There’s a safer guard break setup off MFC s.H. It’s not meaty so air mobility can get out but otherwise it’s decent.
If they don’t pushblock that, can they not just throw her out of it for free? (I guess if it’s as meaty as possible it might be safe-ish, I don’t know how tight the timing for that would be though.)
Doesn’t a meaty L Talon, dash, airgrab serve the same effect? It’s what I do when I’m expecting (or can react to) a pushblock in tha situation and seems a lot safer. Hasn’t failed me yet.
I think the TA L isn’t technically air tight, either, since they can tech unless you time it perfectly. If I was going to do a TA option, that would def. be it tho. It should def. be the safer of the two options.
I know for sure they can 100% guard cancel grab you off of that for free. The only assists that would keep it safe from throws are gonna be ones that hit meaty and negate the throw setup anyways (and you can still mash out throws against them after in certain situations). Rock it if it works for you, I was just saying that TA M is a terrible neutral move in general and there are other guard break setups with less risk out there. The only way that I can see X23 not getting grabbed out of that is if you’re able to hit them on the last possible active frame of TA M, otherwise that setups going to be unsafe.
Between ambiguous TA H stuff and derpy left/right + assist stuff, I just don’t see much reason to go for her guard break setups very often, personally.
Went into another round robin last night. That log was putting in work, but my defense is still shaky at times. I REALLY wanted to beat Hansol and was so close because I wanted a salty runback with that phx player (I would of been tied for second place). Just like Iron Man my Rocket is still green, but I’m picking up these characters on the fly so I have to be patient.
The locals here think I should drop X23 but I keep telling them she’s secret SS tier lol. She just needs the right team to exploit her shit, and many of them are use to just throwing Wolverine on the team because he needs little help opening people up (which is true). I’m really the only person at this scene that plays suspect-true low tiers and can get them to work at times.
I ran mostly X23/Dorm/RR. Seems like someone recorded some matches also:
Sorry for the double post, but I wanted to do a useful post on your match vid.
On the first combo, not sure if log just didn’t come out, but you could have done OTG + Log and one more CS loop. (Also, I’m not sure what the XF was for, seemed a little flinchy but you got lucky with the hit so it worked out.)
It seems like you have a bit of dark hole-itis. Since TA L + dark hole works so well most of your neutral game seems to be based around jump TA options. There were a lot of times where Tasky could have easily punished the TAs. You can almost always combo when log hits so don’t feel like you have to be right in their face. If they’re doing something stupid at ground level, go for wall jump > use CS to make it not cross up, CS>TA L right after crossing up for the uncross, TA H for ambiguous shit, or just fall on them with an S or ambiguous dH (You get the idea…go ham, Log’s got your back, lol.)
Against that XF Sent you starting just up-backing, I would have tried to use that time to wall jump and get out of the corner and then just annoy the shit out of him with wall jump evasion until his XF time was out. His only chance of winning at that point was hitting you in the next few seconds so I would bet money that he would run into a log trying to catch you.
With RR, if you ever catch a stray log, you can always combo with dash > Rocket Skate UF S, land, delayed j.HS s.S > Etc. Also, if I have meter to burn against anyone that is sitting around in flight mode or sj a lot, just start doing teleport M xx Mad Hopper (do the first straight up, then if you do any others try to aim them towards the first one so you don’t wast meter and still get a chance to combo.) If they don’t do something right away just jump up and go for the throw, if you whiff or tech, use rocket skate to go for a second attempt or to make it safe. You still have the trap down below you to keep you safe, either way.
Thx for the tips, I watched your KiT matches and you use walljump>log so effectively. I need to have my notepad out lol.
I basically believe I XF’d on instinct because I noticed that his whole gameplan was one-touch Vergil+XF1, so I wanted to make sure he died (though SF would of probably killed him anyway). I would of got a meter positive kill with that missed log extension, but as you mentioned it didn’t come out strangely. I’m sure he would of raw tagged Vergil out for Taskmaster, good thing I was able to kill him before he landed.
Yeah I do a lot of TA L+Dark Hole for netural, but log is much superior and the trajectories with it along with Walljump are crazy good. I only want to be calling DH off something like c.M>ankle slice+dark hole assist which pins them down nicely for setups. As for his Taskmaster, I really felt that I didn’t respect him enough after taking a two-game lead (I guess that’s when he decided Vergil+XF1 was best bet). He might of used him for some sort of zoning game along with drones, but all I know is that he was throwing out uncovered shield skills like a madman.
My RR is def green lol, but I do know there are neatly followups off Log. I didn’t think that log trap would of hit him out of the air though, so I just gun super to get whatever dmg I could. Not sure why I decided to chicken block XF Sentinel, and I foreseen that command grab but I still got hit. I’m kind of mad at myself for letting it go that far, but it’s whatever in the end. Once I spend more time with RR/Iron Man, I’ll probably cop your team since I think it’s the best team to theoretically reach her endgame easy. RR is an amazing anchor, I feel like he has answers for phx/vergils/whatever.
Lol, I think X23/IM/RR is the natural extension once you start playing X23+Log. I pretty much played the exact same teams you have in the same order, lol.
I don’t know about amazing anchor as far as RR is concerned. Against people that actually respect him it’s hard to get much of anything going. It’s really easy to steamroll people that don’t know to respect him or if someone plays a team with no air mobility on incoming.
All I have to contribute here is another fun neutral for X-23/Hole is stay within dashfootsie range, st.M or cr.M cr.H+hole, Neck Slice uncharged, it all combos if it hits, and you can choose the direction you wanna go by doing a j.MMHS Talon loop in either direction. Or, if it is blocked, free Dirt Nap or go for a crossup. It can be advancing guarded, but not that easily on reflex at all, still pretty safe too. Not amazing damage, but not terrible either, and it doesn’t matter much when you can DHC to stalking flare.
For Task matchup, if he shield skills and lot and can’t do a consistent cancel into two forward arrows, just advancing guard and wait to see if his sharp sting whiffs, then he’s not going to be in for fun. Once he sees that and goes for 3 or 1 arrows, he’s still free. 3 arrows you can punish beforehand, 1 arrow afterwards, just depends on his personal preference. I didn’t get to see his Task from that one matchup, but most Tasks who play without Akuma, Dante, or Dormammu, or Doom Rocks, I guess, fall under that pattern occasionally.
Back throw ground corner pick ups? Why wasn’t this common knowledge? I knew we had these in XF 2/3 but I didn’t know what had this normally. This makes our corner game so much better.
Someone discovered that last year in either the combo or penultimate thread and it blew my mind back then too. It’s really scary because her tick throw game is amazing, we just never had any reason to do it before.
I feel like that’s something I should have remembered. I have always hated not having ground throw options in the corner. This is fucking huge for me, lol.
I figured it was near useless because you only get a super and cant call an assist fast enough. Its also a very tight combo and corner only. Though i didn’t know it was character specific. guess it makes sense her taking longer to touch the ground but i assumed what made this combo work was that she was hitting the back of the stage thus not allowing her to move back anymore and cutting the distance between her and the opponent.
It’s a super tight link, but I was able to call Log and OTG into a full combo off the corner back throw once…(in a lot of attempts)
I think it actually requires you to do 23(A1)6(M) since you have to buffer most of the ankle slice before you touch the ground, but I don’t think you can buffer the assist call…kind of a bummer, really.
Well if it’s their second character we always have the option of popping X-Factor to get a meterless, corner carry kill into a Dirt Nap on their third. So even if we can’t easily combo into assists it’s still a pretty powerful tool to have.
I didnt really grind it but i remember being at it for about 20 minutes and never had the assist come out. props for sneaking that assist in lol
so Merkyl, how did you get the assist call but cant time the Nova assist for the relaunch? lol
I’ve been in the lab with hypergrav and I assume it’s the same assist timing on that as with Cent. Rush. Beats the hell out of me why my hands were so dumb about that one assist.
Hypergrav has the same 23(Assist)6M timing. After I started getting that down consistently I went and tried the Log OTG after the back throw a few times without any success (didn’t spend a long time on it or anything). I think you have to buffer the 23, but not the (A2)6M portion during the landing animation. I got it once though so it’s def. possible. Might be character specific though, I don’t remember off hand who I was using as a training dummy.