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

st.M, H, 214H, air M, H, 623M, 236L, st. M, H, S, air, M, M, H, 2H, H CS, LTA, OTG, RT

thats the basic shell that I use, its easy, does decent enough damage, and most importantly, its easy to integrate other combo starters, enders, and assists into.

for example, if you play doom, you can do the combo above and when you get to the launch with S, call doom at the same time, and then instead of MMH, 2H, H CS, LTA, you just do H, 2H, LTA. then when you land, the missile will otg, and instead of doing 236M, you do 236L into another launch, which you can follow up with H, 2H, CS H, LTA, into otg super

Go down to the combo section in this thread: The Penultimate: an X-23 Compilation Thread

Lists combos from beginning to advanced.

Thanks a lot guys!

This isn’t about X-23, moreso about combos in general, but I notice that the faster I get back to the ground after a launch the slower, or more strict, the call out for the assist is. Been practicing with X and found some things I like but I have to do my air combo quickly so the hitstun doesn’t effect the combo after the second launch and I’m dropping the assist call a lot. :confused:

To expand on this. I’ve been practicing with X-23/ Hulk/ Chris and this combo works smoothly o matter how fast i input:

M, H, S, M, M, H, Scythe H, Talon L, Gamma Wave assist, H, S, M, M, H, Scythe H, Talon L, Grenade Toss assist, Ankle Slice, Weapon X Prime, Gamma Crush

Only does like 945k and only builds a little more than one bar but I can’t pull off MFC combos online and the one basic one I can use online seems to get raped by hitstun after an OTG.

Anyway, most of the combos I’ve been trying rely on the opposing character being carried after I Ankle Slice and maybe that has something to do with this hitstun problem.

[media=youtube]GwPViK0HRDo[/media]

I want to see if this will work with this combo:

M,H,S,(Hidden Missles), M,M,H,Scythe H, Talon L (missles hit), Mirage Feint H, Scythe loop

I can’t copy what he does though, am I supposed to tiger knee the scythe?

You don’t HAVE to, but when you TK any of her CS (air and ground), you can cancel into a Talon at any point so it makes things infinitely more lenient.

On that combo, you would most likely have to start with the scythe loop since as soon as she gets a hard knockdown from an air combo you only ever have a few hits before they tech out. The only way I think that MIGHT work is if you cut the air portion super short. Something like M+missiles, H,S,sj.MS, land missiles hit, 1 or 2 reps of scythe Launch, etc. On block tho you’re open to major punishes.

There’s also a good chance that you would have to SJ TK those CS to get that to work.

Ah, just trying to diversify my options, I’m so fraudulent right now. The scythe loop seems important to know anyway and I don’t want to use Doom those assists…

Realistically, it doesn’t come up terribly often since its corner only. I would say learn the midscreen CS loop combo and use that as your bnb. You’ll learn the CSxxTA L link which you can then transfer to learning the corner variant as well and being able to apply the CSxxTA to her pressure strings.

MHxxMF HxxCS LxxTA L land s.MHxxMF HxxCS LxxTA L land (if you’re in the corner here, do another CS LxxTA L land s. MS, otherwise) s.MHS etc.

For X-23 I would start a habit of always using a TK DP motion for your CS since there’s no downside but it gives you a lot more freedom frame-wise to cancel into the TA. This allows for ridiculously fast CSxxTA loops for pressure and lets you start using the TK CS H(1 hit)xxTA L which is a better option than the L for neutral IMO since it makes her less predictable depending on when you decide to cancel the CS (You can delay it when your opponent doesn’t push block, X-23 will cross up, then TA in the opposite direction. Against certain crouching characters it will ambiguously cross up and lead to a full combo.)

Oh, I meant to ask earlier but what are Laura’s overhead options? I know her left/right mixup game is way better but when I get home tonight I got some things I want to try and haven’t been able to find this. Are talons considered overheads?

Talons are not overheads.

vs. Tron, Hulk, Modok, Sent, and Nemesis, you can instant overhead into a combo with j.M, d.H xx L-talon.

If you’ve got the opponent caught in a lockdown assist, you can use an H-Mirage Feint for a high-low mixup (either j.S from the feint, or empty jump cr.L).

H-feint j.H or j.S is actually a very good option when you’re in x-factor. j.S has a better hitbox, but j.H will OS airthow.

I might as well toss what I’ve got out there too. Although, I’m not too amazing at the game yet, so my combos may seem a little bare-bones or boring or even low on damage. I’m trying to stick to simpler combos, just simply due to my lowish dexterity when it comes to fighting games, but I’m going to try to get into some of the crazier things like MFCs and Talon Scythe loops, but for now…

But you never know, right? Maybe I’ll end up putting something down and it’ll turn out to be some amazing stroke of genius!

Just to give a little background info, I run a team of X-23(Ankle Slice), Amaterasu(Cold Star), and Dr. Doom(Hidden Missiles). A bit of a cop-out team, of course, but it does allow for X-23 to have some great protection, mix-up potential, and combo extensions, so there we go.

When damage and meter gain is calculated, any combo that references a Combo Starter will simply be a fully charged Neck Slice. Your damage and meter may vary depending on how you actually start your combo.

BnBs With Amaterasu
This is the combo I’ll generally turn to if my whole team’s alive and I’m ready and raring to go. It does some pretty good damage for my newbie standards, so I’m sticking with them for now.

Combo Starter --> c:m: s:h: xx :d::db::b::h: j:m::h: xx :d::df::f::l: s:m::h::s: (super jump) j:m::m::h: xx :f::d::df::h: xx :d::df::f::l:

From here, there are a few ways you can continue the combo:

(While Cold Star is not available) :d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 599,100; meter: -0.1)

(While midscreen) (Cold Star Assist) :d::df::f::m:(fully charged) xx :f::d::df::atk::atk: (damage: 631,100; meter: +0.0)

(If midscreen, dash forward) (Cold Star Assist) :d::df::f::m:(fully charged) (Snapback) (damage: 465,100; meter: +0.1)

(If midscreen, dash forward) (Cold Star Assist) :d::df::f::m:(fully charged) xx :d::db::b::atk::atk::s: (dash forward) :d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 1,057,100; meter: -2.8)

(If midscreen, dash forward) (Cold Star Assist) :d::df::f::m:(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 731,500; meter: +0.5)

For this last one, it’s important that when you pick up the opponent for the first time with Ammy’s Cold Star, on a mid-sized opponent or smaller while in the corner, you need to time your relaunch so they fall a slight amount before you hit them, otherwise your j:h: won’t make contact when you super jump after them. The timing is pretty strict, so you’ll have to get used to it.

Also, don’t stick any more attacks than you have to in the beginning of the combo, otherwise the opponent will pop out in the MIDDLE of the Cold Star assist due to hitstun deterioration.

And in any instance where you dash forward while midscreen, bear in mind that you are most likely going to pass under the opponent when you Ankle Slice them into Ammy’s Cold Star. Take that into account as you continue the combo in the reverse direction.

The BnBs I Use if the Dog is Dead
And these are the combos I’ll stick to if Amaterasu has died for whatever reason and I need a large, green, Latverian monarch to help me out. These don’t do quite as much damage like combos involving Cold Star as the assist, but it still does a respectable amount of damage anyway, and you actually have quite a few more options to work with in this scenario.

Combo Starter --> c:m: s:h: xx :d::db::b::h: j:m::h: xx :d::df::f::l: s:m::h: (Hidden Missiles Assist) :s: (super jump) j:m::m::h::d::h: xx :d::df::f::l:

From here, there are quite a few things you can do to continue the combo, thanks to the Hidden Missiles just being so OP like that. Here are a few suggestions to finish the combo…

:f::d::df::atk::atk: (damage: 579,400; meter: -0.2)

:h: xx (Snapback) (damage: 435,000; meter: +0.0)

:d::db::b::atk::atk::s: (dash forward) :d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 1,005,000; meter: -3.0)

(If in the corner, dash backward) :d::df::f::l:(fully charged) xx :f::d::df::atk::atk: (damage: 621,400; meter: +0.0)

(If in the corner, dash backward) :d::df::f::l:(fully charged) :d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 639,400; meter: +0.1)

(While midscreen) :d::db::b::atk::atk::d::df::f::l:(fully charged) :d::df::f::m:(fully charged) xx :s: (dash forward) :d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 1,069,400; meter: -2.8)

(While in the corner) s:h::s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 697,000; meter: +0.3)

For the last one, the point of the standing H is to actually drag the opponent down slightly so the Hidden Missiles don’t lift them too high off the ground for you to continue the combo into one more air chain. For a one meter combo, I would definitely recommend it for some pretty decent damage without your flagship assist at the front lines.

Silent Kill and Level 1 X Factor
So here are the Silent Kill combos I could come up with using X Factor Level 1. All of these combos do over 1.25 million damage, so the damage output is definitely worth it.

I’m not sure if a lot of people know this, but against an incoming character, Crescent Scythe M puts you at the perfect height to Talon Attack M the incoming character, provided you correctly time when they actually come into play(The timing is very hard if you are in X Factor Levels 2 or 3). And since you can cancel any special move on contact with the opponent(hit or blocked) into the Silent Kill’s unblockable attack, that’s definitely something to try, since you can have a Talon Attack overlapping the opponent on their first frame of incoming.

Of course, you’re still susceptible to getting Frame 1’d by Phoenix, Sentinel, w/e, but you get the idea, it’s good stuff all around. If you really need to, go ahead and use Dante’s Jam Session or w/e to make sure it hits >___>;

So here’s what I’ve got so far:

(Combo into Snapback while in the corner) xx (X Factor Lv1) :d::db::b::atk::atk::f::d::df::m:(miss) xx :d::df::f::m:(can be blocked) xx :s: (dash forward) :d::df::f::m:(fully charged) c:l::m::s: (super jump) j:m::m::h: xx :f::d::df::h: xx :d::df::f::l: (Cold Star Assist) :d::df::f::m:(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 1.415,200; meter: -3.6 including the snapback, otherwise -2.6)

(Kill opponent while in the corner):d::db::b::atk::atk::f::d::df::m:(miss) xx :d::df::f::m:(can be blocked) xx :s: (dash forward) :d::df::f::m:(fully charged) xx (X Factor Lv1) :s: (super jump) j:m::m::h: xx :f::d::df::h: xx :d::df::f::l: (Cold Star Assist) :d::df::f::m:(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) xx :d::df::f::atk::atk: (damage: 1,346,300; meter: -2.4)

(Kill opponent while in the corner):d::db::b::atk::atk::f::d::df::m:(miss) xx :d::df::f::m:(can be blocked) xx :s: (dash forward) (Cold Star Assist) :d::df::f::m:(fully charged) :s: (super jump) j:m::m::h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) xx (X Factor Lv1) (Hidden Missiles Assist) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::db::b::atk::atk::s: (dash forward) :d::df::f::m:(fully charged) (damage: 1,502,600; meter: -4.7; swag: +10,000)

DHCs Into and Out of X-23
After tooling around for a bit, these are the DHCs I could find involving my team. All of them are pretty damaging, and allow for some very flexible meter usage, especially since Amaterasu is capable of ground bouncing the opponent after an Okami Shuffe for another Okami Shuffle, allowing her to pass the opponent back to X-23, provided meter is available.

Rage Trigger > Okami Shuffle
Rage Trigger > Divine Instruments(DHC right as the opponent is about to start falling back down from Rage Trigger)
Rage Trigger > Sphere Flame
Rage Trigger > Doom’s Time(While opponent is grounded only; DHC before X-23 lifts the opponent into the air)

Weapon X Prime > Okami Shuffle
Weapon X Prime > Vale of Mist(into a full combo, provided Weapon X Prime was used as a punishment tool, rather than a mid-combo thing)
Weapon X Prime > Divine Instruments
Weapon X Prime > Photon Array
Weapon X Prime > Sphere Flame
Weapon X Prime > Doom’s Time(must be done on the 12th hit of the hyper, right before she starts to make an X on the opponent, misses in all other cases)

Okami Shuffle > Rage Trigger(the timing is somewhat annoying, but it looks cool to have the opponent land on top of your pinwheel kicks like that)
Okami Shuffle > Weapon X Prime(the timing is child’s play in the corner, but while you’re fullscreen, try to time it so you DHC into Weapon X Prime about a quarter of a second before the final lightning bolt of Okami Shuffle hits)
Okami Shuffle > Silent Kill(if you’re fullscreen, DHC about half a second before the final lightning bolt hits, then wavedash 2 or 3 times to close the distance. Once you’re close to the opponent, and they get hit with hard knockdown from Okami Shuffle, you can use a fully charged Ankle Slice to pick them up and cancel it into the Silent Kill from there)

Photon Array > Rage Trigger
Photon Array > Weapon X Prime

Photon Array(air) > Rage Trigger
Photon Array(air) > Weapon X Prime(this is very annoying to time properly, and at random times, the opponent will jump out of hitstun when they’re not supposed to)

Sphere Flame > Silent Kill(this does a TON of damage, make sure to DHC out of Sphere Flame IMMEDIATELY, then super jump into a Crescent Scythe H into a Talon Attack H and cancel into the Silent Kill from that)

Anyway, this is what I was able to draw out of my team, while using X-23 on point. If anyone has any tips they want to throw my way, I’ll gladly accept them. But for now, I hope this small amount of info helps!

I’ll put down damage and meter gain later on(within 12 hours).

I’d just like to note that X-23 can always link her snapback after her OTG as long as it hits twice on the opponent. This is very easy to pull off and universal (wasn’t in Vanilla), except for the characters X-23 just can’t hit twice, namely Dormammu, and Sentinel when the game wills it.
It’s something I don’t really see very often (or rather, I don’t see it at all) out of people even though snapping at the very end of a combo means more damage and more meter for ourselves. JohnNumbers, using an assist to… assist, is a pretty good idea for that reason, but on the other hand, it might leave X-23 alone when she has to mix up the incoming character. Just sayin’. It’s just another option to consider that not many people are aware of.

I had no idea she could snapback off of her OTG, that’s fantastic info. I’ve been cutting my combos in half all this time. Thanks.

Yeah, I didn’t know that either, actually @___@ Good stuff

I keep forgetting about how blindingly fast a snapback actually is. So with that in mind, how about these?

Combo Starter --> c:m: s:h: xx :d::db::b::h: j:m::h: xx :d::df::f::l: s:m::h::s: (super jump) j:m::m::h: xx :f::d::df::h: xx :d::df::f::l: (If midscreen, dash forward) (Cold Star Assist) :d::df::f::m:(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f::m:(fully charged) (Snapback)

Combo Starter --> c:m: s:h: xx :d::db::b::h: j:m::h: xx :d::df::f::l: s:m::h: (Hidden Missiles Assist) :s: (super jump) j:m::m::h::d::h: xx :d::df::f::l: (If in the corner, dash backward) :d::df::f::l:(fully charged) :d::df::f::m:(fully charged) (Snapback)

And with that, both assists have plenty of time to leave the screen, allowing the other to get in on the mixup action, right?

Btw, am I allowed to call an assist used in a combo leading up to a snapback immediately after the snapback makes contact? That might be helpful in the long run.

I can’t believe I didn’t know about this, thank you very much for this. This just makes killing off chars with XF1 and building 3 bars more viable, because now I can build a bar meter off an incoming mix-up on the 2nd char for a total of 4 bars, and choose to pick off top tier anchors like Phoenix and Vergil.

I think so, yes, depending on when you called the assist. If you used the assist early on in a combo and a good amount of time’s elapsed before the snapback, your assist comes back well before the opponent’s char comes in.

That sounds cool, then, it’ll allow for some good mix-and-match opportunities when the time for a snapback comes around.

With that in mind, regarding the Hidden Missiles and Cold Star vs. a snapped in character, would it sound about right to call in Missiles(going up, to make a temporary wall) against a flight/airdash capable character who could get out of the corner, and Cold Star against everyone else?

How do you use her level 3?

I always tried to hit a Weapon X Prime hyper combo after the OTG with Ammy asist. But it was not too simple. I succeded on doing the combo some times when I back deashed before using her OTG, but it was not guranteed.
Do you know a guaranteed way to hit the Weapom X Prime after Cold Star assist?

do u want to know the command or u want to know wht is viable to do when invisible?

Basics.

QCB+2 atks to activate, then you have a short time to hit them with an S atk (when you’re invisible her S has the range of her L atks tho.) This is an unblockable command grab that hits like a mack truck. Every other normal/special/movement option is exactly the same when she’s invisible and the only visible indication of where she is the little dust clouds at her feet when she dashes so it’s hard to consistently combo in level 3 without a LOT of practice. (Check out Luis1Luis1’s combo vid linked in the penultimate thread to see what’s possible tho.)

Advanced.

With any assist that can force them to block when they’re incoming (Jam Session, Cold Star, Tenderizer, Missile, Repulsor Blast, Purification, etc) on any incoming character, call the assist while activating dirt nap, then you get a true unblockable. There’s always a 1 frame window for people with air invincible supers to get out, but that’s only Sentinel, Phoenix, and Morrigan’s level 3. If you aren’t hitting with good timing, supers like Taskmasters Arrows, Dooms finger lasers, Skrulls Inferno, etc can waste all of your invisible time so you want to practice that to hit at meaty as possible. Against incoming characters, you want to watch the character portrait in the top of the screen since it will always shift them to the middle right before they come out. (This is a godsend. Abuse it.)

If you don’t want to use an assist, you can go for stuff like sj.dH, j. TA M, tk CS H to catch them meaty as they’re coming in. The only downside to this is you can get grabbed with a lucky xf guard cancelxxthrow. (In the hundreds and hundreds of times I’ve used tk CS H xx dirt nap, I’ve only been thrown out of maybe 5. It’s still incredibly hard to get out of and a lot of times you can get them to block their xf trying to get out of it, so it’s still a win.)

With assists you’re able to pick them back up and combo after it (standard Charged AS + assist or OTG assist + Charged NS. It’s more difficult midscreen, but still possible depending on the specifics of spacing, etc.) If your opponent is all the way in the corner and standing on the ground, you can follow up without an assist with s.M(1hit), cr.M(1hit), s.H > whatever you want to do. It’s possible to use this during or at the end of a combo with certain assists and the damage doesn’t scale since it’s a level 3, but you’re almost always better just doing a regular super and having a good DHC followup.

You can also use dirt nap at any point where you get your opponent blocking a lockdown assist (cold star, dark hole, missiles, repulsor blast, ect) though you have to have specific team setups or pop xf to keep the combo going after that (and you’re better off just using her xf 2 loops and then dirt napping on incoming anyways so this is really just for when you’re trolling someone or need that desperate hit to kill.)

There are also a variety of hypers you can DHC from to get a true unblockable, and easy to time Dirt Nap - basically anything that covers normal jump height and causes good hitstun.
Short list:
Dorm: Stalker flare
Storm: Hailstorm
Akuma: Fireballs
Phoenix: Rage