Anyone have any dante/vergil extensions off hand?
Rapid Slash is probably the only out between those 2 I would even recommend as a practical assist for X23 and that’s just Charged Ankle Slice + assist relaunch on low-mid hitstun combos.
JS can only be used on reallllly low hitstun combos now.
Crystal has a midscreen relaunch with S+assist low SJ.m xx TA M (pass through) dH, crystal will clip them with the tip of the crystal and let you relaunch, pretty worthless outside of that tho.
You can use Weasel Shot for ground combo extension, but that really just gonna give you an extra charged neck slicer and the damage/hitstun isn’t even worth it.
Yeah, that’s about all i was able to really find. Dante Jam session wass pretty useless combo wise with her, messed with crystal but not that variation, still questioning if its actually worth it or not. The bnb with vergil in it is almost not worth it because you have to do it so early in HSD and its ends up just messing things up. Thanks though! I think i’m gonna run Chou’s order Vergil/x23/dante and use x23 as more of a utility character. Although i still want to have team with her on point…
My advice would be no on dante unless you play him on point. I say Vergil/X23/someone actually worth playing. Probably best option would be playing a beam so Vergil actually has a scary crossup game. The otg gives you a brainless way into his sword loops. If you wanna be a real badass, my vote is for F.West since any lunar phase is a hard tag and level up.
Other options would be Doom or someone else with a strong TAC option that still has a decent hori assist. Then just TAC past X23 after an OTG call.
Does X-23 have a combo where she can build 2 bars of meter? I keep getting around 1.5/1.75 meters. It would be a massive boost to my team configuration if I could get two bars out of a corner combo. Assume that my two assists are Magneto’s EMD and either Phoenix’ drill/fireball, jam session or vajra.
Stuff from Merkyl shows she can build two meters. However, I’m not sure you can reach 2 bars with those assist. Jam Session hitstuns like crazy and Vajra doesn’t add much for her combo extensions. IIRC she can use TK Traps for corner relaunches, but I’m not sure what you can do with the other assist.
I think her meter gain caps at ~1.5 without relaunch assists. I think you can at least get an extra charged NS with Vajra for like .2 meter with S+assist, jump cancel charged NS. I think you can beam bounce with Phoenix’s fireball that would give you ~.2 meter, too (might be some specific cases where you can do otg+fireball to relaunch, but I don’t remember how good the hitstun is on her fireball). EMD is almost worthless for extensions with her, unfortunately. I haven’t messed around with it, but it might be possible to sneak a non-sj CS H pre-launch with vajra, which would build more meter than the NS.
As far as I’ve looked into it, getting to 2 meters requires you to build a team around X23 or get a reset. Most of her meter gain seems to come from her CS H during the SJ portions since it works so well at high hitstun.
What’s a consistent combo that can be converted to from most situations? Think of something that you can depend on with your life for tournament play.
I’m looking for something that doesn’t need an assist, hopefully ends in Ankle Slicer for either extension or reset attempt, and works for most of the cast. Corner-carry is a plus, but not really necessary. Meter-gain is preferred over damage. The use of tech is fine, but not if it means trading consistency (tight links, position-dependent, etc). Alternate sections based on position (i.e. corner) is fine.
I really want to try her out in local events but my inexperience with Laura’s combos is painful.
Thanks for the advice guys, I’ll go back into the lab and see what I can come up with.
(cr)LMH>Mirage Feint H, j.MMH, land, j.MMHS>Talon Attack L, MHS, super jump, j.MMH>D+H>Crescent Scythe H>Talon Attack L, land, (full charge) Ankle Slice M>Rage Trigger or assist extender.
Intermediate Mirage Feint Loop, will work on pretty much anyone anywhere, corner carries, no BS and can be extended.
I think there’s a better loop(in terms of damage but not meter gain) but I can’t remember, if I do, I’ll post it here for you.
That’s more like a jump loop, I keep forgetting you can link jump stuff with feints. <.<
This is the jump loop I use.
LMHxxMF H, j.MMH land, j.MMH(delay)S, j.MdHxxTA L land, s.MHS, sj.MHdHxxCS HxxTA L land, Charged AS.
Her jump loop is stupid solid and brainless so that’s what I would recommend.
Off an air hit, just go into jMMHS jMMHS jMdHxxTA L etc and just try to delay the S’s in the MMHS to account for height issues. H has a ton of hitstun on it and S is her only jump normal that pushes them down rather than knock them further up and you need to do that low enough to the ground to give you time to link the next j.M…still incredibly lenient.
Also, her jump loops build like .2 meter more than her higher damage stuff.
Thanks for both combos, they were a good starting point for experimentation. I had to cut back a lot, unfortunately, because I’m using rapid slash for extensions and the relaunch gets pretty tight fast
So far I’ve got this:
(c.L | s.L) s.MHxxMF H, j.MHxxTA L land, s.Mc.HS, sj.[MHd.H | H]xxCS HxxTA L land, (A1) Charged AS, [Relaunch combo | RT | Reset]
It can carry corner-to-corner, but the assist relaunch call is really tight in that case (any tips on that?) and the following relaunch S is also tight. I’ll probably just go into either of the proposed combos in that scenario. The c.H helps avoid weird crossups in the air on some characters, but I might be the only one having that problem. Against small characters it’s s.H like usual.
I’ve been spending most of my time looking at resets after charged AS in the corner with EMP assist. So far it looks promising, can go low/high on either side and convert off of any hit, and even carry them back into the corner in some other-side strings, but they’re not air-tight yet. I’ll be sure to post a video if I can make it work.
Well i tried applying that new discovered Morrigan infinite tech but it doesnt work too much recovery after the Talon-L
Ok, got a complete post-Dirt Nap meterless BnB for X-23(using vajra and EMD!):
LH+A1(EMD) xx Neck Slice(charged), H xx Mirage Feint H, jMH xx Crescent Scythe M, Talon Attack L, MHS, jH xx Crescent Scythe H, Talon Attack L, A2(Vajra) Ankle Slice(charged), Ankle Slice(charged)
556,300 damage
It’s actually pretty easy once you get the timing for the first half down. I can squeeze a little more out of this, but there isn’t really a point. This combo means any character under 900k health coming in gets killed by Dirt Nap for no extra meter and no x-factor.
I feel like Vajra isn’t getting utilized to it’s fullest. I feel like you might be able to use Vajra to knock them back down to the correct height that you can use CS H outside of SJ. Maybe try something like j.MH+Vajra, CS H (I want to get vajra to hit right at the end, might need to call him with the M or add an S before depending on timing)xxTA L. I know for sure you can do s.MHS+vajra, jump cancelled Charged NS at the very least to get another spinning knockdown at the launch portion.
Also, is that the follow-up for a corner grounded dirt nap or are you using XF1?
In almost every case, you’re not going to be able to catch a normal off of an incoming dirt nap because of spacing. There is a wierd height where you can sometimes dash in and combo but it’s not super-reliable in my experience.
Hi again. I am yet trying to learn the combo (the first one up there) you showed me. One of the problems I am having is that in the most of the times I try, I can’t hit one of the “s.M(1 hit)” of the combo in time before the dummy falls on the ground.
What is most relevant on this combo to keep the dummy on higher heights? Have I to start the Talon Attack L as fast as possible?
Maybe when you were creating the combo you had that problem too, so maybe you know the solution.
Yeah, I’m pretty sure the issue is coming from not canceling the CS LxxTA L fast enough. The only trick is that you have to TK the CS L (so do 26369 L instead of 263 L. Playing on stick, if you do the TK and just do a full circle around to forward again, you should get the TK CS and the input for the TA in one button) or the game won’t let you cancel into the TA early, past that it’s just a practice thing. You might be able to do MF H j.MHxxCS LxxTA L (probably have to leave out the 2nd CSxxTA rep because of hitstun, so less damage but would probably work while you’re getting used to the fast CSxxTA). IIRC, I went with the straight CSxxTA to get them out of the cold star hits as fast as possible and keed scaling down.
But for the TK CS to work, I have to use a laucher instead of an H attack right? If I use the laucher the dummy wont go away?
No, that’s 2 seperate tricks.
You can TK special attacks after a launcher and the game will let you cancel into a special where you normally cant. (Only has a few very special purposes, usually only for pointless swag’ing)
completely separate from that. If you TK a CS, whether it’s on the ground or in the air, the game lets you cancel into a TA almost immediately. (This is what makes the Luis Loops even possible since you have to cancel and land fast enough to go straight into a s.H. The s.MH is much much more lenient, but it scales the damage ~100-150 for the simplicity.)