I guess I got that. I thought I could only TK an special move on the ground.
I use a hitbox arcade too. It seems all I need to do to make the air TK CS is a normal Crescent Scythe command and press the jump button right before the L atk. Is that right?
EDIT: If I TK the Mirage Feint after the H atk the CS after the Mirage Feint will be affected?
As far as I know, it’s only a wierd quirk with CS. I don’t think TKing the MF lets you cancel any earlier.
And yeah, TKing on hitbox is really easy and exactly what you said, just make sure you’re still holding the left/right so you get a diagonal and not go straight to up. (This game is still hella lenient tho so you don’t have to worry about it too much.)
1.3 mil off the MFC stuff–kills the entire cast. I did the same combo with X23/Dorm/Wesker format and netted about 30k less, though the window of dmg is much tighter with RB. Quick question, how can charge up Dorm’s stuff faster so I can get meteors without him already entering with 2 already charged? I seem to only net about 3 charges, but meteors never come out by the time SF dissipates.
It’s character specific, big/small characters can mess it up sometimes (either too high or body soaks up the hits to fast.) Should be possible on all mid-sized characters though.
As far as hitting those charges, you have to start asap on the charges and rush through them to finish in time. IIIRC, you start the first charge in the middle of the 2nd ‘Run’ (maybe first, it’s been a while, lol.) Also, wasn’t clear from your post, but you should only be using the 1R1B meteors for the followup, not the 1R2B.
Yup righto again. For rocket I like to reverse the assist around and end the with wxp off dh (netted about 749_765k good enough to tod him) since his hurt box is so small. I can still get meteors off ammy, however. I will test Arthur later.
For clarification, meteor charge can be started in the middle of the first run.
The trick for a consistent followup for charging the spells is when you DHC from RT. You want the flare to spawn just a little bit below their feet. If you do it too late, their body be higher, and will fall quickly onto the flare, eating up a lot of hits before clipping their toes like you want.
The easy way to do it is to DHC immediately after the first hit of the DP portion of rage trigger.
The optimal way is to delay your cancel from charge AS xx RT, so the opponent is lower to the ground as RT hits them, then DHC on the last hit.
After that, just practice. I found that I had more time than I thought to get the charges, since the startup on the release is actually very fast (the meteors should spawn right where the opponent has reached). You should be able to charge 1D1C, then release.
Has anybody experimented with Magneto/Doom-style baits to catch people mashing TAC counter? I’ve been in the lab and I think using her medium Talon Attack for the reset and then converting that into the superjump combo would work, but I haven’t had much luck making it consistent.
You might be able to do something with the TA M if you were low enough to the ground that you could follow up with j.MS, but I’m pretty sure if they tech out of TA M you’re at a frame disadvantage and they’d probably get a free throw from it. The safer options is probably full combo into relaunch, early L > directly into the SJ conversion combo works fine and OSs into a throw mixup. You can’t open with the TA M because you need to TA M to get the correct height on the SJ conversion.
Full notation:
High hitsun combo > relaunch in corner > sj.L, opponent techs, f+H, d+HxxTA M, falling sj.MS, land, j.MHSxxTA L land s.MHS etc.
Don’t rush the inputs, both the H and dH have a ton of hitsun after the reset and you want to get as low as possible, but make sure you rush the j.MHSxxTA because they will tech at the j.M if you wait to long. You almost don’t have time to confirm the j.M hit before you should be hitting the H because of the camera placement.
If you catch the throw rather than the combo, either TA L or dH will get you to the ground fast enough to relaunch with an assist.
If you know for a fact they’re mashing out the TAC break, then it’s sometimes a bit easier to space if you open with an S, dHxxTA M etc. since it’s a larger vertical hitbox and knocks them down a bit. Probably safer just to go with the fH OS though.
Also random note for people looking to swag, you can actually covert off a raw CS HxxTA H with falling j.MS land j.MHSxxTA L also. Really reliable in the corner and I think works off normal starters, works fine midscreen as long as you’re still in front of them after the TA H.
I remember there being a discussion about the tac reset a white back and wasnt one of the main problems the position of the opponent after the reset? At least thats how i remembered it went and thats what i recall when i was experimenting with it.
This ended up working perfectly, I was at a tournament over the weekend and another X-23 player nailed me with it. Really nice piece of tech to have if you’ve got a good TAC character to threaten them with. He ran Iron Man for a few games so if I didn’t tech he could infinite me and if I did tech I risked being hit by the setup and giving him a free kill and meter for Dirt Nap. Nasty stuff.
I use the TAC reset often as well - a lot of the people I play no longer mash out of TACs, though. Turns out you can counter a TAC by calmly pressing S one time (still have to guess the direction, though.)
Luckily, you can just as easily go for airthrow after the jab.
As for making the setup reliable, it’s just a matter of practice. You have two opportunities for visual height adjustment: when you cancel into TA M, and how quickly you chain into S for the falling sj.MS. Practice on a variety of characters, and you should get a good feel of when to do what. It’s not easy, but it’s absolutely practical.
Managed to tack on an extra 100k dmg off the same combo I have above, which takes it up to** 1.4 mil** on a good chunk of the cast. Still needs 1D2C setup, but Dorm can easily get that from SF DHC>1D1C no liberation>switch back in X23. As long as you have at least one bar to spare it should be possible, I’ve gotten as high as 1,417,700 off the next touch. LOOL.
I’m close to consistently executing Iron Man’s down TAC infinite, but it would probably serve better if he was at the second slot so that I don’t have to go through Dorm’s assist. I love this team, but more stuff has gotta be lab before I break its full potential.
EDIT - Finally got 5 reps in a row off the infinite xD
I haven’t gotten his midscreen TACs yet (though I haven’t invested a ton of time into it yet.) The jump IADFxxSmart bombs kicks my ass.
Log will let me corner carry ~3/4ths screen while still allowing me to TAC in the corner, still working on the true corner carry + corner TAC option, tho.
I still say if you’re gonna run infinites, just go full out and put IM second and just get a great assist to get that first hit since damage isn’t really an issue after that. Or if you want to run Dorm, just get something that will second extend for X23 and is a decent assist for Dorm. That way you can kill with just the one DHC and run a 2 touch kill team.
Those are the two options for end game X23 teams, 1 touch + TAC or 2 touch TOD team. Everything else just isn’t a good fit for ‘Marvel’, IMO.
**O.o!! ** Didn’t think about it until just now, but with the input nullification glitch, there’s probably a better TAC inf. option for Dorm since you don’t have to wait for flight to give out to avoid charging on accident. I think if you found that, then X23/Dorm/Dante would be the newest addition to the end-game X23 team group. (and notably not built with a bunch of questionably tiered characters.) Damnit…I just made myself get excited about a new team…I’m gonna get so ragged on by my local group if I change again, lol. Especially with now much I rag on JS for X23.
Way ahead of you. Switched to X-23/Dorm/Dante semi-permanently now. The team is awesome. Always wanted to play this team but something kept stopping me. Bit the bullet and dropped Wesker and must say I’m loving this team more and more. So flexible, the worst you can do is having Dante with Dorm behind him. That’s just not too bad at all.
Yeah, I drop Dorm’s infinite all the time. He’s really only there because again he gives braindead DHC options, allows Laura to tag back in, and can net free spell charges depending on what assists you have. If Laura dies, I still have access to a practical infinite setups for a character that is ridiculously good with meter.
Anyone know if a tk meaty talon is as good as a meaty CS for dirtnap set-ups on incoming? I’m testing it out in training mode off of snap back set-ups and it looks just as meaty as the CS plus its easier to tk talons.
Just as good (perhaps even better) in my experience, I like using TK’d Talon H for non-assisted set-ups. Unless they have an aerial invincible hyper, they’re getting nabbed.