Lets End This! the MvC3 X-23 Combo/Strategy Thread

Yeah, it’s tricky as hell. You have to do the Crescent Scythes very, very low to the ground so they don’t get hit too high. You can just omit the last loop, and do BCS and continue the combo in the air with a BBC xx Crescent Scythe H xx Talon Attack L and finish it off instead. It’s much more practical with 2 loops instead of 3, I was just going for max damage.

It’s harder to do on the smaller characters, particularly Rocket Raccoon. That being said, it’s still not impossible, you just have a harder time timing the loop. Zero is the most difficult, because he always floats too high. Bigger characters and Shuma Gorath (Wonky hurtbox) are the easiest to do, because their hurtbox can get pretty low without being considered grounded.

After practicing for a few days, I’ve got it about 60-70% of the time whenever I try. Still not good enough though, lol.

(This website’s pissing me the right fuck off. Keeps logging me out.)

Great stuff ETR. :)I’ve got the corner loop down. Having difficulties using different OTG assists(like Heartless Spire) or any other assist other than Samurai Edge to relaunch after 3xH(cancelled with MFC of course.) I just can’t relaunch them 'cause they get knocked high up into the air or H>S doesn’t work. Do I have to be fast?

I’ll practice the rest of the X-23 combos later on. My hands are destroyed from practising Raccoon’s Boulder Loop lol(at least I hit max reps though. :stuck_out_tongue: )

Thanks man. :slight_smile:

Well the height is the main problem when it comes to the loops, because after a while Talon A will cause the opponent to recover midair after a certain amount of hitstun, that’s why it’s really easy to hit with a BCS or whatever after two reps, and ridiculously hard after the 3rd… because they rend to recover just out of S range.

As a bonus thought, S is the best move to use after you do the loops, it has the fastest startup / range requirements to make sure you get them (And Laura, I guess) off the ground.

What are you trying to do exactly with the MFC’s? 3 of those, and then starting to loop them? That might be hard, considering that the timing for the MFC is so tight, and it doesn’t allow them to get any lower, so yeah it might cause a problem with the loops. I would suggest either doing a cr.B into st. C hit confirm into H Feint, or reduce the number of reps. To be honest, I only use H MFC for severe frame traps, and if it connects I never do more than one, I just go into BC and start the Talon Loop wherever possible now. It was a nice tool in vanilla, but with X-23’s extra hitstun scaling to her aerial moves… I’d rather not risk it in a combo.

Yeah doing the CS loop off MFC’d s.H sounds tough because s.H pushes them up even higher and you already don’t want them to be too high as it is when doing the combo.

hmmmmmmm… Trying to think of something I can add to the convo.

I will say that when tournament time come around you had better make sure that you are 100% with your combos. Watching Dieminions Joe team made me realise that. His combos may be garbage and horribly inefficient, but he hits his lame combos every single time. A 500k combo that you hit 100% of the time is far more useful than an 800k combo that you only hit 50% of the time.

I’ll bite, and play devil’s advocate despite agreeing with you. What if at the point where you generally drop that 800k combo, you’re already 600k damage in? Isn’t that better than the simple, 500k guaranteed? Not to mention, what if you intentionally drop that combo at 600k for a reset? Isn’t that technically more efficient / intelligent than the 600k?

Again, I don’t necessarily disagree with you. However, I really do like the idea of pushing the limits the best you can, find the ridiculously hard, impractical combos so we can study, analyze, and find stuff that’s based off it that’s damaging yet efficient. Besides, I’m the kinda player who can master something in training mode, but when it comes to serious matches there’s another element involved that needs to be tested. Is it really 100% when you’re playing again someone else? That’s fun to test too.

X-23 is a very mix up heavy character any ways so you can very easily just do smaller combos and still kill people because her mix up game is nearly impossible to block down for long periods of time with the right assists any way. Plus you stay meter positive longer if you don’t burn meter after every combos you do. Which especially in this game it’s ideal to hold on to your meter if you can. X-23 will die in one combo if she gets hit regardless so it’s better to be comfortable with putting people in bad situations so it’s extremely likely you’ll land a hit again to kill them off and have more meter to kill off the next character. Which inevitably keeps X-23 in the fight longer overall when you have more meters to spend to take out a higher health character more easily coming in.

Lol, I’ve been trying to log in for ages and respond, but it just won’t let me.

[FONT=Helvetica]
To clarify, I was talking about gonna for a simple relauncher, like Hx3, S, Crescent Scythe>Talon Attack relaunch into OTG. Figured it out, I needed to use Neck Slicer haha. Thanks guys![/FONT]

Wish this thread focused more on strategy than combos. I honestly don’t look at the combos in this thread unless someone posts a vid now. My head hurts reading the notations. As long as you can do a bnb 500-600k your fine. Consistency is more important than doing the harder combos that get you a 100k more. x-23 has pretty much two ways she can be played now because of the new ability to cancel CS into talon. One way is if she has wesker on the team (using her for raw damage) and then her old way of being a reset based character.

The meter gain sucks now to dirtnap the second character, but it is still possible to get 3 meters. A lot of times going in on the opponent you block and sometimes your assist gets hit. Those are ways you can build meter as well.

Taloning all over the place in the air is free now for x-23. You can airthrow or tech now in the middle of specials. Must have been a bug capcom added because I was able to tech grabs when i was really unsafe now (whiffed a rage trigger and at the end someone grabbed me after the CS ender and I teched it). The only thing you have to watch out for is random hypers when flying everywhere on the screen. I think they also made the window to reuse assists faster now. Before when I’d use dante’s jam session to set up a reset with a grab I couldnt call him again for the pick up. Now I can call him again after the air throw.

Seriously? You can tech in the middle of specials now? Lol, I’ve gotta test this out.

Oh, and though I’m very late to the party, Mirage Feint cancel into Talon Attack seems really brutal. Do it after a H and it’s pretty much a free 50-50 and the best part is…it doesn’t seem to be interruptable. Was mashing jab inbetween H>Mirage Feint L/M>Talon Attack and Talon Attack straight beat the jab out. I’ll do more testing.

EDIT: The opponent can mash jab out of H>Mirage Feint>Talon Attack but it’s quite strict. So X-23 can’t quite just go for it assistless.

Well, I’m just glad we’re having a discussion period. Both combos and strategies give us more insight into the way X-23 plays… I mean, we have a lot to talk about in how to play against other characters, but we also have a new tool with the CS into TA that has opened a ton of possibilities that barely anyone has tapped into yet. That’s just as good in formulating a strategy, especially when it can make said strat easier. :stuck_out_tongue:

You’re 100% right about the Talon Attack M and air teching, I’ve yet to be out dominated in the air since I’ve been playing Ultimate. It’s an odd addition (Or glitch, not sure what) that really benefits her.

Someone brought up in the Strider thread that some change may have been added to the game where you can throw/tech throw in recovery state now. In most fighting games once you are in an inactive state you can no longer tech thorws. I guess Capcom knows how cheap throws are in this game so they wanna give pepole more windows to throw tech.

It was mainly brought up cuz we were discussing things that could guarantee punish his vajra H (teleport dive kick) and in Vanilla chicken blocking and then using quick normals or ground throwing should have been a guaranteed punish. I tested the same thing with Strider in Ultimate and he can tech throws even in his recovery state meaning that you have to attack punish him now.

That depends. In the situation where you say youve dropped the combo but done more damage. Thats definitely not better then doing a 500k combo and knowing when its going to end. cus you might have a sentinel that youre comboing and the link in the combo that you miss gives him enough time to frying pan you. now yea, you did 600 k, but you potentially lost your character as a result as opposed to finishing a weaker combo and than going back to neutral.

Intentionally reseting some one is different and is essentially mastering a shorter combo on purpose for the situation it leaves you in. which goes back into my original point. but for those intents and purposes yes, that would definitely be smarter and more efficient than a less damaging combo that leaves the 2 characters at the nuetral position.

This is my big problem especially with my joe. I can nail his comboes 5-10 times in a row in practice but as soon as i play a match with somebody it’ll fall apart. And itll drop at 1 of 3 different times, so I cant even prepare for it properly.

And theres nothing wrong with pushing the limits, I love doing painfully over the top combos too, you should see what I do with my team sometimes. But if Im in tournament you cant afford to let characters come back. so you have to do what you know you arent going to drop.

But anyways, who are people having problems with so far?

Im mean if were going to talk strategy, obviously the first thing we probably need to do is figure out how to best avoid getting wesker’d, right?

Do whatever you can’t drop…if it’s at the start of the round don’t add a super at the end…reset to stay meter positive then kill them.

I’m having problems with Firebrand ATM. Outside of having an AA assist I have no idea what to do. His flying wall slam move beat everything I tried to do against him online. LOL.

Trish still really sucks for most of the same reason as Firebrand.

Magneto is pretty easy to fight now. No more throw you into “welcome to die” DHC glitch combos. Still rape his normals for free at close range and doom beam + M or H talon attack pretty much negates the whole gravity crap he has since it the beam will hit him out of the gravity from full screen. Her wave dash is really good and she can just dash in through the gravity since the gravity can’t do much to ground dashes. If the only character I had to fight in the game was Magneto I’d have no problems now.

Does Crescent Scythe help against Firebrand’s attacks?

At certain heights you can Anti air with CS (its a really good anti air hitbox, it was amazing before but since it was so laggy and you couldnt combo off of it nobody risked it) cancel into an M talon, S before you hit the ground and link it into standing M for a full combo.

^^^^
might help with your firebrand problems maybe?

EDIT: lol get ninjad

I’m so quick lol.

Speaking of CS, having difficulties with ETR’s midscreen CS loop. Is there a trick to it?

And for some reason, for me, CS cancels quicker if you TK them, which helps when it comes to her corner loop.

I’ve been developing my BnB trying to make it as universal as possible, in terms of starters and the opponent’s weight/size while also incorporating MFC hitconfirms since I’ve got weird reactions times.

My current BnB (the one I mentioned earlier), very easy and borderline obsolete by now is:
:m::h:, MFC, :m::h: xx :qcb: :h:, :m::h:, :dp::l: xx :qcf::l: , :m::h::s:, :m::m::h::d::h: xx :dp::h: xx :qcf::l:, :qcf::m:(OTG), :qcf::atk::atk:
With the super mashed, did 627 900 damage. At least it’s reliable. With an extra :m::h:, MFC in the middle before :m::h::s:, the combo does slightly more damage but has the danger of crossing under after the launch.
With ETR’s awesome new tech, using :dp::l: xx :qcf::l: as filler in the middle of the combo, before the :m::h::s:, today I managed to make it do 685 300 damage.

I tried several other alternatives, but nothing more complex seems to be possible from any starter. Still, managed to do a slightly more damaging combo that starts with a MFC hitconfirm, using half of a Vanilla combo, half of a new-school H MF directly into CS.
:m::h:, MFC, :m::h: xx :qcb: :h:, :m::h:, :qcf::l:, :m::h: xx :qcb: :h:, :dp::l: xx :qcf::l:, :m::h::s:, :m::m::h::d::h: xx :dp::h: xx :qcf::l:, :qcf::m:(OTG), :qcf::atk::atk:
Difference isn’t much, deals 666 700 damage, but it’s better and it does a complete wall carry, which is great for hitting the OTG into super. Can be started with crouching :m::h:, but then the timing for catching the opponent before the launcher is somewhat strict because of height differences. Starting with a L Talon Attack, after the launcher it’s best to just do :h: xx :dp::h: xx :qcf::l:, as otherwise the opponent will tech, but it’ll still do a bit more damage.

By the way, ETR, in your 656k damage BnB, you’d do a lot more damage with just one :m: hit. About 40k more.

As for ETR’s CS loop, it’s really cool. I always wondered if she was able to do it before Ultimate came out and it turns out it’s possible, but hard as shit. It’s also possible to start with a M CS (and still do a total of three CSs), but I’m not too sure if it actually does more damage. It takes me a lot of time just to test.
I think the best thing about it is not to only see it as a loop, but also a good idea for combo filler as well as possibly a good combo starter. After all, it doesn’t have to start exactly in the corner, point blank.

If you omit M after the first MFC and just do H then qcb+H, you bump the damage up to 688,000. Does 520 meterless.Starting to get ahang of these new combos, though still need practice. I swear I’ve only been able to pull off the CS loops if I TK the CS from Mirage Feint, otherwise I can’t cancel it quick enough. Really weird, 'cause it seems everyone else can do it without TKing but me.

Um, has anyone got any good resets, aside from throw resets? I know there’s some stuff you can do with Spencer, somebody was talking about it in one of the X-23 threads. I wonder if X-23 can do something similar to Nova’s resets using Spencer’s assist, which force you to tech a certain way…or if any other assist can produce the same results? That’d be interesting.