Oh okay, I misread your post. Solo pickup after an OTG is super character and spacing specific. Picking up with an assist is super easy, though.
I’m pretty sure the characters that you can get off the throw are the same characters you can pick up solo off a grounded dirt nap.
When I was messing around with it, I could hit it against Zero, Spencer, Wesker, Dante, Taskmaster. I tried a whole lot but it was so impractical that I wasn’t exhaustive about it.
The idea seemed to be that you had to hit with just about the last active frame and certain hitboxes would juggle off the OTG weird.
This may or may not be the worst advice i have ever gave to someone, but have you ever tried playing on a FightPad? Lol i have no clue if those things are even good or not but your layout reminded me of that. is it better to do QCB S+M or S+L? I’ve been practicing with QCB L for the most part.
Looking back at this comment, i completely forgot to try pressing the ATK + S at the same time. That def sounds doable to me, but I’ve been practicing on this old MadCats FPS controller i had since it has 2 command buttons that can be remapped through a switch behind the controller so i can set it as S and hold it with my right index finger. MFC have been a cake walk ever since. I want to mod it a lil so i can make it more suitable for Fighting games (pretty much replacing all of the buttons + D-Pad) but im not sure if it would be tournament legal because of the two command buttons behind the controller.
Also, new video! Most of this stuff is probably old to you guys but hopefully the 2nd combo and the last combo sparks your interest. https://www.youtube.com/watch?v=vxOuXmh_kJE
As far as I’ve seen, you can always link s.S tk CS H xx TA L as long as you have an assist that lets you relaunch close to the ground. (Any spinning knockdown should work.) It gets to be a tight link later on but I haven’t found a combo that won’t let it combo yet.
Already, seriously can someone figure out how to relaunch with Sentinel drones consistently? I will give that person 1000 internets. See below vid for proof of concept. Out of 800 tries I have only gotten it to work ONCE and that was on Vergil, so I’m not even sure it’s not character specific…
In regards to the second combo, as far as confirming, RIGHT as he lands from the TA L, you can see him crouching right as he calls drones, so he’s obviously delaying the AS; it’s probably a matter of calling drones as early as possible and then OTGing JUST before they recover. When doing timing-specific combos, I like to look at the enemy’s body. As you can see, after they fall from TA L, their body does a little hop off the ground as a result of crashing down; it looks like he starts charging AS right as the character reaches the peak of that little hop. Also, I imagine that after the first CS H in the combo, he does TA L as soon as possible, as that’ll give you a little extra time to connect the charged AS; you probably already know this, but if, after CS H, you delay the TA L, they float for a bit, and fall faster than X-23 does. As a result, when the TA L connects, the amount of time between when you hit the ground and they do is decreased, giving you less time to call an assist and link the OTG. Also, after launch, instead of going straight into a.H - CS H - TA L, he floated a bit, probably to get a little bit extra height, and as a result, more time to call droves and charge AS. As for the combo itself, it looks like he lets the first drone hit, does S right before the second drone hits, super jumps straight into a Falling Claw, then CS H into TA L. I haven’t tried it yet (and since I’m currently at work, I won’t be able to try it for a few hours), but I’d imagine it’s much easier said than done.
I’ve got a bunch of X-23 Double Dirt Nap team matches freshly recorded. Just bombing the relevant character threads. Mags/X23/Dante starting to feel pretty real. Dropped so many dash L link and other really stupid X23 stuff that I’ve been hitting solidly recently, but still feel great about both of our play in general. Turns out that IM floats weird and makes it hard for Iron Man to TAC infinite against him so Wandles wasn’t going for infinites after the first few attempts. (Hulk still handles meter really well, regardless, so it’s not a huge deal for Wandles.) There are 2 more vids waiting to upload after this for any sadists out there.
New video up. I decided to mash up all of the things i found out recently for this video so there are stuff for other characters as well. 2nd combo is a Thor TOD starting with 1 bar, and skip to 2:45 for X-23 stuff (unless you want to see Dorm and Trish stuff)
14:40, 19:00, 20:10 - Beam + MF MxxTA M. Give’s X23 either a full conversion off a full screen beam hit, is relatively safe on whiff (especially with doom Beam or Unibeam), on block sets up a single/double overhead into low mixup. I think everyone with a beam should try to work it into their game plan. You can mix it up with full screen beam assist + MF H to bait out attempts to punish with a super or some other option. (You can see me use that at 22:40.)
Also, something else I wish more X-23 would try to use @18:40. It’s a tightish link outside of XF, but corner back throw pickups are reliable and something we need to round out her pressure game.
I didn’t even know she can combo off of corner back throw. Is there enough time to call an assist as well?
Yeah, i love using PB + MF MxxTA M. TA L also works too depending on the distance and it think its safer on block (assumption). Nice overhead @ 22:40. Do you use a hitbox?
The TA M only works at further ranges or else you’ll get thrown out. The range that I’m saying you should go for it is way outside of the range that TA L would hit.
It is a Suuuuuper right link to combo off her corner back throw without super/XF, but yes, certain beams and assist like log trap can combo solo. In any level of xf, it’s a trivial link and she can solo combo.
You can also confirm off plasma beam with M Talon Dive without MF M by just doing normal jump + assist call into M Talon and do a j.M j.M as you fall and confirm with s.L or s.M depending on where you land in relation to them. If they block PB then you get an overhead crossup situation and if they don’t you can can confirm off the same inputs. I play the same team as you twitch so we probably should share tech. I’m gonna record some stuff tomorrow to share.
MF M is just about getting across the screen faster and getting the TA M consistenly low while acting as a timing tool.
You can also MF L if you don’t want/need the extra range.
If you jump too high or misspace it, they can jump into TA M, pushblock and throw. If you have super consistent TK TA M that travel the length of the screen at the same height as the beam then you should be fine.
Full screen you have to MF M to convert off EMD, on the slower beams you probably don’t need the extra speed.
New “I’m finished with the semester and my life is back to normal” Video! I focused a lot on swagger and style for this video but there are some practical gems here.