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

Thanks for the repy! X-23 forums seem so alive compared to everything else

currently using Trish (peekabo) X-23 and not sure about anchor, was thinking Ammy or Akuma or whatever assist that X-23 benefits/helps her combos more. Sadly I don’t think there’s any real special combo options with peekaboo:(

edit: HOLY CRAP my fingers/wrist hurt after practicing MFH xx CS … you have to cancel so fast to get the follow up st.M… is there a trick to slow it down because if I have to cancel it this fast I think my hands are gonna fall off

Ammy is def. gonna give you better combo extensions with that and she is a more versatile character than Akuma so if you like playing her I would def. go that route. (You would probably want to have a strong hori assist to help you get into cold star range so I don’t know how well peekaboo would round that team out.)

Tatsu is still a really strong neutral assist but I’m never been a fan of how it pops people up since it limits your combo options and it can’t work for late combo extension anymore with the assist hitstun nerf.

Peekaboo gives you some kinda silly gimmick resets that you can probably catch opponents with here and there (I ran it for a for a bit and didn’t feel like it did much for her neutral game.) I had hoped that the trap came out high enough be a nuisance on incoming but it didn’t do much.
Might be some really situational thing you can do round harvest lockdown>silent kill, call out peekaboo, dirt nap into trap so you can save xf and ammy and finish the kill meterless. (would look cool…though it’s probably a 1/10 on the practicality scale, lol.)

1:13 on the vid here is the gimmicky resets I used when I played peekaboo. You have to have an assist that will let you combo after a throw for it to be useful tho.
[media=youtube]ff1-Wwb4HJI[/media]

I’d definitely take a look at Ammy’s CS if your talking about extending and making the most of X23’s combos. Kanoleon’s video has some good stuff in it for X23/Ammy synergy.

EDIT: NVD Merky beat me to it. Lmao.

[media=youtube]C-sUNlwLnUc[/media]

I LIVE HERE, EPHIDEL! You should know this by now, lol. :stuck_out_tongue:

On the MFxxCS you don’t have to do it as fast as you would think for it to still combo, that being said, it’s still pretty hard and unless you really like it I would just go for something like…

(This isn’t the highest damage combo but it builds ~1.3-1.6 meters depending on the opening and works off almost any opening even if you start with a full Cold Star hit and still does respectable damage and can kill with a reset into followup combo.)

hitconfirm>s.MHxxMF H, j.MMH land j.MMHSxxTA L s.MHS sj.MMH, down+HxxCS HxxTA L, land (either charged AS into RT or in the corner you can do Cold Star+Charged AS, wait a moment, s.S sj.HxxCS HxxTA L land ender.)

If you’re not going to kill them with the combo it will probably be better to end with a charged Ankle Slicer, Call Ammy and either go for a fuzzy guard setup, crossup, some kind of reset.

hmm yea my team is pretty much based around Trish rather than X-23… I was also thinking Ammy also because you can do those marlin pie reversals, but you can’t really any after the OTG X-factor launch, unless I’m doing something wrong. Seems like X-23 is the type of character you have to build around… also feels like I’m losing a lot of combo potential without an OTG assist :confused:

Man I still cant get MFC H CS L down consistent… It feels like I’m gonna get carpal tunnel… I played alittle X-23 in vanilla and the ground loop with just MHxxTA L was SOOO MUCH EASIER SHDSJKDKJSHDKJSHD.

With XF2 X-23 doesn’t need an OTG so I would play her that way if you want Trish on point. Let Trish do all the work she can and try to leave X-23 with at least 1.5 meters. When she dies, 1 touch with X-23, pop XF, loop to death, Cold Star + dirt nap to kill the (hopefully last) character and win.
That still gives you the dirty Trish combo into hard knockdown, round harvest>tag to ammy overhead plus X-23 unblockable into death. I edited the post right before your other one with full notations on the jump loop. I would get that as your go-to while you work out anything advanced.

quick edit: Ammy can relaunch for X-23 but only in the corner. It’s timing/character specific so it’ll take some getting used to.

The only time I’ve seen X-23 used an anchor…it only seemed to be consistent when the player would occasionally set up TAC’s into X-23. Just waiting for her to anchor isn’t the best idea because she generally loses a lot of mix up/damage potential without an assist without turning on XF.

could someone please post x23’s most practical / ideal midscreen solo bnb ? also, could someone please post her ideal relaunch combo and her ideal corner combo (if different from midscreen bnb). Ive got an assist I can relaunch off of, im just not exactly sure what I can do…thanks, I would really appreciate it yall <3

read up like 4 posts, I just posted notations for her jump loops which is easily the most practical combo since you can start it off of almost literally any hit or assist.

The only change with the basic relaunch is if you’re using an OTG assist you do OTG + charged neck slicer and if you’re using a lockdown/multihit/groundbounce/wallbounce assist you’ll do an assist + charged ankle slicer for the relaunch.

We also have an extensive combo postings in the main thread along with combo videos and lots of other info there. :smiley:

thank you for the quick response. yall seem pretty nice and helpful around here. i like it here <3

uh huh, look who decided to come back (if only temporarily).

I naturally agree with what you said, and I don’t know many X23 players who use her at the anchor spot because she is perhaps more deadly with XF2 and a assist backing her up. In acuallity, I’ve always pretty much ran point X23 with minor experimentations at the second slot. I am more or less under the impression that the more assist this character has the better she will fare, even though XF2 X23 is probably the best situation she can be in when it comes to killing a character and derping out the next one.

If you have any plans on going to Evo, I would love to test your X23 game against my own.

Deviljin, the traitor. Nah, I’m just kidding lol.

I remember watching a DJ01 tutorial about the comparisons of beams in this game. One thing that caught my eye is the scaling to Doom’s Plasma Beam for X23’s hit confirming combos–it really scales heavily and almost forces you to put opponents in a reset situation. I haven’t tested Iron Man’s beam scaling all that much, but the lockdown that it gives can keep the opponent standing so you can bait something out or mixup. I know that Drones don’t do that much scaling either, which is a reason I like running Team Tatsu sometimes.

Time travels cool and all that, but why did you choose to do your recording on the Titanic as it was sinking? :stuck_out_tongue:

I’ve always felt like the X-23/Nova/Wesker team was a really great combo video team but fell short in actual play. (At least for the little bit that I tried it out.)

I really like the X23>Nova synergy since it gives you strong TOD options. I’ve never been crazy about the OTG addition tho since Nova’s not amazing for neutral and X-23 doesn’t offer much for Nova’s game (I think he’s one of the few that can convert off of CS but it’s hard to use that for much since it starts to quickly and it’s hard to confirm and there’s no reason to use AS and double up on LowTGs.) That means most of the realistic combos for X-23 are probably going to start from air throw>OTG+Neck slicer and that kills your damage potential pretty quickly and that means you’re left going for a reset for a kill and the best option is probably a hi/low hard-to-blockable setup (and air throw when they start jumping to negate it into a second otg assist combo.)

I like X-23/Nova/Frank since Cart is a really decent neutral assist for both of them and you can DHC into a free level 5 as long as you have the 3 meters (still never crazy about burning my dirt nap meters to level him up tho.) Any of the characters that let X23 beam bounce would probably be a strong option for a 3rd since they would give you a strong Hori assists for neutral and still give X23 extension options. The damage wouldn’t be quite as high as Wesker since you can’t get a full air series out before relaunching but it’s still decent and can give you TOD’s depending on the DHC specifics. It would give you a much stronger neutral game tho.

dont forget nova assist is overhead, the enemy just need to deal with a high/low + left/right mix up, if you call nova and command dash behind, actually is very easy to start combo with x-23

My only beef was that it is a relatively short range assist so that team has very little answer to a strong zoning team. (Which I feel is X-23’s main weakness as it is.)

That’s the team I’m still running right now. Movement with X-23 has to be godlike or you just have to know your opponent. It’s very easy to get randomed out in a 2/3 set. As much as I love X-23’s mobility, one mistake is all it takes :frowning:

I was thinking of switching Nova with Spencer, but that’s pretty much the same thing, haha.

what are some good MFC combos variants? MFC H seems to be her best dmg for this tech, and I’ve gotten 6-7 reps before launching.

here’s some vids in what I’m doing in my lab time.

[media=youtube]wOp9RHCxXuM[/media]
[media=youtube]MerzHjcpc40[/media]

Oooh…s.H MFC’d into jump stuff (can’t believe I never though to do that)…That seems like it should have some potential… TO THE LAB!

I think it was Luisluis1’s latest vid, but he had some interesting stuff mixing up the MFC H’s and MHs rather than having all the same thing and I think he was able to squeeze a few more reps out of the hitsun by doing it. I’ve actually been doing MFCs during real matches lately so I’ll put some work in with yah and see what I can come up with, too. :smiley:

MFC’s are actually not all that useful combo-wise. Her damage reliably tops out between around 500k off of practical hitconfirms (without assists/super). Her highest damage combo off of MFC H is

[media] [media=youtube]sziRUqlzEE8[/media] [/media]

which confirms MFC H into j. m xx j.dH xx CS L xx TA L for max damage. This can still be done after MFC H xx H xx MF H as hitconfirm, but shit is hard and tight.

Other than that I’ve found that MFC’s actually scale damage more rather than add it. Even MFC H’s. From a practical standpoint, you’re better off doing MF H combo’s both for more damage and (perhaps more importantly) better corner carry.