According to the Phoenix matchup thread, the 9 frames recovery on Silent Kill is after the cinematic. That being said, we should take the discussion on Phoenix there =P.
Also Sphere flame = Doom’s AA hyper. Stalker flare = Dormammu’s flaming ball.
According to the Phoenix matchup thread, the 9 frames recovery on Silent Kill is after the cinematic. That being said, we should take the discussion on Phoenix there =P.
Also Sphere flame = Doom’s AA hyper. Stalker flare = Dormammu’s flaming ball.
Well I didn’t quote the Sphere Flame stuff because I’ll admit that Sphere Flame is super situational for this.
I was just confused. You meant stalker flare here, right?
Yeah my bad, I meant Stalker Flare.
First match in the FT5 series I’m entered in at Xanadu. Single elimination tournament but every match is FT5. Playing against new young gun Boom using a couple lame out style teams. Dropped more combos than i wanted too, but i guess that just meant more time to set up DT pressure and hysteric mix ups.
[media=youtube]cBBNULxEXpw[/media]
That was pretty nice. At first I wasn’t liking either the fullscreen charged Neck Slicers against characters with beams nor the Doom beam + M MF mixup on incoming characters when you only have the two characters remaining (Boom could’ve airdashed up or used a double jump or even use Task’s swing), but then you started to show cleverer movement to evade and trap the opponent and started using Dante assist instead (after all, those were the times he was alive).
Unrelated to X-23, though, please dash cancel blocked normals with Doom!
Yeah I was only using the Dante assist simply because he was alive at the time. Normally I just call the beam out so people dont press buttons as they’re coming in and then I let X-23 run mix ups and frame traps from there. I’m not a big fan of going for the welcome pressure with X-23 cuz you dont know what people be mashing when they come in and I just dont like taking the risk in tournament matches. You’re probably right in that I probably should just figure out my meaty timings during welcome setups and just force attack/throw mix ups. I probably need to start working on the Viscant style cross/non cross S launch mix ups also. If Dante is there I dont have to worry about shit though so I bring him out to get things started if he’s still around.
The charged neck slices I usually try to have backed up with Doom’s beam so there’s a hit box following the neck slicer. Plus X-23 has 2 invincible supers she can cancel into during the charged neck slice so if they wanna mash on supers I have cancel into rage trigger or weapon x ready. I just have to be careful about characters with counter supers like Task but I can always DHC into projectile super or DT from the other characters.
Definitely agree with the dash cancelling the normals although. I’ve been doing that for a while but the problem was I was just trying to get a lucky XF super jump ADDF M so I can just start killing off characters but he kept blocking high to prevent it. I probably should have at least tried maybe cancelling into air dash while I was still in the air when they got blocked but I’ll have to go over that and see. Next time I know just to force throw mix ups first because back throw easily leads to TOD with XF3 Doom any way. When I do too much attacking it gets predictable so I should definitely force the one frame throws more so they get nervous about their block and I can set up more high lows and counter hits with the SJ ADDF M.
LOL @ taunt.
And LOL@ the commentator saying, “Deviljin doesn’t know what X-factor is.”
Some tournament matches. Me vs Asian X Core, and Me vs KBeast w/o XBL.
Heh. If it’s Doom in XF I don’t know what XF is. I’m not afraid of other Doom’s in XF because I’m the only Doom I know that can actually scare people in XF.
I loved taunting in 3S so I taunt when I can in MVC3 just for fucks sake.
I like the way you’re getting your team to work Faith. Those relaunch pick ups after the command grab from Hulk are really cool. Hulk in the 2nd spot allows X-23 to do a lot of damage with DHC’s also. I can only imagine how much damage that DHC will do when you can mash on rage trigger for more hits. You could definitely make a bit more use of X-23’s wall jump. It would have saved you from getting air grabbed by K Beast’s Viper a few times when you were trying to jump away towards the corner when he XF’d. The wall jump will force him to have to chase you in the other direction and then if you wanna mix things up you can dive at him with talon dive into L talon attack. The edge of the screen is X-23’s friend.
Honestly Jin you’re like the only x-23 player that I’ve seen utilizing the walljump. I should use that more for sure.
I wall jump on unintentionally
Haha same here.
honestly only times i ever do intentional walljumps is after I hit Rage Trigger to catch them in an airthrow (superjump if they neutral/back tech, jump>walljump if they tech forward).
X-23’s walljump is completely essential for her. It makes getting through fullscreen keepaway much easier and is pretty much the best way to travel at jump height without the commitment she has to take with a M Talon Attack. It’s of course also useful when running away and getting out of the corner (and counterattacking), but that has to be done in moment that aren’t so obvious, much like any other wall jump.
I understand people not using Wolverine’s wall jump, but I think X-23’s is one of her best air mobility options, no reason not to use it regularly.
[media=youtube]1KQ8PnKnCvI[/media]
^
Props to Meeps!
That’s some pretty slick work from D Wan.
Does anyone know of some vids of high level play utilizing X-23’s MFC tools? I agree that it’s amazing theory-wise, but I haven’t seen many match practical applications using it to set up frame traps or for advanced block strings since it seems to be the better option just to go with with one of her mix-up options instead.
I’m kind of starting to feel that the MFC tools just don’t have much practical use in such a fast paced environment and I was hoping for someone to prove me wrong.
The only person who uses MFC regularly on video, is Deviljin, and his matches are a coupla posts above!
I have old vids of myself using MFC, but it doesn’t demonstrate advanced frametrapping/advancing guard punishing since my opponents got hit, aside from one instance where I use it to force and punish a failed advancing guard.
My friends just advancing guard as soon as I touch them, so I do dash strings vs versus and MFC whenever I get an opportunity.
You can watch any of my match vids in my signature below to see practical use of it. It gives her an standing normal that anti airs aerial movements like air dashes without having to jump. It’s also the longest ranged normal she has, covering a good 1/3 of the screen and only really loses to certain low attacks from a distance. It makes her the only character in the game that can rapid fire any of her normals and not just her L normals. The range you can dash in once, do s.H MFC and get it the person’s face with offense is extremely long and can happen very fast. It’s basically her only real Dante/Zero worthy normal when MFC’d in terms of range and scare factor.
The main problem with X-23’s normals is that the only ones she can rapid fire or generally throw out at a fast rate are really stubby like Akuma. I’m pretty sure her c.L has even LESS range than Akuma’s c.L. Her c.L has strong frames at 4 frame start up but it requires you to dash into a range where normals from characters like Dante, Zero and Taskmaster will rip you to shreds if you try to just randomly dash forward in with it without an assist. Being able to rapid fire her H’s allows her to close the gap from a much longer range safely with less assist reliance. It can also convert into 600+k combos rather easily.
With X-23 otherwise being extremely reliant on assist to amount offense, anything that lessens the need for assists to amount her offense is very powerful. Another great tool of s.H MFC is that it has so much advantage on block that if the opponent tries to XF guard cancel it, you can block low before they can hit you. Forcing them to waste XF and allowing you to run away or hit them instead.
Akuma in general is such a good assist for X-23 that you can really get the job done once you get in without the MFC’s. The only issue with Akuma assist is that you have to get relatively close to your opponent to make use of it but once you do you’re pretty golden. Meep specifically also utilizes other more advanced tricks like her 3 way talon dive mix ups that can cross you up without actually going behind you.
Example: http://www.youtube.com/watch?v=1KQ8PnKnCvI&feature=mfu_in_order&list=UL#t=8m54s
It’s almost like an overhead that isn’t an overhead because you have to stand in order to avoid the mix up which leaves you open for c.L’s and c.M’s. When Meep hits Marlin’s Viper with the talon dive…you’ll notice that when Viper got hit X-23 still was in front of Viper. This is basically a cross up that doesn’t actually go behind the opponent but just moves far enough forward to cross them up. It’s pretty obvious Marlin was just trying to block like normal but then suddenly gets hit like it was an overhead due to how it crosses up without actually going behind. The mix up is susceptible to air throws and XF guard cancels but when it works, it works really well.
The MFC’s just help when you don’t have your assist out on screen yet and make it so you are more of a threat outside of point blank range. Which is X-23’s general issue is that there’s no reason to be afraid of her unless you are basically within throw range without assists.
I have some video of me running X-23/Dante/Akuma…but its so scrubby i feel bad posting it lol…After looking at the footage myself and a friend I realize how scrubby I was playing, I was really going for some MFC air-resets when I should have just hit her high damage jump combo’s. What I’m saying is that I’m a better player than the footage I have.
Lemme know if you guys wanna check it out.