Out of curiosity, why do people try to hit with only one hit of s.M in their combos? Is the damage staling really that significant?
Yeah when you do multiple hits of s.M it adds up in the hit stun.
I see, so it’s a matter of making the later hits of the combo connect then. I haven’t had many issues with characters falling out of combos, but that’s probably because I cut out one of the loops in my mirage loops if it was off of some funky hit confirm.
A question about Mirage Feint Cancels (I’ll probably have a lot of them since I’m trying to make them a more fluid part of my game). Is there any major benefit to doing MFC combos? They’re great for pressure and zoning/poking, but for comboing is it better to just go with the mirage feint loops?
Yeah MFC’s basically make it so X23 can be the only character in the game who can rapid fire her s.M’s and s.H’s (also her c.M and c.H to more limited effect). Which means you can whip out anti airs and generally pressure with long range normals from a range that most other characters can’t reliably. Being able to throw out harder normals without worrying about whiff recovery is pretty neat. With advanced use of it you can put people in really long block string patterns that are very risky to advance guard and are safe against XF guard cancels. Without learning the advanced MFC techniques it’ll usually get push guarded out real quickly to the point where you’ll mainly just be using it for anti airs and long ranged poking. In combos you’re better off with the feint loops if you can manage since MFC’s scale the hit stun hard.
In general the MFC’s are required to make her ground normals scary. Without them you don’t have much to scare people normal wise outside of c.L which while fast and good for lock down has awful range and requires you to be right next to your opponent. Which is done on purpose so you’re forced to utilize MFC’s to complete her normal game from a range. She’s definitely designed to use her s.M’s and s.H’s to scare people normal wise but in order to reliably anti air with those and generally pressure with them on the ground you gotta get MFC’s down. Her normals in general still lose for free to anyone with sword or projectile based normals and she can only really blow up armor with the s.M MFC which doesn’t have quite as much range as the s.H MFC. It’s just something you have to account for and play accordingly based on the matchup.
The main reason why I keep my combos MFC based is because MFC’s make it so I don’t have to be in c.L range or run a random assist mix up with mirage feint to land combos. I can play a stronger poking based game combined with her extremely strong dash to poke at people quickly from long ranges and start combos off her s.H or s.M. There’s a bit of hit stun scaling that makes it near impossible to get jump loops going but I can still get about 600k with a combo with assist pop up into weapon x prime or about 550 with a standard combo into rage trigger which sets up a reset any way.
Anyone have any tips on timing an assist like Jam Session with an OTG ankle slice?
down+assist, df, f+ M
Thanks a bunch.
hey you guys i just recently became interested in x-23. I see there is a lot of support for her on her forum but i am having trouble finding specific things throught the 9 pages of this thread.
what is
her most reliable bnb combo?
-her loop combo that i see everyone refer to?
- her most punishing combo?
thanks for help in response, i dont mind looking for her tactics by myself throughout her forum but there have been so many combo posts that i have a hard time deciphering her best options.
The generic combo for her off of a Talon Attack L hit confirm is:
MH xx qcb+H, jMH xx jqcf+L, MH xx qcb+H, jMH xx jqcf+L, MHS, jMMH jd+H xx jqcf+L, qcf+M(full charge) xx qcf+LM
With a high hit-stun assist, like Akuma Tatsu, Dante Jam Session, or Ammy Cold Star, you can do dp+LM at the end instead for more damage, and it also consequently sets up the DHC glitch if you so desire.
Actually, if you really want a good quick rundown of X-23, you should just watch Maximillian’s Assist Me featuring X-23 episode on Youtube, lol.
if you are only concerned with combos, my tutorial video still has that shit on lockdown. check my youtube. I can’t really post youtube links from work…
its pretty comprehensive, but left out X-23’s most damaging combo (also one of the simplest)
s.M s.H s.S j.M j.H j.d+H xx 236L, OTG assist into charged neck slicer, s.H s.S j.M j.H j.d+H xx 236L, 236M into tatsu assust xx dp super. gets you high 700s.
I’m having serious trouble landing assist attacks in-between Talon Attack L and OTG Ankle Slicer. I can get it to work maybe 1/10 of the time and the rest I either push the assist button too soon and it doesn’t come out, or I push it too late and the Ankle Slicer whiffs. Is there a trick to it? Or is there seriously only a fraction of a second window to do it correctly? Someone suggested pushing the assist button at approximately the same time as I press the down input for Ankle Slicer, but it hasn’t helped me much.
I heard they made the window bigger in Ultimate, so I was just going to say screw it until I get my hands on that game, but I realized one of her Missions requires it.
Press the assist button the moment the flash from her Talon Attack L disappears, and as soon as your finger begins to press down the assist button, begin to input the Ankle Slicer.
Not sure if this is known, but you can use Decapitating Slice to start a throw switch and avoid damage scaling. With the right team, this gives way better damage options than the vanilla
[INDENT=1]Decapitating Slice -> Charged Angle Slice -> Rage Trigger.[/INDENT]
I usually play X-23/Dante/Sentinel, and was able to land a tweaked version of one of tragic’s Sentinel command throw combos (this works whether or not the crossover attack hits).
[INDENT=1]:qcf:+:h: [Decapitating Slice] -> P2 -> :qcf::uf:+:l: [air rocket punch L - OTG] -> :qcf:+:2p: [Hard Drive], cr. , :s: -> sj.
:h::s:, land, :qcf:+:l:** [Rocket Punch L - OTG] -> :qcf:+:2p: [Plasma Storm][/INDENT]
Though I’m sure there are better follow-ups out there. A friend got Wesker’s OTG gunshot to work, and that’s got slow startup, so anything faster than that should work.
EDIT: plenty of stuff works here: Dante Cold Shower; Dante Volcano, Deadpool Katanarama, etc. I think you can even call the third assist to hold the guy up, but my execution isn’t great.
Also Dante’s Jam Session works as an assist for DHC glitch combos, but it’s not in the OP.
Wesker’s OTG gun shot is the fastest OTG in the game so I don’t know how that counts as slow start up.
Good stuff though.
That throw switch technique…wonder if you could use it for Dante’s Volcano…would be nuts.
Anyway, I was supposed to do this a looooooooong time ago(some requested this), but I forgot about MVC3 for a while(due to lack of people to play with.) Here are two X-Factor Level 2 combos.
It’s very handy to know X-23’s X-Factor combos by each level because X-23 gains large speed boosts, and her combos can be difficult to control because of it. It’s very rare for X-23 players to put her in the 3rd position however, so I didn’t look into Level 3 combos.
First combo
[media=youtube]QsK8mcKUi5g[/media]
Notation: LMH>XF Level 2 cancel>j.MMHS, j.MHS, j.MH>d+H>qcf+L(Talon Attack), MH>S, super jump, j.MMH>d+H>qcf+L, qcf+M(Ankle Slice), H>S, super jump, j.H>d+H>f,d,df+H(Crescent Scythe.)
Second combo
[media=youtube]t7b3y0hvAr4[/media]
Notation: (during XF Level 2) LMH>qcb+L(Mirage Feint L), M(1hit)H>qcb+H(Mirage Feint H), j.MMH>d+H>qcf+L(Talon Attack), MH>S, super jump, j.MM>d+H>qcf+L, land, qcf+M(Ankle Slice), H>S, super jump, j.H>d+H>f,d,df+H(Crescent Scythe.)
IMO, this is her best XF Level 2 combo, because not only will it kill anyone anyway, it doubles up as a good attack string to minimise pushblock and a safe hitconfirm. I believe Mirage Feint L leaves X-23 at an advantage when blocked too.
I’m sure this is old news by now, but I just figured out that after after DHCing from Weapon X Prime to Ammy’s Veil of Mist there’s actually enough time to hard tag X-23 back in and OTG the opponent, and since they’re under the effect of slow she can even combo off of her own OTG. Makes for a super easy touch of death combo.
It’s too bad I didn’t figure this out sooner, since I doubt it will work so well once the DHC glitch is gone.
Having trouble getting the vids uploaded, but you can get 510k on medium characters and 522k on large (no assist / no meter / no xfactor). Small characters cant connect the :d::h: in the jump portion, though.
:qcf: :l:, :h:, :qcb: :h:, j.,j.:h:,:qcf:
, j.
, j:m:, land, j.
, j.
, j:h:,j,:s:,:d:+:h:(won’t connect on small characters), :qcf: :l:,
(1 hit), :h:, (cr.:h: on larger characters),:s:, sj.
,
, :h:, :d:+:h:, :s:, :qcf:
(charge).
With rage trigger it does 650k with the cr. H in there and a little less on med. sized characters.
You can also use j.:s:, :d:+:h:, :qcf: :l: in place of the opening neck slicer for even more damage, but the timing is crazy strick.
Not anything super insane but I thought it was worth sharing.
Edit:[media=youtube]mWU_LVPYT-4[/media]
Finally got a vid uploaded of it. Not practical at all in real matches tho…meh?
I do this a lot, very fun… and nice if you want to keep Laura on point. Generally I only do this if I know I can kill them with X-23 afterward, and keep her on point. But yeah, no longer!
Question guys: for a long time now, I’ve rarely used Dirt Nap on incoming characters because I didn’t have a “guaranteed setup” assist like Jam Session to cover me - I would get jabbed out of it pretty often.
I was only recently made aware that you can activate Dirt Nap from a well timed Crescent Scythe, and it’s basically worked every time - is there any situation where this wouldn’t work? Hard Drive will probably just go through the CS - anything else?
Long as you time it right basic stuff like calling a horizontal assist while doing an air special is pretty good. It’s just a matter of not timing it wrong so an air dash character just dashes up and away. Morrigan’s air level 3 or Sent’s air level 1 will get through shit no matter what though.
The main thing is that your timing has to be pretty specific if you’re not using an assist with a big hit box and long active frames like jam session, repulsor blast, armored hsien ko etc.