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

puts on my best Triforce impression

AND LOOK AT DA DAMAGE, LOOK AT DA DAMAGE

The hitconfirm one is kinda hard, especially in match/online play, the one off a low L talon is a little bit more lenient.

After the super the combo is still +0.75 meter positive.

Also, to dig into the topic that meep brought up a little bit more; I’ve been experimenting with different pokes lately, and especially MFC pokes at that. I’ve found different uses for different normals, but nothing as cookie cutter as a move that’s universally great.

I’ve found MFC st. H the most reliable since it tags the biggest area and has the longest block stun for follow ups. The problem is of course its speed and the fact that it doesn’t hit low.

c.H is a decent counter poke, especially with my team where c.H + Dorm xx Neck slice is a great hit confirm.

The one I’ve had the most trouble incorporating into my game is MF cancelling the first hit of c.M. I’m sure this one has mad potential, I can feel it in my gut, but I just can’t seem to make it work. It’s decent for frame traps, can combo into s. A or s. M for full combo’s is ridiculously good for dash towards j. d+H option selects BUT it is near impossible to confirm what follow up to place because A) it’s so fast and requires a lot of quick exection and B) is such a great frame trap that if they try to pushblock they are almost guaranteed to have a button come out so if you guessed ub and dash towards after it, you’re screwed.

O_O

And here I was being salty about not getting enough damage online due to my inability to use both of my relaunches. Gooood shit!

How much does dormamu’s assist scale? I presume quite a bit cause of all the hits?

As far as the poke argument, I use c.M as well.

it scales brutally, best left as the last assist in combo
not a great assist for X-23 at all imo but that’s just me

I was wondering because I use Nova and that Centurion Rush doesn’t seem to scale that much. I saw some tech here and managed to squeeze in some extra H’s for more damage and was wondering if I were to do the same combo using Nova’s assist, which causes a ground bounce, then maybe i could possibly squeeze in a 2nd relaunch for even more PAIN. Then DHC to Nova for even more…lol

Here’s a quick vid. I threw together on what I’ve been working on with Frank. I like the Frank assist extender but they have to be really low to the ground or they’ll be too high for the neck slicer to connect. I’ll do another vid with the other stuff I’ve been working on with that assist. Does anyone know of a way to combo a fully charged neckslicer without an assist on the screen (maybe a wall bounce assist would work but I don’t want to change my team up for frank)? I think it may be possible to hard tag into frank for a meterless level up if I can find a way to manage that.

[media=youtube]1HdNkN3VzFg[/media]

I couldn’t disagree more, but to each their own of course.

Yeah, Dorm’s assist is great. I used to have him as anchor in the early vanilla days, for the purpose of having a good assist for lockdown. It worked, but since it’s slow and has a bit of a specific range, it was pretty hard to use. Traumatisch uses it just fine, if it’s blocked, it’s like he gets a guaranteed hit afterwards and in combos it allows for another relaunch.
So yeah, it’s good. It takes some carefulness and some setting up, but gives off great rewards in specific situations.

Dorm with X-23 Ankle Slicer assist works well, too. The assist’s range happens to be exactly the same distance Dormammu creates with a teleport behind or in front.

this

i have this same issue and I dont know what the problem is.

Merkly, nice stuff!

OK, so debating whether or not Crescent Scythe has potential as a reversal. It has no invincibility, apparently. But it’s got a great hitbox and was stuffing out meaties on wake-up. But then again, sometimes it’d lose.

If it connects on block and they don’t advancing guard, unless they have a fast invincible hyper/hyper counter, it’s totally safe and can’t be interrupted if you cancel into L Talon. Tried DPs, reversals, counters, moves with armor, if they don’t advancing guard the Scythe, L Talon eats them up because they’re locked in block-stun for so long. But if they delay their advancing guard, L Talon will whiff and leave you open. You can cancel into another version of Talon, or delay the cancel for a hitcheck, but this leaves you open to punishment too. If you score a hit, you can combo off the Scythe>Talon with a normal juggle. A a reversal, it seems risky…

CS works great as a Vajra killer and it’s amazing as an alpha counter where it does have invulnerability.

As a random mid-match DP I would say it’s decent as long as you pay attention to where you are on the screen and whether or not it connects. I think the best option mid-match might be always useing a TK CS H since on hit or block you can still cancel on one of the first 2 hits to keep the combo/pressure going, if it’s AG’d you can either go for a TA L (which seems to connect if they only AG’d you once) or TA M or H since you’ll be at superjump height and can call assists to cover the fall.

The second part being mostly theorycraft shit from the lab, I’ll use it like a faux Delta kick to get in during real matches but I very rarely try to use it as a reversal.

Ok…so I’m pretty sure X-23 doesn’t need an assist to guarantee 100% dirt nap on incoming anymore. I think snapping rather than killing is the way to go so you have control over who you kill (if they’re playing a ‘dark’ anchor character, killing the 2nd character and giving them meter works against you) and you can guarantee the timing is consistent as opposed to when you kill where the next character comes out at diff. times depending on how they died.

I just spent maybe 20 mins trying to mash out a sentinel hard drive, morrigan level 3, throws, jabs, literal mashing and couldn’t get out of a simple snapback > dirt nap > TK CS H (DP to Up forward + H for anyone new to Tiger Knee’ing specials) > S even once. As long as you’re in the corner (which is 80% of X-23’s combos, 100% if you have an otg assist), have 4 meters and you TK it properly…they’re fucked. You’ll know you got the right one if you hear here say, ‘You like that?’. (Huge ass hitbox, multi hit and cancellable on hit or block? Yes, Please. :3) ‘Weak!’ is the grounded version of CS H which won’t let you cancel into the S early enough for a guaranteed hit and ‘Take this!’ is a TK TA H which is still effective but the timing is a little loose and, while still effective, I was able to mash out a throw a few times and jab her out of it once or twice.

I was gonna do a quick vid by my flip battery died halfway through and I didn’t notice it. It’s pretty self-explanatory though. I would appreciate it if someone would be willing to double check my math for me and try it out in the lab, though. :smiley:

Nice Merkyl, will be trying that out for sure. Stocking 4 bars has always an ideal worthy of pursueing, but it can be dangerous with X-23’s low health imho. The death of a character of choice off any hit is as godly a tool as anything in this game though so it can be worth it.

Nice to see you working on tech though man, X-23 has been kinda dead-ish lately in the new discoveries department.

Won a local here in Holland last weekend repping x-23 btw. Was just a small casual tournament but some of the higher ups of the dutch Marvel scene were there so still valid imho :p.

Found a level 1 X-Factor combo that builds 3 bars and does 1.mil meterless, but you need two assists, an OTG and any other assist to make up the damage. It’s similar to my old level 1 XF combos in this vid:
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Spoiler

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But you lose your XF and you won’t build the 3 bars on lower health opponents. Still, the option to get rid of Phoenix(if anyone ever picks her) is there. I’m very sure this combo could be optimised to deal more damage.

What does she need the OTG for? Can’t she combo out of her own OTG when she’s in XF?

Try setting the computer to high block and advance guard. If it still works then its pretty 100% guarenteed.

She can (most of the vids I’ve seen make a point of saying only in xf2 or higher…I’m pretty sure she can in xf 1 but I think hitstun stops you from relaunching more than once with only xf 1) but an OTG really ups her overall damage.

When I play, I only pop x-factor if I catch a happy birthday to guarantee the kill and get a free dirt nap on incoming. With an otg, you can get an extra 100k+ on any combo, combo of air throws and certain ground throws, set up wesker-esque low air throw resets (most otg assists are fast enough that she can then use the same assist to get a full combo off it), combo off dirt nap near the corner without blowing x-factor and, while not super useful anymore, easy WXP, which still causes a spinning knockdown on DHC. I’m not sure how I played without it, honestly. I def. recommend it. (“Dark” Wesker and Felicia both work really well with her are pretty nonsense in level 3 xfactor which you won’t have if you popped x-factor for a relaunch earlier in the match.)

Ok…so here’s the vid proof. Ignore the fact that I had to command grab > OTG > snapback…I don’t like having to try to change setting mid-combo. I didn’t edit much so there are a few misses from my lousy execution. If you’re not close enough to the corner you can get adv. guarded (I think you see that happen at the beginning). I have the computer adv. guard on and block high/mid and block all later and it still connects. I FINALLY managed to mash out a lucky hard drive (like 2 in 40 attempts) so be careful with Morrigan and Sentinel. (They can mash out even if you have an assist tho, so that’s not a big difference.) The back half I set the computer to run the setup and try to do everything I can to mash out of it. If you do a grounded CS H X-23’s d+H is actually fast enough to stuff it, but TK CS H seems foolproof for the moment. So…no more lousy IM anchors unless you genuinely like the guy. :smiley:

[media=youtube]8mPChCz9diw[/media]

just something I put together. Pretty generic stuff, but effective dmg.

laura/clint/dorm is pretty good. They all have great synergy and options agaisnt lame outs (which I can’t stand).

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Stupid question really quick…
what does the xx in combo notations mean? I mean, I know it means cancel, but for example when I L,M,H, xx qcb.H j.M do i have to do anything specific where the ‘xx’ is placed or do i just have to input the qcbH quickly?

Seems pretty good to me.
I like High jumping into qcf.L into the down move you started the combo with against keepaway opponents and sometimes get random hits. Never could combo off of them effectively tho.