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

I can never get my wave dashed ankle slice to combo off a dirt nap mid screen, they fly back way too far but I do remember seeing somebody pull this off IIRC.

I finally got down MFC H combos I’ve been struggling with, yay! I know certain tutorials proclaim that you should hold down S the entire time, but it felt weird doing it this way (at least for me). I found it much easier to cancel with M+S via my button layout/mapping (I use the actual Saturn Controller with a converter). I might get some random vid up with my progress on it, but I’m just happy I added some more depth to my laura.

I’ve actually upped my X-23 game a bit lately, too. In the lab I can pretty consistently ETR loop (finally…>.>) and I can finally MF HxxCS consistently enough to use it in matches which is a nice damage boost in general. I’ve been messing around with TK’ing random stuff off of an s.S launcher to get new combo options. Gives you some fun Triple Charged neck slicer combos and cool ways to combo into Dirt Nap with assists that don’t normally work.

I’ve haven’t been messing around with anything in particular in the lab, lately. A local player tried to tell me that X23/Jam Session/IM Beam could only get 600k so I had to show him what’s up. Figure I might as well cross post this from our local group for the heck of it. I thought the hit confirm > dirt nap > self relaunch was kinda fun.

"So midscreen easy combo. 729k iron man relaunch. Can hit confirm off of practically anything. You can do a whole more than this. In the corner you can ETR loop and still relaunch with IM. does something like 820k.

s.MHxxMF H, j.MHxxCS LxxTA L, land, s.M(1 hit)HS+IM assist, fast sj.HxxTA L (will spike down into beam) land, s.LMHS sj.MMH,2HxxCS HxxTA L land, charged ASxxRT

Corner hit confirm into Dirt nap. 1 mil with IM assist.

(near corner) j.2HxxTA L, s.L+IM assist, s.M(2hits)c.M(2hits)xxDirt Nap s.LMS (right after landing from Silent Kill) s.M(1hit)c.M(1 hit)s.HS sj.MMH,2HxxCS HxxTA L land, charge ASxxRT

This same idea can let you combo into WXP if you have some swag Dante followup that still works in Ult.

There’s also a swag hit confirm into Dirt Nap with Dante but I didn’t bother to work out the best timing/combo for the tail end.

any ground combo into s.S+jam session, TK Dirt Nap, sj.CS HxxSilent Kill. Works mid and corner, but I don’t think you can get any more follow up after the dirt nap since you go really far back after the hit. Not practical but looks kind of badass.

Honestly tho, Jam session is kind of garbage in Ultimate IMO. Scales way too much and has hardly any utility anymore. It was great when it could set up the DHC glitch and dante could murder people off it."

When I was having fun with X-23 and IM beam I found something kind of wierd/possibly cool. If you add a Charged neck slicer to the start of the corner hit confirm combo, you can actually push the ground hitstun so far that they will drop the combo immediately after the c.M(1hit). It happens around hit 19, right before the dirt nap would connect which means it’s technically an inescapable reset into a self relaunch combo with an opener that doesn’t add any hitstun so it lets you go into ETR loops or any other combo of your choice with no problem.

Since the opponent is never knocked into a juggle state you can also reset with a Decap. Slicer instead of going into the 2nd Neck Slicer. Really hard to see so you could probably catch someone with it at least once for shits and giggles. Plus most of the assists that can be used for that kind of extension can also be used for ‘beam bounce’ relaunches so you can get 6-700k off decap. slice.

So does 23 have any x-factor infinites that kill in less than half xfactor time? How good is she as an anchor anyway?

Only this really: [details=Spoiler][media=youtube]7sxcRYgs7vE[/media][/details]

And IMO, X-23 can sort of work as an anchor, but without assists backing her up, you’re going to have plenty of issues. If you want XF stuff, put her in 2nd and give her an assist to back her up.

Using variations of Merkyl’s combos, X-23 can relaunch with things like Sentinel Bombs, but I think it only works in the corner, or near it. With some assists, it’s the other way round. In Sentinel Bomb’s case, X-23’s combos will fling them into the corner, so you can relaunch with Bombos at centre screen-distance, max, anywhere else and it doesn’t seem to work.

This opens up some lee-way into team composition actually. Now X-23 can use unconventional assists like Taskmaster’s Vertical Arrows(Merkyl and another person discovered this) for relaunching(Arrows also help X-23 get in and a lot of other stuff too) and have something like Vajra or Jam Session for AAing/lockdown. Using those specifics assists together in a combo, you can reach at least 1.mil with an advanced combo into a DHC.

Also might’ve found a way to OTG consistently with Gamma Wave; just do H>D+H>Hard Crescent Scythe Talon after a combo and Gamma Wave, was working on Ghost Rider a lot, haven’t tried it on anyone else, needs more testing…

EDIT: Scratch that, can’t reach 1.mil with Arrows+Jam Session/Vajra.

Yeah, XF 2/3.

Whatever combo ending in a hard knockdown>[Charged Ankle Slicer>X-factor>s.S>Fast CS HxxTA L] x N
She also has her Charged Neck Slicer loop, but it’s way too slow imo. More for trolling than actual usefulness.

On anchor she’s not terrible, she’s crazy fast but it’s hard to crack open people that are turtling and has a hard time with people playing hardcore lame/run away. If you get a touch, they should be dead and you’ll most likely have meter to dirt nap the incoming character but getting that first combo is the hard part. Your best option is just to hang back and XF guard cancel rather than try to open them up.

Edit:…I was ninja’d, lol. But yeah, I think X-23 can extend with almost every assist in the game. My new personal favorite has been Taskmaster’s vert. arrows for swag factor. If you’re looking for a strong AA assist, that’s my new recommendation over Jam session(such a garbage assist, imo. Fast yes…past that, though…just terrible) since you can actually start and extend combos with it, plus Up Arrows is such a great DHC.

Yeah, Jam Session’s lost its juice. :frowning: Though, it saved me vs Firebrand lol. If he gets a chance to take to the skies and you don’t have an AAing assist, it becomes very difficult to get him to come down. It’s just really bad.

If Jam Session could relaunch like it could back in Vanilla, people’d be in major trouble lol. But yeah, Vert Arrows is excellent, not only does it AA, it provides cover, relaunches(though the damage’s kinda weak but you can get around that with two assists), can be used on incoming chars and comes with a solid char with good DHC options.

And co-sign on being patient and XF guard cancelling with X-23 if you’re using her on anchor. You really have to make sure you get a guaranteed hit in XF, otherwise, you’re pretty much just gonna flounder with your XF draining against chars that can keep her out if you activate early, and then you’re most likely done for.

You could probably XFC after aerial hits>M Talon at SJ-height and go into a combo. And another reason why I don’t like X-23 on anchor’s 'cause she loses the safety in her offensive options without assists, plus assists give her more offensive options too. She also loses the ability to MFC due to the insane speed boost, though you can just use qcb+L after blockstrings.

I don’t know about the XF after a SJ TA M hit, personally. You don’t get any more TA’s when you XF and if you’re too high you won’t be able to follow up with anything. Jam Session was only good when all we had to do was sj.TA L to get a free combo. Plus he could set up his own DHC glitch with it. People are just stubborn. I don’t think X-23/Dante is a super strong pairing anymore. You can use weasel shot for hori/lockdown but it’s pretty gimpy compared to cart or cold star anyways.

Not sure if this falls under team or combos/strategy, but i’ve been in the lab with Dr. Strange’s Eye of Aggamoto assist and it seems like there might be some fun options with that.

Goofy stuff like s.S+assist, fast sj.HxxTA L (into assist) , s.S sj.HxxTA L (into assist again) s.S into normal air combo.

Also, if you use it along with tick throws it lets you follow up on standing front throws. c.L+assist > throw > they land in the assist>whatever combo you want to use after.

Plus Strange is looking like he’s gonna be a ton of fun. He’s pretty much like reverse X-23 with a zoning toolset. Hang back and chuck shit using assists to keep people off of you, then when you feel good about it, go for mixups into swaggy combo where you have a choice to be setting up your OKI mixup or just going for best damage. Plus he has the tools to counter the SJ zoners and blows up assist calls in general.

Any touch>crumple leads to a free level 4 frank meterless so you don’t have to waste meter to keep frank on your team but you still get to hang on to cart.

Yeah, X-23/Dante isn’t really that good anymore, especially in that order. Weak DHC ender due to Rage Trigger lifting them up(unless you’re a TAC fiend and switch positions with Dante mid-combo), Jam Session not as good, Weasel Shot doesn’t cut it as a neutral and a pinning assist for X-23 either, she really needs much more than that; having a good neutral assist’s pretty much vital X-23 IMO, too many chars with superior buttons.

Strange’s EoA also relaunches with Ankle Slice.

Yeah, it does all the basic extension stuff, grounded combo extensions and late combo relaunches in the corner (haven’t found a way to use it midscreen yet). I figure if he ends up behind X-23, that’s great. If he’s dead, I’m gonna pop XF2 with X23 and loop them to death anyways, so I think it’s better to have cart behind her for her neutral game. Though if I’m not able to get a touch with Strange I don’t have a great way to level up Frank with just X-23/Frank…I’ll have to see how that goes in the long run.

My thoughts on the X23 anchor is that it can work if the player is fundamentally sound. But, as mentioned she doesn’t have a whole lot of options on approach when it comes opening people up (especially against some of the top anchors in this game). XF2 23 can do the same things XF3 can, but with an assist it really helps getting people where you want them to be so you can plan your next mixup.

I just considered her as anchor because her lv.3 is ridiculous with lv.3 xfactor. I mean if you can take out the other characters fast enough, the last guy is definitely screwed. But wondering what counters her lv.3?

**Reasons why XF3 is a bit rought imo: ** SJ. lameout, Wesker teleport, sentinel flight, solid defense. She’s really fast and everything’s a TOD if you don’t mess it up, but she really only has the jump dashover 2H and her MF MxxTA L berserker slash and dash under stuff/air throws when people are on the way back down (smart play can make those last 2 hard to utilize). They both require her opponent to be on the floor and a smart person shouldn’t be doing that.

**Dirt Nap Counters: ** Dirt nap is countered by invincible air supers, Hard Drive, Phoenix Inferno, Morrigan Lvl 3 (Dark illusion?) and XF guard cancel throws. Characters with Decent air supers can counter bad timing on it (Taskmaster arrows, Double gimlets, Inferno, etc.) and if you have really bad timing then people can mash jabs and throws to get out.

I need to learn to start canceling X23’s normals with MFC. Most of them just leave her open to punish and I’ve noticed that is what gets me into trouble in most of my matches against the high tiers. I want to get to the point where everything gets MFC unless I’m in position for a mixup situation that I think will work, and when I say everything I mean everything. All my combos generally send my opponent into the corner, so if I kill one character and gain 3 bars it’s pretty much GG for the next one.

Ever since I’ve picked up frank almost every blockstring ends in a 50/50 MF+cart mixup. Makes practicing match MFCs a bit harder.

I’m having a hard time doing a second rep of MF H > j. MMH > Fall Claw > Talon L.

Obviously, I have no issue with pulling off the second Mirage Feint, it’s just landing that next air M kills me because opponents either air recover too fast in the corner, or fly back too far for air M to connect. Was it modified in the patch, or a trick I should use, or do I just need to practice the loop more?

What’s the whole combo? I’m assuming it’s down to hitstun deterioration either making the combo really tight, or impossible.

It’s literally the second rep.

s.MH > MF H > j. MH > Fall Claw > Talon L > s.MH > MF H > j. ***M***MH > Fall Claw > Talon L > Ankle Slice > Rage Trigger

I’ve noted the exact spot where I’m missing the jumping Medium. Either the hitbox is a minscule too far away to catch after Mirage Feint, or the opponent air recovers. It could just be my timing.

Edit: I also may drop the Fall Claws from the combo due to input concerns, but that doesn’t necessarily help.

Tried it out, it’s just a matter of speed really. You have to input each rep quickly so they get lifted up more. If that doesn’t help, try removing 1 hit away from st.M so it doesn’t hit twice and lifts them higher up/reduce the hitstun deterioration.

I decided to replace Wesker with X-23 in my Trish/Wesker/Ammy (anchor changes a lot between akuma, dorm, doom)

I’ve been trying to find a combo, but there’s so many in this thread I don’t know where to start… what’s the most optimal combo to do as x-23??.. something you’d do in a tournament match

Sadly it’s somewhat more of a matter of personal preference/assist rather than what’s optimal anymore.

The current optimal combos would probably be the Hit confirm>MF HxxCS LxxTA L, s.MHxxMF HxxCS LxxTA L, s.MHS into air combo of your choice.

I personally prefer her basic jump loops just as my normal goto combos if I’m just gonna pop XF2 or I don’t think I’m going to kill anyways. Take a look at the Penultimate thread, that’s the latest place with updated combos and just find one you like. Whats your new team btw and I can see if there’s any special combo options you have based on your assists, if you like.