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

**I wish She could do 3 specials in the air. Or at least 2 TAs. Tiger knee TA H for anti air into CS H into TA L.

Or in air combo after TA H do TA M to carry and then TA L. man that would be awesome huh?**

The idea behind TA-M is that it doesn’t have the specific hit frames as it suggest. Good players or people that know the matchup will throw you out of it every time, any character with good dmg output/pickup after throws destroys her. It’s one of the fundamental rules any X23 player should know, but always cover TA-M with an assist. Always.

Wave dash and walljump are her best movement tools. I really feel like she has the best wave dash in the game.

The problem with TA M is the only time you’re able to tech is when you’re you’re doing it full screen. (Where wall jump is clearly the better option.) If you try to do it full screen people with full screen punishes that can beat your assist can do whatever they want and the only option you’ve left open for yourself is get hit or CS and then fall to the ground without being able to block. If you wall jump and someone goes for an assist punish you can CS out of the way of the punish attempt and then TA L/M to punish or force them to XF. If you do it inside of 3/4ths screen you should be getting thrown unless they’re already blocking something before you reach them (at which point you probably should have just went for a dash in cr.M or dash in MF M so you have a chance to mixup.)

I love TA M and it has it’s uses, but it’s not in neutral. It’s way too one-dimensional when you can wall jump and have an absolutely ridiculous number of trajectory options (j. normal xx dH xx CS L/M/H xx TA L/M/H xx dH/falling j.normal in any combination plus you can block and call assists at any point) instead of the 5 you have after TA M (dHxxCS L/M/H, dH/falling j.normal.) You can’t block after CS, dH is a free punish on whiff (and it’s very realistic and easy to dash back to make that whiff since the hitbox isn’t that oppressive), and if you come down with anything other than OS dH or j.H you have to bank on teching the throw 75% of the time.

@ArkticDark
You can combo off anti-air CS HxxTA H if you follow up with falling j.HS land, j. (M)HSxxTA L etc. Or if you have Log behind you, CS H will either convert into log (TA L right after log hit > Dash (or double dash if you want to carry them the other way) > whatever) or put you in a spot where you have either mixup or pressure with TA options.

@Eren
Def. one of the best. Her backwards wave dash is ridiculous, too, and you’re never more than one back dash > jump away from a wall jump, where I think she has the best non-flight air mobility in the game, bar none.

You use walljump when you’re full screen. Non-issue, no argument. You can use TA-M from half-screen or closer, when the active hitbox actually reaches. With plasma beam behind it, there’s no way you’re gonna get thrown, and you’ll get a combo even if you go flying in the other direction. I guess this particular use of TA doesn’t apply to you because of your assists?..

All I’m trying to say is: the move is useful. From certain distances. You can cover its weaknesses with assists, and it becomes a good option, even.

My whole point is that’s it’s an incredibly 1 dimensional tool that’s prone to punishment. Any TA on hit is a chance to get XF and thrown. I feel like neutral TA M is the air version of charged NS. People that don’t play X23 or know the matchup STILL think that NS is super safe when the fact is it’s a free chance to mash out a throw every chance. If TA M doesn’t hit on the back end of the active frames, it’s a free throw against you unless you’re literally doing it at the point where it is sitting inside of whatever assist you’re using to make it safe, and if you’re doing that with a grounded assist then I’m almost willing to bet money that you would have been better off wave dashing. If you’re doing it at anything higher than the assist’s active hitbox then I’m almost willing to bet that wall jump was the better option.

You can’t change the fact that your opponent knows exactly where you’re going to be and the 1 safe option you have as soon as you start TA M, that you have to call an assist to make it safe, and that they only have to punish one angle of attack. Wall jump has none of those issues. If they have any kind of worthwhile THC or reaction super it’s 100% worthless. If they have a team that can do 800k off throws, it’s a weighted gamble against you. If they’re someone that knows how dangerous X23 is, you’re pretty much dead if they’re willing to pop XF.

You can use TA M with Log perfectly fine as long as you’re not in the corner, I’ll use it when I need it as a mobility option (and then usually only as an escape option unless I’m scrub stomping and someone’s proven they don’t know the matchup.) One of my very first X23 teams was X23/Task/Doom so I’m pretty familiar with her options with beam. It’s too hard to be unpredictable with TA M because it is one of her most predictable options. You can’t afford to be predictable with X23.

**yea most of the times I’ve been punished the hardest was off of TA M. And it is just so tempting to throw out there so I went for it often. And I eventually had to force myself away from it because it kept costing me my X-23.

and also poorly timed Mirage Feints… lawd!**

Sigh, this is getting dumb, but I’ll do it anyways because the internet.

My general goal at neutral is to get frame advantage so I can do frame traps/mixups, or what have you.
My preferred method of accomplishing this is getting the opponent to block Plasma Beam.
The opponent can avoid blocking Plasma beam, and starting their own offense by jumping over it, or airdashing over it.

If you’re not close enough to even put a hitbox in their space in order to force the block, you should probably walljump or wavedash in yeah.

If you are close enough, you have different options that accomplish different things depending on how you think the opponent will react. One of these is TA-M, and it results in different possibilities than others.

I guess my original wording was wrong? TA-M isn’t good for getting in, it’s good for apply pressure. In certain distances. With certain assists.

TK’d Talon M+Unibeam is great IMO if they block it on the ground. Unibeam pins down and after Talon M+Beam gets blocked, you should have a variety of options, like j.S then go into a forced (or fuzzy, whatever) instant overhead situation if they block the j.S, or go low, or go for an empty throw (kinda whack), or empty Mirage-Feint M+Talon cross-up and so on.

So during the South East Asia Majors there was a X-23 player who made 13th. He went by the name X and was sponsored by SL.
SL|X and he plays X-23, Akuma, Strider.
Talk about a glass cannon team.

Here is a link that shows his placement in the results. Btw, how taboo is it to post a link to Eventhubs in Shoryuken forums?

I haven’t really read the whole argument or w/e out of laziness but the fact of this matter… raw/bad/spammed TA M is just as bad and brain dead ass horizontal zip with Spencer and box dash H with Nova. Good tool when done properly but x23 (like the other 2 characters I’m using as an example) has too many other tools to get in that are safer and actually more ambiguous. Wave dash + assist + MF is godlike on some Vergil shit. and wall jump is really good too. When I first started playing x23, I used to TA all the time but then i realized being on the ground was so much better. Also, TA M + assist is only good if the other person doesnt know it’s coming…i have a set against someone that LITERALLY only used that to get in…all I had to do was super jump higher, land and attack while the assist cooled down.

He doesn’t use it to get in he said. He uses it for applying pressure.

That would be me. Lost to Xian when I was 2 games up, such a choker. Should have beaten him and went on to face Tokido who I was looking forward to facing!
Ah well, next time.

My team is very fragile, but I like it cause it keeps me on edge and super excited. :stuck_out_tongue:

While I’m here, thought this might interest some of you.
http://www.shadowlogic.com.au/community/instant-transmission-glitch-ultimate-marvel-capcom-3-instant-x

YOOOOOO…That’s godlike. Lol.

I love seeing dumb shit like that. It’s almost enough of a gimmick to make it worth playing that next-to-worthless assist.

Gratz on the 13th place finish, too! Can’t wait to start seeing more X23s in the top of the field.

I know you, you came up with a whole bunch of combos when UMVC3 came out and I was scared about X-23 losing damage haha. Gonna look for your SEAM13 matches on Youtube if there’re any.

Haha, thanks man. Wish it was more useful though, like you can do it as you dash in, or feint over, stuff like that. :stuck_out_tongue:

Yeah, you have a great memory!
My team is more reset/mix up heavy now, which I like. But always good to come back and see what the community has come up with and how you’re all doing. =]

X do you have any video footage from SEAM13?

**that is an interesting glitch. **

Here, I made something for you lab monsters to play around with:

Proof of concept, not even close to optimized. I’m someone can make this combo build 2 bars and do 900k solo or something.

CS loops will probably net you 2 bars with this combo, or you can run an extra OTG assist to finish just over 700k non meter.

Wow…that was OD lol…good shit