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:
:h: j:m::h: xx :d::df::f::l: s:m::h::s: (super jump) j: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:
(fully charged) xx :d::df::f::atk::atk: (damage: 599,100; meter: -0.1)
(While midscreen) (Cold Star Assist) :d::df::f:
(fully charged) xx :f::d::df::atk::atk: (damage: 631,100; meter: +0.0)
(If midscreen, dash forward) (Cold Star Assist) :d::df::f:
(fully charged) (Snapback) (damage: 465,100; meter: +0.1)
(If midscreen, dash forward) (Cold Star Assist) :d::df::f:
(fully charged) xx :d::db:
:atk::atk::s: (dash forward) :d::df::f:
(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:
(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f:
(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:
:h: j:m::h: xx :d::df::f::l: s:m::h: (Hidden Missiles Assist) :s: (super jump) j: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:
:atk::atk::s: (dash forward) :d::df::f:
(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:
(fully charged) xx :d::df::f::atk::atk: (damage: 639,400; meter: +0.1)
(While midscreen) :d::db:
:atk::atk::d::df::f::l:(fully charged) :d::df::f:
(fully charged) xx :s: (dash forward) :d::df::f:
(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:
(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:
:atk::atk::f::d::df:
(miss) xx :d::df::f:
(can be blocked) xx :s: (dash forward) :d::df::f:
(fully charged) c:l:
:s: (super jump) j:m:
:h: xx :f::d::df::h: xx :d::df::f::l: (Cold Star Assist) :d::df::f:
(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f:
(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:
:atk::atk::f::d::df:
(miss) xx :d::df::f:
(can be blocked) xx :s: (dash forward) :d::df::f:
(fully charged) xx (X Factor Lv1) :s: (super jump) j:m:
:h: xx :f::d::df::h: xx :d::df::f::l: (Cold Star Assist) :d::df::f:
(fully charged) :s: (super jump) j:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f:
(fully charged) xx :d::df::f::atk::atk: (damage: 1,346,300; meter: -2.4)
(Kill opponent while in the corner):d::db:
:atk::atk::f::d::df:
(miss) xx :d::df::f:
(can be blocked) xx :s: (dash forward) (Cold Star Assist) :d::df::f:
(fully charged) :s: (super jump) j:m:
:h: xx :f::d::df::h: xx :d::df::f::l::d::df::f:
(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:
:atk::atk::s: (dash forward) :d::df::f:
(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).