I’m currently running X-23-B/Tron-B/Sentinel-A, any known setups with those assists? Also here’s a less damaging variant of the BnB is posted earlier but it’s easier and guaranteed to work on everyone (same hit confirms still apply):
5H xx 214H, j.5M, j.5H, j.236L, land, 5M, 5H xx 214H, j.5M, j.5H, j.236L, land, 5M, 5S, SJ, j.5H, j.2H, j.236L, land 236M (charge) xx 236LM
well, I’m currently using Dorm’s Blackhole, it works with any multihitting assist (more or less) like Ammy’s Coldstar or Chun legs, maybe it’ll work with Tron’s Drill assist?
basically after any BnB, call in the assist then charge OTG Ankle slicer, the assist should keep them in hitsun long enough to combo Weapon X. same thing works for Dirtnap. its very tight timing, if you want to practice getting the timing down do a command throw then try the same thing, same timing works in both situations.
you can also combo both off of Charged Neck Slicer, not optimal but hey it works xD
You can do the usual combo end is fully charged ankle slice with x-23 as usual and go into weapon X Prime on Sentinel since his hitbox is huge.lol. No assist needed.
For other people’s use: This combo (beginning with 5L, 5M, 5H) does 462,400 before the super, 602,400 afterwards. If after the super jump you instead do the more “standard” two mediums instead of just one you get 472,400 before and 612,400 afterwards (with Rage Trigger – didn’t test using an assist to get WXP). If I use Trish’s Low Voltage assist to do Weapon X Prime afterwards, I get 679,400 for total damage, one meter. Not too bad!
updated my X-23/Wesker 100%
[media=youtube]F4x35zV4_Jo[/media]
also shows the BnB I use.
588k w/o jumpins, ending in qcf super
660k w/j.M j.d+H j.236L starter, qcf super (instant overhead on big crouchers)
661k w/j.S j.236L starter, qcf super
679k w/j.S j.d+H j.236L starter, qcf super
between 640 and 680k depending on what assist you use to land dp super. with jumpins is over 700k easy
no meter versions between 450 and 600k depending on assist and jump ins
Doesn’t work on Tron Bonne midscreen.
Doesn’t work on Iron Man if you only use one hit of s.M mid-loop like I do. If you use both hits it works fine. Doing only one hit of s.M gets you an extra 1k total damage typically :lol:
Alternate BnB - c.L c.L s.H xx 214H, j.M j.M j.H / hold up forward /\ j.M j.M j.H j.S / /\ j.M j.M j.H j.S xx 236L, s.M s.H s.S, sj.M sj.M sj.H sj.d+H xx 236L, qcf+M OTG xx super
what is the timing to land her hyper… i can get it all but after i do qcf l to put opponent on ground hard, it wont let me do an ankle slice in time to hyper off it. Sorry, Im new to this game so Im not sure what you mean by (charge) cause i think thats what I am not doing… Any response??
Ahhhhhhhh… Nevermind, playing around trying the same combo over and over helped I got it, i feel like a retard sorry… The timing is really strict near the end there
Does anyone have any suggestions for preventing accidental crossovers from doing :qcb: :h: on a blocked st.:h: after a rushdown attempt? I always get nailed when i do this. When you guys notice your ground series is blocked, what do you typically do? I know part of the problem is i’m just bad with hit confirming my combo, but lets say you do notice your rushdown was blocked, ideally how do you want to end this blockstring after :l:,,:h:?
Well, you can do several things. You can cancel your qcb+H into L Talon Attack during your airtime. You can call out an assist before you do qcb+H and give yourself more cover and make them guess between a jumping attack or a low while the assist locks them down if they keep blocking(recommend Chun or maybe Tron for this.) There are other options as well, like cancelling your qcb+H with S, and will still allow you to juggle them with a simple string afterwards. Cancelling X-23’s H like this gives her massive advantage on block so it’s quite useful.
Drean: I would say, learning how to use assists to back up X-23’s offence/help cover herself is definitely handy, this is something I’m trying to work on at the moment. Combo-wise, there’s a lot of stuff on the first page, check it out.
Okay I think I got this shit on lock. I can’t come up with any more ways to get more damage out of a combo with X-23 now.
Max damage combo -
c.L c.L s.H xx 214H, j.M j.H j.d+H xx 236L / s.M (2 hits) s.H xx 214H, j.M j.H j.d+H xx 236L / s.M (1 hit) s.H S sj.M sj.M sj.H sj.d+H xx 236L, land 236M (charge) xx qcf super
the two hits out of s.M between the first and second mirage feint hop is necessary vs characters like Tron, Iron Man and Sent - the 2nd hit will pop them up higher, allowing s.H to hit. This reduces the overall combo damage slightly. vs most characters you can leave it out.
Before the launch, you can throw in a c.H vs small characters like Wolverine to get some extra damage. You also only do one hit of s.M here to keep them from popping up too high, limiting your options after the launch.
does low 600s unassisted without jumpins, will do the whole breakdown as I did above later today. Easiest character to practice it on is Viewtiful Joe - he’s got a really generous hitbox and float time. Hardest one to hit w/full combo is probably Tron.
been practicing s.H xx 214L (cancel w/S) loops too. Hitstun proration kicks in really badly - I can only reliably get five hits of s.H and then one loop before they start to pop out of the combo… will have to see if there is even any point in working it into your game. If you just hold S to cancel the mirage feints, its really easy… looks cool! works midscreen too.
[ s.H xx 214L (cancel w/S) ] x 4, s.H xx 214H, j.M j.H xx 236L, s.M (1 hit) s.H s.S /\ j.M j.H j.d+H xx 236L, OTG finisher
does 678k if you OTG with Wesker into 236L neck slicer xx dp super
624k if you OTG w/ankle slicer xx qcf super
super fuckin stylish combo. works midscreen. I still think there is more damage to be had from this though… mid 750s maybe. I can only land one loop, which doesn’t make a hell of a lot of sense to me. With only 5 hits before the first loop you should still be able to get two reps but I hypothesize this game has Guilty Gear style hitstun proration, where each move prorates different amounts. The way ppl described it I figured it was just a flat-rate kind of thing based solely on hits.