All you haveto do is time an air M after the ta ends.
Its the same timing everytime. If the spacing is right, you hit it, if you dont you dont. You want the opponent to be at even height eith you when you hit with the TA to get the combo.
All you haveto do is time an air M after the ta ends.
Its the same timing everytime. If the spacing is right, you hit it, if you dont you dont. You want the opponent to be at even height eith you when you hit with the TA to get the combo.
I can land the M after the TA, but then into what? Another M will land, but won’t allow me time for any followup on the ground. H seems to be too slow to hit before you land. How do you get them to relaunch?
After a normal jump height TA M, you’ll usually convert with a falling j.mm into whatever ground combo you want (if you’re a bit higher you have to go into a jump loop.) Once you get a bit higher, you convert with falling j.MH or MS depending on your height. In the MH/MS range you’ll normally have to follow up with another jump loop of some kind tho. Once you start playing against people that are a little more used to fighting X-23, you’ll find the TA M isn’t the greatest neutral move since it’s so free to air throws. If you ever throw one out against someone without an assist backing you, there’s no reason you shouldn’t be punished. Same with whiffing a TA L or 2H or doing them from too high up. She is so fun when people don’t know her punishes tho, lol. How many of you have started getting your unassisted neck slices punished? They are so free to throws ><… It sucks because she seems like such a relatively safe character at first and you get so many bad habits from people not punishing your shit at first.
neck slicer isnt punishable…
or are you talking about uncharged?
Neck slicer can be chickenblocked and punished if you see it coming… even when being covered by an assist.
Your at -1 (uncharged) or +0 (charged). Uncharged can be thrown on reaction (you can tech, though). Charged can be thrown if you try to do a normal afterwards. Against people who don’t know the matchup, you can usually get away with a cr.L, which will beat out any “punish” attempts, but against people who know the matchup, the best option is probably throw or IA d.H.
Yeah, I guarantee to anyone that doesn’t have to deal with it yet, playing people that know to throw neck slicers is some of the most annoying shit in the world, lol. Even if you don’t throw out an attack they can still get you with a throw off of neck slicer, charged or uncharged. It completely kills any reason to use them since you end up neutral at best (after the tech) and at worst they get the mind game advantage since if you go to tech throw against their punish they can get you with a s. or cr.L. It really really blows, lol. It’s just another thing X-23 can’t really do without an assist backing her.
are you serious that charged Neck slicer is even on block?
I could have sworn up and down that we had plus frames on that, it always seems like I can react before they do… or is it just because I know exactly when the move ends and they dont?
Yeah, as I recall, charged Neck Slicer is positive on block (and neutral uncharged). It’s Ankle Slicer the only one that gets to be -1 or neutral after being charged (and -7 or something uncharged). I don’t have the frame data right now, so I could be wrong.
in vanilla I’m pretty sure that was the case but in Ultimate now I’m 91% sure charge neck slicer is -2 and uncharged is -3 or -4. it has a lot of active frames tho so if you spaced it it’d be advantage on the charged version but how are you suppose to space a move with 30+ frames of startup?
according to the guide it’s -1 (uncharged) and 0 (charged). Since it’s active for so long I’m sure it varies depending on spacing, but from experience, you’re practically at neutral afterwards. (Since x-23 has fast normals, this is okay, IMO - maybe Ammy would beat her out.)
Fast normals don’t beat out 1 frame throws and that is a universal punish. You do an unassisted NS against spencer and you’ve lost X-23. I’m dead serious guys, wean yourself off it now before it ever becomes a problem. Smart players will grab you every time and it turns into you having to play against their 50/50. If they go for a throw and you go for an L, you lose. If you go to tech a throw and they do a cr.L (unless their cr.L is somehow slower than her s.H) you lose. Check my match vids, I’m the worlds biggest Neck Slicer offender, Lol. It is 100% scrub tactic now, don’t use it unless it’s backed by an assist to leave you at frame advantage.
0-frame, point blank situation:
Faster normals beat slower normals.
Throw beats all normals.
Jumping attacks beat throws.
AA normal beats jumping.
Crouching normals beat AA normals.
Faster normals beat slower normals.
Throw beats all normals.
Basically, the same as the beginning of round exchange. It’s usually pretty safe to just go for a jump d.H (OS airthrow), and then continue pressure as usual.
I agree with not using charged neck slicer as an approach though - for all intents and purposes, wavedashing in accomplishes almost the same thing in a safer manner.
Jumping isn’t instant tho, there are 3 pre-jump frames, if your opponent is mashing out the throw or has good timing, you can’t jump out of a throw attempt from neutral or -1. Some of the worst stuff in this game, IMO, is the beginning of round exchange. More often than not it’s pure rock/paper/scissors + mashing
Pre-jump frames arent throwable though. Neck Slicer to j.d+H is a viable frame trap. If they pushblock the slice and you whiff the falling claw though…
Cool to know. It def. doesn’t seem that way from the times I’ve tried it, though. I’ll make sure to be holding u / uf during the NS and see if that helps. Still seems like characters with strong aa H’s would win that if they’re trying to throw you so it’s almost a free OS punish for them either way. The only thing I can see that beating reliably is cr. attacks which X-23 can almost always win on the ground anyways. And yeah at whiffed falling claws, lol.
Im just talking from experience though, I’m not a 1000% that you are guaranteed safe to not get thrown even though the theory seems sound enough.
I rarely use the move unassisted anyway. No reward if it hits, no advantage if it’s blocked and guaranteed death if you whiff.
When I first started out I caught a bunch of HBDs with it and it turned into a bad habit. Luckily people have started punishing me for it so I HAVE to break the bad habit or lose.
I agree with NS being backed with an assist, same thing with Talon M. I don’t have much to say about the charged version, outside keeping it in combos.
Sorry for the double post, I was watching the Chrisis match again and in that first round I did a unprotected neck slice that led to X23 death. Shame on me. But anyway, I’ve been serious about getting Dante back in my team again. I know it’s been noted that you cannot relaunch off Jam Session anymore because of the new hitstun properties, but I’ve been working around that with a combo of around 670k:
Falling Talon, M CS, Talon L, M, H, S, H, CS L, Talon L, Land, Charged Ankle Slice>Jam Session, Dashing S, H CS, Talon L, Land Again>Charged Ankle SlicexxxRT
The issue here is getting in the* Dashing S* just before hitstun kicks in. I’ll try to get a video up on it later on.
Hi mates!
I´m a noob in UMvC3. I just picked the game after EVO (the top 8 was so hype) and I´m trying to learn now.
I´m maining X-23 and currently I´m trainning to learn some combos and stuff. My team is X-23/Doom/Storm
I have a problem, many of the combo videos which are already in youtube are from vanilla marvel where (if I´m not wrong) X23 could loop more times than now. I´ve spent some time in the training trying to do those combos until I realized that it was something wrong…
I´m doing this BnB now:
cr.l - cr.m - st.h - 214H hop - j.M - j.H. - light talon attack - st. m - st.h - S - j.hp - h. CS - light talon attack - OTG - RT (lvl 1)
I would like to know if there is better BnB than this one!! (not too more difficult)
Thanks mates!!