I apologize for the noob question, just starting to pick up X23. I am trying to use her otg ankle slice assist to extend my combos after my active character’s air S (after an S launcher, air combo) but can’t land it. When do you guys press the assist button to call her out? It seems that the move is slightly delayed…
It’s more about your timing of the point char’s combo – delay your magic series ever so slightly and make the S come out later. Of course, call Laura over asap, but it’s really a timing issue of the point character’s air combo, not learning to hit the assist button once you’ve landed.
Also adding more hits to your air series helps to accomplish that usually without having to adjust the timing. Like, instead of just M H S you could do L M M H S, provided the hit stun deterioration isn’t too bad at that point.
BardicKnowledge & MoFro: Thanks for the help guys… I will certainly pay close attention to that. Just to help me get started, would you be able to give me an example of an air combo she can otg pick up from? Or point me to a video where it is used (I know it’s possible but I actually haven’t seen it done).
Got a HD capture setup now and here’s a team combo to test it out. Also the combo makes use of an aerial exchange setup to go into Weapon X Prime without the need of an OTG. How’s the quality on everyone’s end?
YouTube - MvC3 X-23 Wesker Magneto Watch Thor in Theaters Now!
whoa, whoa, whoa.
That aerial exchange thing is sick!
Here’s an example though it happens pretty quick. [media=youtube]cnosCyYrVqc[/media]. Her assist will work for pretty much every character, just take whoever your main character is and do their basic l, m, h, s into air m, air h, air s and then hit the assist button as you land, you can spam the shit out of the assist button when first getting used to it just to see the timing of when she comes out, eventually you’ll get the timing of when you can call it without needing to spam it. If she’s not hitting then do the air m, air h, air s slightly slower in the air, the goal would be to hit the air s as late as possible so that you’re closer to the ground.
Ok, I just tested something I think every X-23 player is going to appreciate. Are you ready for this? X-23’s c.H beats Tron’s fire assist CLEAN. It had always occurred to me that when X-23 does her c.H, her hurtbox shrinks vertically so small that she is smaller than the smallest crouching hurtbox in the game (which is Morrigan.) She pretty much goes under projectiles like Gustaff Fire, Aim of Hawkeye, Uni-beam. I’m really convinced now that Tron assist is free to X-23. Laura’s hurtbox shrinks as soon as you press the button so… as soon as you know the fire is coming out, react to it. DON’T anticipate it or you will get burned because Gustaff fire still has invincibility frames as soon as she comes in before the fire animation begins.
If you can Mirage Feint cancel the c.H and happen to catch their point character vulnerable (like say, She-Hulk’s command throw :D) hmmmmm. :3 You can just go up and start a block string knowing they’ll likely call tron assist and just cancel whatever normal (that’s not S) into c.H and beat it out.
It just occurred to me as I remembered a long time ago accidentally going under Aim of Hawkeye with c.H. There might be a lot of other things this attack can beat out like pokes that hit mid range or would otherwise hit her while she’s crouched (like Wolverine’s s.L).
Yeah I would say that makes sense in general. X23 is already pretty anti Tron assist since her L talon attack can easily attack Tron’s vulnerable spot in the back and launch her up into a combo. Max range regular or charged ankle slice is also good for the same purpose as c.H and the charged one will give you a free launch attempt if you hit both characters. X23 can normally do without using ankle slice on point outside of OTG but for the purpose of fighting Tron assist it’s probably not a bad idea to get out there.
Combining c.H with MFC cancels could produce some really interesting techniques and set ups for launchers. The only issue with c.H of course is that it’s pretty bad on a whiff so you dont really wanna be just throwing c.H out there unless you know it’s going to make contact. If it doesn’t you’re going to have to cancel into a special move that’s safe on block (but has some start up) like neck slice to even have a chance of staying safe. Using c.H with the MFC will allow you to throw it out more liberally since it’s already a very low profile poke and the MFC will cancel that laggy whiff recovery. That way you can block instantly on a whiff instead of having to go into another special move or wait a year to block.
Like you were saying though if you can get in first with another normal and they call Tron assist right before you make contact (which usually happens) you can cancel into c.H after a s.M or c.M on hit/block and get yourself profiled under.
Mid screen or corner. Starting with a cL I get 388K before any OTG stuff. Starting with her instant overhead you get 450K pre OTG.
cL/sM/sH/MFC/sH/MFC/sH/MFC/sH/H Mirrage/jM/jH/d+H/QCF L/sM/sH/S/M/H/d+H/QCF L
You can add another sH and MFC in there in the beginning but it makes the timing and spacing stricter on the H mirrage into jM and only adds 10K~ to the combo.
I do this instead of the normal M/H/H feint/jM/jH/d+H/QCF L ->loop x2 because that one for some reason will drop certain chars or just drop in general mid screen because of certain spacings and hitboxes.
MFC combos just look funny. You can start it from cH but it’s harder.
As mentioned above, loops that end in L Talon Strike will drop sometimes midscreen on big hitbox characters, but if you let the stand hit twice at the beginning on each loop the rest of the combo should connect. I still can’t get MFCs down, so I’ve been making what I’ve got work =P.
If you let the standing M hit twice it works on ALL characters. I’ve just gotten into the habit of hitting it twice all the time.
This a thousand times, I used to miss combos sometimes not noticing I was only doing the one hit. Learning the timing waiting for the second hit has really helped me.
K i’m missing around wit x-23 again(still not on my main team any more) just wondering did anyone ever talk about Mag vs x-23? If yes just tell me the post number/thread. This is me just thinking maybe her fast movement/normals + dhc glitch might be her best asset by far so me running her 2nd( for lvl 2 x factor loops/lvl 3 super) was me placing her wrong plus putting a character first is a faster way 2 learn a character.
Btw i would love some advice on assist otg’ing with x-23?( i’m using hulk’s gamma wave). I also play akuma so i already know by slowing down the air chains it makes the otg’ing easier but when i slow down air chains wit x-23 ppl pop out so is there a different chain i should use beside the normal M>M>H> D+h> L talon>(land call assist weapon X)?
there are some matchups where X-23 just can’t get it done on point imo. any intense keepaway team + assist gives her a hell of a time. you can always air exchange to X-23 and then use the d+H trick to land Weapon X without needing your other assists, in case you want to one-touch someone and build some more meter while you are at it. if you put her 2nd, you have more meter to play with as her and those lvl3 traps on incoming characters are nothing to be sneezed at but they take some work to setup
your OTG assist might just be too slow to work, period. you can hit people very early in the air after a sj out of S so you can try that and then just do j.M j.H j.d+H because j.M pushes people higher up in the air. just doing one helps the altitude. but yeah like you mentioned, she can’t practically do an air series as slow as Akuma can so that will always be a problem.
your other alternative would be instead of loops before your launch, air series, spike, Assist OTG would be to do the Tatsu combo… s.H s.S sj.M sj.M sj.H sj.d+H xx 236L, Hulk OTG, relaunch into the same air series, then you can OTG with X-23 into super. you have more time to OTG when you are still in the early part of the combo. that is actually a much more powerful combo anyways, if you have another assist that will let you land Weapon X at the end of it.
I was messing around with some stuff in training mode and found out that L mirage feint at point blank range will cross up characters that are really small when crouching. Wolverine, Ammy, Morrigan, Joe, X23, Felicia, Arthur, Spider Man and Shuma are all small enough that a L mirage feint done at point blank will cross them up. This is easily set up by wave dashing right next to them and then performing the feint. It seems to work the easiset on Morrigan. You can be slightly outside of point blank on Morrigan and it will still cross her up. Seeing how the recovery is very quick on the L feint this could create some interesting mix ups if you can find a way to lock down good small characters like Wolvie and Ammy.
Outside of Morrigan if you want to get this to work from dashing in from a distance you must make sure the dash pushes into them at point blank range before doing the feint or you wont cross. Your body has to be touching them with the dash first for it to work. Dashing into to point blank range with a c.L tick and then after they recover pulling on the L feint is effective also. Doesn’t work if they’re in the corner.
Magneto vs X-23 is horrible. Duey destroys me in that matchup all day. He’s the only player that will consistently air throw me from my Talon dives. It pretty much shuts down my game to slow ground movements which are easy to avoid with a good assist and disruptor. As for other keep away characters, save for Trish (I hate Trish. ) I don’t think X has as much trouble as Magneto. That’s my opinion at least.
@DevilJin: When you talk about wave dashing up, do you mean on knockdown or just raw? I can see this as a dirty technique for a lockdown assist, but if it’s a knockdown I’d rather just wavedash like a madman and land on the other side of them during their roll. Good catch though, I’ll take a look today if I can.
I agree that Magneto is probably X-23’s worst matchup. He can Hyper Grav you out of talon dives, his air throw is gdlk, Disruptor completely controls the ground, and if you ever manage to get close he can just Magnetic Shockwave you (damn that invincible startup, such BS) and you’re back to the drawing board. WXP isn’t fast enough to get through Disruptors, X-23 is short enough that Magneto can triangle jump over her with ease, the list goes on. I HATE Magneto and will usually go all out to kill him even if it means burning a Lv1 X-factor.
Sent/Dirt Nap cheapness… drones is a really good dirt nap setup.
Call Sent on tagging in character - wait for them to block first drone, activate Dirt Nap.
S (dirt nap), Akuma assist, qcf+M - s.H s.S sj.M sj.M sj.H sj.d+H xx 236L, call Sentinel, qcf+M OTG xx qcf super
wait a tick and all three drones will hit during the super, giving you just under 900k damage. with a different assist (Wesker OTG) you could do a loop there so that you build the meter you need for the ending super, but damage works out almost exactly the same
I might try that out since one of my main teams uses X23/Sent combination
Zero is her worst matchup