First of all, I am by no means trying to say that Wesker and Akuma MUST be on every X-23 team. This is just my team that I’ve been playing around with and have found various strategies and combos that seem to have great synergy with X-23. It’s more like a little example of what you could achieve with the right assists, and things you could try out with your current team. So in saying that, i just thought i’d crack open my X-23 team and share some strategies, combos and follow ups that i’ve been using. So my main team is X-23 (Ankle Slice), Wesker (Samurai Edge Low Shot) and Akuma (Tatsu) and i?ve been using them since basically day 1. I was using Doom with beam assist, but i realized after gaining more understanding with X-23, that she benefits most from being able to combo using both of her assists. Doom beam doesn?t allow her to extend her combos as well as Akuma Tatsu, and IMO it?s very Important that she makes the most out of every hit, and Tatsu opens up more options for her when you do land that touch. X-23 also has all the tools to get in without a beam assist IMO. Dive kick talons, forward and upforward talons that allow you to block / airthrow / attack straight after the animation, j.2H dives, fastest dash in the game mixed with her great, far reaching normals, quick jumps, 2 invincible hypers, mirage feints blah blah blah. With X-23, it?s all about finding those little cracks and literally weaving your way in. And we all know how dangerous she is when she gets in. That?s where i think Wesker and Akuma benefit her the most out of any other character. When she does land that hit, they allow her almost limitless options. They take her combo game to a new level which i think x-23 players aren’t fully utilizing atm from what i’ve seen. The bnbs i use build almost 2 meters and take the opponent all the way to the corner from almost ANY touch, where the opponent has to deal with either her deadly resets, that rival that of Wesker, (I?ll go into that shortly) or a dead character via DHC glitch. I think X-23 players need to milk the most they can out of every opening. Put the fear of X-23 into your opponent because she can literally combo from ANYTHING (except for Back Airthrow and her Ground Throws ofcourse) AND do significant hurt from the tiniest of opportunities. So here im going to run through all of the things you can do when you land that tiny opening :badboy:.
X BnB
Starters:
-
Any single hit jump in (Jumping normal, j:qcf::l: Talon Dive) / j:d::h: -> :l:
/ spaced, uncharged :qcf::l: Neck Slice (follow up with
) / Unblockable setup with Wesker assist (Call Wesker assist + :qcb::h: -> j:s:) into ->
-
:d::l:(optional low) -> :d:
(1 hit for max damage) /
->
-
:h::qcb::h:, j:m:j:h:(j:d::h:*):qcf::l: - Land -
(one hit):h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender:
- Add for higher damage variant. It adds more hitstun deterioration and requires tighter timing so i leave it out as a standard bnb.
- 443 500 DMG / Builds 1.4 meters before ender (463 000 DMG for stronger variant)
Enders:
- For one meter - Charged :qcf:
Ankle Slice xx :qcf::atk::atk: Rage Trigger
** For Resets -
(Call Wesker Assist + Charged :qcf::l: Neck Slice) or
(Call Akuma assist + Charged :qcf: Ankle Slice), :h: xx :qcb::atk:+:s: Mirage Feint Cancel (MFC))
***For Snapback -
(Call Wesker Assist + Charged :qcf::l: Neck Slice) or
(Call Akuma assist + Charged :qcf: Ankle Slice), :h: xx :qcf::a1: or :a2: Snapback
**** For Stylin’ with 4+ bars… Big Damage -
[Call Wesker Assist + Activate :qcb::atk::atk: Dirt Nap -> :dp::h: Crescent Sythe xx :s: Dirt Nap Button (Mash :s: on third hit of :dp::h:) -> dash forward -> charged :qcf:ankle slicer xx :qcf::atk::atk: Rage Trigger] or
[Call Akuma assist + Charged :qcf: Ankle Slicer xx :qcb::atk::atk: Dirt Nap -> :s: Dirt Nap Button (Mash :s:) -> dash forward -> charged :qcf:
ankle slicer xx :qcf::atk::atk: Rage Trigger]
***** For DHC Reset *Go to the bottom of the post for Wesker Follow ups -
(Call Wesker Assist + Charged :qcf::l: Neck Slice xx :dp::atk::atk: Weapon X Prime) or
(Call Akuma assist + Charged :qcf: Ankle Slice xx :dp::atk::atk: Weapon X Prime -> DHC to Wesker :qcb::atk::atk: Rhino Charge)
This is THE combo. It takes your opponent for a ride all the way to the corner, great damage, builds almost 2 meters, AND it sets you up for the DHC reset or her nasty reset game with Mirage Feint Cancelled :h:. You can do it of of any single hit jump in, (like a counter hit j:d::h: or L Talon Dive) any ground strike that leaves the opponent standing, even off of an Unblockable setup with Wesker! Once you get it down to muscle memory it becomes as easy as breathing! The hardest thing for me was getting that one hit in the middle of the loop down consistently. LEARN IT! It gives you just the right amount of height and lessens hitstun deterioration. It makes the rest of the combo so much easier. The way i do it is i slide my finger (or thumb if using pad) straight from
to :h:. It’s probably the hardest part of this combo if you’re already decent with X-23. You’ll also have to alter it slightly for characters like ironman where instead of doing the one hit
after the first L talon, do a 2 hit. And with Tron, go straight into launcher instead of doing :h: before it. Also, the :h: before the :s: at the end of the combo is a bit tricky to time. After practice it becomes quite easy. But you’ll have to watch your opponent carefully. You need to time it so that you hit the :h: as low as possible before you launch. This is very important because how you hit that :h: is going to determine if your going to be able to follow up properly after the launch. This is also why the single hit
in the middle of the combo is so important. It places them at the right height so that timing that last :h: isn’t such a hassle. Luckily it really does get easy enough to be practical and consistent
. So this is my standard bnb. The combo i use for when i start with a multi hit jump in (double j:m: from
Talon or :h: mirage feint, j:s: to :l: talon, j:d::h: into :l: talon), multiple c:l: or charged Neck/Ankle Slice:
:h::qcb::h:, j.
j:m:(j:h:)j:d::h::qcf::l: - Land -
(one hit if you’re doing the high damage variant):h::qcb::h:, j.
j:m:(j:h:*)j:d::h::qcf::l: Talon - Land -
(one hit):h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender:
- Do this instead for higher damage variant but higher execution
- 412 500 DMG before ender (432 400 for higher damage variant)
This combo works from basically any hit and is my go-to combo when i think hitstun deterioration is against me. The stronger variation has j:h: in place of the second j:m: in both parts of the ground loop and you’ll need to do a 1 hit s:m: after the first :l: Talon. The Timing is tighter, and you have to do 2 one hit s:m: so i go for it when im confident. It builds crazy meter aswell.
Wesker Assist Max DMG BnB
Any starter:
-
:h: xx MFC, :h::s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - Land - Call Wesker assist -> wait a fraction, charged :qcf::l: -> :h::s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
-
~480 000 before ender / builds 1.33 meters
This is max DMG for X-23 using this team. Easy to do, you can start it from anything, builds crazy meter and you can hit confirm it from a :h:MFC! Hitconfirm your :h: MFC into this combo or If they block, stop at the :h: MFC and continue your pressure. Does significantly more than X-23s loops so if your looking for big damage and still have access to both of your assists, this is the way to go.
(shoutouts to sakeido for this one!)
Forward Air Throw BnB
-
[If throw was done close to the ground call Wesker first and then dash in. If Throw was done high up, Dash in first and then call Wesker and dash in again]
-> Wesker OTG hits, :h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Enders with Akuma only -
351 200 DMG / Builds 1.2 meters before ender
X-23’s full combo off of an air throw :). Builds 1+ meter along with mad damaging opportunites from a 1 frame airthrow that has great range! Imagine killing off your opponent right at the start of the match from an airthrow… Move over Magneto! Also her main reset tool in the corner after s:h: xx MFC (Mirage Feint Cancel). The MFC cancels all of s.H recovery so X-23 has 0 lag after hitting an airborn opponent so she can start her mixups straight away. Forward jump airthrow catches neutral and back tech, while straight up jump catches front tech. Evil stuff. If they start mashing throw tech?:
Air to Air BnB
Air to air :qcf::l: Talon / air to air :qcf: Talon -> j:s: / j:l:j:m:j:h::qcf::l: Talon / j:m:j:m:j:h::qcf::l: Talon / j:h::qcf::l: Talon
-
(wait for the opponent’s feet to be at head level to X-23)
:h::qcb::h:, j:m:, j:m:, j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
-
444 000 DMG before ender, using j:l:j:m:j:h::qcf::l: Talon as starter
This is X-23s ‘random air moves into full combo’. X-23 has great air normals. They?re lightning quick and have surprising priority for anti airing. It’s also the answer to Throw tech mashing :). After a MFC?d s:h: in the corner, if they’re mashing throw tech, u can jump up forward with j:l: if they tech neutral or back and follow up with j:m:j:h: xx :l: Talon into bnb. If they front tech while mashing you can jump back and hit j:l:j:m: xx :l: Talon and the :l: Talon will take them right back to the corner in the perfect position to continue into the bnb. You can even fake them out with an instant j:d::h: to see how they react (incase they have an invincible hyper or double jump etc) and punish accordingly. Even if they block the air string - j:l:j:m:j:h::l: Talon, you end up right in their face in the corner where you can abuse them more with X-23’s godly pressure with MFC normals with massive frame advantage, high / low game, left / right game and command grab! And if they air pushblock you, you can cancel the pushed move with either :l: Talon or Talon to get either infront of their face again or above their head for overhead opportunities while still keeping them in the corner. Here?s what i?ve got for the command grab (:qcf::h:):
Command Grab BnB (:qcf::h: Decapitating Slice)
:h: xx MFC,:h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
- MFC = Mirage Feint Cancel. Input = :qcb::atk:+:s: and hold for half a second
- 372 300 DMG before ender
Max damage afaik from her command grab and goes into every bnb ender option! The timing for the first s:h: is tough. Just do it as soon as the command grab is finished. It becomes second nature with a little practice. Her command grab is slow but i think it?s very underrated. She can pressure pushblock with it and with an assist grants her an unblockable of sorts. With Akuma you can do a block string -> c:l: etc and input Akuma assist + :qcf::h: a fraction after. This will grab your opponent a fraction before Akuma hits on hit or block. It even grabs if Akuma does hit them with the initial hit of tatsu! If they jump or press buttons, Akuma will hit them and cover your command grab recovery. If Akuma hits you have loads of time to hit confirm into a bnb!
Akuma Tatsu BnB
(wait until the opponent is level with X-23?s body) -> :h: xx MFC(or *), :h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
- for an easier follow up, start with
(2 hits) for less damage (382 900 DMG before ender)
- 412 900 DMG / Builds 1.5 meters before ender
Great Damage off of a quick, high prioriy assist, and again, builds 1+ meter. You can hit confirm from practically anywhere on the screen and wavedash in and still follow it up! It?s great when you?ve trained your opponent to block your strings so u can left / right mix up with L and M feint into bnb.
I?m just going to quickly go through some 100% combo?s you can do if you happen to catch 2 characters:
Any starter:
:h::qcb::h:, j:m:j:h::qcf::l: - Land -
(one hit):h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land - :qcf:
Ankle Slice xx XFC -> :s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land - :qcf:
Ankle Slice xx :qcf::atk::atk: Rage Trigger xx DHC :qcf::atk::atk: Wesker Phantom Dance (Will kill 1 100 000 hp and below characters) xx :qcf::atk::atk: DHC Akuma Beam (For those above 1 100 000 hp)
Off of Tatsu (I catch 2 characters with it pretty often)
:h::s: -> SJ -> j:m:j:m:j:h::qcf::l: - Land - :qcf:
Ankle Slice xx XFC -> :s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land - :qcf:
Ankle Slice xx :qcf::atk::atk: Rage Trigger xx DHC :qcf::atk::atk: Wesker Phantom Dance (Will kill 1 000 000 hp and below characters) xx :qcf::atk::atk: DHC Akuma Beam (For those above 1 000 000 hp)
Dirt Nap
Assist, No X-factor:
:qcb::atk::atk: Activate Dirt Nap and hit :s: -> Dash forward + Wesker Assist -> As soon as Wesker hits, do:
:qcb::h:, j:m:, j:m:, j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land - Call Akuma Assist + :qcf: Ankle Slice into (xx :dp::atk::atk: Weapon X Prime xx DHC into :qcf::atk::atk: Wesker Rhino Charge if started with 4 bars for characters with 800 000 p+) or (:h: xx :dp::h: Crescent Sycthe for 800 000 hp characters)
- 961 000 using (xx Weapon X Prime) / Builds 1.25 meters before Weapon X Prime
- 821 400 using (:h: xx :dp::h: Crescent Sycthe) / Builds 1.5 meters
X-factor Lvl 1 meterless:
Activate X-factor -> :qcb::atk::atk: Activate Dirt Nap and hit :s -> Dash forward, charged qcf: Ankle Slice, instant
:h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land - Call Akuma Assist + :qcf:
Ankle Slice -> :h: xx :dp::h: Crescent Sycthe
- 1 203 800 DMG / Builds 1.33 meters
These are the only two Dirt Nap combos that matter in my team. Dirt Nap with X-factor lvl 2 or 3 is dead character no matter what you do. Dirt Nap is cheap lol. An unblockable Attack grab that has the same speed and priority of her j.L? What were the thinking? It was made to kill characters coming in after a kill. Just time it so that as soon as they pop their head in, your already in their face with an invisible eye gouge. She?s one of the few characters that can guarantee you a dead character that?s coming in after a knock out. Some characters can avoid this with double jumps or invincible hypers etc, but for those character?s that can?t, they didn?t even have a chance to breathe on you. And for those that can escape it, you can still put the fear of Dirt Nap into them by reading they?re reaction and punishing accordingly into a massive punish. Even just the fear of you having 3 bars can put you in a favourable position against your opponent. I?ve sweeped whole teams by starting a round with resets to knock out their point, building 5 bars before they?re 2nd character comes in, lose 3 bars to Dirt nap kill 2nd character, gain one whole bar from combo, activate X-factor, Dirt nap kill Anchor. So really i only had to work for that first kill. It?s not going to work on EVERY team, but it?s a great option she has access to under her already heavy belt of options.
Mirage Feint Cancel BnB
4 x :h: xx MFC variant (works midscreen and corner on all characters):
Any Starter -> :h: xx MFC, :h: xx MFC, :h: xx MFC, :h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
- 419 200 DMG / Builds 1.25 meters before ender
5 x :h: xx MFC variant (works midscreen and corner on all characters):
Any Starter -> :h: xx MFC, :h: xx MFC, :h: xx MFC, :h: xx MFC s:h::qcb::h:, j:m:j:m:(j:h:*)j:d::h::qcf::l: - land -
(one hit):h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
- Do this instead of the second j:m: for more damage but tighter timing
- 408 800 DMG / Builds 1.2 meters before ender (417 800 DMG for stronger variant)
Make sure not to cancel too fast. You want to keep the opponent at just above head level. It’s more lenient than it looks.
:d::h:MFC variant:
:d::h: xx MFC -> :h: xx MFC, :h: xx MFC, :h::qcb::h:, j:m:j:m:j:h: - Land - instant j:m:j:m:j:h:j:s::qcf::l: - Land - :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - Land -> Ender
- 422 000 DMG / Builds 1.2 meters before ender
- MFC = Mirage Feint Cancel. Input = :qcb::atk:+:s: and hold for half a second
Max Damage I think… I go for this when i?m abusing MFC (which i think all X-23 players should start incorporating into their game) and when im too slow to hit comfirm into an X bnb. Hit confirm into this, build loads of meter and profit. Very easy once you get the timing down. Does less damage and builds less meter than X BnB. If it did more, this would be my BnB of choice. I don?t hold onto S when i play so i just hit H and go straight to 214 M+S (which is X + O because im a ps3 pad player lol) and hold it down for half a second. It?s not as fast as canceling with L feint but the difference is slight and i still get great results out of it. I also don?t like holding on to S because i feel like im crippling myself by doing that. Once you get the 214 M+S or 214 L+S down it becomes reliably easy. Also, don?t do the combo too fast. You?ve got a bit of time for the first couple MFCs before hitstun starts to kick in. You want to keep them pretty low for the rest of the combo to flow better.
X-Factor BnB’s
BnB XF lvl1:
-
Activate X-Factor ->
:h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
->
:h::s: - SJ - j:h:j:d::h::qcf::l: - land - dash -> Call Akuma assisnt + charged :qcf:
-> :h::dp: Crescent Scythe
-
1 072 700 DMG
Forward airthrow XF lvl1:
-
Activate X-factor -> Forward airthrow -> dash -> charged :qcf:
->
:h::qcb::h:, j:m:j:h::qcf::l: - land -
:h::s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - Land - dash -> Call Akuma assist + charged :qcf:
xx :dp::atk::atk: Weapon X Prime
-
1 078 300 DMG
Ankle Dive Loop XF lvl2:
-
Activate X-Factor ->
:h: xx MFC, :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
-> :s: - SJ - j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
-> :s: - SJ - :h::d::h::qcf::l: - land - dash -> charged :qcf:
-> :s: - SJ - j:s:
-
1 356 900 DMG
Forward airthrow XF lvl2:
-
Activate X-factor -> Forward airthrow -> dash -> charged :qcf:
-> :s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - Land - dash -> charged :qcf:
-> :s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - Land - dash -> charged :qcf:
-> :s: - SJ - j:s:
-
1 363 200 DMG
Ankle Dive Loop XF lvl3:
-
Activate X-Factor ->
:h: xx MFC, :h::s: -> SJ -> j:m:j:m:j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
-> :h::s: - SJ - j:m:j:m:j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
-> :h::s: - SJ - :h::qcf::l: - land - dash -> charged :qcf:
-> :h::dp::h: Crescent Scythe
-
1 725 300 DMG
Forward throw Ankle Dive Loop XF lvl3:
-
Activate X-Factor -> forward airthrow -> dash -> charged :qcf:
-> :h::s: - SJ - j:h:j:d::h::qcf::l: - land - dash -> charged :qcf:
-> :s: - SJ - :h::d::h::qcf::l: - land - dash -> charged :qcf:
-> :s: - SJ - :s: -> :h::qcf::l: - land - dash -> charged :qcf:
-> :h::dp::h: Crescent Scythe
-
1 467 200+ DMG
DHC Reset Follow ups with Wesker:
Meterless, 1 assist:
-
:df::h: -> :d:
:h:(both hits):qcf:
-> backdash:d:
:d::h::s: - SJ - j:m:j:m:j:h::s: - Land - :a1:or:a2: + :df::h: -> :qcf::l: -> :df::h:
-
526 600 DMG
Main DHC meterless kill follow up after an X-23 bnb that does ~600 000 + DMG. A sure kill on most of the cast.
1 Meter, Akuma assist:
-
:df::h: -> :d:
:h:(both hits):qcf:
-> :l: Teleport follow up (you should be in the corner with opponent facing midscreen) :d:
:d::h::s: - SJ - j:m:j:m:j:h::s: - Land - dash -> call Akuma assist + :df::h: -> :l: Teleport follow up (you should be behind the opponent while opponent is stuck in akuma assist) -> backdash:qcf::l: xx :qcf::atk::atk: Phantom Dance lvl 1
-
664 200 DMG
DHC follow up if you need more damage. You just need to make sure you haven?t used Akuma?s assist yet. Flashy combo that takes a bit of practice, but well worth it! Teleporting behind an opponent stuck in tatsu is badass looking! It?s also practical because it allows Phantom Dance to hit for the max amount of damage.
1 Meter, No assist:
- :df::h: -> :d:
:h:(both hits):qcf:
-> :l: Teleport follow up (you should be in the corner with opponent facing midscreen):d::h::s: - SJ straight up - j:m:j:h::s: xx :qcf::atk::atk: Phantom Dance lvl1
Main DHC follow up after an airthrow or if you?ve used your only assist. The teleport in the corner ensures that Phantom Dance hits for max damage
After an X-23 airthrow bnb into DHC reser at the start of the match:
:df::h: -> :d::h:(both hits):qcf:
-> :l: Teleport follow up (you should be in the corner with opponent facing midscreen) :d:
:d::h::s: - SJ upforward - j:m:j:m:j:h::s: - Land - :dp::l: (you shoud be behind the opponent) -> :df::h: xx :a1:+:a2: Phantom Dance lvl1
- 628 200 DMG
Flashy combo after X-23 airthrow bnb at the start of the match. After the DHC reset, Wesker starts the combos with 0 bars. During this combo he builds enough to do a team hyper with just himself. The :l: Teleport after knockdown ensures max damage from Phantom Dance.
There?s alot more that i can touch up on about X-23 and i’ll be sure to update the thread with whatever else i may find. I think X-23 is the sleeper that everyone is going to have nightmares about once we start to integrate and utilize all of her tools to their fullest. Even after the DHC glitch, i think she?s still going to be a potential high tier. She just has so much going for her and her pressure is unlike any other once she?s in. Hopefully this helps you guys get the most out of X-23. Just practice, practice, practice! It?s really not that hard to get used to, and the payoff is amazing!
If there are any strategies and combo’s you’d like to share, post away!