So I am currently looking at X-23 (Low assist) / Dante (Jam) / Frank (Cart) and I am trying to find a way to combo into her SRK Hyper. Anyone have any ideas?
Low HSD with Jam works but I think that’s about it.
If you’re trying to level up frank, if you can manage to get your back to a corner and use RT > Blue light special, you can juggle them high enough that you can launch with Frank after (I don’t remember that setup for sure, so it might be like they had to be higher than OTG height before the super, it’s been a long time…) IIRC, the issue was that you couldn’t end the cart super in the corner to link the S so it had to be near full screen. Never looked into JS when I was playing cart, but maybe you can do something where you do s.S+JSxxTK MF M, sj, CS H (or maybe just sj.H)xxTA L when you’re near a corner to get turned around so the cart setup works?
Also, I didn’t know about it when I was playing frank, but try doing the super late assist call trick (like the unibeam/plasma beam dirt nap pickup), you might be able to use cart for a post dirt nap pickup if you call him late enough. (I’m actually going to check that out, because if that works then X23/Frank/Dante would be a pretty fucking busted/amazing team and a full double dirt nap since Frank has infinites and X23 + Cart was some of the most fucking amazing/unreadable resets.)
Edit: I forgot that I had a clip of that method. Check the last few combos on this vid.
2nd edit: On the off chance that the late assist call has any affect of combo options, you might be able to do a super late assist call and link the WXP off of cart. Back when I was messing with it, I didn’t realize how much of a difference you could make by calling the assist at the last possible moment.
I have found quite a bit for this team already which is nice.
So far I have found Range Trigger > Devil Trigger then SRK+M~M (dash back) S~H~fH(BC)jQCF+H to a hard tag. If I still have Jam Session its a free level 5.
Dante can DHC with Devil Trigger and Frank with Survival Techniques from Weapon X Prime into a full combo. If you have level 5 Frank you can actually do 1 mil in damage and build back 2 bars. Meaning that you can do Weapon X Prime into a DHC with two bars and end with one while still killing one million or less health characters.
If its just Frank and X-23 you can also do Rage Trigger to cart in the corner then X factor, knee drop, picture and do whatever. Thats usually a level 5.
Just Frank and Dante is laughably good.
X-23 and Dante gives Dante unblockables (and Frank with CHAINSAWS!) and X-23 gets her Dirt Nap incoming BS loops.
This team is silly fun and I love it!
Late dirt nap pickup? Also, I run the team as X-23/Dante/Frank. Its pretty sick and wrong that way.
So I just found at that Decapitating slice can lead to a hard tag on either character. Dante gets SRK+M~M into shot loops and Frank can call Dante assist with camera and build a full meter.
Starting at one meter with X-23 I managed to do this:
QCF+H (hard tag Frank) (Call Dante) QCF+S (Dash) S sjMMHS (call X-23) sHS sjSxxQCF+H S sjS QCF+SxxQCB+AA (DHC to Devil Trigger) (Hard Tag Frank) QCF+S
Yeah, decap slice lets almost anyone in the game hard tag in, lol. It’s a Nova-level hard knockdown.
If you haven’t messed around with it. Ankle slicer gives frank a really good extension with knockdown > AS + Zombie toss (giant swing? the one where he spins the zombie), slide S, etc.
Also, you might want to check the X23/Dante/Frank - WXP > DT > hard tag combo. The game usually lets you call an assist twice as long as the assist isn’t in the same team position (2nd/anchor) the 2 times it called. So X23 should be able to call him from the 2nd position, then when he hard tags to anchor the game should let you call him again to help frank level up.
Lol…go figure. YT search ‘umvc3 assist call twice in one combo’ and it comes up with a zero/dante/frank combo doing exactly what I describe. Thanks internet, lol.
Edit for lab info: I just checked and if you call Cart late enough you can use it to pick up after a corner dirt nap (I feel like it might be a frame or 2 tighter than the beam calls, though.) Grounded is pretty straight forward, you just have to time the call similar to the unibeam/plasma beam pickup. For incoming height it works, but you have to wait until they hit the ground before you hit them with AS or they’ll tech out of the cart too early. Cart also works for midscreen grounded and you just have to dash + cart > otg, link s.L, which is nice too.
Works really well with cart since he scales the hell out of the combo (which is exactly what you’re looking for in that circumstance.) Let’s you get the meter back at 803k damage. That’s compared to just over 900k if you have to pop XF right after the OTG which means there’s only 4 characters you can’t build a meter on before killing, as opposed to 25.
I have been scanning through this thread, but is there a best place to see her BnBs? Like a listing by what they are and then a video with them?
Thanks
These are the main ones and then the Luis Loop ([HxxMF HxxCS LxxTA L]x2~3) which is the current optimal bnb at the moment.
Do you have a breakdown of those? If not, I guess I can transcribe them.
Thanks
Check the YT info on the vid for the transcriptions.
Here’s a copypasta for you.
I’m transcribing these from my head at work, so there might be some minor mistakes here or there but it shouldn’t be anything major. Depending on whether you add the corner CS you might need to leave out a the s.M or s.H before the launcher and the sj.M depending on the opener and the exact hitstun at that point.
TA M Combo (This is surprisingly consistent.)
j.dHxxTA L, land, s.MHxxMF HxxCS LxxTA M, falling j.MH, land, j.MdHxxTA L (if in the corner, CS LxxTA L, land s.HS) s.MHS, sj.HdHxxCS HxxTA L, land…
If you start with s.MH, instead if j.MhDxxTA L, you can do j.MHSdHxxTA L before launching.
CS L Midscreen (IIRC, this is like 10k more damage than the TA M variation, but I like not having to do 2 MFxxCSxxTA and the TA M looks more impressive…and that’s what’s really important.)
j.dHxxTA L, land, s.HMxxMF HxxCS LxxTA L, land, s.MHxxMF HxxCS LxxTA L (if cornered, CS LxxTA L, s.S), land, s.MHS, sj.MHdHxxCS HxxTA L, land…
Jump Loop + (Better combo if you don’t have any reason to do full damage to maximize meter gain.)
j.dHxxTA L, land, s.MHxxMF H j.MMH, land, j.MMHS, land, j.MdHxxTA L, land (if cornered, CS LxxTA L, s.S…not 100% if hitstun will let you get the s.H consistently after the CS), s.MHS, sj.MHdHxxCS HxxTA L, land…
"ETR +“
j.dHxxTA L, land CS LxxTA L, land, [j.MdHxxCS LxxTA L, land]x2 s.HS, sj.MHdHxxCS HxxTA L, land.
Relaunch 1 is assist+Charged AS or NS, s.S, sj.HxxCS HxxTA L
Relaunch 2 is assist+Charged AS or NS, s.S, sj.TK CS HxxTA L (You need to wait until the last second to do the s.S and you have to get the sj. TK CS. s.TK CS won’t leave you high enough to connect with the TA.)”
Anyone know any good extensions with Jam Session or Shopping Cart?
Lol, nope. It’s on my list to find something worthwhile for JS, though.
The best I know of for JS at the moment is using it for meterless ended since you can do otg+js >cs h xx ta h xx cs h without being in xf. I haven’t tried it but maybe you can do something like otg +js > cs h xx ta l xx rt on land. I guess it might be possible if the ta l knocks them low enough.
at the end of her BnB (before going into launch) you can do sH + JS xx MFC xx sH into charged neck slicer for a spinning knockdown into launch HxxdHxxCS H into whatever OTG followup you have available. The timing is weird though and I havent been able to make it consistent. It has to do with the interaction between JS’ last hit and Neck slicer. If JS’ last hit comes after NS, the opponent flips out, if NS hits last, you get the spinning knockdown.
If someone feels like labbing it up, I think that that is the only real worthwhile sequence JS will add to any X-23 combo.
Yeah, I was looking into pretty much the exact sequence last night and couldn’t find any consistent set of buttons to get the height correct and have it hit right after the last hit of JS. Past that, the only other worthwhile thing for JS is just using it to get an extra ~50k with an AS > RT.
Also looked into using it for extended enders and couldn’t find anything, HSD is so high at that point that even when you hit with a TA L, they tech before you have time to land and get the super out.
Was also looking into X23 > Mags DHCs (pretty lackluster) and the best I could find is that it’s possible to link RT > Mag. Tempest but you have to dash back before the AS (cancel after the first hit to keep them low during RT) and anything cancelled after the first hit of the third cartwheel will drop so there’s a lot of damage left on the table.
It is possible to end a combo with TA L, land, MF M, THC and have shockwave + RT, which does a solid 300~350k, but RT doesn’t play well with other supers like Million Dollars. It seems to be random or some wierd spacing condition that I can’t work out, but occasionally, with a THC with all 3 (X23/Mags/Dante), X23 will pass them, which lets Million Dollars continue to hit them and you can get another S > TK CS H > TA L extender at the very end. Again, not the most optimal thing for X23 since those 3 bars are infinitely better for dirt naps, but the option is there.
The cool/weird/unexpected thing with AS + JS into RT is that if you time the call early, and the AS late, the assist actually recovers fast enough for you to still be able to DHC out of RT. Jam sesh so gewd.
I guess free 50k (minus whatever you miss from the early call) is better than nothing. Jam sesh so disappointing. T.T
I know you mainly play Dorm behind X23, but do you or Cape have an extended RT > DT > beehive > etc ender that does more damage than just doing RT > Million Dollars? I know cape was using it specifically for hard tag purposes, but didn’t know if there was anything that made the damage worthwhile (especially with RT > Million Dollars being such an early cancel.)
Also, still working on Mags point version of the new team. (Mags/Dante/X23 or Mags/X23/Dante) Notes from last night:
The corner Mags ground throw > hypergrav M/H > Hard tag X23 > link s.M > Luis Loop x2 > s.S > TAC works, but unfortunately, the super awesome midscreen grab > hypergrav H > dash over mag blast > hard tag X23 (tech build for zero hard tag) doesn’t work with X23 because of her shallow tag angle.
Still working on Mags > hard tag Dante > TAC to Mags combo, having trouble with the pick up timing so I started working on other things. (I really want this to be a solid possibility, even if I have to DT with Dante to get it.)
On the point Dante version, worked on Stinger + EMD > TAC past X23 conversions. Getting corner carry and TACing when Mags is 2nd is pretty free, but getting the X23 call out of the way and getting corner carry is a bit harder. Just to be clear from the notations, X23 completely whiffs when she’s called, it’s purely a matter of getting her assist on cooldown at the right time to TAC past her.
(Spoilering since it’s not necessarily X23 specific tech. Just figured some people here might be able to use it if they’re running point dante/x23/infinite character builds.)
[details=Spoiler]
In/Near the corner:
Stinger + EMD > Teleport, falling j.H, land, s.MH c.H s.S+AS, sj.MHxxQCF L, land, s.S, sj.HxxTAC
Mid-screen~3/4th:
Stinger + EMD > Teleport, Falling j.H, land, s.MHS, sj.MHxxQCF L, land, s.SxxClay PigeonxxStinger lv.2 + ASxx(Bold Cancel) instant AD j.H (whiff, just for mobility), land dash s.S, sj.HxxTAC (maybe sj.MH depending on how close you were to the corner and if X23 hasn’t left yet, still working on ideal timing situations on this version. Might be better just to go for the near corner version for reliability since Mags TAC are pretty easy midscreen.)
The non-EMD grounded confirm is a bit easier/brainless and corner carries from anywhere:
s.MH f.H HHH (stinger > stabs) s.SxxCPxxStinger, BC, IAD j.H (whiff for mobility), land dash s.S + AS, sj.MHxxKB, land, s.S, sj.HxxTAC
If you’re starting midscreen or closer, you can leave out the stinger dash portion and just do:
s.MH f.H HHH (stinget > stabs) s.S + AS, sj.MHxxKB, land, s.SxxTAC
And there’s a TAC fake with Dante if you do s.S sj.L, DJ, sj.HS instead of TACing. Only downside being that hitting an S from sj height really limits your combo options from the ground.
[\spoiler]
Just F.Y.I., most of the combos came from a combination of these vids with just the addition of the X23 call to TAC past her.
Dunno if it’s a character thing or not but I was trying this on Vergil and didn’t have much issues with landing the Neckslicer, starting from midscreen. What I had an issue with was getting the final H after the MFC to hit due to histun (this was during loops). I somehow managed to get an improvised combo and got the Neckslicer to hit before launching, and managed to do a full air series before ending it with Ankle Slice>Rage Trigger for exactly 700,000K.
That’s the best I’ve done with Jam Session so far, which isn’t too hot. But the whole Jam Session>Neck Slicer thing’s great for switching in a TAC character in the 3rd slot.
I was trying to find a way to get the JS > NS extension after the 2x Luis Loops midscreen and was having height issues, mostly.
I’m not home to test it at the moment, but how about s.M + JS -> MFC -> s.M -> NS? I figure it’s s.H that’ll pop them up, so maybe two s.Ms would keep them low enough.
Yeah, same issue for me too, got over the hitstun, only to run into the height issue when using Scythe Loops. Tried Sykilik’s method, couldn’t get the s.M(Jam Session)>MFC>s.M>NS to connect after a Scythe Loop either. Can’t get Neck Slice to connect anymore on my improvised combo either haha. Oh well…
So while working on the JS extension, I happened to find an Extra 30k~50k (feeling unsure about this numbers after writing this, might be only 20~30k+ but it’s much safer starters with tons of hit confirm time) on the midscreen BnB over the straight 2x Luis Loops version (off a sMHxxMF H starter, no less.) 50k ver. is character depenent, think it only works on the medium~tall characters. Damage is based of an s.MH starter since that’s more likely to happen in a match.
Luis Loop (I want to say ~530k before super no extender?)
s.M[HxxMF HxxCS LxxTA L, land]x2 s.HS, Etc.
Better Hit confirm version (Works on most characters, didn’t test on the tiny guys.) I don’t remember if it did ~2k more than the Luis Loop with the same starter or +30k now that I’m writing it. I know it’s at least as good as the Luis loop version with some added meter gain and more realistic hit confirm.
s.MHxxMF H, j.MH, land, j.MxxCS LxxTA L, land s.HxxMF HxxCS LxxTA L, land s.HS, Etc.
+30k version (Character height dependent, 2nd j.S whiffs on small characters and I think doing j.MH, land j.MSdH made the height unreliable to connect the first TA L/hit the 2nd Luis loop. I think this was 550k before super.)
s.MHxxMF H, j.MS, land, j.MSdH(small delay)xxCS LxxTA L, land s.HxxMF HxxCS LxxTA L, land, s.HS, Etc.
Also did some major work on EMD starters/extensions.
Current Max damage with practical confirm (Think the damage was ~910k for 2 bars fully mashed.):
s/c.MHxxMF H, j.(M+EMD)H, land, j.H(slight delay)xxCS LxxTA L, land, s.HxxMF HxxCS LxxTA L, land, s.HS, sj.MMHdHxxCS HxxTA L, land, MF MxxTHC (RT+Shockwave)
Other cool notes:
Dash + EMD… is a hilariously strong mixup point, especially in the corner.
-c.MxxMF M will cross up in the corner, then EMD will hit and put them back into the corner so you can do a full 3xLuis Loop corner combo.
-c.MxxMF H sets up fuzzys on block + full damage hit confirms on hit
-c.MxxMF L/MxxTA L land c.L dash over dH
-c.HxxMFC (hit confirm on hit, dash in tick berserker TA L, etc. on block.)
-c.HxxMF L/M (hit confirm on hit, mixup on block.)
Starting to slowly change my tune on X23+EMD, It’s def. easier to play with a longer hitstun beam, but I think EMD might end up being scarier when played optimally just because of the speed of the mixups and lack of damage scaling.
As far as X23 > Mags(EMD) enders.
Any TA L ender lets you MF MxxTHC, I think this is the max damage you can have from this pair as far as supers go. (~300k max scaling IIRC? Of course, you lose corner, so don’t use it unless it’s going to kill.)
TA L, land, dash back, AS(1-hit)xxRT(first hit of 3rd cartwheel rep)xxTempest looks like the best corner ender. I don’t recall if it does more than the THC, but I would still only use it if you wanted to get Mags in because it’s pretty lackluster.
In general, I think you’re going to be relying mostly on TAC/TAC fake(combo, not throw since I haven’t found any way to convert a throw with EMD) to end combos with this pairing.
On JS extensions:
It looks like you have to use c.(M+JS) c.Hxx(slight delay)NS to get the spinning knockdown after any kind of jump/CS loops. I got sidetracked with the new combo stuff when I was looking into this but I think (and hope I’m just remembering wrong) that hitting the 2x Luis Loop ~ JS>NS Extender ender might have done less damage than not having JS on there at all.
Gonna take a look at it again later and work on it a bit more but I think the key is finding a max damage combo that still has enough HSD at the end to let the c.MH link work.