Examples: Big Band's Brass Knuckles (6HP), Eliza's Buther's Blade (214MP) Armored assists - Armored assists are difficult to stop since they can only be beaten by multihits or sweeps.Some invulnerable assists have even more than 3 frames of vulnerability Don't forget that all assists have 3 vulnerable frames when they touch the ground, even if the point version of the move is invulnerable from the 1st frame.Invulnerable DP assists - Invulnerable moves that will cleanly beat an opponent committing to an attack when timed properly.Lockdown assists - Multi-hit moves that keep the opponent stuck in stun will give the point character time to set up an advantageous position.While not all assists will fit perfectly into each of these categories, many of the best assists have at least one of these traits. Below is a rough breakdown of the different kind of benefits assists can provide. Also, super jumping or double jumping will prevent you from calling an assist until you land.Īssist attacks are referred to by the in-game tutorial as ensemble attacks.Īny grounded normal move, special move, throw, or taunt (input with START on assist select) can be chosen as an assist. More details hereĪssists can be called while in a neutral state or during normal attacks, but not during specials, supers, or throws. Using an assist's attack as a combo starter scales the combo to 66%, or 90% if it was a counter hit. In a combo, an assist can only be called once. In short, be careful with the risks you take while calling your assist. If they get to the corner, they can do a deadly double snap combo, guaranteeing the assist character is killed. Getting hit this way or leaving an assist unprotected can lead to both characters getting caught in a combo at the same time, formally known as a happy birthday combo. If the point character is hit before the assist attacks, they will not do their attack. If the assist is hit, the assist's team will go through 120f of lockout, which prevents calling assist, tagging, or DHCing for a little while. Assist characters also take more damage (35% more), all dealt in red health. Assist characters can be hit out of startup (even invulnerable moves have at least 3 frames of vulnerability as an assist), or during recovery, since assist characters will stay on screen a bit before leaving. The downside is that the assist character is vulnerable and has to be protected by the point. Assists are extremely strong and useful for many things such as space control, pressure, combos, and even defense, depending on your chosen assist attack. Pressing an assist combination input will call in another character on your team to perform a predetermined attack independent of your point character.
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