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

Yeah, I stumbled onto that a little after finding the confirm and I keep meaning to do a video for it…but I’ve been a bit lazy. It got mentioned in the forums somewhere a little while back.

My 2 cents. Confirm with sj.H if they’re a bit above you, otherwise go with sj.S. Don’t underestimate the hitbox on her jump normals, either. It’s stupid how far above her she can hit and keep the combo going.

The only downside with that is that you can’t actually do a TAC once hitstun is past the point where you can’t connect a s.H after an otg/relaunch you don’t have the hitstun to connect a sj normal into a TAC. That being said most people still think her charged NS is the safest move in the game…so…yeah… Not a mixup unless you do it early, still a strong reset, though. As far as making it safe on a failed attempt, the best option IMO is to just go into the dH and wait for a punish attempt. If they press a button do a CS HxxTA M(or H depending on the height)xxfalling j.MxxTAC. As long as you haven’t touched the ground, you’ll still have access to your TAC option and you either a get a clean combo with your 2nd or put at a safe full screen.

Something along the same thread. If you ever goof and drop a combo after a relaunch but still hit them with the CS H at SJ height. If you cancel into a TA M (since TA L won’t have the hard knockdown) you can do the same sj.MHxxTAC.

Random side-switch tech.
If you have a midscreen only assist and want to turn away from a corner for an OTG, if you combo into a grounded MF H, j.MH land MHS and jump upforward, it will put you on the other side of the opponent where you can either connect with a backwards hitting j.HxxCS H(towards the opponent)xxTA L. If you’re too far away to connect with the backwards sj.H you can skip that and go straight to a CS H. (Not sure how often this will actually come up, but it’s there and it seems consistent enough and it seems to work with all sizes. Won’t work if you’re already all the way in the corner.)

Also, Yeah. For the sj-height throw confirm if you haven’t seen Lintlikr’s video, you can cancel into a TA L after the throw so that you land in range to OTG.

i dont know what causes my side switches, I just learned how to hit confirm mid combo lol.

Some times ill jump under them with the H, cross under them again with the CS, and than have to do the Talon backwards.

but this reset you guys are talking about. when you jump up and do light, delay, S, are you supposed to cancel right into M talon if it hits? Seems like that would keep you a bit too high for the combo to work. i thought the only reason it did was because the H, down H brought her low enough to confirm and drag the opponent back down to the ground.

Do you know how to remove them in the corner when doing jump loops/CS loops? i say this because since my team is Ryu-X23-Wesker, only way i can do an extended combo with Ryu’s fireball is S call assist airH Talon L and make them land on the fireball but it does not work in the corner obviously since the fireball goes past the screen.

I’ve sometimes had them switch and removed them from the corner putting me in the corner by doing MHS after landing but its random when it happens.

Down H works after S so you can do S down H Talon-M M S land then jump to continue the combo

There have def. been times where I’ve side switched in the corner off of CSxxTA L land s.MH but I don’t know how to replicate it. Happens every once in a while. not sure if it’s character specific or what though.

The lazy labbers option (just turned off my setup so this is just a shot in the dark.)
Can you just call wesker and MF M straight into S in the corner? (Might not work even if it does since you probably can’t beam bounce on hadouken with that much hitstun anyways.) I’m not super hopeful, lol.

Wouldn’t work as it would give me no time to call the Ryu assist after just calling Wesker.

If it’s a lower hitstun combo, can you maybe do OTG+MF M into a CS loop or the j.M dHxxCSxxTA to give yourself some filler while wesker gets out? (Quickly becoming non-match practical, lol.)

Not that I think I’ve ever landed it, but if the MF MxxReverse CS LxxTA L is possible maybe you can try that for pointless combo video swag?

It would probably work but i doubt it would allow me to connect an M after the TA-L unless the combo begins with S a.H TA-L lol

Yeah, lol. I’m still getting bumped into the corner after s.mhxxMF MxxCS LxxTA L x 2, s.M(crosses up here in the corner)H on occasion. Again, it seems to be tied to the forward momentum on her s.M so might be worth trying to find the specifics on that to get your cross up.

Opening Gambit options:
I’ve been looking at opening gambits and I think I found a solid option(s) that leads into full combos and will consistently negate mashing throw + assist and quite often give you the HBD (with a secondary option to counter super armor). I’ll probably throw together a video in a bit.

There’s a bit of it that OS’s specifically with Log Trap but you def. need at least something to negate their assist options. So far I’ve only labbed specifically against Hulk mashing out fH + Repulsor blast (the Wandles special for anyone that’s seen his matches) but against that, it covers both options (whether you tech a throw or have to beat out the s.H’s super armor.)

The basic option (for my team) is s.6H + Log Trap xx CS L/H (depening on what kind of hits you need.)

Against most of the cast that don’t have super armor, the best option after the tech seems to be CS LxxTA M, pass through, j.2H, land. s.LHMS combo. CS LxxTA L does seem to work on occasion, but to get it 100%, I’m pretty sure you have to TK it so that the CS hits very high on the opponent (to keep them from launching as high) which makes it a slower option and I don’t think you want to risk adding the 5 or 6 frames at that point. With this option, Log Trap will usually miss the point character, but blow up the assist which will usually get picked back up depending on the specifics of the spacing. (You have to make due with not being able to kill, but you’ll most likely build 1 meter which I think you should burn to snap just to mess with your opponent right off the bat.)

The problem with that combo is that you might not be able to get through certain super armor attacks since you’re only getting 1 hit from the CS and have to wait a bit to link the TA M. So for that option, I recommend going into grounded TK CS H (so you can cancel on the 2nd hit which seems consistent and neccessary to get the right height to catch the jump loop)xxTA H, falling j.MS, land, j.MHSxxTA L, land s.HS etc. The awesome part about this option + log trap is that a good percentage of the time, log trap will hit both the point and the assist. At which point the TA H will whiff, but you land directly in the right spot to pick up from the super wall bounce. Easy confirm into a full combo HBD which means XF should build you 3+ meters so you can end the combo with snap + dirt nap and almost always kill the assist character in the process (leaving your opponent with their heavy point character with no assists and less than half-life if you haven’t outright won the match because already.)

This was only 1 longish night of lab work, so I’m sure it has huge holes and will only be useful against certain point + assist calls but I was tired of having to respect throw mashing because I had no solid followup options.

You’re still opening with a s.6H but if you’re at throw range you should be beating out cr. jab + assist with throws (no follow-up, but you’ve at least got back to true neutral), Tech > cr. jabs will either eat the CS or catch log trap (even if you get caught, log trap is such a beutiful combo breaker and will usually save your ass and give you a full combo punish.), mashers will almost always lose s.H to your CS but on lucky hits will still get caught by Log Trap (or whatever assist you’re calling), In situations where your s.H comes out rather than a throw, the followups will still work consistently since you you should be canceling into the CS so quickly anyways and on block the TA’s will get you out safely (plus a cross-up log trap for the opponent to worry about that will still lead to a full combo on hit.)

X-23’s opening options are the same as anyone else’s with an airthrow OS. Remember the below only applies if both players have decided to start from point-blank range, as opposed to jumping away.

Ground throw will beat AA normals, or delayed jump airthrow.
Jump OS H move will beat ground throw. (Falling claw, for X-23)
AA normals or delayed jump airthrow will beat jump OS H.

If both players choose to ground throw, they’ll tech, and you immediately get another close range RPS situation:
Walking forward, ground throw again beats blocking.
Fast normals beats ground throw attempt.
Blocking “beats” normals.

Since there’s startup on assist calls, the above two RPS situations will always happen in the split second before assist come into play. Once the assists come out, what the outcome is depends entirely on which assists you chose.

My opening gambit against characters with super armor, or backed by strong defensive assists is to back away. If you’re feeling brave, I think the best option is to go for ground throw. If there’s a tech, immediately use st.M, which will beat armor. Continue to push buttons, and you’ll get a HBD if they called an assist.

The idea with the CS option is that it’s also meant to get you out of the line of fire against most assists (most people’s opening play are back with hori assists, not AA assists). Personally, I like options that can either confirm into a combo or get you out of the start of match pressure.

Personally, I think going to the air is risky at the start of the match. There’s too many characters that get full combos from air throws and X23 doesn’t have the life to be risking that. If you see them jump and throw out an unsafe normal, by all means, nab em. But even with OS the dH, I don’t think it’s solid enough to risk it.

If you tech a ground throw and immediately throw out an attack string, most assists will get stuffed out of their startup. Obvious exceptions being invincible assists, and assists that come out well behind the point character, like Doom (and if that’s the case, CS won’t work either).

If your timing is good, you’re not terribly likely to get airthrown at the start of match. Getting a tech happens much more often.

My air opener is actually jump back H (with assist), L-talon. I’m not really going for an airthrow, I’m throwing out the H to OS a tech, at the same time avoiding and whiff punishing a potential AA normal or ground throw. This results in a tech if they go for airthrow, and a hit if they go for either AA or ground throw. If they dash back to whiff punish the L-talon, my assist should cover me. If the opponent decides to dash up, then push buttons, I’m probably screwed, but very few people are that gutsy at start of round.

It’s a risk-reward thing. If your assist can’t cover you well enough, or you’re not confident in your reactions, don’t engage in the start of round - jump away.

What does AA mean again?

Anti-Air

Is there a combo video showing optimal combos from different starters?

One thing I noticed about most of the X23 vids (primarily on YT) is that most of them are centered around how much dmg Larua can dish out. There doesn’t seem to be many vids showing her reset/mixup potential as a character that’s built for that purpose (they’re there, but most of them aren’t composed together well and just seemingly all over the place). I took the liberty of making a short video that somewhat collects all the technology together:

[media=youtube]RIrZyDwZ3p8[/media]

I have theory that a scary X23 will know on average about 4-5 mixup/reset situations that they can force you in, and REALLY scary X23 players about 7.


[media=youtube]KCm9SF01UTk[/media]

this is me working with CR’s team. BOLTS!

There’s not really many differences in her starters.

The only combos this vid doesn’t include are the new Luis Loop (HxxMF HxxCS LxxTA L x3)and the Trite 5 CS (super tight timing TK CS LxxTA L x5) corner loop which are only a few page back on the forums now. Otherwise these are the current bnbs.

[media=youtube]JEA_JPazTMg[/media]

Here’s the SJ conversion. (also works for TAC fake resets.)

[media=youtube]5GrnHHNvtSk[/media]

anything below SJ height can be converted with pretty much any string cancelled into TA L then into a ground conversion. Most of her ground combos don’t care much about the starters unless they’re particularly long, too. Usually, it’s the SJ portions of combos that you’ll usually have to shorten on the longer combos to avoid techs but you can almost always use sj.HxxCS HxxTA L and you don’t lose much damage at all leaving out sj.MM and the dH.

She can only covert off of front air throws (and I think back air throws during XF) and only full combos with assists, though. It’s a pretty wide range of assists, though.

Special exceptions to a few assists that let her convert of ground throws if you call them before a tick throw. Eye of Agamotto, Missile, Floating Bomb, maybe a few others.

wow i didnt know she was capable of this kinda damage

My bnb is just a regular feint loop with 1-CS:
[starter] - st.MH, H-Feint, j.MH, L-CS, L-talon, st.MHS - etc.

I use it because it’s easy to confirm into off of any normal starter. I get 800k off of a raw L-talon, about 720k off of an MFC confirm, and about 600k off of the command throw, about 550k off of plasma beam, lol.

My jump loop combo:
j.LMHS (land), j.MHS, L-talon, st.MHS - etc.

Works off of most air-to airs, M-talon starter, Tatsu assist, etc. Gets me to about 750k. You can delay the H in initial LMHS to make it a safe meaty for incoming chars, still combos on hit.

I HC everything off beam that’s my BnB lol. Breaking into those 800k+ combos…I’ll leave it to the real experts hahaha. This was combo I tried to do vs. jayto but Tron dmg is weird she pops out of everything.

[media=youtube]Ph3eCG3GArs[/media]

I wanna learn Doom’s TAC infinite but I suck :7)